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z80cpu

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About z80cpu

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  1. @Tankbuster - While this may work, this is not want I was seeking. "...I would like to do this to any map while the player is playing on said map. (i.e. an universal method/command)..." No map editing, no looking, no modules, no extra scripts, no nothing except load a mission and go. If one is in the editor, one is not playing... ๐Ÿ˜‰ Also, your method is very 'problematic' for a lot of 'flat maps'. And who will remember all the max heights for every map they have? And why should they when this data is used to set fog a different levels based on said heights? Yes, your method would work, but must be done for every map one plays one and must be 'remembered' so how. My method, which is listed above and does work, requires none of this and is almost instant as well as being 100% accurate. As stated in my original post, this is for a mod where the player can set fog at different levels based on the map's height...ANY MAP, instantly. I thank you for your time and effort in this though! ๐Ÿ™‚
  2. @Tankbuster How do you 'look' for it? The ways mentioned above are the only ways to get the max height. So I am at a loss how you 'look at it'. I am also taking about automating this process. If you're talking about looking at the map, they can be WRONG. The Livonia map is one where the map has the wrong heights listed. See a post of mine from above stating this. These scripts are the only accurate way to get it. Map configs could be missing as well, so that is also useless, Also, what I was after was to know the max height on ANY map as quickly as possible. Start mission, I know height immediately. The player has to do nothing and the height is determined in less than 3 seconds with the player not even noticing that this is being done. ๐Ÿ™‚
  3. @pierremgi, @Jester504 - Both interesting ideas (and good ones too). I suspect some might need to know the exact height, I think this might be 'over kill' for my purpose. I am just trying to get the 'approximate' mas height to set fog levels. Using my method above, with the 'resolution' set at 25m, I 'scan' most maps in less than 3 seconds. So the 'delay' is not bad. Actually, my code runs when the mod is loaded in automatically and I can not even tell it is running it is so quick. However, if someone was wanting to know the exact height, your above methods (both of you) would work. @Jester504 - Your method reminds me of the old 'shell sort algorithm', which is about as old as I am... ๐Ÿ˜‰ See: https://en.wikipedia.org/wiki/Shellsort OR Google: shell sort algorithm Thanks for yalls help! ๐Ÿ™‚
  4. @beno_83au, @opusfmspol, @M1ke_SK, @pierremgi, @Greenfist, @mrcurry, @Rydygier OK! I got it! Using the CORRECT mapsize... ๐Ÿ˜‰ I was able to make it work fairly quick. Here are the 'stats': Using a 25m 'resolution": Altis: Real Max Height = 350m - Detected @25m = 347m - Time: 3 seconds Tanoia: Real Max Height = 443m - Detected @25m = 439m - Time: 3 seconds Livonia: Real Max Height = 442m - Detected @25m = 441m - Time: 3 seconds Funny thing about the Livonia map, the height markers/text on the map are DEAD WRONG! You can see this by going to the bottom SW of the map where the only building/tower is and you will see it marked as 610m, move the cursor over it and the cursor show only 442m. So, I have 'solved/fixed' this question with yalls help and I do thank you for pointing out my stupid mistake! ๐Ÿ™‚ If anybody would want the code, as it does have it uses as setting height for fog or flying things, it is below with some notation in it. It is in the SQF format. Again thank you all! ๐Ÿ™‚ ***** // Gets Map Maximum Height Of Terrain // _MaxHeight will have the maximum height // _mx = maximum height 'x' coordinate // _my = maximum height 'y' coordinate // Do not want marker or