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Posts posted by Goro
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12 hours ago, phronk said:You have permission to use the script in your mission, as long as I'm given credit somewhere for you using the code. Even if you modify the code, it's a generous courtesy for you (as the mission maker) to provide credit to the original script creator(s).
Of course you'll be credited
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33 minutes ago, phronk said:If you want to declare arguments in a remoteExec, try this:
[[object, player, ID of action],"Station_NoPower.sqf"] remoteExec ["ExecVM",0,true]; // Just an example
Hey, thanks for the response fam, I'll try to have a workaround with this one. I'll let you know by tomorrow!
40 minutes ago, pierremgi said:The more you remoteExec data, especially scripts!, the more you jam your network. Some scripts will never fire at all due to scheduler slot times.
You should post something consistent. The entire addAction for instance. You want help but people have to guess your code.
If, as you say, the code is in an addAction, there is at least a mistake: You have to spawn it if you want a scheduled code (with sleep inside). Right now, that can't work, I confirm.
I'll let you know about the addaction code as soon as I get back in game.
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UPDATE:
Replacing "do" with "then" seemed to do the trick.
However, I'm still having difficulties with "_this" variable being unrecognized by the game.
The script is ran by addaction, on a power generator.
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Hey!
Thanks for the reply.
2)It is inside an AddAction
3)I'll test it right now
4)I've always been using RemoteExec no matter the script - to make sure it's propely executed in multiplayer. ExecVM alone wouldn't solve the problem anyways
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Hey! That's amazing actually!
Can I use it in my post-apo missions? It'd bring some really wonderful addiction!
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Hey y'all folks!
Let me get this from the very beginning. My hard drive broke down about 2 weeks ago, resulting in all the data lost. I've started to rework on my projects, and I managed to retrieve some codes, but I've run into very unspecific issues. The only problem is, I have problem with basic functions!
_gen = _this select 0; _caller = _this select 1; _id = _this select 2; _gen removeAction _id; cuttext ["", "black out", 8]; _caller switchmove "Acts_TerminalOpen"; sleep 10; cuttext ["", "black in", 4]; _caller switchmove ""; triobj1 setdamage 1; lamp1 setdamage 0; lamp2 setdamage 0; lamp3 setdamage 0; lamp4 setdamage 0; lamp5 setdamage 0; lamp6 setdamage 0; hint "You've successfully secured this place!"; cuttext ["You've successfully secured this place!", "plain down"];
The first 4 selections are: Object, Player, ID of the action. The 4th line is supposed to remove the action since it's been done. The purpose of this code is very, very simple - get player into animation, restore the light (repair custom-placed lamps) and notify player about it. triobj1 is a object which fires up a trigger responsible for giving out task.
Now the issue:
After firing up the script, Arma popped me this:
_gen = _this select 0
It said that there's undefined variable in _this.
Afterall, it could not recognize the _caller, so the animation state would not play at all.
The rest of the script would be executed no problem.
Now there is even weirder issue:
if (alive station1) do { "Station_NoPower.sqf" remoteExec ["ExecVM"]; };
The purpose of this code is to check whenever that object is alive and if it is, execute a script called station_nopower, as you can see.
The only problem is, that Arma 3 pops me up an error saying Such command as IF does NOT exist at all!
What the heck is going on? My Arma is all up to date, I verified the cache twice, still the same problem. I've been a mission dev for about a year now, and never had such a problem before. Thanks in advance for any replies guys!
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Hi!
Today I want to present you my newest mission: Undead Altis - The Mystery. I've been working on it for 4 months, and I hope you guys will enjoy it! :D, let me copy 'n' paste the description:
ZOMBIES AND DEMONS REQURIED*
Day of 4-th February, 2017.
In last episode your group managed to reach safezone, rescue the pilot, collect helicopter parts and repair the chopper. All of the survivors were extracted with an extra help of friendly pilot. However, at 0:00 helicopter started to expierence weird turbulences...
FEATURING:
-Main quests,
-Side quests,
-Hidden tasks,
-Headshot only feature,
-ONLY WALKERS!
