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The folder and script files need to be under you mission folder, pay attention to the sound files, you need them defined in description.ext (you can copy paste my definitions but mind the folder for sounds in case you decide to rename it).
In principle you don't need anything in init.sqf unless you want to run the script that way or is easier for you from one reason or another. The script can be executed in various ways, but to be simpler for you do it as did it in the demo mission, tbh i don't remember how i've done it but you will see.
Also check out few clips i've put together, might be helpful in general not only for my scripts
https://www.youtube.com/playlist?list=PLod_PhpAOFQjeeWATteU73zqL69ShN5Df
Nope, it doesn't exist, i will remove the link. Thanks for the heads up!
For now the script is updated only on STEAM. I need to find time to do extensive tests on dedicated.
If you have any feedback let me know! Thanks!
Hard to tell what could cause that. Start working with it in vanilla. in a vanilla terrain and if works keep adding the mods you use until you can pin point the issue.
I don't know how well Namalsk has been ported to Arma 3, could be something terrain related.
22:05:17 File mpmissions\__cur_mp.Namalsk\AL_slide\rock_slide.sqf, line 20
22:05:17 Error in expression <)} do
{
_miez setVelocity [_dir_x*_acc,_dir_y*_acc,_alt_jump];
[[_cover],"AL_sl>
22:05:17 Error position: <_dir_y*_acc,_alt_jump];
[[_cover],"AL_sl>
22:05:17 Error Undefined variable in expression: _dir_y
I'm running the script within Exile. It's being called with an earthquake trigger. Any suggestions?
You could use FSMs if you are familiar with the system, tho the simpler way is to use if commands.
Let's say you have
condition_1 - run script_1
condition_2 - run script_2
place something like this in init.sqf or another script you run at the start of the mission:
waituntil {condition_1 or condition_2};
if (condition_1) then {run script_1; waituntil {condition_2}; run script_2);
if (condition_2) then {run script_2; waituntil {condition_1}; run script_1);
Far as i know waitunil runs pretty much on each frame, to avoid that i always slip a sleep in a waituntil loop depending how often i want to check for the condition or whatever like this
waituntil {sleep 1; condition_whatever};
I'm currently using the JDAM script in a mission but I wish to use both JDAM and Rock slide.
When running both the "WaitUntil" in the init.sqf, the rock slide script stops working.
So I tried to have it on a trigger:
[slide,true,40,20,15,25] execvm "AL_slide\rock_slide.sqf";
But it's causing a error: https://i.imgur.com/IwNZxUf.png
Also I think this error is making the rocks have barely any velocity meaning that they stop really early down the hill.
This is a script, it doesn't create dependency, all you need is to put the script files in your mission folder, define the sounds in your description.ext, run the script as i did in the demo mission and you done.
See this fore more information
https://www.youtube.com/playlist?list=PLod_PhpAOFQjeeWATteU73zqL69ShN5Df
Yes, but i haven't decided yet how it should work, if i find something to go with i will include it in my postapocalytpic script which is the next script i want to release.
Cheers mate! Have fun!
Dam, i messed up the script versions, uploaded the wrong one. Script updated on STEAM.
I did a quick test and you can try this
[slide,true,40,20,7,20] execvm "AL_slide\rock_slide.sqf";
But use STEAM version.
Yeah, as i told you on YT, tweak the speed for particles via script' parameters.
:) Hey buddy! Have fun!
These parameters make the script more flexible so you can adjust the behavior based on how abrupt is the hill you want the slide on
_speed_real_rocks - number, tweak it based on terrain condition where you want the slide to be created
_bounceness_real_rocks - number, how high the rocks bounce after they hit the ground
_speed_particles - number, speed of particles
>>> EXAMPLE
[slide,true,40,20,7,10] execvm "AL_slide\rock_slide.sqf";
Yeah, is the terrain in combination with speed of rocks. When the rocks bounce they consider the angle of the terrain anyways there are 2 more things you can tweak, "speed" of real rocks and the speed of rocks made out of particles, you would need to edit 2 lines in the script. Initially i intended to have those as script parameters but i decided to keep things simpler. I think i might need to change that so the script is even more flexible.
Not on my comp ATM, i will get back to you on this
First, it takes time to find a good position where you can start from. Sometimes the rocks are hardly moving or the rocks are bouncing over the map. I'll try it on different maps.
Second is that the "real" rocks, which will block the road or hit the vehicles, are sliding downhill to late for me. After some time they "jump" but this jump always is late. Can i change when the rocks start to...move?
In principle no, but one can write a script to detect all rocks in area and delete them when an explosive is used
Those Script could be very nice with Clafgan Map ...( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=761349672 )