opec666
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Everything posted by opec666
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https://www.youtube.com/watch?v=fbcxJI19Ndw I made some totally-enclosed caves (100m^2 sections) for my Dungeons gimmick. Then I integrated it with a Dynamic-TvT mission on Altis so that the attacking team could burrow underground to approach the AO unseen. I think we played it once. Heh. http://www.mediafire.com/download/61alzqa59sht14q/TvT40-Dynamic-Attack-Defend-Dungeons-v0-0-4.Altis.pbo
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http://imgur.com/a/XEJEn Here's all that's done so far for the new Sealand. I hope to get at least four more presets done tomorrow so there's less repetition. With this map I've have better luck with AI by spawning them solo into their own group and with no waypoint.
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I did some testing with AI. Soon after spawning they would walk right through structures and get stuck inside of them. Very disappointing. Still, maybe I can make a nice RPG game with static NPC's.
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Where's your imagination? Today I threw together a version of our group's Dynamic Attack & Defend TvT mission to incorporate the caverns dungeon. The attackers were flanking the other team by going underground. In reality it was building everything far off the coast of Altis and had corresponding coordinates for everything under the defending team's objective.
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Hello. I had a silly idea recently about making endless tunnels of close quarters combat, so I beat out this idea into script form: http://pastebin.com/CmHAUm1a I'm storing each kind of "shape" (sides with connection points to adjacent cells) in their own .sqf file. The script does so well in making the first and second generations of cells (the center cross-piece and its n/s/e/w connections. It stumbles when trying to making connections to the second generation's open pathways. Can anyone see where this script is screwing up? I've looked and looked to no avail. If this automated script doesn't work, I'll just have to set up an interface for the Zeus player to generate the dungeon layout. I would much prefer it be randomly generated. I haven't made any of the layouts in x-cam beyond these awful concrete block pathways. Each concrete path leads from the center of the block to the edge of where it connects to the next 100^2m block. http://i.imgur.com/yKT3Xhw.jpg (113 kB)
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That remains to be seen. I haven't gotten to testing that thoroughly yet. I've uploaded a new version (check the OP). Here's a video showing off a preliminary version of "Caverns" in the Smoke Monster slot: I have tons of work to do on fleshing out various game modes and adding new maps and possibilities to existing maps.
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You've absolutely lost your mind. HopeJ wants to make Blastcore better. Are you so egotistical that you can't stand to share the spotlight with anyone? Even with the modmaker you blatantly ripped off yourself? And HopeJ's absolutely right.. there are problems in your release. Explosions look like yellow piss. Sparks look like silly fireflies. These problems, among others, are why people who've done their research ALWAYS patch Blastcore with Hopecore. Thank goodness he's making an entirely standalone product that uses nothing from Blastcore. Doesn't it bother you that soon enough, all your work will have been for naught since everyone and their mother will be using Hopecore with none of your input? You could have teamed up with HopeJ to make a really super awesome mod together, but your big fat ego got in the way of that. Maybe it's for the best that you go away now. The modding community as a whole suffers when people of your mindset stifle the creative process.
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Yes! I just worked on making it map-agnostic, and added parameters for choosing the exact grid coordinate you want it to begin in. I tried it out quickly with the A2OA Desert map. http://i.imgur.com/YjP5g5B.jpg (283 kB) http://i.imgur.com/2RseWBE.jpg (318 kB) Next up: nailing down rules so there's no open connections left anywhere. After that: more designing in x-cam. I know it will really start to shine once I add more than a single design for all five shape types!
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Modular & randomly-generated dungeons (endless CQB). Stuck on generating pathways.
opec666 replied to opec666's topic in ARMA 3 - MISSION EDITING & SCRIPTING
http://i.imgur.com/90CCzn0.gif (439 kB) http://www.mediafire.com/download/9eugd77atv8v796/dungeons.VR.pbo (run with addon xcam_eu.pbo, 636 kb) So much more work to do, especially adding rules to shape creation so it respects what's been built around it already. Lots and lots of creative work to be done in x-cam as well. This default set was thrown together quickly just to show off the "engine". There's also an uglier debug set of just lines of 10cm no-clip balls to show shape outlines. -
Modular & randomly-generated dungeons (endless CQB). Stuck on generating pathways.