-Huge, playable area (Open World Survival),
-Hell a lot of places to loot!
-Ammunition is rare,
-3 hours playability! [Considering ALL quests] (Popcorn and cola required!),
-Multiple jumpscares,
-Night enviroment,
-Custom vehicle lights script,
-Great variety of objects,
-FPS FRIENDLY! (Even low-end PC Arma users will be able to keep their FPS high and nice!),
-Various mysteries all around the island,
-Hidden locations!
-Notes!
-Infection system,
-Respawn implemented!
-Ambient music, with sweet wind effects!
-Custom recoil,
-Custom sway values,
Nothing is always obvious, you have to use your thinking. The scenario was designed to be fun and terryfing at the same time. You will never have more than 3 magazines on you. God speech! Use your brains and ammo wisely!
CREDITS:
A r k - Voice Acting
(GHC)RandomMusic - BETA testing
LoneEagle - BETA Testing
Juhani Junkala - Ambient music ("AMBIENCE")
Enviro Ambient - Wind effects ("FALLOUT/post apocalyptic ambient")
Jimmakos - Templates
Deamons lil' Deamon - Templates
Mr. Sanchez - Support
CaptainX11 - Support
Luke (Gandalf) - Support
Dan Tronic - Support
dotMorse - Logo, textures
Walkthroughs are GREATLY appreciated!
BY RATING THE SCENARIO YOU'RE LETTING ME KNOW YOU EXPECT MORE CONTENT! YOU'RE ALSO SHOWING YOUR GREAT SUPPORT, AND IT MEANS A LOT TO ME! :)
Mission file: ~18 mbs
INSTALLATION GUIDE:
a)Singleplayer users
1)Click "Subscribe" at the workshop item
2)Launch the mod "Zombies and Demons", you can find it on workshop, here (CLICK)
3)Open your Arma 3
4)Head over to Singleplayer --> Scenarios
5)Look for the mission under "Workshop content". Enjoy!
b)Multiplayer users (SIMPLE)
1)Make sure you have your ports forwarded, exact guide can be found here (CLICK)
2)Make sure both of you are subscribed to the mission
3)Load the mod "Zombies and Deamons", which can be found here (CLICK)
4)Open your Arma 3, then head over to Multiplayer --> Host own server
5)Setup your own server, and you're good to go with your buddy!
c)Multiplayer users: (NO CLIENT DOWNLOAD!) (COMPLEX)
1)Make sure you have your ports forwarded, exact guide can be found here (CLICK)
2)Make sure both of you are subscribed to the mission
3)Head over to Arma 3 --> Other Profiles --> "Your profile name" --> Saved --> Steam (or SteamMPMission)
4)Find the mission by it's name (Undead Altis), it will have weird %%$@!# signs by them, ignore them.
5)Open the folder and copy the .pbo mission
6)Head over to your Arma 3 directory and open MPMissions folder
7)Place the mission inside the folder
8)Open your Arma 3, launch the "Zombies and Deamons" mod, which can be found here (CLICK)
9)Have one of you go to Multiplayer --> Host Server
10)Set it up and you're free to go!
d)Multiplayer users: (NO PORT-FORWARDING) (3-RD PARTY PROGRAMS REQUIRED)
1)Download Hamachi (Or Evolve) client, which can be found here (CLICK) and install it
2)Create an account and setup your own network, it is fairly simple, and it doesn't need any explaining
3)Make your buddy join your network or vice versa; join his network (Or "Party" if it comes to Evolve clients)
4)After you're done launch the mod "Zombies and Deamons", which can be found here (CLICK)
5)Open your Arma 3, then head over to Multiplayer --> Host your own server
6)Setup your own server and you're good to go with your buddy!
RECOMMENDED, BUT NOT REQUIRED ADDONS
-Task Force Radio (CLICK)
-Advanced Combat Enviroment Radios 2 (CLICK)
-Arma Enhanced Inventory (CLICK)
-Arma Enhanced Movement (CLICK)
-JSRS Soundmod (CLICK)
-Deadfast 3-rd person mod (Ghost Recon style) (CLICK)
If you want to stay tunned for more missions please follow my profile! I surely won't let you down!
