#arma3_scripting

1 messages ยท Page 334 of 1

shadow sapphire
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Oh, okay!

little eagle
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That's a misson, right?

obsidian chasm
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it is on the workshop, if thats what you mean

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Yeah

little eagle
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You'd need to edit the mission I guess.

obsidian chasm
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Yeah I'm totally winging this ๐Ÿ˜„

little eagle
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And make your own version of it.

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Escape Tanoa, Victus loadouts edition

obsidian chasm
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I mean I have lots of stuff in my own version already. New checkpoints, new enemy spawn locations, new escapes and new spawns

little eagle
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A, good.

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Well you can edit the loadout with the Eden Editor.

obsidian chasm
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We can spawn from the air now via halo jumping ๐Ÿ˜ƒ

little eagle
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"Virtual Arsenal" or something like that.

obsidian chasm
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Yeah I tried doing that but it didnt save for the bandit groups

little eagle
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Maybe there is a script that equips them.

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You'd need to edit that script.

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Idk that mission.

obsidian chasm
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I had to add virtual arsenal for my own group and a line so we don't lose our gear upon death

little eagle
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I mean the arsenal in the editor.

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Where you can change how each unit is equipped.

obsidian chasm
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Yeah, I'm just trialing and erroring right now, honestly

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It surely can't be 'too' advanced to change an AIs loadout, right?

little eagle
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It's easy.

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grep for "addWeapon" and maybe you can find the file where it's done

obsidian chasm
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Yeah. I mean I'm backing up everything so I am happy to get this wrong

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I think thats what its all about anyway

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plus I'm having fun doing this for my group lol

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Ah, so these are much different files now

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.p3d's

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feel like im doing something wrong now, huh

tough abyss
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p3ds most likely arent in the mission

obsidian chasm
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yeah I was thinking this

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I figured the file I'd be opening would have the names of weapons/equipment

little eagle
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Well, you can have .p3d in a mission now with simple objects.

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They're the models for this game.

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So no loadouts to find in those files.

obsidian chasm
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Yeah

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the search continues!

mortal halo
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@indigo snow Sure the basics are pretty simple if you can also always fire it yourself. E.g. you control the scripts that change the inventory Just maintain a list with all the functions that need to be called and a function that calls all of them

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Seems nice, the thing is im not messing with actual objects but rather containers inside objects (say i have a backpack inside a crate)

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so its a little harder than that, because it's an item nested inside another item

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but i'll try! thanks for the suggestions

peak plover
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You can also run a pfh or a loop that checks if the inventory contains the same things as it did the previous frame,

indigo snow
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Are you editing the content or is something external editing it?

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If its always controlled by you, you can run the event calls

obsidian chasm
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Well I changed the Viper Stalkers to what I want! sweet

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I find it strange that the Guerilla guys have a much different set up to the Vipers

peak plover
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missionNamespace and profileNamespace already excist durin the preInit?

little eagle
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They all always exist, but missionNamespace gets cleared right before preInit.

obsidian chasm
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I sure wish my Viper Stalkers wouldn't disappear when i remove a piece of ammo ๐Ÿ˜„

peak plover
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private _var = nil; Sets it as private?

still forum
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yes

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same as private "_var", but faster

jade abyss
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If there is a shitload of em private["_Var1","_Var2","_etc"]; (old habbit)

still forum
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Yeah. After some amount private ARRAY will be faster again. I guess. If you only want to initialize them to nil. Which you very rarely want

tough abyss
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The fastest method is private _var = param [0].

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:eyes:

little eagle
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What have I done?!

mortal halo
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@indigo snow im making those changes by myself - thing thing is, it's two different systems. but yeah i'll improvise some kind of system (probably setVariable a function on the object and then call a function that executes the getVariable function)

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i've put that thing off the priority for now because those two systems are not complete

indigo snow
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Fair enough, but in the end its all pretty simple to manage

mortal halo
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i have another question tho.. would anyone happen to know the formula for mass of a backpack / vest with items in it?

i'll explain it better.
i have a backpack with maximumLoad of 160 and mass of 20.
i have 4 uniforms inside the backpack with mass of 40 (they fill the load to full 40*4 = 160)
now, for some reason - putting 3 of these backpacks (mass of 20 + 160 full load) inside a vehicle with maximumLoad of 1000

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now ideally, I thought the mass of that backpack would be mass + maximumLoad which is 180

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but 3 full backpacks fill the load of a 1000 maximumLoad container

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makes no sense.

indigo snow
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There is no real formula, theyre imaginary points

mortal halo
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what does it mean

indigo snow
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Load doesnt have a dimension

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Its just a number

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It doesnt closely correspond to anything in the real world

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They are made up as you go along

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Et cetera

mortal halo
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i know

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but the maximum loads are configured in the config

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and the mass do too.

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and they match their description

peak plover
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Can parameters only be numerical values? can I not have false/true ?

mortal halo
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i've tested it. i've put 4 combat fatigues (have a mass of 40) into a backpack with 160 maximum and it actually fills the load completely (checked with loadAbs)

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wait no

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checked with loadBackpack

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the thing is when I put that thing in a container there is no loadBackpack or anything because it's not a unit

little eagle
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I think you will have to add them up yourself.

mortal halo
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okay that makes no sense

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when i have the 180 (full backpack) on the player with nothing else, loadAbs outputs 180 - which is expected

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but when 3 backpacks put into a 1000 maximumLoad ammobox

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it's full

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what the hell

still forum
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@peak plover 1 is true and 0 is false.

mortal halo
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333 / 180 = 1.85

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is it possible there's some kind of a multiplier here?

little eagle
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180/333

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??

mortal halo
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since 3 full backpacks that weigh 180 fill a 1000 maximumLoad container

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the container treats them as 333

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333/180 is 1.85

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it's just a magic number off the top of my head

little eagle
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What.

mortal halo
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I took a full backpack the has the mass of 180

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i put 3 of these inside an ammobox with maximumLoad of 1000

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and those 3 backpacks filled all the space

little eagle
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Maybe the backpacks have cargo too

mortal halo
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yeah

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the backpack itself has the mass of 20

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with maximumLoad of 160

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and it's full

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so

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180

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also, it's confirmed by running a loadAbs on a player with nothing but that backpack

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returns 180

little eagle
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I wouldn't be surprised if it's all bugged up. When you load a rocket launcher with a rocket, the ammos mass is counted twice for your soldier.

still forum
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Might be that it counts the mass of the full backpack + the mass of the contents. Instead of emtpy backpack + content

indigo snow
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Seems thats whats happening here, 20+2*160

still forum
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so every backpack weighs 180+160

mortal halo
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yeah that adds up to 340 but the maximumLoad of that container is 100

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there's a little bit of a remainder

tough abyss
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Empty the backpack into the container then add an empty backpack

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See what it comes up as.

mortal halo
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yeah hold up

indigo snow
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/shrug told you its all magic numbers

mortal halo
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damn it is there anyway to actually search the config viewer

indigo snow
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If you get a config dump

little eagle
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you can type the classname

mortal halo
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where

little eagle
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just type

mortal halo
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damn thanks

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yeah the typing thing in config viewer doesnt actually work

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you type but as soon as you stop typing it searches

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dont have the time to type an underscore

little eagle
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Yeah, but that's how you "search".

