#arma3_scripting

1 messages Β· Page 254 of 1

blissful wind
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not really

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i remember trying it like 17 years ago

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now that was alpha

tough abyss
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ok, let me rephrase

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VR is in its alpha shoes right now, compared to the matrix πŸ˜›

blissful wind
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πŸ˜„

tough abyss
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they predict matrix level to be reached <15 years

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so... that

blissful wind
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who knows what quantum cpuΒ΄s will do...

tough abyss
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how about neural and nanotech... if i told you how far advanced they are already you wouldnt believe me

blissful wind
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i just want speech and eye track πŸ˜›

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goodbye mouse goodbye keyboard

tough abyss
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lol... i want a locomotion solution!

blissful wind
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monorail πŸ˜›

tough abyss
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do you own a VR headset?

blissful wind
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no

austere granite
tough abyss
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the biggest problem with motion(keyboard/mouse/joy) is that the inner ear does not compute when you in the physical word is stationary but your eyes are telling you otherwise

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my bad, sorry

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i just get excited about the future πŸ˜ƒ

blissful wind
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yea man same here, im testing this mission so gaps in my replies FYI

tough abyss
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well... ill end the discussion... as adenteh said, this is the scripting channel πŸ˜ƒ

blissful wind
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yea heΒ΄s right but its not derailing too much it was just a bit of chat no alarms

tough abyss
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πŸ˜ƒ

shut prairie
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Anyone here good with Tonic's Altis Life framework (v4.4r3)?

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Need some help

blissful wind
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ok now its not working again scratches head so is anyone familiar with Vehicle Respawn module expression to set new vehicle name. Any idears?

blissful wind
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why arent editor placed vehicle names persistent.. idk

shut prairie
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@blissful wind It's bohemia your talking about...

blissful wind
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@shut prairie whats wrong with BI?

blissful wind
#

anyways...i could swear this expression was working not long ago

halcyon crypt
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what are you trying to do exactly?

blissful wind
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like i said, the new vehicle that spawns then do so with the name i chose or with the old vehicle name

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_this select 0 setVehicleVarName "" - not working

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and

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_this select 0 setVehicleVar.... (vehicleVarName (_this select 1))

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not working

halcyon crypt
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setVehicleVarName only has local effects, you'll need to run it on all clients

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and since (apparently) the expression only runs server side you'll have to use remoteExec or something similar

blissful wind
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hm... seems more complicated than needs to be, thanks for the lights i ll try it again

halcyon crypt
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are you testing in the editor or on a server?

blissful wind
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LAN

halcyon crypt
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sooo you started arma3server.exe?

blissful wind
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its just me

halcyon crypt
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did you start a server with arma3server.exe or TADST or whatever or did you start it from the editor?

blissful wind
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created a LAn , lauched my mission

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but yea the module i have to edit in the edtor

halcyon crypt
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I guess you're hosting with A3 > MP > host lan then

blissful wind
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thats what i said yes

halcyon crypt
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in that case the host is the server AND client

blissful wind
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yup

halcyon crypt
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that's weird, it should work in that case

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until someone else joins the server

blissful wind
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it worked somehow

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then stopped working

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and now hasnt been working at all

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"my code doesnΒ΄t work i dunno why, my code works i dunno why"

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old joke

halcyon crypt
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you start with vehicle1, it dies and it spawns vehicle2 and then you want to reset it to vehicle1. Correct?

blissful wind
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vehicle1 name is mynameis1, so when vehicle1 dies and vehicle2 respawns, grab and/or change vehicle1 name and set it has vehicle2 name

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so that assigned evenhadlers to vehicle1 work ok with vehicle2

halcyon crypt
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yeah I don't think that's going to work, it's probably better to reasign the EHs

blissful wind
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i swear i did this already a lot of times and sometimes it works and sometimes doesnt and i cant really remember exactly how to hack it all the time

halcyon crypt
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it's a bad idea

blissful wind
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it did work

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lol

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why

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its the simplest

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by far

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or it should be

halcyon crypt
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because vehicle1 is already taken by the engine when you want to reasign vehicle2 to vehicle1

blissful wind
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huh?

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execept vechile1 doesnt exist anymore

halcyon crypt
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yeah nvm.. misunderstood the vehicleVarName thing.. it's not an actual variable.. πŸ˜„

blissful wind
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yea its a grab

halcyon crypt
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well, no clue then. πŸ‘

blissful wind
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thanks for your input anyways

limber wing
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if I am making a dialog and I want it to show a players profile face is there a way to do that?

dusk sage
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I can't see a way without using a camera on the player

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Or a camera on an AI with the same face

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Unless there is some pictures somewhere in the files..

limber wing
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if i use a camera on the player would I be able to make it like a transparent backround and just purely show the unit?

native hemlock
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There is probably a way since you are shown a preview of what the character looks like when you are editing your profile.

limber wing
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that is exactly what I want lol

blissful wind
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@halcyon crypt and now its working and i didnt even change anything, just went through it again

vapid frigate
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I don't think you could use a camera with a transparent background, but you could make a flat background

iron latch
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hey guys i'm making a map with a lot of mountains and am considering making a ropeway with gondola

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i seen somebody make a mod with working trains

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how possible would it be to make working ropeway?

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one of these type deals

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i'll be making the models

tough abyss
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Where is a good place to downlaod missions files to learn SQF?

blissful wind
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SQF? Safe Quality Foods right ? πŸ™ƒ

zealous solstice
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Status Quo Function

blissful wind
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oh it was joke

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a bad one ok

zealous solstice
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πŸ˜„

blissful wind
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😜

jade abyss
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hm, could it be, that drawIcon3D has a prob with Images inside the mission?

native hemlock
jade abyss
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drawIcon3D ["\a3\ui_f\data\IGUI\RscIngameUI\RscUnitInfo\SI_candeploy_stand_ca.paa", [0.1,0.8,0.1,_Transp], (_Unit modelToWorld [0, 0, 2.25]), 1, 1, 0, _Name, 2, _FontSize, "RobotoCondensed", "center", false];

works.

Copying the same file to: MissionFile\imgs

drawIcon3D ["imgs\SI_candeploy_stand_ca.paa", [0.1,0.8,0.1,_Transp], (_Unit modelToWorld [0, 0, 2.25]), 1, 1, 0, _Name, 2, _FontSize, "RobotoCondensed", "center", false];

Does not work.

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BUT the file is beeing loaded by Interfaces/Displays

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Just read what you wrote Penny... -.-

hasty pond
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Object attached to players are still causing me a head ache because they are colliding with other players in MP and killing them. Tried to disable simulation of those objects, but attachTo forces simulation. Any new ideas?

dusk sage
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setmass

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Either that or disableCollisionWith, which is a pain in the ass

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Just use setMass with an incredibly low mass, and the killing should stop

hasty pond
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I'll try setting the mass to something as small as possible and see if this still happens. Thanks!

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Works like a charm in SP, have to check in MP to make sure

fallen skiff
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I just tried those MISSION_ROOT tricks from KK mentioned by Pw above, works, very cool

little eagle
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oh wow. People found a use case for parsingNamespace after all. I guess I lost my bet

meager granite
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What is it?

little eagle
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EDIT6: So far, this is my favourite. MISSION_ROOT can be defined in description.ext. missionConfigFile just doesn’t work this early, but __FILE__ does!

//description.ext
__EXEC (MISSION_ROOT = __FILE__ select [0, count __FILE__ - 15])

//from any script
_root = parsingNamespace getVariable "MISSION_ROOT";

http://killzonekid.com/arma-scripting-tutorials-mission-root/
from above

hidden void
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guys does anyone know the altis life discord? its an emergency

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got an error ive never encountered before and i need an a3l scripter

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i looked everywhere

little eagle
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idk any. is there one? google knows nothing

meager granite
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Ah, nice

hidden void
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OMG thank you

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oh wait

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theres no url there

little eagle
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huh? It said "you are invited", I pressed "join" and now I'm on the AL discord

hidden void
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thats not the right one

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fuck.. can anyone help me here?..

little eagle
hidden void
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i suppose it is but everythings locked

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last one i was in had like 200 people in it

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but anyways.. can anyone help me here?

little eagle
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idk maybe

dusk sage
tough abyss
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I've been looking around but not finding anything but is there a code to make AI wonder around.

vapid frigate
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you can setup waypoints with SQF or use commands like moveTo/doMove

tough abyss
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Alright thanks

vale hull
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if you pass in a radius to the create waypoint command it will generate a random waypoint with in that radius

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_group addWaypoint [position _unit,_radius];

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call that however many times for the amount of waypoints you want in that radius

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for [{_i=0},{(_i < _wpcount)},{_i = _i + 1}] do {
_group addWaypoint [position _unit,_radius];
};

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if you make the last waypoint a CYCLE they will continue around for ever

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@tough abyss

tough abyss
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Position being the X & Y axis?

vapid frigate
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for [{_i=0},{(_i < 10)},{_i = _i + 1}] do {
(group this) addWaypoint [position this,500];
};

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position _unit < gets the position of a unit

tough abyss
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Ok so my test AI runs instead of walks. Any code to slow them down?

vapid frigate
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you know you can place these waypoints with the editor?