COMMENTS MAY CONTAIN SPOILERS! YOU'RE READING AT YOUR OWN RISK!DOWNLOAD LINKS:
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Your solution works like a charm! Thank you so much!
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Okay, I ran into problems... lol. I'll need your help now
if (isServer) then { addmissioneventhandler ["EntityKilled",{ params ["_killed", "_killer"]; if (side _killed == east) then { "fuckup.sqf" remoteExec ["ExecVM", (owner _killer)]; }; }]; };
This is my activation script. My fuckup script is simple, as I wanted to check if it's working.
suv setdamage 1;
I placed the vehicle on the map, but as soon as I kill OPFOR soldier, nothing happens. No error pop-ups at the same time. Any ideas what could be wrong?
I tried removing (owner _killer), but the same issue keeps happening...
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14 hours ago, pierremgi said:Yep, my opinion is slightly different. As some people can push their working/complete scripts here, and it's a good idea, there is no reason to avoid some topics even if no clue to start. I like the challenges. And I just skip the topics without answer or interest for me.
This topic is clear and seems to me interesting.
I attempted to use EH "epeContactStart", which could be smart, but that doesn't work on non physX object (like man). That works with contact on vehicles like cars.
So, here is not a perfect script, but a track to what you intend to do:
{_x addEventHandler ["killed", {
_victim = _this select 0;
_killer = _this select 1;
if (!isnull objectParent _killer && _victim distanceSqr _killer < 25) then {
_dam = vehicle _killer getHitPointDamage "hitHull";
vehicle _killer setHitPointDamage ["hitHull",_dam + 0.3]
};
}]
} forEach allUnits;Spawned units are not taken into account here.
6 hours ago, Grumpy Old Man said:You could get a better tracking of killed units if you're using the missionEventHandler "EntityKilled", filter for the killer to be a vehicle and the killed to be a vehicle.
No need to add killed eventhandlers on every object.
The setHitPointDamage command as mentioned by @pierremgi should cover everything the thread starter wants.
Cheers
Thank you! This is all I need, I'll get to editing it now. You guys are da bomb!
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8 minutes ago, sarogahtyp said:My personal opinion is that if someone asks for help then he should have written some not working code. In this case i m happy to help to get that code working and to optimize it.
But if u have nothing then there is a forum to order the script u want. Maybe someone throws the link to it.
If u want that i think about ur desired code then show me your own attempt first. It doesn't matter if this is only one line of code which is not working. You should get help here to get it working. .
But this is only my own personal opinion...
sent from mobile using Tapatalk
I am not asking for the entire script, I'd just need a script counting how many OPFOR soldiers the player has killed or a script detects whenever the kill was a road kill. I even have no clue where to start
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4 hours ago, Grumpy Old Man said:What did you try already?
Cheers
I have not tried anything yet. I've been thinking about script that counts how many OPFOR units player roadkills while inside the car, then eventually execute the script
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Hello, everyone!
Basically, what I want to do is to damage vehicle's chasis (hull) and engine after x roadkills (let's say the count will be 15). I want to prevent player from using it as a ramming device.
If this is going to help you out somehow, the vehicle name would be SUV, and the enemy is OPFOR side.
Thank you all in advance for replies!
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It's good to see I'm not the only who's having issues. Feel free to post any bugs you encounter here
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Hi. I've encountered some weird glitches within 1.68, these are:
-when I get into civilian SUV or Hatchback and switch into 1st person, my game is catching 8-10 second freezes, then it goes up to 5 FPS and it keeps repeating. It is completely fine on Third Person tho.
-My FPS spilled from 50 to 40
-Loading times are definetely longer
-FPS drop when in/near smoke
In conclusion, 32 bit is way better for me.
