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Everything posted by jshock
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I'm fine with that as that's the basis of the detection concept :), though on the backend it will be a simple distance from zone origin check to determine the strength. But as far as on the actual GUI, I'll say this again just for good measure, this whole mod's intent is to be generalized (to the best of its abilities) so for the units of measure shown on the detector, that's not important, what's important is there is some number/GUI element displayed that starts at zero (not in a zone) and grows, shrinks as the player moves about the zone origin because a mission maker can choose anything for his/her mission as contamination from radiation to chlorine to methane to hair spray, so having the GUI with a specified measure(s) would inherently limit the "possbilities" for the mission maker simply from an immersion standpoint when using the detector. So if it will make it easier, and save a few posts over time, the backend functions and such can be tweaked and messed with later, I'd much more prefer at this point just to get the GUI finalized before delving into functions. Cause I have a feeling we'll start some functions up and the whole GUI could change to something completely different or we could drop/add/update other features, therefore causing extra work that really wasn't necessary. So to define what I think the detecor should be capable of: 1. Can be turned on/off with a button(s) 2. Can show the intensity of a zone at the current position of the player 3. Can show general direction to the origin That's about all I can think of that is necessary for this detector, I'm open to other, generalized, concepts for it, but I think these three just about cover it. PS: Sorry if that came off a little stronghanded, it's post 3am here, been a long week...and I leave what is shown for the GUI zone strength thing in the hands of the artist, cause I'm indifferent :).
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Then, yes, that is in the lineup before public release, there would be a number of "outer" non-deadly perimeters for detection and reactionary purposes on the player's part, and to add that feel of gradually entering a contaminated zone instead of the current "instantaneous" change from clear to deadly.
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@rekkless, I forgot to respond to one of your points, all the effects are optional, you can choose which one you want or you can choose to disable them, the rain being it's own seperate option, the haze and other options are it's own category. I'm sure with EO there will be more effects on the way, therefore more options to choose from :). Let me know if that helped. And to tac onto the warm/hot zones, once you hit the outermost perimeter, the detecor will start going off to let you know you are nearing a danger zone, and will beep faster the closer you get to the origin of the contaminated zone.
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Looking good Soolie. @Zagor, also looking good, JSHK Industries is a nice touch .
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The one that mainly impedes vision is the rain effect, I can't get that one to work very well at the moment anyways, and probably won't be in the initial release. As far as a gas leak effect...ehhh....that's getting pretty specific, as far as localized fog effect, that's already not possible, smoke grenade effect may be possible, but you could also probably find a way to script that in yourself (at least until this mod has some time under its belt). As far as effects going from 0-100, yes that will change once I can sort out the system of "outer-perimeters" (which will be done before public release), so that there is a "warm" zone leading up to the likely deadly inner "hot" zones, the perimeters will allow for such a possibility as staggering the effects and giving the player a chance to gear up before entering a hot zone.
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Well, sure you can say "show the area", but for those that say they don't want to show it, it's pointless to have a map/GPS shown in the first place no?
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The text could be like: JSHK Contamination, LLC or some stupid businessy looking shit, lol. That thing looks awesome Soolie. And for this, let's keep it more to the point of the functionality of a "detector", it shouldn't be a GPS type device or really provide much of anything outside turning *beeping* on/off and possibly a detection strength/direction indicator. Unless that's what you meant Soolie, I just read what you put as a GPS like position of the player on a map :D. (You could leave some extra buttons for future functionality, if there can be any)
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Hi, there Soolie, and yea I've seen your recent tablet script. In a private conversation amongst a few of us these are the two possibilities that seem favorable: It would simply need to handle turning on/off the detector and maybe down the road a live "contamination" strength level (number/distance from focal point). This is the shit I put together (quickly without much thought or effort):
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How to implement drag and drop Module Behavior
jshock replied to darthun's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Here is an example config: class myCuratorModule: Module_F { scope = 1; scopeCurator = 2; displayName = "My Zeus Module"; category = "myCuratorCategory"; icon = "myIcon.paa"; function = "TAG_fnc_myModuleFunction"; functionPriority = 1; isTriggerActivated = 0; isGlobal = 1; curatorCanAttach = 1; }; -
Yea, sadly I believe the only way to wholefully accomplish this without worrying about the locality is particle effects, in which I have no experience with, and I have had bad experiences as far as FPS goes when those are enabled.
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Ah, but read the note on setFog: https://community.bistudio.com/wiki/setFogThe server would overwrite client local value.
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Oh, it can be related, modularity rememeber, I can add this effect with a SP only check on the code :D.
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I like the concept, and I'm sure it works wonderfully in SP, but weather changes in MP have always been a pain in the ass for scripters, and with this mod in particular there would need to be a lot more communication between clients and the server in the sense that, once a client reaches the zone, message sent to server to update weather, server updates weather, sends messages to all other clients saying that the weather change is inbound, weather propagates, client leaves the area, same process but backwards. Not to mention that people could be going into/out and back into constantly, which is a lot of network traffic when your talking 30+ people. Unless I'm misundersranding your concept slightly.
