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Topics - -TheBigTom-

Pages: [1] 2
1
Technical Support / Creating new convoy paths
« on: Mar 21, 2021, 02:04 PM »
Hello

I thought about adding different convoy paths for different mission so they spawn somewhere else.
so i used magic key ctrl+ c/v changed names added new markers on map added it into setupMissionArrays.sqf
added those paths into _locationsArray in mission and changed in _setupObjects the file for convoys where they start.

result?  its shouting that it doesnt know _starts/_startDirs

I look for all file where is used "LandConvoyPaths" from previous mission and carefully copied it and changed but it didnt want to wrok.... where could be the problem if everything is copied exactly like original only names are changed?



http://i.gyazo.com/b35151f70731a49196e2c5f37bf64857.png


http://i.gyazo.com/18bbba8213f16b15eec2f12c80b30855.png


https://i.gyazo.com/46093d133b8bb62af6f131ad0876fd27.png


mission is running okay if paths are LandConvoyPaths + previous _missionLocation file

2
Editing & Coding / Creating railguard for bridge
« on: Mar 17, 2021, 05:09 PM »
Hello,

i am trying to reduce mission size, I want to create for each platform create a railguard whcih will be called from script after mission starts. I placed a platforms in eden. Already having those birges created a big file.... 

Is it stupid idea or good idea?

summary what i am looking for:

Find every object (paltform) on map.
For each object spawn a 4-6 objects (barriers) which position will be relative to the object

Code: [Select]
private ["_bridge","_most","_pos","_guard1", "_guard2","_guard3"];
{
        _bridge = [];

    {

        _most = {getPos _x } forEach (nearestObjects [[9000,9000,0], ["Land_AirstripPlatform_01_F"], 999999]);

        //_pos setPos (getPos _most);

        _bridge pushBack  _most;


    //{
        //_pos = {getPos _x } forEach _bridge;
        //_pos setPos (getPos _bridge);
    };

    {
        //_guard1 = "Land_Concrete_SmallWall_8m_F" createVehicle [_boxClass, _safePos, [], 0, "NONE"];
        _guard1 = createVehicle ["Land_Concrete_SmallWall_8m_F", _bridge, [], 0, "NONE"];
        _guard2 = createVehicle ["Land_Concrete_SmallWall_8m_F", _bridge, [], 0, "NONE"];
        _guard3 =createVehicle ["Land_Concrete_SmallWall_8m_F", _bridge, [], 0, "NONE"];
        //_guard3 = "Land_Concrete_SmallWall_8m_F" createVehicle [0,0,1];

    } forEach _bridge;
};

thanks for any help

3
Hello guys,

I am trying to create mission where will be 3 spawned vehicles and one of them will have attached vehicle/static AA SAM behind it, everything is spawning proeprly and even attach is good.

Problem is:
If mission is not finished all the vehicles are deleted except for attached vehicle/object.

Code: [Select]
if (_type isKindOf "B_Truck_01_transport_F") then

{

                { _vehicle deleteVehicleCrew _x } forEach crew _vehicle;

                _obj  = createVehicle ["B_Radar_System_01_F", _position, [], 0, "None"];
                _obj attachTo [_vehicle, [0.02, 0, 1.9]];



                _soldier = [_aiGroup, _position] call createRandomSoldier;
                _soldier moveInDriver _vehicle;

                _soldier = [_aiGroup, _position] call createRandomSoldier;
                _soldier moveInCargo _vehicle;
;


anyone know how to edit it so the all the object from mission will despawn after mission fail?

4
Technical Support / yahoo, problem with Error msg
« on: Feb 15, 2021, 08:52 AM »
Hello i have a little problem with VA
https://gyazo.com/093f2d36cb36bf0aa940df3843b54c2c

I added it so everyone on their spawn after death can use it. but problem is that this error msg shows up. for no reason. code is okay VA works even with restrictions to specified items but this msg is still there.

The root to the file is actual in game itself so i think there is nothing what i can do with it probably. I can keep it running with this error msg but it is not nice to be shown up every single time when you enter VA after death. if anyone have any idea how to disable the error msg just tell me :)

cya

5
Hello

I have problem with default mission  Money Shimpent.

Some times (70%) the Ai after its spawned just freeze, tehy dont moove until something happen near them (gunfire- they spot enemy or I will move them in zeus) , they dont follow leader or soemtimes leader is also frozen...
i tried to add their 1st waypoint close to them and increase waypoint completion radius so it will automaticaly complete their first wayspoint and force them to continue but it didnt helped.  Even tried to add to them Velocity when they spawn with better results but ist not always 100%. any help?