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and things like speed

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but to do it with script you can use these inside that for loop

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setwaypointcombatmode and setwaypointspeed in particular

tough abyss
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I've done set waypoints but I am aiming for random to throw off my group running different operations.

vapid frigate
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you'll probably want to add a 'cycle' waypoint at the end too

vale hull
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wp1 setWaypointBehaviour "SAFE";  
wp1 setWaypointSpeed "LIMITED";
for [{_i=0},{(_i < 10)},{_i = _i + 1}] do { 
     (group this) addWaypoint [position this,50]; 
};
wp2 = (group this) addWaypoint [waypointposition wp1,0];
wp2 setWaypointType "CYCLE";```
tough abyss
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Apperciate the help guys

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And judging by my spelling I should go to bed lol

vale hull
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nps, should walk with that one too unless they get into combat or spooked if they are civs

tough abyss
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Yea I'm currently mapping and scripting civs to just wonder the town. I already have a patrol script set. Just couldn't seem to find the right script for civs.

meager granite
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Vehicles - due to technical limitations, the unconscious state in vehicles is not supported. Players die immediately

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lul, moving dead bodies out of vehicles is indeed too advanced feature for Arma 3

blissful wind
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just for Arma ? lol

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πŸ˜›

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whast the problem with z ? the multiply ?

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yea i was going there

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or grab the result of the z multiplication and then subtract it

jade abyss
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stupid Random delay of setPos/setDir on MP... i believe... i'll become insane with that...

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Hu?
Is player modelToWorld [0,10,0] not enough?

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_Pos = player modelToWorld [0,5,0];
hint str _Pos;

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Wouldn't it be better to use lineIntersectSurface? if smth < 5m -> DoYouStuff

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Or lemme ask this: What are you trying to achieve?

blissful wind
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wouldnt that only work if the player is looking straight ahead?

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i mean if you dont use the z value

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bah, not looking, i mean the barrel, you know

jade abyss
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lmao

little eagle
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modelToWorld operates in the AGL system, so the ground is always at 0

zealous solstice
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take a look in ACE3 there are Laser Pointer

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i think @little eagle wrote it

little eagle
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estel made it less shitty though

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you should've seen it before lineIntersectsSurfaces existed

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yikes

little eagle
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in VR or is that related to a slope again?

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_p0 = AGLToASL (player modelToWorldVisual (player selectionPosition 'righthand'));

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and then convert back via ASLToAGL before using drawIcon3D

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weaponDirection is ASL (or rather, not modified by terrain)

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And if you scale that with vectorMultiply

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you obviously don't account for the bend reference system that is AGL

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When in doubt, convert everything to ASL..

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CBA_fnc_kill = {
    params ["_unit", "_killer"];

    private _projectile = "B_556x45_Ball" createVehicleLocal [0,0,0];

    _projectile setShotParents [_killer, _killer];
    _projectile setPosASL AGLToASL (_unit modelToWorld (_unit selectionPosition "head"));
    _projectile setVelocity [0,0,100];
};
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hype for 1.64 this week

velvet merlin
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Added: It is now possible to set a custom speed for the animate and animateSource script commands

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sounds interesting - what are practical uses for that?

halcyon crypt
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windmills / windturbines perhaps, basing the speed on the wind?

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probably not but still πŸ˜„

austere granite
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Making slow turret rotation or so

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Opening doors fast/slow

velvet merlin
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TakeOnMars VR maybe

little eagle
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Maybe you can instantly open doors with charges now instead of having to wait for the slow ass animation

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Only seems to work for objects created with createSimpleObject, and will only work for certain selections.

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no

little eagle
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Does it understand that call compile str if true actually works though?

velvet merlin
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try it

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but i doubt it

severe pendant
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Can I use this server-side to create a marker with the text "PANCAKE CITY"?

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test = createMarker ["marker1", [2106.9,7898.49]];
test setMarkerShape "ELLIPSE";
"marker1" setMarkerSize [300, 300];
"marker1" setMarkerBrush "SOLID";
"marker1" setMarkerColor "ColorRed";
"marker1" setMarkerAlpha 0.3;
"marker1" setMarkerText "PANCAKE CITY";

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Or do I need to do something more?

lime tangle
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When a script is entered in the init box in the editor on an object, where is that executed? Just on the local client?

little eagle
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should work.
don't name it something generic as marker1. At least give it a tag. Otherwise it might collide with an already existing marker

tough abyss
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Can i just play the sound of an Arma 3 explosion?

little eagle
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yes

lime tangle
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@little eagle any ideas on my question?

tough abyss
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Eith play3dSound?

little eagle
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yes ^

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@lime tangle no. Just weird that you use test and then "marker1"

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It's playSound3D though

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not play3dSound

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but same diff

fallen skiff
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commy do you happen to know where that tutorial is about installing the arma modding setup? you know when you end up with P: drive and a3/ folders etc -- i'm doing a big OS reinstall here

little eagle
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the BI tool creates the P drive

fallen skiff
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I'll read it anyway, probably valuable info, thanks

blissful wind
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ok so Syndikat is supposedly GUER but the trigger activation has to be set EAST πŸ™ƒ

tough abyss
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@little eagle thanks a lot for the help.

little eagle
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yw

blazing zodiac
little eagle
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but those are custom buildings... with adjusted model.cfg... of course you can do it with those. but not the stock content

blazing zodiac
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Yes you can, I used that building because it was made for my mod by em. But the system works perfectly on stock buildings as well

little eagle
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and how do you remove the door?

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what's the magic SQF line?

blazing zodiac
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You don't, you just instantly open it

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I wish you could blow the doors off

little eagle
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How does one instantly open the door though

blazing zodiac
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On stock buildings that is

little eagle
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animate does not support altered animation speed atm.

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how

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?

blazing zodiac
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Let me take a look, I wrote it a year ago.

dusk sage
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Speed up time first πŸ˜„ ?

little eagle
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no can do in MP

blazing zodiac
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the third part of that array is speed

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I used true and it's instant

little eagle
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speed: Boolean or Number - When true animation is instant. Since Arma 3 v1.65.138459 Number > 0 is treated as config speed value multiplier

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" Since Arma 3 v1.65.138459 Number"

blazing zodiac
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I knew you weren't able to alter speeds before, but instant was always possible

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well not always

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but you know what I mean

little eagle
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how?

blazing zodiac
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by setting it to true, the code shown in that video has been functional for at least 6 months

little eagle
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the third parameter is not in 1.62

blazing zodiac
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_target animate[_anim, 1, true];

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yes it is

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try it now if you don't believe me

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that's the code I used for it at least 6 months ago

little eagle
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I'm on dev atm

blazing zodiac
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ah gotcha

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it is functional though and has been for quite a while

little eagle
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Never heard of the thrid parameter prior to 1.64 : /
did they lie to me?

blazing zodiac
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dunno, it was a neccessity for the breaching system though as you could imagine.

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Having the door slowly open just defeated the purpose entirely

little eagle
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instant: Bool - true: animated instantly and without sound, false: normal animation (since Arma 3 v1.47)

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ohh

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1.46. I must've missed it back then

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wiki history ftw

blazing zodiac
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Probably why when I tried to find a decent breaching system none existing a while back

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around 1.50

little eagle
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yeah

blazing zodiac
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That's why I wrote that one

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It's not perfect but it's pretty solid for my uses

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I reallllly wish we could remove/blow hte doors off though

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That would be incredible

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Or better yet get a destroyed door model

little eagle
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they'd have to redo all the house models. not gonna happen

blazing zodiac
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Yea I know, unfortunately.

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I know in DayZ they changed how the doors themselves worked entirely so hopefully something will be doable there.

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But who the fuck knows how enScript is gonna turn out

little eagle
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I don't think another script language helps when the engine and the models don't support it

blazing zodiac
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If I understood them correctly they redid them in the engine a while back

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Around a year ago

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To allow for locking and them being their own objects and not just part of the buildings

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In DayZ that is of course

little eagle
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locking is cute when you can vault right through the doors

blazing zodiac
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Lol right, I haven't actually tried it in DayZ but I'm sure the same issues apply there.

little eagle
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idk dayz. too few ifv and tanks there

blazing zodiac
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Yea, I enjoy playing it every now and then but it's definitely limited without all the extras from ArmA even once the mod tools are available. I've mainly been watching progress on the engine itself since they've claimed they'll be using it for ArmA 4, but even with that who knows if that'll play out.

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I will say I am enjoying the renderer though, getting 150fps on full servers in cities with maxed settings(minus AA) is certainly a nice change of pace.