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Never said it was good.

mortal halo
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yeah

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if BIS has like 3 commands that are applied to units, also applied to containers

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i'd be saving myself 5 hours per function for my inventory system

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and by the way commy, i did manage to do a function that adds weapons with items to a container

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it just takes 1 second per weapon to get dropped..

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also using a dummy unit - which is bad for MP

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so yeah..

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you were right

little eagle
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Place the box inside a narrow corner and it will fail.

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Or inside a small building

mortal halo
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how so

little eagle
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The AI will try to turn and the drop action will break.

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It's not reliable, no matter what you think you achieved.

mortal halo
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yeah

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this function was really easy to make.. too easy. just dropweapon and sleep

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or waitUntil anim is over, i can't remember

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anyway I dropped the weapons thing but still into the inventory system

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is there any chance bis will add those commands?

still forum
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There always is a chance

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But people have been asking for that for years

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soo...

mortal halo
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maybe talking to someone specifically will help? or is there any way to contact a dev and ask about certain aspects of modules? (like the god damn mass)

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or is it all bounded to making a ticket and waiting for a week to get an answer

still forum
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Bug KK about it. Maybe something happens

peak plover
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That's your best bet tbh

still forum
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you can make a ticket and wait for 2 years for any reaction. Not just "a week"

mortal halo
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oh

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ok

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is kk a dev or just a really smart modder

still forum
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Best way to request it is the scripting discussion thread on BI Forums that explicitly says that is not the right place for feature requests

peak plover
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haha

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KK did have a request thread

still forum
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A smart Modder can't create Script commands.. Well... Most smart Modders atleast.

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kk was a Modder and is now a "dev"

mortal halo
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oh nice

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is there anyway to contact him? i've noticed most of the devs dont have any discord account

peak plover
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kk was a Smart and is now a "dev"

mortal halo
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or atleast not here

peak plover
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fixed it

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A lot of KK stuff is extremly mind blowing

mortal halo
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yeah, it is

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he deleted a note of mine on the biki today

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wtf

still forum
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Yeah.. For example as he allowed everyone to have debug console on every server with his "security update"

mortal halo
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hahaha ok

still forum
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Does that script feature request thread still exist?

little eagle
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๐Ÿฟ

mortal halo
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damn man, if we could extend the engine with the c++ code

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i bet this game would be flying, not that it isn't flying right now

still forum
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Well. Intercept :u

mortal halo
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what

still forum
#

๐Ÿ˜„

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Google "Intercept Arma"

mortal halo
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just did

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is there an easy explaination?

little eagle
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I asked Dedmen to add custom "commands" like that via intercept, but he's too lazy to even release TFAR 1.0, so...

mortal halo
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wait wait

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hold on

still forum
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You did?

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When and where? ๐Ÿ˜ฎ

little eagle
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Like a year ago.

mortal halo
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this library has access to the actual source code?

still forum
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No

mortal halo
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or does it simply rely on dlls or something

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how does it work

little eagle
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Dunno where. This chat, TFAR discord, ACE Slack, Github...

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Somewhere...

still forum
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It's a Hack basically. Not a Cheat-Hack. It's just a Hack.

little eagle
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You're a hack.

still forum
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beep boop

mortal halo
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does it have access to data SQF doesnt?

still forum
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Very limited yes.
It could have access to much more stuff. But we don't want to do that because that stuff could break with every Arma update

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And we don't want Intercept to break

little eagle
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And that was your answer back then too.

mortal halo
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very limited as? can i, for example.. add weapons with attachments to containers with it?

still forum
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I could make InterceptX that has these features but breaks every Arma update and is not Battleye compatible.
But I doubt anyone would ever use that

mortal halo
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or can I make it do it?

still forum
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Intercept can get raw position data from Objects and list all files in all loaded PBO's. The rest is just stuff that SQF also can

peak plover
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Depends

still forum
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If you have a couple years of experience Hacking games and Programming C++ then you probably can.
TLDR no.

peak plover
mortal halo
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but the question is

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how

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and is there any requirements to make it work?

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say i want to distribute an intercept extension with a mod

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if that is even allowed license-wisely..

still forum
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Your Intercept Plugins are your copyright.
Requirement is that users also need to have the core Intercept Mod loaded

little eagle
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how

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Like this I guess

peak plover
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If you need to calculate a lot of things in your mod, then you can calculate in C and then send results and grab data from sqf. I don't see any "REAL" benefits for normal users

mortal halo
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damn

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the thing is intercept is bounded to sqf

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it doesn't extend the engine, it replaces the SQF calls with C++ class if I am correct

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๐Ÿ˜ฆ

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do you think nagging KK for example would work

little eagle
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Best scenario it will make him angry.

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So go ahead.

mortal halo
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best scenario?

little eagle
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Tell him commy sent you.

still forum
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How do you add Attachments to a weapon? AddItem?

tough abyss
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If I could add reactions to posts...

little eagle
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addWeaponItem

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addPrimaryWeaponItem

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addSec... etc.

still forum
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Oh gosh

mortal halo
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addWeaponItem is basically the only way

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all other commands are specific to slots of the unit

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while addWeaponItem finds automatically

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the functionality is the same

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AND IT FUCKING SUCKS

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the input container is only a unit

little eagle
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addWeaponItem doesn't find it automatically. It finds it by classname.

mortal halo
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oh

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right

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same

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damn I've been coding for arma atleast three or four years

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in the last couple of weeks I've actually encountered the limits of this language for the first time

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by limits I mean not-workaround-possible limits

still forum
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Okey. Theoretically possible to be added from Intercept. But a lot of work.

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Work that I won't do most likely

mortal halo
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Tell me

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!

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what's the hard part of such addition

still forum
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Everything

mortal halo
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there must be a part

still forum
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No. Everything. It is a little easier to copy a existing weapon though

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so basically dropWeapon but you can give it the target Inventory and you don't have to wait for animations or anything

mortal halo
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yes

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yes

still forum
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can you give me the line of code that calls dropWeapon? I guess you are using action?

mortal halo
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the whole point is copy

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where? in my script?