And when i checked other convoy missions (armed convoy=mission_Convoy.sqf) this mission is calling and spawning units by numbers  1,2,3.... and money shipment is spawning them randomly around marked. maybe that could be the issue...

I tried a lot of stuff and all my ideas with my (weak)knowledge are depleted so I am asking for help here :)

TBT


6
Hello

I want to create success condition where, if one from 3 cars will pass finish line (completation radius 10m for example)

thanks for any advice

7
Technical Support / Vehicle parts (not showing) problem
« on: May 23, 2020, 08:07 AM »
Hello

i have got a little problem with vehicle parts.

I want to use additional vehicle parts like cage armor or camo net but due to something it doesnt work.

And when i look into DB i can see this
 
for some reason its turned to "0" instead of "1"
and i dont know why is that.
(When i run it on my machine (without BE filters) everything works fine)


Thx for any help ;)

8
Editing & Coding / server auto deleting created AI´s by me
« on: May 20, 2020, 08:33 PM »
Hello

i have got little issue with AI´s

I have been trying to add manually on running server
throught debug console/zeus some Ai´s but after 5 second
servers automaticly delete them.
What is wrong or what should i change to disable this feature

when I run mission localy everything is fine but on live server its deleting AI´s...

In BE filters I have turned everything to 1 as instructed but nothing changed :/

thanks for any information.

9
Yo

Is there a way how to increase rada signature to small UAVs?
I found some lines about increasing signature value but i am not sure how to add it or even if its possible.https://community.bistudio.com/wiki/A3_Targeting_config_reference#radarTargetSize

Or it would be nice to increase radar sensitivity to radar ground vehicles like Nyx (recon), so the vehicle would start to be usable
 

10
 

Hello

Today I have set up new MadSalt A3wasteland Tanoa server+ HC with interesting map locations.



Join Discord for more info
discord.gg/nfhWkaD

Balanced Virtual arsena l weapons/equip
Sexy custom vehicle loadouts (jets/helis/vtols)
No DLC jets in shop only from mission.
basic addons. Unlocked uniforms, enhanced movements, blastcore, CBA, Autorun, full screen NV
Experiencd AIs :)
After buying vehicle the Markus will thank you for buy.


Looking forward for test subjects and feedback :)))


TheBigTom#MadSalt






11
Editing & Coding / Want to delete mines after mission ends
« on: May 02, 2020, 10:01 AM »
Hello

I have some missions which are using "addDefensiveMines.sqf" which spawn defined mines around mission center.
but unfortunately after mission end , the mines still stay there.

Before mission starts i am using
Code: [Select]
_baseToDelete = nearestObjects [_missionPos, ["All"], 30];
{ deleteVehicle _x } forEach _baseToDelete;
To delete everything before mission starts
So i tried to modify it
Code: [Select]
    _baseToDelete = nearestObjects [_missionPos, ["ATMine_Range_Mag"], 50];
    { deleteVehicle _x } forEach [_baseToDelete];
But nothings works, any idea how to delete specific object like mines wihin 100m radius?

12
Technical Support / need help with my extDB3
« on: Apr 27, 2020, 07:23 PM »
Hello

Do anyone know how to solve this problem?
password is same like in MySQL database
https://i.gyazo.com/b823d61e8c398c100252b89caace5dcf.png

RPT.log
https://i.gyazo.com/df73ad5bbca1715fcb2b59fa02a31e40.png


13
Hosting & Management / Server insta-kill me
« on: Apr 22, 2020, 06:28 PM »
Hello

I have a issue with my private server.
Im trying to run a DS on my own machine (1st i want to try it on my local pc then i want to move all stuff to second PC)

i have running MySQL Workbench database OK
using TADST (lates version) also OK

When i join server, after i seelct class and click next and so i can use respawn dialog, i can see in killfeed that i have been killed and after few second i am kicked out.

any idea what could be the issue?
thx for any help

14
Technical Support / DeathMassage
« on: Apr 11, 2020, 11:18 AM »
Hello

i have got idea if its possible add to "fn_deathMassage.sqf" another
parametre direct "distance" in meters (with 100m grids) between victim and killer.

This param could help with campers with bergen and 5  rockets in it :)

good or bad idea?

15
Editing & Coding / Bar/button colors
« on: Apr 08, 2020, 04:22 PM »
You guys i have a simple yet for me tricky problem.
Im switching from my old PBO files to new A3tanoa from this year. Most of the stuff i have finished perfectly but the bar/button colors are BLUE its not like i dont like blue but i want it green.
I have been searching for file where i can change that but i probably overloked it or didnt found it.

Any Help?

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