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But only time will tell how the engine pans out and if we get it for ArmA 4 and I can't even imagine how far out ArmA 4 would be either way.

little eagle
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Is onRespawnMenu being executed in uiNamespace a bug or intended?

tough abyss
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Would there be a way to script some kind of answering machine? For example a player types !rules, and a script will answer using any chat channel or even a hint to display text?

blissful wind
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!g execute scripts via chat

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okay... lets try again

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!google execute scripts via chat

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😦 no bots snif snif

clear tendon
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Does anybody have something ready - or can point me in the direction - regarding a musicplayer/script/trigger when player(s) are in certain verhicles? i.e player(s) enter a halicopter and a tune plays. I've seen alot or radioplayer or menubound/triggerd play scripts, but haven't really found that one thing...

tough abyss
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ah awesome, thanks @blissful wind

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script that check if player has entered a vehicle and playSound?

clear tendon
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Yes, and preferably also stops it when player(s) are no more in said vehicle(s).

blissful wind
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vehicle created in editor or script ?

clear tendon
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editor

blissful wind
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name your vehicle, add an eventhandler and bam πŸ˜›

clear tendon
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But, does that play locally or for everybody

blissful wind
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depends on what he wants to do but thereΒ΄s ways

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thats not the issue

clear tendon
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well, it's for shits and giggles; our team/group flies out to objectives as an airdrop. They want to play Somebody To Love or Valkery, albeit not tooo loud πŸ˜›

blissful wind
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just the kind of action im looking for

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lol jk

clear tendon
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You're always welcome to partèyh - when this works and is in place, hahaha

blissful wind
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i saw your video on the looking for squad or whatever it was... thanks for the invite but i ll pass... too much noise and im always grumpy lol

clear tendon
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Ghehe, that's cool, love it or hate it... now just that script to get set

blissful wind
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sure man we cant all like the same flavors

limber wing
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how would I go about making a custom loading screen? Sort of like the way that Exile does it where the whole screen is taken up by an image.

tough abyss
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I'm fairly certain that's an addon deal.

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Not 100% sure though, since I've never seen it done in vanilla arma 3.

limber wing
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I'm almost positive you need an addon to do it, just no clue how :/

tough abyss
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Can i lock a house doors even for AI?

shy bear
#

Hey ppl any1 with knwowledge of HeadlessClients in here?

quiet bluff
#

yes

tough abyss
shy bear
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already done that no response..

open vigil
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Asking in other channels will not get it answered any faster. What it will do is annoy other users.

tough abyss
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^

tough abyss
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Evening all, how do I get a function to execute or change the state of something in another scope, e.g. with an interaction which sets a procedurally generated task. I tried outputting the task name as a string into the closure of the function

{[toString[_demoTask], "SUCCEEDED",true] spawn BIS_fnc_taskSetState;},

#

However it still has the scope problem, is there a way to do a callback in ArmA 3?

little eagle
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pass _demoTask as argument in addAction

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there is a parameter for that

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whatever you pass will be _this select 3 in the statement scope

tough abyss
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Hmm tried this an it is complaining about type {[_this select 3, "SUCCEEDED",true] spawn BIS_fnc_taskSetState;},

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Gonna try _this select 3[0]

little eagle
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_this select 3[0] does not look like SQF

tough abyss
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Hmm that doesn't work either

little eagle
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what does it complain about exactly?

tough abyss
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That select 3 is an array and not a string

little eagle
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full addAction code?

tough abyss
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I am guessing I need to access the first element in that array as I am only passing one argument, not sure what the syntax for a 2d array is though :/

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Would be nice if Arma had hashmaps πŸ˜ƒ

little eagle
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yeah, you passed an array containing your variable

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_this select 3 select 0

tough abyss
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Thanks @little eagle , it is working beautfully now. Mind if I credit you in my Mod?

little eagle
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But I haven't done anything yet.

tough abyss
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Yes, you have helped me greatly in writing these functions πŸ˜ƒ

little eagle
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Sure. Thanks. yw

tough abyss
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Anyone have any recommendations on a good intro script for a mission?

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What do you mean 'intro script'

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As in a way to start the mission with cinematic feel. I am experimenting with fnc_type_text etc

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Oh. Here's a script I use in my missions.

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I have done some very neat things with it.

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wow thats cool thanks!

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You're welcome.

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Slightly off topic but have you made any campaigns? I am trying to figure out how to get my missions to work in side a campaign folder.

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Is this the best way to check if an object is a vehicle or not?

_this isKindOf "Tank";

limber wing
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so I have this camSetTarget _unit and instead of putting it on myself when I die I would like it to set the target as the person who killed me, how would I do that?

little eagle
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camSetTarget _killer;?

limber wing
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thanks, ill try

vague hull
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is there a way to have structuredtext showing an image in the back and a text overlaying it?

blazing zodiac
#

2 seperate controls maybe over each other? @vague hull

vague hull
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Trying to avoid that :S

blazing zodiac
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I don't think you can since the image path is the text field for images

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I may be wrong though

vague hull
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I am trying to make something like the mpinterrupt menu

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And its really stressy handling always two controls when only the button is what I care about

little eagle
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one control, one texture

vague hull
#

yeah.. but I need to move both just like when the optionsbutton is clicked

little eagle
#

maybe put them into a third control? A controls group? You can move that and both child controls will move, yet you can give each individual a different texture

steep matrix
#

what was the magic sqf cmd combo to filter specific weapons from the config space - say all launchers?

#

_allLaunchers = '(configName _x) isKindOf ["Launcher",configFile/"CfgWeapons"]' configClasses (configFile/"CfgWeapons");

dusk sage
#
_allLaunchers = '(configName _x) isKindOf ["Launcher", configFile >> "CfgWeapons"]' configClasses (configFile >> "CfgWeapons");
#

You'll get the paths with this though, and the bases

clear tendon
#

Can anybody help me with this? I've set respawndelay to 10 seconds. Player respawn_west is a marker, and set in the mission; when people join the game, or die, they see the black screen /w a timer but cant join. Apparently under the timer theres an invisible button, but i cant for the love of god find anything to make it visivle

#

if i dont add that people instant respawn to the respawn_west marker...

blissful wind
#

@clear tendon I want to help you but its a bit confusing what youΒ΄re saying, can we get a screenshot maybe?

clear tendon
#

@blissful wind would need to do that at home in a few hours, but do you know the coundown timer you see when you die - if set?

blissful wind
#

@clear tendon sure man, its confusing you say people join but then cant join

clear tendon
#

ah, let me rephrase

#

people can connect, they join in the game, wait to respawn, the countdown timer shows --:--:-- but nothing happens, untill you look for a button, that's about 1-2 below that counter... which you cant see.. πŸ˜‚ @blissful wind

blissful wind
#

areyou using the respawn templates MenuPosition or MenuInventory ?

clear tendon
#

None set, read it default if not, correct?

blissful wind
#

so they should respawn instantly after the timer

clear tendon
#

Yes, they should... but dont untill you hit that button they cant see

blissful wind
#

the timer shows like at the bottom of the screen.. there isnt much space for anything else

tough abyss
blissful wind
#

@clear tendon a screenshot would help, so when you can...

tough abyss
#

I tried \a3\Sounds_F\environment\ambient\quakes\earthquake1 and don't noticed any sound.

austere granite
#

add .wss πŸ˜‰

tough abyss
#

@austere granite thankyou, i will try.

#

wss = Wendell Sound Sample

clear tendon
#

@blissful wind i will

little eagle
#

@tough abyss I think no extension means that it falls back to .wss

#

what is important is that you either do or do not use the leading slash in the path

#

I can't remember which, but one way means "search mission folder" while the other means "search addons folder"

dusk sage
#

Did the update to str escaping happen in 1.64?

tough abyss
#

Yeah its in changelog, should be easy to test out

little eagle
#

let's see what this breaks

steep matrix
#

any suggestions how to visualize and output info best about damage event for vehicle test mission?

little eagle
#

health bars. if you mean for every hitpoint, then multiple health bars

#

and they should change from green to red

#

it's simple and effective I think

steep matrix
#

well how useful is that? like to get the damage state of the target vehicle is useful, however besides that i would think one wants more specific info

little eagle
#

what else is there?

steep matrix
#

like what components were damage in what order and how grave (in %) - same for crew, direct vs indirect, deflection event, impact angle, project speed and energy at impact

#

probably stats of affected components (from config and penetration material)

blissful wind
#

for insurance purposes ofc πŸ˜›

little eagle
#

probably stats of affected components (from config and penetration material)
pointless. the biggest impact comes from the denisity of the hitpoints in the hit-points LOD. No way to get that with scripting

dusk sage
#

Yeh, the str update borked all the life servers @little eagle

tough abyss
#

Won't take much for them to fix it, plus its a good change
Will allow to properly parse a str _array that contains user input, useful for sending info to extensions etc

#

Am kinda surprised it actually broke something to be honest. Be interesting to see the code it broke, unless you were manually parsing strings to escape quotes

little eagle
#

of course it breaks stuff

#

you changed the behaviour of a low level command completely

#

that always breaks stuff

tough abyss
#

That lowlevel engine function was broken to begin with ;)
Anyway lifeserver issue is an sqf function to parse a string, before it was sent to extension

little eagle
#

was it broken though? or was a single "" inside a string meant to be a single escaped quote mark.

tough abyss
#

Tonic had old sqf function to parse a string and replace " with ' before it send a raw sql query to extension to run.

cinder cloud
#

Would this affect A3Wasteland?

little eagle
#

Maybe

tough abyss
#

Nah wasteland will be fine

little eagle
#

We'll hear about it if it does

cinder cloud
#

Thanks - A3Wasteland is looking okay.

little eagle
#

oh god. setUnitLoadout is fucked

cinder cloud
#

Elaborate?

little eagle
#

they switched ammo count and mag count

cinder cloud
#

πŸ‘

little eagle
#

so now instead of 7 mags with 30 rounds it gives 30 mags

#

but not with 7 rounds

#

because apparently it ignores the ammo parameter if the mag count is > 1

tough abyss
#

My Arma 3 is updating!!!