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How to implement drag and drop Module Behavior
jshock replied to darthun's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I will post an example when I get back home. You can also open up mods like ACE3 or Ares to see examples on how to do this. -
Addon scripting information/tutorial?
jshock replied to neofit's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
In the Arma 3 Tools Addon Builder, there should be an "Options" button, click it, the very first input box paste the following into it: *.rvmat;*.pac;*.paa;*.rtm;*.sqf;*.sqs;*.bikb;*.fsm;*.wss;*.ogg;*.wav;*.fxy;*.csv;*.html;*.lip;*.txt;*.bisurf ;*.sqm;*.ext;*.dbf;*.prj;*.shx;*.shp;*.hpp;*.cpp These are some of the more common file types that people use (I may be missing a couple), but this will allow the addon builder to copy any of these types of files directly into the pbo upon compilation. Hopefully that helps you. You can of course add any other file types to the list easily by following the format displayed above. As far as addons go in general, if you understand the basic principles of the description.ext (there is a bit more information on that file), it's the same in the config.bin/cpp, just with the edition of the CfgPatches class. The best tutorial I can give is to just open up addons that interest you, unpbo them and look at how they've set their stuff up, you can learn a lot from that. -
Remove mod dependency on a mission
jshock replied to extaz93's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If the mission file is binarzied, you can't just simply open the mission.sqm, you would have to launch you game with all dependecies enabled, open the mission in the editor, un-check the "binarize on save" or whatever it says, save the mission, go to the mission folder, open the mission.sqm in text editor, remove the dependency, save the file, close the game, launch without the dependency, go to the editor load up the mission file, check binarize again, and save, and I think you should be good to go. I've never done that whole process, but that would be the only way. -
Check distance to nearest player (Mulitplayer!)
jshock replied to Purzel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm going to assume here that the crashsite and destination are markers, _crashPos = getMarkerPos "crashSiteMarker"; _destination = getMarkerPos "destinationMarker"; _dir = [_crashPos,_destination] call BIS_fnc_relativeDirTo; _enemySpawnPosition = [_crashPos,((_crashPos distance _destination / 2)),_dir] call BIS_fnc_relPos; _spawnMarker = createMarker ["enemySpawnMarker",_enemySpawnPosition]; -
Clients cannot see custom textured flags on Host server
jshock replied to RaptorElite's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Important info here: https://community.bistudio.com/wiki/setFlagTexture if (isServer) then { this setFlagTexture "media\images\Estonia.jpg"; };- 1 reply
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Well, I don't know exactly what I did, but respawn is working now.....I also put together a half-shit dialog that pops up when you hit your "Show Watch" action, so you can turn the detector on/off on a whim (will update to look better in the future), the rain effect is working nicely when it's raining on mission (so far as I can tell via SP editor testing). Also found out I was being idiotic with the mod.cpp file, got all that working, Zarg your logo is looking good, aside from some rough edges on the outer perimeter of the overall shape (see below): I'm going to mess with the outer-perimeter idea tonight, and I may end up PMing you all that have been here with a private alpha version for you to mess with. I will add further instructions within the PM as far as distribution and other such fun and exciting things go.
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I completely forgot about this, thanks for the post GF, will definitely give it a shot down the road.
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I actually got the mask sound off youtube, there are plenty of sound bites that you can find there for sure :). Small update for the night, fully tested gear checks from MOPP Level 1 (Mask only) to 3 (mask, vest and uniform on), worked well from what I could tell, the actual MOPP level designations are wrong as far as real military (US) goes (but hey, it's Arma). I will probably change the MOPP levels around to be at least decently realistic later, but for the moment that's what they are. That leaves me with turning on/off the detector as the player sees fit while playing and functionality persistence through respawn (probably something easy I'm just overlooking, but looked at it so much I don't feel like looking at it anymore), and then I'll probably put in place at least a single outer perimeter (just as a basis for future structure and implementation). And then after that I will compile something up, I may just release a private alpha to those of you that have kept up with this thread and made stuff for it, let you guys go in and try and break it, and send me some reports on bugs and necessary updates :D. The big thing I want though is large scale MP testing, cause there is some variable handling between server and client that I've never done before and have done some dedicated server testing, but with me as the only client :P.
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Hadn't thought of it, but easily implemented, I do have it for ACE that the player "wipes" his face at set intervals while he is exposed. Would just need to find some free source sounds (like my mask sound).
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Yea that transition is without an outer perimeter in place, I just changed the commit to 2 instead of 0 :D. Only issue is doing that when you leave the area.
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Check distance to nearest player (Mulitplayer!)
jshock replied to Purzel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nice catch on checking alive status, and no, not really, same exact calculation, just the opposite direction. -
Check distance to nearest player (Mulitplayer!)
jshock replied to Purzel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
while {true} do { if ({_x distance jeep1 > 500} count allPlayers > 0) then { jeep1 allowDamage false; } else { jeep1 allowDamage true; }; sleep 5; };