florianmuellerch
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Everything posted by florianmuellerch
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I know everyone was just waiting for exactly this, and now it's finally done for ArmA 3! Get yourself busted by a Radar Trap! My first mod so far adds 5 objects to ArmA 3: 5 different speed radar models. See this trailer for initial information of the awesome: Benefits of this wonderful speeding trap: - 5 wonderful models - Additional flashlight function (not automatically) - Customizable callback (in which you can call the flashlight) - aaaaaand it's awesome Download - Mirror #1 (dropbox.com, v1.2) - Mirror #2 (mega.co.nz, v1.2) Install - Copy the contained mod folder "@SpeedRadar" into your ArmA 3 directory (usually C:\Users\Yourname\Documents\Arma 3\) - Go to the game, to your extension settings and activate the mod - Or you add the mod in your game start command (-mod=@SpeedRadar) - Go to Editor - Place the desired radar trap (they're at "Empty > Structures") - Just enter the correct code into the initialization block and you're ready to go Usage Before you can use the speed radar, please ensure you have the following information: - Heading of the street (degrees) - Maximum speed (please keep an eye on the signs, it ain't much fun if you get busted for driving slower than allowed :P) For the initialization-block, you can use the file speedradar.sqf. You must pass the following parameters: - The radar object (this) - The direction of the street (tolerance for the passing vehicle is +- 30°) => for mobile radars, use -1 (see Update v1.2) - The maximum speed in km/h - Your callback piece of code In the callback you recieve three parameters: - The player object that overspeeded (in case of a multiman-vehicle it's the driver) - The speed they went - The maximum allowed speed You may ensure that you allow some tolerance for the radar will measure exactly. nul = [this,45,80,{ hint "busted!" }] execVM "\SpeedRadar\speedradar.sqf"; On this one, you already get a hint if you drive too fast. You may use the flashlight function which plays a little sound and displays two flashing white lights. Just call PEG_fnc_SpeedRadarFlash: [] execVM "\SpeedRadar\PEG_fnc_SpeedRadarFlash.sqf"; After someone gets busted, the radar has to "reload" for five seconds. Please acknowledge that you simply can't be too fast ;) Singleplayer vs. Multiplayer The worst issue about that is having the players to download the mod themselves. On this topic, you might want to vote up my feedback issue: http://feedback.arma3.com/view.php?id=16737. The speedradar performs his checks only on the serverside and only once. So ensure that only the local client of the overspeeder shows the flashlight (so don't use it directly in the callback, for only the server would see it). ================================================================================================= UPDATE v1.2 The new Update contains the following fixes and enhancements: - Fixed error of missing textures (Sorry, my first addon so far ^^) - Added a 5th radar trap (mobile!) - Added red flashlight - Opposite direction will now also be busted - Minor bugfixes and enhancements Red Flashlight To set the color of the flashlight to red, just edit your call of PEG_fnc_SpeedRadarFlash: Default flashlight: [] execVM "\SpeedRadar\PEG_fnc_SpeedRadarFlash.sqf"; Red flashlight: ["RED"] execVM "\SpeedRadar\PEG_fnc_SpeedRadarFlash.sqf"; Alternative Syntax: "RED" execVM "\SpeedRadar\PEG_fnc_SpeedRadarFlash.sqf"; Mobile Radar Traps http://d3j5vwomefv46c.cloudfront.net/photos/large/847669837.png (211 kB) To be able to use a radar trap for mobile busting, ensure that you set the street heading parameter on speedradar.sqf to -1! This means the radar continously updates his direction and takes just the direction it looks at. Sample: Init-Block nul = [this,-1,80,{ hint "busted!" }] execVM "\SpeedRadar\speedradar.sqf"; Use it mobile: myRadar5 attachTo [myQuad,[0,-1.5,-0.35]]; You now have a radar trap behind your quad which is continously active. You can drive on a road with it and if someone bypasses you he gets busted ;) Place the radar trap again: detach myRadar5; Finally just one thing: HAVE FUN! Please report any issues in this thread or via PM! :) Regards, florianmuellerCH aka. PEGASUS PS: I won't do any more updates on it (except serious bugs) for I'm a real beginner in creating mods, addons and 3D models (you can see it if you take a closer look at the speed radars...). You might want to see the development files to use it by your own. You can edit and redistribute them as you want, but please add some credits :)
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GUI Editor: Why are RSC-Classes not predefined?
florianmuellerch posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am getting into ArmA 3 Scripting once again (after I've made some cool addons a few years ago, see this post). I recently found the GUI editor, which makes it a lot easier to create dialogs. However, the classes used by the Built-In editor (like RscText, RscButton, RscSlider, etc.) are not predefined and have to be defined by myself. I have to do this by searching youtube and forums for definitions of it, because I have no idea what it can do and what it can't. So, why for gods sake, is there no predefined definition of the classes used by the built in editor? Thanks for input mates, and a nice weekend. -PEGASUS -
GUI Editor: Why are RSC-Classes not predefined?
