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i need help with my button, it always blinks and when i hover over it with the mouse it stops blinking but i want it not to blink at all. here is my code to help me understand it class RscButton { type=1; idc=-1; style="0x02 + 0x800"; x=0; y=0; w=0.1; h=0; sizeEx=0.032499999; offsetX=0; offsetY=0.0020000001; offsetPressedX=0; offsetPressedY=0.0020000001; borderSize=0; colorText[]={1,1,1,1}; colorBackground[]={0.5,0.5,0.5,0}; colorFocused[]={0.5,0.5,0.5,0}; colorShadow[]={0,0,0,0}; colorBorder[]={1,1,1,0}; colorBackgroundActive[]={0.5,0.5,0.5,0}; colorDisabled[]={0.5,0.5,0.5,0}; colorBackgroundDisabled[]={0.5,0.5,0.5,0}; font="TahomaB"; tooltipColorShade[]={0.5,0.5,0.5,0.25}; tooltipColorText[]={1,1,1,0.75}; tooltipColorBox[]={0.5,0.5,0.5,0}; soundEnter[]= { "", 0.2, 1 }; soundPush[]= { "", 0.2, 1 }; soundClick[]= { "", 0.2, 1 }; soundEscape[]= { "", 0.2, 1 }; default=0; text=""; action=""; };
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As the topic says, I want to know if there is a way I can increase the light of a vehicle? In my case the ED-1D Pelter. The lamp itself is not the brightest and NVG and Thermal is going to be disabled due to the mission setting. Is there even a command for that? Any help is welcome 🙂 Thanks
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PMC Editing Wiki is the place to be for ArmA 3 terrain information and other editing info. Most important for new terrain guys is PMC Ultimate Terrain Tutorial which covers everything to get your first terrain in-game. Forget about outdated and plain wrong tutorials, now you have tutorial which will be kept always up to date and correct. There are just tons of good arma3 terrain editing information so dig in and use the search function to go through what PMC Editing Wiki has to offer. If you cannot find some information or tutorial, ask and I'll see what can be done to get it added. Direct to PMC Editing Wiki: ArmA 3 root and PMC Editing Wiki: ArmA 3 Terrain.
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I've been having an issue in the world editor where I can only go so far before I hit an invisible wall and can't work beyond it, is there a way to increase the workspace size?
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Okay so I'm currently working on a Vietnam Zeus mission. The players do have a GPS in their inventory (yeah i know its not time accurate but its to not get lost). I'm currently building some "underground" tunnels which are located on a dirt strip airfield. I don't want the players to know that they are on the airfield, thus i want to remove their GPS globally when they enter the tunnels via teleporter. I just can't find anything on if or how that works. Not even the config name of the gps so i can do a removeItem script. If someone already did that or knows how to do it, I'll be very thankful for any type of help. THY
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Hello guys, inspired by the great MarkXIII and with a new audio engine around the corner here we go with ~ ArmA 3 Sound Modding 101 ~ What? A place to ask questions (no matter how stupid you think they are) related to the creation and implementation of audio into Arma 3. Be precise, if you have RPT problems, post the RPTs into code boxes so they don't take away half of the site space. Creation -> audio engeneering, sound waves. Implementation -> configs & tools, programming. Valid questions: I have a sound X, how do I put it into the game? how does the whole wav <-> wss/ogg system work? I want the pitch of my engine sound to change, how do I do that? my audio sounds like Y but I want it to sound like X, how do I do that? Not valid questions: when will bohemia release X? is mod X compatible with mod Y? sound-system related questions (my headphones don't work in 5.1 mode) Why? There is no central ArmA 3 sound modding thread. We are all spread around Skype, Discord and PMs, this should serve a central meeting point. Game audio is very closely connected to technical stuff so this should be good for people who can create audio but have problems with implementing it into the game. Good for newcomers: open PBOs and edit current sounds add their own sounds to the game create certain sounds for the game create their own workflow Who? Anyone who wants to help out should help. We already have experienced Arma-Audio advanced users here such as Audiocustoms, TheMaster303, Myself, Laxeman and LordJarhead (probably more that I forget, please PM me their names) all being active community members and having their own areas of expertiese who can surely help. Content I will start producing educational content. Also YOU guys are the content. Ask away. Text Bohemia Wiki - Sound Page, learn about audio configuration Custom script to make the AI fire in full auto, full weapon speed at player position View sound controllers (For the first time in ArmA!) Videos What tools do I need to access BI content in order to learn from it? P: drive & how do I package my audio into a mod that works? Advanced tool usage to speed up workflow Current to-do list for me: What tools do I need to access BI content in order to learn from it? P: drive & how do I package my audio into a mod that works? Basic sound replacement (will probably wait with this until the new engine is out). Advanced tool usage to speed up workflow. Understanding config files & tree structure More detailed explanation of parameters in configuration. Additional Some info about the current state of the "interior" controller used for weapon tails.
