#arma3_scripting

1 messages Β· Page 537 of 1

brave jungle
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because that was the next error to fix, the loading screen

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I've been away for a while

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forgot stuff xD

still forum
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"and preusmably if it's in a UI thread sleeping pauses it as well" there are no "threads"
"so the animation to load in the configure options can't happen" I don't think that's related to that.
"you need to call or something" need a spawn

brave jungle
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Yeah, got that sleep in there

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Right

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I'll just make the template tool add it to mission init via a spawn

still forum
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that sleep in there doesn't matter

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and you should keep that

brave jungle
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Yeah I know, but it wouldn't be in a scheduled environment so it wouldn't work right

still forum
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postInit is scheduled

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it works

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even while true only works properly in scheduled

dull drum
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Hi guys! Where can I get some info on the locality of the addAction command?

astral dawn
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Effect is local

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Object can be any object

winter rose
dull drum
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@winter rose , thanks but the only locality explanation I had there was Commands with local effects at the page footer %)

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@astral dawn thanks.

plush oriole
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Yep so although it can be run on any object, the action only shows for the player whose machine runs it

spark turret
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Hello there.
Is there a way to increase weapon sway with ACE? i fooled around with the ace fatigue stuff, but seem to dumb to get that to work and the vanilla function "setCustomAimCoef" doesnt seem to have an effect when i change it manually, also it returns values up to 2.8, while the website says is supposed to go from 0 to 1.
ATM im using setUnitRecoilCoefficient which kind of does the job, but quite badly

any way to get setCustomAimCoef to work or an ACE pendant?

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fyi i want to increase the weapon sway for players on a dedicated server

winter rose
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@dull drum these icons are the information you are looking for:
Argument Global (a.k.a any object can be used),
Effect Local (only the machine where the action has been called will see the result)

dull drum
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@plush oriole in my mission I have an event of getting an item for the player. If he has it - he can go, press a button and win. But when everything is local how to prevent cheating and injections?

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@winter rose HOLY MOTHER OF ALL

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Thank you for that dear sir!

winter rose
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πŸ‘ with pleasure!

dull drum
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I dug there but it didn't really help me to realize how to deal with MP scripting, Yet, I hope. But thanks again!

winter rose
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anytime! this channel is here for that

astral dawn
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Really depends on task
Typically you do important things on the server (mission flow,etc).
Study remoteExec(Call) JIP functionality to synchronize stuff for joining clients.
Prefer remoteExecCall for broadcasting data instead of publicVariable if that data is not read-only or it needs to be synchronized somehow

plush oriole
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i'm curious to know how many people actually implement CfgRemoteExec security

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i.e. allowing only certain commands

winter rose
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πŸ–

spark turret
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["VulcanPinch","Vulcan Pinch","",{_target setDamage 1;},{true},{},[parameters], [0,0,0], 100] call ace_interact_menu_fnc_createAction;
how ar the parameters supposed to be written? i need to pass them to a script i execute with this ace action, but cant seem to pass the params.
is is supposed to look like this
[_var1,_var2]
?
["Execute script","Execute script","",{_var1 execVM "script.sqf";},{true},{},[_var1], [0,0,0], 100] call ace_interact_menu_fnc_createAction;
along these lines is the goal.

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the problem is the variables dont get passed into the script. it just says _this = any

verbal saddle
spark turret
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thank you i will try that. i fugred out by now how to pass target and caller, will now try to get custom params

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ahhh awesome it works now. Blessed be the gods of scripting and @verbal saddle

plush oriole
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someone said something about a blessing?

verbal saddle
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Documentation :tapshead:

dull drum
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Aint no grave can hold our bodies down, @plush oriole !

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Still messing up with goddamn (hi again, Jesus) add Action. Still no good on dedicated.

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What is going so wrong here, any thoughts?

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endBox is a global, object's variable name from Eden

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Arguments are global, effects are local, sky is blue, rokunin is a retard

plush oriole
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where is the code

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i.e. in a trigger or init or where

dull drum
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initServer

plush oriole
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also although targets is optional, if you specify JIP (with true) you need to specify targets

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well the players won't be in when the server inits

dull drum
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Oh

verbal saddle
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Why is there a system chat in the middle of the add action command?

plush oriole
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debugging i assume

verbal saddle
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it breaks it.

plush oriole
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actually

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yes

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what

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why is that there

verbal saddle
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Move it down a line.

dull drum
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Oh, damn. That's an artifact, she was not a function when she was young!

verbal saddle
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Also have you confirmed that true is the correct target?
Wiki says to use a number, object, string, side, group or array for the target.

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true/false is for the JIP optional parameter

dull drum
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I fixed that

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well the players won't be in when the server inits
this scares me

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I have a persistent mission where server should set up a button for winning a game (if conditions are met)
What is the correct scheduling for this situation?
In a perfect world server should set up a button and then just send it to the local machines (existing and the newcomers) for everyone to get this button

plush oriole
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yeah so

dull drum
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And I like smashed my face to the MP Scripting article

plush oriole
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so endBox remoteExec ["bfEndAction", true]; I think should be endBox remoteExec ["bfEndAction", 0, true];

dull drum
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that is already done

plush oriole
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although the targets parameter is optional, if you specify JIP as true then you need to specify targets

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ok

verbal saddle
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Here is a remoteexeccall using addaction.