florianmuellerch replied to florianmuellerch's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You serious?! Thank you very much! :-) -
Virtual Ammobox System (VAS)
florianmuellerch replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi guys I'm also facing the problem that no texts are shown. In the downloaded ZIP file from armaholic, there is no stringtable.xml? I've downloaded the version 2.91 (from m0nkey I guess), but this does not contain any stringtable. Could you please verify the downloadable zip? Thanks! EDIT: I've found a stringtable.xml of an older release which i've copied to the mission's main directory (I thought, not that much labels have changed in the releases) and the labels were working again. So it really is a matter of the missing stringtable.xml file. -
Difference of BinPBO File vs. ingame generated PBO file
florianmuellerch posted a topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
Hi guys I am trying to automate the process of sending my edited map to my server. For this purpose, I am trying to automatically generate the PBO file for multiplayer. Now, if I save the PBO file from the mission editor (Save as multiplayer mission), everything works perfectly. But when I try to make this PBO using binPBO, it won't work (some strange error messages appear on the server). The MD5 Checksum is also different. Now the simple question to not go very deep into the tool: How do I have to call BinPBO exactly to achieve exactly the same effect (PBO File) as from ingame editor? Thank you for your help! Florian -
ArmA 3: Speed Radars!
florianmuellerch replied to florianmuellerch's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I believe, yes... I believe you want to do something like that: Create a script that calls PEG_fnc_SpeedRadarFlash (you did this already), lets call it "flash.sqf". Create a function of that file (so you can call it). On the server, call BIS_fnc_MP with the flash if someone gets busted. Maybe you can pass the position of the radar with BIS_fnc_MP to your flash.sqf. In your flash.sqf you can check if the given position is nearby, and if so, you'll call PEG_fnc_SpeedRadarFlash. Just from the skratch, this should actually even work :) -
ArmA 3: Speed Radars!
florianmuellerch replied to florianmuellerch's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@Spyflo, this is the problem that I mentioned in my first post: You have to ensure that the Flash is executed on the Client's computer. Now, you execute it directly on the server, and the flash is local so only the server can "see" it. You'd have to write a script which gets called on the server but executed on the client which raced across the radar. You could go advanced and distribute the flash position to every client and then ask if the local player is nearby and then display the flash, even if another player has been too fast (would be more realistically). -
ArmA 3: Speed Radars!
florianmuellerch replied to florianmuellerch's topic in ARMA 3 - ADDONS & MODS: COMPLETE
What error message do you see? If you don't see any message, you may look at your log (at your AppData/Local/Arma 3 folder) -
Hi guys I've managed to create the ArmA-Side required files for a new font (Using Font2TGA). But reading the documentation, I cannot find any clue how I would include them (e.g. by description.ext for my multiplayer mission). I've tried CfgFonts and CfgFontFamilies, none of them gets any attention by ArmA 3. What am I overlooking? Thank you for your hints!
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Basic Jet Ejector Seat Script
florianmuellerch replied to magicpanda's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi Magicpanda! I've also just created an Addon (didn't see your forum post). Maybe you want to take a look at it: http://forums.bistudio.com/showthread.php?175838-Jet-Ejection-Seat The difficulties were that you get ejection in the correct direction if the plane has bank, for example, or if it is flying upwards down. You might take a look and tell me what you think about :) -
ArmA 3: Speed Radars!
florianmuellerch replied to florianmuellerch's topic in ARMA 3 - ADDONS & MODS: COMPLETE
OK guys Version 1.2 is online :) I've fixed the error about the textures (so sorry!!) and added red flashlight, a rude mobile radar trap and some extra functionality. For a full description see my first post and the UPDATE note :) Thank you all for your feedback! -
After the latest update of A3 Tools, I got no buldozer.exe anymore? Where the heck has that gone? O2 can't display any preview anymore, this is goddamn annoying!
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Hi Guys! New Addon is up! Ever got angry because of the ejection seat in ArmA 3, placing the pilot next to the plane instead of pushing him realistically out of that cockpit, like every jet should be able after 2030? Well, then this is for you! ArmA 3 Ejection Seats Features - Pushes you out of the cockpit with a realistic force - Works in all flight positions and even upside down - A non-steerable parachute will be added to the player and opened automatically after ejection - Collision with the jet is no more possible Download Mirror #1: dropbox.com Mirror #2: mega.co.nz Install - Copy the contained mod folder "@EjectionSeat" into your ArmA 3 directory (usually C:\Users\Yourname\Documents\Arma 3\) - Go to the game, to your extension settings and activate the mod "EjectionSeat" - Or you add the mod in your game start command (-mod=@EjectionSeat) You're almost done! Usage Before you can use the ejection seat, you have to add one line to your init.sqf server file: [] execVM "\EjectionSeat\EjectionSeat.sqf"; Have a try :) Should work with both single- and multiplayer (tested in SP). Have fun! Regards, Florian
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ArmA 3: Speed Radars!
