#arma3_scripting

1 messages · Page 236 of 1

winged thistle
#

It's more natural to me though. I'm used to things going from top left in other languages.

vapid frigate
#

yeah, the way it works in arma is kinda useful for a game ui though.

#

to easily fit different aspect ratios/ui sizes/etc

winged thistle
#

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?

vapid frigate
#

i think there's like a multi list box or something

winged thistle
#

Leeloo Multibox?

#

I'm looking it up now.

vapid frigate
#

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

austere granite
#

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

nocturne bluff
#

You can do controls in mission?

warped thicket
#

yes

hasty pond
#

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)

normal citrus
#

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.

nocturne bluff
#

I mean

#

that

#

as

#

You can do controls in missions

austere granite
#

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

nocturne bluff
#

true that.

#

I didn't think in terms of that.

austere granite
#

Anyone know a fairly decent way retrieving structured text width? ctrlTextHeight exist, no width version though.

hasty pond
#

No clue but still no clue what is causing grey pictures

austere granite
#

Make sure the resolution is power of two

#

IE resoltuion has to be 64x256 or etc

jade abyss
#

Not for the ctrl

hasty pond
#

For the paa files?

indigo snow
#

Is lineInstersectsSurface accuracy affected by the length of the line? It's being very spotty with me with detecting buildings and other objects

nocturne bluff
#

it has a max limit

#

that i know

indigo snow
#

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...

jade abyss
#

erm, works good for me.

#

Whats the prob/Situation?

indigo snow
#

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)

jade abyss
#

Do you select the parent?

indigo snow
#

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

jade abyss
#

uno momento

indigo snow
#

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 😃 )

jade abyss
#

wait, something is wrong^^

#

dat blue

indigo snow
#

readability wasnt a real concern im afraid ^^

jade abyss
#

I notice 😄

indigo snow
#

You should see cyan 1m balls on each intersection

jade abyss
#

It creates permanent balls, everywhere^^

#

Something is strange

austere granite
#

What's a good idea of returning mouse cursor position at any point in time on a dialog?

indigo snow
#

Adanteh probably some mouse EHs for that dialag

austere granite
#

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

snow pecan
#

Would this work for you

austere granite
#

😄

#

Note to self... always check all scripting commands page before asking

indigo snow
#

that is pure screen coordinates, not dialog coordinates tho

austere granite
#

I need screen coordinates

#

Seeing it's a screen covering dialog :p

indigo snow
#

convenient to leave that part out 😄

austere granite
indigo snow
#

cool UI!

snow pecan
#

That is a nice UI, very clean.

austere granite
#

Long live the grid in Eden configs actually making sense :3

keen stream
#

Eden isn't helping me much... Mikero tools chokes on #include "\a3\3DEN\UI\macros.inc" 😒

indigo snow
#

what do you need the inc for?

austere granite
#

Copy them into your mod. It's what I do

keen stream
#

@indigo snow I need it for a pull down menu in EDEN.

indigo snow
#

Like the top menu bar or a totally new one?

keen stream
#

@austere granite Copy it where precisely. Currently I have it on top of my cfg3DEN.hpp.

austere granite
#

Even the instructions of Eden say to include it.

#

Mission or mod? 😄

keen stream
#

Mod. 😃

#

I can't see ACE using it somewhere. So ACE3 is using black magic again! 😉

indigo snow
#

Ace only adds attributes atm no?

keen stream
#

Yes, but I want to do the same (But with a pull down)

austere granite
#

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

indigo snow
#

Im not quite sure what you mean with a pulldown but the combobox you can already use for attributes

keen stream
#

@austere granite The problem with just including is when I run it through makepbo I get this:

indigo snow
#

place it in your own mod files is what hes saying

keen stream
austere granite
#

Copy the .inc file into a location in your mod and then include that. I also changed .inc to .hpp

keen stream
#

ooooooh. that way.

#

Good point.

#

Thanks. 😃

austere granite
#

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;

jade abyss
#

@indigo snow sry, got distracted. Lets check again.

indigo snow
#

No worries, it seems just a few A3 buildings had wierd LODs

#

its decent now

keen stream
#

@austere granite Many thanks! 😃

jade abyss
#

@indigo snow MousePosition is crap for that^^

indigo snow
#

Its the best i have tho ^^

jade abyss
#

And example #2 is nothing for you?

