#arma3_scripting
1 messages · Page 236 of 1
yeah, the way it works in arma is kinda useful for a game ui though.
to easily fit different aspect ratios/ui sizes/etc
I like the scalability
Math gets kinda wonky sometimes, but I seem to be doing ok.
I made an asymptotal function in Arma the other day to calculate respawn times based on the number of players.
That was fun.
I was proud of me. Until Arma, I haven't used that kind of function since high school, which was over a decade ago.
Can you only set up to 2 pictures in a listbox item?
i think there's like a multi list box or something
RscListNBox i think
uses the lnb* commands
instead of lb*
i haven't used it.. i ended up making my own listboxes
because it was too slow changing the items that would show up (i think it reloads all the textures when you lbSetPicture) with huge amounts of items (gear selector)
sorry, that's combo boxes, not list boxes
ListNBox has some weird quirks though. In the past they always showed a border for some reason, not sure if that's still the case.
If you need a complex 'list' with random rows and columns I recommend using ctrlCreate instead, although if you're doing it mission only you're limiterd to use BIS' class there
Mod-side you can just make a class in your config based on RscControlsGroup and then use controlsGroupControl to change the content of stuff inside it
You can do controls in mission?
yes
Any ideas why all my RscPictures are grey and a bit transparent no matter what textColor I set for them (The pictures are certain color paa files)
I'm looking for a way to briefly display an icon on screen, but only if the player's health has changed by 10 percent. I mostly need help with the scripting part.
Head: You can do controls in missions
CtrlCreate doesn't work with that, so you gotta set up all your rows up already. I guess you can just hide whichever ones you aren't using
Anyone know a fairly decent way retrieving structured text width? ctrlTextHeight exist, no width version though.
No clue but still no clue what is causing grey pictures
Not for the ctrl
For the paa files?
Is lineInstersectsSurface accuracy affected by the length of the line? It's being very spotty with me with detecting buildings and other objects
Yes, 5000m which is a magnitude above what i need
im talking more about not properly detecting surfaces / intersections
Im assuming its a raycast but who knows...
I'm working on a nice way to detect mouse over objects. To do so I cast a line between the cursorPosition in the world and the camera position in Eden. But sometimes this line clearly intersects a building, yet returns no intersections. (Interestingly, in Eden it always returns a null object even if i filter those out, near the mouse position)
Do you select the parent?
https://community.bistudio.com/wiki/lineIntersectsSurfaces
"" parentObject - the object proxy object belongs to (not always the same as intersect object) ""
I draw the full return of the lineIntersectsSurfaces in a draw3d EH on the mouse position
it will return a <null object>,<null object> intersection always, and an intersection with terrain buildings fairly relliably, but not completely
some ugly code you can run from the debug console in 3den:
http://pastebin.com/nf4rQsgL
uno momento
Im not too fussed with someone checking my code, i just had the idea the intersection might become unreliable depending on distance and wanted to check
(read: dont feel obliged to check it out 😃 )
readability wasnt a real concern im afraid ^^
I notice 😄
You should see cyan 1m balls on each intersection
What's a good idea of returning mouse cursor position at any point in time on a dialog?
Adanteh probably some mouse EHs for that dialag
@jade abyss not sure why its wierd for you but try this? I doubel checked
Problem is with ctrlGroups that have scrollable elements you can't use "MouseMoving"
Well you can, but to get a screen position of that is not reliable
displayAddEventHandler with MouseMoving is basically useless
that is pure screen coordinates, not dialog coordinates tho
convenient to leave that part out 😄
cool UI!
That is a nice UI, very clean.
Long live the grid in Eden configs actually making sense :3
Eden isn't helping me much... Mikero tools chokes on #include "\a3\3DEN\UI\macros.inc" 😒
what do you need the inc for?
Copy them into your mod. It's what I do
@indigo snow I need it for a pull down menu in EDEN.
Like the top menu bar or a totally new one?
@austere granite Copy it where precisely. Currently I have it on top of my cfg3DEN.hpp.
Ace only adds attributes atm no?
Yes, but I want to do the same (But with a pull down)
Just place it whereever and #include it
I've had random people reporting missing .inc as well in the past for other stuff for absolutely no reason. Somethign going funky on with it and absolutely no idea why
Im not quite sure what you mean with a pulldown but the combobox you can already use for attributes
@austere granite The problem with just including is when I run it through makepbo I get this:
place it in your own mod files is what hes saying
Copy the .inc file into a location in your mod and then include that. I also changed .inc to .hpp
I don't know what's up with it. I had the same problem originally when I tried to open the mission PBOd in Multiplayer;
@indigo snow sry, got distracted. Lets check again.
@austere granite Many thanks! 😃
@indigo snow MousePosition is crap for that^^
Its the best i have tho ^^
And example #2 is nothing for you?
AGLToASL positionCameraToWorld [0,0,0],
AGLToASL positionCameraToWorld [0,0,1000], ```
get3denCamera returns the actual camera entity
not sure if using that over the position of the actual camera entity makes a difference
who knows tho
But im fairly confident the issue is not how accurate the camera position is
nor the mouse position
@indigo snow I've been working on a self-made version of Zeus for my gamemode that uses screentoworld to select the objects from various camera angles. I'm experiencing similar issues. The only difference is, is that I'm using lineIntersectsWith atm.
@indigo snow It properly detects a building ~80% of the time. I'll be investigating that 20% chance more thoroughly this week though. I'll keep you posted if needed
Check out the surfaces one, selecting proper LOD seems to help
Yeah I will, although you're still experiencing issues (potentionally) while using that, right?
Alright, I'll be sure to do some fiddling around with the surfaces version then.
sOOO
private ["_unit"];
_unit = _this select 0;
IF(!local _unit) exitwith {};
What does this do?
Checks that the unit passed to it in the params of the function is local to the computer it's running on if not then it's exits the function.
Hmmm.
What... well, I am trying to make units spawn with loadouts, defined in scripts.
I am getting some issues, where sometimes it will only half work.
I am calling the same script, on every unit.
So, if the same script works 100% on one slot, and not on the other, or.
As I had happen today, works on one slot, then if someone DC's, and reloads into the slot, it does not work.
Also important to note, I am using a event handler, to call the same script on respawn as well.
This is an example, of the load outs I am usingh.
@dull parrot so the script works but not on respawn?
Actually, it is now working around 95% of the time.
I just went through and spawned into EVERY server slot.
one by one, and had another player do them after me, one by one, so each server slot was spawned into by one player, then another, and then we tested respawn.
Everything worked fine.
THEN, we tested the same thing, but while alt-tabbing
Worked fine.
However during play, we encounter a error where folks will spawn in without uniforms, so it's as if its messing up half way through, or the script doesn't complete.
ALSO
Zeus, for osme reason will randomly break, and our mission maker will lose the ability to go into the zeus interface.
OR, if someone connects to the mission late, with the intent to join the zeus slot, they have had trouble.
