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redleouf

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Posts posted by redleouf


  1. Hi,

     

    I am working on my first mod which is supposed to add a new support module for zeus that works like the mortar or howitzer one but drop a huge smoke for cover purpose.

     

    My idea was to pop a first particle effect above the module placed (40 or 20 meters above) to simulate the shell detonating and the smoke falling to the ground. Then pop up a second particle effect on the ground to simulate the smoke coming back up and creating an effective cover (a wall of smoke).

     

    I used this mission and this wiki to test the different particles effects and then writing the correct "ParticleArray" in my script :

    I have the first part ready, I can place the module with zeus and the script is executed without any error but no smoke is displayed at all and I can't figure out why. Can anybody please take a look at my code?

     

    Config.cpp

    class CfgPatches
    {
    	class rcdc_SmokeBarrage
    	{
    		name = "Smoke Barrage";
    		author = "Redleouf";
    		url = "https://github.com/boulayb/";
    		// author[] = { "Redleouf" };
    		// authorUrl = "https://github.com/boulayb/";
    
    		// version = 1.0.0;
    		// versionStr = "1.0.0";
    		// versionAr[] = {1,0,0};
    		
    		requiredVersion = 1.60;
    		requiredAddons[] = {
    			"A3_Modules_F",
    			"A3_Modules_F_Curator"
    			};
    		
    		weapons[] = {};
    		units[] = { "rcdc_Module_SmokeBarrage" };
    	};
    };
    
    class CfgVehicles
    {
    	class Logic;
    	
    	class Module_F : Logic
    	{
    		class ModuleDescription
    		{
    			class Anything;
    			class EmptyDetector;
    		};
    	};
    	
    	class rcdc_Module_SmokeBarrage : Module_F
    	{
    		scope = 1;
    		scopeCurator = 2;
    		category = "Supports";
    		displayName = "Smoke Barrage";
    		// icon = "\rcdc_SmokeBarrage\data\iconBarrage.paa";
    		
    		function = "rcdc_fnc_moduleSmokeBarrage";
    		functionPriority = 1;
    		isGlobal = 1;
    		isTriggerActivated = 1;
    		isDisposable = 1;
    		is3DEN = 0;
    		
    		side = 7;
    		
    		class ModuleDescription: ModuleDescription
    		{
    			description = "Smoke Barrage";
    		};
    	};
    };
    
    class CfgFunctions
    {
    	class rcdc
    	{
    		class Supports
    		{
    			tag = "rcdc";
    			file = "\rcdc_SmokeBarrage\functions";
    			class moduleSmokeBarrage {};
    		};
    	};
    };

    fn_moduleSmokeBarrage.sqf

    _logic = param[0, objNull, [objNull]];
    _activated = param[2, true, [true]];
    
    if (_activated) then
    {
    	hint "smoke dropped";
    	_pos = [position _logic select 0, position _logic select 1, 40];
    	_source = "#particlesource" createVehicleLocal _pos;
    	_source setParticleCircle [
    	0,					// circle radius
    	[0, 0, 0]			// x y z velocity
    	];
    	_source setParticleRandom [
    	0,					// lifetime 0 for no random
    	[0.25, 0.25, 0],	// x y z position
    	[0.175, 0.175, 0],	// x y z velocity
    	0,					// rotation velocity
    	0.5,				// scale
    	[0, 0, 0, 0],		// r g b a color
    	0,					// direction period
    	0,					// direction intensity
    	0					// angle
    	];
    	_source setParticleParams [
    	["\A3\data_f\cl_basic.p3d", 1, 0, 1, 1],	// sprite, scale, anim start, nb of frames to play, loop
    	"",					// deprecated anim name
    	"Billboard",		// particle type
    	1,					// timer period for onTimer script
    	5,					// particle lifetime
    	_pos,				// x y z position
    	[0, 0, 0],			// x y z velocity
    	0,					// rotation velocity
    	1, 					// weight
    	-1,					// volume (-1 makes the smoke go down without velocity)
    	0.1,				// rubbing (bigger value makes the smoke move more)
    	[2, 10, 4],			// scale
    	[[1, 1, 1, 1]],		// r g b a color changing along the lifetime
    	[0.08],				// animation speed for each anim state
    	1,					// random direction period
    	0,					// random direction intensity
    	"",					// onTimerScript
    	"",					// DestroyScript
    	_logic,				// follow
    	0,					// angle
    	true,				// on surface
    	-1,					// bounce on surface (disabled to save performance)
    	[[0, 0, 0, 0]]		// emissive color
    	];
    	_source setDropInterval 0.05;
    	_source attachto [_logic, [0,0,0]];
    	hint "done";
    };
    
    true

     


  2. Hi,

     

    I am actually working on a personnal script to run in singleplayer to simulate a respawn when I should die.

     

    What I do is that when I take a sufficient amount of damage, I disable damage, teleport myself to spawn, clean my damage amount and renable damage.

     

    It works fine, but the mission also use the ACE and it's basic medical system. I want to keep it that way but if I don't erase all the HandleDamage handlers before putting mine, my script still run but I die anyway when I "respawn" because of ACE.

     

    Is there any way I can tell ACE that I do not want to die when taking a certain amount of damage? I tried calling the ace_medical_fnc_treatmentAdvanced_fullHeal function in my script after setting allowDamage to false but it doesn't work.