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and yeah, I use action. (is there any other way?)

still forum
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no other way. Just need that line of code so I can see how the game does that normally

mortal halo
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    private ["_dummy", "_weapon"];
    _dummy = call fn_createEmptyUnit;

    {
        private ["_weapon"];
        _weapon = (_x select 0);
        _dummy addWeapon _weapon;
        {
            if(_forEachIndex > 0 && !(_x isEqualTo "") && !(_x isEqualTo [])) then {
                _dummy addWeaponItem [_weapon, _x];
            };
        }foreach _x;
        _dummy action [ "DropWeapon", _container, _weapon ];
    }foreach _weapons;

    //deleteVehicle _dummy;
};```
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normally _dummy action [ "DropWeapon", _container, _weapon ];

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take note _dummy is a unit, _container is an object, _weapon is classname string

still forum
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No need to tell me that ๐Ÿ˜‰

mortal halo
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it takes the real weapon tho, with all attachments (even if not configured as linkeditems in config)

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ok

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ok

little eagle
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why is there two private "_weapon"?

mortal halo
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good question hold up

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oversight

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thank you haha

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deleted the one inside the loop, redundant

still forum
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Okey I just have to create the action without playing the animation...

mortal halo
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how

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what

still forum
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Yes. Exactly. How do I create a custom Action in Intercept

little eagle
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I even tried making a dummy AI class without animations before, but it must've failed.

mortal halo
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intercept actually has the actions configured?

little eagle
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No.

mortal halo
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doesnt it just send the action string to the engine? (for what I understood about intercept)

still forum
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I'm talking about adding a custom system for that to Intercept

mortal halo
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wow that sounds very complicated

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is there a chance

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earlier versions of arma 3 had the inventory made using sqf scripts?

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or was it engine handled all way from the beginning?

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because I've seen an init script for the inventory with some comments referencing some actions has // ToDo: Handle by engine

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and only a simple control text setting was used

still forum
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It takes so long because the Unit switches to secondary weapon right?

mortal halo
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no no

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it takes so long because it does a "put" animation

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if the gun is on the units' back

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it doesnt even switch

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just a put anim

still forum
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Ok. Then I need to find out where it does that animation and disable that

mortal halo
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you can find that out?

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holy shit i gotta take a look

subtle ore
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@mortal halo player switchMove ""; zero transition...?

mortal halo
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the action actually waits for the animation

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say i spawn my unit on water and it swims

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it cannot drop the weapon

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because the action cant be played

subtle ore
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Maybe you need to recreate your put action, create a weapon holder in front of the player and sorts.

mortal halo
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what do you mean tho

still forum
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Just wanted to say that

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the killing the animation with switchMove thingy

mortal halo
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you know, i could try

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hold up

subtle ore
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Killing...?

still forum
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switchMove "" stops any running animation -> Killing it

subtle ore
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aye

mortal halo
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well , that doesn't work

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๐Ÿ˜ฆ

still forum
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Do you know the name of that Put Animation?

mortal halo
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could surely find out

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dude i love it how in the forums when someone asked how to do that

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a BIS dev replied

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to simply add a class of the weapon with attachments

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for the devs, it's "simply" adding a class

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hahaha

still forum
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Well. It is simple

mortal halo
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it is

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but for them there's no consequences

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for us it's loading a whole addon

subtle ore
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I think it's a change of perspective

mortal halo
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exactly

subtle ore
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But, that's no reason to shame them for that. They play client variants to test shit or even just to play sometimes ๐Ÿคท

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Mods are no exclusion to that

mortal halo
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ok

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dedmen

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im gonna upload a screenshot of systemchat with outputted actions

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i mean anims

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there are all kinds of transitional anims here

little eagle
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You guys are doing what I tried years ago. GL

still forum
#

But you didn't have Intercept and my knowledge :u

little eagle
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I had my knowledge.

mortal halo
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these are the actions

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they are transitions for standing positions

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lets assume the character is standing

rancid ruin
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what are you trying to do exactly?

mortal halo
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dedmen is trying to implement a dropweapon command with no animation

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that is possibly going to perform instantly

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using intercept

still forum
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Thanks found where it plays the anim. Now onto finding out how to disable that

mortal halo
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can you tell me where

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i wanna peak too

rancid ruin
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peek

still forum
#

No

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You can disable that in the config

mortal halo
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what really

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that would work tho?

still forum
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Every unit has the list of Animations in his config. You can just set his putDown action to "" and he won't play any

mortal halo
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wow

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would it really work tho

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because the actual weapon is being moved in the engine

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maybe it waits a hardcoded set of time?

still forum
#

true

mortal halo
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if you're right, this shall require no intercept

still forum
#

maybe

mortal halo
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@little eagle

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I think you said you tried

little eagle
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๐Ÿฟ

subtle ore
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Yuval, you're paying for my advil prescriptions the next few months. Too many headache inducers.

little eagle
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call me when it works

mortal halo
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haha

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wait

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if you can save us the trouble

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midnight, i've made a really complicated function that copies a backpack with items from a container and puts it in another - it wasn't possible before and there are no bad practice workarounds. just a messy idea and alot of arrays! so im sure it's possible SOMEHOW

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you remember that!

rancid ruin
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just temporarily speed up the unit's animation speed so much that it looks like there is no animation. done. next

subtle ore
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Oh I remember. Very clearly, and well. It worked through immense trial and error

mortal halo
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well

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yeah

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but it works now

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perfectly too!11

subtle ore
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@rancid ruin ๐Ÿ˜ฑ Ahhh! What is this sorcery?

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@mortal halo Good to hear

rancid ruin
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you guys here reverse engineering, making intercept and shit. so much effort

mortal halo
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rome wasn't built in a day. but it was

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sure, their piza tower had bugs

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but it works!

subtle ore
#

Pizza buildings ๐Ÿ˜ BUGS

mortal halo
#

is it pisa or piza

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i forgot

rancid ruin
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pisa

mortal halo
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oh

subtle ore
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Pisa?

mortal halo
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yeah

subtle ore
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Oh yeah

still forum
#

Changing Anim speed might also be a very good solution

rancid ruin
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it has a tower which leans, in case you were wondering

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see dedmen, you gotta think more simply

subtle ore
#

Pisa - Capital city ?

rancid ruin
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take the path of least resistance

mortal halo
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dedmen, I think it can be done in sqf doesnt it?

still forum
#

Think so yeah

mortal halo
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hold on lets see

little eagle
#

๐Ÿฟ

rancid ruin
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setUnitAnimCoef or something

mortal halo
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ueah

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hold on

still forum
#

Okey I found it. It plays the animation and at it's end it executes the real action.
So If I just execute it right away..

rancid ruin
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think it maxes out at 20x or something though

rancid ruin
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Increasing animation speed of a unit also increases its run/walk speed (thanks to Killzone Kid)

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not sure if genuine thank or sarcasm

still forum
#

Okey I solved my part. I now know what I need to do to make this work.
Still it would be a few days of work. So if there is an easier solution.. use that

mortal halo
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well it doesn't work anim speed wisely

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i feel like everytime we suggest something

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and commy2 replies with a popcorn thing

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he knows we'll fail and waits to see it

little eagle
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It's almost as if someone tried all this years ago.

mortal halo
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hahahahaha

still forum
#

I solved it already.

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Soo.

mortal halo
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damn

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why would it take days of work tho

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if you solved it

rancid ruin
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he types slow

little eagle
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Dedmen is a conman.

still forum
#

I know how to solve it. But coding all that up is a lot of work

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except if..

mortal halo
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yes.. ?????

