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ArmaPhronk
United States
Registrace 8. 07. 2010
My channel primarily serves as a resource for quick instructional videos pertaining to ArmA 3 mission building/scripting, in 1080p@60 FPS.
► Want to donate? PayPal donations accepted at: www.paypal.me/Phronk
___________________________________________________
► MY PC:
OS: Windows 10 Pro 64-bit
MOBO: MS-7D25
CPU: Intel Core i7-12700K @ 4.00GHz (20 CPUs), ~3.6GHz
GPU: ASUS ROG STIX GTX 1080
RAM: 32 GB DDR4
MONITOR: Dell 27" LED Flatscreen Monitor / 2560x1440 (144 MHz, 1 ms response time)
KEYBOARD: Logitech Gaming Keyboard G105 Call of Duty: MW3 Edition
MOUSE: Logitech G600
HEADSET: Sennheiser HD299
HEAD TRACKING: TrackIR 5 Pro Clip
RUDDER PEDALS: Saitek Pro Flight Rudder Pedals
HOTAS: Saitek Pro Flight X-55
► Want to donate? PayPal donations accepted at: www.paypal.me/Phronk
___________________________________________________
► MY PC:
OS: Windows 10 Pro 64-bit
MOBO: MS-7D25
CPU: Intel Core i7-12700K @ 4.00GHz (20 CPUs), ~3.6GHz
GPU: ASUS ROG STIX GTX 1080
RAM: 32 GB DDR4
MONITOR: Dell 27" LED Flatscreen Monitor / 2560x1440 (144 MHz, 1 ms response time)
KEYBOARD: Logitech Gaming Keyboard G105 Call of Duty: MW3 Edition
MOUSE: Logitech G600
HEADSET: Sennheiser HD299
HEAD TRACKING: TrackIR 5 Pro Clip
RUDDER PEDALS: Saitek Pro Flight Rudder Pedals
HOTAS: Saitek Pro Flight X-55
Optimizing Arma 08 - Different Types of AI
Explaining/rambling about the differences between createUnit, createAgent, createVehicle, and createVehicleLocal. Be smart about what type of AI you spawn in your missions and it'll perform better and improve stability, if done right. Sorry for horrible quality, this video editing program ruined the 1440p quality clips...
Here's a list of all script commands available in Arma 3:
community.bistudio.com/wiki/Category:Arma_3:_Scripting_Commands
And here's a list of all these script commands, but categorized:
community.bistudio.com/wiki/Category:Scripting_Commands_by_Functionality
To get an agent to move, remember to set: this disableAI "FSM"; on the agent.
The clips used are all from missions I'm working on -- some released, such as the Takistan Insurgency mission:
1) The SOG content will be on the TFR Mike Force server "soon" once a few bugs are fixed.
2) The Takistan clips are a mix of Takistan Insurgency and my "TWAT" mission which is still a WIP, hence why there's less activity.
3) The zombie clips are from a buggy hobby project I also work on here and there.
4) The movie theatre was just a random test clip I left in.
5) The AI stacking up on a door and room-clearing was an old proof-of-concept to get AI to clear rooms a bit more realistically and effectively, but it's too much work and their pathing barely exists indoors.
6) The Altis clips are all from my Altis Insurgency mission; not yet released but maybe someday.
This is my first attempt at editing a video using an ancient program VEGAS Movie Studio 13 Platinum. Lemme know if it sucks and if you prefer them unedited. (10 mins of talking though, you sure you wanna stare at the editor?)
Here's a list of all script commands available in Arma 3:
community.bistudio.com/wiki/Category:Arma_3:_Scripting_Commands
And here's a list of all these script commands, but categorized:
community.bistudio.com/wiki/Category:Scripting_Commands_by_Functionality
To get an agent to move, remember to set: this disableAI "FSM"; on the agent.
The clips used are all from missions I'm working on -- some released, such as the Takistan Insurgency mission:
1) The SOG content will be on the TFR Mike Force server "soon" once a few bugs are fixed.
2) The Takistan clips are a mix of Takistan Insurgency and my "TWAT" mission which is still a WIP, hence why there's less activity.
3) The zombie clips are from a buggy hobby project I also work on here and there.
4) The movie theatre was just a random test clip I left in.
5) The AI stacking up on a door and room-clearing was an old proof-of-concept to get AI to clear rooms a bit more realistically and effectively, but it's too much work and their pathing barely exists indoors.
6) The Altis clips are all from my Altis Insurgency mission; not yet released but maybe someday.
This is my first attempt at editing a video using an ancient program VEGAS Movie Studio 13 Platinum. Lemme know if it sucks and if you prefer them unedited. (10 mins of talking though, you sure you wanna stare at the editor?)
zhlédnutí: 1 287
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Hi, I don´t have the Battle editor on my menu, why is that? thanks
Still using Alive in 2024 and loving it
my map there is only white mouse cursor, i can't select items or draw, plz help. in your video there is also the white cursor, but it change to red square, how u doin that?
the link does not work
czcams.com/video/KJoYaUzxwHE/video.html Im frustrated at the game so...what am I doing wrong?