hint? Delete line 'deletemarker' and ALL lines with 'MaxHeightMarker' (4) in them and delete the hintsilent line // Deletes old marker if present deleteMarker "MaxHight"; // This is the 'resolution' that you wish to scan for. The smaller the number, the longer it will take. Number is meters. If set to '7' for example, it will check height every 7 meters on the map. _stepper = 25; _Size = worldSize; _MaxHeight = 0; _Height = 0; _mx = 0; _my = 0; for "_xx" from 0 to _Size step _stepper do { for "_yy" from 0 to _Size step _stepper do { _Height = getTerrainHeightASL [_xx,_yy]; if (_Height > _MaxHeight) then {_MaxHeight = _Height; _mx = _xx; _my = _yy}; }; }; // Places Marker Once Done MaxHeightMarker = createmarker ["MaxHight",[_mx,_my,0]]; MaxHeightMarker setMarkerType "hd_dot"; MaxHeightMarker setMarkerColor "ColorBluFor"; MaxHeightMarker setMarkerText "Max Height"; // Shows Max Height Once Done hintsilent str _MaxHeight;
  5. @Greenfist, @mrcurry - hahahahahaha What a moron I was! You are CORRECT! I have no idea why I did that! I will correct and let ya know! What a duffus! @Rydygier - EXTREMELY INTERESTING! I never thought about doing that, but that SHOULD work! The only issue MIGHT be if some tree/building obstructs the view, the a 'false' reading would be returned. However, I think one could 'poll' this location somehow and ascertain if it was an object vs terrain. It should work, I am thinking that it may take a lot longer to compute this out. Regardless, quite interesting! Thanks again to you all! ๐Ÿ˜‰
  6. @pierremgi - Thanks! I will give this a try. One thing I did try was my 'loop'. Strange results. When run on Altis, it reports back the max height as 33m LESS THAN the (from what I see) is the highest spot at 312m S/SW of ?Oreo? (not in ARMA now). And on Stratis at 'step 1', it was QUICK! Less than 1 second to run! Anybody got a reason for this? Test Loop Code: _size = worldSize / 2; _stepper = 5; _maxheight = 0; _height = 0; for "_xx" from 0 to _size step _stepper do { for "_yy" from 0 to _size step _stepper do { _height = getTerrainHeightASL [_xx,_yy]; if (_height > _maxheight) then {_maxheight = _height}; }; }; hint str _maxheight; I tried the step at 1 (takes about 1 min) and at 5 (as shown above) and I get basically the same answer - 33m LESS than the 312 shown on map and by the cursor info. Step 1 = 274m Step 5 = 278m Step 50 = 272m This makes no sense to me...Icould see and accpept 311, 310, 310.5, etc. 278m? BIG difference... ๐Ÿ˜‰ The code does seem to work and 'step thru' every 'location' on the map. ???? Thanks for any insight and all the other help! ๐Ÿ™‚
  7. @beno_83au @opusfmspol @M1ke_SK - Thank you all. It is what I was afraid of. There is not a 'universal' method in getting the max height without an exact position being given, thus what I was wanting to avoid. Though I have not tried it, for those that might be interested, there IS a way to get this value, though I suspect it would not be too quick. You set up a 'For X' loop and inside of it, a 'For Y' loop (simply put) I get the x/y coords from the loop values, then get that section height. Store this value, advance the loop and repeat. Replace new height value when the new one is greater than the old value. Have it 'step' along at something checking every 10 meters or so... I suspect it would take a while to compute the whole map doing this. BUT, I would have the max height though. I might try it on Stratis for the fun of it sometime. When I do, I will be sure to report back to let ya know the outcome with the time results! While your method is 'innovating' @M1ke_SK, what if there were no hills/mountains? Just land like the the mid-west plains in the USA. There are 2 maps I know of, from ?Norway? that are basically flat. You method would not work on all maps, BUT it is a good idea though! ๐Ÿ™‚ And we are on the 'same page' too with your method and mine in this post. Thank you all again! ๐Ÿ™‚
  8. z80cpu