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say that if before commy finishes typing

little eagle
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Next step I totally never tried myself: create dummy soldier class with modified animation config.

mortal halo
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  • intercept intensifies *
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dedmen you're killing me of tension

little eagle
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Lay off the caffeine.

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That's what's killing you.

still forum
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Oh god. no..
I need to do alot of stuff manually. Well.
I need to find one function signature. One Virtual function offset and one class entry offset. and then ducttape all of that together

rancid ruin
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what's the end goal with this? why is animation-less drop needed?

mortal halo
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because it has a delay

still forum
#

Would be about a day of full work. But I don't feel like working that much currently

mortal halo
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dont

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it's fine

little eagle
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And it breaks when the AI fears collisions.

mortal halo
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not if you..

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DISABLE AI

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thanks dedmen

rancid ruin
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why can't you just remove the item from the unit's inventory, then create a weaponholder at his feet and add it? that would have exactly the same effect

mortal halo
#

no

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it wont

still forum
#

You can't add Weapons with attachments to containers

mortal halo
#

it has attachments

rancid ruin
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oh back to attachments

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yeah

mortal halo
#

yeah...

little eagle
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Try adding a MX SW without bipod to a ground weapon holder @rancid ruin

mortal halo
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yeah

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there is no base class for that

still forum
#

I put the solution to that into my notes. Maybe I'll get to it someday

mortal halo
#

dedmen

#

is your solution

#

still doing a custom action command

rancid ruin
#

it'd probably take BIS 1% of the time you guys have spent on this, to just fix it internally

mortal halo
#

or rather a command that only uses the final execution

still forum
#

yes

mortal halo
#

yeah oneoh. it will

#

but it's bis

still forum
#

Normal Action command runs animation and when the animation is done then it executes the action.
Mine would basically just be a copy of the action command that executes immediatly without animation

mortal halo
#

so it will take us 200% of the time making them do it

#

i see

#

do you think, it will have some kind of sequence

#

if i were to run that action

#

three times

still forum
#

Don't think so

mortal halo
#

in a row, would that work?

#

oh

#

damn

#

dude there has to be a way to make bohemia fill those gaps

#

i wonder what do the programmers actually do in a workday

#

i mean there's no way these kinds of issues can't go into their priorities

little eagle
#

Work on DayZ Standalone.

mortal halo
#

that's actually a funny joke

peak plover
#

Can't you just add a variable to the weapon or container with whatever attachment and have a function that runs everytime something is taken/added?

mortal halo
#

yeah

#

but that breaks the inventory system

#

essentially

peak plover
#

What do you mean?

#

Don't use action at all. Just a script that removes weapon and adds weapon

mortal halo
#

that is actually a good idea, and out of the box thinking - sticking it to the container

little eagle
#

Compatibility.

mortal halo
#

but it breaks compatibility

#

in my case, im actually redoing the whole inventory system

#

so that COULD work

peak plover
#

With vanilla inventory?

mortal halo
#

yeah

peak plover
#

You can have extra functions for that as well

little eagle
#

And all the mods out there.

peak plover
#

that do the same

mortal halo
#

yeah

peak plover
#

You just won't be able to take attachments from the weapon if it's in a container

mortal halo
#

you would. hahah

#

with the variable you set

#

you could change that

#

i've made custom scripts that remove certain backpacks with items

peak plover
#

It seems like a worthy sacrifice. How would it conflict with mods?

mortal halo
#

depends on the mods

#

if it's just weapon addons

#

nothing

#

if it's anything related to inventory

#

it would

#

or actually

#

maybe not

#

to make your idea work

#

you have to be in control of all changes to containers' inventory

#

if a mod relies on a containers' inventory data - it would deem incompatible with such mod

peak plover
#

(move gun to container) > save all gun info > (remake only gun in container) > grab gun from container > ("ohh it's this gun, take these attachment function" > get gun with all the attachments back

mortal halo
#

yeah

#

what you're saying makes sense.

#

taking it a level forward

#

it would be better to actually just make all inventories virtual

#

in an essence, disable the inventory actions and save all inventory data to a variable on objects

peak plover
#

Yes, well you don't have to, but I assume you will remove vanilla inventory completly

#

That would be nice, yeah

#

But how would the guns appear like if you wanted to drop them on the ground?

mortal halo
#

that would be easy

peak plover
#

True

mortal halo
#

you'd only add the gun

#

to the ground weapon holder

peak plover
#

"ANYTHING IS POSSIBLE"

mortal halo
#

yeah

#

you know

#

it's actually an idea

#

a good one

peak plover
#

You just need enough drugs

mortal halo
#

and caffeine

#

i dont lack any

peak plover
#

caffine is a drug

mortal halo
#

the only thing that demotivates me from actually trying

#

is knowing that if BIS ever adds the commands we need

#

this all becomes obsolete

peak plover
#

I got a liter of coffee too, time to work on my seed and profileNamespace for JiP

subtle ore
#

Nigel, please don't tell me you're one of those Mormons that are going to tell me that I'm a sinful piece of shit because I like a cup of coffee in the morning?

mortal halo
#

guys okay

#

virtual inventories are a nice idea

subtle ore
mortal halo
#

has anyone ever done such thing

#

virtual inventories

#

i mean

#

yeah

#

virtual arsenal

#

hahaha

#

but except that

#

or actually...

#

virtual arsenal

#

one moment.

subtle ore
#

Virtual Inventories - Not really limitless like the VA, but it's not physical either

mortal halo
#

VA is limitless

#

i mean

#

unlimitless

#

it has limits

subtle ore
#

NOTHING IS IMPOSSIBLE.

mortal halo
#

DONT LET YOUR DEAMS BE DREAMS

rancid ruin
#

what about faster than light travel?

mortal halo
#

you can travel faster than light

rancid ruin
#

show me

mortal halo
#

it's possible

#

you can't pass the speed of light

#

but if you start with an initial velocity faster than that speed

#

see

#

it's scientifically proven

#

there was an experiment a few years ago i think

subtle ore
#

Yeah they have, but with limited results

little eagle
#

it's scientifically proven
No it's not.

subtle ore
#

setVelocity in a3 works similarly if cranked to high values

mortal halo
#

yeah, but that's because floating point precision

#

i think

#

anyway, im gonna give a try for a virtual workaround like @peak plover suggested

#

i dunno im too lazy

peak plover
#

Yeah, whatever works is good ๐Ÿ˜„

#

Some vanillia stuff is pretty bad, I still can't get over scroll wheel menu :S

#

Especially when you go near something and it pops up on the middle of your screen

#

Is there a way to disable that or move the UI icons for the "rearm" etc. icons that are in the middle

subtle ore
#

I'm sure there is

peak plover
#

The game options don't seem to work for that

subtle ore
#

Not sure if you can remove an action forcefully that way

peak plover
#

This would have to be some weird magic 'tho and have an alternative that it uses

#
  1. Hide the action 2. Add the action in an alternate system like ace_selfactions 3. Do this automatically :S
mortal halo
#

oh wow

#

about the whole

#

mass thing

#

yeah

#

the inventory display itself is bugged

#

because it doesn't tell the truth

#

you can put more mass than the maximum load I think

#

first aid kit has the mass of 8

#

and I have put 126 items in the 1000 maximumLoad container

#

making it contain a total of 1008 script wisely

#

you can put scriptwisely as much as you'd like

#

no one is safe!