[_unit,
 ["Create the Antidote",
 {
  params ["_target", "_caller"];
  if ("RyanZombiesAntiVirusCure_Item" in (vestItems _caller + uniformItems _caller + backpackItems _caller + assignedItems _caller)) then
  {
   "End2" call BIS_fnc_endMissionServer;
  }
  else
  {
   hint format ["You don't have the Antidote!", _caller];
  };
 },
 [], 2, true, true, "", "", 3, false, "", ""]
] remoteExecCall ["addAction", _unit];
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oh god the formating

dull drum
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looks fancy! I'll try that, thanks

hollow thistle
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you could change end line to remoteExecCall ["addAction", _unit, _unit];

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oh nvmnd you I guess in your case the action is added to some "player" unit?

verbal saddle
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That would cover the player leaving and joining correct?

hollow thistle
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But in general when adding global action to some object via RE it's better to use:
_args remoteExecCall ["addAction", _unit, _unit];
instead of
_args remoteExecCall ["addAction", _unit, true];

if you use <object> instead of true in RE 3rd right param this will be in jip queue as long as object exists. If it gets deleted then it's removed from JIP queue.

dull drum
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it is actually an empty blood bag object πŸ˜ƒ

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object exists forever it's indestructible

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Is it bad if I use _arg remoteExecCall ["myFuncWithAddAction", _unit, true] instead of _arg remoteExecCall ["addAction", _unit, true];?

astral dawn
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Problem with _args remoteExecCall ["addAction", _unit, _unit]; is that you can use _unit only once in the JIP queue as a JIP ID 😦 so there can't be more than one JIP function calls attached to _unit

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I think it's preferable to call your custom scripted function instead of addAction directly, better for security and you can run extra code on that obect as well

dull drum
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So I got completely confused at last.
In my understanding it was possible to use remoteExec(Call) in a same way as simple call does. Like in myGlobalVar call myFunc with myGlobalVar becoming a _this of the myFunc. I thought that it's the same for myGlobalVar remoteExec ["myFunc", -2, true] so myGlobalVar will be _this for myFunc. Is there a difference?

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ok, probably not _this but _this select 0 as I've tried both

hollow thistle
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myGlobalVar remoteExec ["myFunc", -2, true] this is valid, it will execute code stored in global myFunc everywhere but on server.

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The value of _this for executed code will be same as myGlobalVar at the time you've done remoteExec

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have in mind remoteExec = spawn, remoteExecCall = call

dull drum
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I've got the difference I think, thanks

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That matters. And that brings me to the scheduling of all.
Persistent mission, server needs to apply addActionto the Mission Win Button. And then send it to everybody newcomers included. What is the best place to call it schedule-wise? Init? initServer?

peak plover
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Is there a way to convert the selections from hitPart EH to something I can use in setHitPointDamage?

astral dawn
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@dull drum somewhere around server initialization

dull drum
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So I got it in my initServer and it didn't work 😦

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Will try again

astral dawn
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well I think you can also put it into init field of the object itself, I am not sure if it's run on each client when he joins or only at the server

dull drum
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That's a good question

astral tendon
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Is there a way to cancel reload animation?

plush oriole
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you mean in normal gameplay

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or remove the reload animation

dull drum
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And to interrupt or to exclude completely?

astral tendon
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In normal gameplay

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Just make the player stop reloading

dull drum
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@peak plover _selection param should contain something that looks like a HitPoint

ivory lake
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you can but they'll lose a magazine

astral tendon
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Sure, its intended

ivory lake
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_unit playactionNow "GestureEmpty"

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pretty simple

dull drum
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You want to steal from them as they press "R"? πŸ˜ƒ

ivory lake
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that'll interupt it, I cant remember if it takes away their current magazine or the one they're reloading to

peak plover
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@dull drum "otocvez","armor_ce_50"

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doesn't work with sethitpointdamage

dull drum
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Mmm! I smell some Slavic language here!

peak plover
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getAllHitPointsDamage doesn't have a match as well

plush oriole
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mala vrtule flashbacks

peak plover
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I could just manually translate it and then try to do that for EVERY part

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but god damn

plush oriole
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'little propeller'

peak plover
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I need a easier way

plush oriole
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are you translating from the old to the new hitpoint system

peak plover
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no clue

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didn't even know there is a new one

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I just know that one is for the turret

dull drum
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Probably a HandleDamage EH will be more of a help?

peak plover
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I can't use handledamage

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Because the selection there is ""

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So I wouldn't even know what part was hit at all

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this one at least tells me that a turret was hit, but in czech

astral tendon
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@ivory lake Thanks, just tested and it loses the magazine it was about to reload and the original magazine still on the gun but not in the model.

ivory lake
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magazine proxies might bug it out

dull drum
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I feel that I saw a table of Czech terminology of the hit points on the Biki

ivory lake
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you can probably remove the magazine and readd it to fix that

dull drum
plush oriole
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heheh

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mala vrtule is best vrtule

dull drum
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Good ol'times of thinking HitPoints as of a usual health bar

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and then BANG otocvez!

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It feels bad to be russian and suck in understanding Czech completely

astral tendon
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@ivory lake how do you add the magazine into the gun and not the player?

ivory lake
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support magazines now

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'now', was added awhile back

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so yeah you'd just get the magazine type, and their current ammo, remove thecurrent mag, readd it with those, setAmmo etc

plush oriole
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So the Tracers module appears t obe a zeus-style one

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as in when created it makes a few tracers, then disappears

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is there a scripting solution to make a nice looking battle with tracers flying back and forth

astral tendon
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I see that I will have to use setAmmo later to add preveous amout of ammo on the magazine

plush oriole
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Can disableAI be run on a vehicle or do I have to loop through the vehicle's crew?

winter rose
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I would say crew

plush oriole
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yeah that seems to be it

high marsh
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isn't the vehicle sim inherited though?

plush oriole
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did you mean fsm

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hmm

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well it's only called on init anyway so no performance hit either way for me

astral tendon
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Is there a way to expecificly select and remove/add ammo to a magazine? I would like to select the magazine that has the lower amout of ammo and remove/add ammo from it or either delete it, since removeMagazine randonly removes an magazine with no other option.

still forum
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no there is no command to remove specific mag

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collect all mags and ammocounts of type, remove all of them. And re-add according to your list

astral tendon
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How do I get the amout that the magazine can carry?

still forum
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config

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configFile >> CfgMagazines >> magazine classname >> something
I think the entry is "count" or similar

ivory lake
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yeah that

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private _allMagazinesUnit = magazinesAmmoFull _unit;
    _allMagazinesUnit sort true;

will make it so the first mags are the most empty iirc

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in that array

astral tendon
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What about this? is it reliable to know the magazine limit?