This has happened damn near every time we run a mission.
you had people check their log files for script errors when it doesn't work?
also, if it's only not working on respawn, maybe it's your respawn event handler?
it might, for example, be trying to be applied too early, before the unit exists
depending on load speeds or whatever
Actually isn't there a known problem with using removeuniform and forceadduniform in rapid succession?
There is a issue with adding a new uniform that is the same as the old one
rather new contrainer that is the same as old container
newly in today's DEV branch :
•Added: Support for muting the VON channels in the server.cfg
•Tweaked: The VON and chat channels are now separated
disableChannels[]={channelID, channelID, ...}; //old method
disableChannels[]={{channelID,chat<bool>,voice<bool>},{channelID,chat<bool>,voice<bool>},...}; //new method
the server.cfg setting will work for server with mission w/o any channels defined in disableChannels[]={}; within description.ext
mission which use https://community.bistudio.com/wiki/Description.ext#disableChannels will override the server.cfg setting
and scripting command enableChannel will be changed (unfortunately this change is not backward compatible)
and scripting command enableChannel will be changed (unfortunately this change is not backward compatible) how?
@austere granite https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/page-968?p=3011968#entry3011968
Page 962 of 962 - General Discussion (dev branch) - posted in ARMA 3 - DEVELOPMENT BRANCH: Reading the logistics section of yesterdays SITREP #152 regarding the improved weapon animations sources. Therein it says:
It should even be fully backward compatible!
But testing recently, I noticed the old Zeroing2 source doesnt seem to have carried over - the GL red-dot on the MX, Katiba, TRG etc. has stopped rotating (OP_eyeN memory points cycle through the various angles when zeroed, its just...
did test_EmptyObjectForFireBig and test_EmptyObjectForSmoke get removed??
they no longer work
🆘
😭
alright its there, but its been changed
@lavish ocean Where are we supposed to be reporting bugs with the feedback tracker still down?
Also the flyInHeightASL command seems to be broken?
Anyone have it working?
I tried from the object init and from script with neither working
No, the plane acts like no flyInHeight command is set
it does the default 50m off the ground
plane flyInHeight 1000 still works as usual
but plane flyinheightASL [1000,1000,1000] doesn't work at all
Can anyone else confirm?
Also does anyone have a better way then a while loop to check a units current behaviour? Basically if he's in combat or not?
Anyone else noticed allMapMarkers returns nothing in fn_preInit after the update to 1.58? It used to work for over a year now.
Did something change in the boot order of Arma, that I might have missed?
Anyone has a clue why BIS_fnc_showNotification has a habit of hiding some RscTitles?
Nvm. Seems to be that because their function doesn't used String for cutRsc (That was added in 1.58) it just decides to use your own layers created 😄
"YE GUYS YOU SHOULD USE STRINGS BECAUSE BETTER COMPATIBILITY WITH OTHER MODS.... it's just that vanilla stuff breaks it!" - BIS
@blazing zodiac ther were some changes on the improvements of the flyinheight but i guess still some work needed
@lavish ocean Yea, that's unfortunate. I've been hoping for a flyInHeightASL for years now to use with UAV loiters. Anywhere official we should be filing bug reports with the feedback tracker down so I can make sure the devs are aware of the issue?
@thehound ideally post it into forum into the DEV branch feedback 😉
or just prepare good repro and PM me that and keep reminding me each week until it's fixed 😉
@lavish ocean Excellent, thanks for the info. I'll make a post on the dev branch feedback ( I should probably load up the dev branch and make sure it isn't already fixed first). I'll try my best not to pester you about it personally lol.
Where should the function BIS_fnc_countdown be run from?
The reason I ask is in multiplayer preview from the editor it's displaying the correct time remaining but on the dedi server the time is way out of wack.
Hey All,,Can someone please tell me how to keep a Blufor AI to hold Altitude at 15000 ft or 10000 feet the plane keeps diving and ive tried everything
Idk if it's in yet but check for flyinheightasl
Hey guys. Does anyone know what is happened with "lbSetTooltip" command? It doesn't work for me after one of last Arma updates.
@thin pine Thanks man i set the altitude to 4000 seems to hold then
Good 😃
"lbSetTooltip" doesn't work for LISTNBOX items now I think...
Anyone know how to sort out the 3rdperson view on TADST ?
Tried changing it in the cfg no luck
TADST probably doesn't have support for the new server difficulty settigns introduced in latest arma version
Hi Guys, Can anyone help me with a Script to allow a Spot Light to come on only when the a trigger box is activated and not prior... currently this is my script
On man init: _man moveinturret [_spot, [0]]; //replace _man and _spot with name of AI and empty spotlight object
On light init: this setpos [getpos this select 0, getpos this select 1, +4]; null=[this] spawn { while {alive (_this select 0)} do {sleep random (12)+6;(_this select 0) setformdir random 45};};
what happens is when the person is in the spot light it's on.... but when he move to object then the light is off... #confused
here is the mod im using
Hello gents I need your brains for a moment I have a guy who wants to do videos for me but play at the same time I know i can use "camera.sqs" but that just turns him into a camera is the script that lets him turn the camera on and off on the fly? like a scroll wheel turn on dose his recording then some how turn it off?
Ugh selectionPosition/attachTo doesn't work on selections of the human head 😡
Does anyone know how to make a skin for http://www.gameready3d.com/3d-Model-010416TRUK-Detail If someone could teach me how or tell me that would be awesome!
@nimble bone Post it in texture makers or model makers they will no more
anyone know the story on BIS_fnc_addRespawnPosition? the third parameter is supposed to set the respawn name, but doesn't appear to be working.
ok, i guess the naming parameter works if your spawning location is an object
@hallow spear : I'm guessing it'd use the markerText
Does anyone have a consistent way to check if a position is inside a building?
LineIntersectsSurfaces is fairly reliable
@blazing zodiac I second nick - check Killzone's code @ https://community.bistudio.com/wiki/lineIntersectsSurfaces
Oh awesome, thanks. I tried a few of the interects but not lineIntererectsSurfaces.
https://forums.bistudio.com/topic/169723-extdb-arma3-extension-linuxwindows/?p=3014213 Soooo.. Any alternatives showing up?
Does Arma2NETMySQLPlugin still work even though it's been like 2 years https://github.com/firefly2442/Arma2NETMySQLPlugin
Gee I wonder if it's some sort of Life thing causing that
Could be...
Im having some issues with a CBA XEH onRespawn=true in my mission, the function seems to be calling when my unit is still dead, its an InitPost Extended Event Handler, there is a 30 second delay on the respawn, and the Position Menu is the Respawn Template
Anyone have any ideas how i could remedy this issue?
do you have to use XEH? maybe a normal event handler would work?
player addEventHandler["Respawn", {your code}];
Yeah, that is definitely my next try if I cant get this onRespawn XEH to work properly 😃
might be worth a shot just to see if it's XEH at fault or something like the respawn template not handling respawn events properly
Lets see 😃
Looks as though on InitPost XEH's the onRespawn doesnt work --- thanks @shrewd lance for that 😃
are there any lock- commands with local effect?