peak plover
#

Ohh yeah, that's why you have containers where you can take items out, but not put anything back

#

Script ignores limit

#

Probobly have to do your own function and add a manual check in it for load

mortal halo
#

i have

#

that's why the numbers didn't add up

#

i made a custom function that calculates the max load of a container using config entries

#

also calculate the current load, by calculating all the masses of all the items inside the container

#

and the calculations for backpacks weren't right because i relied on the inventory progress bar display for ammoboxes

#

atleast they hid the bugs well so we won't notice

#

haha

peak plover
#

Feels so bootleg

mortal halo
#

it does

#

i've never seen the ugly side of rv before all this

peak plover
#

That's like everything in life 'tho

mortal halo
#

yeah, well it isn't

#

haha

#

in life you can make ugly things look nice

#

you put make up on it

#

here you can't

#

or, you can - we just scratched the make up hard enough

peak plover
#

The less I knew about scripting, the more working and polished it looked. But the more I know, the more I belive is possible

mortal halo
#

i can't believe i already put hours of work

#

because one single c++ line missing from the engine

#

this thought is a massive demotivation

peak plover
#

You are hours of work smarter now than you were before hours of work

mortal halo
#

yeah, it is true

#

infact, i've made tons of script libraries for the past years

#

never released a thing

#

but it all made me smarter

obsidian chasm
#

Ever have a great idea that you think will be impossible to achieve? thats where I am now ๐Ÿ˜„

mortal halo
#

me too haha

obsidian chasm
#

I hate that my imagination for ideas is too much for my dumbass to keep up with

peak plover
#

What are you doing with Escape from Tanoa now ? ๐Ÿ˜„

obsidian chasm
#

I did good stuff today, added new loadouts for Ai and increased their size ๐Ÿ˜›

#

but my idea is using the 'Hummingbirds' (BLUFOR) in Tanoa

#

but ye, many issues since i need to switch their sides and then have them fire on us like in Malden

#

its a nice dream though ๐Ÿ˜„

peak plover
#

What you want to do is spawn the vehicle without crew and spawn the crew from csat forces

#

That way you don't have to change their sides

#

you could always play as independent and then fight blufor + opfor, but they would shoot eachother as well

obsidian chasm
#

Yeah I think that'd be a mjaor issue also

#

I think this may be one of those things that sounds cool but wont happen

peak plover
#

You can also decrease your own rating or set yourself as enemy to all and then have setCaptive true for the heli

obsidian chasm
#

that's interesting

#

It may not even be worth it due to Tanoa being very jungle based

#

Malden is pretty damn open

peak plover
#

You should just check the workshop or google for some of these things, I bet there's a version of escape from tanoa in which you play as CSAT and enemy are BLUFOR

#

Because if you can think it, then somone already made it 90% of the time

obsidian chasm
#

Yeah

#

maybe so

#

i think baby steps are better for me right now

#

I'm thinking way too big for what I can achieve lol

rancid ruin
#

you can do it man

#

just break everything down in to smaller chunks

peak plover
#

Yeah, a lot of people try to get into missions/scripts and try to bite a too big piece to begin with.

obsidian chasm
#

I only started doing any of this a week ago really

#

I did a few scripts years ago for Arma 2 though

rancid ruin
#

i'd say just do everything from scratch

#

you don't learn anything from copy/paste

#

and even complicated stuff is simple if you break it in to separate parts

obsidian chasm
#

I am happy just adding stuff to escape tanoa right now

#

I will probably make my own small missions after that though

#

Why does the Huey mod have to be blufor ๐Ÿ˜ฆ

#

i got excited then

peak plover
#

What if I profileNamespace setVariable ["myVar",123,true]; what will public mean in this case?

#

Will it profilenamespace the variable to all clients?

#

Also is it stupid to save a bunch of stuff to profileNamespace, and should I purge it in my scripts? Any real danger of it getting too big?

#

And what would be a good way of doing so. Any way to get real life date without extensions?

mortal halo
#

For a fact, saving stuff onto profileNamespace is a bad practice - especially if in MP.

peak plover
#

It's for Jip and for server to able saving some mission status

#

Also for crashing

mortal halo
#

yeah, I guess its okay for those kinds of things only because that's the only way of keeping data

#

but if you do - try to not save anything onto players but rather on the server

#

I remember making a mission and I didn't want to use any of BI saving techniques because it's bad

peak plover
#

Yeah, it's semi good way. I think I will save all the variables that are used into a 3rd party variable into the profilenamespace and THEN if it's got like 10 of those it'll delete the oldest one

#

As in one per mission

mortal halo
#

is it important to save onto players tho? or could it only be on the server (which could, propagate the data to the players)

peak plover
#

That's a fucking hard one

#

So if I save for ex. the position of the player and he reconnects. He will get the unique seed of the current mission from the server, check the profileNamespace for the array of said seed and grab the position from there., why is this bad?

#

I could save the same information on the server, but this would also include player uid and then player could ask the server when it reconnects for info from himself, but this could be a giant packet of information containing gear/position/extra variables

subtle ore
#

profileNamespace isn't terrible, and in some situations it might just be the only way to save info without a DB

mortal halo
#

profileNamespace is mainly bad due to security - that's why server sided DB addons are used.

still forum
#

No you can't get real-life date without extension

peak plover
#

I feel like I should make functions for both versions, but I feel like the postives of client profilesnamespace are better

still forum
#

I don't think publicVariable on profileNamespace works

#

could be wrong tho

#

anything you save in profileNamespace the player himself could change

queen cargo
#

wont work

mortal halo
#

Go for namespace, just do know you're filling the players' profileNamespace with variables on their machine. If everyone did it, people could have bad impact

still forum
#

so storing mission progress in there is not a good Idea for a multiplayer mission

mortal halo
#

let alone security.

peak plover
#

ok, If someone figures out the seed and finds the correct line and goes through that trouble to "cheat' and change his position, then he deserves it

mortal halo
#

what do you mean by seed

peak plover
#
// generates seed on the server
// call mission_fnc_generateSeedServer;

// Code begins
// only run on server
if !(isServer) exitWith {};
// generate new seed
private _seed = random 999999999;
// generate random seed
if !(seed_reset) then {
    // if not reset seed, grab last seed and compare missionName
    _missionName = missionName;
    _lastSeedArr = profileNamespace getVariable ["seed_lastSeed",['abc']];
    _lastSeedArr params ["_lastMissionName","_lastSeed"];
    // compare missionName to lastMissionName from the last seed
    if (_lastMissionName isEqualTo _missionName) then {
        _seed = _lastSeed;
    };
};