_cmd = currentMagazineDetail player;  
_cmd = _cmd splitString "([ ]/:)"; 
_MagazineLimit = _cmd select 4;
_MagazineLimit; //return 5
ivory lake
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that's much slower than just doing
private _fullMagNum = getNumber (configFile >> "CfgMagazines" >> _rifleMag >> "count");

still forum
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"is it reliable to know the magazine limit" no not at all

ivory lake
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and can potentially fuck up

still forum
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magazine name might contain any of the split characters

ivory lake
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yeah

astral tendon
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Good call.

ivory lake
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I wish that command got turned into something a bit more useful

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because it's got access to stuff no other command gets (magazine ids)

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and I had to do something similar and yeah... if the name is something weird it'll break everything

still forum
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Would be useful if they completed implementing the magazine/weapon id stuff

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which they didn't

ivory lake
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aye

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atleast you can use the magazine ids with that though to force a particular magazine to be loaded

astral tendon
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Also, why the heavly use of "private" in your scripts? I only remember using when I dont want other scopes to have that local variables.

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I guess im missing something important

plush oriole
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yeah i've never used it

still forum
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You should always use private

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If it's possible that anyone else ever sees your script and might copy parts of it, use private

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If you still wouldn't. Private also makes your script faster

ivory lake
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yeah it's a good practice

astral tendon
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You mean, if some one wants to copy my script private can help?

still forum
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private always helps

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If someone copies your script, you might screw him over with undebuggable and extremely hard to find and unexplainable errors.

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If you don't use it your script will be slower than if you'd use it

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It also improves readability as it shows you where a variable is first set

plush oriole
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so what's the difference between _ and private

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does it prevent inheritance of the scope

still forum
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yes it prevents inheritance

slim oyster
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I hate to ask twice, but I want to double check before reinventing the wheel. Has anyone come across a function to check a group and determine it in general terms as "Infantry," "Mechanized," etc? Simple mechanics for a function

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It would just be tiered checks for assigned vehicles, group count, type of vehicles etc...

plush oriole
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none built in

oblique vale
ivory lake
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yes compilefinal/defined in cfgFunctions would be why

still forum
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"Is it compiled with compileFinal" yes

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overriding ace stuff is actually quite complicated.
easiest way is to replace their preStart/preInit in config and redirect the compiliation for your one function

oblique vale
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that would require an addon and can't be done in the mission file or am I wrong?

ivory lake
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if all you want to do is hide the GPS coordinates

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i'd just make a 'hook' function that hides the control

oblique vale
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backup plan is findDisplay in an endless loop and hide the control, although i am worried that it might kill performance?

ivory lake
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it'd affect it but probably not as much as you'd think...

still forum
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"that would require an addon and can't be done in the mission file" yes

ivory lake
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there may be a way to have it only launch the loop when it's needed though

oblique vale
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@ivory lake Any tips how to hook without writing an addon, that is the current limitation I have

still forum
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"backup plan is findDisplay in an endless loop" display creation eventhandler from CBA

ivory lake
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^

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that

still forum
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Then just hide once when the display is opened

ivory lake
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I forgot cba had that

oblique vale
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ah nice didn't know that CBA had that

ivory lake
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ace only sets the text so you can just hide it once the display opens

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so no need for loops etc

oblique vale
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Thank you, will try it out

still forum
still forum
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^ no

ivory lake
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ah yeah sorry my bad

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thats main display nvm

oblique vale
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That is the only displayHandler Stuff I can find in CBA?

still forum
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what mean

ivory lake
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description.ext it is then

peak plover
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@still forum , have you seen anyone script armor damage here?

still forum
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dunno

peak plover
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😦

jade abyss
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Just found _array#0 ❀ i am in love

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Who was responsible for that? Wanna hug him

still forum
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I assume KK, or he atleast knows who's responsible

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it's bad tho

jade abyss
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Why?

still forum
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Cuz i say so

jade abyss
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So it's not

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No πŸ€— for you

tough abyss
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What you have against KK?

jade abyss
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Where did he mentioned that?

tough abyss
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4 posts up?

still forum
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no I didn't

jade abyss
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He meant #

still forum
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It's useless as it's basically a copy of select with another name, and also only some of the syntax'es of select, and it can cause preprocessor problems

tough abyss
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I agree

jade abyss
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[[1]]#0#0
vs
[[1]] select 0 select 0
or other fuckeroo

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So no, i fully disagree with you on that.

tough abyss
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Is not faster

jade abyss
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Who said it was faster?

ivory lake
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it's probably more about 'readability'

jade abyss
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Yep

ivory lake
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but the preprocessor problems is a valid issue

jade abyss
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shorter readings

tough abyss
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Readability is worse

jade abyss
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If you think so

ivory lake
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i never use it personally but I only realized it exists a few months ago

tough abyss
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No one knows what the fuck this # means, people are confused

jade abyss
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oO

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Okay

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🀦

tough abyss
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Even more confused when they found out

jade abyss
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Not rly, but okay.

ivory lake
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time to not use new scripting commands because nobody knows what it means

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???

jade abyss
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Yep, never use pushback for example

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or params

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beacuse nobody knows what it means or get confused by it

still forum
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if you want more readability, you use params and give it readable names

jade abyss
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That not a real argument, tho

tough abyss
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is not replace for select only for 1 particular select syntax which makes it inconsistent

jade abyss
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why use params, when you don't need it for a var?

