#arma3_scripting

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queen cargo
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System.Security.Permissions is .net

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not available unless CLR is enabled

lone glade
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I had an outdated intel igpu driver, it DESTROYED the permissions on files with changing refs in git.

tough abyss
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which is what i mean

queen cargo
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c# actually would be a great scripting language for the arma series

lone glade
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want to check out a different branch? lolnope, the folder perms are fucked

tough abyss
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what im doing @queen cargo

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or have been working on for a month or two

errant jasper
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Your graphics driver changed permissions on a git repository?

lone glade
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not on the repo

queen cargo
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@tough abyss there are already arma2dotnet mods

tough abyss
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well

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intercept

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using that

lone glade
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on files I modified through the bash console

queen cargo
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youre porting intercept to .net?

tough abyss
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ye

queen cargo
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that is quite a big deal

tough abyss
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yep

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wrapping some gifts

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if you know what i mean 🀣

little eagle
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πŸ‘€

lone glade
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I hope you got alcohol to get you through this

tough abyss
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well its not that bad

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ive done it on other projects

queen cargo
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but a benefitial one
anyways
if youre doing that you might be interested in contributing to arma.studio
though ... need to refractor the docs system (again)

lone glade
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commy taught me how to make arma GUIs

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a piece of paper and math

tough abyss
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runs cause i have no clue on how to make a linter

queen cargo
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no need for linting but rather development @tough abyss πŸ˜„

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straigth busy work

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also possible to be done on sqf-vm

errant jasper
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Step 1. Start implementing a parser for SQF.
Step 2. Rip your hair out because of edge cases
Step 3. ????
Step 4. Profit???? PTSD???

little eagle
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And it worked first try!

tough abyss
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lol

queen cargo
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@errant jasper @signal peak

lone glade
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tfw your interface is pixel perfect... except frames, because apparently frames and backgrounds have a 1px difference

little eagle
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I should scan in some of my gui drafts and upload them for science.

lone glade
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would be fairly useful doc to put on the wiki honestly

little eagle
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My scribblings? lol

queen cargo
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@lone glade that is kinda normal for most UI stuff ... sadly

little eagle
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I wrote a paper on how to design the settings stuff, though it's written to myself, so the thinking is strange and hard to explain for normal people.

lone glade
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wait a second

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did they fix it O.o

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just checked, apparently it's fixed O.O

little eagle
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πŸ˜ƒ

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I miss the Google emoji. The blobs are cute. This thing is fugly.

lone glade
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noooooo 😦

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yes, blob are 100% better

peak plover
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How do I get an emji library?

queen cargo
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normally things like that are not due to px differences @lone glade but rather due to how the UI is displayed
as arma is not using pixel space but relative space, one pixel of an image might get displayed on two pixels on the final output which makes them blur

errant jasper
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@lone glade The system works! ??

lone glade
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nah, still a pixel difference on the left side of each frames

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and i'm using pixelGridNoUIRescale based values

errant jasper
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But the other sides are fixed?

lone glade
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other side never had the issue, it's only 1 pixel of difference

peak plover
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Anyone implemented emoji for arma yet?

queen cargo
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wont happen anytime soon @peak plover due to how arma renders text

errant jasper
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What about webdings? Can you add your own fonts?

little eagle
peak plover
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What about

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2 overlapping controls 1 with text 2nd with emojis and whitespaces?

lone glade
little eagle
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cba_emoji.pbo

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1 PIXEL

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ALGANTHE

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ONE PIXL

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FIX IT

lone glade
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PLS

still forum
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@tough abyss Intercept already exports their API to c++
There is also @shut flower working on Intercept C#

lone glade
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that's it guys, i'm cancelling ACE Arsenal, time to remove the module

peak plover
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haha

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are u using the pixle commands?

lone glade
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ofc, how would it be so perfectly aligned?

tough abyss
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@still forum yes i know intercept does but i mean arma doing it themselves. also @shut flower and i have been talking πŸ˜›

still forum
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Well... Intercept is grabbing the stuff out of Arma

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so they kinda do?

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πŸ˜„

peak plover
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Just do safezoneX+ (safezoneH/25)

little eagle
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safezone > pixelgrid

lone glade
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ah, where's my torch again

peak plover
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πŸ‘Œ Commy

still forum
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Do you really want something like Intercept to be maintained by BI? It wouldn't make any progress or get any new stuff ever πŸ˜„

lone glade
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maintained by interns πŸ‘Œ πŸ’―

tough abyss
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well i mean direct support slashing sqf

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which may not be a good idea

peak plover
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Intercept for commuinty DLC 2018

lone glade
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I caaaaan't wait for arma 4 and the questions from lifers

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"how do I port X to arma 4?"

tame portal
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@lone glade use the ui stuff the eden update brought already ( Ν‘Β° ΝœΚ– Ν‘Β°)

peak plover
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Arma 4 will probably not be called 4

little eagle
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You mean Arma 1, right?

errant jasper
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Arma 360

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Then comes Arma One

tame portal
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ArmA: Infinite Warfare

peak plover
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But like ArmA X or something more related to it being a platform

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ArmA studio

lone glade
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xXxArmAxXx

peak plover
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ArmA craft

tame portal
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If you name it ArmA craft you might aswell sell Premium for which people pay 100€

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God damn Minecraft servers are making millions

tough abyss
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yep

peak plover
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VBS Blue. Maybe ArmA Universe or sth

tough abyss
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its slightly sad

peak plover
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How is it sad?

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Sad because you are not swimming in money and cocain and snorting hoes

lone glade
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should've made life servers

little eagle
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Next Game I Code Life.

tame portal
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@little eagle deal

errant jasper
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Code Life! You were the chosen one! It was said you would destroy Life not join them!

little eagle
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GTA SA is one of my fav games of all time, so I should be able to get into the mindset, right?

peak plover
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If the top guys from this channel would band up... You'd all be driving lamborghinies and buying BTC by the dozens in a year

lone glade
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"it's not copyright infrigement if I don't make money directly from it"

errant jasper
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Lol. Don't forget, "I haven't made this, but use it according to fair use.... No copyright intended"

lone glade
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plays the whole music anyways

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"it's totally fair use if I mention it's not mine after using it"

tame portal
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@little eagle SAMP had some great roleplay servers

peak plover
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Lol, I only played the 24/7 drift servers

tame portal
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I mostly played on the fun servers where there was Derby πŸ˜„

peak plover
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Damn, coding a decent life would take a year

queen cargo
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coding a dcecent life would take nothing ...

lone glade
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a year? you're generous

queen cargo
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getting the actual content delivered into it is a different story

little eagle
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Assets?

queen cargo
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the systems of a life server are mostly such barebone scripting that it is a pure joke

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that they run so poorly

lone glade
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huuuh, i've seen some really advanced ones

peak plover
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I mean coding like the full system and implementing an autistic amount of features

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Share your studies of the life @lone glade

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What was it

little eagle
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I made (parts of) AGM and ACE. How difficult can scripting Life really be?

lone glade
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no, I mean the one that was posted here yesterday

peak plover
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It would just take time, because it should be this massive thing with a lot of features

queen cargo
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@little eagle most things are simple stuff
get a base system that provides most basic timed updating, a database addon for the server and youre settled mostly

lone glade
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just make it a glorified deathmatch

peak plover
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^

queen cargo
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the rest is just few UIs and busywork

peak plover
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But algathe, that's not where the whales reside

queen cargo
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with most UIs being reusable if done right

lone glade
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honestly the gameplay loop of those is fucked, it's just busywork to justify killing

errant jasper
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Most of it is simple. Yet, I have one or two life-related mods, in my list. When I open a mission using those mods, I get, a skeleton error, a p3d error, and when I start it, I get a at least 30 script errors.

little eagle
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Why the database? Can't you just dump everything to file and read that the next mission?

