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m0nkey

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About m0nkey

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  1. Oooh... nice. It's come a long way since the last time I used it for sure! But it still works really well.
  2. m0nkey

    MKY Sandstorm script

    Is this due to the particles or just too many loops and activities? I went out of my way to code things in the most effective way possible, and it helps a lot. But particles, well, you have to use them carefully. That's a lot of objects lol. I've thought that Arma doesn't seem to use gpu as well. Maybe it's just me. Seems more cpu dependent to me.
  3. m0nkey

    MKY Sandstorm script

    I've only recently began turning my computer on. lol, I don't recall everything that I did as of yet. I'm not even sure if it works yet, as there have been a lot of changes. Last version of the game I recall using was 1.56 or something. I documented it all, that much I remember. It is scripting, so you have to actually follow the directions. I would love to make it an addon but I never got to that point, and now I have to start over to a degree. After I figure out why my favorite coop mission is giving errors with Zenophon's coop framework, I will incorporate my snow/sand into it and I will find out if it works. I have also seen a few other snow scripts I will check out. All of these can be CPU intensive, maybe someone figured out a better algorithm. The real problem with these effects is that if you travel fast enough, you can travel out of the effect and you have to wait for it to catch up.
  4. Been a long time since I've messed with computers or games. A little something called a divorce grabbed my attention, not to mention older kids needs. Anyhow, I was itching for a little ArmA action, and decided to update one of my missions with the latest framework. I don't remember all the sqf stuff I used to know, but enough. I am encountering a similar issue as described above. Perhaps you can elaborate on your fix you mentioned, regarding a unit that is referenced but now null. It happens when calling AddGiveMagazine. It appears to be that an array of named objects (playable units) is passed to CheckArguments or ConvertToObjectArray (or others) is found by ZCA (check args) as OK, but a later call there are null objects (dead units), so ZCA fails with (usually) a void (typeName) error. Example errors (I have been adding code to track it, but there's a lot of calls going on) 20:45:37 "-->>>> FUNC respawn - Begin call Z Add Giv Mag !! the unit is :: x12 :: <<<<--" 20:45:37 "---->>>> FUNC Begin - Z Add Giv Mag - :: [[x12]]" 20:45:37 "__>> FUNC Z Chk Arg - Begin !! == _this is :: [[[x12]],[[""VOID""]],[],1] <<<<<....." 20:45:37 "__>> FUNC End - Z Chk Arg == return (_match) is :: true <<<<<....." 20:45:37 "------>>>> FUNC Begin - Z Con To Obj Arr - _this is :: [[x12]] :: <<<<..." 20:45:37 "__>> FUNC Z Chk Arg - Begin !! == _this is :: [[[x12]],[[""VOID""]],[],1] <<<<<....." 20:45:37 "__>> FUNC End - Z Chk Arg == return (_match) is :: true <<<<<....." 20:45:37 "------>>>> FUNC End - Z Con To Obj Arr - _return is :: [x12] :: <<<<..." 20:45:37 "__>> FUNC Z Chk Arg - Begin !! == _this is :: [[[x12]],[[""ARRAY""]],[],1] <<<<<....." 20:45:37 "__>> FUNC End - Z Chk Arg == return (_match) is :: true <<<<<....." 20:45:37 "__>> FUNC Z Chk Arg - Begin !! == _this is :: [[x12,[]],[[""VOID""],[""VOID""]],[],2] <<<<<....." 20:45:37 "__>> FUNC End - Z Chk Arg == return (_match) is :: true <<<<<....." 20:45:37 "------>>>> FUNC End - Z Con To Obj Arr - _return (remove dupes) is :: [x12] :: <<<<..." 20:45:37 "__>> FUNC Z Chk Arg - Begin !! == _this is :: [[""Zen_Action_ID_PWMi].pav?"",[x12]],[[""STRING""],[""VOID""]],[],2] <<<<<....." 20:45:37 "__>> FUNC End - Z Chk Arg == return (_match) is :: true <<<<<....." 20:45:37 "------>>>> FUNC Begin - Z Con To Obj Arr - _this is :: [[x12]] :: <<<<..." 20:45:37 "__>> FUNC Z Chk Arg - Begin !! == _this is :: [[[x12]],[[""VOID""]],[],1] <<<<<....." 20:45:37 "__>> FUNC End - Z Chk Arg == return (_match) is :: true <<<<<....." 20:45:37 "------>>>> FUNC End - Z Con To Obj Arr - _return is :: [x12] :: <<<<..." 20:45:37 "__>> FUNC Z Chk Arg - Begin !! == _this is :: [[[x12]],[[""ARRAY""]],[],1] <<<<<....." 20:45:37 "__>> FUNC End - Z Chk Arg == return (_match) is :: true <<<<<....." 20:45:37 "__>> FUNC Z Chk Arg - Begin !! == _this is :: [[x12,[]],[[""VOID""],[""VOID""]],[],2] <<<<<....." 20:45:37 "__>> FUNC End - Z Chk Arg == return (_match) is :: true <<<<<....." 20:45:37 "------>>>> FUNC End - Z Con To Obj Arr - _return (remove dupes) is :: [x12] :: <<<<..." 20:45:37 "__>> FUNC Z Chk Arg - Begin !! == _this is :: [[""Zen_Action_ID_PWMi].pav?""],[[""STRING""]],[],1] <<<<<....." 20:45:37 "__>> FUNC End - Z Chk Arg == return (_match) is :: true <<<<<....." 20:45:37 "__>> FUNC Z Chk Arg - Begin !! == _this is :: [[[""Zen_Action_ID_PWMi].pav?"",""<t color='#2D8CE0'>Give Magazine</t>"",""Zen_GiveMagazine"",[],[1,false,true,"""",""((_target == _this) && !