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    • After you've configured your mission correctly, you're ready to follow this tutorial. If not, you might face basic issues. That said, let's do it:   Desired: Create random and FPS-friendly minefields; A solution to prevent players from memorizing the minefield positions when playing several times the same mission; A solution that can avoid FPS drops;   Minefield Structure: In real life: Mine ................... explosive device itself. Minefield ........... a cluster of mines. Translation to World Editor: Area .................... the entire region where one or more minefields will be placed. An Area has one or more minefields; Layer .................. it is the minefield itself. A Layer has one or more mines; Slot .................... it is the mine itself. A Slot has just one mine;   Building up random minefields: Make sure the Dynamic Despawn feature is running: In GameModeSF, select your SCR_GameModeSFManager (or the current SCR_GameMode you are using) and: Check the Dynamic Despawn option; [OPTIONAL] To make the Dynamic Despawn even more friendly to the server, increase the Update Rate from 4 to 10 seconds as I do for all my missions; Visit your Resource Browser in ArmaReforger > Prefabs > ScenarioFramework > Components and: AREA-SETUP: Drag and drop an Area (Area.et) in the middle of a region you want to cover with one or more minefields; LAYER-SETUP: Drag and drop a Layer (Layer.et) on the place where you want to set a minefield; In your World Editor's Hierarchy area, drag and drop the current Layer into the recently created Area; Drag and drop how many Slots (Slot.et) you want to convert for landmines for that specific minefield; Again, in Hierarchy area, don't forget to drag and drop the new slots into the recently created Layer; Select all Slots of the current Layer and: In the Object Properties area, select SCR_ScenarioFrameworkSlotBase; In the Asset area, click on the "..." button, and search for one of these options, for example: US landmine = E_Mine_M15AT.et; USSR landmine = E_Mine_TM62M.et;
      Crucial: don't use the options without "E_" as a prefix because those options will not work properly in-game. All "E_" options are in ArmaReforger > PrefabsEditable > Mines; [OPTIONAL] In the Debug area, check the option Show Debug Shapes During Runtime to find easily where non-spawned mines would be during your mission creation; Now, repeat the "Layer-Setup" to create more minefields for the same area; Back to "Area-Setup", select your Area in the Hierarchy tree, go to Object Properties, and click on SCR_ScenarioFrameworkArea; In the Children's area: In the Spawn Children field, select Random_Multiple; In the Random Percent, set 50 to say to the engine that only 50 percent of all minefields belonging to this specific area should be spawned when some player is around; In the Debug area, check both options to show the area shape; In the Activation area: check the Dynamic Spawn option; In the Dynamic Despawn Range field, set a good range for the Area, keeping in mind the Update Rate configured in Dynamic Despawn (spawn/despawn) features previously set. Now, repeat the "Area-Setup" for each area you want to set more minefields.     The result: (Image below) The result must be similar to this:   (Image below) if no player is in the area, no minefield will be spawned:   (Image below) If some player is inside a specific area, 50% of all minefields from that specific area will be spawn:   (Image below) But if all players leave that area, all minefields will be despawn, waiting for some player to come back to spawn the same minefields previously chosen in the mission starts, and only those landmines not triggered yet:   (Image below) If some player is inside more than one areas with Despawn System activated, both areas will spawn their minefields as expected:     - - - - - - - - - - - - - - - -   Performance Warning: Each activated landmine is checked by the engine many times per second in-game, looking for specific entities close enough to trigger the landmine. You can place uncountable landmines in your mission, BUT if you spawn too many at the same time, the server will face brutal FPS drops, which will decrease the player's PC performance as well. That said, perform tests through those areas (Area.et) and make sure the minefields (Layer.et) are spawned just when some player is inside the area range and despawned when no player is in.   Current landmine placing limitations: If you try to set a mine into the ground, leaving just a small portion of it on the surface, unfortunately the mine will disappear when the mission is running; Only AT mines are available; Minefields will be spawned when a player is in the area;   Question? Something more? Share your thoughts!       - - - - - - - - - - - - - - - - My Arma 3 Script for automatic minefield creation: https://forums.bohemia.net/forums/topic/241257-release-ethics-minefields/  
    • Mods: Prilivsko (Flooded), Sullen Skies, Agile Zodiac (Electric Version), ReColor.
    • EricJ Helicopter Pack   RC66
      - Renamed the mod "EricJ Helicopter Pack" to better reflect the various helicopters I'm doing, since I'm adding other helicopters to the pack, and not just strictly UH-60s
    • Доброе утро!    пожалуйста, проверьте статистику данных игроков. за одну неделю убили более 2 тысяч человек и все убийства были в голове! Я играю в эту игру уже 4 года и точно знаю, что это нереально для игрока, который играет честно!!! Прошу вас проверить и заблокировать этих игроков, меня очень расстраивает тот факт, что вы играете честно и стремитесь месяцами или годами добиться хороших результатов, а некоторые читеры делают это за одну неделю. https://drive.google.com/file/d/1FRbv2f74mlLt4yVql1omPKM51oToa590/view?usp=drivesdk https://drive.google.com/file/d/1F8_xdiYBhFllFRHYGOIAoOU6yyljq77q/view?usp=drivesdk
    • Howdy Rotators,   I'm loving Air Control but I've run into a few bugs in just the first couple hours. I'm playing SP mission. After Nightmare1 informs me that they have little fuel left they return to FOB but then hover stationary indefinitely instead of landing. Seen this happen twice already. First time (1) happened Nightmare1 reset fine upon me completing RTB task. Second time I noticed (1), I set Nightmare1 to follow me in the support menu and ordered the pilot to disembark from the heli. Note that the gunner had been killed in an earlier fight. This worked to get the heli onto the ground but when I RTBed to begin the next "day" Nightmare1 heli had no AI inside, just a dead gunner. I still had spoken voice lines when running Nightmare 1 commands, but nothing actually happened. An AI pilot in my team managed to nurse his badly damaged heli back to FOB and land (was pretty cool honestly). Both crew were injured, I looked around for some option to heal them but this seems impossible. I've found the medical tent, I can heal myself there, but seemingly no way to heal my AI teammates. I guess I could execute them and recruit more but it's immersion breaking. What irritates me is that by default I can order AI to heal at the medical tent but this ability seems to have been manually removed in the mission. Why? I can complete cargo tasks with AI pilots by ordering them to pick up cargo and drop it off. The task completes and sector resources seem to increase upon the AI unloading, but I don't receive XP unless I'm within a few metres of the AI heli or inside it. Is this intended? Related to (4), I finished the last cargo task of a "day" using an AI heli while I was standing at the FOB. Upon the AI completing the task the RTB task started and then immediately completed. So far so good. Unfortunately after the fade out and fade back in, my AI seemed to be no longer inside a heli and promptly died. This may have been because enemies spawned nearby, and it was shot down while my screen was black. Or maybe the heli despawned killing them. Either way, pretty annoying. Related to (5), it'd be nice if I could manually end the "day" instead of it automatically ending as soon as I enter FOB. It'd give the player a chance to do housekeeping such as replenishing helis, playing dress-up in arsenal etc. Or at least put some checks in to make sure all the team is back and not just player. Not a bug but why am I limited to recruiting only 3 AI? I can walk up to the mortars at the arty base and connect my UAV terminal. Is this intended?   Also I booted up Extraction from the Sahara DLC and the absence of Moose pickups in the Ion base camp is a missed opportunity.
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