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Never understood that.

lone glade
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too many unique users

queen cargo
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pff ... bullshit @lone glade

lone glade
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you'd be surprised how much traffic they get

queen cargo
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normal life servers youre right @little eagle

errant jasper
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To be honest I feel a server based database is overkill for many things, so I am considered writing a storage extension using sqlite isntead.

queen cargo
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however, if you want to do it right with less work on your end, you need actual data relations

errant jasper
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So essentially a file, but more structured.

little eagle
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What do you mean "do it right"? Why the database stuff?

queen cargo
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got a whole concept for a life server somewhere on a dead HDD including the full database setup

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because you got eg. product relations

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and you do not want to code them by hand

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but rather code code that codes it automatically from data

lone glade
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I just remembered I wrote a vanilla revive system and never finished it πŸ˜„

little eagle
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"product relations"

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??

queen cargo
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in life servers you got "products"

little eagle
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Items.

queen cargo
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like from iron ore you craft iron bars and from that with wood you then craft idk pickaxe

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instead of doing this whole shit yourself, you just code something that parses the database properly and you design those chains in a comfy application outside of arma and sqf

little eagle
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And? You store them ingame in arrays (and pseudo namespace if you want to fancy), and at the end of the mission, you dump it all into a file.

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And at the start of the next, you read and apply the file.

queen cargo
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that is what is done by now more or less ... i am talking about more advanced stuff

little eagle
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This can be extended to be as advanced as you want.

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Everythings an array at the end of the day.

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Why the DB?

queen cargo
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relations ...

peak plover
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Multiple servers

little eagle
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Multiple servers is an actual answer.

jade abyss
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@little eagle Many got/had Interfaces, where you can access your CharInformations through a HP

queen cargo
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you cannot have relations in files
that is why
those would be id-based

anyways ... not gonna start about how even the whole map can be updated on-the-fly via the method i proposed

little eagle
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That's another answer, but honestly, I'd never bother with a HP.

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Maybe a forum.

peak plover
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go online > Look at your character

jade abyss
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+With about 5k Entrys -> No chance with a file

tame portal
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I've seen a life server have a gambling website where you could win ingame items

peak plover
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^

little eagle
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+With about 5k Entrys -> No chance with a file
lol, you should see my RPTs

queen cargo
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^+1

jade abyss
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I've seen your Code, Commy πŸ˜„

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I don't want to

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πŸ˜›

queen cargo
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database just provides different access to your data ...

tame portal
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πŸ”₯

little eagle
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5000 lines of defines.

queen cargo
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most life servers not utilize a database in any bit

little eagle
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one function call

jade abyss
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Exactly Commy πŸ˜„

peak plover
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you want to have a website like facebook, but for your life server

queen cargo
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companion app is enough @peak plover

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skip forums alltogether

peak plover
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It needs to work on all devices!!!

queen cargo
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pay some indian guy 100€ and he will do it for you

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more then enough

lone glade
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you know what I hate? apps on mobile

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when a fucking webpage would do the same thing

jade abyss
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As i mentioned before: The LIFE-concept is not bad at all. It's a different kind of game, with an extreme amount of possibilitys.
But the comm... oh the community... 😦

tame portal
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apps on mobile that are just a website

peak plover
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And there needs to be something to do there, like gamble with in-game money or buy ingame money with real money πŸ˜‰

queen cargo
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that is stuff that can then be linked into the app @peak plover

peak plover
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Website*

queen cargo
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ingame money can be earned or bought via appstore

errant jasper
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Don't forget lootboxes

little eagle
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#include "script_component.hpp"

params [
    ["_name", "", [""]],
    ["_group", "", [""]],
    ["_className", "", [""]],
    ["_init", {}, [{}]]
];

private _slot = SLOT_CREATE(_group);

SETVAR(_slot,name,_name);
SETVAR(_slot,group,_group);
SETVAR(_slot,className,_className);
SETVAR(_slot,init,_init);

Lobby_updateSlots = true;

_slot

This is how a proper SQF function looks like. Deal with it. πŸ•Ά

tame portal
queen cargo
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skip the whole legal thing completly

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that is horrible @little eagle

little eagle
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No U.

austere granite
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private _slot = _slot = SLOT_CREATE(_group);

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wat?

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= = ?

severe solstice
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what i try is to replace

_nObject = nearestObject [(getPosATL _playerObject), _spawnObject];

with

_nObject = nearestObjects [player, ["HeliH"], 200] param [0, objNull];
_nObject = getPosATL _nObject;

but at the moment this is not gonna do it. any idear commy2?

little eagle
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: /

austere granite
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NO COMMY

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NOOOOOOOOOOOOOO

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proper SQF function he says

tame portal
jade abyss
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Here

tame portal
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Thanks

peak plover
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heheee

jade abyss
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whitey

little eagle
tame portal
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I love these blob variations

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I barely use macros

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Controversial topic intensifies

lone glade
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you monster

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I bet you don't define IDCs either

little eagle
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And who wrote a scripted lobby in 2 days?

tame portal
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@still forum Please choose a valid option

lone glade
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"2 days"

still forum
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I did

tame portal
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@little eagle I'll write you a broken one in one day

lone glade
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I can say i wrote arsenal in 1 month, but that's without considering the bugs and QOL improvements I had to make πŸ˜„

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instead it took around 2

tame portal
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😎

little eagle
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alganthe it was two days.

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Check the commits.

lone glade
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i'm in denial ok?

little eagle
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K, I added a few 3 days later, but it did work at that point.

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Git gud and use more macros to code more efficiently.

tame portal
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#define answer "No"

lone glade
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tfw your 330 lines of defines aren't enough

tame portal
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Help me define a list of fireworks I need to buy in a few minutes instead

lone glade
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fireworks?

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are you a terrorist?

tame portal
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I'll blow you up anytime baby

lone glade
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only terrorists buy explosives

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it is well known

tame portal
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No but seriously I have to get to the shop before it closes otherwise I wont have any fireworks 😦

lone glade
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use the arma flare gun

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and the miniature sun I stuff in there

tame portal
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20€ for 12 rockets

austere granite
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dont buy fireworks, buy a bottle of wine instead

tame portal
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But I want to blow something up

little eagle
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Or 3.

tame portal
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Don't tell anyone, but last year I accidently nuked someones mailbox

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( Ν‘Β° ΝœΚ– Ν‘Β°)

lone glade
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I don't drink, I don't smoke

grave torrent
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Mortar shells and Roman candles...only way to go

little eagle
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Do you want to live forever?

lone glade
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with my diet? nope

jade abyss
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"accidently" @tame portal Yeah... doubt it

tame portal
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I'll send a rocket your way commy

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@jade abyss It was

jade abyss
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Yeahh......

little eagle
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The rockets are always ready.

jade abyss
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doubt it.

tame portal
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I attached two rockets together because I like to experiment with them, sadly one failed and it flew like 10 meters up, then the second rocket ignited and it flew parallel to the floor to someones mailbox

jade abyss
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yeahhh.....