// Set the mission seed
missionNamespace setVariable ["seed_seedVar",_seed,true];
profileNamespace setVariable ["seed_lastSeed",[missionName,_seed]];
saveProfileNamespace;
subtle ore
#

well then you just restrict who can acess variables from a player

peak plover
#

This is my seed generator

subtle ore
#

it's not like a player can modify them in their .arma3profilevars

queen cargo
#

@subtle ore go into editor then

subtle ore
#

@queen cargo I don't follow?

still forum
#

Is that sarcasm? I don't see that :x

queen cargo
#

thats why i am banned on KotH servers

peak plover
#

I can store multiplayer progress with this, for ex. completed tasks, AI arrays, etc. Then I can have a parameter in mission in case I want to reset

queen cargo
#

profileNamespace setVariable ["whatever", "memesarecool"]

subtle ore
#

Well hell. Maybe there could be a way of tracking previous to currently existing variable values

mortal halo
#

yeah, KoTH saved stats into profile namespace. people used this to change their levels

peak plover
#

I was banned for same thing @queen cargo . But they unbanned me because it is a bug abuse so it's only worthy of 2 weeks of ban

subtle ore
#

Alright, let's just say then. There is much need for a more secure way of writing variables to profileNamesapce

peak plover
#

I ran the mission in the editor and changed the money gain to 1000000 per second

queen cargo
#

do not know ... i know they "solved" it with hashing
did not wanted to spend the time to get that out of the server thus i just tested if it workd

subtle ore
#

or just compare the old versus current variable values

queen cargo
#

even worse: the actual hash is stored in RTP

#

@subtle ore the hash way is secure

#

you just have to kick if it missmatches

#

and make sure that the hashing algorithm is safe as a bank vault

subtle ore
#

Okay, how are hashes used in a3? I'm unaware on how it wroks.

peak plover
#

@subtle ore You could generate 3 keys, 2 on server and one on client. Then use a maths to check if the last edit was made from the server or sth

queen cargo
subtle ore
#

Oh, okay. Gotcha. Doesn't pertain to a3 exactly but more to a concept

peak plover
#

Like request a math from _clientVar from server and get the answer, then the cheater has to guess your numbers?

queen cargo
#

in theory you also can create a RSA based way to validate that

peak plover
#

in theory you can also save everything on the server and as soon as there's something different, log the persons details and ban him

queen cargo
#

however: that will be quite slow on SQF

#

requires a way to store
profilenamespace is not in fav. here serverside

subtle ore
#

missionNamespace isn't presistant over something like server restarts though

queen cargo
#

profilenamespace also available in servers @subtle ore

subtle ore
#

Oh wow, no kidding? That's interesting.

queen cargo
#

sarcasm? no need for
you refered missionNamespace having no persistance

subtle ore
#

No no no, you read me wrong. That was not sarcasm

queen cargo
#

kk

mortal halo
#

I am sad to say KK just announced the death of my lovely inventory.

#

I'll save it for the standalone.

subtle ore
#

so.. something like this? if(isServer) then {profileNamespace setVariable["CookieCount",0];};

#

@mortal halo What?

mortal halo
#

Weapons with attachments into containers isn't on any priority.

subtle ore
#

how did KK kill your inventory?

mortal halo
#

Inventory lacks some commands, as simple as that. I personally cannot do anything about it, though I did try what I could.

#

If my inventory can't deal with weapons

#

it's not an inventory

#

^^ direct quote

#

@little eagle I'd accept an "I told you" now

subtle ore
#

Hmmm..so why can't you get weapons to work? That doesnt' make a whole lot of sense

mortal halo
#

You can't add weapons with attachments to containers

#

and there's nothing BIS are going to do about it.

subtle ore
#

Why not just set up a dummy unit for each player and add it to the unit, add the attachments. Then put it in the container. Discrete but maybe?

mortal halo
#

Because when you deal with a tent and 100 weapons

little eagle
#

Indeed why not.

mortal halo
#

you can't wait a second for each weapon to move

#

and when when you play in MP

#

you can't have a dummy unit per player

#

or infact, have a dummy unit at all

#

It's bad practice.

little eagle
#

Yuval, here is another thing for you.

#

This discussion is essentially the Neverending Story.

#

So drop out of it while you can to save your sanity.

subtle ore
#

I'm sure no one has ever tried doing such bullshittery, so I'm not sure how that could be bad or good preactice if there is no other way

tulip cloud
#

I'm trying to create an eventHandler that will work on all vehicles on my Exile server. Basically when a vehicle is damamged >0.95 then it shouldn't explode or take more damage. I want it's damage set to .95 and not exceed that percentage.

I tested the following on EDEN Editor and it works. But it only applies to vehicles with a player in it. I want vehicles without players in them also.

(vehicle player) addEventHandler ["HandleDamage",  
{ 
private ["_veh","_dmg","_overalldamage"]; 
_veh = _this select 0; 
_dmg = _this select 2; 
_overalldamage = (damage _veh) + _dmg; 
if (_overalldamage > 0.95) then 
 {  
 _veh setDamage 0.95; 
 }else 
 { 
 _veh setDamage _overalldamage; 
 }; 
} 
];
little eagle
#

People will not accept certain things and nothing can change that.

queen cargo
#

you can have dummy units wich do no harm
disableAI is the way to go for it

still forum
#

@subtle ore Wrong. Commy already tried a year ago

subtle ore
#

@still forum I'm not necessarily wrong , Commy just didn't reach a solution. Eventually there will be a solution for as long as someone pursues it.

still forum
#

@tulip cloud I guess you don't have CBA?

tulip cloud
#

I do

still forum
#

I have a solution. But won't work with battleye and I don't think it's worth the effort

#

take a look at CBA_fnc_addClassEventHandler not sure if that's really the correct name

little eagle
#

It is.

still forum
#

add a Eventhandler to Car and all vehicles that inherit from Car will have that EH.. I guess

peak plover
#

How does ace3 move weapons with the unconcious man inventory? Do those weapons keep attachments?

mortal halo
#

the question that made everyone shut the fuck up

subtle ore
#

Possibly because there may be some research/thought that may be needed to deliever an answer? ๐Ÿคท

still forum
#

Dunno what you are talking about

queen cargo
#

i personally am just doing other things already

mortal halo
#

I feel like

#

going to UE4

tulip cloud
#

Something like this to server or player init?

["Car", "HandleDamage", {
private ["_veh","_dmg","_overalldamage"]; 
_veh = _this select 0; 
_dmg = _this select 2; 
_overalldamage = (damage _veh) + _dmg; 
if (_overalldamage > 0.95) then 
 {  
 _veh setDamage 0.95; 
 }else 
 { 
 _veh setDamage _overalldamage; 
 }; 
} ] call CBA_fnc_addClassEventHandler;
little eagle
#

every machine, justin

mortal halo
#

justin i think you can just return a number to the event handler and have it deal no damage at all - instead of letting it deal the damage and then setting the damage to 0.95

#

might be wrong tho

little eagle
#

Not with that version you can't.