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Hello guys, i´m trying to get the VVS to spawn the vehicles on the diferent decks of the ATLAS LHD I have tried following the steps on this post that had the exactly same issue, but on the Nimitz. Can anyone help me do it? Like on a STEP by STEP. Thank you in advance. My idea: Flight deck: Air Vehicles Middle Deck: Light Vehicles Bottom Deck: Heavy Vehicles and Boats EDIT: I have seen this video and downloaded the mission but I don´t understand all the boxes and stuff.
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Having a hard time finding mission files under a new profile
PlagueDoctorCat22 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello all, I have little expirence with Arma 3 mission editing and am looking to learn more in my down time. Some time ago, I put the Addon Free Arma Radio script into an antistasi mission. After some time and getting back into Arma 3, my group began a new game of antistasi plus and I would like to add this script again. The issue I have run into is that I cannot find the mission files. I have created a new Arma profile for misc reasons, so I figured the path to the mission files would be: C:\Users\nucl\Documents\Arma 3 - Other Profiles\PlagueDoc\Saved\steamMPMission However, this folder is empty. The old antistasi mission folder shows under C:\Users\nucle\Documents\Arma 3\Saved\steamMPMission, but it is not the one I am looking for. I feel I am overlooking something simple. Any and all help is appreciated, thank you in advance! -
making my own server and looking for someone to create a mission cycle/ building a home base for a vietnam server i already have a map that i want to use for the server if anyone can do this please contact me on here or steam WalmartFleshlight need to see your steam account to see what you have created already and we can go from there or if you know someone who can do this please send them a message to contact me as well all other stuff will be discussed when in a call
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Addaction with cooldown script not appearing in init
Low Fat Milk posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have been working on this for a few days now following some other examples I've seen but cant seem to get this to work. Trying to make a addAction that hides an object for a limited time, hides the interaction for a longer time, but re-enables both. Using the syntax of the wiki stops the addAction from even showing up on the object however. If anyone has some pointers or even better a fix I'd appreciate it. this addAction [ "<t color='#FF0000>WARNING Shield Override WARNING</t>", { params ["_target", "_caller", "_arguments"]; _target setVariable ["ShieldReset",false]; [Shield_1, true] remoteExec ["hideObjectGlobal", 0]; Sleep 10; [Shield_1, false] remoteExec ["hideObjectGlobal", 0]; sleep 10; _target setVariable ["ShieldReset",true]; }, nil, 1.5, true, true, "", "_target getVariable ['ShieldReset',true]", 5, false, "", "" ]; -
Ai shoots but not at the target once trigger is activated
Solarcode red posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm trying to get a ai unit to shoot at an target/object while on a heli door gun when a trigger is activated. I got the trigger to make him shoot but he wont shoot at the target/object. He just shoot's into the air randomly or at the ground but not the target/object. null = shooter1 spawn {_this dotarget t6; sleep 0.5; while {alive t6 and alive _this} do {sleep 4; gl action ["useweapon",vehicle _this,_this,0]; }}; this is the code placed in the trigger I was told to replace the "useweapon" with "fireAtTarget" but got error when running the mission and the ai wouldn't shoot I then tried this code below null = g1 spawn {_this dotarget t6; sleep 0.5; while {alive t6 and alive _this} do {sleep 0; gl action ["fireAtTarget"]; [_helicopter, currentWeapon LMG_Minigun_Transport,0]; }}; But when running the mission with code I got another error and the ai wouldn't shoot I have pics but I'm not sure how to add them. -
Applying customization to vehicle in trigger