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still doubt it.

tame portal
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No problem, I'll record the accident this year for you

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( Ν‘Β° ΝœΚ– Ν‘Β°)

jade abyss
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πŸ˜„

little eagle
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Is it time to take the stupid hat off?

tame portal
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You need fireworks in your picture instead

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Lol

still forum
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yes

tame portal
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Time to buy some explosives

still forum
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slaps @tame portal hard

tame portal
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85€ per year is not much πŸ˜„

shut flower
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Did someone mention me or was there a funny @here guy

still forum
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two people mentioned

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and only blues and higher can Γ€there I think. Not even sure if blues can

shut flower
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Hmm but you mentioned me

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And cloud too

still forum
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yes

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because we talked about you

shut flower
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So stupid discord doesn’t show that up when switching to the channel

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Needed to scroll up 150 messages for that

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However we're already in contact and try to find solutions for the C# API

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While we are working with 2 different approaches

still forum
austere granite
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@shut flower there's an @ button on the top right

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allows you to jump to it

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or what dedmen said but not in krautspeak

jade abyss
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At least it's not frogish

shut flower
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I'm talking krautspeak

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And I’m on mobile

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No button here

plucky willow
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I'm trying to use the HandleDamage event handler to lower the damage received by a vehicle, and its successfully lowering the damage number received, but the vehicle is still getting destroyed. Could ACE be interfering with this?

still forum
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yes

little eagle
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Cook off I believe.

plucky willow
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wow, that stopped it! thanks!

little eagle
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Disabling cook off?

echo rivet
#

Hey guys! I'm trying to make a Safezone trigger. I want all vehicles, players and objects to be indestructable within the trigger area. Is this possible? I've tried adding object allowDamage false; but it doesn't seem to work in MP

still forum
#

object allowDamage false is the correct way to do it

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If it doesn't work then it didn't execute

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Or something else is allowing it again periodically

little eagle
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allowDamage is AL EG, so if the trigger is server only, it will fail on remote objects.

echo rivet
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I tried using the Protecting Zone object instead but it's cylinderformed and doesnt match my area

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so I thought a trigger-area with a script could do the same thing

little eagle
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Well, it can.

echo rivet
#

I set Activation: Any Player, Type: Present

and On Activation: object allowDamage false
On Deactivation: object allowDamage true

Doesn't work. I dont get it xD

little eagle
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Does it work in SP?

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Also, "object"? Is that variable even defined anywhere?

still forum
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That will obviously not work

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as object is not defined. and even then it would only toggle that one object

little eagle
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I don't think this is how "On Deactivation" works either.

still forum
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you gotta forEach thisList

little eagle
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Yeah, but not On Deactivation like that.

still forum
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And I think the trigger is only activated when the first object enters right?

little eagle
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Yes.

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This is better done with a loop I feel like.

still forum
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@echo rivet Does it need to work for AI too? Or only players and their vehicle?

echo rivet
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All objects preferably

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Meaning players, vehicles, buildings, ai

still forum
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buildings can't move into a trigger anyway

little eagle
#
// init.sqf
0 spawn {
    private _protected = [];

    while {true} do {
        sleep 5;

        private _inSafezone = (allUnits + vehicles) inAreaArray "Safezone_Marker";

        {
            _x allowDamage false;
        } forEach (_inSafezone - _protected);

        {
            _x allowDamage true;
        } forEach (_protected - _inSafezone);

        _protected = _inSafezone;
    };
};

Is this right? I'm pretty tired.

#

Safezone_Marker is the name of a marker you place.

echo rivet
#

I'll try it

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doesnt seem to work

little eagle
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🀷 I see nothing wrong with it. Add some systemChat to debug.

echo rivet
#

It works!

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Awesome man!

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thx alot

little eagle
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W-what did change?

echo rivet
#

Nothing xD

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I was an idiot

little eagle
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Phew.

echo rivet
#

Too many layers of markers and stuff I mixed em up

little eagle
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This is as simple a script as it gets, so I was worried I lost my edge.

grizzled spindle
#

Is there a way to destroy a global variable? Im ive tried setVariable ["SomeVariable", nil, true], but it doenst seem to work

meager heart
#

@grizzled spindle ```sqf
gvar_to_remove = 13;
gvar_to_remove = nil;
publicVariable "gvar_to_remove";
hint str (allVariables missionNamespace find "gvar_to_remove"); // - 1
//-----------------------------------------------------------------------------------
gvar_to_remove_object = createAgent ["Goat_random_F", [0,0,0], [], 5, "CAN_COLLIDE"];
missionNamespace setVariable ["gvar_to_remove_object",objNull,true]; // or gvar_to_remove_object = objNull; publicVariable "gvar_to_remove_object";
if (isNil "gvar_to_remove_object" || {isNull gvar_to_remove_object}) then {hint str gvar_to_remove_object}; // <NULL-object>

grizzled spindle
#

@meager heart If you wanted to do it for a variable set via setVariable how would you go about that

echo rivet
#

@little eagle Noticed that the bullets inside the safe zone still did damage so I added an EH to your script to delete outgoing bullets from vehicles and the player. Seems to be working fine!

EDIT: Scratch that lmao

//init.sqf

0 spawn {
    private _protected = [];
    
    while {true} do {
        sleep 5;

        private _inSafezone = (allUnits + vehicles) inAreaArray "Safezone_Marker";

        {
            _x allowDamage false;
            delBulletsEH = player addEventHandler ["FiredMan", {deleteVehicle (_this select 6);}];
            hint "Damage disabled"
        } forEach (_inSafezone - _protected);

        {
            player removeEventHandler ["FiredMan", delBulletsEH];
            _x allowDamage true;
            hint "Damage Enabled"
        } forEach (_protected - _inSafezone);

        _protected = _inSafezone;
    };
};
meager heart
#

@grizzled spindle varspace setVariable [var_name, value, isglobal] ?

grizzled spindle
#

Yeah thats what I have been doing

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Doesnt seem to work

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player setVariable ["SomeVar", false, true]

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then

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player setVariable ["SomeVar", nil, true]

meager heart
#

What is "SomeVar" ?

grizzled spindle
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Its just something i made up as a example

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Here is what im talking about for example

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RR_Container_inUse is infact nil however its still part of the object so not actually deleted??

meager heart
#

There you have cursorObject getVariable ["RR_Container_inUse",DEFAULT_VALUE];
and return is DEFAULT_VALUE

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What about cursorObject getVariable "RR_Container_inUse"; ?

grizzled spindle
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Yes I know that but. using allvariables it still shows up as a variable

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the line below

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I added 1234 to provve it was nil

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however if its nil why does it still show up under allVariables

meager heart
#

that default_value "1234" - value to return if variable doesn't exist

grizzled spindle
#

Yeah I understand that but what im saying is if you look at the line below where I return all the variables using the allVariables function the variable which 'doesnt exist' is listed

rotund cypress
#

@grizzled spindle not really any profit deleting a variable

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Youll just use unnecessary network traffic (if broadcasted)

meager heart
#

I might be wrong here but i think that setting the nil will not delete the variable...
it will just set the value as nil
And with isglobal= true on a variable which before was local, will send message to the server for JIPs

grizzled spindle
#

@rotund cypress The point in deleting the variable was to remove it from the jip queue so less people had to get the variable on joining

rotund cypress
#

Most likely it will not make any difference @grizzled spindle

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You just gotta be careful that you dont broadcast too many variables in the first place

#

Niling variables will most likely cause more issues than keeping it there

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@grizzled spindle

grizzled spindle
#

ok

#

ty

tough abyss
#

Heya! Is there a way to open the Video-Settings of Arma through a script command or a function call? Greetings!

lone glade
#

afaik no

#

those displays are kinda special in that regard (same as inventory)

tough abyss
#

hmm okay :/

still forum
#

Depends on how deep you wanna go XD
@grizzled spindle Cannot delete vars on object but setting them to nil might still remove them from JIP queue. allVariables says nothing about what is in the JIP queue.

tough abyss
#

Good evening, an info on this order? She is not in the wiki

#

Added: HoldKey Function (executes a user-defined code when a key has been held down for a specified period of time)

still forum
#

A function is an "it"

lone glade
#

it's on the wiki too

still forum
#

Oh man. Who would've thought. I bet it's in the function viewer too

tough abyss
#

Whatttt

#

I have been looking for 2 hours

still forum
#

Man you must not have been looking hard at all

tough abyss
#

We will have to wait a little longer

lone glade
#

work smart, not hard

tough abyss
#

I do not search in the category dev

still forum
#

category dev?