     

    Here is my code so far :

     

    SPR_HandleDamage_EH =
    {
    	private ["_unit", "_killer", "_amountOfDamage"];
    	
    	_unit = _this select 0;
    	_amountOfDamage = _this select 2;
    	_killer = _this select 3;
    
        if (alive _unit && _amountOfDamage >= 0.9) then
    	{		
    		hint "Respawning";
    		_unit allowDamage false;				
    		if (hayACE) then
    		{
          		[_unit, _unit] call ace_medical_fnc_treatmentAdvanced_fullHeal;
        	}
    		_unit setPos(getMarkerPos("respawn_west"));
    		_unit setDamage 0;
    		_amountOfDamage = 0;
    		_unit allowDamage true;
    	};
    	
    	_amountOfDamage
    };
    
    [] spawn
    {
        waitUntil { !isNull player };
    	
    	[] spawn SPR_Player_Init;
    	hintSilent format["SP Respawn Script Loaded"];
    };
    
    SPR_Player_Init =
    {
    	//player removeAllEventHandlers "HandleDamage";
    
    	player addEventHandler ["HandleDamage", SPR_HandleDamage_EH];
    };

     

    pastebin


  3. I am having this kind of error but with scenarios, so I am unable to play any mission. The game seems really weird too, it is like the Arma 2 and Arma 3 menu try to mix each other and it give something really buggy.

    Have I done something wrong?

    arma3 crashes with this error message.

    file:

    missions_DE_LIB\campaign\missions\missions\LIB_GER _CAMP_01.

    Panovo\mission.sqm, line 0: 'raP': '•' encountered instead of '='

    Oh and, I have this error when I start the game with the launcher. Maybe my AllinArma is broken?

    Addon 'AiA_Animations2' requires addon 'AiA_Core'

  4. Hi Raven, just wanted to ask if you had time to take a look at the possibility to load the module directly ingame with Zeus?

    Because I just thought of a lead you could follow, it is not exactly the same idea as loading the module with Zeus, but in the end we still could be able to play the mod without having to edit the mission to place the mod module.

    I know MCC Sandbox generate Zeus directly ingame when you load a game, even if the Zeus module wasn't even placed before in the mission editor. And correct me if I am wrong, but Zeus is normaly generated by placing a module in the mission editor. So I guess that any mod could load a module directly after loading a game just like MCC Sandbox do, right? Maybe you could ask the MCC Sandbox author about it, or I can do it for you if that can save you some time, I am willing to help for that.

    It would be really great to be able to play the mod without having to edit the mission to place the module in the editor. (especially since you have to extract the .pbo to edit it) Once again, I am really not a modding specialist and don't know anything about it, so I am really not sure of anything I've said in this post. Please correct me if I am wrong.

    Thank you for your time, and your beautiful mod!

    PS: Sorry to bother you again with that. I just think that it would be a real plus for the mod :p


  5. On integration with Zeus, I have to do this topic because I have no idea how to do it and I must inform me (if anyone has the info I receive Enchanted)

    I am really not an expert, I actually don't know anything about modding on Arma, but I know that chessmaster42 have released a Curator Presets Mod which add executable scripts through Zeus module section. Maybe he can help you with that?

    Here is his topic: http://forums.bistudio.com/showthread.php?176116-Curator-Presets-Mod

    But to be honest, even if I really don't know much about all of that, I doubt that we are able to properly execute a module like that without having to restart the map or anything (like a simple script). But once again, I am not even close to be a modder so I will let more qualified people discuss about that.

    Anyway, thank you again for your awesome mod, and for taking the time to look at this solution! You rock dude!


  6. Hi, first of all, let me tell you that I love your mod! It is great work and thank you for that!

    But if I may do a request/suggestion here, you should change the color of the tactical glasses. You made them yellow, while in game they are black. It wasn't bothering me since I wasn't using them, but now since there is mods that make them usefull (HUD display mods) it is kind of annoying to see everything in yellow, especially since they are black in game. So I think they should more looks like black sunglasses or something like this.

    Thank you for your time.


  7. They work with VAS if they are added manually through the VAS config in the VAS folder. however they appear to be regarded as weapon attachments....
    A good work around is placing the XMedBox on the ground, and attaching the VAS script to that box.

    Thank you for the answers, but like I thought, both of them implies editing. I guess I will place an XMedBox and then attach the VAS script for the moment. However, I hope X39 will add an official support for VAS, that would be really awesome!


  8. Hi, thank you for the awesome mod, it is a real pleasure to have a good medical system in the game.

    However, is there any chance that you make it work with Virtual Ammobox System? Being able to activate the mod on all missions via the userconfig is cool, but we can't have directly the items in-game, can we? I suppose we have to edit the mission and place a special box containing the mod's items, which is not convenient when you want to play a direct mission from the Workshop for exemple.

    I have looked into a VAS box but I havent found any items related to your mod. I guess it is just not compatible or something, which is weird because I have alot of other mods and I can find all their items in a VAS box. Am I doing something wrong, or is it normal? If so, is there any chance you make it work together so we can directly have everything working in a mission without having to edit anything?

    Thank you again for your work, and keep up the good work!

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