Any solutions? Those are my specs:
CPU: AMD Athlon II X4 645 clock 3.1 GHz
GPU: ASUS EAH5770 Series 1 gb VRAM, clocks: 850, 1200
RAM: Ballistix 8gb RAM - I don't remember the models
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Hi. The purpose of this poll is to give a feedback to writters/scripters/creators about which style matches eventual players. This'd allow us to create a campaign you'd like to see, not another boring ones.
Sorry if there was a similar poll!
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Hi, so this gave me quite a few frames. From 40 in SP missions to 50, 30 to 35 in MP, and from 100 to 120 on Empty Map. It works on all games, for me atleast.
Here are the steps I made:
1)Download RadeonPro and install it.
2)Create an Arma 3 profile
3)Next thing you do is click on that profile and go to Tweaks.
4)Disable VSync and toggle Dynamic FrameRate Control.
Now focus here.
Set your max frames to your Monitor hz (Let's refer to it as x) x2 +1, for example if you have 60 hz you may want to have 121 max frames.
So we've got up with this formula:
2x + 1 = max frames
OPTIONAL:
If you expierence low FPS:
5)Go to Visual Settings, set the Anisotropic Filtering to X4 or X8.
6)Set the Tesselation control to OFF.
7)Disable VSync here aswell
8)Turn on SMAA and get it on ULTRA, Disable FFAA effects in Game if you do that step.
9)Enable SweetFX. It makes look arma way cooler.
10)Now go to Advanced tab. Tick Anisotropic filtering and Trilinear optimization.
11)Set the mipmap quality to High Quality. Doesn't effect your FPS that much.
That's it, hope it'll also help you. Have a great day!
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To all whom it may concern,
Installing 8 GB Ram instead of 4 boosted my FPS from 30 to 40 FPS on SP mission, from 20 to 30 on MP and from 60 to 100 on Empty Map. No overclocking.
I didn't try SSD yet, but I maybe I will check it out and let y'all know. Thanks guys.
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Hello. So, I've recently lost 2 gigs of ram, cause it broke. Now I'm Just 2 and I've noticed huge loss of FPS in game and in editor (From 30 in game to 5 and from 60 to 10 in editor) Now here's my question. If I had 30 FPS in town with 4 gigs of ram, will I feel any difference with 8 gb of ram? And the second question. What good ram do you recommend at 1333MHz frequency?
My specs:
ASUS RADEONHD 5770 1 gb vram
AMD Athlon II X4 645 3.1 GHz no clocks
ASUS M4A77T - motherboard
2 gb RAM Kingston DDR3 1333MHz (XD)
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Right, what I need help with is putting a custom loadout onto a car that wouldnt normally have guns on it. What I'm using right now is the Hatchback (Sport.)
So far I have been able to come up with the following lines:
this addMagazineTurret ["6Rnd_LG_scalpel",[1]];this addWeapon "missiles_SCALPEL";However, the problem is that when I load into the game nothing happens, only the horn is still intact. I'm debating whether or not I need to get rid of the horn somehow.
I'm afraid it's not possible with current engine and system, but I could be wrong. If you want a custom weapon you can attach the launcher to the car for example (using command attachto). That'd do it I think.
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Place a module - f.e CAS run or mortar strike/artilery strike or whatever. Sync the module to the trigger (If those are the artilery or mortar strike) or module to trigger and a plane (If that's CAS Run). Set the trigger activation to whatever you want it. BLUFOR, OPFOR, Owner only etc. Viola!
EDIT:
You can also place some IEDs and name them f.e ied_1, ied_2 etc... And place this into the activation:
ied_1 setdamage 1; ied_2 setdamage 1; etc etc
This'll make a bombing impression. You can set some timeout on the trigger to delay the explosions.
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As the title says. Rate the definition of AI. Feel free to comment your thoughts.