#

120 fps on a 3DFX Voodoo 2 mb! Wooooo! Kinding πŸ˜›

#

Yeap they changed the syntax for set/load commands, did have a nice warning on the biki. Been waiting on this update before i touched it

#

I will take a look.

#

@tough abyss what set function had changed syntax?

little eagle
#

setUnitLoadout

cinder cloud
tough abyss
#

Thankyou!

tough abyss
#

Looks like remoteexec with -2 or a local object, doesnt call the function :(, used to.

little eagle
#

in SP?

tough abyss
#

in MP

little eagle
#

-2 should execute it on every dedicated client

tough abyss
#

Yeah i know only testing with local server & 1 client connected atm.

little eagle
#

PVEH ftw

#

man you are calm. BI breaks so many things this update and you just "code around it"

tough abyss
#

nm i fucked up

little eagle
#

phew

tough abyss
#

Hai! I noticed "getDir _road" allways return 0 after using it in tons of situations... It's right?

#

For example, to place a vehicle near a road, along it, i get the road orientation with getDir _road.

little eagle
#

seems like a bug. or roads are just not supported by the command

tough abyss
#

@little eagle thankyou i will try that.

#

i can set the vehicle vector dir acordingly to the road vector dir.

tough abyss
#

lol, vectorDir returns... [0,1,0].

#

[0,1,0] is 0.

#

i want to place sandbags on the roads on the obvious position they should be, but can't

#

It's an automatic process, so i need to calc road direction.

little eagle
#

hmm

tough abyss
#

I will need to find the connected roads and make a vector from one to another.

little eagle
#

what about calculating the direction to the nearest next road segment?

#

yeah

tough abyss
#

Thats!

#

But this is not ok for crossroads.

#

Roads with 3 or more connections.

#

And i place Towers on the crossroads.

#

But can't calc better tower direction.

#

let's see....

tough abyss
#

_objectOnRoad setDir ([getPosASL _road,getPosASL ((roadsConnectedTo _road) select 0)] call BIS_fnc_dirTo);

clear tendon
#

@blissful wind it'll come tomorrow (the screenshot)

#

new question: how can i limit usuage of a synced module, by certain players? I.e i have 4 units (player1, 2, 3, 4) and those are allowed to use it, and not the rest...

tough abyss
#

make a reserved slot script, name your player slots and use them in said script

#

could use UID, mine uses squadXML tags

clear tendon
#

i've got four players: pilot_1, 2, 3, 4 --> only those should be allowede to use the module

tough abyss
#

then you just restrict the player slots pilot_1,2,3,4 to player UIDs? Or do you want other players to get in the pilot slot too but not use the module

clear tendon
#

Anybody who takes one of the pilot slots can use it, the rest cant

tough abyss
#

what module are we talking about here?

clear tendon
#

thirdparty, sadly; spyder addon: vehicle spawner

tough abyss
#

is it similar to VVS?

#

cause I have that locked on SquadXML

#

dude

#

tutorial!

clear tendon
#

normally the spyder addon needs to be synced to an object, but that doesn't limit anybody to use it

tough abyss
#

are you even >7 yo?

clear tendon
#

in the main menu, single player, tutorial

tough abyss
#

or even watch a youtube video on it

clear tendon
#

^

#

-_-

tough abyss
#

then GTFO

clear tendon
#

@tough abyss back to the subject. normally the spyder addon needs to be synced to an object, but that doesn't limit anybody to use it

tough abyss
#

hm that's a tough one then

clear tendon
#

the addon has an init field though

tough abyss
#

@brave fog if you're not gonna help please shut it. @lavish ocean can you keep an eye on this one?

#

hm hm doubt that's gonna help us

#

do you have a link to an armaholic page?

clear tendon
tough abyss
#

@brave fog please stay out of this

#

alright @clear tendon this guy's gonna help you out

clear tendon
#

well, please do tell

willow basin
#

wtf what?

clear tendon
#

Yeah, totally helping @tough abyss

#

@brave fog module needs sunch to an object, but i want it to be limited to set players to use it, instead of everybody

tough abyss
#

I'll PM you, I've had enough of this twat

willow basin
#

Just right click his name and block him so he can troll himself.

clear tendon
#

thank you @willow basin

tough abyss
#

I asked Dwarden if he could get Southern off this discord server permanently

#

We'll see what happens πŸ˜‰

#

@clear tendon Problem solved?

clear tendon
#

still working on it

open vigil
#

Need help?

#

πŸ”¨

fallen skiff
#

yoo hoo FM I need help

open vigil
#

I was referring to Ban Hammer type help.

fallen skiff
#

oh heh

open vigil
#

Loads of people out there better at scripting than me.

fallen skiff
#

I have learned the basics of scripting now but i'm not even sure if the thing I want to do is a scripting thing or a config/modding thing

#

so I'm floundering around a bit

#

do you do any config stuff?

open vigil
#

No, these days I just keep order. Too busy with RL stuff to do Arma work.

fallen skiff
#

ok

tough abyss
#

How can I check to see if the NVG slot is empty on a player?

#

I want to remove NVGs if a player tries to pick them up.

little eagle
#

hmd _unit == ""

tough abyss
#

can you script weapons on vehicles? like if I wanted to strap a pair of 50 cals onto the seadoo?

little eagle
#

no

#

you can only attachTo the static weapons

fallen skiff
#

commy2 can you get me an invite to chat on the ace3public slack server?

native hemlock
fallen skiff
#

when i press get invite nothing happens -- and I have no 'domain name' to enter

#

do i use email address?

native hemlock
#

Yes, your email address

fallen skiff
#

got it thanks Pw

steep matrix
#

for the record whats NOT in 1.64:

b:CONTROL ctrlsetdisabledcolor ARRAY
b:OBJECT setunitloadout CONFIG
b:SCALAR tofixed SCALAR
b:STRING callextension ARRAY
n:isremoteexecuted
u:getunitloadout CONFIG

lavish ocean
tough abyss
#

@open vigil this guy SouthernLaw was trolling and spamming the chat as you can read a bit back but @clear tendon and I got the script working

open vigil
#

I took care of it

steep matrix
#

is there a way to have infantry use vehicle weapons in A3?

lime tangle
#

setUnitRecoilCoefficient should this command be ran on local or server

little eagle
#

local effects

vague hull
#

is there some trick to get the render to texture resolution higher than 512x512 without messing the picture up? (Also what is better for quality lesser or more mipmaps and what is the aspect? o.O)
Thanx allready :)
Maybe the answer to this should also be added to:
https://community.bistudio.com/wiki/Procedural_Textures

#

ok I think I figured out the aspect ratio

dim terrace
#

afair no

#

Rendering context "main" created successfully, memory taken = 294901760
17.862: -------------------------------------------------------
17.862: Aperture surface format R32_FLOAT
17.865: -------------------------------------------------------
17.865: Creating rendering context "r2t"
17.865: Creation parameters:
17.865: _width = 512
17.865: _height = 512

#

from diagnostic.exe debug.log

#

seems to be hardcoded

little eagle
#

512x512 is the hard coded maximum iirc

vague hull
#

Is there any other way to do the same thing?

#

I am trying to render a character in a dialog

#

Thx for the answer first of all, I just thought I was to stupid to get it to work properly ^^

steep matrix
#

u:useaiopermapobstructiontest BOOL

#

did BI leak this into 1.64 by mistake?

#

forceFollowRoad
setConvoySeparation
getMissionLayers
getMissionLayerEntities

#

other new undocumented stuff

austere granite
#

getMissionLayers might be a 3DEN command, returning the layers available on the left side pane

#

getMissionLayerEntities probably returns all entities connected to one of those layers

#

Kinda useful actually, i had a moment in the past where I could've used that nicely

nocturne basalt
#

Hi guys. How can I set a global variable that I can use in all my sqf scripts?

#

is it like this? global ["_myGlobalVariable1"] ?

distant egret
#

MyGlobalVar = any. @nocturne basalt

nocturne basalt
#

thanks

#

I thought I had to tell the script that the variable is global

#

this means that its only local and only accesable inside the sqf script right?

#

_myvariable = _this select 0;

#

?

steep matrix
#

@austere granite good call - yet none of these cmds are used in BI scripts or missions

#

ok spoke too fast - found one:

        private _linkedLayersString = _objective getVariable ["LinkedLayers", "[]"];
        private _linkedLayers = call compile _linkedLayersString;

        {
            {
                _clutter append _x;
            }
            forEach (getMissionLayerEntities _x);
        }
        forEach _linkedLayers;

.\a3\modules_f_mp_mark\Objectives\functions\fn_moduleHvtObjective.sqf

little eagle
#

@nocturne basalt
If the variable begins with a leading underscore it's a local variable. And those are only available inside the script and only inside the scope they are defined and all child scopes.
If the variable begins with a letter from the alphabet, it will be a global variable and available in all scripts (but only in the current namespace they where defined).

nocturne basalt
#

ok thanks

round scroll
#

is there a way to rotate a dialog control? I would like to display an arrow image and rotate it according to relative direction

vague hull
#

ctrlSetAngle

round scroll
#

thanks, Senfo!

vague hull
#

Np

jade abyss
#

Hint: ctrlSetAngle only rotates the IMG, not the Ctrl itself.

round scroll
shut prairie
#

Hey,
Getting
19:41:33 "extDB2: Error with Database Connection"

#

With altis life, any idea?