#

You just type HoldKey in the searchbox on top right and press Enter

#

That's what a search box is for

lone glade
#

let's be honest, it sucks

still forum
#

It does. I didn't expect it to find the holdkey function. Didn't have much luck with finding functions so far

tough abyss
#

7am in France, I'm tired

still forum
#

7AM here too. Just got up half an hour ago

#

Just noticed I have a acceptible sleep rythm.. Interesting

tough abyss
#

πŸ˜ƒ

little eagle
#

Dedmen, we're getting old.

lone glade
#

I just type bis_fnc_whateverIwannafind

#

if I don't remember the exact name i'm fucked tho so there's that

south pasture
#

Hi there,
setUnitLoadout produces garbage entities (backpacks), which stay in simulation queue and jip-queue. Is there any approach to overcome that behavior?

lone glade
#

wat

#

it doesn't, just so you know

#

also, getting backpacks out of the JIP queue, really?

south pasture
#

logEntities;
then

_loadout = getUnitLoadout player;
for "_i" from 0 to 20 do {
    player setUnitLoadout _loadout;
};

then
logEntities;
compare and enjoy

still forum
#

It does @lone glade

lone glade
#

O.o

still forum
#

wait

#

Gimme a min

lone glade
#

that sounds like the backpacks not being removed from the scene properly

still forum
lone glade
#

not an inherent fault of the command

still forum
#

well. Still kinda the commands fault

#

@south pasture What happens if you manually remove the backpack? logEntities should go down. And if you then call setUnitLoadout does it still create additional entities?

#

like alganthe said maybe only the old backpack isn't deleted properly. Maybe it works if you do it manually

lone glade
#

you know where they are, at worst you can do some cleanup at 0,0,0 to alleviate the issue

meager heart
#

Yes had troubles with backpacks and solution was removeBackpackGlobal when you remove unit dead body

lone glade
#

can anyone else confirm insanely longer loadtimes on dev branch?

#

at least on game startup? no mods.

still forum
#

Editor loadtimes doubled in 1.78

south pasture
#

@still forum
I log to my instance of DS, do garbage stuff, logoff. Login again with diff ownerId, do it again. Entities from prev session stay (accumulate). In MP after long session over 4k garbage enities present

still forum
#

And you are telling me that.. why?

#

You just threw a bunch of useless information at me and didn't answer my questions at all

south pasture
#

does logging off of player destroys its inventory properly? (last backpack included)?

still forum
#

Dunno

lone glade
#

easy to check, log in on dedicated, check entities, log off, check entities

south pasture
#

at least bad entities from prev ownerid don't go away

#

because server cares )

lone glade
#

is the issue only repeatable on dedicated?

#

huh, went through the dev branch updates to check if they fixed a specific enum error and what do I see:

Tweaked: Entity locality is now set before the init script call

still forum
#

What's that mean?

meager heart
#

And nobody can't exactly tell what is about

lone glade
#

afaik it means the owner is guaranteed to be defined before the init runs

still forum
#

But local this worked before right?

lone glade
#

yes

winter dune
#

a quick question, if I have to create a script which cleans up my server from vehicles after X minutes, should I go for an FSM or .sqf script?

still forum
#

FSM is a more complicated variant of a SQF script

#

I don't see why you would go for FSM

winter dune
#

so the best option will be to create a script server side that cleans my shit every X minutes?

still forum
#

FSM and SQF are both scripts

#

I don't know how you would do it without any script

#

So.. It's the best and only option

winter dune
#

never understood how FSM work

#

ok

still forum
#

Why do you then consider using something that you don't understand

#

That's a very bad Idea

winter dune
#

I searched a bit on the web

still forum
#

"I'll just use this fork to eat my soup"

lone glade
#

FSM is best left where it is, unless you're a BI employee, then use it for mission flow because it's easier to maintain laughs in the distance

winter dune
#

hmm ok

peak plover
#

It's good to visualize stuff

#

But you should just plan your mission workflow out and then script it

still forum
#

Statemachine mission flow sounds interesting

peak plover
#

Genesis aka vcom is making a huge mission with the fsm

grizzled spindle
#

Thanks @still forum

still forum
#

/\(O_O)/\

peak plover
#

batman?

lone glade
#

My nightmare:
One possible issue I expected get posted to the issue tracker, poster doesn't fill out the template and doesn't give out detail / writes broken engrish.

#

that's on the same level as someone posting "I fixed it" when you search how to fix something

unborn mauve
#

Is there a way to make it so 2 AI snipers wait until Blufor goes into an area, and then shoots

peak plover
#

yeah

#
2aisnipers waituntil blufor inarea then shoot
unborn mauve
#

πŸ€”

peak plover
#
#define 2aisnipers (group sniper_1)

2aiSnipers setCombatMode "BLUE";//set the group to not shoot
waitUntil {// wait until
    !((allunits inAreaArray [town_1,500,500,0,false]) isEqualTo [])// the list of units in the area is not empty
};
2aiSnipers setCombatMode "RED";
#

simple

rotund cypress
#

What is that lol? @peak plover

peak plover
#

If the snipers are in group 2aiSnipers and the target area is called town_1(object) and the disttance you want is 500m

unborn mauve
#

Wait you can give variable names to towns?

peak plover
#

inareaarray also works with area markers and triggers

unborn mauve
#

ah area markers

peak plover
#

You can place a game logic and call iot town_1

rotund cypress
#

Okey nigel, 2 snipers in one variable?

#

Wtf

peak plover
#

it's group name

rotund cypress
#

IMO you shouldn't be putting numbers in your variables

#

2 => Two

peak plover
#

Lol

#

not lazy

#

Nah

#

You can't start variables with numbers

rotund cypress
#

Yet you do it πŸ˜‚

#

and local variables you can.

#

Since the first letter is _

#

Either way, I would not recommend.

peak plover
#

#define 2aisnipers (group sniper_1)

#

Β―_(ツ)_/Β―

rotund cypress
#

And why would you define that to a macro?

#

Its not a constant value.

peak plover
#

Β―_(ツ)_/Β― who cares πŸ˜„

rotund cypress
#

A lot of people do.

#

Like do what you want, I am just saying.

unborn mauve
#

Might be stupid question

#

how do I use the game logic to define the town?

rotund cypress
#

Also, naming a group 2aisnipers as well, is most likely a bad idea as this group can become bigger than two people

peak plover
#

place down an object, set the variable name to town_1

#

game logic is a plaacable object

rotund cypress
#

No questions are stupid my friend, however, why would you use a game logic for that? πŸ€”

unborn mauve
#

Because Nigel told me to :p

peak plover
#

Β―_(ツ)_/Β―

#

Just an example

unborn mauve
#

How about a trigger? would that work?

peak plover
#

sure

rotund cypress
#

Just get the position of the town, and then use that

peak plover
#

with a trigger

rotund cypress
#

You dont need anything else

#

Place yourself in the town, type getPos player and get a return value.