Mr.clean132 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, I was hoping someone could help me setup a system to add customizations to vehicles (camo nets, bags, tracks, or change the camouflage) in a trigger. I have a mission using the spawn AI module, but I can't find a way to add customizations to vehicles through the spawn ai module, so I figured a trigger would be the next best way. In my mission, the vehicles spawn inside this trigger, and I figure you could have the trigger apply certain presets to them. I tried scripting this myself, but I'm very new to this and got stuck. What i tried was setting the trigger activation to: Any player, not present, repeatable (this is so that if a player drives their vehicle through the trigger it doesn't apply the customizations to their vehicle, only ai vehicles.) My condition field is: this && ({_x isKindOf "O_MBT_02_cannon_F"} count thisList >0); the trigger interval is 2 seconds, and the activation field is: {[ _x,[],["showCamonetHull",1,"showCamonetTurret",1,"showLog",1]] call BIS_fnc_initVehicle;} forEach thisList; I assume something with the condition isn't working, as I'm not really sure how to properly set up that. This was my test version, ideally, it would work for multiple vehicle types, like APCs and tanks. I was also hoping to maybe make it randomize the preset, like have a few presets per vehicle and have it pick one to apply, although, getting it to work at all would be nice. Thanks in advance -
script [Ombra] Numerical Superiority Script/function
Ombra_ita posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hello everyone, I've created this 2 scripts/functions because I was bored to find (for an hour) and kill the last enemy in a sector to get control of it, even though I had a hundred allies in it. I recommend to use both scripts as functions and not scripts, because both can be called multiple times and having functions can be a lot more handy if you guys are scripting. Does it work in multiplayer? Yes, MultiPlayer and SinglePlayer. What does this script/function do? This script accepts 2 parameters: - Position (center position of the sector) - Range (Ellipse range in meters) It calculates (by counting infantry of each side inside the sector) which side is owning the given sector and returns it as text. How does it calculate the infantry inside? It calls a second script which is getUnitsCount. This script can be also called by itself if you need it somewhere else, it accepts 3 parameters: - Position - Range - Side → of which you want to get the units count inside the area. If AI vehicles are inside the area, crew will be calculated. getUnitsCount returns the sum of the units, therefore an integer value. Return values - "west" → If BLUFOR are owning the sector; - "east" → If OPFOR are owning the sector; - "independent" → If Independents are owning the sector; - "civilian" → If no-one is owning the sector, which means not a single west, east or independent unit is inside the area, therefore civilians own it or it's currently contended (same units for each side) How do I call the script? [_positionParameter, _rangeInMeters] execVM "getCurrentOwnership.sqf"; How do I use it in a trigger? Simply put a trigger with the following condition, obviously on the right hand side instead of west you can use civilian, independent or east if you'd like to check if the given side has ownership of the area. It can be also called from other script if you like to do so. Make sure the trigger is ServerOnly!!!!! ([_positionParameter, _rangeInMeters] execVM "getCurrentOwnership.sqf") == "west" ----------------- SCRIPTS ----------------- getUnitsCount.sqf //Uncomment following if using as function //params [ "_position", "_distance", "_side" ]; //Uncomment following if using as script _position = _this select 0; _distance = _this select 1; _side = _this select 3; _infantrycount = 0; _countedvehicles = 0; _vehiclecrewcount = 0; _infantrycount = _side countSide ( [ _position nearEntities [ "Man", _distance],{ !(captive _x) && ((getpos _x) select 2 < 100) }] call BIS_fnc_conditionalSelect ); _countedvehicles = [ ( _position nearEntities [ ["Car", "Tank", "Air"], _distance] ), { ((getpos _x) select 2 < 750) && count (crew _x) > 0 } ] call BIS_fnc_conditionalSelect; _vehiclecrewcount = 0; { _vehiclecrewcount = _vehiclecrewcount + (_side countSide (crew _x)) } foreach _countedvehicles; //Return value (_infantrycount + _vehiclecrewcount) getCurrentOwnership.sqf (updated 08 march 2023) //Uncomment following if using as function //params["_position","_range"]; //Uncomment following if using as script _position = _this select 0; _range = _this select 1; _westCount = [_position, _range, west] call OFF_fnc_getUnitsCount; _eastCount = [_position, _range, east] call OFF_fnc_getUnitsCount; _indeCount = [_position, _range, independent] call OFF_fnc_getUnitsCount; _result = 0; if (_westCount > _eastCount && _westCount > _indeCount) then { _result = "west"; }; if (_westCount > _eastCount && _westCount < _indeCount) then { _result = "independent"; }; if (_eastCount > _westCount && _eastCount > _indeCount) then { _result = "east"; }; if (_eastCount > _westCount && _eastCount < _indeCount) then { _result = "independent"; }; if (_indeCount > _westCount && _indeCount > _eastCount) then { _result = "independent"; }; if (_indeCount > _westCount && _indeCount < _eastCount) then { _result = "east"; }; _result; -
