Dealman
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Preview Video(YouTube) I decided to yet again re-write my entire script, however this time as a plugin for the new 3DEN Editor. Since the loot placement is done directly via the 3D editor itself it significantly speeds up the process of adding loot for new objects/buildings. I have also gone ahead and added some other features such as spawning a group of 100 exile spawns so you needn't copy and paste from another map(requires further testing). I have written a more thorough list of features on my GitHub Repository. Dependencies: None (well, other than the EDEN Update, that is). How to Install: 1. Visit the GitHub Repository to download the mod. 2. Install the mod like you would any other mod, put it in your ArmA 3 folder. 3. Use the ArmA 3 Launcher or use the mod parameter -mod=@DTools to enable the mod. 4. Once you've done the above, you should be all set. How to Use: The plugin is rather easy to use, if you want to generate objects for your map - you can place the desired objects and simply go to the Tools tab at the top and click Generate Code for Objects. The necessary code will be generated and copied to your clipboard automatically - simply paste this into your initServer.sqf(located in the mission file). For loot placement, I recommend using the Virtual Reality map since it's large, empty and perfectly flat. Select your desired object or building and select it, again go to the Tools tab at the top and navigate to my plugin's folder and choose "Select Target". This will mark the currently selected object with a green outline(which is a bit buggy) and this means that loot will be relative to this object. Simply plant the 25cm helper spheres where you want to loot to spawn, you can easily find them by searching for "sphere". Once done, you can choose to preview what some spawned loot would look like, or you can go ahead and generate the code. Again, it will be copied to your clipboard automatically. For more information and features, please refer to my GitHub's readme. Last Words This is the first "proper" mod I have made for ArmA 3 so it's far from perfect, there can and will be bugs. There can and will be unoptimized features, so feedback and bug reports are appreciated. I'm a lazy sob with lots of different projects I'm working on so updates may be very infrequent so please bear with me. Known Issues / Changelog Again, please refer to my GitHub Readme for this.
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Only thing I can see is that you didn't specify what kind of loot it is; table = "Medical"; And you can probably do that rather easily using get3DENLayerEntities, I haven't touched ArmA since I made this plugin though since I'm now working with UE4. But you'd need to unpack my mod and make changes and then re-pack it again. If I ever get back to it, I'll add it since it's a nice suggestion.
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Testing I did with CUP worked, can you post the code it generated?
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That's rather odd, have you made sure you don't have duplicates in the array? I don't think initServer.sqf is run more than once - but it shouldn't...? D:
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I would assume _object enableSimulationGlobal (_x select 4); would result in null and as such, objects would still have simulation enabled. You can try this by adding this to the bottom of the for loop(below _object enableSimulationGlobal); ["Simulation: %1", (_object enableSimulationGlobal (_x select 4))] call BIS_fnc_logFormat; Then check the RPT and see if it returned false or null. If it returns null; change 4 to 3. Otherwise keep as-is.
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Hey, sorry for the trouble - I've meant to update it since I use a different format to what Exile does normally. Basically I just made it so setVectorDirAndUp can be used in order to prevent ArmA from pushing objects apart and not maintaining the proper rotation. This is the proper code; { private ["_object"]; _object = (_x select 0) createVehicle [0,0,0]; _object setPosASL (_x select 1); _object setVectorDirAndUp (_x select 2); _object allowDamage (_x select 3); _object enableSimulationGlobal (_x select 3); } forEach _objects; The reason for this is because it's a multi-dimensional array, basically - it's an array that contains other arrays. See this image as a reference; As you can see allowDamage and enableSimulationGlobal use the same value - you can easily change this by adding another false boolean to the array and change _x select 3 to _x select 4 since there would be a new item in the array.
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Yeah I added that to try and make sure it only exported actual objects, kind of like a failsafe. Thanks for the report, will look into adding other checks as well instead of only static - but if it works without that check might as well leave it out, will do some testing. Edit: I've now re-written the original post instead of making a new thread. Also includes a link to the example video on YouTube. Also thanks @John for the feedback, I'll get around to improving some of that stuff soon™.
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initServer.sqf might need some modification, I don't recall the format Exile uses and I might have tinkered with mine. As I said, I'm rather lazy and I have other projects I'm working on. I'll get around to it some day though. If you look in your initServer.sqf and find a block of code similar to this; { private ["_object"]; _object = (_x select 0) createVehicle [0,0,0]; _object setPosASL (_x select 1); _object setVectorDirAndUp (_x select 2); _object allowDamage (_x select 3); _object enableSimulationGlobal (_x select 3); } forEach _objects; Feel free to post it here or PM it to me and I'll make sure it'll work for you.
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No it does not
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Aye, that part is a bit rushed and I'll be improving it sometime later. As a workaround just toggle it off once you've previewed it once Also, it doesn't currently take rotation of the loot spheres into account - will be adding that as well.