#

(Note: I have added new columns and stuff to the db, and added PMC "East" to it aswell)

tough abyss
#

extDB2 has its only log file, it will have more detailed info about the error.
Also you should try ask in altis life discord for support i.e http://www.altisliferpg.com/ link for discord at the bottom

shut prairie
#

@tough abyss that discord link doesn't work for me so

#

Also that's the old forums

tough abyss
#

Yeah they got the domain back and the community is redoing stuff.
Including discord & github repo, you are best off asking there for support>
Also the discord link works fine

shut prairie
#

Oh, damn

#

A couple weeks ago, so

#

@tough abyss
I LOVE how descriptive your logs are.

[16:53:12:356391 --4:00] [Thread 12088] extDB2: Database Type: MySQL
[16:53:12:362706 --4:00] [Thread 12088] extDB2: Database Session Pool Started
[16:53:12:420296 --4:00] [Thread 12088] extDB2: SQL_RAW_V2: Initialized: ADD_QUOTES True
[16:59:10:202128 --4:00] [Thread 12088] extDB2: Stopping ...
tough abyss
#

Default extension only logs on errors, debug extension logs erros & all inputs/outputs to extension

#

So if you are still getting database errors, it will be sqf error or you are looking at wrong logfile.
Regardless you should go to altis life for support.

shut prairie
#

Uhm, problem with that

#

Idk what forums i should use

#

The one they recreated the original forums

#

or the one that's "official"

#

@tough abyss extdb_debug isn't posting logs

tough abyss
#

Well you messed up, you just switch out the extDB2 dll with the debug one
Anyway i don't provide support for extDB2 anymore, i closed the repo months ago and rewrote the extension.
Plus i really don't wanna be spamming this channel with non sqf chat.

Issue is 99.9% going to SQF error or you didn't look at the correct logfile.

shut prairie
#

uhm, there's no new error logfiles.

#

theres NONE.

#

but k

tough abyss
#

If there is no log file then the extension didn't run at all.
1)Missing requirement (should be impossible since you had normal one running)
2)User Error
Anyway you really should go to altis forums/discord (say hello and wait for someone to give you access to the different channels) and just ask for help.
goodluck

shut prairie
#

@tough abyss The extension did run. the server rpt shows @extDB2_DEBUG is being ran

tough abyss
#

That shows the addon was loaded, nothing todo if the extension ran or not

tough abyss
#

Is there any way I can mimic the CAS gun run support module via scripting?

willow basin
#

o.O my callExtension script suddenly stopped working 😭 I remember that "str" has been changed, does this maybe also affect "format" ?

west lantern
willow basin
#

Ah, nevermind. BattlEye decided to block the access to my DLLs again -.-'

tough abyss
#

Disregard that last post, I got it.

#

Oh, now I have a question.

#
_grenadierArray = ["SQL1"];
sleep 1;
_grenadeposition = getPos (_grenadierArray select 6);
hint str _grenadeposition;
#

"Error, Zero divsor" in Line 3

#

Is it because I'm selecting 6 from an array

#

nothing's returning for the 6.

#

ah, probably because i ripped it out of an eventhandler

#

What's the best way to sleep within an eventhandler?

#

hint str count _grenadierArray;

#

Because I know sleep doesn't work

#

[] spawn { ..all that code }; inside the event handler

#

if that event handler is gonna run a lot, that will be bad to do..

#

Ah, thanks. And it won't be, only about, uh, six times at the max.

#

ok. pass any variables into the new scope of the spawn, thru that empty [] array

#
{
if ((_this select 5) == "UGL_FlareCIR_F") then
{
[] spawn {
_grenadierArray = ["SQL1"];
sleep 1;
_grenadeposition = getPos (_grenadierArray select 6);
hint str _grenadeposition;
};
};
}];
#

Whups, I see where I bollocksd that up

#

if that unit is named sql1 in the editor like that, then you can refer to him as that: getPos sql1;

#

well, i want to get the position of the IR grenade he fired

#

oh gotcha

#

and i'm actually not quite sure where i messed up that code now

#

getPos (_this select 6); projectile: Object - Object of the projectile that was shot out

#

That doesn't work.

#

It doesn't take the local or global variable of 'this'.

#

Syntax highlighter doesn't highlight it like a variable either.

#

oh, cause you have to pass that whole _this into the spawn

#

_this spawn { all that };

#

it's a special instance of scope getting changed, dumping all your local variables I think

#

ahh!

#

eureka

#

that's actually still not highlighting the variable but i'll try it anyways

#

_this select 6

#

not this select 6?

#

yep

#

Oh. Hey. It worked

#

gr8

#

Thanks, Syntax highlighter. Β―_(ツ)_/Β―

#

And thank you, opec!

#

np

#

scroll up and help me get PiP tv displays on remote uav designators working πŸ˜ƒ

#

I wish I could πŸ˜„

#

Oh, another quick question -- What's the best way to add height to a returned coordinate array?

#

_high = [_pos select 0, _pos select 1, (_pos select 2) + 999 ];

#

Thanks!

tame portal
#

Huh

#

Is there a way to not do a debriefing when #restart ing the mission?

tough abyss
#

@tough abyss https://youtu.be/vOdsKS8DhR4 Got it all worked out. I'll make a lot more improvements (I already adjusted the timing of the chat and actual splash so it's more realistic) and I'll end up making it good and proper, but thanks again for your help.

nocturne bluff
#
_mypos = (getpos _unit) vectoradd [0,0,200];
steep matrix
#

how to visualize a point of impact well? like some particle cloud or something else? sample code/script would be much appreciated πŸ‘Ό

nocturne basalt
#

is it possible to animate certain effects?
for example these:

        class Exhausts {
            class Exhaust1 {
                position = "exhaust_l";
                direction = "exhaust_l_dir";
                effect = "ExhaustsEffectPlane";
            };
            class Exhaust2 {
                position = "exhaust_r";
                direction = "exhaust_r_dir";
                effect = "ExhaustsEffectPlane";
            };
        };

        class WingVortices {
            class WingTipLeft {
                effectName = "WingVortices";
                position = "body_vapour_L_E";
            };
            class WingTipRight {
                effectName = "WingVortices";
                position = "body_vapour_R_E";
            };
        };

the wingvorticies won't follow my wings when they fold back.... If it's not possible, can I hide them, and unhide another memoryPoint for the effect instead? or maybe switch to another memoryPoint when a certain animation is activated?

cinder cloud
vapid frigate
#

3 tildes on each end `` `

#

@nocturne basalt can you add the memory points to the skeleton? not sure

#

put them in selections in the skeleton

cinder cloud
#

Tildes are ~
Backticks are ` πŸ˜‰

vapid frigate
#

can you do it with publicvariableclient? i didn't think you could get other clients owner IDs from a client?

#

don't know of another way other than remoteexec though

#

true

#

with remoteexec you don't need to though

#

oh ok

nocturne basalt
#

@vapid frigate I did try to both add them in the same named selection as the wing that animates, and I did try to add the selection to the skeleton following the wing. It seems these types of effects won't animate like ordinary selections. Thats why I wondered if it's possible to use multiple points and maybe switch between them

vapid frigate
nocturne basalt
#

@vapid frigate ok I'll give it a try. thanks πŸ˜ƒ

lavish ocean
willow basin
#

I think there's a mayor bug since the latest stable releases. ``` _buildPos = (position cursorObject);
_buildPos set [2,0];

    hint format["%1 isEqualTo %2 = %3",[12097,2330.52,0],_buildPos,[12097,2330.52,0] isEqualTo _buildPos];``` Gives me: http://steamcommunity.com/sharedfiles/filedetails/?id=769242655 -- same with "in"
austere granite
#

decimals? πŸ˜ƒ

willow basin
#

? you mean the decimals in the array? there shouldn't be any problem... atleast I never had problems before with decimals.

#

Thing is, if I convert both arrays to string - it works :S but wiki says ANYTHING is valid / accepted.

split coral
#

@willow basin It's normal floating point inaccuracy.

#

The position isn't exactly [12097,2330.52,0]

tough abyss
#

I want to set the tirgger activation if a particular object is present in the trigger area?

How can I do this using _trigger setTriggerActivation ["WEST", "EAST D", true] ?

It seems to be only for Side / group

#

I tried

_trigger setTriggerActivation [hostage, [hostageTask, "COMPLETED",true] spawn BIS_fnc_taskSetState;, true];

willow basin
#

@split coral Ah okay thanks. So the output is misleading ^^ That explains why it's sometimes working and sometimes not, so I must either remove all decimals or just convert everything to string 😁

split coral
#

Yeah. The output is as good as it can be. You just can't really represent it as accurately as isEqualTo uses it.

tough abyss
#

I need alternatives to vectorAdd for a script.

#

I want to add values to an array.

#

_simCAS = [getPos ((_playerpos) vectorAdd [0,500,250]), 0, "B_Plane_CAS_01_F", west] call BIS_fnc_spawnVehicle;

It doesn't like _playerpos OR vehicle player and i'm actually getting annoyed with this

little eagle
#

+ ?