@hasty pond yeah arma2net still works but is massively outdated its replacement is extdb2
Hey guys... I have a question,, my mission has a Nuke ending... with a this addAction ["NUKE WITH DESTRUCTION ZONE",{nuke_activated = true},this,1,true,true,"","isNil'nuke_activated' "] on a object... i want to convert this into a script within my outro.sqf... any idea how i can do this??
My outro is like this
_firstshot = [cam1, cam2, target1, 9, 0.3, 0.1, false, 0, 0, 0] execVM "camera_work.sqf";
waitUntil {scriptdone _firstshot};
_secondshot = [cam3, cam3, target2, 10, 1, 0.5, false, 0, 0, 0] execVM "camera_work.sqf";
waitUntil {scriptdone _secondshot};
_thirdshot = [cam4, cam4, target3, 15, 1, 1, true, 0, -6, 3] execVM "camera_work.sqf";
waitUntil {scriptdone _thirdshot};
i want to add this addAction in between the second and third shot...
but obviously without the add Action
I'm not sure I understand this addAction, is there a loop somewhere checking for nuke_activated to be set to true? @covert elk
@blazing zodiac Thanx but i got it to work thanx execVM did the trick for me
If I have my throw key bound to G and use actionKeys "Throw", [34] is returned. If I add another binding to it such as Left Shift+G the return becomes [34, 704643106]. How could I possibly detect 704643106 if I used a KeyDown event? I can't make sense of it.
Well I can't speak to why it's 704643106, but the keyDown event handler returns the state of the shift key
That's of course true, but it's no help to me if I wanted to block "Throw".
The DIK code passed to the KeyDown event would of course be 34, and the shift flag would also be true. But how does that related to 704643106? How can I check that combination == 704643106?
what is the return of actionKeysNames ?
As expected, it's "Left Shift+G".
Handling key detection using strings isn't exactly elegant however
I'm fairly sure they do a bit offset for key combos
#define INPUT_SHIFT_OFFSET 1024
#define INPUT_ALT_OFFSET 2048```
If that was the case how does 1024 + 34 = 704643106?
When you know you could make this script work...
If you were smarter...
That feel...
I need more beer for this...
I have a 7 dimensional array of strings and numbers for a custom loadout script
It might be 8, but I stopped counting at 7
7 dimensional or 7 arrays?
7 dimensional would make some messy code
_helmet = _gear select 5 select 2 select 9 select 2 select 5 select 9 select 8
@smoky crane: not sure if it'll help with a keydown event, but https://community.bistudio.com/wiki/inputAction is a possibility
Anyone able to help me with the profileNamespace ? I want to save an array into there, and be able to grab the array from there... haven't learnt yet and the wiki didn't he;p
help**
new performance binaries v3 , newer than 1.58.hotfix in #perf_prof_branch
You use profileNamespace setVariable ["YourArrayName", _yourArray]; then save it to the profile with 'saveProfileNamespace', just be careful not to spam that has it's an intensive command because it's writing to disk. Finally to access the variable _yourArray = profileNamespace getVariable ["YourArrayName", []];, it's probably good to include a default value of an empty array to be safe
fantastic @native hemlock i will try it 😃
worked well @native hemlock appreciate it
"From Arma 3 v1.55.133789 arrays are limited to maximum of 9,999,999 (sometimes 10,000,000) elements " but i wanted 11milion elements ! xD
OUR arrays go to 11...
Almost... done...
Im trying to attach a mounted MG to the top of a unarmed hunter using
_aircraft = _this select 0;
HMG_EX = "RHS_M2StaticMG_WD" createVehicle position _aircraft;
HMG_EX attachTo [_aircraft,[0.2, -2.2, 1.4]];
It works, but the animation when the gunner gets in is of him standing up point a weapon. Can this be fixed?
Update: The animation works with AI, just not players
Player anims in vehicle is bugged as of last patch
Interesting...
If I open my menu, I can see the weapon attachments when I click the buttons for the respective types (optics, rails, suppressors).
But when I click a class button to change classes, the listboxes clear and nothings shows 😦
Sooo... Gonna tell the boss it's working (mostly) 😄
Is it possible to check if an object is in the boundingbox of a selection/component in a model? I've made a trailer and I want to make sure the object is on it properly before the user can attach stuff to it
How good are you with vector maths?
nil
i can make it work
as long as its possible
I just need to check if all 4 corners of boundingboxA are within boundingboxB
was hoping for selection params for the boundingbox commands 😦
Can someone on dev branch check if setSpeciality / getSpeciality are available ?
they currently don't exist in 1.58
Does anyone know the command to get the text from an editbox control?
I'm sure it's there, but I'm not seeing it on the All Commands page
ctrlText?
That appears to be it. Nevermind 😛
How can I check if a variable doesn't exist at all?
I tried isNil (player getVariable "test") but it doesn't return anything
Also tried isNil str (player getVariable "test")
@abstract sigil That is exactly what I needed. Thank you 😄
I keep forgetting about the alt syntax for getVariable
I need to use that more...
np 😃
This will be cool. Once this is done, my custom class/loadout selection/saving/loading screen will be done and functional 😄
the hardest thing there is to save/load silencers attached to a weapon which has been stuffed into a vest
or backpack
I have a way around that 😛
The loadouts are based on a previous selection, so no matter what happens to their loadouts after they've selected it, they'll respawn with or be able to reload their previous loadout
My script will just save some numbers in an array, which won't make much sense to others, but it will parse through the huge array of class information I have.
are you adding the silencer as a separate item?
On the primary weapon, yes
thats not what i mean
attach a supressor or scope to your gun
put that gun into your backpack
and then save/load that
That's not how my system works.
My system doesn't save the items themselves. It saves numbers that are associated with select options in huge arrays.
I've never tried to save an active loadout
yeah, inventory handling is really a pain
I'm still relatively new, so I figured it'd be better for me to save static loadout selection options to the player profile, then feed those options to a script that figures out what each item is supposed to be.