#

It's the config version that ignores the return value.

mortal halo
#

not talking about cba

#

oh

little eagle
#

Well we are.

mortal halo
#

the regular event handlers let you handle damage yourself dont they?

#

i dont see what doesn't work

little eagle
#

You could instead use an init eventhandler though and add the handleDamage thing per sqf command if you wanted the return value to be used.

tulip cloud
#

I need to apply it to every vehicle on the server and ones that spawn in. So that is why I use the CBA Fnc I believe

mortal halo
#

commy can't you just return false and have nothing happen.. like properly override the engine handling of damage?

little eagle
#

No, to every machine once per mission, justin.

#

init.sqf

mortal halo
#

when using addEventHandler "HandleDamage"

little eagle
#

commy can't you just return false and have nothing happen.. like properly override the engine handling of damage?
No, because the config version ignores the return value.

icy raft
#

Heyo! I have a question! Is there any way to be sure that code executes in non-scheduled?

mortal halo
#

don't config

little eagle
#

This is based on the config version.

mortal halo
#

config is bad

little eagle
#

Well this is the config version no matter what you think about good and bad.

tulip cloud
#

I need the vehicle to take damage and make it unusable until repaired. So taking no damage would be invincibility which I don't want.

still forum
#

@icy raft run it inside isNil and the real terminology is unsheduled

little eagle
#

@icy raft

systemChat str canSuspend;
#

false -> unscheduled
true -> scheduled

icy raft
#

sorry

#

bad question

still forum
#

you want to execute code or you want to check if it executes unscheduled?

icy raft
#

To execture it

mortal halo
#

but if he can use his mission since this is an exile server he should!

still forum
#

I told you the answer then

icy raft
#

I know how to make it non-scheduled, but RVE engine stops executing after a few cycles in some cases

little eagle
#

Yuval, the CBA function hooks into the config version. If you're using CBA, you don't need to edit the configs yourselfs. It's already done essentially.

still forum
#

loops stop after 10k cycles.

#

Your definition of "a few" is weird

mortal halo
#

i... am.. suggesting.. to not.. use.. cba

little eagle
#

Only while loop stops after 10k cycles. The for step 0 loop can cycle forever

icy raft
#

So is there any way to ensure that RVE doesn't skip no mater how long is the script?

little eagle
#

skip what

#

there is no skip

tulip cloud
#

@mortal halo I personally don't care how its handled I just need an efficient way of making it that all Helicopters/Jets/Cars when taking damage that will destroy them sets their health to 0.95 instead.

still forum
#

@icy raft make sure your loops are not longer than 10k. Or run script in scheduled

icy raft
#

Only on loops?

mortal halo
#

Well man, you should make a regular eventhandler "HandleDamage" on your mission script, with no CBA and have it return false if you want no damage to be dealt.

still forum
#

yes.

little eagle
#

Only while loops

icy raft
#

Okay

little eagle
#

not all loops

mortal halo
#

I mean, dont use CBA to execute that eventhandler

icy raft
#

Gonna write a long init for a mission so good to know

still forum
#

a while loop shouldn't exist inside unscheduled anyway

mortal halo
#

use the vanilla eventhandlers

little eagle
#

a while loop shouldn't exist inside unscheduled anyway
you sure?

mortal halo
#

depends on the while loop

tulip cloud
#

I want damage to be dealt normally up to .95 anything above that should stop at that point. When you say damage not to be dealt sounds like I'll have a ton of indestructible vehicles which isn't the goal.

mortal halo
#

but generally you're right!

#

No justin

little eagle
icy raft
#

I will exist in my script, I need to go through a lot of stuff

mortal halo
#

I am saying, have damage not dealt on a vehicle when your condition for damage >= 0.95 is true

still forum
#

I'm sure there is some BIS function that returns all parents of a class. use that and check if the array contains the name

little eagle
#

So?

mortal halo
#
_ret = true;
if(CONDITION) then { _ret = false };
_ret

#

^^ @tulip cloud

little eagle
#

That's horrible, Yuval

mortal halo
#

no!!!!!

little eagle
#

You managed to write
!CONDITION
the retarded way.

mortal halo
#

how the

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why !CONDITION

tulip cloud
#

my real problem is attaching the script to each vehicle. It's not so much the condition and returned value.

mortal halo
#

condition is health > 0.95

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{

little eagle
#

justin, you already posted the answer.

#

That will do what you want

#

Ignore Yuval, he is on too much caffeine.

tulip cloud
#

ha

mortal halo
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No ignore commy2, he's giving you 1 year old answers.

still forum
#

BIS_fnc_returnParents

{
if (_x == _baseConfig) exitWIth {_valid = true;};
} forEach _config call BIS_fnc_returnParents;
_valid

There ya go. No while loop

mortal halo
#

my path shall bring you to victory!

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dedmen wouldn't returnParents contain while loops

still forum
little eagle
subtle ore
#

๐Ÿฟ

little eagle
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No, dedmen. ConfigHierarchy lists the super classes and not the parent classes.

dusk sage
#

Or could use in @dedmen

mortal halo
#

hahaha midnight

#

you have me lauging

tulip cloud
#

@mortal halo before I take my answer and go I have 1 question.

What BIS fnc will apply that event handler to all vehicles and not just the player's vehicle? This is what the CBA Fnc is accomplishing. If you can give me a script that will more efficiently handle this I'll switch it up...until then I'll continue with @little eagle 1 year old method

still forum
#

calculate the free space and then calculate how many backpacks would fit

#

@dusk sage No can't. Because that's case sensitive

dusk sage
#

Who would your two class names have different casing, if obtained the same way?

mortal halo
#

@tulip cloud if you broadcast the initialization of such eventhandler using remoteExec when you add the vehicles - that will be good.

#

but, you have to do it in script - using vanilla EHs

still forum
#

Who says they are obtained the same way?

#

the baseClass is given to the function by a user. The user might have handtyped that string ignoring any casing

mortal halo
#

if you prefer doing it in CBA, do so.

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it's just really preference. i have arrogant and ignorant preferences of not using anything config related if possible

#

because config is bad.

dusk sage
#

And you could preferable use configHieracy to avoid the casing with config types

icy raft
#

What's the usage of CBA?

little eagle
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configHieracy does not lists parent classes ffs

still forum
#

@icy raft Everything

tulip cloud
#

So what your saying is I need to write it in every sqf which initilizes vehicles. Or I can just write it once with CBA?

still forum
#

You can write it just once with CBA

mortal halo
#

yeah, but losing the return false and disabling engine handling

#

keep RV off your vehicles!

little eagle
#

Yes, in init.sqf. Not in every vehicles init box. That would mean you have N times the same eventhandler with N being the number of vehicles in the misson.

still forum
#

The code he was using in the beginning wasn't using the return value anyway

little eagle
#

To answer a previous question.

tulip cloud
#

The CBA Eventhandler fnc goes in init.sqf?

little eagle
#

Yes.

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Or any other place that makes sure it's executed once and per machine at mission start.