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Hello,
I'm working on a mission that will have alot of AI. So i have been trying to make it so AI despawn when you are > 1km away from the town they are in. I got a marker in the center of the town, and some markers around the town, so the AI got something to spawn on. This is how i tried to do it: (was going to screenshots the triggers, but don't arma on this pc i'm on, so this will do i hope :))
spawn ai trigger:
expCond="(player distance getMarkerPos ""delf_zone"") < 40;"; expActiv="null = [""Delfinaki""] execVM ""spawnai.sqf"";";
spawnai.sqf:
_town = _this select 0; switch (_town) do { case "Delfinaki": { _delfgrp = createGroup east; delf_rifleman1 = "O_SOLDIER_F" createUnit [getMarkerPos "delf_rifleman1", _delfgrp, "", 0.75, "private"]; delf_rifleman2 = "O_SOLDIER_F" createUnit [getMarkerPos "delf_rifleman2", _delfgrp, "", 0.75, "private"]; delf_rifleman3 = "O_SOLDIER_F" createUnit [getMarkerPos "delf_rifleman3", _delfgrp, "", 0.75, "private"]; delf_rifleman4 = "O_SOLDIER_F" createUnit [getMarkerPos "delf_rifleman4", _delfgrp, "", 0.75, "private"]; delf_commander = "O_SOLDIER_F" createUnit [getMarkerPos "delf_commander", _delfgrp, "", 0.85, "captain"]; }; };
despaw nai trigger:
expCond="(player distance getMarkerPos ""delf_zone"") > 40;"; expActiv="null = [""Delfinaki""] execVM ""despawnai.sqf"";";
despawnai.sqf:
_town = _this select 0; switch (_town) do { case "Delfinaki": { deleteVehicle delf_rifleman1; deleteVehicle delf_rifleman2; deleteVehicle delf_rifleman3; deleteVehicle delf_rifleman4; deleteVehicle delf_commander; }; };
it spawns the ai when i get close to the town, but it doesn't despawn the ai when i get away from the town. Have been trying a few different things, but none of them worked. Any idea how i can do it? Don't need someone to send all the scripts (i hope), but just a point to the right direction. Thanks :)
Edit: Also in a bit of a hurry, so i might not have explained it fully.
Why don't you place units somewhere on the other side of the map, then when you get into the trigger simply use setPos command? It works fine, and doesn't cause any performance errors. You can also hide units via commands this hideobject true; and this enablesimulation false; At deactivation trigger, you can use deleteVehicle this; command.
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Bohemia Interactive...
Content that they released should be released to all players. Instead, BI made 3 separate DLCs: (Marksmen, Helicopters and the APEX), making the game pay 2 win. On most servers right now, people are only using the Marksmen weapons. But, let me calculate the total value of all of the DLCs.
Marksmen: 10 euros
Helicopters: 10 euros
Apex: 30 euros. This is nearly the same value as the game! It brings 2 new vehicles and a new campaign. Wow.
Overall: 50 euros. For this money, you could buy 3 great games which are greatly optimized.
For paying 40 euros I get a game with badly optimized engine running on 20 frames with spikes and I have to pay additional 30 euros on the DLCs to get the DLCs to propely play the game.
Calculating still, this is 70 euros right now. How many things can you buy for 70 euros? Many. Really many.
But let's not forget about the possitive aspects of the game.
For 40 euros you get a basic game, which is constantly being improved and updated regularry at the Steam Workshop. Mentioning the workshop, there are MAAANY missions and modifications for arma. There are many things that made me love arma. But it's not a review to talk about them right now.
Suggestions how to fix it:
1)Make less pay 2 win content
2)Make Arma more user-friendly
3)Improve the engine
If any developer reads this post, please take the suggestions to considerations. I don't think BI isn't getting their job done, but they're not getting their job done RIGHT.
Whoa, that was a long post. XD
Overall: I will NOT buy any futher BI products unless they improve the engine and get possitive feedback from the community.
You must be really tough as you've gone so far. GG (LOL)
Serious issues w/ multiple commands
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
UPDATE:
It was the cause of a decent addaction script. Instead, I figured out a new way to spawn the script:
objectname addaction ["Action Name", {[[_this,"somescript.sqf"],"BIS_fnc_execVM",true] call BIS_fnc_MP;}];
It seems to be working like a charm. I decided to share it with you guys, so other folks facing the same problem will be provided with a solution