2024 Approved
Was there ever a followup?
Quick question: I'm using a 800x800 image and it presents horizontally stretched, how can I fix this? Thank you for sharing the tutorial mate :)
I'd recommend 512x512 or 1024x1024, or you can try 512x1024 or 1024x512. The surface you put the image on may also distort the image, depending on whether its evenly sized.
@@FrankieHustla reworked the image, thank you for the quick response. issue sorted!
dope AF ty
0:42 WAIT WHAT? That exists for every command?!
YUP!
createAgent have a note in the community wiki that says that they could use more resources than Normal AI because apparently they(and the player characters) have more physics and collisions than normal AI lol 8:44 Maybe that note was right...
The wiki has a lot of outdated information and the community will often regurgitate incorrect information. Agents actually have less collisions; this can be proven by using the setDestination command and use the "LEADER DIRECT" parameter, which makes the agent path from point A to point B while ignoring collisions. Additionally, I have a mission that can handle around 600 agents with about 20 units at 120 FPS. Not possible with units since units have a lot more behaviors. There's a lot of reasons why agents are better for performance, the biggest drawbacks with them is that they do not always execute commands when told to and cannot target things. They're really just meant for being civilians, animals, or basic AI at a base.
@@FrankieHustla Well, it have correct information more ofter than not imo, it was one of the first resources that I used and most of the time it have worked for me, not saying thats perfect tho, its far from it. I don't understand why Bohemia doesn't do one themselfs that said. Anyway thanks for the information, I will take it in consideration and thanks for teaching others about how to use this marvelous editor. 🙂
Lol I used Ace for so long I didn't know the gas station just does it for you without the mod. Thanks I was walking circles around the gas station forever trying to figure it out.
is it possible adding a youtube video to a screen?
I've seen A3PL (Arma life project or w/e) do it but they had an extension assist with it. Technically it is possible but requires some programming knowlege of APIs I think.
@@FrankieHustla interesting, thanks for the answer. Nice videos, by the way.
wow, with this radio you can call from afar;)
Good to see it's getting more attention. Sorry to hear it has been such a pain. Just modifying configs that I already understand can drive me crazy if done long enough. Hours at a time innovating must be horrid.
Damn, it's crazy to think that 2 years have passed already since your last stream, time really flies. Are you still working on Arma 3 stuff?
Hi, does this work on 'PC set (Screen)'? Asking because when I try this, the screen just goes all white, no image. Also does the image have to have specific dimensions? The image im trying to use is 1920x1080 pixels. Good video thx!
Dimensions should be 32x32, 64x64x, 128x128, 256x256, 512x512x, 1024x1024, etc etc (Usually no need to go above 1024)
@@FrankieHustla What dimensions would you reccomend for something simple like the 'PC set (Screen)' object?
@@FrankieHustla Hey, thanks for the reply. I hate to pester you further, but I tried a 1024x1024 pixel .jpg image on the 'PC set (Screen)' and still it was blank white. Do you know why this might be? It is for a singleplayer mission. I have not edited the init or variable name of the object. Nothing was edited, just the 'object specific' options at the very bottom to the image.jpg.
is there a way to enable/disable these while in game? I'm hosting an antistasi ultimate game and I don't seem to be able to get rid of these
THX
Any chance on a more advanced intro tutorial?
ArmaIdiot has some good videos on making cinematics and intros (And good vids in general). I'm starting to move onto other things like Unity. I might make more videos in the future but no ETA.
the sound start just 1 time and it stop :(
does this work with ace arsenal?
you suck at making videos explaining how to do things.
Brother Thank You!!!!
excuse me why i dont have module icon like you
thanks !!! worked perfectly for my "shoot from vehicle" mission.
I have no idea but at some point of the mission editing, the modules have no effect (i.e: doesn’t work). Don’t know if it’s because there’s a limit to the number of times the module can be used, or if it’s because of some of the other mods i have that’s interfering
All modules are buggy garbage that barely work in multiplayer, I prefer to script everything from scratch instead; the modules are designed for singleplayer. Some modules work OK in multiplayer, like Game Master for Zeus, but things like the Support modules will not work as intended and has always been that way. TL;DR: Don't use vanilla modules, find scripts/mods that do what you want instead.
Is there a way to open the console during being in a SP scenario, i.e.WLA? I just need to enter one measly command, but spent like half an hour trying to google HTF am i supposed to open the command console, and no luck.
Will this knock a building's lights out?