#
AGLToASL positionCameraToWorld [0,0,0], 
        AGLToASL positionCameraToWorld [0,0,1000], ```
indigo snow
#

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

thin pine
#

@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

indigo snow
#

Check out the surfaces one, selecting proper LOD seems to help

thin pine
#

Yeah I will, although you're still experiencing issues (potentionally) while using that, right?

indigo snow
#

It's... better atm

#

Once i got the code finilazed ill make sure to share

thin pine
#

Alright, I'll be sure to do some fiddling around with the surfaces version then.

dull parrot
#

sOOO

#

private ["_unit"];
_unit = _this select 0;
IF(!local _unit) exitwith {};

#

What does this do?

blazing zodiac
#

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.

dull parrot
#

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.

thin pine
#

@dull parrot so the script works but not on respawn?

dull parrot
#

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.

vapid frigate
#

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

thin pine
#

Actually isn't there a known problem with using removeuniform and forceadduniform in rapid succession?

nocturne bluff
#

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

lavish ocean
#

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)

austere granite
#

and scripting command enableChannel will be changed (unfortunately this change is not backward compatible) how?

lavish ocean
#
Bohemia Interactive Forums

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...

timber shore
#

did test_EmptyObjectForFireBig and test_EmptyObjectForSmoke get removed??

#

they no longer work

#

🆘

#

😭

#

alright its there, but its been changed

blazing zodiac
#

@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

blazing zodiac
#

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?

blazing zodiac
#

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?

abstract sigil
#

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?

austere granite
#

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

austere granite
#

What's the current bug reports topics while Feedback tracker is still offline?

lavish ocean
#

@blazing zodiac ther were some changes on the improvements of the flyinheight but i guess still some work needed

blazing zodiac
#

@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?

lavish ocean
#

@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 😉

blazing zodiac
#

@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.

wispy kestrel
#

Where should the function BIS_fnc_countdown be run from?

wispy kestrel
#

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.

soft crest
#

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

thin pine
#

Idk if it's in yet but check for flyinheightasl

daring geyser
#

Hey guys. Does anyone know what is happened with "lbSetTooltip" command? It doesn't work for me after one of last Arma updates.

soft crest
#

@thin pine Thanks man i set the altitude to 4000 seems to hold then

thin pine
#

Good 😃

daring geyser
#

"lbSetTooltip" doesn't work for LISTNBOX items now I think...

soft crest
#

Anyone know how to sort out the 3rdperson view on TADST ?

#

Tried changing it in the cfg no luck

austere granite
#

TADST probably doesn't have support for the new server difficulty settigns introduced in latest arma version

covert elk
#

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

quick pawn
#

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?

thin pine
#

Ugh selectionPosition/attachTo doesn't work on selections of the human head 😡

nimble bone
vernal rune
#

@nimble bone Post it in texture makers or model makers they will no more

hallow spear
#

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.

hallow spear
#

ok, i guess the naming parameter works if your spawning location is an object

vapid frigate
#

@hallow spear : I'm guessing it'd use the markerText

blazing zodiac
#

Does anyone have a consistent way to check if a position is inside a building?

indigo snow
#

LineIntersectsSurfaces is fairly reliable

thin pine
blazing zodiac
#

Oh awesome, thanks. I tried a few of the interects but not lineIntererectsSurfaces.

hasty pond
hasty pond
austere granite
#

Gee I wonder if it's some sort of Life thing causing that

hasty pond
#

Could be...

tulip karma
#

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?

vapid frigate
#

do you have to use XEH? maybe a normal event handler would work?

#

player addEventHandler["Respawn", {your code}];

tulip karma
#

Yeah, that is definitely my next try if I cant get this onRespawn XEH to work properly 😃

vapid frigate
#

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

tulip karma
#

Lets see 😃

tulip karma
#

Looks as though on InitPost XEH's the onRespawn doesnt work --- thanks @shrewd lance for that 😃

deft zealot
#

are there any lock- commands with local effect?

vernal rune
#

@hasty pond yeah arma2net still works but is massively outdated its replacement is extdb2

covert elk
#

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

blazing zodiac
#

I'm not sure I understand this addAction, is there a loop somewhere checking for nuke_activated to be set to true? @covert elk

covert elk
#

@blazing zodiac Thanx but i got it to work thanx execVM did the trick for me

smoky crane
#

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.

native hemlock
#

Well I can't speak to why it's 704643106, but the keyDown event handler returns the state of the shift key

smoky crane
#

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?

indigo snow
#

what is the return of actionKeysNames ?

smoky crane
#

As expected, it's "Left Shift+G".