#

Then use that

unborn mauve
#

It's supposed to be so that they go in front of a guy (5x5 area) then they start getting shot at

#

basically an ambush

rotund cypress
#

Is this going to be a static or dynamic position?

unborn mauve
#

static

rotund cypress
#

Cause if its not changing, you can just get the position beforehand

#

And then using a game logic or trigger would just be awful

lone glade
#

?

unborn mauve
#

Then what do

#

:p

lone glade
#

why would it be ?

#

a game logic is stupid in most cases, but a trigger is fine

rotund cypress
#

Its an extra addition that you do not need

#

If its just a static position that will never change.

unborn mauve
#

So then how do I set it up?

rotund cypress
#

Go into where you want and get the position by command.

#

Then use that in your script

unborn mauve
#

Well, I don't have a "my script" per say

#

You mean the one nigel sent?

rotund cypress
#

However, if you are doing things such as calls on people entering the zone, better to use a trigger as you else must use waitUntil and what not

lone glade
#

🀦

#

what did I say above?

rotund cypress
#

if you are doing things such as calls on people entering the zone

#

@lone glade its not good to touch your face too much

unborn mauve
#

Yeah, so when guy goes into small area, sniper fires, but not until then

rotund cypress
#

Maybe spots will show up

lone glade
#

what am I risking?

rotund cypress
#

Yeah, then do what someone else said and use a trigger, but game logic would still be stupid IMO. @unborn mauve

peak plover
#

You can just ```sqf
params ['_group','_area',['_side',west]];
_group setCombatMode "BLUE";
waitUntil {
if !(((allunits select {(side _x) isEqualTo _side}) inAreaArray _area) isEqualTo []) exitWith {
_group setCombatMode "RED";
true
};
(isNil {_group} || {isNull _group || {(count units _group) isEqualto 0}})
};