(surfaceIsWater (getPosATL _this)) && (vehicle _this == _this) && {(({(side _x == side _this) && ([_this, _x, 120] call Zen_IsFacing)} count (((getPosATL _target) nearEntities ['Man', 3]) - [_this])) > 0)})""],[x11,<NULL-object>,x13,x14,x21,x22,x31,x32,<NULL-object>,x12,x12],[],[]],0,5],[[""ARRAY""],[""SCALAR""],[""SCALAR""]],[],2] <<<<<....." 20:45:37 "__>> FUNC End - Z Chk Arg == return (_match) is :: true <<<<<....." 20:45:37 "__>> FUNC Z Chk Arg - Begin !! == _this is :: [[[x11,<NULL-object>,x13,x14,x21,x22,x31,x32,<NULL-object>,x12,x12,x12]],[[""ARRAY""]],[],1] <<<<<....." 20:45:37 "__>> FUNC End - Z Chk Arg == return (_match) is :: true <<<<<....." 20:45:37 "__>> FUNC Z Chk Arg - Begin !! == _this is :: [[x11,[]],[[""VOID""],[""VOID""]],[],2] <<<<<....." 20:45:37 "__>> FUNC End - Z Chk Arg == return (_match) is :: true <<<<<....." 20:45:37 "__>> FUNC Z Chk Arg - Begin !! == _this is :: [[<NULL-object>,[x11]],[[""VOID""],[""VOID""]],[],2] <<<<<....." 20:45:37 "----->>> FUNC Z Chk Arg - typeName !! == is :: <NULL-object> && OBJECT <<<<<....." 20:45:37 "-- Zen_CheckArguments Error --" 20:45:37 "Argument 1 is void (typeName)" 20:45:37 383.533 20:45:37 [<NULL-object>,[x11]] 20:45:37 ["Zen_CheckArguments",[<NULL-object>,[x11]],383.533] 20:45:37 ["Zen_ValueIsInArray",[<NULL-object>,[x11]],383.533] 20:45:37 ["Zen_ArrayRemoveDuplicates",[[x11,<NULL-object>,x13,x14,x21,x22,x31,x32,<NULL-object>,x12,x12,x12]],383.533] 20:45:37 ["Zen_InvokeAction",["Zen_Action_ID_PWMi].pav?",[x12]],383.533] 20:45:37 ["Zen_AddGiveMagazine",[[x12]],383.533] You can see that each unit is valid, yet at times not. I don't think a check of player==alive or similar would work, as the whole call begins on a respawn handle, so the unit/body has already been spawned/created by the engine? The last time I was doing anything with Arma I was using your version 5/6/15 lol. It does not give this error, but then ZCA is different. I'm no slouch in program logic, but without having to reinvent the wheel here, what were you eluding to in the form of a cleanup of code to fix the issue which sounds a lot like the post above. Pretty please?
  5. Unfortunately no. I looked quite deeply at every particle effect I could find, and the values/parameters of them. I could not find anything to use without some (possibly) really complicated stuff which I don't know how to do. Meaning, not billboard particles. I am pretty sure that the character model clips the particles, and when in a vehicle, its a model when you are in it (at least as driver in a truck). As a passenger it might not be a "player model or character model, whatever its technically called". Anyway, I tried lots of things like placing models above the players position (such as in a building) that might "clip" the particles. I even tried creating a body of water like a pond X meter in size above the character, because the particles clip on surfaces like water. But that did not work. I also tried using a circle emitter, in which to make the snow fall outside the model of the building in a circle. That would work, but the math was pretty tricky because the model spaces were so hit or miss (bounding boxes etc). I gave up on that because it was going to take forever to test it and I felt it would only be a partial solution (similar to particles moving properly with vehicles). There just aren't enough particles available to achieve certain effects, or if there are its just too many for many systems. Killzone Kid has the only working example I have seen of it not allowing particles in building models. I PM'ed him but no reply, so I can assume he is still cooking something up and doesn't want to share it yet. I can't blame him for that, its what I would do too. So, the short answer I guess is no. :)
  6. Roger that. 3 is the level of snow. If you use the boolean "true" as the second parameter, then it will not vary. The strength of the effect then can be controlled by the scripter if so desired. IF you will note in MKY_Snow_Client.sqf, around line 260, that the "heavy" effect will use by default a dropInterval of 0.03. As the MKY_Snow_Server.sqf script runs, it would choose a random value (around line 79 in that file) UNLESS you set that 2nd parameter to true. And I will state the obvious that it does not choose a random value to vary the effect, but stays at 0.03 indefinately. You might also note at the bottom of MKY_Snow_Server.sqf I have commented that the global variable "varSnowData" can be used to change the snow effect. A server could set this then publicize it, or the client could do it. There are a few different global variables you can modify if you really want to fine tune it. Hope that gives you some fuel lol.
  7. Latest version is 100. It has both sand and snow. Its on my steam workshop. Nomenclature for whiteout etc has changed to simply "light,moderate,heavy". I made a very simple mission as an example. De-pbo the mission and look at the init.sqf file for use. I commented things quite a bit. If you still have questions after that, glad to help. You can also look at my older versions as I commented those quite a bit as well, but have done so much scripting on both these EFX and so many others that I don't really remember off-hand the exact syntax.
  8. m0nkey