#

Handling key detection using strings isn't exactly elegant however

indigo snow
#

I'm fairly sure they do a bit offset for key combos

#
#define INPUT_SHIFT_OFFSET    1024
#define INPUT_ALT_OFFSET    2048```
smoky crane
#

If that was the case how does 1024 + 34 = 704643106?

winged thistle
#

688,128*1024+34=704643106

#

AKA idfk

winged thistle
#

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

vapid frigate
#

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

winged thistle
#

It's for a class loadout script

#

It unfortunately has to be huge and messy 😛

timber shore
#

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**

lavish ocean
timber shore
#

even newer than new? @lavish ocean

#

that's new!

native hemlock
#

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

timber shore
#

fantastic @native hemlock i will try it 😃

timber shore
#

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

silk hill
#

OUR arrays go to 11...

winged thistle
#

Almost... done...

ivory yoke
#

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?

ivory yoke
#

Update: The animation works with AI, just not players

indigo snow
#

Player anims in vehicle is bugged as of last patch

winged thistle
#

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) 😄

agile pumice
#

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

indigo snow
#

How good are you with vector maths?

agile pumice
#

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 😦

lone glade
#

Can someone on dev branch check if setSpeciality / getSpeciality are available ?

#

they currently don't exist in 1.58

winged thistle
#

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 😛

winged thistle
#

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
#

you could do

#

if ((player getVariable ["MyName", -1]) isEqualTo -1) then

winged thistle
#

@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...

abstract sigil
#

np 😃

winged thistle
#

This will be cool. Once this is done, my custom class/loadout selection/saving/loading screen will be done and functional 😄

abstract sigil
#

the hardest thing there is to save/load silencers attached to a weapon which has been stuffed into a vest

#

or backpack

winged thistle
#

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.

abstract sigil
#

are you adding the silencer as a separate item?

winged thistle
#

On the primary weapon, yes

abstract sigil
#

thats not what i mean

#

attach a supressor or scope to your gun

#

put that gun into your backpack

#

and then save/load that

winged thistle
#

That's not how my system works.

abstract sigil
#

ok

#

hopefully getUnitLoadout will help there in the future

winged thistle
#

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

abstract sigil
#

yeah, inventory handling is really a pain

winged thistle
#

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 😛

abstract sigil
#

if they would just allow us to access the internal IDs of the items

#

dreaming

winged thistle
#

^^^ this

abstract sigil
#

and throw addMagazine away

winged thistle
#

Cuz I'm a fan of OOP

abstract sigil
#

this really is a dupe-pot

winged thistle
#

Doesn't addItem take mags now?

abstract sigil
#

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

winged thistle
#

lol

#

Arma's fun like that

abstract sigil
#

ended up using addItem for full magazines and addMagazineCargo (or what was it?) to add magazines with certain bullet counts

winged thistle
#

Just when something's supposed to work, it crushes your dreams and pisses in your cornflakes.

abstract sigil
#

my guess is that the core engine was not supposed to support multiplayer at all

winged thistle
#

lol

#

It's been hacked to be functional 😛

abstract sigil
#

and then it was punched in by force for budget reasons

winged thistle
#

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...

abstract sigil
#

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

winged thistle
#

This is why we have experimental branches 😛

#

I use my experimental branches to make Wheel 2.0 all the time.

abstract sigil
#

i bet thats one of the reasons why arma still doesnt support 64bit and proper multi core usage

#

because "wood" doesnt know that

winged thistle
#

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?

abstract sigil
#

i dont think arma 4 will be a thing in the next years

winged thistle
#

Or BI could pull a Microsoft and skip Arma 4 and go straight to Arma X

abstract sigil
#

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

winged thistle
#

Yay for future planning

abstract sigil
#

so to prevent that, they have gone to 10 straight

#

but its just an urban myth

winged thistle
#

I swear, the more I learn about programming, the more old coders seem like noobs

abstract sigil
#

then you must be very young

winged thistle
#

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.

abstract sigil
#

done is better than perfect

winged thistle
#

lol

#

but... my OCD...

abstract sigil
#

exactly

#

the only one who will think its shit is probably you 😉

winged thistle
#

lol That's helpful advice actually

abstract sigil
#

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.)

winged thistle
#

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.