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e.g. if you want something from getPos?

tough abyss
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Params is faster. End of.

jade abyss
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M242 ... 🀦

still forum
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"e.g. if you want something from getPos?" params is faster if you want more than a single value

tough abyss
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Most new commands either bring unavailable before functionality or improve speed

still forum
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especially for splitting a position it's very nice

tough abyss
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is neither

jade abyss
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How much faster? 1-2ms?

ivory lake
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what about for nested arrays like the whole select 0 select 0 example earlier

tough abyss
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No # is the same as select no difference speed wise

jade abyss
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It has, but okay.
since you edited yours:
*speedwise, probably.
And? That wasn't the point.

tough abyss
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It has what?

still forum
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It's subjective whether you like it, but objectively it's bad

jade abyss
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much better, sooo furry, lets continue

tough abyss
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potentially can interfere with preprocessor select can’t

jade abyss
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I like that it's doesn't have those goddamn long lines of text anymore, when selecting SubArrs

still forum
#

Just like some people prefer to launch their arma with -cpuCount and -maxVRAM

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It's retarded and makes no sense. But some people are just... subjectively not that brain gifted

jade abyss
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I guess thats just habbit

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(or false informations from A2 Players)

tough abyss
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I saw people using it inside () which defeats the purpose it was added

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Because they just like the look

astral tendon
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It does not fire in the frist time when the key is pressed, it only happens the second time when the animation starts

 
player addAction   
[  
    "",   
    {  
        params ["_target", "_caller", "_actionId", "_arguments"]; 
systemChat "reloading!!!1"; 
    },  
    [],  
    1.5,   
    true,   
    true,   
    "reloadMagazine",  
    "true",  
    50,  
    false,  
    "",  
    ""  
];
#

Any fix for that?

still forum
#

what the what are you doing?

astral tendon
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check when the player press the reload button

still forum
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πŸ€”

ruby breach
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Yeah... about that

astral tendon
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since the reloaded event handle only fires when it finished, I need to check at the moment when the player press the reload button.

still forum
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We have a reload eventhandler, but that's config only -.-

slim oyster
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related to this, was there ever a workaround for inputAction problem?

still forum
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no

slim oyster
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damn

tough abyss
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What problem?

still forum
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I have one in the pipeline, that returns better keycodes

jade abyss
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Why isn't it done yet?

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Stop writing here, finish it.

slim oyster
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heh

jade abyss
#

stop writing!

still forum
#

Cuz you aren't giving money to me on patreon

jade abyss
#

Gimme moneyz first!

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Wait! Dude!

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Let's open up a life Server!!!!111

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Many πŸ’΅ πŸ’΅ πŸ’΅ πŸ’΅

slim oyster
#

If we were smart we would all do that

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we would also develop mobile games

jade abyss
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Nah, i have a Gewissen *conscience

slim oyster
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I said smart, not good

astral tendon
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So, other perfomacy friendly option for checking if the player is reloading?

ivory lake
#

use inputaction for the reload check instead @astral tendon

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if (inputAction "reloadMagazine" > 0) then {

astral tendon
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Darn, I will have to loop it.

ivory lake
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yeah - it's that or reload config EH

still forum
#

But keep in mind that it might break for anyone who rebinds their reload key

tough abyss
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No put it in onkey eh

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And on mouse

ivory lake
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i think inputAction is a bit more reliable when it comes to weird keybinds isn't it?

still forum
#

the opposite

ivory lake
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really? hmm

tough abyss
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You keep saying there is a problem but not saying what problem

still forum
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float

slim oyster
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input + input + input + modifiers = dies

tough abyss
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InputAction works outside of it

still forum
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Maybe we are mixing it up with actionKeys?

tough abyss
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Yep most likely

slim oyster
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oh yeah we are lol

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actionKeys is the important one for overriding bindings though, cant do that with an inputaction

tough abyss
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If binding is mouse you can’t override it

jade abyss
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Yeah, actionKeys beeing fixed would be nice to have.

tough abyss
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Can’t fix needs new variants returning string

still forum
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or array πŸ˜‰

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It's on my todo list right after stringReplace

tough abyss
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What do you use for string replace?

astral tendon
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inputAction also does not check when player reloads from the inventory by draging an magazine to the weapon, is there other way to check if the player is reloading?

still forum
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What u mean? @tough abyss

tough abyss
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How you do it c++ side

still forum
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Dunno yet, haven't looked into it

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probably copy string, find match, replace match with target, return copy (not actually, more optimized)

ivory lake
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I think you'll need to use reload EH then roque

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checking if they use the action menu is possible (but shitty and wouldnt advise it) and maybe the UI too but uhhhh

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there could be better ways though but im not aware of them...

astral tendon
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I already tried with it, it only checks if the action from the action menu was used.

ivory lake
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Yeah, you'd need to basically have 3 checks, one for the key press, one for action menu, one for UI (not sure how you'd do the UI)

tough abyss
#

Add EH to UI elements

astral tendon
harsh sphinx
#

Is there any way to equip a backpack in the world (similar to literally just picking it up) that can be done through code?

harsh sphinx
#

Perfect, thank you!

plush oriole
#

In eden scenario attributes, what description.ext property is the 'init' field

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i.e. is it run on server start, on client join etc?

still forum
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description.ext has no init field πŸ€”

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I assume that's init.sqf?

slim oyster
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do you mean the expression for each of the scenario values?

plush oriole
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possibly

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eden editor > attributes (at the top) > general > Init

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yeah it would make sense for it to be init.sqf

slim oyster
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yeah, scenario start serverside

plush oriole
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ok thanks

plush oriole
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has anyone built a syntax highlighitng package for VS Code or anything like that

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oh never mind i found one

slim oyster
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enable snippets

plush oriole
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is that how i get it to work after installing

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ah nevermind

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a restart worked

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oh my god proper syntax highlighting

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my eyes are blessed

still forum
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there are also linters and stuff

slim oyster
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notepad++ syntax for arma wew

plush oriole
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i have a very annoying bug with np++

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sometimes when i save it tries to save every open file

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and save all is ctrl shift s

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which i don't think i'm accidentally pressing

tough abyss
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Can i share here the code i did to avoid dead players and dead players weapons to goes underground? You need to put the code in init.sqf

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it have 47 lines

plush oriole
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put it on pastebin or something if it's too big

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i think

tough abyss
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I would love to post here

still forum
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Why would you share it here?