#

Β΄getPos ((_playerpos) vectorAdd [0,500,250])`

#

that's wrong

tough abyss
#

How so

little eagle
#

getPos expects an object, not an array

tough abyss
#

What should I use instead, then?

little eagle
#

either:
_playerpos vectorAdd [0,500,250]

austere granite
#

[8:37 PM] commy2: getPos expects an object, not an array

little eagle
#

or
getPos _player vectorAdd [0,500,250]

austere granite
#

being a bitchboi, but you can use player getPos [10, 50] now

little eagle
#

I don't think he means the alternative syntax, Adanteh

austere granite
#

i know :p

little eagle
#

Or do you?

austere granite
#

yas, just commenting on that getPos doesn't expect array

tough abyss
#

_simCAS = [getPos _playerpos vectorAdd [0,500,250], 0, "B_Plane_CAS_01_F", west] call BIS_fnc_spawnVehicle;?

austere granite
#

y

little eagle
#

what is _playerPos anyway?

#

could be right, Vauun. Depening on whatever _playerPos is

tough abyss
#

_playerpos = getPos vehicle player;

#

I used it earlier to try and use an array instead of an object for the player's position

little eagle
#

then leave out the second getPos

tough abyss
#

Ahh, I see

little eagle
#

you are using getPos on what already is a position

indigo snow
#

this is why reading the error messages is actually important

little eagle
#

SQF error messages are usless 90% of the time

willow basin
#

uhm, no ^^

little eagle
#

or you need very good understanding of them

#

they are

tough abyss
#

Sweet, that worked!

little eagle
#

absolute garbage

tough abyss
#

Thank you so much

#

and yeah they are

little eagle
#

yw

#

see ^

tough abyss
#

now I need to set the plane to fly in the proper position towards the grenade πŸ˜›

little eagle
#

unless you already know what's going on, they don't help

#

the best they do is give you the line number...

#

forget the rest

tough abyss
#

@little eagle what would be the best command to look at to set a vehicle to face an object no matter the angle?

#

I'm not quite sure.

meager granite
tough abyss
#

Thanks!

meager granite
#

get relative dir, rotate by negative of it

tough abyss
#

Alright, cool

#

Forgive me for all the questions, but I'm not sure the best way to rotate that by the negative.

willow basin
#

Something like (vehicle player) setDir -1*((vehicle player) getRelDir targetObj); should work

little eagle
#

please put parenthesis around this.

#

triggered

#

thanks

#

oh

#

vehicle player setDir (-1*(vehicle player getRelDir targetObj));

#

I give up

tough abyss
#

Here, I'll post my entire code real quick.

#
{
if ((_this select 5) == "UGL_FlareCIR_F") then
{
_this spawn {
sleep 10;
vehicle player groupChat "Coordinates recieved, airstrike inbound!";
playSound "CAS1";
_playerpos = getPos vehicle player;
_grenadeposition = getPos (_this select 6);
sleep 10;
_simCAS = [_playerpos vectorAdd [0,500,250], 0, "B_Plane_CAS_01_F", west] call BIS_fnc_spawnVehicle;
(_simCAS) setDir (-1*(_simCAS getRelDir _grenadeposition));
sleep 10;
vehicle player groupChat "Splash out.";
playSound "CAS2";
_bomb = "ACE_GBU12" createVehicle getPos helipad;
_bomb setPosATL [_grenadeposition select 0, _grenadeposition select 1, (_grenadeposition select 2) + 200 ];
_bomb setVelocity [0,0,-200];
_bomb setVectorDirAndUp [[0,0,-1],[0,1,0]];
sleep 5;
deleteVehicle (_this select 6);
};
};
}];
dusk sage
#

what is pastebin guys?

tough abyss
#

It's not that large.

dusk sage
#

πŸ‘¬

tough abyss
#

Relax.

#

It's throwing errors for me around (_simCAS) setDir (-1*(_simCAS getRelDir _grenadeposition));, which I thought it might

dusk sage
#

Around?

#

Oh I see

#

BIS_fnc_spawnVehicle returns an array

#

You need to grab the 0th index from it

#

For the created object

tough abyss
#

What's the best way to do that?

dusk sage
#

If you only want to use the object

tough abyss
#

Yeah, I just need to reference the object

dusk sage
#
_simCAS = _simCAS select 0;
tough abyss
#

How did you get that syntax highlighting?