abstract sigil
#

same 😃

winged thistle
#

Nice

#

I started in Arma 2 though 😦

abstract sigil
#

thats why im not in the veterans group. my hair still isnt gray 😄

winged thistle
#

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

abstract sigil
#

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

winged thistle
#

I could see that

abstract sigil
#

crossing my fingers the glitching will have an end

winged thistle
#

When "Done" == "Perfect"

#

😛

abstract sigil
#

well, if it doesnt work, then its not done

winged thistle
#

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

blazing zodiac
#

Anyone have any idea why the background image I created and am using in a dialog with rscPicture would be barely visible?

vapid frigate
#

@blazing zodiac : either something transparent on top of it, it's partly transparent itself, or its color isn't set to white,

blazing zodiac
#

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

vapid frigate
#

i can't remember which color

#

i think text/foreground/whatever

blazing zodiac
#

Yea no luck with changing the colors unfortunately

#

I'll keep trying some things

blazing zodiac
#

Yea still no luck, very frustrating that it still appears very faintly

thin pine
#

@blazing zodiac your bg image needs to have a width and height with a power of 2

#

Eg 1024x512

blazing zodiac
#

That would make it appear very faintly like in the pictures?

thin pine
#

Yes

#

If it isnt

#

A power of 2 itll fuck up

blazing zodiac
#

Oh nice, well thanks for the tip. I'll try changin it right now

thin pine
#

Youll see :)

blazing zodiac
#

@thin pine You beautiful bastard! That was driving me out of my mind. Thank you so much

thin pine
#

Never forget that arma likes its 2^n

#

;) np man

blazing zodiac
#

Yea I guess so, god I hate UI stuff with ArmA...

thin pine
#

Youll get used to it

blazing zodiac
#

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!

thin pine
#

They make it fancier at the expense of your sanity

blazing zodiac
#

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.......

thin pine
#

The only thing I can say to you is, it'll get easier yet more frustrating the further you dive into UI :)

blazing zodiac
#

Yea, that 2:1 thing is a real time saver. Thank god for this discord or I would've just scrapped the whole idea

thin pine
#

Err not 2:1

#

2^n

#

It can be 1024x1024

#

But not 1025x1025

#

It can be 512x128 but not 500x100

blazing zodiac
#

Ohh I gotcha

abstract sigil
#

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

velvet merlin
#
Bohemia Interactive Forums

Arma Intellij Plugin - Version 1.0.0 - posted in ARMA 3 - COMMUNITY MADE UTILITIES: Arma Intellij PluginCurrent version: 1.0.0 (First release)
 Index

  1. Introduction
  2. Features and Images
  3. Feature Spotlight
  4. Overview Video
  5. Planned Features
  6. Download
  7. Source Code
  8. 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...
blazing zodiac
#

Well that's looks very exciting @velvet merlin

deft zealot
#

is it possible to position a RscPicture control upside down?

agile pumice
#

how do i get the current camera mode (third or first person)?

abstract sigil
agile pumice
#

thanks, found it just before you shared 😛

#

gotta stop asking questions i can solve in 10 seconds lol

abstract sigil
#

yepp

hasty pond
agile pumice
#

I Like to see modular RP frameworks 😃

#

hopefully people use this instead of ripping eachother off

hasty pond
#

@agile pumice I feel like you can read my thoughts, that's exactly what I was trying to achieve

agile pumice
#

i can indeed read thoughts

prime valve
#

We do not hate roleplay

#

We hate the Kiddish Roleplaying Side of ArmA 3 and its demons

agile pumice
#

anytime i see RP mentioned its met with instant hostility regardless

#

but I agree Sam

velvet merlin
#

@hasty pond nice initiative and release post!

hasty pond
#

Thanks 😃

agile pumice
#

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?

indigo snow
#

yea, im fairly sure param doesnt make a local copy of the array

marsh lodge
#

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";
            };
...
agile pumice
#

"@SurvivableCrashes\Addons" lol?

marsh lodge
#

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

agile pumice
#

screenshot your pboproject settings

#

i might be able to help, @SurvivableCrashes\Addons\ is never the way to go

#

settings being the setup tab

prime valve
#

Mikero Tools...

queen cargo
#

besides boys, im back

#

did you missed me?

rancid ruin
#

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

marsh lodge
hallow spear
#

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?

marsh lodge
#

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

hallow spear
#

oh its a stamina calculation... was hoping for a 'carrying/total capacity' calculation. Thank you for this reference and information

marsh lodge
#

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

hallow spear
#

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

rancid ruin
#

inventory items have a property in the config called exactly that, "mass"

vapid frigate
#

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

rancid ruin
#

interesting, and where did you get the X mass* 0.1 / 2.2 == X kg formula from?

