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gossamersolid

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About gossamersolid

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core_pfieldgroups_3

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    Software Developer

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    simardbrad
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    Ontario, Canada
  1. PRACS: SLA Faction 2017

    I'm a fan of MT-LB and variants :)
  2. PRACS: SLA Faction 2017

    Good to see PRACS being worked on for ArmA 3. I must have completely missed this thread when it was originally posted.
  3. RH Pistol pack

    I don't think it's necessarily something BI can fix. If you think about it, this has always been something that can be done. Before steam workshop, what stopped somebody from downloading your mod and uploading it to one of many websites out there that allow you to easily upload files? Pretty much the only workaround is that you post your mod to steam workshop so at least you're getting the recognition. Honestly, I know some people (including yourself) don't like what the steam workshop is, but it's not going anywhere - it's here to stay.
  4. RH Pistol pack

    You're fighting a losing battle, much like prohibition of alcohol in North America in the last century.
  5. 1.72.142223 Small Marker Text Fix

    I was going crazy trying to find if there was a new command to change the vertical alignment of text against a marker...
  6. Just a small tip in the future, when you look up a command on the BIKI: https://community.bistudio.com/wiki/hideObjectGlobal Look at the top where it marks what the locality of arguments and effects are. hideObjectGlobal needs to be run on the server, but its arguments and effects are global. This means you run the command once on the server and it'll be handled for all clients at the engine level.
  7. Scripting Discussion (dev branch)

    Look above at the video I posted. It was a discussion on finding the balance between looks and performance. My current implementation does not appear to cause performance issues from what I can see. As mentioned much earlier, if drawPolygon had the ability to render fills and not just a "border" style, I wouldn't have to resort to markers.
  8. Scripting Discussion (dev branch)

    See I read the element count was very high and you should basically never hit it, but after outputting 25mx25m markers all over Malden and putting them into arrays (so I can reference them later), the variable was always appearing to have a value of nil - no errors in the RPT. So I started deleting elements and all of the sudden it got the value assigned as expected. You could most likely replicate it if you use my code posted earlier on a larger map like Altis and make 5mx5m squares. Keep in mind you'll probably be waiting a long time for it to finish processing.
  9. Scripting Discussion (dev branch)

    Thanks. I've been wanting to do something like this for a while (hence the reason I think being able to draw a fill on those polygons I mentioned earlier would make this more possible - cleaner). I tried doing smaller squares at first so that it looked nicer, but I seemingly hit the max size of an array when trying to store the marker information for later (so I can manipulate the colours and such).
  10. Scripting Discussion (dev branch)

    As promised, here's the video: If you want to run the script or take a look at it, here that is: https://pastebin.com/Rjugu1nC It builds "zones" based around flag objects (classname: Flag_Green_F - so you'll need at least one of those, bare minimum).
  11. RHS Escalation (AFRF and USAF)

    So it's just a global var, not per vehicle?
  12. RHS Escalation (AFRF and USAF)

    Quick question, is there any way to disable the scripted engine warmup process found in some RHS vehicles? I've noticed that the AI sometimes derps while it's waiting for the engine to startup (as in they'll spam issue orders). If it's not possible, that's fine, just wondering.
  13. Scripting Discussion (dev branch)

    Yes. They're 100x100 rectangles touching each other. Appears to be completely seamless at any zoom level (as far as I can see). I'll get a picture (or even a video) when I can.
  14. Scripting Discussion (dev branch)

    This is definitely a step in the right direction, but I would prefer if drawPolygon had the ability to set a fill texture much like drawTriangle does. I'm basically splitting the map up into zones that are polygons (some are simple, some are more complex in shape). To workaround, I've currently filled the map using little 100x100m square markers to have the illusion that it's a more complex shape.
  15. Scripting Discussion (dev branch)

    Hmmm, just read it could take up to a minute to delete the empty group. While it's certainly more easy/elegant, if you already have a small snippet written in your unit killed EH function to handle it, then there's pretty much no point. I'm unsure why it cannot be instant. They could easily do the same thing we've had to do, but rather than using SQF, it could be at engine level. Whatever, guess it's an easy alternative if you don't care about empty groups sitting around for up to a minute.
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