dusk sage
#

Use the normal ```

#

Then after add the language

#

```cpp

#

etc

tough abyss
#

oh, that's super neat. it works for sqf?

dusk sage
#

Nope πŸ˜ƒ

#

csharp, cpp, java

tough abyss
#

got my hopes up!

dusk sage
#

Just use one of em

tough abyss
#

My favorite debug message meme is when it tells me that I'm missing a semicolon but I'm really not

#

Is it because I'm using _simCAS = twice?

#

nevermidn I was missing a parenthesis

dusk sage
#

hah

tough abyss
#

Great scott, I think everything is working 100% now

tough abyss
#

HAI!

#

I'm adding a move waypoint to a chopper with an AI pilot but the pilot does not fly to the exactly 2D point of the waypoint (height is irrelevant, but the 2D position is a must).

#

Any help in doing the AI Chooper exactly to the waypoint position?

#

_wp = _grp addWaypoint [_pos,0];
_wp setWayPointType "MOVE";
_wp setWayPointcompletionRadius 0;
_wp setWayPointSpeed "FULL";

#

waitUntil {_heli distance2D _pos < 50};

#

_grp is the pilot group (the group have only the pilot).

little eagle
#
21:20:45 Error in expression <if ((_this select 1) in [0x1C    , 0x9C >
21:20:45   Error position: <if ((_this select 1) in [0x1C    , 0x9C >
21:20:45   Error Type String, expected Bool

remoteExec hates me

#

they do

#

but this is no keydown event

#

I don't even use if ((_this select 1) in [ anywhere

#

hmm

#

hmmm

#

yeah

#

0x1C is the enter key

#

but I haven't touched any key down

fallen skiff
#

@little eagle I found the controls I'm looking for in a3, classes in config.cpp and the .paa files I want to fiddle with. Am I to understand that I can do this thing only with scripting, via ctrlSetTextColor? I won't need to mod/config?

little eagle
#

if you can retrieve the controls / displays with pure scripting. no idea if that's possible

fallen skiff
#

I'll work on it for a few days

little eagle
#

derp. found it. two global vars / functions collided and pressing enter in the debug console called my wip code which ends in remoteExec

#

which of course returns a string and not a boolean

tough abyss
#

Any help?

velvet merlin
#

i think mandoble wrote a script to guide a chopper exactly to pos

tough abyss
#

@velvet merlin thankyou!

#

But i will try to chnage design of it.

vagrant badge
#

how to read mass by debug console ?

tough abyss
#

i rulez because my 15 lines mod works perfect with 1.64!

#

(may be because i come from Arma 2 were you just have the functions setPos and getPos and name)

tough abyss
#

Hey all

I had a look at the BIKI for Tasks, what state should I use to tell the user that the Task has been updated, I have tried resetting the task state to CREATED or ASSIGNED but that doesn't work

            [_hostageTask, _extPoint] call BIS_fnc_taskSetDestination;
            [_hostageTask, "Evacuate hostage"] spawn BIS_fnc_taskDescription;
            [_hostageTask, "CREATED",true] spawn BIS_fnc_taskSetState;
halcyon crypt
tough abyss
#

That worked , thanks @halcyon crypt

halcyon crypt
#

πŸ˜ƒ

tough abyss
#

Man I can't wait to publish my Ghost Recon mod, making so much progress thanks to you guys

tough abyss
#

@shut prairie eh he.

tough abyss
#

@shut prairie what is you trying to do?

#

@shut prairie is you creating something in sqf?

tough abyss
#

Trying to find the equation of a square in polar coordinates.

dusk sage
#

Why..?

tough abyss
#

I want to spawn a heli on the borders of the map.

#

This function will help to select any position on the border based on a angle.

#

But not needed anymore.

#

Thanks!

dusk sage
#

Seem like you're over complicating it greatly. What affect does the angle have?

#

I mean if you want to use the angle in a 360 sense around the border, trig will be fine

tough abyss
#

Yes, the angle goes from 0 to 360 for complete square.

#

But now i'm using a position not in border and i just create the heli at a altitude of 1250 m.

#

So no one sees its creation.

tough abyss
#

Sorry for spawn. There is a way to check if a waypoint in completed?

tough abyss
#

@velvet merlin i found that command "setWayPointScript" and used it, but since i'm not sure what is going wrong i was just trying to remove some Ifs of my mind. Thankyou a lot.

#

The script inside setWayPointScript have an error. This was the problem.

#

It's sad, if you try to make bots a little more amazing all starts to go wrong. I was able to make heli land and release soldiers and then go away... I was able to make soldiers jump from heli and open their parachutes, but the Heli refuses to go away from the AIs on land.

#

Its like if the pilot doenst noticed the moveOut commands and still think the AIs are inside the heli.

#

I also unassigned the heli from the jumping soldiers.

#

May be a good thing not to try to make something that you can't do in Eden editor... I know nothing about Eden Editor, but i believe you can't make soldiers jump from heli on it.

velvet merlin
#

are they in the same group`?

tough abyss
#

no

#

Two groups. One with the pilot, other with the cargo group.

#

There is other problem, its AI faling in the water. This is why i wanted to move the heli to a exact position.

#

The waypoints are added on the pilot group (the group have only the pilot, and the pilot is assigned as the heli driver).

jade abyss
#

hm, why is every Arrayentry (wich is a str) in the .rpt (diag_log) now double stringed?

diag_log ["a"];     // ["a"]
diag_log format["%1",["a"]];     //[""a""]
diag_log str["a"];     //[""a""]

oO Why?

tough abyss
#

Hi all.

How do I pass a task as an argument to a Trigger e.g.

 _triggerEvac = createTrigger ["EmptyDetector", getPos _extractionPoint];
            _triggerEvac setTriggerArea [5, 5, 0, false];
            _triggerEvac setTriggerActivation [_hostage, "PRESENT", true];
            _triggerEvac setTriggerStatements ["this", {[_hostageTask, "COMPLETED", true] spawn BIS_fnc_taskSetState;}, "hint 'Hostage not extracted'"];

#

It is complaining that _hostageTask is undefined, so how can I get the variable into the trigger scope?

dusk sage
#

@jade abyss In the last two you are adding more quotations, and the escaping is working

tough abyss
#

@jade abyss str/format etc now properly escape quotations.
Useful for extensions to parse a str _array
Also you can now call compile the result etc

jade abyss
#

So now its working as intended?
+it also changes ' to "
Hmm

dusk sage
#

It is yes. I just tested that, seems so

little eagle
#

working as "intended"

frank cedar
#

We are creating dll extension for our custom game type. But BE blocks loading of extension dll, so it just doesnt work with BE enabled. Is there any possibility to whitelist our extension dll in BE for our server only?

jade abyss
#

gnah, what disabled the markers right now (since 1.64)?

cinder cloud
jade abyss
#

Thx, forgot the name of it.

cinder cloud
#

πŸ‘

tough abyss
#

@frank cedar you can email BE to get your extension whitelisted. But if BE Servers are getting DDOS or down for maintance etc, you extension will get blocked by default.

frank cedar
#

@tough abyss , thanks, will try.

covert elk
#

Hey Guys i'm looking to do some code within the vehicle init to disable the Simulation of the vehicle until an exact mission time say mission time 5:30am, car1 simulated at 6:00am

#

any ideas

tame portal
#

On a scale of one to ten

#

How bad is motion blur post processing on performance?

#

Its being used on my rush gamemode on the respawn screen and other places and people are getting a sudden FPS drop without any RPT reason all of sudden, fps then remain at that low level until ArmA has been completely restarted

#

Ive went through alot of the scripts and hardly any resources are being used, 40 players in and there are no problems until 20-30 minutes later the game appears to just drop FPS for no apparent reason

tough abyss
#

Have you tried replicating it at different levels of players e.g. 5, 10 , 15 players and seeing if the FPS drop happens

#

Any ideas how to create a trigger that activates when a _hostage object is present inside it?

_triggerEvac setTriggerActivation [_hostage, "PRESENT", true];

This does nothing, no errors reported just doesn't activate

little eagle
#

"by" the first parameter has to be any of these STRINGS:
by: String - Who activates trigger. Can be "NONE" or
Side': "EAST", "WEST", "GUER", "CIV", "LOGIC", "ANY"
Radio: "ALPHA", "BRAVO", "CHARLIE", "DELTA", "ECHO", "FOXTROT", "GOLF", "HOTEL", "INDIA", "JULIET"
Object: "STATIC", "VEHICLE", "GROUP", "LEADER", "MEMBER"
Status: "WEST SEIZED", "EAST SEIZED" or "GUER SEIZED"

#

I guess you can give the hostage's group one of these radio callsigns

tough abyss
#

Hmmm, but if there is more than one hostage with the same group. Then it will activate before all the hostages are returned to the evac position?

little eagle
#

I'd use my second proposal. setTriggerStatements with the condition. And setVariable the hostage entity on the trigger

tough abyss
#

How does this look?

  _triggerEvac = createTrigger ["EmptyDetector", getMarkerPos _evacPoint];
  _triggerEvac setTriggerArea [5, 5, 0, false];
  _triggerEvac setVariable ["hostage", _hostage];
  _triggerEvac setTriggerStatements ["this","(thisTrigger getVariable 'hostage') in thisList", "hint 'Hostage not extracted'"];
bold timber
#

Hi guys, anyone knows if it's possible to have a moving memory point (via animation) in which tehere is currently a rope attached to that point? The fact I'm doing a crane which are using the rope tech but when I attach something in that moving memory point it keeps in the same position even if the memory is actually in other position after the movement :/

little eagle
#

looks good, but the message should be 'Hostage is extracted'

#

nah wait

#

you put the condition into the wrong position

#

["(thisTrigger getVariable 'hostage') in thisList", "hint 'Hostage not extracted'",""];

#

condition - activation - deactivation

#

@bold timber I think KoffeinFlummi found this before. You attach the rope to a memory point, but if the point is animated, the rope doesn't move. I think this is not possible

bold timber
#

@little eagle @daring zinc Oh, that's bad .. I think nice experiments could be done :/

tough abyss
#

@little eagle still not working

 _triggerEvac = createTrigger ["EmptyDetector", getMarkerPos _evacPoint];
 _triggerEvac setTriggerArea [5, 5, 0, false];
 _triggerEvac setVariable ["hostage", _hostage];
_triggerEvac setTriggerStatements ["(thisTrigger getVariable 'hostage') in thisList","hint 'Hostage safe'", "hint 'Hostage not extracted'"];
little eagle
#

I think the game just converts the memory points into a position when you attach, but never updates. Too bad though

tough abyss
#

hmmm, yea it is still not being activate, I wonder if I need to set a side

#

Gonna try setting the side of the hostage which is BLUFOR

bold timber
#

@little eagle the only think we could do as a workaround is increase/decrease the lengh of a "main" rope, simulating the vertical desplacement of that memory point but this won't work for horizontal movement.. Sad, I will revert to attach/detach tech then 😦

little eagle
#

yeah. I tried this:

private _triggerEvac = createTrigger ["EmptyDetector", getPosASL player]; 
_triggerEvac setTriggerArea [5, 5, 0, false]; 
_triggerEvac setVariable ["hostage", player]; 
_triggerEvac setTriggerStatements ["systemChat str [thisTrigger, thisList];(thisTrigger getVariable 'hostage') in thisList","hint 'Hostage safe'", "hint 'Hostage not extracted'"];
#

But for some reason I'm not in thisList

tough abyss
#

Here's the full hostage.sqf

When I free a hostage in the interaction I setup a trigger and update the task

little eagle
#

_triggerEvac setTriggerActivation ["WEST", "PRESENT", false];
adding this solved it

tough abyss
#

Ok I will try that

little eagle