vapid frigate
#

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

rancid ruin
#

nice, thanks for that. i need to have some semi-realistic weighting of some items, was doing it by eye thus far

hallow spear
vapid frigate
#

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)

hallow spear
#

i believe it just checks what the unit is currently carrying, and what the total capacity of the gear they are using is

vapid frigate
#

yeah

hallow spear
#

if im missing something let me know. i tested with a few various default units and was getting correct results

vapid frigate
#

yeah, i think it's right

#

i think you can just do 'load _unit' for the top part though

hallow spear
#

oh wow. thats a great command. completely missed that one, thank you

vapid frigate
#

loadAbs includes your equipped stuff as well

daring geyser
#

Hey guys. Is there a way to disable new clickable task markers on the map?

winged thistle
#

I have included an hpp in my description.ext, but it won't load. Ideas?

#

#include "functions\revive\defines.hpp"

hallow spear
#

did you reload the mission?

winged thistle
#

Yeah

#

Multiple times. I'm on a dedicated server

hallow spear
#

and that path is to a folder in you mission folder?

vapid frigate
#

not packing with pbo project?

winged thistle
#

Verified the include transferred to the downloaded version

#

PBO manager

#

Path is legit

vapid frigate
#

tried just packing with the game?

#

export to multiplayer

winged thistle
#

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

vapid frigate
#

shouldn't matter if it has preprocessors

winged thistle
#

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

vapid frigate
#

include is just like copy/pasting everything into the description ext

winged thistle
#

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

vapid frigate
#

isn't that what it should do?

winged thistle
#

So, my assumption is that defines.hpp isn't loading at all.

vapid frigate
#

oh nvm

winged thistle
#

No, it should parse them, right?

vapid frigate
#

it is included above where you're using them?

winged thistle
#

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?

vapid frigate
#

yeah

winged thistle
#

The functions are all listed in functions.hpp

#

Then crap

#

I have it backwards 😛

vapid frigate
#

well depends what uses what

#

if functions uses defines, defines needs to be first

winged thistle
#

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

vapid frigate
#

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

winged thistle
#

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?

vapid frigate
#

err hang on

#

your including it in your description.ext

#

but the error is for a .sqf

#

which can't be in a .ext

winged thistle
#

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

vapid frigate
#

yeah but the .sqf isn't including the .hpp?

winged thistle
#

No

vapid frigate
#

the description.ext include doesn't automatically spread to scripts

winged thistle
#

😮

#

Wuuuuuuuut?

vapid frigate
#

the defines in there are only for description.ext

#

(and it's includes that come after the defines)

winged thistle
#

So then I have to put it in all of the scripts that were in that revive folder?

vapid frigate
#

anything that uses it

#

yeah

winged thistle
#

Oh boy 😛

vapid frigate
#

like BIS has

winged thistle
#

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

agile pumice
#

you can also include like this

#

#include "..\..\..\script_macros.hpp"

#

if your sqf file using the include is 4 folders deep 😛

winged thistle
#

Right, just like web dev

agile pumice
#

I have one script_macros file in the highest parent

winged thistle
#

Oh man, this is so broken 😛

agile pumice
#

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

winged thistle
#

I would think so

#

Like attached items on a player move with them, right?

agile pumice
#

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?

winged thistle
#

Yeah

#

Maybe player models are special though. I'm not too sure.

agile pumice
#

maybe I have to use a selection as a param for attachto?

winged thistle
#

I really need to play with attachto more

agile pumice
#

getting some really weird results with player distance cursorobject when looking at trees

#

trees dont have selections do they?

#

there isnt in the sample

timber shore
#

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)....

zealous solstice
#

toLower (_playerUID) in Combat_Classes apply {toLower (_x select 0)}

timber shore
#

???