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So that others can see and use it?

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It will be pushed out of view in a few hours and noone will see it anymore

tough abyss
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thanks for all the hands claps!

idle obsidian
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Hi ppl! Long story short, I need to get coordinates of all existing objects on the map. Does anyone know how to do it?

exotic tinsel
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is there a way to get a player object using the players UID?

still forum
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iterate through all players and find the one that has same uid

exotic tinsel
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alright just checking

tough abyss
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There is one problem, getPlayerUID can fail when the player is not local.

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What i do is store the UID in player namespace withplayer setVariable ["x_uid",getPlayerUID player,true]

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And when i need a player UID i use that:_player getVariable "x_uid"

calm bloom
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Hey, guys, did someone try to add RHS universal afterburner script to another plane?

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for some reason addforce does nothing for cup su-34 plane

astral tendon
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How to get the weapon reload time?

calm bloom
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thats the tough question

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the best is to use the brand new reload weapon eventhandler from config

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you can estimate the reloading time by checking animation speed and multiplying it by animation coeficent, but it is really tricky thing

astral tendon
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how to find that?

calm bloom
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get reload animation speed value and get customanimcoeficent of player

astral tendon
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how?

calm bloom
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well unfourtunately i have removed that code from script

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so i dont have copypaste right now

calm bloom
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i think it doesent

restive leaf
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Worth a try though

astral dawn
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I think it's a bug that "Deleted" event handler is being called when a unit enters a vehicle? I can perfectly reproduce it in an empty mission with just player's unit and a car

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Please @ me because I think I'm going to create a feedback tracker issue if you guys also think it's a bug

restive leaf
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What object is it being called for and what is the effect in game cause I get in and out of vehicles all the time...

plush oriole
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@astral dawn

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the Deleted event handler is called when a unit enters or leaves a vheicle graahme

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that's the supposed bug, and it seems to be an actual issue

restive leaf
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On what entity?

plush oriole
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the unit i assume

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possibly something to do with the fact it gets teleported inside the vehicle so its model moves

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cause there's some weird renderlayer stuff going on in vehicles

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like th evehicle always renders in front of terrain even if you're sunk into the ground

restive leaf
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Not seen an in game effect... cause I get in and out of vics in ARMA several dozen times a day... Oh, that makes sense... deletes your player object and recreates it in the vic? Trying to work out what the "bug" is that is being reported

plush oriole
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no

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the scripting event

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i.e. if you add an event handler to listen for the 'delete' event happening

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it triggers

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doesn't mean your unit is necessarily deleted

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just that some bit of Arma thinks it has enough to tell your script it has

astral dawn
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bug is that I have never heard of unit's object being deleted when he enters/leaves a vehicle, so "Deleted" event handler should not get triggered in my opinion

restive leaf
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Oh... okay... don't use the delete EH thankfully

plush oriole
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hmm

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put it on the feedback tracker if it's not already there

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it may be intended in which case it should really be documented

astral dawn
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it may be intended in which case it should really be documented that's a quote I'd like to see at the top of biki πŸ˜„

restive leaf
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Biki is community maintained

plush oriole
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hehehe

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but i can't get an account

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D:

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dwarden does not repsond

astral dawn
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'may' and 'should' words highlight that it is community maintained πŸ˜„

restive leaf
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Ask Dedmen Jesus

plush oriole
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i mean intended is actually quite subjective

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one person may have intended it and no one else knows

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in arma there is no such thing as a bug, only an undocumented feature

astral dawn
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oh yeah me too, in fact Dwarden has responded to me like half a year later asking if I still wanted the account, I said 'yes why not', then he never answered again πŸ˜„ I already forgot what I wanted to write there anyway

plush oriole
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hehe

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same

restive leaf
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Ask Dedmen Jesus

plush oriole
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is he a bohemia person

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or a forum admin i guess

restive leaf
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He seems to have some say over the Biki... worth a try

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As long as you get him in a good mood πŸ˜‰

astral dawn
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BI obviously has documented their own SQF functions and their functionality for themselves

restive leaf
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Don't bet on it πŸ˜‰

astral dawn
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so... upload that to biki and problem solved, right?

tough abyss
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They use BIKI

restive leaf
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🀣

plush oriole
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mental documentation

calm bloom
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so, guys, did anyone experience problems with addforce?

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i dont understand the math behind it, i just use couple of plane afterburner scripts and it does nothing on the CUP su-34 plane

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tried the RHS and John's Spartan Su-35 afterburner

plush oriole
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i think i've used addforce before

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to simulate wind conditions when flying helicopters

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since i think they don't automatically push the helicopter

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have you tested addForce directly?

astral dawn
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addForce gives impulse, not constantly added force

plush oriole
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ye

astral dawn
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Newton's law
F=dp/dt
what I want to say, addForce is not the right name for that function 🀣 although it's called the same in physx :/

calm bloom
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well, that scripts i have used they do "onEachFrame" BIS_fnc_addStackedEventHandler

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and built in limiters

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i have copied them almost directly, i see that addforce function parameters are altered by scripts, but plane does not accelerate

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i was trying to multiply force and coordinates of model

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everything looks ok and working, but plane does not fly faster, thats all

plush oriole
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better than being called

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hang on

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pΕ™idatSΓ­lu

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just test addForce on its own if possible

calm bloom
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i was trying to do
velocity _vehicle addForce [( _velocityNew) vectorMultiply 100000,[0,0,0]];

plush oriole
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wait what is the

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sqf velocity bit

calm bloom
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sqf is somewhat not working bbcode tag

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ok i messed up a bit

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private _velocity       = velocity _vehicle;
_vehicle addForce [(_velocity) vectorMultiply 100000,[0,0,0]];
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i did this

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in the loop

jade abyss
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try [0,-1,0]

plush oriole
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ooh is sqf supported

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player attachTo [cat, [0,0,1]];
hint "muahahahahaha"```
jade abyss
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Since a couple years, yeah

plush oriole
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that's amazing

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it's highlight.js i think

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but that's great

calm bloom
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i think i tried different offsets, ill make sure to check again tomorrow

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thanks for the tips

astral dawn
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pushme = vehicle player; onEachFrame {pushme addForce [pushme vectorModelToWorld [0,500000,0],getCenterOfMass pushme];}
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I didn't look through your code though

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but what I have posted pushes my plane very well πŸ˜„

calm bloom
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ok its a way to go, thanks!