My class arrays script is like 800 lines 😛
^^^ this
and throw addMagazine away
Cuz I'm a fan of OOP
this really is a dupe-pot
Doesn't addItem take mags now?
yes
but addMagazine is the best
the normal addMagazine has locality issues
they suggest you to use addMagazineGlobal
this one dupes things to shit
then they want you to use addMagazine ARRAY
which isnt working or dupes even more
well.. Kappa
ended up using addItem for full magazines and addMagazineCargo (or what was it?) to add magazines with certain bullet counts
Just when something's supposed to work, it crushes your dreams and pisses in your cornflakes.
my guess is that the core engine was not supposed to support multiplayer at all
and then it was punched in by force for budget reasons
My favorite was always setDammage
Spell check required a larger budget
The irony that I misspelled a word while complaining about spelling is not lost on me...
it clearly looks like "software evolution" to me. you start creating something from scratch and then extend it over and over again. thats like building a house with a wood foundation, because wood is state of the art. in version 2 you add a metal floor on top of that, because metal is now cool. then later you add a concrete floor, because its "in" now. after some time you then figure out that a wood foundation might not be ideal to support your concrete floor anymore and the drama begins. instead of creating something from scratch (which costs more $$$) the management decides to build on what we have already. because the personell knows it and you dont have to train new people.
seen this at sooooo many places
This is why we have experimental branches 😛
I use my experimental branches to make Wheel 2.0 all the time.
i bet thats one of the reasons why arma still doesnt support 64bit and proper multi core usage
because "wood" doesnt know that
Sometimes it's easier to just redesign everything in a better way, but in Arma's case, there'd be a whole lot of backlash if they suddenly changed the core functions of the game
Arma 4, right?
i dont think arma 4 will be a thing in the next years
Or BI could pull a Microsoft and skip Arma 4 and go straight to Arma X
from what i have heard, they have skipped version 9
because there is some old software that checked for "if version of windows starts with 9 and then its 95 or 98"
these are still being used in some larger industries
Yay for future planning
I swear, the more I learn about programming, the more old coders seem like noobs
then you must be very young
No, I've just seen some very poor programming decisions.
I know some of them were based on limitations of the time.
Others are just pure laziness while trying to push a product.
done is better than perfect
lol That's helpful advice actually
sometimes you just have to get the job done now, knowing that it could be more pretty. in the end only the technicians worry about the pretty part
as long as it does what it is supposed to do, its fine
(i also like to do things right btw.)
I do my best to do things correctly, but at this point I'm limited by my own ability.
I only started coding for Arma last summer.
same 😃
thats why im not in the veterans group. my hair still isnt gray 😄
We modified a version of Coolbox's AAS
A lot
I learned all the fantastic things that Arma 3 could do that Arma 2 could not. It was extremely disheartening every time we had to do things in a long, roundabout way because the function we needed only worked in Arma 3
arma 3 is definitely a huge leap from arma 2, yes
i didnt want to change in the beginning, too
because people said "yes, it looks better. but the futuristic things are weird. and you still glitch to shit. its still arma, you know?"
that is a 1:1 quote
I could see that
crossing my fingers the glitching will have an end
well, if it doesnt work, then its not done
lol Apparently not
I still get native script errors all the time. It's funny to see.
gg exception handling
But I know, code is hard, and a lot of code is harder
Anyone have any idea why the background image I created and am using in a dialog with rscPicture would be barely visible?
@blazing zodiac : either something transparent on top of it, it's partly transparent itself, or its color isn't set to white,
It is partly transparent itself but it's almost nonexistant in game.
What would I set to white? ColorBackground or colorText?
color*
The .paa in texview looks the correct level of transparency if that helps at all
http://imgur.com/U3ZGBnu this is the image
http://imgur.com/0PhG2Ge this is how it ends up in game
Yea no luck with changing the colors unfortunately
I'll keep trying some things
Yea still no luck, very frustrating that it still appears very faintly
@blazing zodiac your bg image needs to have a width and height with a power of 2
Eg 1024x512
That would make it appear very faintly like in the pictures?
Oh nice, well thanks for the tip. I'll try changin it right now
Youll see :)
@thin pine You beautiful bastard! That was driving me out of my mind. Thank you so much
Yea I guess so, god I hate UI stuff with ArmA...
Youll get used to it
I've made UIs in game before which itself is a miserable task, but I wanted to see about using a background template to make things a little fancier!
They make it fancier at the expense of your sanity
No shit, I was all like well this will be simple. Create the background and then use a picture for the background image, 3 hours later.......
The only thing I can say to you is, it'll get easier yet more frustrating the further you dive into UI :)
Yea, that 2:1 thing is a real time saver. Thank god for this discord or I would've just scrapped the whole idea
Err not 2:1
2^n
It can be 1024x1024
But not 1025x1025
It can be 512x128 but not 500x100
Ohh I gotcha
anyone else noticed the new weapon switching animations forgot to introduce holstering of the guns?
just tested it in vanilla
and player action ["SwitchWeapon", player, player, 100] switches the weapon as before, but the legs are not moving
looks like its using a wrong mask
everyone try this IDE (plugin)
https://forums.bistudio.com/topic/190427-arma-intellij-plugin-version-100/
Arma Intellij Plugin - Version 1.0.0 - posted in ARMA 3 - COMMUNITY MADE UTILITIES: Arma Intellij PluginCurrent version: 1.0.0 (First release)
Index
- Introduction
- Features and Images
- Feature Spotlight
- Overview Video
- Planned Features
- Download
- Source Code
- Donate
1. Introduction
Arma Intellij Plugin is a plugin developed by K-Town (me) for Intellij IDEA. Intellij IDEA is a Java IDE developed by Jetbrains and offers many amazing APIs for creating...
Well that's looks very exciting @velvet merlin
is it possible to position a RscPicture control upside down?
how do i get the current camera mode (third or first person)?
thanks, found it just before you shared 😛
gotta stop asking questions i can solve in 10 seconds lol
yepp
So I'm just doing a small shoutout for myself, don't kill me, don't hate me on here, I wont care if you send hate https://forums.bistudio.com/topic/190439-mp-rpframework-modular-roleplaying-framework-for-arma-3/ Sorry all you rp haters
I Like to see modular RP frameworks 😃
hopefully people use this instead of ripping eachother off
@agile pumice I feel like you can read my thoughts, that's exactly what I was trying to achieve
i can indeed read thoughts
We do not hate roleplay
We hate the Kiddish Roleplaying Side of ArmA 3 and its demons
anytime i see RP mentioned its met with instant hostility regardless
but I agree Sam
@hasty pond nice initiative and release post!
Thanks 😃
I have a question but am not sure how to ask, if I have these variables: _textureArrVU = [_this,3,[],[[]]] call BIS_fnc_param; _texturesVU = [_textureArrVU,0,[],[[]]] call BIS_fnc_param; _rvmatsVU = [_textureArrVU,1,[],[[]]] call BIS_fnc_param;
(yes I know params is better)
and then use the array set command like this: texturesVU set [_forEachIndex,_newString]; _rvmatsVU set [_forEachIndex,_newString];
when I call _textureArrVU again, will it be updated?
yea, im fairly sure param doesnt make a local copy of the array
I am having problems making a function for a mod. I have a function ( fn_vehicleCrashLocal.sqf) in the exact same directory as a different one (fn_crashVisualEffects.sqf) yet only the second one runs when it is called.
config.cpp:
class CfgFunctions
{
class r0ed
{
tag = "r0ed";
class SurvivableCrashes
{
...
class vehicleCrashLocal{
file = "@SurvivableCrashes\Addons\r0ed_SurvivableCrashes\functions\fn_vehicleCrashLocal.sqf";
};
class crashVisualEffects{
file = "@SurvivableCrashes\Addons\r0ed_SurvivableCrashes\functions\fn_crashVisualEffects.sqf";
};
...