#

been able to complete it through a if _x forEach 😃 all good thanks anyone who was looking

zealous solstice
#

the line code is your questions answer

timber shore
#

@fallen locust just did _playerUID = getPlayerUID player; _array = Combat_Classes; {
if (_playerUID in _x) exitWith {
_x set [1, _newClass];
};
}forEach _array;

zealous solstice
#

@fallen locust this is way slower

timber shore
#

worked that way 😃 thanks mate

zealous solstice
#

toLower (_playerUID) in Combat_Classes apply {toLower (_x select 0)}

#

this is the fasts Version

timber shore
#

I though toLower just makes everything lowercase?

zealous solstice
#

yes because in is Case Sensitiv

fallen locust
#

"slower" toLower

zealous solstice
#

you have 3 loops in your code

#
  1. for 2. count 3. find
#

that is way to much

#

apply is faster for this case

fallen locust
#

count is not a loop

#

it literally gets the size if you dont have CODE before it

zealous solstice
#

count is a loop

fallen locust
#

1 version of count is a loop

#

count has 3 or 4 tempaltes

zealous solstice
#

index = Combat_Classes apply {toLower (_x select 0)} find toLower (_playerUID)

fallen locust
#

whit that logic you have 4 loops in there 😛

zealous solstice
#

2

#

apply and find

fallen locust
#

toLower iterates trough the string 😃

zealous solstice
#

?

#

nop

#

std::transform(data.begin(), data.end(), data.begin(), ::tolower);

#

and you use the Slowest Loop that exist in arma

fallen locust
#

but what happens if you need something from 1st index in a array?

zealous solstice
#

this is not the problem

fallen locust
#

yes but you would need to modify it... this is all around solution

zealous solstice
#

and you dont use privates what can kill you code too

fallen locust
#

it actually is after its preprocessed

zealous solstice
#

? no?

#

or you have some special Preprocessor

fallen locust
#

yes

zealous solstice
#

oho but he dont have one

fallen locust
#

this is what it ends up in

#
  • some licence crap
zealous solstice
#
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

fallen locust
#

how would that even work

#

you break out to main

#

get in loop again

#

etc

zealous solstice
#

no i get out of main

fallen locust
#

isnt it scopeName?

zealous solstice
#

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

fallen locust
#

you effectivly get rid of try catch as you add foreach

zealous solstice
#

foreach is 10x faster than a for

fallen locust
#

the fact they have difrent iteration method under it is ..... interesting

#

as _foreach needs to declare an aditional var

zealous solstice
#

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++

deft zealot
#

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)
zealous solstice
#

with a while?

#

are you sure

deft zealot
#

1 loop vs 2 loops

#

maybe caching playerUID wound increase performance though

zealous solstice
#

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

deft zealot
#

i try to avoid breakOut

zealous solstice
#

indeed

deft zealot
#

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

grizzled cliff
#

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

deft zealot
#

what do you consider as "too big"?

grizzled cliff
#

anything over 20 keys really

fallen locust
#

malloc everything!

deft zealot
#

why is there no extension for hashmap @grizzled cliff

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

deft zealot
#

yeah we use locations in PRA3 too

grizzled cliff
#

even a shitty hash map bucket system written in sqf is faster than select find on 200+ keys

deft zealot
#

agree

#

how did you manage global key->value mapping?

grizzled cliff
#

what do you mean?

deft zealot
#

locations are local to the client...so how broadcast changes to all cients/server

spring stone
#

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!

agile pumice
#

why can't we have an eventhandler for visiblemap 😦

winged thistle
#

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

prime valve
#

Lucky you didn't explode

tough abyss
#

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 😦

agile pumice
#

did you try the altis life forums?

tough abyss
#

no my friend told me to ask here

tough abyss
#

so should i look there?

grizzled cliff
#

Probably, no one here really likes Altis Life

#

it is what, people all over the world call, a "shit show".

winged thistle
#

^

winged thistle
#

Is there a medic/revive script aside from End Game that doesn't break the scoreboard?

austere granite
#

: 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.

tough abyss
#

well okay then... thank you :/

nocturne bluff
#

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

tough abyss
#

dont forget the crying when they hear how much it costs 😛

timber shore
#

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 ?

zealous solstice
uneven stratus
#

ah nice, didnt see the channel, thanks

hasty pond
#

Anyone know how to go about selecting every row from a table with ExtDB prepared statements?

agile pumice
#

im sure altis life has an example

night void
#

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!

hasty pond
#

@agile pumice Yeah could be. To bad Torndeco removed the docs and everything

agile pumice
#

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

hasty pond
#

I have no idea where the prepared statements are located in github

agile pumice
#

you have to look in itsyuaka's github

#

not tonics

tough abyss
#

if you can use SQL it's: "SELECT * FROM mytablename;"

hasty pond
#

Yeah, just wondering how you would setup the outputs and so on

tough abyss
#

sry, never used extDB..

agile pumice
#

looks like he deleted his repo

hasty pond
#

yeap..

tough abyss
#

no google cache?