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i think ill even start arma once again

astral dawn
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25000 km/h feels very nice

jade abyss
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Found some pretty old stuff:

CruiseControl =
{
    _Veh = vehicle player;
    _Speed = (speed _Veh);
    _Mass = (getMass _Veh);
    
    _MaxSpeed = 60;
    if(_Speed <= _MaxSpeed)then
    {
        _Newt = (((_MaxSpeed+3) / 3.6) * _Mass) / 100;
        _LinConv = linearConversion [0,_MaxSpeed,_Speed,_Newt,0,true];
        _Force = _Veh vectorModelToWorld [0,_LinConv,0];
        _Veh addForce [_Force, [0,-5,0]];
    };
    if(_Speed > _MaxSpeed)then
    {
        _Newt = (((_MaxSpeed-3) / 3.6) * _Mass) / 100;
        _LinConv = linearConversion [0,_MaxSpeed,_Speed,0,_Newt,false];
        _Force = _Veh vectorModelToWorld [0,- _LinConv,0];
        _Veh addForce [_Force, [0,-5,0]];
    };
};```
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oh boy, from june 2017

calm bloom
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hmm

jade abyss
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_Veh addForce [_Force, [0,-5,0]];

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the important part

calm bloom
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You know, exact your code does not help

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i have cup su-34 with lightly changed pylons

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may be addforce requires like planex simulation and cup is on old plane?

astral dawn
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to avoid pitch/yaw torque from addforce, you should add force to the center of mass ideally

calm bloom
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pushme does nothing(

jade abyss
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could be Β―_(ツ)_/Β―

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oh boy, from june 2017 πŸ‘ˆ

astral dawn
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😒

calm bloom
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simulation = "Airplane";

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simulation = "airplaneX";

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yes i think that could be reason

astral dawn
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x could stand for physX
addForce is a physX related command
seems to be the case 😦

plush oriole
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so the older command is removed

calm bloom
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yes x is physx

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ok there are older scripts with velocity command or so

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anyways thanks for your help!

jade abyss
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Ah right

calm bloom
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good night)

tough abyss
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I’m not good with scripting, and hell I don’t even know if this is the right channel but what script would you use to get the showers to move that came with the new contact pack?

plush oriole
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they should be placeable from the editor

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aren't they

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without scripting

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or do you need to bc it's from the compatability addon

restive leaf
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You mean animate them?

tough abyss
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So you should be able to place them down, walk up to them ingame and turn them on?

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Yeah

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Like how it was in the trailer

plush oriole
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ah i see

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not sure bc i don't have it

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but it's a particle effect

tough abyss
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Yeah

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There’s gotta be an activation script for it somewhere

plush oriole
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well i imagine it's just a water particle spawner at each spray nozzle

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although the spray nozzles moe

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omve

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move

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hmm

tough abyss
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Maybe they do turn on

plush oriole
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you'll still have to write it i imagine, although I haven't experimented with this at all

tough abyss
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Maybe they pulled a sneaky on us, and yeah

restive leaf
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Look at the valve... should be an action menu option then per Reyhard after they were added to dev branch

tough abyss
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I’ll try that, cheers

plush oriole
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ah nice

full furnace
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so i'm wondering if anyone knows of a script where you can switch your pistol with something one that's in your vest, clothing or packpack to your pistol slot. so an example would be Glock (in vest) PO7 (in hands) to PO7 (in vest) Glock (in hands) without going into your inventory and dragging it?

desert lava
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Anyone know who made xsspawns?

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Having problem with custom map not panning correctly see lots of black

restive leaf
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Black Sky?

desert lava
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Keep getting this error. Didnt have it earlier idk. Using lythium custom map

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And just trying to get the map menu to pan zoomed in so it doesent start off black

restive leaf
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You need to add widthRailWayο»Ώ = 1;to the RscMapControl ο»Ώο»Ώarray ο»Ώο»Ώin the dialog definition giving that error... Was a change in 1.90

desert lava
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Doesent seem to work

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Keeps hanging on loading screen I added it to where the error was but nooby to scripting so... Il try more

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I tried to read the error but it says description.ext though

desert lava
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fixed it. Now just trying to get it so map doesent pan all the way to the left with just black you have to move your cursor and pan the map so its in your view

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thanks @restive leaf thanks alot πŸ˜„

#
            text = "";
            x = 0.066875 * safezoneW + safezoneX;
            y = 0.332 * safezoneH + safezoneY;
            w = 0.49875 * safezoneW;
            h = 0.602 * safezoneH;
            moveOnEdges = 0;
            maxSatelliteAlpha = 0.75;
            alphaFadeStartScale = 1.15;
            alphaFadeEndScale = 1.29;
            colorOutside[] = {0.0,0.0,0.0,1.0};
            widthRailWay = 1;
        };```
restive leaf
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Someone mentioned that issue today in discord... may be worth a search for it... the black thing

desert lava
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Is this something to do with what I am trying to do

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Just needs panning abit

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If thats the correct word

restive leaf
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I can't help with that... Long time UNIX Engineer but I hated X Windows work... hate damned windows on a computer