script [Ombra] Random Minefield Script/function
Ombra_ita posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
What does this script do? This script creates a minefield with a random number of mines and IED, positioning them in a random way inside the given area. Does not include APERSTripMine (mines with cable) Does it work in multiplayer? Yes, it works in MultiPlayer and SinglePlayer Parameters _area → Marker → Set a marker area with the size you like in editor _minMinesCount → int → Minimum number of mines you want in the area _maxMinesCount → int → Maximum number of mines you want in the area How do I call the script? Just get into your init.sqf and place it like this, has to be server only. If you have multiple minefields you have to add multiple lines with each marker and number of mines. if (isServer) { ["MarkerName", 10, 30] execVM "randomMinefield.sqf"; }; Next improvements - Will use marker position and specified range manually instead of marker size which is not very handy. randomMinefield.sqf (thanks to Hypoxic125 for the error feedback) //Uncomment following if used as function //params["_area", "_minMinesCount", "_maxMinesCount"]; //Uncomment following if used as script _area = _this select 0; _minMinesCount = _this select 1; _maxMinesCount = _this select 2; _minesArray = ["ATMine","APERSBoundingMine","APERSMine","IEDLandBig_F","IEDUrbanBig_F","IEDUrbanSmall_F","IEDLandSmall_F"]; _minesCountInArea = random[_minMinesCount, _maxMinesCount/2, _maxMinesCount]; _areaDimensions = getMarkerSize _markerArea; _minesPositionRange = _areaDimensions select 0; //Creating random position and spawning mines for "_i" from 0 to _minesCountInArea - 1 do { _randomPos = [[_markerArea], []] call BIS_fnc_randomPos; _randomPos set [2, 0]; createMine[selectRandom _minesArray, _randomPos, [], 0]; } -
script [Ombra] Simple HALO with map click Script/function
Ombra_ita posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hello, this is a simple script to halo jump a player. Does it work in Multiplayer? Yes, MultiPlayer and SinglePlayer. What does this script do? This script allows a player to HALO on a given point on a map. How do I use this script? Place the script in Select an object on the editor and place the following line into its init to allow HALO from the action menu: (remove <t color='#37A9E7'></t> to show it as plain white like any other action) //If script is in scenario root directory this addAction["<t color='#37A9E7'>H.A.L.O. Jump</t>","[player] execVM 'halo.sqf';"]; //If script is in other scenario directory this addAction["<t color='#37A9E7'>H.A.L.O. Jump</t>","[player] execVM 'yourFolder\halo.sqf';"]; halo.sqf //Uncomment following line if used as function //_unit = param[0]; //Uncomment following line if used as script _unit = _this select 0; _haloAltitude = 1000; //Opening map and handling click openMap true; mapclick = false; onMapSingleClick "clickpos = _pos; mapclick = true; onMapSingleClick """";true;"; waituntil {mapclick}; _haloLocation = clickpos; _unitLoadout = getUnitLoadout _unit; cutText ["H.A.L.O. in progress...", "BLACK OUT", 1]; sleep 1; openMap false; _unit setPos _haloLocation; _unit addBackpack "B_Parachute"; //Halo [_unit, _haloAltitude] call bis_fnc_halo; sleep 2; cutText ["", "BLACK IN", 1]; waitUntil {(getpos _unit select 2) < 2}; //Giving loadout back sleep 1; _unit setUnitLoadout _unitLoadout; -
Tutorial: How to make an object play sound or music? (Radio_FM)
avengerarts posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
1- place a unit (player). 2- place an object, let's say FM Radio. save the scenario, then go to its folder "\documents\arma 3\missions\name_of_your_scenario" 3- Create music folder "music" and put your music file or the sound file inside this folder. 4- Create "description.ext" file in that folder which is you scenario folder. open it and paste this: class CfgSounds { sounds[] = {}; class sound1 { name = "sound1"; sound[] = {"music\YOURSOUNDFILE.ogg",1,1,18,1,1,1,0}; //The 18 indicates the distance at which the sound will be heard; titles[] = {}; }; }; Go back to the editor "eden" and double click the object and write this in its init field: this say3D "sound1"; That's it. Many thanks to Feuerex who helped me a lot with his videos. Press "Like" button if you like this post. Resources: The mission file. -
Hey guys, i am making a scenario where Player1 has to clear area then hold an FOB. Once that is completed i would like to be able to automatically switch to another character that will now be Player1. IE. USA squad clear area around FOB, once cleared Player1 goes to black screen and Player1 is now in the back of a Humvee in a British squad is this possible with a script for the trigger?