    Real World Weather

    @ghostrobobh - The problem with this is that Exile is usually '3 days' per session. The weather from this mod is not. I WAS working on a program which would do exactly what you asked along with setting the time/date to the current time/date, but I stopped. The time/date function DOES work, not the weather. You would have to take ANY data (this mod's data or from weather stations data) and convert it and then export it/inject it into the mission file at every server mission restart. I already do this with the time/date, so it IS possible. I asked the dev to provide a means to export this data and he has not done such, for EXACTLY what you wanted to do. ๐Ÿ˜ž
  9. Hello! I am trying to obtain from 'run time', a means to get the highest point on ANY map. The closest thing (command) I have found is "getTerrainHeightASL'. But, I have to supply a position, which defeats doing this while a player is playing and I still would not know the highest spot on the map. I know I can get the x/y sizes, but I do not see anywhere to get the 'z' axis/data. What I am looking for is a way/command to do something like: MaxElev = BIS_fnc_GetHighestElevation; I could care less about the 'x/y' location, just the 'z'. I would like to do this to any map while the player is playing on said map. (i.e. an universal method/command) This is to create 'fog on demand' and at different height levels. For example, in order to create a 'mountain fog', I would have to know the max height, and then take 1/3 (as an example) from that max height (1000 max - 300), then plug that number into the 'setFog' command (0 setFog [x, y, 700]). No max height? It would be just guessing then and kinda lame. Any and all help is appreciated! Thanks! ๐Ÿ™‚
  10. Need help? Stuck? Want this? Want that? NOW YOU CAN! No muss, no fuss! Tl;dr: 2300+ Commands (1000+ SQS and 350+ SQF scripts), 50+ Hotkeys, 99.99% Bug-Free, Works Virtually With All ARMA Campaigns, Missions, And Also Works In MP! --- Long read for a LOT OF STUFF - More Info At: https://sites.google.com/view/helpmemod/home --- 'HelpMe Mod' has over 2300 commands for you to utilize! Works with every mission and campaign for ARMA 3 (have not found a non-working one yet)! This also includes MP (tested only dedicated/LAN servers, but should work with any server)! I use this mod along with InfiSTAR with no issues on my Exile server for years. Do note, for running the 'HelpMe Mod' along with InfiSTAR, you must 'allow' the "HelpMe Mod' to run via InfiSTAR's config files. This mod was started back in the days of 'Operation FlashPoint' (20 years ago). 'Loki', who wrote the first trainer for OFP, inspired me to create my own by looking at his code. Over time, every now and then, I would add 'this' or 'that' to the mod and it has grown to what you see today...and is still growing! Thanks Loki! Now you can call in with no modifications to your map/mission: Artillery, smoke, flares, infantry, armor, air (jets/helis), unstick men/vehicles, freeze units, move units/ delete units, kill units set the date, set the time, save up to 10 custom gear load outs, save up to 10 custom weather settings, teleport, toggle thru seats, get into any vehicle, real-world and live weather, and do 2000+ other things! Now, I am not an 'ARMA scripting expert' by any means. Could the code be written better? YES! It is the best way to do things? NO! BUT...does it work? YES! Are parts of this mod a cheating mod? YES! Do parts of this mod improve the 'Quality Of Life' for ARMA? YES! Do I have to use the 'cheat' portions of this mod? NO! There is something here for everyone! Best part, you have to do nothing to use it! Just subscribe and start using it! Any updates to this mod will not break any saves! Get 'HelpMe Mod': 'HelpMe Mod' Addon: https://steamcommunity.com/sharedfiles/filedetails/?id=2441776362 'HelpMe Mod' Test Mission: https://steamcommunity.com/sharedfiles/filedetails/?id=2441749355 'HelpMe Mod' Website: https://sites.google.com/view/helpmemod/home Direct Links For The Video Tutorials For The 'HelpMe Mod': Player's Menu - https://youtu.be/TbBjpxh95Hw Custom Gear And Weather - https://youtu.be/lyFMtY7ZYmg Teleport Menu - https://youtu.be/vnVpaSBBpTs Armory Menu - https://youtu.be/tlkNNjVQNFY Air-Ground Support Menu - https://youtu.be/NBf8u8yrX98 Spawn Menu - https://youtu.be/egD4puBTxFM Vehicle Menu - https://youtu.be/fPHSTyo0kpI Team Menu - https://youtu.be/Z0LVWKKZiFE Sides Menu - https://youtu.be/lKDCat7aZ_o Look/Target Menu - https://youtu.be/sM660TTbe4Q Time Menu - https://youtu.be/DH1-YEB0ovg Weather Menu - https://youtu.be/LcKrIoBBAF8 Diving Menu - https://youtu.be/AeHrRjMDvaY Extras Menu - https://youtu.be/JyEcL32KC6g Addons Menu - https://youtu.be/tNhAwNjAorA Required Addon: CBA (Community Based Addons for Arma 3) https://steamcommunity.com/sharedfiles/filedetails/?id=450814997 *** Optional Mods *** M1 - All CUP Mods: https://steamcommunity.com/sharedfiles/filedetails/?id=541888371 https://steamcommunity.com/sharedfiles/filedetails/?id=497661914 https://steamcommunity.com/sharedfiles/filedetails/?id=497660133 M2 - All RHS Mods: https://steamcommunity.com/sharedfiles/filedetails/?id=843425103 https://steamcommunity.com/sharedfiles/filedetails/?id=843632231 https://steamcommunity.com/sharedfiles/filedetails/?id=843593391 https://steamcommunity.com/sharedfiles/filedetails/?id=843577117 M3 - Real World Weather: https://steamcommunity.com/sharedfiles/filedetails/?id=879970502 (Just put in your mod folder (subscribe), you do not have to do anything else. You will need to get the 'free and easy to get API key' for this to work (see link above for info on getting the API key). Input your Weather API key via the 'Weather' menu. No emails from this company too!) M4 = Magazine Repack: https://www.armaholic.com/page.php?id=19692 M6 = Warhead's AC130 Drone: https://steamcommunity.com/sharedfiles/filedetails/?id=1895758017 An 'One man' wrecking crew! M7 = Vehicle Appearance Manager (VAM): https://forums.bohemia.net/forums/topic/224041-release-vehicle-appearance-manager-gui/ (Just put in your mod folder (subscribe), you do not have to do anything else) M8 = GOM Aircraft LoadOut: https://forums.bohemia.net/forums/topic/204747-release-gom-aircraft-loadout-v135/ (Just put in your mod folder (subscribe), you do not have to do anything else) If you have any questions/comments, please direct them to the above Steam page and enjoy! :)
  11. z80cpu

