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Posts posted by Roach_
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Anyone else getting a bug where the animation "rhs_reloadrpg" randomly plays while holding any rocket launcher?
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On 10/9/2019 at 8:56 AM, chernaruski said:have you placed a player character in intro mission ? I remember having the same effect of camera flying in the sky , when testing custom scenes..
don't forget about class CfgWorldsI did have a player, however removing it didn't seem to change anything. I've also added the CfgWorlds class, but no luck either.
This is what I changed in the config:
EDIT: I've added a second scene, this time in Altis, and changed the config accordingly. Neither scene plays.class CfgWorlds { class CAWorld; class Tanoa: CAWorld { cutscenes[]= { "BVT_Intro1" }; }; class Altis: CAWorld { cutscenes[]= { "BVT_Intro2" }; }; class Malden: CAWorld { cutscenes[]= { "BVT_Intro1" }; }; class Stratis: CAWorld { cutscenes[]= { "BVT_Intro1" }; }; class VR: CAWorld { cutscenes[]= { "BVT_Intro1" }; }; class Enoch: CAWorld { cutscenes[]= { "BVT_Intro1" }; }; }; class CfgMissions { class Cutscenes { class BVT_Intro1 { directory="BvT_Main_Menu\scenes\BVT_Intro1.Enoch"; }; class BVT_Intro2 { directory="BvT_Main_Menu\scenes\BVT_Intro2.Altis"; }; }; };
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I've made an intro in the editor which works fine and I decided to turn it into the background scene in the main menu. However, the scene doesn't seem to work and the camera simply appears to be looking down the terrain from the sky, so the mission doesn't seem to be loading properly.
Here's my config. I don't get any errors while packing the mod, nor while the addons are being loaded. I also made sure to name the intro script "initIntro.sqf" as stated here.
class RscStandardDisplay; class RscDisplayMain: RscStandardDisplay { enableDisplay=0; delete Spotlight; class controls { delete Spotlight1; delete Spotlight2; delete Spotlight3; delete BackgroundSpotlightRight; delete BackgroundSpotlightLeft; delete BackgroundSpotlight; }; }; class CfgPatches { class BvT_Main_Menu { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Map_Altis","A3_Map_Stratis","A3_Map_Stratis_Scenes","A3_Map_Altis_Scenes","A3_Map_Tanoabuka","A3_Map_Enoch"}; author[]= { "Blackest Night" }; fileName="BvT_Main_Menu.pbo"; worlds[]={}; }; }; class CfgMissions { class Cutscenes { class Tanoa_Intro1 { directory="BvT_Main_Menu\scenes\BVT_Intro1.Enoch"; }; class Altis_Intro1 { directory="BvT_Main_Menu\scenes\BVT_Intro1.Enoch"; }; class Stratis_Intro1 { directory="BvT_Main_Menu\scenes\BVT_Intro1.Enoch"; }; class Map_VR_anim01 { directory="BvT_Main_Menu\scenes\BVT_Intro1.Enoch"; }; class Enoch_intro1 { directory="BvT_Main_Menu\scenes\BVT_Intro1.Enoch"; }; class Malden_intro { directory="BvT_Main_Menu\scenes\BVT_Intro1.Enoch"; }; }; };
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Would anyone be able to patch Bushlurker's Strange New Worlds, "Rura Penthe" and "Taurus II"?
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That worked, thanks.
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Is there a way to change BIS' jukebox function so that it selects the tracks from a custom array instead of the whole cfgMusic?