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Appreciate the feedback, but the script I made using the rangefinder is obsolete. I've scrapped it and instead I wrote a plugin for the new EDEN Editor. Has some more features and makes it a lot faster as well. I just didn't bother to update this thread or create a new one, I'm lazy
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I would greatly appreciate some beta testing. I've uploaded the very first iteration of the plugin to my GitHub if you want to try it out. I've also made a YouTube video showcasing how the loot stuff work, very basic video - I might make a more thorough video explaining all the features later on. So far its current features are; 1. You can place down any number of objects you want, and generate the code for it. It will be generated in a copy and paste format but you may need to edit your initServer.sqf file for the new format. I quite frankly don't remember the original format and I haven't checked that yet. I also don't know if all objects work yet, it checks if the object is of type Static - this requires some more thorough testing - but all objects I've tried thus far works. If such is the case, I will be updating the GitHub readme sometime later, probably today unless I go lazy mode 2. Ability to easily add new loot positions for buildings, as well as the loot preview feature. Refer to my YouTube video to see how this works. I can confirm that the CUP buildings works, requires a bit more testing with other mods. 3. This plugin can also generate 100 spawn points for you and generate the code in the old SQM format. Not sure how useful this actually is since you can just copy and paste from other missions, but hey, it's there 4. Includes a custom function, DT_fnc_DisplayCustom3DENNotification which lets you create entirely custom EDEN Editor notification messages. You can change background & text colour, sound to be played and duration to be displayed. Known Issues * Clear all loot markers doesn't work properly. It removes the object itself, but not the EDEN Editor icons - this somehow interferes with the code generation. * The green outline for your selected target remains after the object is deleted - not sure how to fix this since EDEN events don't seem to work at all for me. Of course any feedback you can provide is greatly appreciated!
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Yeah, that's a bug with it. Some objects require you to look at a very specific part of the model for it to work. I never tried it with CUP but I assumed it would work. If cursorTarget doesn't return an object it will teleport you underwater - I never added a failsafe because I'm a dummy But if their objects don't return an object for cursorTarget there's not much I can do, it's something they would have to fix I believe. On the plus side, the plugin I'm writing for the upcoming EDEN Editor works great - and I'm using CUP as a playground. It'll be ready for testing soon, but you would need to get the development branch to use it. Dev branch also adds a new function called cursorObject which I believe is more likely to successfully return a map-specific object than cursorTarget is. So if you have the dev branch you could try and change cursorTarget to cursorObject in the init.sqf. No guarantees, though
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Should work with all buildings as far as I'm aware. So long as they're registered as a cursortarget. I'm working on a plugin for the upcoming EDEN Editor, though. Which is far better than this.
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Do you have CBA running? It uses a CBA function to replace some stuff in a string to generate the code, so if you don't have CBA it won't work. Otherwise I'd need some more information to see if I can try and reproduce the bug.
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Known Issues: • To Be Filled Changelog: [2016-01-26] [Fixed]: Select Last Marker would not show up if only 1 marker left. [2016-01-26] [Fixed]: Previous markers not being removed when exiting edit mode.
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While not necessarily what you guys asked for, this is the best I could come up with. I tried to play around with the Fired event handler, and I got it to work to some extent but it just wasn't reliable. The way it worked was it waits until the bullet doesn't exist anymore, so ricocheting bullets became an issue - and I wasn't able to find a solution to prevent that. Instead I came up with this; 1. You look at the object you want to add loot around, compared to this script - it works on any object instead of only objects containing "House". It will then create a copy of this object and teleport you to a somewhat flat and empty area(I use the NW airfield on Chernarus). 2. You'll be given an AR-2 Darter to use. Using this Darter, you use the laserdesignator to add loot markers. Is it the best solution? No, but this is my first script for ArmA 3. Once it's finished I'll probably make a new thread for it if you guys are interested in it. I still have to implement the other features to remove previous/all markers and copy all the information to the clipboard. Here you can see a quick preview of how it works(Streamable.com video). And also my bad flying skills
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I've been working on getting the map Bozcaada to work with Exile, since it has no prerequisites I thought it would be a pretty straight forward procedure. However for some reason I simply can't seem to get my custom spawn points to work. The server itself works, it starts up and I can join the servers without any errors. But neither of the spawn points I added show up on the spawn list. I've gone through the mission.sqm file over and over and I can't seem to find any mistakes. Anyone got any idea as to what may be wrong here? Link to mission.sqm (Pastebin) Screenshot of Spawn Menu (IMGUR) Edit: Found the issue myself just minutes after posting this. This is what happens when you haven't had enough sleep Just in case someone would end up in the same position, the mistake was simple - my Markers class wasn't inside the Mission class, thus it was never accounted for.