"@SurvivableCrashes\Addons" lol?
pboProject would not let be build any other way 😛
should I just be building with pboManager?
I found out why it was not working. I was missing an end bracket
screenshot your pboproject settings
i might be able to help, @SurvivableCrashes\Addons\ is never the way to go
settings being the setup tab
Mikero Tools...
did something change with setVariable in the past 6 months or so? i've been away from arma for a while and a mission which used to work no longer does
basically set and later getVariable'ing on some groundWeaponHolders
Sorry for the late reply @agile pumice . This is my pboProject settings : http://i.imgur.com/jqWAeA0.png
how can i find how the inventory calculates the progress bar under the inventory that shows how much a unit is carrying out of the total carry capacity? I have checked through the UI_f.pbo quite a bit, anywhere else to look? keywords?
@hallow spear https://community.bistudio.com/wiki/Arma_3_Stamina
Total mass of the entire inventory bar is defined to be 1000 mass units
as carried equipment fills up your Inventory bar, the exact same portion is also reserved from the overall Stamina and thus cannot be used for Sprinting
oh its a stamina calculation... was hoping for a 'carrying/total capacity' calculation. Thank you for this reference and information
I don't know if there is a mass calculation, but I was thinking you could use that to help whatever you are trying to do
this was very helpful because I plan to do just that, focusing on mass i can probably pull each uniforms capacity from configs
thanks again
inventory items have a property in the config called exactly that, "mass"
X mass* 0.1 / 2.2 == X kg
i think how much you can carry is limited by both your uniform/vest/backpack, and another limit that, from what i can tell, was hardcoded
that second limit i belive is 1210 (or thereabouts) / 55kg.
this was using the old system though, it might have changed with the stamina stuff.
weapons and equipped items contribute to that second one too
interesting, and where did you get the X mass* 0.1 / 2.2 == X kg formula from?
I can't remember.. i think AGM used it
it was a community thing, not a BIS thing
#define FACTOR_POUND_TO_KILOGRAMM 1/2.2046
ace does it in pounds or kilos
so I guess 10 mass = 1 pound
nice, thanks for that. i need to have some semi-realistic weighting of some items, was doing it by eye thus far
thanks for the help, i ended up putting together a working model. http://www.armaholic.com/forums.php?m=posts&q=35032
if this is for a loadout script/gear selector, make sure you take into account the other limit too, as well as the fact that not all items can go into all slots (some are backpack only)
i believe it just checks what the unit is currently carrying, and what the total capacity of the gear they are using is
yeah
if im missing something let me know. i tested with a few various default units and was getting correct results
yeah, i think it's right
i think you can just do 'load _unit' for the top part though
oh wow. thats a great command. completely missed that one, thank you
loadAbs includes your equipped stuff as well
Hey guys. Is there a way to disable new clickable task markers on the map?
I have included an hpp in my description.ext, but it won't load. Ideas?
#include "functions\revive\defines.hpp"
did you reload the mission?
and that path is to a folder in you mission folder?
not packing with pbo project?
Verified the include transferred to the downloaded version
PBO manager
Path is legit
all my other defines.hpp files load from similar folders
It's just this one
This one has preprocessors in it though
Does that matter?
I copied the Arma 3 revive script
shouldn't matter if it has preprocessors
I'm trying to get it to work in my mission so I can control a few things that I need to change to implement it with our system
include is just like copy/pasting everything into the description ext
I haven't even been able to get it to run yet 😛
Arma 3\Mark\Addons\functions_f_mp_mark\a3\functions_f_mp_mark\Revive
Copied everything in there, migrated to my mission, replaced all BIS_revive and a few module-specific bis_fnc functions with a different tag
Added include to defines.hpp, changed the respawn template parameter to include a tag and modified all relevant files looking for that tag
Still won't work. It keeps trying to literally read all of the macros that should be defined in defines.hpp
isn't that what it should do?
So, my assumption is that defines.hpp isn't loading at all.
oh nvm
No, it should parse them, right?
it is included above where you're using them?
I think so. Let me check again.
//include revive defines
#include "functions\revive\defines.hpp"
//cfgFunctions
#include "functions\functions.hpp"
Should it be like that?
yeah
It does
My hero, again @vapid frigate
Packaging now
Aww
Still the same error
if ((IS_ACTIVE(player))) then
{
if (_log) then {["[ ][>
1:34:32 Error position: <(player))) then
{
if (_log) then {["[ ][>
1:34:32 Error Missing )
1:34:32 File mpmissions\__CUR_MP.stratis\functions\revive\fn_reviveIconControl_functions.sqf, line 19```
It just doesn't like that macro
Well, any of them in the defines.hpp, really
i dunno, sounds like you're doing it right
unless maybe preprocessor commands don't get applied to other #includes.. i haven't done that
might be worth trying putting the #include in functions\revive\fn_reviveIconControl_functions.sqf
Then I'd have to just put it in
Yeah that lol
Tryin now
Otherwise, maybe just copying all of defines.hpp to description.ext?
err hang on
your including it in your description.ext
but the error is for a .sqf
which can't be in a .ext
right
so i commented out that error, and got an error at the next part with a macro
and continued doing that
Part of the steps I took to isolate it to the defines.hpp file
yeah but the .sqf isn't including the .hpp?
No
the description.ext include doesn't automatically spread to scripts
the defines in there are only for description.ext
(and it's includes that come after the defines)
So then I have to put it in all of the scripts that were in that revive folder?
Oh boy 😛
like BIS has
Is include relative?
so if defines.hpp is in the same folder, it should be:
#include "defines.hpp"
?
OMG NO ERRORS!!!
Having another player join to test now 😄
Well, there aren't any errors anymore, but it is still super broken.
Thanks again @vapid frigate
you can also include like this
#include "..\..\..\script_macros.hpp"
if your sqf file using the include is 4 folders deep 😛
Right, just like web dev
I have one script_macros file in the highest parent
Oh man, this is so broken 😛
I have an attachto question, If I attach object A to objectB that's always playing a rotation animation, will object A rotate with object B? or translate or whatever else
well thats just because the player's pos is updating
doesnt really have much to do with animations
well I guess if you attach something tot heir hand it moves with their hand right?
maybe I have to use a selection as a param for attachto?