Here's the function:
Spoiler/* Author: Nelson Duarte Description: Plays music, depending on the player groups status Parameter(s): _this select 0: STRING - The sub-function to call _this select 1: ARRAY - Parameters to be sent to sub-function Returns: Dependent on sub-function */ #define DEFAULT_VOLUME 0.2 #define DEFAULT_TRANSITION 5 #define DEFAULT_RADIUS 500 #define DEFAULT_EXECUTIONRATE 5 #define DEFAULT_NOREPEAT true //Parameters private ["_function", "_parameters"]; _function = _this param [0, "initialize", [""]]; _parameters = _this param [1, [], [[]]]; //Type switch (_function) do { /** * Initialize jukebox * * _this select 0: ARRAY - List of stealth music names * _this select 1: ARRAY - List of combat music names * _this select 2: ARRAY - List of safe music names * _this select 3: NUMBER - The music volume * _this select 4: NUMBER - The transition time (fade-in/out) * _this select 5: NUMBER - The battlefield radius * _this select 6: NUMBER - The execution rate in seconds, the delay between each battlefield evaluation * _this select 7: BOOLEAN - Whether music tracks can or not repeat, one after the other, when possible **/ case "initialize" : { //Parameters private ["_musicStealth", "_musicCombat", "_musicSafe", "_volume", "_transition"]; _musicStealth = _parameters param [0, ["readContainerFromConfig", ["stealth"]] call BIS_fnc_jukebox, [[]]]; _musicCombat = _parameters param [1, ["readContainerFromConfig", ["combat"]] call BIS_fnc_jukebox, [[]]]; _musicSafe = _parameters param [2, ["readContainerFromConfig", ["safe"]] call BIS_fnc_jukebox, [[]]]; _volume = _parameters param [3, DEFAULT_VOLUME, [0]]; _transition = _parameters param [4, DEFAULT_TRANSITION, [0]]; _radius = _parameters param [5, DEFAULT_RADIUS, [0]]; _executionRate = _parameters param [6, DEFAULT_EXECUTIONRATE, [0]]; _noRepeat = _parameters param [7, DEFAULT_NOREPEAT, [true]]; //If jukebox is already initialized, we re-initialize it if (["isInitialized"] call BIS_fnc_jukeBox) then { //Terminate jukebox ["terminate"] call BIS_fnc_jukeBox; //Log "Re-initializing jukebox" call BIS_fnc_log; }; //On each frame private "_onEachFrame"; _onEachFrame = addMissionEventHandler ["Draw3D", { //Call on each frame ["onEachFrame"] call BIS_fnc_jukeBox; }]; //Loaded private "_loaded"; _loaded = addMissionEventHandler ["Loaded", { //Music private "_music"; _music = ["selectMusic"] call BIS_fnc_jukeBox; //Play ["playMusic", [_music]] call BIS_fnc_jukeBox; //Log ["[BIS_fnc_jukebox] Mission loaded, playing music: %1", _music] call BIS_fnc_logFormat; }]; //Music started private "_musicStart"; _musicStart = addMusicEventHandler ["MusicStart", { //Music private "_music"; _music = _this param [0, "", [""]]; //The current music being played missionNameSpace setVariable ["BIS_jukeBox_music", _music]; //Log ["[BIS_fnc_jukebox] Music started: %1", _music] call BIS_fnc_logFormat; }]; //Music stopped private "_musicStop"; _musicStop = addMusicEventHandler ["MusicStop", { //Music private "_music"; _music = ["selectMusic"] call BIS_fnc_jukeBox; //Play ["playMusic", [_music]] call BIS_fnc_jukeBox; //Log ["[BIS_fnc_jukebox] Music stopped: %1", _music] call BIS_fnc_logFormat; }]; //Store initialization flag missionNameSpace setVariable ["BIS_jukeBox_initialized", true]; //Store music containers missionNameSpace setVariable ["BIS_jukeBox_musicStealth", _musicStealth]; missionNameSpace setVariable ["BIS_jukeBox_musicCombat", _musicCombat]; missionNameSpace setVariable ["BIS_jukeBox_musicSafe", _musicSafe]; //Store misc properties missionNameSpace setVariable ["BIS_jukeBox_volume", _volume]; missionNameSpace setVariable ["BIS_jukeBox_transition", _transition]; missionNameSpace setVariable ["BIS_jukeBox_radius", _radius]; missionNameSpace setVariable ["BIS_jukeBox_executionRate", _executionRate]; missionNameSpace setVariable ["BIS_jukeBox_noRepeat", _noRepeat]; //Store event handlers missionNameSpace setVariable ["BIS_jukeBox_onEachFrame", _onEachFrame]; missionNameSpace setVariable ["BIS_jukeBox_loaded", _loaded]; missionNameSpace setVariable ["BIS_jukeBox_musicStart", _musicStart]; missionNameSpace setVariable ["BIS_jukeBox_musicStop", _musicStop]; //Store the known status missionNameSpace setVariable ["BIS_jukeBox_status", ["status"] call BIS_fnc_jukeBox]; //Music changing flag missionNameSpace setVariable ["BIS_jukeBox_musicChanging", false]; //The music being played missionNameSpace setVariable ["BIS_jukeBox_music", ["selectMusic"] call BIS_fnc_jukeBox]; //The starting music ["playMusic", [missionNameSpace getVariable ["BIS_jukeBox_music", ""]]] call BIS_fnc_jukeBox; //Log ["Jukebox started with music: %1", missionNameSpace getVariable "BIS_jukeBox_music"] call BIS_fnc_logFormat; "JukeBox initialized" call BIS_fnc_log; }; /** * Terminate function **/ case "terminate" : { //Remove event handlers removeMissionEventHandler ["Draw3D", missionNameSpace getVariable "BIS_jukeBox_onEachFrame"]; removeMissionEventHandler ["Loaded", missionNameSpace getVariable "BIS_jukeBox_loaded"]; removeMusicEventHandler ["MusicStart", missionNameSpace getVariable "BIS_jukeBox_musicStart"]; removeMusicEventHandler ["MusicStop", missionNameSpace getVariable "BIS_jukeBox_musicStop"]; //Reset variables { missionNameSpace setVariable [_x, nil]; } forEach [ "BIS_jukeBox_initialized", "BIS_jukeBox_onEachFrame", "BIS_jukeBox_loaded", "BIS_jukeBox_musicStart", "BIS_jukeBox_musicStop", "BIS_jukeBox_status", "BIS_jukeBox_musicStealth", "BIS_jukeBox_musicCombat", "BIS_jukeBox_musicSafe", "BIS_jukeBox_volume", "BIS_jukeBox_transition", "BIS_jukeBox_radius", "BIS_jukeBox_executionRate", "BIS_jukeBox_noRepeat", "BIS_jukeBox_forceBehaviour", "BIS_jukeBox_musicChanging", "BIS_jukeBox_music" ]; //Log "JukeBox terminated" call BIS_fnc_log; }; case "readContainerFromConfig" : { //Parameters private ["_themeWanted"]; _themeWanted = _parameters param [0, "", [""]]; //The valid music //We only use music that has 'theme' defined, and is a valid theme private "_container"; _container = []; //Loop all music tracks //Store valid music in new container { //The track _track = _x; //Make sure it is class if (isClass _track) then { //The class name and theme private ["_class", "_theme"]; _class = configName _track; _theme = getText (configFile >> "CfgMusic" >> _class >> "theme"); //Theme defined? //If so, add to correct container if (_theme == _themeWanted) then { _container set [count _container, _class]; }; }; } forEach ((configFile >> "CfgMusic") call BIS_fnc_returnChildren); //Return _container; }; /** * Check whether Jukebox has been initialized already **/ case "isInitialized" : { if (!isNil { missionNameSpace getVariable "BIS_jukeBox_initialized" }) then { true; } else { false; }; }; /** * Force jukebox behaviour * * _this select 0: STRING - The forced behaviour ('safe', 'stealth', 'combat') **/ case "forceBehaviour" : { //Parameters private "_behaviour"; _behaviour = _parameters param [0, "", [""]]; //Validate behaviour if (_behaviour == "stealth" || _behaviour == "combat" || _behaviour == "safe") then { //Flag missionNameSpace setVariable ["BIS_jukeBox_forceBehaviour", _behaviour]; //Log ["Behaviour is now forced: %1", _behaviour] call BIS_fnc_logFormat; } else { //Destroy missionNameSpace setVariable ["BIS_jukeBox_forceBehaviour", nil]; //Log "Behaviour is not forced anymore" call BIS_fnc_log; }; }; /** * Return current status * * STRING: 'safe', 'stealth', 'combat', or 'error' **/ case "status" : { private "_status"; _status = if (!isNil { missionNameSpace getVariable "BIS_jukeBox_forceBehaviour" }) then { missionNameSpace getVariable "BIS_jukeBox_forceBehaviour"; } else { switch (true) do { case (["isStealth"] call BIS_fnc_jukeBox) : { "stealth"; }; case (["isCombat"] call BIS_fnc_jukeBox) : { "combat"; }; case (["isSafe"] call BIS_fnc_jukeBox) : { "safe"; }; case DEFAULT { "error"; }; }; }; //Return _status; }; /** * **/ case "randomMusic" : { //Parameters private ["_container"]; _container = _parameters param [0, [], [[]]]; //We have a current music set up? private "_musicCurrent"; _musicCurrent = missionNameSpace getVariable ["BIS_jukebox_music", ""]; //Should we repeat tracks? private "_noRepeat"; _noRepeat = missionNameSpace getVariable ["BIS_jukebox_noRepeat", DEFAULT_NOREPEAT]; //New music private "_musicNew"; _musicNew = ""; //Container has items? if (count _container > 1) then { //Remove last music from list, in case we do not want to repeat if (_noRepeat && { _musicCurrent in _container }) then { _container = _container - [_musicCurrent]; }; //Select new music _musicNew = _container call BIS_fnc_selectRandom; } else { if (count _container > 0) then { //Select the only music available _musicNew = _container select 0; }; }; //Return _musicNew; }; /** * Return new music to play, depending on current status * * STRING: New music class name, may be empty **/ case "selectMusic" : { //Containers private ["_musicStealth", "_musicCombat", "_musicSafe"]; _musicStealth = missionNameSpace getVariable ["BIS_jukebox_musicStealth", []]; _musicCombat = missionNameSpace getVariable ["BIS_jukebox_musicCombat", []]; _musicSafe = missionNameSpace getVariable ["BIS_jukebox_musicSafe", []]; //The current status private "_status"; _status = ["status"] call BIS_fnc_jukeBox; //The new music container private "_musicNew"; _musicNew = switch (_status) do { case "stealth" : { ["randomMusic", [_musicStealth]] call BIS_fnc_jukebox; }; case "combat" : { ["randomMusic", [_musicCombat]] call BIS_fnc_jukebox; }; case "safe" : { ["randomMusic", [_musicSafe]] call BIS_fnc_jukebox; }; case DEFAULT { ""; }; }; //Log ["Selecting music: %1", _musicNew] call BIS_fnc_logFormat; //Return _musicNew; }; /** * Play music * * _this select 0: NUMBER - The music volume **/ case "playMusic" : { //Parameters private ["_music"]; _music = _parameters param [0, ["selectMusic"] call BIS_fnc_jukeBox, [""]]; //Properties private ["_volume", "_transition"]; _volume = missionNameSpace getVariable ["BIS_jukeBox_volume", DEFAULT_VOLUME]; _transition = missionNameSpace getVariable ["BIS_jukeBox_transition", DEFAULT_TRANSITION]; //Make sure music is valid if (_music != "") then { //Music changing flag missionNameSpace setVariable ["BIS_jukeBox_musicChanging", true]; //Fade out volume _transition fadeMusic 0; //New thread private "_fade"; _fade = [_music, _transition, _volume] spawn { scriptName "Jukebox: Fade thread"; //Parameters private ["_music", "_transition", "_volume"]; _music = _this param [0, "", [""]]; _transition = _this param [1, DEFAULT_TRANSITION, [0]]; _volume = _this param [2, DEFAULT_VOLUME, [0]]; //Wait for volume fade sleep _transition; //Fade volume up _transition fadeMusic _volume; //Play new music playMusic _music; //The minimum time a track needs to play and not be overridden by a change in behaviour //By default is the double of the transition time sleep (_transition * 2); //Music changing flag missionNameSpace setVariable ["BIS_jukeBox_musicChanging", false]; //Log "[BIS_fnc_jukebox] Changing music done" call BIS_fnc_log; }; //Log ["Changing music: %1", _music] call BIS_fnc_logFormat; } else { //Log "Unable to change music, given string is empty, this might be because of an empty behaviour music container" call BIS_fnc_log; }; }; /** * Returns number of enemies in proximity * * _this select 0: NUMBER - The battlefield