👍
awesome video dude, been using createAgent for my ambient units doing ambient animations. did not know there were alternatives like createVehicleLocal, definitely going to start using that instead. if I remoteExec createVehicleLocal with JIP enabled, would there be any downside? is it better in terms of performance? or should I just ultimately use createVehicle so that all players can see the same stuff
I'd recommend just using createVehicle if they need to be global anyway. However, I have local triggers in my Takistan mission that use createVehicleLocal, so that AI populate the area the player is in locally. An approach like that would be fine. Maybe I'll do a video on it when I have the time.
yeah i figured createVehicle would be a better option since I'm making them global anyways.. just was curious if it'd offload stuff from the server to the clients. cheers, noticing an increase of 5-10 fps compared to createAgent@@FrankieHustla 👍
Hey I have a question i created a scenairio for single player and it wont let me resume after i save and exit what would be a good fix for that ?
I don't really mess with singleplayer missions. As far as I know, the default saving won't save any scripted variables (I could be wrong, never made a serious singleplayer mission) so that'd have to be done separately.
Thanks from jpn
This game was so far ahead of its time
In some ways it still is, very cool sim.
The ending caught me unprepared XD
I forgot to mention in this video that createSimpleObject is the best for performance of them all, but only for creating a static object -- not an AI -- such as furniture or other inanimate objects.
Good to see you uploading again!
Subscribed for 6 years, wow, thanks for stickin' around
Hey man you are bringing up nice content!! Are you also gonna do some videos about useful scripts for animations / cinematics ? Thanks! 😄💪🏻🤝
I don't have any fancy cinematic scripts of my own but I'd recommend ArmaIdiot, its an old dead channel but has good info and helped me get into scripting -- he has a video or two on cinematic stuff.
@@FrankieHustla Thanks man! I'll have a look in it! :D
Glad to see you back in arma, still kicking. Do you plan to update your workshop versions of furniture and radio scripts? I think I remember you adding some extra stuff to your furniture script but it's not on workshop yet afaikr, right?
I plan on updating both -- the radio script got updated about a week ago. May work on adding a relay/retrans site system eventually for the next update. Or I'll just convert it into an addon and do that later. The furniture script has a ton of new additions and changes to it for a few missions I've been working on, but I haven't finished it enough to want to release it. There's a pretty good fix included, too. No ETA.
@@FrankieHustla I also remember you showing a custom version of ambient civ script on one of your streams, the one that had civilians standing on the balconies etc. I think you've said it's not super optimised but damn, it looked very impressive and immersive. Do you plan to release it oneday maybe? :> And, please, keep updated script version of your radio too, for vanilla boys. If it's possible of course
I may show off some more stuff like that I'm doing for my group's Mike Force mission (TFR Mike Force Server, system not yet in the mission but will be soonish). Not sure when it'll be ready for a public release since I have a bunch of fixes and additions to do, but it's already got more features than pretty much every other civilian script out there. The script version of the radio will always be supported; the separate addon version will eventually be released due to being the top request.
Wow! Thanks for the upload. I have an idea for a game - would you like to make it?
Can I help?
An idea for a game?! SIGN ME UP!
(CZcams doesn't let me copy & paste the code here, sorry; you'll have to copy what you see in the video) You could always add a dropbox link or something similar, if you were so inclined .
My Google Drive/Dropbox is getting full, so I put a link to a PasteBin which lets you copy & paste the code. Thanks for the suggestion.
Saves as "name.ext.txt" for me.
You need to select the "All Files..." dropdown when you save as .ext
Amazing bro like !!
Out of all the hours I put in to Arma & I am still a horrible pilot. My friend be like: "It's nothing to worry about, I'm sure you'll get the hang of this soon" Me: (* Instantly flips the helicopter upside down *)
ty bro!
Thanks !
Even after using the command...AI drivers wont go beyond 140-150 kph...is there any way to solve this? I am trying to set up a racing scenario with AI civilian drivers...
I'm looking for something like this, but more on the lines of trigger activated AI troop movements and attacks. As the players are moving down the map and it's one attacking group after another as they move thought the map. I might be asking a dumb question, but I'm not sure how to make this work.
Not sure if I fully understand what you want, but you can create triggers to activate when player(s) enter it, then sync the trigger to an AI group waypoint -- the AI wont move until the trigger is activated. Also been a long time since I messed with triggers and sync but its along those lines.
Can you do this for base game missions like escape from tanoa?
If you put the code into the mission, yes.
Hey, Phronk! As i remember, there is some lines of code, that remove BIS logo from vehicles which is simple object. But I cannot find stream, where you did this. Could i ask for code?
(6 months late but oh well) You can find all the selections on a vehicle using the "selectionNames" script command. Usually, the "clan" or "insignia" selection is what would display the player's clan logo or unit insignia. Here's a quick untested example how to find it in one line of code: this setObjectTextureGlobal [ ( ( selectionNames this ) find "clan" ) , "" ]; //Hide's the clan logo on vehicle I'd recommend adding a "GetIn"/"GetOut" eventHandler to the vehicle or a "GetInMan" / "GetOutMan" eventHandler to each player, then add that code. If in an eventHandler, replace "this" with "this # 0" instead, without the quotes.