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Loadout Restriction Possibility?
GunShotDoggo posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
In a game of Warlords, you aren't able to put on UAV bags or mortar tubes for balance reasons. Even if I load a pre-made loadout with a mortar tube or other illegal item, I'm unable to put it on my character. However, in custom missions, you're still able to load loadouts that have items not shown in the arsenal or otherwise not meant to be used. Is there a way I can implement the same loadout restriction from Warlords into my own custom mission? Or is this just a quirk from an official gamemode like the Warlords buy menu (which I would also like to see if there is a way I can add that to my missions 👀)? -
I know the intent for editing missions, scenarios, campaigns, etc. is to remain in the Workbench throughout the development process. What I haven't figured out is the best way to set up version control. Personally, I prefer git but I'm open to exploring other options if they work better with the Workshop. What are you all using? Any preferences? Gotchas to look out for?
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Hi there! I need a non-damaging repeating mortar or artillery fire for a beach assault. I currently am using on a repeatable trigger: bomb="M_Mo_82mm_AT_LG" createVehicle (getPos ied1); deletevehicle ied1; That is just my basic idea for an explosion. Either will work for me. But if there is a way to just spawn the shell dropping in WITHOUT damage, I would like that too. Just need the special effect. And without a .sqf file preferably. Just using triggers on repeat. Any help is appreciated. Thank you
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Trigger "get out" for a group inside of a boat
Adamnellz posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, I am doing a D-Day landing level and want to use a trigger to make a crew from an LCVP exit. I understand I can use the leavevehicle command, I just do not understand how to select the squad in my boat for my trigger. For example, my squad is showing as Alpha 1-5 (7 units). What would be the command for this? I have looked at other forums, but it is not making sense to me. When the boat drives into the trigger field, I just need the crew to exit. I want to do this WITHOUT using waypoints because the boat never goes straight. My unit name for LCVP is lcvp2. I just need to know what to put in the trigger to make only the group, not the driver, exit the lcvp. Please help. Thank you.- 2 replies
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Specific AI Classname Placements + Patrol
saddle posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello guys, thanks for taking the time. I am working hard on an experience for some people that I am going to entertain as Zeus and mission maker, but gotten to a point where I have not manage to find any module, mod or other script that meet my specific needs. My friends during their adventure through a map, will come and go to different locations, and return to the same ones again potentially. Each time they do, I want to be able to spawn in AI units, under specific classnames, in very specific location like a marker or trigger. Maybe one AI of one type of classname stands at a gatehouse, and another AI of another type of classname is standing outside in the rain. But each time they go there, they will spawn in into the same spot or markers. And if they leave, they will despawn again, in order to save on performance for the server. I have seen many population scripts out there, but they generally populate areas and houses, they do not place them into very specific manual locations, or i can choose which classname will be placed down to the detail. I am also looking for the option that if I spawn a third guy by the guard house, he starts to patrol in a small radius when he has appeared. I can easily create this by placing down NPCs, but it is going to tax the performance if I have so many different locations populated all at once. It would be better if they despawn on leaving, and respawn on approach. It would also be useful if there are specific enemy classnames in an area they can attack, they will respawn later in case they want to go back and do the same attack over again. Anyone has any ideas or suggestions? Much appreciated!- 6 replies