    =BTC= Quick revive

    I will try to take a look at it this week. I have a vr scenario I think that I used. At worst I can share it and you can compare the changes I made to get an idea. I modified it to work with bis respawn as well. See what I can do.
  9. m0nkey

    =BTC= Quick revive

    It works. It works really well if you modify it for your specific mission. I love this script. I've got it working nicely, but its really not "easy" because much depends on your mission.
  10. m0nkey

    MKY Sandstorm script

    My script should work in SP as well. I have tried it in the past, cannot remember if I did with this v100 or not. If it does not, its a very small thing to fix it so that it will I am sure. I almost always use MP because I only do coop really. And I rarely use the editor, its almost all scripting for me.
  11. m0nkey

    MKY Sandstorm script

    Very weird. I downloaded the v003 from armaholic. I extracted it and then cut/pasted it to C:\Users\mky\Documents\Arma 3 - Other Profiles\m0nkey\MPMissions\MKY_Sand_v00333.Shapur_BAF I then opened arma, went to multiplayer, clicked <<new 3d editor>>, then clicked open, highlighted the v00333 directory and clicked import. I then previewed the mission (in eden editor) and it worked just fine. I cannot say why you two have that error. And in fairness to yourself, I just put that new version up yesterday because of the issues reported in this thread. I might have been premature in that, time will tell. But I don't think the syntax and structure are going to change any time soon, so might as well adopt it if you like the EFX it gives :)
  12. m0nkey

    MKY Sandstorm script

    Here is a link to the script files. https://app.box.com/s/29x5lllol4wxs6j610rhpl1m1n89cvnv I personally de-pbo missions with mikero tools. I don't like how the editor can muck things up, so I do it manually. If I am going to edit something, I de-pbo, rename directory, and place it in mpmissions (userprofile, not game root). Then I can edit it without issue, and all files are in place. If I saveas, it only copies the mission.sqm, so I must copy the files from the original mission directory into the "new copy" directory. Thus, I find it easier to do it myself. Anyway, this script is pretty simple to get working. If you look in that zip file, you will see what is needed in the init.sqf. Define 2 global arrays the script will use. Exec a script to get world data.. Wait for the script to finish, which exposes a global variable. Define your desired EFX settings in an array (one for snow, one for sand). Initialize the EFX. I do include audio, so note in the description.ext file the use of CfgMusic. Some have stated music might not be the best method, but I have not had time to change it and I cannot remember now why I switched to music anyway. The only other thing you "should" do is look at is the MKY_fnc_getInfoWorld.sqf file. In it I define what worlds get snow or sand. Other than that, it should just work. There are of course things you can micro-manage, but that should all be in the comments in the files. I guess as a script (and me using and creating scripts) I always read them, and always like commented code so that I can understand (or remember haha) what is going on and what options are. Regular text files or readme's usually confuse me.. I like the really geeky stuff for some reason. I am happy to provide more info if needed.
  13. Okay, I uploaded two missions to my steam profile or whatever, workshop thing..., one on Takistan for the sand and one on Abramia for the snow. Missions are the same, just a couple squads to shoot at while the snow/sand comes down. The snow and sand scripts are both in each mission. The init.sqf is very basic (no parameter array stuff this time). Read the script files, I commented much of it. I don't believe I have released this version yet, so it should be fairly different in syntax from the previous ones. I am not even sure I was done with it to be honest. I just don't have the time right now to dig into it and refresh my memory. That will have to wait till late summer. But, they both worked, so its going to have to do for now. Besides, in my limited time testing I already have a better vision of a sand effect. I really don't play this game at all, I just code. Ha. Enjoy.
  14. My goal is by the end of this weekend. We will see if that happens :)
  15. Check your pm @general. Seen the youtube comment as well. I messed with latest version last night, looking for last minute bugs. hope to release that (which is part of my heavily modified All Out Warfare version) very soon.
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