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bobby budnick

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About bobby budnick

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  1. I was hoping to keep mods to a minimum and find a way to populate buildings with people or order a group to garrison a building. When using the bases in the sites module, one of the options is to adjust the probability of units spawning in a building. All units spawn outdoors and do not move unfortunately. When ordering groups around, there are several waypoint options that look relevant. When dismissing units they do not go inside buildings and when using other waypoints like "sentry" or "guard" they also do not seem to go indoors. I could envision a script that searches for structures in an area and adds units to the structure but I thought there might be a built in way to do the same thing?
  2. I asked a question like this a few years ago and came to the answer myself then: So we can see that this used to work. Unfortunately on the current vehicle I am working with the turn out position is ALWAYS on the ground. I have tried the positions of "commanderview", "gunnerview", "driverview", and "usti hlavne" to the memoryPointGunnerOutOptics and the viewpoint is still on the ground. Trying to change the driver viewpoint also always results in the camera being on the ground. What can I do to raise the viewpoint off the ground?
  3. I am trying to auto center a turret on a mech-like vehicle to make it easier to move around. The stabilization options in the vehicle config used to do this when the vehicle was moving more than 10 kph. Now that no longer works. Turning out would be a good option to keep the turret centered but I am having trouble with that too. See my other thread. Is there a script or config option to make this work?
  4. I have several addon vehicles that tend to flip or cartwheel around high in the air when colliding with something sometimes. Is the vehicle weight possibly too light? Or is the suspension suspect?
  5. That's probably not going to work. It looks fancy though. Some of the trees on Tanoa are being visually removed long before their collision is removed. Thus I have to scan a large distance around me to ensure their collision is being removed before I reach them. This makes me a walking target. I have partially compensated for this by using IR optics more, bringing along AI, and upgrading the vehicle config. I can't just scan in front either. If I decide to change course then there will not be enough time to remove the collision model. I am piloting a Mecha-type vehicle. In Mecha land, trees are not the obstacles they are in this game. It doesn't help that the Mech tends to flip and bounce around and take damage when it collides with something, which is another problem entirely.
  6. Thanks for the reply. Unfortunately onEachFrame did not help. Certain deep jungle trees on Tanoa require around a 75 meter deletion range. If I reduce the range to 50 I will start bumping into invisible trees. Is there any other workaround? edit: Thanks for the second reply. I was hoping to avoid the collisions entirely.
  7. bobby budnick

    Remove blur effect when underwater?

    Thanks for the tip about the diving goggles. It even removes the blur when in an underwater vehicle.
  8. bobby budnick

    Arma 3 crashes randomly with BEX error

    Arma is vastly more stable when removing all custom allocator DLLs from the DLL folder. I have not had a crash yet that I did not directly cause.
  9. There is no appearance of the object at all in types 80-83. The alternative object specified does not appear either. This is my code: class RscTitles { class MY_TORSO_INDICATOR { idd = -1; movingenable = "true"; duration=999999; onLoad = "uiNamespace setVariable ['MY_TORSO_Display', (_this select 0)]"; Objects[] = { MY_TORSO_HUD }; class MY_TORSO_HUD { duration = 999999; idc = 20006; type = 82; //position[] = {0,0,0}; direction[] = {0,0,0}; up[] = {0,0,0}; x = 0.5; y = 0.5; z = 0.2; scale = 1; xBack = 0.5; yBack = 0.5; zBack = 1.2; inBack = 1; enableZoom = 1; zoomDuration = 0.001; //model = "\A3\Misc_F\Helpers\Sign_Pointer_F"; model = "\A3\Structures_F\Items\Food\Can_V3_F.p3d"; }; }; };
  10. Trying to find a solution to this I have resorted to using a script to hideObject all the obstacles in my path. But I am having to do it out to a large distance around me because it takes time for the object collision to be removed. Is there a better way to do this?
  11. I have already tried this with no luck: BIS_DeathBlur ppEffectAdjust [0.0]; BIS_DeathBlur ppEffectCommit 0.0; Is there maybe another effect being used when underwater or does this need to be applied in a different way?
  12. Arma 3 crashes randomly with a BEX error on a fairly new PC. Version 1.62. Most of the time it crashes upon loading a mission but sometimes crashes during the mission. Crashing seems to increase when I increase the view distance. I have already tried deleting the arma configs. I am using a single vehicle mod. This is with a i7 6700k, 16GB RAM and a R9 390X. There is no built in way to post a minidump here so I guess that is out. What troubleshooting steps should I take?
  13. I would like to add some "clutter" to tank turret optics to simulate the information overload possible in a futuristic type vehicle. Something ideal would be fluctuating "dummy" bar graphs for things like reactor power and temperature and so on. I noticed that the GPS cannot normally be brought up when viewing through tank optics. Is there a way to bypass this limitation? Dialogs, to me, look very difficult. Is there an example of a simple, non-interactive dialog that I could get working without failing miserably? The best way of all would be to add information directly to the optics themselves. How much trouble would it be to edit the default optics for tanks? Another option would be if we were able to place hint boxes in a specified location on the screen, color the text, and do simple animations like a marquee. A marquee animation with carefully chosen keyboard symbols would look really futuristic. I guess there is no way to do any of that? edit: Dialogs were the way here. Not too easy.
  14. Thanks very much for the reply. It inspired me to write a script using that command that works for now. It's not ideal because any time the vehicle is even partly in water it becomes invincible and people could use it to cheat. I would appreciate any further input as to how to improve this.
  15. I have modded a land vehicle to reenable the turn out capability so that I could indirectly use it to lock the position of the turret. The problem is, when turned out, from the first person position the viewpoint is nearly on the ground. Would it be possible to raise the viewpoint higher? edit: Fixed. The keys here were to add "gunnerOutForceOptics" and "memoryPointGunnerOutOptics" to the config.cpp.
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