make that a function and  

```sqf
[group _unit,trigger_1,west] call nig_fnc_holdFireUntilSideInArea;
#

Maybe something along those lines

unborn mauve
#

But this needs everyone from that side to be in the area right?

lone glade
#

you don't even need a trigger for that nigel

peak plover
#

Yes

#

You can use any area

lone glade
#

place a marker, spawn that func

peak plover
#

Marker area or just make your own area

unborn mauve
#

And how do I make it a function?

quartz coyote
unborn mauve
#

well, I tought it would be a bit simpler but okay

lone glade
#

it's fairly simple

unborn mauve
#

For you sure πŸ˜„

lone glade
#

i'd say also give full knowledge of the targets before making them enter combat mode

#

at least they won't spend 30s finding the target.

unborn mauve
#

Don't know how to do that

#

rip me

lone glade
#

use reveal with max accuracy

unborn mauve
#

uh

#

yes

peak plover
#
params ['_group','_area',['_side',west]];
_group setCombatMode "BLUE";
waitUntil {
    private _units = allunits select {(side _x) isEqualTo _side}) inAreaArray _area;
    if  !(_units isEqualTo []) exitWith {
        {
            _group reveal [_x,4];
        } forEach _units;
        _group setCombatMode "RED";
        true
    };
    (isNil {_group} || {isNull _group || {(count units _group) isEqualto 0}})
};
#

reveals

lone glade
#

forgot the reveal accuracy

#

also what is that random true

still forum
#

exitWith return value for the waitUntil

peak plover
#

^

lone glade
#

the syntax of that code block fucking triggers me

peak plover
#

syntax?

#

What is syntax?

lone glade
#

or even just using private in a waitUntil

peak plover
#

private faster tahn no private

#

always private

lone glade
#

you realize you're redefining the var over and over and over again?

still forum
#

Doesn't matter much

peak plover
#

πŸ€”

lone glade
#

why the fuck do you have an exitWith in a waitUntil too

#

hell, why the fuck do you bother returning true while using exitWith there

rotund cypress
#

Why the fuck are you here? @lone glade

still forum
#

Because you have to?

lone glade
#

exitWith exits the current scope, doesn't it resume the rest of the func?

peak plover
#

@lone glade with no true it jsut exits that current waitUntil iteration, but not the waitUntil loop

lone glade
#

or does it just ends that instance of waitUntil?

still forum
#

It doesn't exit the current scope

#

it jumps to the end

rotund cypress
#

Alganthe, chill out a bit, thanks.

lone glade
#

???

peak plover
#

Lol what

#

🍿 πŸ† πŸ† πŸ† πŸ† πŸ†

lone glade
#

:thonking: intensifies

still forum
#

And if you don't have a true on the stack when you reach the end of the waitUntil code. It won't end

peak plover
#

πŸ’¦ πŸ’¦ πŸ’¦ πŸ’¦ πŸ’¦

lone glade
#

so, hear me out, how about having the exitWith condition be the waitUntil block?

still forum
#

And the other conditions?

peak plover
#

can't

#

Then I would need an extra variable

#

1 extra variable = 1 less fps

still forum
#

You could rebuild the _units array or move the variable up one scope so it stays alive

#

then recheck after the waitUntil if it's non-empty and then run the code in the exitWith

peak plover
#

Heeey, that's quite decent

#

yeah that would work a lot better

unborn mauve
#

So I have to make this a function?

peak plover
#

You don't HAVE toi

meager heart
#

just reveal will not make them fire when you need it, its just send them info, also it will trigger 'tacticool mode' and they can move somewhere from they positions

still forum
#

Sometimes when you reveal high enough they shoot at you through walls tho

lone glade
#

unless they're insanely far they should fire at them without relocating

violet helm
#

hey there, got a lil question for you, is it possible to return an array w/ remoteExec ? i've read the wiki, and it says "anything - nil if error - string otherwise"... so ?

still forum
#

you cannot return remotely

#

you'd have to remoteExec back to the requester

violet helm
#

mhhh ok

#

so i should pass the array in that remoteExec ?

#

right ?

still forum
#

What are you trying to do?

violet helm
#

well basically, i've got a dialog which should show some SQL-stored infos of the player. i have the correct infos when running my query, but i can't send it back to the client to update my RscStructuredText. i got it working thru a publicVariable and a waitUntil, but im kinda sure there's a more optimizated way to do it

still forum
#

Make a setDisplayedInfo function on your client. Which get's called with the info and displays it in the dialog

#

remoteExec to the server and tell it to grab the info. Then the server remoteExec's to the client that requested the Info and executes that setDisplayedInfo function

violet helm
#

will try that, thank you for your advice. will send back the results πŸ‘

still forum
#

I already know it works. I'm using that in TFAR. Instead of publicVariabling back and forth which was done previously

meager heart
#

never had that much success with just reveal ))

#

happy new year guys btw

peak plover
#

Works for me well when doing for AA / enemy heli

#

Happy new year. however

#

UTC still 3:51 pm

meager heart
#

yep with vehicles or statics its almost perfect

#

here is about 5 hours left

peak plover
#

On the internet live by UTC

meager heart
#

utc is +3 i think

#

18:54 atm

still forum
#

UTC is +3... DOUBT

#

SERIOUSLY DOUBT

#

Did you visit primary school? Because I don't think UTC + 3 = UTC.

#

I think such stuff was taught in primary school right?

meager heart
#

lol

peak plover
#

he lives in there that's waht he saying

meager heart
#

UTC/GMT +3 hours

still forum
#

So you mean moscow is +3 i think and not utc is +3 i think like you wrote

peak plover
#

utc is utc

#

ZULU TIME

quartz coyote
#

Is there a way to remoteexec this ?

[format["<t color='#004399' size = '2' shadow='1' align='center' font='PuristaBold'>BLUE</t> <t color='#FFFFFF' size = '2'>Team Wins<t/><br/><t color='#FFFFFF' size = '1'>Blue : Points %1 - Captures %2<br/>Red : Points %3 - Captures %4</t>",(WScore),(westtouch),(EScore),(easttouch)],-1,-1,15,2,0,4001] spawn bis_fnc_dynamicText;```
still forum
#

UTC is either UTC. Or utc is -3 would also be acceptible. Because it's -3 from your zone

#

but utc is +3 i thinkis completly wrong

#

@quartz coyote yes.

meager heart
#

πŸ˜€

still forum
#

Just like you would remoteExec any script function

quartz coyote
#

yes lol I guessed :), but it's a bit complicated for me let me make a try

still forum
#

example 8

quartz coyote
#
{[format["<t color='#004399' size = '2' shadow='1' align='center' font='PuristaBold'>BLUE</t> <t color='#FFFFFF' size = '2'>Team Wins<t/><br/><t color='#FFFFFF' size = '1'>Blue : Points %1 - Captures %2<br/>Red : Points %3 - Captures %4</t>",(WScore),(westtouch),(EScore),(easttouch)],-1,-1,15,2,0,4001]} remoteExec ["bis_fnc_dynamicText", -2]``` ??
still forum
#

no

#

dynamicText takes array argument

#

not CODE

quartz coyote
#

right, lets try again

meager heart
#
[format["<t color='#004399' size = '2' shadow='1' align='center' font='PuristaBold'>BLUE</t> <t color='#FFFFFF' size = '2'>Team Wins<t/><br/><t color='#FFFFFF' size = '1'>Blue : Points %1 - Captures %2<br/>Red : Points %3 - Captures %4</t>",(WScore),(westtouch),(EScore),(easttouch)],-1,-1,15,2,0,4001] remoteExec ["bis_fnc_dynamicText",[0,-2] select isDedicated];
still forum
#

πŸ‘

quartz coyote
#

wut ...

#

I really don't understand this shit

still forum
#

I don't see why that isDedicated tho.. but.. whatever

winter dune
#
cleanupFSM = [] execFSM "cleanup.fsm";
cleanup = [] spawn XYZ_fnc_cleanup;

Excuse my ignorance but, the line above are the same and they get called both of them in the init.sqf server side so I have identical cleanup system running together without any reason?

peak plover
#

@quartz coyote please don't send all that teext with remoteexec

still forum
#

No the lines are not the same. They are clearly different

quartz coyote
#
[format["<t color='#004399' size = '2' shadow='1' align='center' font='PuristaBold'>BLUE</t> <t color='#FFFFFF' size = '2'>Team Wins<t/><br/><t color='#FFFFFF' size = '1'>Blue : Points %1 - Captures %2<br/>Red : Points %3 - Captures %4</t>",(WScore),(westtouch),(EScore),(easttouch)],-1,-1,15,2,0,4001] remoteExec ["bis_fnc_dynamicText", -2];```
warm gorge
#

@quartz coyote Your passing the arguments to the remoteExec just like you would pass it if you werent remote executing it.

still forum
#

And no you don't have two things running without any reason. The reason is you start them both @winter dune

peak plover
#

@quartz coyote make your text showing into a function and just remoteExec that function

quartz coyote
#

@peak plover why ?? is it too big ?

winter dune
#

@still forum but why do I need to execute both of them?

peak plover
#

For you

winter dune
#

or should I just delete the damn fsm file and make my cleanup system

still forum
#

@winter dune you don't?

warm gorge
#

It doesnt really make much of a difference though @peak plover still pretty much doing the same thing? Would be a bit nicer though I guess

peak plover
#

No it's not doing the same thing

quartz coyote
#

@warm gorge literally didn't understand a thing ...

peak plover
#
[format["<t color='#004399' size = '2' shadow='1' align='center' font='PuristaBold'>BLUE</t> <t color='#FFFFFF' size = '2'>Team Wins<t/><br/><t color='#FFFFFF' size = '1'>Blue : Points %1 - Captures %2<br/>Red : Points %3 - Captures %4</t>",(WScore),(westtouch),(EScore),(easttouch)],-1,-1,15,2,0,4001] remoteExec ["bis_fnc_dynamicText", -2];
//vs
remoteExec ["nig_fnc_nigText", -2];

the amount of data you are transmitting is a lot smaller