hasty pond
#

I've been looking for the docs for extdb in all the possible caches that you can have and none of them cached them 😄

hasty pond
#

Good find but none of those fetch every row 😛

agile pumice
#

yeah 😦

#

that file was huge last time i seen

#

thats not the right version

#

just drop the where statement

#

pretty much

marsh lodge
#

I have just found out about CBA Macros

hasty pond
#

That's the old extdb and only 1 page archived :/

hasty pond
#

Yes

tough abyss
#

@hasty pond sry didn't saw that...

hasty pond
#

It's nothing. Too bad that he discontinued the development but even worse is that we no longer have docs xD

agile pumice
#

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

high plume
#

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.

austere granite
#

@zealous solstice ?

marsh lodge
agile pumice
#

trying to attach something to a part of a model that animates seems to prove impossible

zealous solstice
#

uhu yeah i wrote this for ACE 3 but for the Python Script

brazen sparrow
#

does anyone know off the top of there head, if cfgfaces can be defined in desc.ext?

indigo snow
#

nope

agile pumice
#

where in the function is the object being placed at terrain level?

indigo snow
#

It doesnt really

#

just detaches

zealous solstice
#

i am not sure may you searce fixFloating

agile pumice
#

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

queen cargo
#

@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

vapid frigate
#

@agile pumice : line 70/71 is probably where it moves to the ground in that ace script

marsh lodge
#

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.

vagrant kite
#

if you disable damage on a vehicle, you can create bombs and explosions on it

#

but it's allowDamage not enableDamage

marsh lodge
#

my bad, I meant allowDamage

vagrant kite
#

you run the script where the _veh is local?

marsh lodge
#

yes

#

by "that line" I mean "HelicopterExplobig" createVehicle getPos _veh;

vagrant kite
#

check at that point if _veh has damage disabled

prime valve
#

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

royal coral
#

So, Im in the editor. How can i get a jet to fly with collision lights on (NPC)

prime valve
#

Set his behaviour to CARELESS

royal coral
#

ohh ok

#

thanks

#

how can i get them to stay in close formation? Thyre like miles apart

indigo snow
#

arma jet AI doesnt do jet formation flying

rancid ruin
#

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

royal coral
#

@prime valve You could always connect through the 'server' tab in the launcher

prime valve
#

@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

rancid ruin
#

not yet possible afaik

austere granite
#

@prime valve not possible for sure. Was trying to do the same thing very recently and couldn't figure out a way 😦

nocturne bluff
#

not even with a steam protocol link?

austere granite
#

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 )

nocturne bluff
#

Well it uses the steam browser and i know the steam browser supports steamprotcol links

austere granite
#

Perhaps steam could still work somehow

austere granite
#

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)

rancid ruin
#

do the flares have a mass? maybe that?

ivory nova
#

If the flares are a particle effect you could inherent the class and edit volume/weight/rubbing

#

?

agile pumice
#

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

prime valve
#

@nocturne bluff It just opens up a Steam server window saying "Server not responding", doesn't seem to work

agile pumice
#

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
queen cargo
#

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

agile pumice
#

it becomes true

queen cargo
#

it wont

#

it cant

agile pumice
#

I have player getVariable ["ace_dragging_carriedobject",objNull] running in my watch box, right?

queen cargo
#

so?

agile pumice
#

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

queen cargo
#

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)

agile pumice
#

that makes more sense

queen cargo
#
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 ...

agile pumice
#

still doesnt want to work

#

spawning it in debug

queen cargo
#

accidently copied the wrong one if you just C&P what i posted

#

fixed it

agile pumice
#

didnt even see that hahaha, no excuse on my part >.<
Thanks for the assistance again. I ended up scrapping the event handler thing

agile pumice
#

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?

agile pumice
#

morning all

fallen locust
#

Anybody has issues with moving controlGroups?

#

as in it moves the actuall controlGroup but not the subcontrols?

half jolt
#

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.

vagrant kite
#

I'm not sure I understand what you want...

#
setFlagTexture _flag;```
?
agile pumice
#

looks right to me

ruby spoke
#

Is there any way to disable to pick up a weapon that's on the floor? To disable the action somehow?

vapid frigate
#

maybe disableSimulation + locking it

ruby spoke
#

Locking it in what sense? I tried disableSimulation doesn't seem to do it. @vapid frigate

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'

jade abyss
#

Wasn't there a command, that returns you all animations in a model?

kindred dagger
#

Anybody know of a way to allow different players to see different limited arsenals.