florianmuellerch replied to florianmuellerch's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi guys Thanks for the replies, I'll take a look to that right away. Also, I may add some red flashlight if you want :) Regards and stay tuned, should be up in a short while... Florian -
Hi Scripters out there I'm trying to get the bank angle of a plane, but I didn't find out the best way. I've read about vectorUp but I didn't really understand the indicators (which vector is this?) I'm trying to do an ejection seat script, so I'd have to set the velocity of the player in the direction the canopy of the plane points. Is that somehow possible in an easy way? Thank you for your help! :) Regards, Flo ---------- Post added at 08:53 ---------- Previous post was at 08:38 ---------- Just found out :( too bad googling -.- The answer: BIS_fnc_getPitchBank
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ArmA 3: Speed Radars!
florianmuellerch replied to florianmuellerch's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This will only work if you let your players first download the speed radar and add it as a mod locally :/ This is because it contains a building (.p3d). You may take a look at my bug report (http://feedback.arma3.com/view.php?id=16737) and vote for it, to finally let the addons be synchronized automatically :) -
I'm sure I've read somewhere that Editors will be / (are?) able to develop their missions using Java instead of SQF scripting. I've fealt the wish quite often to have objects instead of multiple seperated functions. What is the progress of it? Is it possible in A3 right now? If not, when? Official BI information? Documentation? Thanks for the infos!
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How to overwrite / extend default actions?
florianmuellerch posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi community Another question from me (didn't find a solid answer on googling): Is it possible to overwrite or extend default actions? For example, if I'm next to a chopper and pointing to the pilot seat, if the user tries to enter the vehicle, I'd like to check if he is allowed to (trying to implement a skill system). If he is not allowed to fly a chopper, he must not be able to enter the chopper as a pilot. What would be the best approach to do this? Thanks for help! -
How to overwrite / extend default actions?
florianmuellerch replied to florianmuellerch's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Shame on me, bad googling :( But there is not specifically a possibility to overwrite or remove them? For example, if I have an engineer, he is always able to repair vehicles. I'd like to disable this action and create an all own system. Is there no possiblity for standard actions at all? -
Development of a multiplayer mission
florianmuellerch posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi Community! I actually didn't find another question for this topic yet, maybe it's absolutely clear for you, maybe I've searched with wrong terms. I'll try it anyway. I'd like to start developing some own multiplayer missions in ArmA 3. I just got one question: To test a server mission, I'd need a server and at least two clients. I just got my Notebook set up as a server and my Computer is my first client. Now here's the question: I have an old PC which is even good enough to run ArmA. But I actually don't want to buy a new Copy of ArmA 3. Is there a possibility (something like a developer license) to run ArmA on multiple own PCs to test stuff, or do I really have to buy a new Copy? Thanks in advance for your answers! Florian -
Development of a multiplayer mission
florianmuellerch replied to florianmuellerch's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Didn't get it to work (one client still has to run Steam in Offline Mode if I want to simulate two clients). But nevermind, I bought another copy ^^ (sorry to all future readers of this thread who have the same problem, but buying another copy is the simplest way (and creating another steam account)) -
Development of a multiplayer mission
florianmuellerch replied to florianmuellerch's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Semiconductor (or @anyone else), I've got another question: If I start Steam in offline mode on my second computer, I need loads of luck to be able to connect to my server (I made it once and was able to play). Most trials, I get kicked right away with the message "You were kicked from the game" (see here, last post: http://steamcommunity.com/app/107410/discussions/0/864971765739180840/?l=german#c864975632292210691) Do I have to make special settings to my server.cfg, e.g. remove the reportingIP, to make it only LAN? When I removed the reportingIP the last time, my friend was still able to see the server while not being in my LAN. My three PCs (2 clients, 1 server) are connected to the same router. -
ArmA 3: Speed Radars!
florianmuellerch replied to florianmuellerch's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'd say this would work, although that'd need some nice repainted and remodeled vehicles. The functionality isn't a problem. -
ArmA 3: Speed Radars!
florianmuellerch replied to florianmuellerch's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Jinker, you can access this information in your callback. Pass a code like this, for example: nul = [this,45,80,{ //"_this select 0" is the driver //"_this select 1" is his speed //"_this select 2" is the allowed speed (80 in this example) titleText [format ["You %1 drove %2 but only %3 are allowed",name (_this select 0),_this select 1,_this select 2],"PLAIN"]; [] execVM "\SpeedRadar\PEG_fnc_SpeedRadarFlash.sqf"; }] execVM "\SpeedRadar\speedradar.sqf"; -
ArmA 3: Speed Radars!
florianmuellerch replied to florianmuellerch's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It was a quite nice opportunity to refresh my old mathematical knowledge again :P but thanks anyway for the feedback :) ...oh and did I mention, the textures are made with mspaint ^_^