#

you are sending all that for every client

#

which is insane

warm gorge
#

Do you understand how to make your own functions @quartz coyote ?

#

To do it how nigel suggested

quartz coyote
#

but ..... @peak plover I have 5 different messages to show on player's screen .... that makes a lot more functions ... i'd like to keep the number of file small ....
@warm gorge Yes np πŸ˜‰ thx

queen cargo
#

which is neglectable @peak plover
more important: keep the ammount of packages low instead of the data transfered

#

but indeed, should be improved if just for readability purpose

still forum
#

The size doesn't matter @quartz coyote ignore @peak plover

quartz coyote
#

wow ....... data transmition war xDDD

peak plover
#

size does not matter
Why would you send the data that's already included in the mission file? seems redundant

still forum
#

Because it is irrelevantly small

queen cargo
#

package count is more important due to packages have to be parsed
low pckcnt --> better netperformance due to: less time spend parsing the package

still forum
#

packet's

#

and no that's also so low that it's irrelevant

quartz coyote
#

AH ! So i'm right to keep the number of files low right ?

queen cargo
#

@still forum talking about size vs ammount

peak plover
#

🀦

still forum
#

Yeah. But still one remoteExec is irrelevant

queen cargo
#

obviously

still forum
#

compared to the hundreds of position updates per second

queen cargo
#

took that for granted

meager heart
#

The size doesn't matter Β© yes its all about the diameter πŸƒπŸ’¨

peak plover
#

less files more frames

warm gorge
#

lol

peak plover
#

πŸ‡Ύ πŸ‡ͺ πŸ‡Έ 🍧

#

The only reason people have low fps in mods like altis life

#

etc.

#

Is that they put too many files in

#

Just use init box on unit and no files

still forum
#

Uhm..

#

You sure the reason isn't that they write a bunch of shit code?

peak plover
#

definately no that

#

πŸ‘Ί

#

It's just the whitespaces and too many files

quartz coyote
#

hahah I launched the best argument ever πŸ˜„

still forum
#

Well TBH nigel launched it

queen cargo
#

true dat

peak plover
#

By saying that you should limit sending stuff that you already have on your ram/hardrive

still forum
#

You don't even know that

#

What if that's a server-side only script from a server-side only mod?

queen cargo
still forum
#

I am harsh with people that are needlessly confusing SQF beginners that are obviously already having a hard time with the basics.

peak plover
#

Then that's different

quartz coyote
#

YES !!

#

Agreed @still forum

#

xD

queen cargo
#

that is why we are here too @still forum
to keep the knowledge high

#

because you know
we are high on knowledge

peak plover
#

IQ > 50 only allowed in this channel

meager heart
#

bye

still forum
#

That's reasonable

queen cargo
still forum
#

I think with IQ>50 we are still fine an no one needs to leave

peak plover
#

You need to be this tall to get that joke Β―\_(ツ)

still forum
#

nigel Β―\_(ツ)

peak plover
#

ohh shit

still forum
#

the L is tall enough

peak plover
#

phew

queen cargo
#

now 🚢 and spread πŸ’— my lil πŸ‘

#

it is πŸŽ†

warm gorge
#

Has anyone experienced any performance issues with setUnitLoadout? Just found a report about it creating hundreds of entities at [0,0,0]

still forum
#

No

#

But I also don't run thousands of setUnitLoadouts in missions.

#

We talked about that here a few hours ago

tame portal
#

@warm gorge You could try deleting them πŸ˜„

#

If it actually does something like that

warm gorge
#

Was just curious if anyone knew much about it, didnt know it was spoken about earlier here. Apparantly the issue is going to be looked into, but never know how long thats gonna take. πŸ˜•

still forum
warm gorge
#

Exactly what I mean, have seen many bug reports with the same response not get anything done about them for months and months. I understand it might be hard getting around to them with however many devs are working on Arma ( 3 ) at the moment, but a lot of painful issues often never get fixed

still forum
#

0 engine devs are fulltime on Arma 3 at the moment

warm gorge
#

Really? Uh, well we can assume where their working I guess

still forum
#

Actually last week and this week there are 0 devs doing anything on Arma at all

#

They are on DayZ

#

No need to assume

warm gorge
#

Im just waiting for an annoucement of whats going to be done with arma after the Tanks DLC.

still forum
#

They get moved back on a per-task basis. If there is something to do they pull them back off the DayZ team

warm gorge
#

I know its been discussed so many times lately, but surely Arma 4 is going to be a thing in the next couple of years, with how well arma 3 has gone

still forum
#

Opposite. Arma 4 is not going to be a thing in the next couple years

#

2-3 years of further dev time is to be expected before we get it

warm gorge
#

Well whats gonna be done after this last DLC for arma 3? Just fix updates and shit

still forum
#

exactly

peak plover
#

community dlc

#

Better not be life or zombie mod

warm gorge
#

Players will definitely be lost then until then

#

With no content updates

peak plover
#

doubt it

#

no content updates

still forum
#

probably more people moving away from vanilla to modded

#

and community DLC's are kinda content updates

peak plover
#

You have the editor. you can be playing a new scenario every day

warm gorge
#

If only the editor didnt have so many performance issues to where its virtually impossible to edit with maps with heaps of objects lol

still forum
#

performance issues in the Editor??

#

If the editor is already lagging you don't even need to try to launch the mission

warm gorge
#

Right now you cant even select a group of objects without a freeze since the last update. But with missions with hundreds of objects its extremely laggy, almost like everything is being loaded in even out of view

violet helm
#

hey @still forum, the method you gave me is working perfectly, thanks

queen cargo
#

community made DLC
would be great

#

would require source level access though ...

#

trusted members only thus

still forum
#

What does source access have to do with community DLC?

queen cargo
#

for new features engine level

#

those will also fall away

still forum
#

We already have community DLC. And it doesn't require source access. And they already said no engine changes allowed for them

queen cargo
#

content DLCs are boring ...

still forum
#

We will just push Intercept plugins

queen cargo
#

that is how we have to do it without, yes

still forum
#

And it will become something like JayArma2Lib

#

Just instead of one closed source binary that does a specific thing we have a fully open-source moddable/extendable system

queen cargo
#

wanna hook into the UI system?

still forum
#

That also doesn't break with each update like JayArma2Lib did.

#

You mean custom drawing on top of game window? that's planned. so yes

#

Hook the UI config crap backend stuff? no

peak plover
#

Thayt would be nice

queen cargo
#

no i talk about actual ui config stuff

#

we also would barely be able to introduce new engine-based systems

#

everything is kinda weird when done this way
with direct source level access, things could be different

still forum
#

Intercept is basically source level access

queen cargo
#

it is not
it just provides a lot of things by hooking into source

still forum
#

Though.. you would barely able to add stuff that Intercept doesn't already provide the API to do.
Would be easy for me

queen cargo
#

ui stuff

#

config parsing improvments

#

preprocessor

still forum
#

I can do all that

#

preproc the easiest one btw

queen cargo
#

uhm ... rly?

#

gimme the docs

#

gonna fix this shit

still forum
#

Can you read assembly?

queen cargo
#

i am not good at it as i do not do it on day to day base

#

but yes, i can

still forum
#

Then take arma3.exe and read it. It has everything in it ^^

queen cargo
#

buhu ... so you cant right now

still forum
#

True.

#

My dev drive is dead

#

I cannot do anything right now

#

I already hooked the preproc in my debugger

tame portal
#

ArmA 3 Engine DLC

queen cargo
#

more or less

still forum
#

So I did all the research and have all the docs lying around on my dev drive

#

In form of commented assembly

queen cargo
#

well ... i always failed to use those RE tools ...

#

could dig myself through the assembly
but failing to jump back to eg. last location was killing it for me

still forum
#

jump back to last location is backspace in IDA

#

Or switch tab if you opened a new one

queen cargo
#

not using IDA

still forum
#

well then.. Β―_(ツ)_/Β―

queen cargo
#

could have used the free version ... but that is kinda weird looking and i never understood what the percentage thingy is doing

#

as even after two days of runtime it still was not complete

still forum
#

Takes about half an hour to analyze Arma for me

queen cargo
#

x32dbg i used

#

which is ... not well documented but well documented

still forum
#

And It took me over a year to somewhat master IDA.

#

And it's one of the easier RE tools

queen cargo
#

well ... in ida i could not even navigate

#

did not managed to follow jumps etc

still forum
#

double-click

#

πŸ˜„

queen cargo
#

idk ... did not touched it now for a long time

#

could also have been something else πŸ™ˆ

#

but i know in x32dbg it worked out of the box and as i expected it
probably was just osi layer 8 issue

#

but still ... that kept me away from the free IDA version

#

and the paid version ... no monez

thorn saffron
#

Damn, There is still no single plug-and-play module/script that you can just drop into your mission have have shop and money system with would let you buy and sell items vehicles and recruit AI squad members