bubble size **/ case "nearEnemies" : { //Properties private "_radius"; _radius = missionNameSpace getVariable ["BIS_jukeBox_radius", DEFAULT_RADIUS]; //Enemies container private "_enemies"; _enemies = []; { private "_enemy"; _enemy = _x; if (side group player getFriend side group _enemy < 0.6 && { _x distance _enemy < _radius } count units group player > 0) then { _enemies set [count _enemies, _enemy]; }; } forEach allUnits; //Return _enemies; }; /** * Returns whether player has contact on nearby enemies **/ case "hasContact" : { private "_hasContact"; _hasContact = false; { private "_enemy"; _enemy = _x; if ({ _x knowsAbout _enemy >= 2 } count units group player > 0) exitWith { _hasContact = true; }; } forEach (["nearEnemies"] call BIS_fnc_jukeBox); //Return _hasContact; }; /** * Returns whether player is a contact to nearby enemies **/ case "isContact" : { private "_isContact"; _isContact = false; { private "_enemy"; _enemy = _x; if ({ _enemy knowsAbout _x >= 2 } count units group player > 0) exitWith { _isContact = true; }; } forEach (["nearEnemies"] call BIS_fnc_jukeBox); //Return _isContact; }; /** * Returns if we should play stealth music **/ case "isStealth" : { private ["_isContact", "_hasContact"]; _isContact = ["isContact"] call BIS_fnc_jukeBox; _hasContact = ["hasContact"] call BIS_fnc_jukeBox; private "_isStealth"; _isStealth = _hasContact && !_isContact; //Return _isStealth; }; /** * Returns if we should play combat music **/ case "isCombat" : { private ["_isContact", "_hasContact"]; _isContact = ["isContact"] call BIS_fnc_jukeBox; _hasContact = ["hasContact"] call BIS_fnc_jukeBox; private "_isCombat"; _isCombat = _hasContact && _isContact; //Return _isCombat; }; /** * Returns if we should play safe music **/ case "isSafe" : { private ["_isStealth", "_isCombat"]; _isStealth = ["isStealth"] call BIS_fnc_jukeBox; _isCombat = ["isCombat"] call BIS_fnc_jukeBox; private "_isSafe"; _isSafe = !_isStealth && !_isCombat; //Return _isSafe; }; /** * On each frame * * _this select 0: NUMBER - The execution rate, in seconds **/ case "onEachFrame" : { //Properties private "_executionRate"; _executionRate = missionNameSpace getVariable ["BIS_jukeBox_executionRate", DEFAULT_EXECUTIONRATE]; private "_lastCheckTime"; _lastCheckTime = missionNameSpace getVariable ["BIS_jukeBox_loopTime", 0]; private "_nextCheckTime"; _nextCheckTime = _lastCheckTime + _executionRate; private "_timeNow"; _timeNow = time; if (_timeNow >= _nextCheckTime) then { //Set new time missionNameSpace setVariable ["BIS_jukeBox_loopTime", _timeNow]; //New status private "_statusNew"; _statusNew = ["status"] call BIS_fnc_jukeBox; //Current status private "_statusOld"; _statusOld = missionNameSpace getVariable ["BIS_jukeBox_status", "error"]; //Whether there is already a music transition going on at this moment private "_musicChanging"; _musicChanging = missionNameSpace getVariable ["BIS_jukeBox_musicChanging", false]; //Different status //Make sure we are not transitioning a music already if (_statusNew != _statusOld && !_musicChanging) then { //Set new status missionNameSpace setVariable ["BIS_jukeBox_status", _statusNew]; //Change track ["playMusic"] call BIS_fnc_jukeBox; //Log ["StatusNew: %1, StatusOld: %2", _statusNew, _statusOld] call BIS_fnc_logFormat; }; }; }; /** * Error **/ case DEFAULT { //Error ["Function (%1) is invalid", _function] call BIS_fnc_error; }; };
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Any chance we could have the option in 3den of having the player's identity/arsenal loadout overwrite the player's profile identity? As of now, we still have to manually set the face, voice and name and goggles slot in the unit's init to change it. Just a button that can be checked and unchecked would suffice.