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Scripting, OSes, networks, storage, networked storage... then I am your man

desert lava
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Sat Mask: 10240x10240
Satelital Image resolution: 20480x20480

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I am confused as to which ones the actual size. This maps a lot smaller well slightly smaller than other maps

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I am blind but thanks for the help. Was going nuts with that error

restive leaf
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From my very limited experience the satellite image is generally 1px = 1m, sat mask is not. So I would guess that the map is 20km x 20km but I might be completely wrong

desert lava
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ye its because this is smaller than other maps so where its zoomed out would be where locations would be on say altis

stable juniper
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I'm not sure if this is the place to ask but i cant seem to get the script to add images on computers correct on this mission, it tells me the image cannot be found when im looking at the image its self

exotic tinsel
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im having an issue with my chat commands feature on my server. there is a player who no mater what i do cant use the chat commands. Below is the code i send to the client to run and detect chat commands. I send this to the client on creation of the player object. I have confirmed that it is successfully being sent to their client but i have no idea what happens after that because i don't have access to their system. CAN anyone spot reasons why this would not be working for a client. out of 70 other players i have had no complaints except this one player. and yes it is for sure not working on their end.
https://pastebin.com/X3tn2ttt

still forum
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@astral dawn if your deleted EH bug is real, it will break ACE. So if you can reproduce it then please report and maybe tell Dwarden too :U
@restive leaf since the new account system I don't create Biki accounts anymore. I guess i could but I don't know what other stuff is connected with that in the backend that I might accidentally break.

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@exotic tinsel

if (_uid == _temp_uid) then
        {
            _player = _x;
            _goodtogo = true;          
        };

just use findIf.

//if player found then do stuff but.. why? the whileloop waits endlessly until it finds a player.

(true) && does nothing πŸ€”

(_this select 1) != 28 maybe that player isn't using that exact key to send chat messages?

_chatArr = toArray utility_8_chatString;
//_chatArr resize 1;
if ((_chatArr select 0) isEqualTo ((toArray "!") select 0))

Why so complicated?
if ((utility_8_chatString select [0,1]) == "!")

Is the player never executing the utility_8_fnc_state_2_apply on the server?

in your waitUntil at L60 you could just store whether it should exit in a variable, instead of messing with exitWith
Also in the waitUntil you are executing findDisplay 24 3 times. And displayCtrl 101 twice, just store it in a variable.

exotic tinsel
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@still forum thanks for the code improvments. i have made them. So, if the player does not have the key bound to 28 then it wont work. what could i do to get around that issue?

still forum
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Maybe there is a inputAction name for the chat send key

idle obsidian
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Hi ppl! Long story short, I need to get coordinates of all existing objects on the map. Does anyone know how to do it?

exotic tinsel
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use, nearestobjects, a foreach, and postion. google each of those terms and put it together.

ivory lake
verbal saddle
exotic tinsel
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@still forum You were right. i can not believe it but the dude types a message and every time, hits the num pad enter key instead of the enter key. some odd habit he formed. lol.

astral dawn
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How can the "deleted" event handler bug break ace if it didn't break it yet?

still forum
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because we use deleted eh in next version

astral dawn
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Ah ok

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Well since I add the deleted handler to killed units, I just check if the unit is not alive in the eh code

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A temp fix for now

spark turret
#

Can infantry send Datalink targets or only vehicles? kinda confused bc the BI example is this vehicleReportRemoteTargets (vehicle player);

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all OPFOR infantry is set to send datalink and an SU-24 Frogfoot CAS plane is set to receive but doesnt seem to get the targets when i check with targetsQuery

slow moon
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yos has

spark turret
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or does the data link even ahve any effect on AI units? i feel like its just made for players.

plush oriole
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data link does work

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hang on do you have it enabled in the unit's settings

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in eden

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afaik infantry have it disabled by default

desert lava
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Does anyone know where I can edit the pan of the map to fix this

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Cant post screenies damn

tough abyss
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hey, trying to binarize my addon but I'm getting this

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2019-06-26 10:12:58,740 [ INFO] 9: Binarizing ...
2019-06-26 10:13:07,005 [ERROR] 9: Process ended with non-zero code. Exit code: -1073741819
2019-06-26 10:13:07,009 [ERROR] 9: !>
2019-06-26 10:13:07,011 [ INFO] 9: Done.
2019-06-26 10:13:07,013 [ERROR] 9: Build failed

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it successfully converted the configs

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but right after, gives me that

plush oriole
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@desert lava Do you mean that it goes to coordinate (0,0), which looks ugly

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you could add some rectangular markers to disguise it

desert lava
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I have been doing DayZ but isnt there easier ways to edit minimap and stuff using editor. Or does it have to be scripted?

plush oriole
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no I think you'll have to script

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I don't think any of this is built into the editor

still forum
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@tough abyss what tool are you using for packing?

tough abyss
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@still forum fixed it, had an binarized model

spark turret
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so im still tinkering with information the AI collects about their enemies. With targetsquery i get an array for enemy inf, tanks etc that looks liek this:
´´´[1,B Alpha 2-3:9,WEST,""CUP_B_Challenger2_Desert_BAF"",[3132.97,4950.85],60.495]´´´
now, the problem is that the class name is double stringed (notice the 2 " before and after, and that fucks up when i want to do further stuff with the name. how do i take the name and take away one "?

tough abyss
#

Same for vanilla vehicles?

spark turret
#

good question, et me test

plush oriole
#

slice the string, although they may not always have the double string

spark turret
#

please explain

plush oriole
#

hmm arma has no slicing

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basically chop the first and last characters off