queen cargo
#

need all info we know about enfusion scripting lang

thorn saffron
#

I'm honestly considering kludging something up myself

lone glade
#

that "life" game made on UE4 will save us all (it's sarcasm)

still forum
#

@queen cargo Download DayZ Standalone. unpack dta/system.pbo

lone glade
#

you should watch it for the lulz

still forum
#

Double click the documentation file and read

queen cargo
#

the scripting language is in there?

still forum
#

yes

queen cargo
#

well ... then making room on my hdd is now required i guess

still forum
#

I'd send it to you but.. It's on my dev drive

queen cargo
#

got an idea for a quick side-project

#

that probably requires intercept

#

and a lot of parsing

#

A LOT of parsing

#

AST generation, transformign it and outputting assembly

lone glade
#

I want more mathemagics in arma

still forum
lone glade
#

even more

queen cargo
#

EnScript --> SQF
possible

still forum
#

Uhm

#

Have fun

jade abyss
#

yeah...

#

no

#

no

#

to say it again:

#

no

queen cargo
#

you have been warned

jade abyss
#

Why would you do that?

queen cargo
#

because why not?

jade abyss
#

EnScript -> SQF?!

#

It's like... idk...

#

filling up a Ferrari with Catpiss

#

It makes no sense

#

i...

#

do what you want

queen cargo
#

@jade abyss but be aware: you might loose your mind about this mortal

jade abyss
#

I don't loose my mind, i am more in a constant facepalming pose

queen cargo
#

close enough for me

#

also thinking about some XAML-Like language for arma UIs

#
<ui ext:x="io.x39.framework.il.xatt" ns:my="my.example.package">
    <background backgroundColor="#AAAAAAFF">
        <stackpanel>
            <button click="{x:static my:button_click}">
                <label text="OK"/>
            </button>
        </stackpanel>
    </background>
</ui>```
#

would be fancy

#

anyways
got enough project for the next few decades again in my pipe

still forum
#

Not Enscript to plain SQF. Enscript to SQF Assembly

queen cargo
#

Needs some special instructions though

still forum
#

That's actually easier than using existing instructions

lone glade
#

just to be able to use getDammage one more game

#

gotta keep them for BWC πŸ˜„

queen cargo
#

That's mandatory for everything to work without a large Performance impact

still forum
#

You might not have noticed but creating existing instructions is already a ducttape hackjob because they actually require a pool allocator which I don't have

queen cargo
#

It also adds OOP to arma for free as sideeffect

peak plover
#

Contrary to popular belief,

isFlatEmpty```

does not return a boolean, but instead an array
rotund cypress
#

Please, I hope they do not implement SQF in the enfusion engine

#

Lets just let them keep out this creepy cousin cause its time for it

edgy dune
#

is it \n to have a new line in say a hint?

#

like this

#
hint "line 1 \n line 2";
subtle ore
#

@edgy dune </b>

edgy dune
#

ah thx

rotund cypress
#

Keep in mind though, that is just for structured text. @subtle ore @edgy dune

#

So you can use parseText if you want to do it in a hint @edgy dune

edgy dune
#

aye

#

so something like

subtle ore
#

@rotund cypress Yep, i thought that was implied

edgy dune
#
hint parseText "line 1 </b> line 2";
rotund cypress
#

Yes ^^

edgy dune
#

is there away to have a variable in a addAction name?

peak plover
#

I'd assume yes, not sure if you could change it

meager heart
#

@edgy dune _object addAction [format ["Some text %1", your_variable]...

edgy dune
#

ah thx

subtle ore
#

Quick question here,
I'm having to work offline since my isp is down at the moment. I am using playMove for some anims and the ai has zero collision

#

Going to try and post the script, it may be a while.

#

All i am essentially doing is just playMoving the anim, attaching unit to snap, detaching

#

As soon as the ai unit is killed however, collision is back

meager heart
#

Ai's placed in editor or spawned ? I had some troubles with ai collisions only if they placed in editor and no troubles with spawned

#

@subtle ore

subtle ore
#

@meager heart Going to try spawned now, thanks for the feedback

meager heart
#

np

rancid ruin
#
[
    ["a", 22],
    ["j", 36],
    ["f", 16]
]
#

what'd be the fastest way to select the array element containing the largest number?

lone glade
#

reverse, sort, reverse

meager heart
lone glade
#

that func is literally:
selectMax _this

#

and, just so you know, he want the ARRAY that has the biggest number

#

also selectMax doesn't support multidimensional arrays

rancid ruin
#

ye got it, thanks

#

thought you meant reverse the order of the array initially

#

not the elements

lone glade
#

yeah, the elements, it sucks but it's the only way to do that kind of sorting

meager heart
#

btw here (somewhere in this channel) was solution for getting highest player score and name, but it was exactly like you just said with sort

lone glade
#

yes, reverse the array, sort it by last value, reverse it back to what it was

rancid ruin
#

just to be clear, it's not "reverse the array" really is it?

lone glade
#

the elements

rancid ruin
#

it's more "make sure the first value in a child array is numerical" isn't it?

lone glade
#

yes

rancid ruin
#

sweet just making sure

lone glade
#

wait, got an example in garrison

rancid ruin
#

nah it's all good i got it working

#

just making sure i know why it's working

rancid ruin
#

you could achieve the same thing doing some weird shit with select / apply right?

lone glade
#

nah

rancid ruin
#

sort has always been the way?

lone glade
#

yep

rancid ruin
#

i've not touched sqf in months

lone glade
#

it uses the first value of the array.

#

so I reverse it to have the Z pos as first index, sort it, reverse it so I can use those again

#

if I didn't it would sort by the highest X pos

little eagle
#

The fastest way you say?

#
_array = _array apply {[_x select 1, _x select 0]};
_array sort false;
_array = _array apply {[_x select 1, _x select 0]};

Copy.

jade abyss
#

πŸ€”

little eagle
#

{reverse _x} forEach _array;
_array sort false;
{reverse _x} forEach _array;

And without copy.

#

Whad'scha thonkin about?

jade abyss
#

I was thinking, if i get some more food or not.

meager heart
#
0 spawn 
{ 
    _array = [ 
        ["a", 22], 
        ["j", 36], 
        ["f", 16] 
    ]; 
    _array sort false; 
    hintSilent str (_array select 0); 
};
lone glade
#

good, now you sorted them in alphabetical order

little eagle
#

^

meager heart
#

lol

little eagle
#

You tried.

meager heart
#

return is ["j", 36]

lone glade
#

reverse alphabetical order then

little eagle
#

^

#

sort true, would report a, not f, despite 16 < 22.

meager heart
#

with true // ["a",22];

little eagle
#

Yes, and expected is ["f", 16].

#

Because 16 < 22.

meager heart
#

πŸ‘€

#

mathmagic is happening

little eagle
#

Meh.

#

Real sqf mathmagic begins with MACROS:

#define SINH(x) ((exp (x) - exp - (x)) / 2)
#define COSH(x) ((exp (x) + exp - (x)) / 2)
#define ATANH(x) (ln ((1 + (x)) / (1 - (x))) / 2)
meager heart
#

no it's more like tricks then magic

#

more tricks ```sqf
#define PUSH(a,v) (a) set [count (a), (v)]
#define ARG(x) (_this select (x))
#define ARG_IF(x,v) (if (count _this > x) then {ARG (x)} else {v})

little eagle
#

PUSH, we have pushBack now.
ARG, this macro replaces one command. Useless unless it replaces at least 2 commands, or duplicate arguments.
ARG_IF, we have param now.
Don't like.

#

Also:
than*

#

Inline functions!

#define SLOT_CREATE(grp) (call {\
    private _lastId = GETVAR(grp,lastId);\
    if (isNil "_lastId") exitWith {""};\
    private _id = format ["%1:%2", grp, INC(_lastId)];\
    SETVAR(grp,lastId,_lastId);\
    private _slots = GETVAR(grp,slots);\
    _slots pushBack _id;\
    Lobby_allContainers setVariable [_id, CREATE_NAMESPACE];\
    SETVAR(_id,id,_id);\
    _id\
})
meager heart
#

Is it from your lobby ?

little eagle
#

Yes.

meager heart
#

the scripted one

little eagle
#

These are what I wrote first and took half the time to write it. The other half was creating the gui. The scripts themselves happened somewhere inbetween waiting for reloading the configs.

meager heart
#

rgr

queen cargo
#

Please tell me you are using commands for atan and Co @little eagle

#

And not those macros

lone glade
#

extension that uses the windows calculator

stable wave
#
if (getVariable ["hideKD", false] && !_isPlayer) then {
                  _entryAllKills ctrlSetText "-";
                } else {
                  _entryAllKills ctrlSetText str (([_player, "playerKills"] call fn_getScore) - ([_player, "teamKills"] call fn_getScore));
                };

Anyone knows why the game gives me a "Missing )" Error on line 1?

little eagle
#

@queen cargo There is no sqf command for atanh.

queen cargo
#

Did not saw that h part πŸ˜…

little eagle
#

@stable wave I'm refusing to help someone tagging their functions fn_, but I'd look into the syntax of getVariable, because it's a binary command, and you used in like a unary command.

meager heart
#

varspace getVariable

little eagle
#

I'd be delighted if atan could be implemented with basic arithmetic and a natural logarithm tho.

#

Would make finding anti-derivatives less of a hassle.

lone glade
#

commy

little eagle
#

Yes?

lone glade
#

You really think we're getting more commands?

queen cargo
#

Intercept

lone glade
#

at that was well before senior devs were getting moved

little eagle
#

I never said we get new commands.

lone glade
#

if we ever get that they'd make it a new one and call it atan3

meager heart
#

2.5 (two point five)

lone glade
#

we already got 2