    Real World Weather

    @hortzy - Thank you for your time and effort with this mod. I did have a question for you. How can I have 'on the fly' weather for any map? I run a script with correct settings such as location, key, etc., and have it set the weather. In other words, without using the module. The use of the module limits usage to maps that have this placed. For example, in the East Wind Campaign: CurrentWeather.Sqf: RWW_LocationCountry=lemnos; RWW_LocationCity=moudros; RWW_Key=123abc456def [] spawn RWW_SetWeather; Then I run [] execVM "CurrentWeather.Sqf" and the weather is set without the need for the module. The above is just an example. Also, is there a way to bring up the 'config' menu? For example, in a script, I put int: [] execVM "Config_Menu_RWW. Sqf". This is show I could change how often it updates or even change the location if desired. It does work and seems to work quite nice, sadly, it is a 'one time' function and I must have the module loaded on every map to use. Which means, mission like the Bohemia campaigns, this can not be used which really limits it usage, A 'module free' version or 'listed script calls' would be the best as well as making this mod universal instead of it being 'limited'. And as a 'low skilled' ARMA scripter, I know it can be done. As well as someone else has done the same as you without the mods. Sadly, that mod is now broken for some reason. Looking forward to your answer and thanks for your answer as well as your time on this mod! PS - I also ask the above on mod download page on Steam as well as sent you a friend's request via Steam - Heard nothing on both.
  12. Though this is 'as old as the hills', it still works on ARMA 3 v1.9???. I have been using this mod since it came out and I have had ZERO issues (SP) with it! Good mod! ๐Ÿ™‚
  13. @Slaviero - You need to go to the Steam Library for ARMA. There are many mods that do this. Also, if you're using InfiSTAR, this is already built into this mod. #1 - Use Steam Library #2 - Use InfiSTAR - BEST Choice ๐Ÿ™‚
  14. @Sgt Smash - I hate to be the one to tell you, BUT, if it is 'bugging out', you have an issue with your server. This is NOT a 'known issue' or a 'random bug'. You have a script somewhere that is configured wrong and/or is not for the current version of Exile. I know myself, I have played Exile since Day 1, and have never had this issue. I would address this as this is the only proper resolution. Anything else would just 'cover the issue up'. And this will fix NOTHING. BUT, you CAN do this quite simply. You just find the code that generates those pop-ups, insert a line AFTER the pop-up with something like: SystemChat xyz; This would show the pop-up, followed by the system chat message. You MIGHT have to re-format the text, but this is easy. Exile uses a variable for the text to display and you will find that in the script that shows the message. Then use that same variable in your systemchat command. Pretty simple...BUT IT IS NOT THE SOLUTION YOU NEED! Do take note of this! ๐Ÿ™‚
  15. z80cpu

    PvP Zones

    @JerryAtricks - By DEFAULT, Exile IS a PVP map. So I am lost as to what you're seeking to do. ??? ๐Ÿ™‚
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