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This has been a thing since day 1. It's why I always use a silencer if given the choice.
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Just noticed there is a config "cfgMovesWomen"... Is it a new thing?
There's plenty of these as women were going to be included in the first release. There's even a video somewhere around pre-alpha or earlier in which the player is controlling a woman (just running around) for a couple of seconds.
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- Some civilians are missing shoes (will specify later)
Pretty sure that's intentional.
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Unless I am blind, I dont see any backpacks or vests with the new CTRG camo?.
There aren't any, I just checked the teaser trailer once more and the CTRG units were using the good ol' chest rig.
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Your island is probably the only terrain I've never actually had a fight in. Every time I've played on it I've set it to cloudy/rainy and just walked around while listening to music feeling like I'm back in the UK. Kind of reminds me of the game Dear Esther.
One of my favourite terrains, keep it up.
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Are the AI driving enhancements going to extend to naval vessels too?
It's really hard to get AI naval transportation going when any AI venture near the coast usually ends with the AI getting themselves beached.
Especially considering that boats and aircraft are probably going to be more dominant than cars and armoured vehicles in Tanoa.
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Wait, did 'vaccum cleaners' mean room clearing? I can't remember.
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Apparently, someone already found the real world counterpart: https://twitter.com/kleutscher/status/739918981415489536
It was said by the devs in a dev diary on YouTube months ago.
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IFL made the vanilla props disappear from 3DEN and also gave some errors on startup. It also added some gameplay changes (fragmentation and crosshair) which should probably be left for ACE3.
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Yes.
We're even considering have IF as requirement. It could speed up some things, like map making, but nothing has been decided on this topic yet.
You were supposed to destroy the Sith, not join them.
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Guys, my average FPS went up from 25 to 35 and minimal FPS from like 8 FPS to 13. It is huge success under circumstances. Anyone can explain me why?
I have i5 4GHZ, it is being used 80% each core.
And GTX 760, holds down at 45% usage(35% before update). VRAM usage optimized from 1850MB to 1800MB, then it s filling up to 2GB so I can´t track it too good from here but probably no performance issue.
Anyone know about way to make game run even smoother? This update gave me hope! I couldn´t play game before, now I can play... in editor not in town I can feel the smoothness! Want more.
For me it's the other way around.
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Still not working for me either.
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I vote for having the knee pads, gloves as a part of the actual uniform so that you can still wear actual facewear without having to say no to the former. Gasmasks would make sense as a part of facewear.
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Do you see the red "BloodLust Settings" button in the escape menu ingame? If so, it's loaded but maybe the effects don't seem apparent.
If not, then there's an issue with the mod loading.
I'm not at home right now, so I can't provide more hands-on support.
Yeah the settings menu does appear. Tried it with your mirror, also, but no luck either.
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Are you using the Steam Workshop distribution of BloodLust, Armaholic, or my mirror?
Armaholic.
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Do you have CBA?
I do, the latest version. Tried it without any other mods, even. Just BloodLust and CBA. Stable build.
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For some reason I can't get this to work.
RHS Escalation (AFRF and USAF)
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
No, I have a ton of mods loaded aside from RHS, but since the animation that plays is that one I thought I'd ask here.