#

WEST has to be the hostages side. that will make him show up in thisList which will then make the condition evaluate to true

tough abyss
#

Yea thats weird, my hostage is a BLUFOR pilot but he is not coming up in thisList

#

Aha, systemChat str side hostage1 is coming up as CIV

#

I wonder why my script is doing that

little eagle
#

setCaptive ?

tough abyss
#

Potentially. however shouldn't joinSilent set the unit to my side?

little eagle
#

Not if it's a captive I think

#

just like how your group members can be SIDE_ENEMY if they do team kills

tough abyss
#

Ok I will turn off captive and see if that works

little eagle
#

I personally don't like the trigger framework. This is what I'd use (if I'd make missions):

_hostage = player;
_position = getPos player; 

[{ 
    (_this select 0) params ["_hostage", "_pos"]; 
 
    if (_hostage distanceSqr _pos < 25) then { 
        hint "success!"; 
        [_this select 1] call CBA_fnc_removePerFrameHandler; 
    }; 
}, 5, [_hostage, _position]] call CBA_fnc_addPerFrameHandler;
tough abyss
#

Wow, thats nice. It means you don't have to worry about SIDE etc

little eagle
#

yeah

tough abyss
#

I will give your code a try πŸ˜ƒ

little eagle
#

and it doesn't do the check every 0.5 seconds...

tough abyss
#

hmmm getting a generic error in expression, maybe I need to use markerPos

#

Yea I need to use getMarkerPos

#

Hmm, which is interesting because what happens if someone passes an object instead of a marker. Perhaps I should make my script defensive, is there anyway to detect if its a marker or an object?

little eagle
#

you can use this function:
_evacPoint = _evacPoint call CBA_fnc_getPos
and it will convert every possible data type into a PositionAGL

#

<MARKER, OBJECT, LOCATION, GROUP, TASK or POSITION>

tough abyss
#

Wow that works amazingly, I need to use CBA for everything

vague hull
#

@tame portal did u find out btw, since Iam using them too

little eagle
#

not for everything. but sometimes it's useful to know what tools you already have in the closet. Instead of having to invent the wheel again and again.

tame portal
#

@tough abyss Ive tried it and at 30 it all seems good, 40 is where it then drops at a random point

#

It would be really nice if a second person could look over my mission and help me find possible causes

#

The issue goes even further: Fps stay at 20 even when going back to the main menu, a full restart of arma is required to fix it

#

This is really killing me, I just can't find the cause :/

#

Apparently it sometimes fixes itself for no apparent reason

#

For everyone at the same time (?)

#

Alright this is getting more and more confusing πŸ˜„

tough abyss
#

I would start by stripping away scripts, test. If its still there keep stripping out scripts till you dont see FPS drop, then add back in one by one

#

Send it over, I will have a look when I get a chance

jade abyss
#

@tame portal Lemme guess, FPS Drop to 3-4-5 FPS? All Buildings/Objects/Trees dissapear?

tame portal
#

Nope, the FPS go down to about 20 for most people within minutes

#

It then stays there and absolutely randomly fixes itself for everyone at the same time

#

Buildings are being rendered in properly

#

Arma remains at that slow level though, all the time until it either fixes itself or you restart it

jade abyss
#

I guess there is a onEachFrame or draw3D or some check running in the Background.

tame portal
#

Yes there is, but even with it disabled on a live server the FPS went down :S

#

You know my code πŸ˜›

jade abyss
#

Messy πŸ˜„

#

(j/k πŸ˜„ )

tame portal
#

I'd say not anymore

#

:S

#

I improved Id say but noone has really seen it yet ^^

jade abyss
#

No clue then. Last time i looked at your files was.. erm.. about a year ago?

tame portal
#

Yeah

#

Well I would appreciate if you had a look at the mission now πŸ˜›

jade abyss
#

fighting with my own crap atm, sry :/

tame portal
#

Its alright

#

maybe someone else finds a minute

#

Ive gone over it several times now and I cant find it, its so frustrating 😒

velvet merlin
#

number of objects/entities

tame portal
#

Clientwise about 600-200

#

It fluctuates due to

#
17:30:52 "Rush-Redux-Server-Log: OBJECT 1755515: <no shape> | TYPE #crateronvehicle | ISLOCAL true | POSITION [9701.36,13436.8,1.34665]"
17:30:52 "Rush-Redux-Server-Log: OBJECT 1755451: <no shape> | TYPE #crateronvehicle | ISLOCAL true | POSITION [9708.82,13457.1,0.215489]"
17:30:52 "Rush-Redux-Server-Log: OBJECT 1755476: krater.p3d | TYPE #crater | ISLOCAL true | POSITION [9707.19,13455.6,0.0206318]"
17:30:52 "Rush-Redux-Server-Log: OBJECT 1755491: krater.p3d | TYPE #crater | ISLOCAL true | POSITION [9712.54,13464.6,0.020555]"
17:30:52 "Rush-Redux-Server-Log: OBJECT 1755501: krater.p3d | TYPE #crater | ISLOCAL true | POSITION [9712.55,13464.7,0.0205569]"
17:30:52 "Rush-Redux-Server-Log: OBJECT 1755509: krater.p3d | TYPE #crater | ISLOCAL true | POSITION [9710.79,13462,0.0202551]"
17:30:52 "Rush-Redux-Server-Log: OBJECT 1755510: <no shape> | TYPE #crateronvehicle | ISLOCAL true | POSITION [9708.72,13457.1,0.566976]"
17:30:52 "Rush-Redux-Server-Log: OBJECT 1755511: <no shape> | TYPE #crateronvehicle | ISLOCAL true | POSITION [9708.25,13455.8,0.788838]"
17:30:52 "Rush-Redux-Server-Log: OBJECT 1755534: krater.p3d | TYPE #crater | ISLOCAL true | POSITION [9709.52,13460,0.0201793]"
17:30:52 "Rush-Redux-Server-Log: OBJECT 1755538: krater.p3d | TYPE #crater | ISLOCAL true | POSITION [9710.63,13461.2,0.0202417]"
17:30:52 "Rush-Redux-Server-Log: OBJECT 1748108: krater.p3d | TYPE #crater | ISLOCAL true | POSITION [9708.97,13532.9,-0.00018549]"
#

I regulary remove them though

#

When the issue fixed itself the number of objects wasnt any lower than usual though

#

It even stays if I go into the editor

#

@velvet merlin

velvet merlin
#

do a fps dump via diag.exe

#

to see what simulation takes so much

tame portal
#

Alright I was in the editor

#

and it just random fixed itself, went back to 100 FPS, no mission loaded

#

Ill do that

#

@velvet merlin for some reason the commands only throw errors for me "Missing ;"

native hemlock
#

You would need the profiling client of arma3.exe

tame portal
#

I said nothing.

#

Alright lets see what it spits out when the lag appears again

#

Im playing now until I start getting the lag issue, then Ill capture a frame

vague hull
#

any news on it?

tough abyss
#

Not sure if in the editor waypoints are more easy to use, but i'm finding really hard to use then on SQF.

#

What i "command" does not happens.

#

If you do one thing not supposed to do, all go wrong.

#

Hey all,

So I have a mission with some cool functions to create tasks like hostage rescue, demolitions, search and destroy.

The question I am trying to answer now is, how do I get a list of all these tasks so I can check they are completed and then end the mission?

#

From what I read on the BIKI tasks are global? So there must be a way to get all active tasks?

#

You can't use waypoint of index 0 and can't setWaypointScript to waypoint of type != "SCRIPTED".

#

If you do that... Hell.

tough abyss
#

Woooohooo! Worked... [Any] City under Siege Mission!

fallen skiff
#

is there a command to return the time of day in real life? not game time or anything like that. I checked all time commands in All Commands, could not find

#

I want to see something like hint str(current_time);

tough abyss
#

I believe you need a external "get time" DLL called with callExtension inside Arma 3 to get that info.

#

@fallen skiff

tame portal
#

@vague hull With the performance branch installed the issue didnt happen again

#

Also, I applied the performance binary to the server aswell and apparently people are not experiencing the frame issues anymore

#

atleast for now

tough abyss
#

Can i use _forEachIndex in "apply" function?

#

No mention in BI WIKI.

#

_array2 = _array1 apply {[_x,_forEachIndex]};

fallen skiff
#

donnovan thanks

buoyant heath
#

Only _x is available iirc.

tough abyss
#

When using a switch statement with side like so, I can't seem to get the cases to work either using literal strings or constants

switch (side _unitKilled) do {

    case "WEST":
        {

#

Any ideas?

vague hull
#

case west : {} will work

#

or in doubt switch (true) do {case (side _unitKilled == west}

tough abyss
#

Hmm it is still going to default

#

Hmmm, it seems my enemies are marked as CIV

#

I wonder if because the soldier does not have ammo they are set to CIV?

indigo snow
#

use side group _unitKilled

#

killed units become CIV side

tough abyss
#

Thanks @indigo snow , using side seems to be a real minefield at times

vital onyx
#

hi all

#

long time no see

grizzled cliff
#

has anyone used the PublisherCmd tool?

#

it seems to be erroring for me at the end

#

Publishing...
- Started
- CopyingToTempDirectory
- CopyingFile (D:\dev\acre2-omnibus\dist\acre2_workshop_2.2.0.904\@acre2\addons)
- CopyingFile (D:\dev\acre2-omnibus\dist\acre2_workshop_2.2.0.904\@acre2\extras)
- CopyingFile (D:\dev\acre2-omnibus\dist\acre2_workshop_2.2.0.904\@acre2\keys)
- CopyingFile (D:\dev\acre2-omnibus\dist\acre2_workshop_2.2.0.904\@acre2\plugin)
- CopyingFile (D:\dev\acre2-omnibus\dist\acre2_workshop_2.2.0.904\@acre2\acre.dll)
- CopyingFile (D:\dev\acre2-omnibus\dist\acre2_workshop_2.2.0.904\@acre2\ACRE2ArmA.dll)
- CopyingFile (D:\dev\acre2-omnibus\dist\acre2_workshop_2.2.0.904\@acre2\ACRE2Steam.dll)
- CopyingFile (D:\dev\acre2-omnibus\dist\acre2_workshop_2.2.0.904\@acre2\acre_logo_medium_ca.paa)
- CopyingFile (D:\dev\acre2-omnibus\dist\acre2_workshop_2.2.0.904\@acre2\mod.cpp)
Errors occured while publishing:
! Object reference not set to an instance of an object.
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that seems to be a generic .NET error

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The return code is just 0x0100: Generic publishing error.

native hemlock
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Yeah looks like it, probably wouldn't hurt to verify integrity of tool cache on steam. Did you pull that from the publisher log in your AppData folder?

grizzled cliff
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The cmd version doesn't seem to generate logs

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verified tool cache and its fine, still the same error

native hemlock
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Looks like I'm wrong, it might put the logs in the Arma 3 Tools logs folder

grizzled cliff
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yea those logs look to only be for the GUI version

native hemlock
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I can't even get a test addon to publish with the GUI version. I'm getting the same error as someone was asking me about yesterday of

Steam error code: 9
Steam error message: FileNotFound - file was not found
tough abyss
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Does publisher let you upload dlls?

grizzled cliff
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yes

native hemlock
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It must because ACE has them in their workshop

tough abyss
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kk i knew steamcmd does, but i was under impression it didnt

grizzled cliff
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meh it works on the CI server we are building

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but not my machine

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so whatevers πŸ˜›

fallen skiff
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I have created a very workable Night Flying Dashboard Dimmer for AFM Heli, a touch crude perhaps but totally feasible, would anyone like to try it?

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Controled by scroll wheel menu selection