opec666 replied to opec666's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am making some progress. http://www.mediafire.com/download/lukxb2yzwuy5c4u/dungeons-working.VR.pbo http://a.pomf.se/ookgsq.webm after I do a little cleaning up, I'll get onto the actual creative part. -
Modular & randomly-generated dungeons (endless CQB). Stuck on generating pathways.
opec666 replied to opec666's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ahh, you're right because isEqualTo is solid. I did switch to that. I meant to write kk_fnc_inString. Simply because your function returns a boolean, whereas find returns a number (the index where found). -
Modular & randomly-generated dungeons (endless CQB). Stuck on generating pathways.
opec666 replied to opec666's topic in ARMA 3 - MISSION EDITING & SCRIPTING
SilentSpike - I hope you can track that maze mission and/or its author down! DreadedEntity & MDCCLXXVI - I moved all the functions into their own files and defined them in description.ext. I was getting a headache trying to reference things all within init.sqf as well. Killzone_Kid - Thanks for those. I updated the shuffle and switched to isEqualTo. Find was giving me unexpected results (probably me misusing it), so I stuck with using KK_fnc_isEqual. Here's my latest version: http://www.mediafire.com/download/i5w9dy65ipi6jb8/dungeonsLIVE.VR.pbo I added map markers (for storage of relative grid-references, like [0,0], and the "shape"; I couldn't get detection of game logics just right with nearEntities). Clicking on the map generates a new cell as well now. These screenshots show me having clicked on certain grids to generate new cells: - Line 97 of fn_rulebook.sqf commented out, tries to determine what shape to use and fails. - Line 97 of fn_rulebook.sqf NOT commented out, for debug purposes... picks any "continuation" shape regardless of what's already around it. Seems to work well. I think the rulebook failure has to do with my method of determining which elements are common to all four arrays _allow_n, _allow_s, _allow_e, _allow_w. This is lines 69-95 of fn_rulebook.sqf: _agreed_final1 = []; _agreed_final2 = []; _agreed_final3 = []; { _this_x = _x; { _is_eql = _x isEqualTo _this_x; if ( _is_eql ) then { _agreed_final1 pushBack _x }; } forEach _allow_s; } forEach _allow_n; { _this_x = _x; { _is_eql = _x isEqualTo _this_x; if ( _is_eql ) then { _agreed_final2 pushBack _x }; } forEach _allow_e; } forEach _agreed_final1; { _this_x = _x; { _is_eql = _x isEqualTo _this_x; if ( _is_eql ) then { _agreed_final3 pushBack _x }; } forEach _allow_e; } forEach _agreed_final2; Lines 23-31 of fn_new_path.sqf are also commented out, to stop the continual branching-out process, since right now that just generates megabytes of .rpt errors. :) -
if ( isPlayer ) then { [] spawn { _endless = false; waitUntil { sleep 5; your-code-goes-here _endless }; }; }; This makes an infinitely-repeating loop that runs every 5 seconds, and happens only on the client.
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Thanks for the awesome tool. I'm having a lot of fun making stuff with it.
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openYoutubeVideo "watch?v=pj66F1tIrGs"; New script command, opens an in-game steam browser window. URL "http://www.youtube.com" appended with the given string. Youtube gives an error even when it tries to load a URL I know works. Not sure why that is. I was hoping this command was going to do something neat like show a video inside a hint box.
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How to setVelocity with getDir on local.
opec666 replied to Icaruk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am doing a sports mission that does exactly that. Here, "quaffle" is the object I attached, detached, and sent off when the action is fired. This is executed from the addAction (uses the CBA function, I guess vanilla would use BIS_fnc_MP): [ "quaffle_shot", [ _firer ] ] call CBA_fnc_globalEvent; And here's the event handler that executes the same event for everyone: [ "quaffle_shot", { _firer = _this select 0; _vel = velocity quaffle; _dir = direction quaffle; detach quaffle; _speed = 275; //Added speed eyes = eyeDirection _firer; quaffle setVelocity [ ( _vel select 0 ) + ( ( eyes select 0 ) * _speed ), ( _vel select 1 ) + ( ( eyes select 1 ) * _speed ), ( _vel select 2 ) ]; } ] call CBA_fnc_addEventHandler; eyeDirection is bugged with the Z value, see the feedback tracker (ID 15580, sorry, can't post links as a new member). My code just uses the current Z velocity of the object being fired off, and not the up/down facing direction. edit: mis-read where OP wanted it local only. I'll leave it up just in case it's useful for someone else