#

By that I mean that you could also put it into a game logics init box, but why doing stuff the hard way when that would be exactly like init.sqf?

icy raft
#

@still forum Hmm... So it's the panacea of everything?

#

Will it cure me of poverty? lol

still forum
#

yes

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If you are poor because no one wants to hire you because the scripts you write are so bad. then yes potentially

little eagle
#

๐Ÿš’

tulip cloud
#

lol

little eagle
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I wish there was a BIS function or command to add eventhandlers to classes of objects. Then I wouldn't have had to write that CBA function.

#

Too advanced for 2017

subtle ore
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@little eagle isn't that was config is good for? ๐Ÿ˜ƒ

tulip cloud
#

So hypothetically I should be able to test the script by creating a mission in Eden editor with CBA mod enabled. Add the Zeus Curator (game master) to a dude and put that script into the mission init. Then any vehicle that I spawn should not blow up right?

little eagle
#

Well, the eventhandler will execute. No idea if that's enough to never make a vehicle explode.

peak plover
#

if(_vehicle explode) then {dont}; How hard was that?

#

Doesn't ace3 stop vehicles from exploding, and just set's them on fire?

little eagle
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if then don't
Thanks for dividing by 0. You just ended the universe.

tulip cloud
#

car, boat, air are the 3 classes right?

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I'm not sure if anyone has got ace3 functioning with Exile haven't found any resources for that. Maybe its just the revive system they haven't got working with it.

little eagle
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Car, Ship, Tank, Helicopter, Plane

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CAManBase, StaticWeapon

peak plover
#

waitUntil does not work in unscheduled? Makes no sense...

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nvm

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It only executes once per frame

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makes perfect sense

still forum
#

Makes no sense?

#

WTF dude?

#

unscheduled scripts freeze every other part of the game. NOTHING runs while a unscheduled script runs

#

the result condition of a waitUntil will never become true. You will deadlock the game

little eagle
#

You missed everything after and including the >nvm

still forum
#

The reason it's not allowed is not the "it executes once per frame" though. The reason is that suspending is not allowed

little eagle
#

Well, you said the same thing just more accurate.

still forum
#

Waituntil could also execute more than once per frame. That fact is completly unrelated to why it is disabled in unscheduled

little eagle
#

Repro?

still forum
#

I said could.

little eagle
#

I read that.

still forum
#

There is no repro.
waitUntil executes once because that's how the scheduler is built. It is completly unrelated to waitUntil itself

little eagle
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The behaviour of waitUntil is kinda related to waitUntil itself.

still forum
#

It is not the behavious of waitUntil. It's the behaviour of the scheduler

little eagle
#

Waituntil could also execute more than once per frame.
I believe this to be false.

still forum
#

Cookiedough is the essential ingredient in cookies

#

No. You can execute a script more than once a frame. The scheduler just doesn't do that because it's dumb

little eagle
#

Dedmen is just wrong when he disagrees with me.

#

The scheduler just doesn't do that because it's dumb
So waitUntil can't run twice a frame?

still forum
#

You just say something the scheduler imposes on waitUntil is waitUntil itself

little eagle
#

That's also false.

still forum
#

wrong if it and all other scheduled and unscheduled scripts that run that frame don't take longer than 3ms

little eagle
#

You just say something the scheduler imposes on waitUntil is waitUntil itself
๐Ÿค”

still forum
#

A motor accelerates a car. And you are saying the wheel accelerates the car

#

which is wrong

peak plover
#

I don't mind for everything to freeze while something important is happening

still forum
#

No.

#

The profiler says otherwise

peak plover
#

Then why is he playing arma ?

still forum
#

freezing and stuttering doesn't matter if it's inside a loading screen or escape screen

little eagle
#

Quiksilver knows that everyone prefers a 40 seconds long loading screen with 30 FPS to a 20 second loading screen that is one frame.

still forum
#

unscheduled performance is exactly the same as scheduled

#

just without the 3ms limit

little eagle
#

scheduled performance is actually worse, because that environment has additional checks in place for undefined variables, serialization, time counters for the suspension...

#

all stuff that is disabled in unschedued

still forum
#

false, true, true

little eagle
#

This got offtopic btw.

#

waitUntil suspends and can't run twice a frame.

still forum
#

it can. A scheduler just doesn't execute the same script twice a frame

little eagle
#

Therefore required scheduled environment

still forum
#

again unscheduled doesn't create FPS stutter if you don't write bad code

little eagle
#

How is that different from saying it can't?

still forum
#

because it can

little eagle
#

When.

#

Never?

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Yes, it can't.

still forum
#

If you change the scheduler

little eagle
#

Yes if you change the rules, the game is different.

#

Give pigs wings and they fly.

#

Pigs don't fly, cause they have no wings.

#

Q.E.D.

#

Quiksilver should stick to politics.

#

Explain that expression.

#

I hate bloomy words.

#

I have no idea what mod performance is.

still forum
#

Show me a place where it is done and it's unnecessary

#

Biggest FPS drop caused by ACE is Interaction Menu. Which needs to be drawn every frame. So the code needs to execute every frame. In unscheduled

little eagle
#

having something execute with high precision timing, when such precision is unnecessary
That is not performance.

#

Your definition of mod performance is wrong

#

You have no idea what you're talking about.

#

dismissed. back to politics

still forum
#

again. Show a place where that actually applies.
You get shot but because other Mods and crappy Missions are shitting all over the scheduler you only get unconcious 20 seconds later.

#

Would you call that good performance?

#

It's true. ACE and CBA are doing work. Work needs time to be done.

#

If you run more Programs you have higher CPU load.

little eagle
#

Your definition of mod performance is not performance. You are babbling nonsense as usual. Stick to politics.

#

No it doesn't.

still forum
#

You throw a granade. It explodes. for 5 seconds nothing happens. Suddenly shrapnels fly all around you.
Another example

little eagle
#

somehow it got into your head that unscheduled means every frame.

#

that is wrong.

still forum
#

Nametags. Would you like it if Nametags only update every 5 seconds?

little eagle
#

pfh doesn't mean each frame either.

#

Your basic concepts are wrong.

still forum
#

ACE relies on CBA PFH. And that doesn't run every frame if you don't want it to

little eagle
#

Name one

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Name one in ACE

still forum
#

Name on example that shouldn't run every frame?
Refuiling a truck. It takes over a minute instead of 5 seconds if you put it in scheduled because the scheduler is overfilled

#

That's not a good playing experience

little eagle
#

You're making shit up, because you have no actual facts.

#

You just say what suits your feelings.

#

Stick to politics. That is opnion based.

#

It's better suited for you.

still forum
#

It's true that using ACE lowers FPS. Because there is soooo much more stuff that is done. But you can't actually give any examples on how to improve that

little eagle
#

name it

#

Not "there is plenty"

#

name it

still forum
#

If there is plenty you have to know atleast one

little eagle
#

"I feel that there is plenty" is not a fact based answer.

#

Name it and measure the time it actually takes up.

#

Maybe something good can come from it and it can be improved.