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    • Thar she blows, the A2 MH-6J. I don't have the skill of sykocrazy for the MH-6 overall but it is functional. So far I got the FFV positions sorted out, and can fastrope if you got ACE3.   http://ericjwrites.itgo.com/Arma3/wip1968.jpg
    • What is the name of the smoke effect that follows a missile launch? I'm currently using this effect mod https://steamcommunity.com/sharedfiles/filedetails/?id=1484261993. But I couldn't find a similar plugin. The settings are at maximum, but is there another setting or a different plugin?   I've been scanning for hours but I still can't find this effect. The funny thing is that this effect is almost present in thousands of videos.    
    • 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 spawned:   (Image below) But if all players leave that area, all minefields will 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 area with Despawn System activated, both areas will spawn their minefields as expected:     - - - - - - - - - - - - - - - -   Performance Warning: I'm not sure how each landmine works to understand when it's idle or triggered, but to avoid server FPS drops, which would decrease the player's PC performance too, 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
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