I really need to play with attachto more
getting some really weird results with player distance cursorobject when looking at trees
trees dont have selections do they?
there isnt in the sample
Hey all, stuck on an array problem 😮 again.... I've made progress though, so the array Combat_Classes = [["player1uid","player1class],["player2uid","player2class],["player3uid","player3class]]
I need to be able to find if someone already has a class set, and if so to change it
(Combat_Classes select 0) set [1,"newclass"]; would set the new class for player1uid... pretty simple
however I'm finding the only commands that would help me don't seem to work for it
if (_playerUID in Combat_Classes) doesn't seem to work, and neither does _position = Combat_Classes find _playerUID
So I need a new way of finding a string inside my multi-array (the playerUID)....
toLower (_playerUID) in Combat_Classes apply {toLower (_x select 0)}
???
been able to complete it through a if _x forEach 😃 all good thanks anyone who was looking
the line code is your questions answer
@fallen locust just did _playerUID = getPlayerUID player; _array = Combat_Classes; {
if (_playerUID in _x) exitWith {
_x set [1, _newClass];
};
}forEach _array;
@fallen locust this is way slower
worked that way 😃 thanks mate
toLower (_playerUID) in Combat_Classes apply {toLower (_x select 0)}
this is the fasts Version
I though toLower just makes everything lowercase?
yes because in is Case Sensitiv
"slower" toLower
you have 3 loops in your code
- for 2. count 3. find
that is way to much
apply is faster for this case
count is a loop
index = Combat_Classes apply {toLower (_x select 0)} find toLower (_playerUID)
whit that logic you have 4 loops in there 😛
toLower iterates trough the string 😃
?
nop
std::transform(data.begin(), data.end(), data.begin(), ::tolower);
and you use the Slowest Loop that exist in arma
but what happens if you need something from 1st index in a array?
this is not the problem
yes but you would need to modify it... this is all around solution
and you dont use privates what can kill you code too
it actually is after its preprocessed
yes
oho but he dont have one
params ["_needle", "_haystack"];
scopeName "main";
{
if (_x find _needle != -1) then {
_forEachIndex breakOut "main";
};
} forEach _haystack;
-1
this is the same script as you wrote but 10x faster
no i get out of main
isnt it scopeName?
the o not scriptName scopeName i mean
sorry misstyping
so you get rid of the try Catch and the for loop
what are the 2 slower commands in sqf
you effectivly get rid of try catch as you add foreach
foreach is 10x faster than a for
the fact they have difrent iteration method under it is ..... interesting
as _foreach needs to declare an aditional var
for (int i = startValue; i + steps; i >= endValue)
i think this is basicly the for loop in the engine
and there you have every time a condition that get checked
and a foreach is
foreach (var x in array)
and a i++
shortest: Combat_Classes apply { _x select 0 } find playerUID
fastest:
if (Combat_Classes isEqualTo []) exitWith {-1};
private _index = 0;
private _length = count Combat_Classes;
while ((Combat_Classes select _index select 0) != playerUID && _index < _length) do { _index = _index + 1 };
[_index, -1] select (_index == _length)
i think the forEach version can be faster
you dont need to count the index with hand
params ["_needle", "_haystack"];
scopeName "main";
{
if (_x find _needle != -1) then {
_forEachIndex breakOut "main";
};
} forEach _haystack;
-1
this version i mean
i try to avoid breakOut
indeed
personally i would prefer storing the data in two seperate arrays so i can just run a find on the UIDs for existance checks and a simple _playerClasses select (_playerUIDs find playerUID) to fetch the value
that is slow as fuck if it gets too big
if you are trying to do a key->value mapping
use a location
and set/getVariable
it'll always be significantly, on an order of magnitude faster
what do you consider as "too big"?
anything over 20 keys really
malloc everything!
why is there no extension for hashmap @grizzled cliff
an extension would have too much overhead too for their use and be less effective because you'd only be able to store string type values
without additional overhead of converting
so the only real solution, one that ACRE and CBA and ACE use
is to use locations
cause they have no AI overhead, no FPS overhead
and can hold key/value pairs using set/getVariable
yeah we use locations in PRA3 too
even a shitty hash map bucket system written in sqf is faster than select find on 200+ keys
what do you mean?
locations are local to the client...so how broadcast changes to all cients/server
Hey guys, does anybody know how to make BIS_fnc_ambientAnim playing in MP? If already tried these:
if (isServer) then {[this, "STAND_IA", "ASIS"] call BIS_fnc_ambientanim};
[this, "STAND_IA", "ASIS"] remoteExec ["BIS_fnc_ambientanim", 0, true];
[this, "STAND_IA", "ASIS"] remoteExec ["BIS_fnc_ambientanim", 2, true];
[this, "STAND_IA", "ASIS"] remoteExec ["BIS_fnc_ambientanim", -2, true];
Non of these worked!
why can't we have an eventhandler for visiblemap 😦
So, I can land a little bird on the water, eject, and watch it sink to the bottom of the ocean.
So I follow it to the bottom of the ocean. Once it hits the ground, it changes the model to the wrecked little bird, but there is still a fire SFX playing underwater :3
Arma 3 Greek Fire DLC
Lucky you didn't explode
Good evening 😃
I have a really big problem with a script for Altis Life is there anyone who is able to help me out?
its about a handcuff script and im totally out of ideas now 😦
did you try the altis life forums?
no my friend told me to ask here
so should i look there?
Probably, no one here really likes Altis Life
it is what, people all over the world call, a "shit show".
^
Is there a medic/revive script aside from End Game that doesn't break the scoreboard?
: What is so special about locations for data storage/namespace usage?
@tough abyss It's just a seperate namespace (So no worries about overlapping var names), but without any overhead for simulation.
well okay then... thank you :/
lol
i disagree with your diagreeing then
The only time i see life people is when they want scripting help
or want to pay you to develope something
dont forget the crying when they hear how much it costs 😛
Trying to change the smg_02 (the sting) to be only single fire, can this be done via a EVH or shall I go to #arma3_config ?
ah nice, didnt see the channel, thanks
Anyone know how to go about selecting every row from a table with ExtDB prepared statements?
im sure altis life has an example
Hello guys! We looking for some skilled with ACE programmer, who will can help us to adapt MOCAP Melee mod for ACE features. We give u "sweet coockies" 😉 PM me!
@agile pumice Yeah could be. To bad Torndeco removed the docs and everything
dont need docs, just look over his prepared statements and look for a wildcard with the query
if you pastebin me the prepared statements ill let you know hat one to use for ref
i dont have the source atm
I have no idea where the prepared statements are located in github
if you can use SQL it's: "SELECT * FROM mytablename;"
Yeah, just wondering how you would setup the outputs and so on
sry, never used extDB..
looks like he deleted his repo
yeap..
no google cache?
I've been looking for the docs for extdb in all the possible caches that you can have and none of them cached them 😄
Good find but none of those fetch every row 😛
yeah 😦
that file was huge last time i seen
thats not the right version
just drop the where statement
pretty much
I have just found out about CBA Macros
That's the old extdb and only 1 page archived :/
Yes
@hasty pond sry didn't saw that...