Or if it's even possible?

native hemlock
jade abyss
#

@native hemlock Thx, that was the one i was searching for

native hemlock
jade abyss
#

Yeah, that would explain, why i haven't found it

#

Thx again o7

#

No need to Splitstring the result of fnc_returnChildren anymore^^

native hemlock
#

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.

jade abyss
#

Yeah, the greatest one was animateSource.

#

I am currently going mad with it 😄

agile pumice
#

@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

bold bone
#

Hello guys is it possible to make an AI boat head for shore and beach on the land?

lethal cave
#

is there any way to remove diary records?

keen stream
#

@bold bone a lot of scripting.

bold bone
#

@keen stream would you mind please explaining?

normal citrus
#

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.

ivory nova
#

@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?

bold bone
#

@ivory nova Thanx alot it works effortlessly and beutifully 😄

vapid frigate
#

@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

ivory nova
#

@vapid frigate Oh 😮

normal citrus
#

Thank you @vapid frigate I can work with that.

vapid frigate
#

@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

ivory nova
#

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 😃

vapid frigate
#

You shouldn't need to change too much.. just run the whole particle part client side

#

remoteexec/bis_fnc_mp

ivory nova
#

Oh! In that case, I'll give that a try! Thank you!

bold bone
#

@vapid frigate Thanks will try on a server only tried in editor atm

ivory nova
#

@tough abyss Maybe possible to inherit the relevant base class and edit it? Fire brightness might be defined in CfgLights

knotty drift
#

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.

indigo snow
#

Nou is generally the guy to ask about this

agile pumice
#

anyone else have their setSimpleTaskDescription break with the 158 update?

normal citrus
#

Does anyone know if nearEntities sorts entities from closest to furthest like nearestObjects does? The wiki doesn't specify.

carmine galleon
#

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 ?

native hemlock
#

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]

carmine galleon
#

Thx buddy 😃

native hemlock
#

So the parameters are [height - careless/safe/aware, height - combat, height - stealth]

carmine galleon
#

Ok I see, thank you

carmine galleon
#

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

zealous solstice
#

what is the USPlane?

carmine galleon
#

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

indigo snow
#

try joinSilent

carmine galleon
#

Just tried, no change...

#

Thx for your time btw

zealous solstice
#

USPlane is a Empty Vehicle and you can not let them join a group

#

only units can join a group

carmine galleon
#

OK thx

#

I must une plane 1 driver so ?

#

use*

zealous solstice
#

crew

carmine galleon
#

Thx a lot

zealous solstice
#

did you fill the vehicles?

carmine galleon
#

Yup

#

I understood my mistake

#

Thx a lot man, I can now make it working 😃

nocturne bluff
#

mabye flyinheightasl [min,max]?

agile pumice
#

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

jade abyss
#

Should be better

#

If you wan't it on the correct 100% exactly position.

carmine galleon
#

if you do not setPos, position can be a little bit different on each client when in MP

agile pumice
#

so is createvehiclearray not a good alternative to createvehicle and setpos?

jade abyss
#

Create at [0,0,0] -> SetDir -> SetPos

#

NOT "setPos -> setDir"
(just believe me)

zealous solstice
#

setVectorup 😃

jade abyss
#

Yeah, also before setPos 😄

agile pumice
#

setvectorup before setpos?

#

:S

#

I've always used setvectorup like: _vehicle setVectorUp (surfaceNormal (getPos _vehicle));

agile pumice
carmine galleon
#

Are you executing it serverSide ?

agile pumice
#

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

agile pumice
#

nvm, ill come up with another way

vapid frigate
#

@agile pumice: probably best to put a diag_log outside of all those if statements.. any one of them could be stopping it

agile pumice
#

@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

hasty pond
#

Would one go about making a non-collideable vehicle with _veh = createVehicle ["ah1w", position player, [], 0, "CAN_COLLIDE"]; or without it, I'm confused.

agile pumice
#

"NONE" I believe

hasty pond
#

ok

agile pumice
#

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.

wispy cosmos
#

sup

agile pumice
#

yo

wispy cosmos
#

anyone a math genius?

deft zealot
#

@wispy cosmos what do you need?

wispy cosmos
#

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

deft zealot
#

_obj setVectorDirAndUp [[0, 1, 0], surfaceNormal getPos _obj] this is what you got so far?

#

you can change the [0, 1, 0] vector to rotate the object

#

[sin _angle, cos _angle, 0]
just set _angle as you would use it with setDir