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script [Ombra] Random weather script/function
Ombra_ita posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hi everyone, I've created this script to create a random weather and random forecasts each time you start a mission. It automatically passes all weather data to clients. The script is able to filter different kinds of weather based on supported terrain position: - Mediterranean islands; - Europe; - Middle east; Just put the script in the mission directory with the name you prefer and call it from the init.sqf file with the following. init.sqf if (isServer) then { [] execVM "nameYouPrefer.sqf"; }; Hope you enjoy. randomWeather.sqf /* Sets random weather and forecasts based on "real" world positioning. It supports add-ons maps. * Ombra 12/06/2020 * latest update 18/02/2022 */ CONST_MAX_RAIN_LEVEL = 0.6; //To avoid fps issues CONST_MAX_FOG_LEVEL = 0.6; //To prevent annoying fog _currentMap = worldName; _probabilityFog = random[0,0.5,1]; _probabilityRain = random[0,0.5,1]; //Declaring variables _currentOvercastCoef = 0; _forecastOvercastCoef = 0; _currentRainCoef = 0; _forecastRainCoef = 0; _currentFogCoef = 0; _forecastFogCoef = 0; _windSpeedN = 0; _windSpeedE = 0; _windDirection = 0; switch (_currentMap) do { //Calculating weather for desert terrains case "MCN_Aliabad"; case "takistan"; case "zargabad"; case "Mountains_ACR"; case "fallujah"; case "kunduz"; case "Shapur_BAF": { //Probability of 30% for deserts to encounter overcast (and therefore rain) if (_probabilityRain > 0.7) then { _currentOvercastCoef = random[0,0.5,1]; } else { _currentOvercastCoef = random[0,0.2,0.5]; }; _forecastOvercastCoef = random[0,0.5,1]; //Current rain only if overcast > 0.6 if (_currentOvercastCoef > 0.6) then { _currentRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; } else { _currentRainCoef = 0; }; _forecastRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; _currentFogCoef = 0; _forecastFogCoef = 0; //Some wind like sandstorms _windSpeedN = random[0,10,30]; _windSpeedE = random[0,10,30]; _windDirection = random[0, 180, 360]; }; //Calculating weather for european terrains (Vanilla and CUP) case "Bootcamp_ACR"; case "Woodland_ACR"; case "chernarus"; case "chernarus_summer"; case "Chernarus_Winter"; case "ProvingGrounds_PMC"; case "Enoch": { //Probability of 60% for northern EU to encounter overcast (and therefore rain) if (_probabilityRain > 0.4) then { _currentOvercastCoef = random[0,0.5,1]; } else { _currentOvercastCoef = random[0,0.2,0.5]; }; _currentOvercastCoef = random[0,0.5,1]; _forecastOvercastCoef = random[0,0.5,1]; if (_currentOvercastCoef > 0.6) then { _currentRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; } else { _currentRainCoef = 0; }; _forecastRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; //Probability of 30% for northern EU to encounter fog if (_probabilityFog > 0.7) then { _currentFogCoef = random[0, CONST_MAX_FOG_LEVEL/2, CONST_MAX_FOG_LEVEL]; } else { _currentFogCoef = 0; }; _forecastFogCoef = random[0, CONST_MAX_FOG_LEVEL/2, CONST_MAX_FOG_LEVEL]; //Not much wind in continental land _windSpeedN = random[0,10,20]; _windSpeedE = random[0,10,20]; _windDirection = random[0, 180, 360]; }; //Calculating weather for mediterranean terrains case "Stratis"; case "Altis"; case "Malden": { //Probability of 50% for northern EU to encounter overcast (and therefore rain) if (_probabilityRain > 0.5) then { _currentOvercastCoef = random[0,0.5,1]; } else { _currentOvercastCoef = random[0,0.2,0.5]; }; _currentOvercastCoef = random[0,0.5,1]; _forecastOvercastCoef = random[0,0.5,1]; if (_currentOvercastCoef > 0.6) then { _currentRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; } else { _currentRainCoef = 0; }; _forecastRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; _currentFogCoef = random[0, CONST_MAX_FOG_LEVEL/2, CONST_MAX_FOG_LEVEL]; _forecastFogCoef = random[0, CONST_MAX_FOG_LEVEL/2, CONST_MAX_FOG_LEVEL]; //Islands are windy _windSpeedN = random[0,20,40]; _windSpeedE = random[0,20,40]; _windDirection = random[0, 180, 360]; }; case "Tanoa": { //Probability of 80% for jungle areas to encounter overcast (and therefore rain) if (_probabilityRain > 0.2) then { _currentOvercastCoef = random[0,0.5,1]; } else { _currentOvercastCoef = random[0,0.2,0.5]; }; _currentOvercastCoef = random[0,0.5,1]; _forecastOvercastCoef = random[0,0.5,1]; if (_currentOvercastCoef > 0.5) then { _currentRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; } else { _currentRainCoef = 0; }; _forecastRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; //Probability of 20% for jungle areas to encounter fog if (_probabilityFog > 0.8) then { _currentFogCoef = random[0, CONST_MAX_FOG_LEVEL/2, CONST_MAX_FOG_LEVEL]; } else { _currentFogCoef = 0; }; _forecastFogCoef = random[0, CONST_MAX_FOG_LEVEL/2, CONST_MAX_FOG_LEVEL]; //Islands are windy _windSpeedN = random[0,20,40]; _windSpeedE = random[0,20,40]; _windDirection = random[0, 180, 360]; }; default { //Probability of 50% as default if (_probabilityRain > 0.5) then { _currentOvercastCoef = random[0,0.5,1]; } else { _currentOvercastCoef = random[0,0.2,0.5]; }; _currentOvercastCoef = random[0,0.5,1]; _forecastOvercastCoef = random[0,0.5,1]; if (_currentOvercastCoef > 0.5) then { _currentRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; } else { _currentRainCoef = 0; }; _forecastRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; //Probability of 30% to encounter fog if (_probabilityFog > 0.7) then { _currentFogCoef = random[0, CONST_MAX_FOG_LEVEL/2, CONST_MAX_FOG_LEVEL]; } else { _currentFogCoef = 0; }; _forecastFogCoef = random[0, CONST_MAX_FOG_LEVEL/2, CONST_MAX_FOG_LEVEL]; _windSpeedN = random[0,10,20]; _windSpeedE = random[0,10,20]; _windDirection = random[0, 180, 360]; }; }; //Setting weather 0 setOvercast _currentOvercastCoef; 0 setRain _currentRainCoef; 0 setFog _currentFogCoef; setWind [_windSpeedN, _windSpeedE, false]; 0 setWindDir _windDirection; forceWeatherChange; //Setting forecast 3600 setOvercast _forecastOvercastCoef; 3600 setRain _forecastRainCoef; 3600 setFog _forecastFogCoef; Up here it is posted as script but it can also be used as function: [] spawn YourTAG_fnc_randomWeather; Call the script file fn_randomWeather.sqf and place it in a scenario subfolder names functions. Then edit the description.ext file by putting standard function declaring: description.ext class CfgFunctions { class YourTAG { tag = "YourTAG"; class functions { file = "functions"; class randomWeather {}; }; }; }; If you use it in a function way you MUST call it from init.sqf in this way: if (isServer) then { [] spawn OFF_fnc_randomWeather; }; -
Hey folks! I'm looking for feedback on a mission that I built recently in the eden editor. Took a lot of work, but want to make it better with anything I can. My knowledge base for scripting or coding is fairly limited (other than the youtube stuff I've learned from) so if you have efficiency recommendations that use scripts, or otherwise, I'd love to hear them. Required mods will be in the steam description. I'll post the links to an ACE version and Non-ACE version that are on the Steam Workshop. You can render the feedback here or on the steam site, but any input is much appreciated! (ACE Version) https://steamcommunity.com/sharedfiles/filedetails/?id=2809026965 (Non-ACE Version) https://steamcommunity.com/sharedfiles/filedetails/?id=2809866742 Thanks again to anybody who provides feedback! S/F, Chesty
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- co-op mission
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