It's nothing. Too bad that he discontinued the development but even worse is that we no longer have docs xD
yeah haha
So, I want to make a makeshift eventhandler, this is what I have right now:
[{visibleMap},{if(!(createDialog "MG_Map_Filter")) exitWith {}}] spawn MG_fnc_addCustomEventHandler; to add it
first param being condition, second being the code to run
this is the addCustomEventHandler fnc
waitUntil _condition;
[] spawn _code;
waitUntil !_condition;
[_this] spawn MG_fnc_addCustomEventHandler;```
probably wrong, but looking for the best way to do it
is anyone using Atom as a text editor and knows it pretty well?
https://discuss.atom.io/t/run-a-cmd-command-from-inside-atom-using-path-of-folder-containing-the-file-i-am-editing/28472
I really could use some help here.
Hello guys! I am an Atom beginner and I am no programmer, however I do have to work with code as a sound designer and Atom was suggested by friends because of it's unlimited openness. Currently after I am done writing a config file, I right click the folder containing the config and by using an added shell-command I do this: "C:\Path_To_Tool\makePBO.exe" -L -B -G "%1" "E:\Downloads\TargetPath" I managed to come up with this "line of code" with lots of help of a friend. So the first ha...
@zealous solstice ?
Are there any tutorials for CBA macros out there? There is next to no documentation for a lot of macros and the best thing I can find is this : http://ace3mod.com/wiki/development/coding-guidelines.html but it still does not tell me how it works
I found this, so It looks like I will have to sort through everything myself https://github.com/CBATeam/CBA_A3/blob/master/addons/main/script_macros_common.hpp
trying to attach something to a part of a model that animates seems to prove impossible
uhu yeah i wrote this for ACE 3 but for the Python Script
does anyone know off the top of there head, if cfgfaces can be defined in desc.ext?
nope
i am not sure may you searce fixFloating
I noticed the detach, but it doesnt fall/drop, the object just appears on the ground
why would detach do that lol
also, in regards to the handler function thing, all seems to work except for:
16:38:36 Error !: Type code, expected Bool
for the "waitUntil !_condition;" line
@agile pumice how is waitUntil which expects code supposed to handle the bool returned by !?
the reason for that error btw. is becode ! cannot handle code ...
what you want there would be this:
waitUntill {!([] call _condition)}
as this is:
waitUntil <CODE>
! <BOOL>
alternativly expect _condition to be a string
and just append a !( to the very front and a ) to the very end
after that it would be waitUntil compile _condition
@agile pumice : line 70/71 is probably where it moves to the ground in that ace script
I am looking for a way to create an explosion effect without actually causing damage. I originally used "HelicopterExplobig" createVehicle getPos _veh; but that caused the vehicle to explode even after enableDamage false; (maybe I need to spawn it and have it sleep a frame?) I also thought about remoteExec a createVehicleLocal, but I read that also applies damage to other clients. Does anyone know a solution? I also might be able to get away with just creating an explosion sound, but I can't find it.
if you disable damage on a vehicle, you can create bombs and explosions on it
but it's allowDamage not enableDamage
my bad, I meant allowDamage
I use to have that line right here : https://github.com/Rafael09ED/Arma/blob/master/mods/Survivable Crashes/src/Addons/r0ed_SurvivableCrashes/functions/fn_onVehicleCrash.sqf#L46 but it still caused the vehicle to explode
you run the script where the _veh is local?
check at that point if _veh has damage disabled
Alright, I'm working on the ArmA 3 UI, and I have a question for you folks. Is there a way to make that when you click a certain button on the main menu, it connects you to a server ? Don't know about commands like that nor doing that in the User Interface
So, Im in the editor. How can i get a jet to fly with collision lights on (NPC)
Set his behaviour to CARELESS
ohh ok
thanks
how can i get them to stay in close formation? Thyre like miles apart
arma jet AI doesnt do jet formation flying
sam_ i believe BI have talked about creating a scripting command for joining a server, but none exists at this point
best you can do is launch the game with the (i think) -connect=your.ip.address flag
@prime valve You could always connect through the 'server' tab in the launcher
@royal coral I know, but what I'm trying to achieve is to make a button on the main menu screen where when you click on it, it connects you to a server, not in the startup parameters
not yet possible afaik
@prime valve not possible for sure. Was trying to do the same thing very recently and couldn't figure out a way 😦
not even with a steam protocol link?
Hmm maybe it could work. I did try a ts3 protocol link last week though to have connecting to TS3 through the game but no luck there
(On a structured text with normal <a href )
Well it uses the steam browser and i know the steam browser supports steamprotcol links
Perhaps steam could still work somehow
Does anyone know what controls the gravity on flares? Can't find a config thing for it. Can't find a script related to it (Only flares.sqf but thats for counter measures)
do the flares have a mass? maybe that?
If the flares are a particle effect you could inherent the class and edit volume/weight/rubbing
?
how do I destroy a titleRsc?
was using currsc before but I want to overlay it over the map. Currently with cutRsc I can't seem to interact with my rsc
its basically a bunch of checkboxes, kind of like this: https://youtu.be/SgptzD9QTOc
@nocturne bluff It just opens up a Steam server window saying "Server not responding", doesn't seem to work
having an issue with a waitUntil {!isNull
if I run when its not null, it works, when I run it when it is, it never triggers
waitUntil {!isNull _obj};
hint "picked up ace object";``` being the example
i am curious @agile pumice ... how is _obj EVER going to be non-null if it was null?
you explicitly say
"hey arma, try gimme the value of that variable from the player and if it is not yet set, gimme a null object"
and then you wait until the null object is not null ... which is simply never true
it becomes true
I have player getVariable ["ace_dragging_carriedobject",objNull] running in my watch box, right?
so?
hold on, let me finish my explanation XD
I have player getVariable ["ace_dragging_carriedobject",objNull] running in the watch box, and once I pickup the object I'm interacting with, it outputs the variable like it should
therefore its not null at that point
so?
you also said "it works when it is not null"
which it obviously to all does
you apply objectNull (assuming that the variable is not yet set) to the _obj variable and let the game then wait until that _obj variable with objectNull filled is not null
you try to archive progress by walking against a wall
sure ... at some point the wall would break
but a broken wall did not rly was what you wanted here
what you want is the actuall getVariable in that waitUntil (which also is most likely for your solution not good practise but that is a different story .. you used waitUntil not me)
that makes more sense
waitUntil {!isNull objNull};
hint "picked up ace object";```
will this ever pass?
no
simple thing
waitUntil {_obj = player getVariable ["ace_dragging_carriedobject",objNull]; !isNull _obj};
hint "picked up ace object";```
do this ...
didnt even see that hahaha, no excuse on my part >.<
Thanks for the assistance again. I ended up scrapping the event handler thing
anyways, I stopped the object from snapping to the ground, but am not really sure how to apply physics to it to get it to fall, setvelocity? if I created an object with a physx geometry lod, would that fall to the ground automatically?
morning all
Anybody has issues with moving controlGroups?
as in it moves the actuall controlGroup but not the subcontrols?
Heyo, I wonder if anybody knows of any way to make a string variable. like in this code:
setFlagTexture "flag.paa";
I would like to have the flag.paa be a variable.
looks right to me
Is there any way to disable to pick up a weapon that's on the floor? To disable the action somehow?
maybe disableSimulation + locking it
Locking it in what sense? I tried disableSimulation doesn't seem to do it. @vapid frigate
@ruby spoke nvm, i thought _container lock true; might do it, but I don't think it does
did you actually try to pick up the weapon? I think i've done it with disablesimulation in the past and you could open the container but couldn't pick up anything from within
i think the only other way you could do it short of making a new object that's just a 'thing' that uses the weapon model is to use an event handler
'ContainerOpened' or 'InventoryOpened'
Wasn't there a command, that returns you all animations in a model?
Anybody know of a way to allow different players to see different limited arsenals.
Or if it's even possible?
@jade abyss animationNames maybe? https://community.bistudio.com/wiki/animationNames
@native hemlock Thx, that was the one i was searching for
I think:
https://community.bistudio.com/wiki/All_Arma_Commands_Pages
needs an update
"(this page last updated: 25 Dec 2015)" <- oO
I had trouble finding it initially because for some reason the 1.58 commands don't seem to all show up here https://community.bistudio.com/wiki/Category:Introduced_with_Arma_3_version_1.58 unless you are logged into the wiki
Yeah, that would explain, why i haven't found it
Thx again o7
No need to Splitstring the result of fnc_returnChildren anymore^^
Yeah that's a nice replacement, there are some other great model commands with 1.58 as well. In more bizarre news I edited that page to include the SPOTREP and the release date, and that magically fixed the issue with not seeing commands when logged out.
@voltagenetworks#8429 I've tried to do this, enablesimulation false stops you from taking the weapon, but you can open the container and the weapon will disappear
Hello guys is it possible to make an AI boat head for shore and beach on the land?
is there any way to remove diary records?
@bold bone a lot of scripting.
@keen stream would you mind please explaining?
Can someone help me out with a quick script. I need to return an array that includes the first element of each nested array. For example, If the original array looks like this: [["green", "blue"],["orange","white"],["red","purple"],["black","grey"]] I need an array to return an array that looks like this: ["green","orange","red","black"] Where I'm getting confused is the original array can contain an unknown amount of nested arrays.
@bold bone Maybe unitCapture and unitPlay?
@bold bone I've only used these to record heli flight paths though; not sure if these are applicable to all vehicles
Sorry for newbie question: I have a particle effect that runs in specific situations for all players on a server, but the effect is not visible to anyone else. What should I read up on to ensure a particle effect is visible to all players when it occurs?
@ivory nova Thanx alot it works effortlessly and beutifully 😄
@bold bone : i think it looks pretty laggy in MP (unitPlay)
@normal citrus : _newArray = []; { if((count _x) > 0) then { _newArray pushBack (_x select 0); } } foreach _originalArray;
that's assuming _originalarray only contains arrays, and that those arrays can have 0+ elements (0 won't add anything)
if they can never be empty, you could just do { _newArray pushBack (_x select 0); } foreach _originalArray;
@ivory nova: particle effects are local only.. you'll have to create them on all clients
@vapid frigate Oh 😮
Thank you @vapid frigate I can work with that.
@ivory nova : i think that's what the # in the class name means.. it will only spawn locally
only particle emitters and light points afaik
I see!
Might be time to abandon my smoke trails efforts and move on to something else then; thank you for pointing this out to me 😃
You shouldn't need to change too much.. just run the whole particle part client side
remoteexec/bis_fnc_mp
Oh! In that case, I'll give that a try! Thank you!
@vapid frigate Thanks will try on a server only tried in editor atm
@tough abyss Maybe possible to inherit the relevant base class and edit it? Fire brightness might be defined in CfgLights
Does anyone know any good a3 mods with tear gas/CN? Or have any ideas the most efficient way to detect when a player is in contact or inside particles. Dont think its really possible right.
Nou is generally the guy to ask about this
anyone else have their setSimpleTaskDescription break with the 158 update?
Does anyone know if nearEntities sorts entities from closest to furthest like nearestObjects does? The wiki doesn't specify.
Hey guys
I saw there is a new command flyInHeightASL
When I put
_USPlane1 flyInHeightASL 400;
It says in RPT that flyInHeightASL expects an array as parameter
WTF ?
In the debug console put your cursor somewhere in the command and then hit f1, it shows information about the command
There can sometimes be discrepancies though, for that command the example is cobraOne flyInHeightASL [200, 100, 400]
Thx buddy 😃
So the parameters are [height - careless/safe/aware, height - combat, height - stealth]
Ok I see, thank you
Niiiice
Another quick question
I do :
USGrp = createGroup west;
[_USPlane1,_USPlane2,_USPlane3] join USGrp;
USGrp selectLeader _USPlane1;
Then when I do hint str(units USGrp);
It returns empty array
what is the USPlane?
F18/A from an author on armaholic
F18/F*
_USPlane1 = createVehicle["JS_JC_FA18F", _spawnCoord1, [], 0, "FLY"];
Seems like "join" command does not work in my script
try joinSilent
USPlane is a Empty Vehicle and you can not let them join a group
only units can join a group
crew
Thx a lot
did you fill the vehicles?
mabye flyinheightasl [min,max]?
with createVehicle array, do I still need to use setpos?
currently I have to use setpos with createVehicle (not array syntax) to position the vehicle where I want it
if you do not setPos, position can be a little bit different on each client when in MP
so is createvehiclearray not a good alternative to createvehicle and setpos?
setVectorup 😃
Yeah, also before setPos 😄
setvectorup before setpos?
:S
I've always used setvectorup like: _vehicle setVectorUp (surfaceNormal (getPos _vehicle));
anyone well versed with setowner? having some issues with some eventhandlers to change ownership http://pastebin.com/raw/vPnKnL5j
Are you executing it serverSide ?
yeah. the eventhandler is in the object's init in the sqm
the diag_logs aren't writing to the server rpt so I guess the code isnt even running
nvm, ill come up with another way
@agile pumice: probably best to put a diag_log outside of all those if statements.. any one of them could be stopping it
@vapid frigate it didnt work when they were outside either, I had it outside first
I wrote a keydown handler to delete an object when the esc button is pressed, but it only triggers after the dialog is closed, kind of strange
Would one go about making a non-collideable vehicle with _veh = createVehicle ["ah1w", position player, [], 0, "CAN_COLLIDE"]; or without it, I'm confused.
"NONE" I believe
ok
so I've been skrewing around with my vehicle shop menu script, and now the vehicle's engine won't turn on. I try to turn the engine on and it turns off straight away.
sup
yo
anyone a math genius?
@wispy cosmos what do you need?
I need to rotate an object along one of its axis, in model-space, not global space
so if I rotated a model using setVectorDirAndUp to align to the normal of a surface, I also want to rotate that object along the Z-axis (similar to setDir)
setDir of course resets the vectorUp of the model