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to remove the quotes

spark turret
#

heres the rusult with vanilla vehicles
[1,B Alpha 2-4:8,WEST,""B_Truck_01_mover_F"",[2889.33,4987.01],2.85]]
altough te double string might be bc i log it with diag_log format

tough abyss
#

What is the actual command arguments

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You get double quotes if you str a string

spark turret
#
_targets = _unit targetsQuery [objNull, WEST, "", [], 600];
 {       _TargetX = _x;
            _Target_Class = _TargetX select 3;    //get Classname of target
            {
                if (_Target_Class isKindOf _x) then {
                    _Target_Type = _x;
                }else {
                _Target_Type = "unknown";
                };    //gets type of Target (infantry, heli, car, tank etc)
            } forEach ["Car","Tank","Man","Plane","Helicopter"];
            _tpyeInfo = [_target_Type,_Target_Class];
}forEach _targets;
tough abyss
#

_targets is array of arrays so _x is array

#

What are you trying to achieve passing it to isKindOf

#

I mean there is syntax of isKindOf that takes array but not this kind of array

spark turret
#

its probably not the most effective, i wanna check what kind the target is: is it a tank, car, heli etc

#

any better way to do that?

tough abyss
#

Effective? At the moment your code makes 0 sense

spark turret
#

yeah i think i fixed the double string thing

tough abyss
#

Ah wait there is another foreach

spark turret
#

okay fixed the double string. now how do i get info from a class name about what kind of vehicle it is?

tough abyss
#

_tpyeInfo is typo?

#

Have you defined it before somewhere?

spark turret
#

ahhhhhhhhhh

#

yeah that might be the problem. i use it later on in my averall info output but its retricted to inside the foreach.

tough abyss
#

_Target_Type is first defined inside the scope of if? Then it will be undefined in that tpyeInfo array

spark turret
#

yeah that was the problem

#

damn its always the obvious little things lol
anyways, now i get a correct classname but it outputs type "unknow" for the vanilla HEMTT truck, which is a "car" in the config parents

#

ah bc it wants an object, not a classname

tough abyss
#

Because you do not exit and it carries on comparing it to other classes, until it compares it to helicopter then exits. But it is not a helicopter so the last assigned value is "unknown"

#

Nothing to do with object or not

#

Put the car last and it will comeback with car

spark turret
#

so delete the else {_Target_Type = "unknown";}?

tough abyss
#

Why?

spark turret
#

well, then it will only change the target type once, when it matches

tough abyss
#

The second foreach loop does not stop when match is found

#

You need to exit from it

spark turret
#

i gotta be honest, i dont know how to do that lol

tough abyss
#

I gotta be honest as well, I’m on mobile and it is quite awkward viewing or typing code. Maybe someone can correct it for you

spark turret
#

i know there is scope stuff, i will look into that

#

i ll try the if () exitwith {}

tough abyss
#

You can try delete that else ... and instead of then use exitWith

spark turret
#

yesssssssss it works

tough abyss
#

Literally replace word then with exitWith after you deleted else expression

spark turret
#

thanks @tough abyss

dry owl
#

I am attempting to use an old C-RAM script (Shoot down Misses & Mortars using the Praetorian) , the script works but the issue is that weapon is too accurate and shoots one round to take out a mortar... any idea where I may change the accuracy?

https://pastebin.com/PWqPZ6uG

plush oriole
#

at line 23

#

that's where it fires

#

so maybe insert a line which adds some random rotation to the turret

#

Does anyone know if attachTo causes inheritance of the Simulated property?

tough abyss
#

It doesn’t shoot anything, it deletes target and creates explosion in place, it is a lousy cheat shit @dry owl

plush oriole
#

oh wow

#

but

#

doFireAtTarget

#

isn't that there

#

i didn't properly look through

tough abyss
#

For effect

plush oriole
#

huh

#

in my experience fireAtTarget doesn't even move the barrel

#

oh i see it makes the bullets for effect

peak plover
#

ohh no

#

not this

#

I used doTarget

#

and

#

forceWeaponFire

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inside a PFH

spark turret
#

dont use Forecweaponfire, it overwrties ammo in the mag.

#

use this instead:
_currentWeapon = currentWeapon _unit;
_weaponModes = getArray (configFile/"CfgWeapons"/_currentWeapon/"modes");
_desiredWeapon = _weaponModes select 0;

                            [_unit,  _currentWeapon ] call BIS_fnc_fire;
swift yacht
spark turret
#

bc spelling mistake "Deutschtes Kennzeichen"

swift yacht
#

this is not the error

spark turret
#

then i dont know Β―_(ツ)_/Β―

swift yacht
#

rip 😦

plush oriole
#

what is the errror

#

if there is one

winter rose
swift yacht
#

the customization dont show up in the init menu

tough abyss
#

Is this Global Mobilization related?

swift yacht
#

Okay Thx

desert lava
#

Ccheers

peak plover
#

@desert lava looks like an issue with a mod, ask the creator

desert lava
#

I dont think it is. I think its because the map is a lot smaller than other arma maps so wheres theres black would be part of the map

#

Il mess around. see what I can do.

desert lava
#

If anyone could help or give me an idea of what to edit or if I need to make a new script what to override

#

Would it be in that specific mission?

dull drum
#

everything is run from initPlayerLocal

#

The .rpt file shows no errors or other info messages it just does not work.

still forum
#

"string 49"?
"doesn't shoot"?

dull drum
#

Well, the calling function under it πŸ˜ƒ

still forum
#

Ah

#

you mean the function in line 49 doesn't execute in MP?

dull drum
#

Yup

still forum
#

have you tried adding diag_log's around it to see where it strops executing things?

#

(findDisplay 46) maybe the display doesn't exist yet

dull drum
#

I'm trying to systemChat it

#

Yup, it shoots actually. Just missed the message from SysChat it was on the map screen.
It's very possible then, that display is indeed absent. How should I wait for it to be set up?

still forum
#

waitUntil

dull drum
#

waitUntil { !isNull findDisplay 46 }; should be of a help here I thin...

#

Yes

#

πŸ˜ƒ

#

Thank you

still forum
#

Btw "shoot" has a very different meaning from "execute" which is what you actually mean

dull drum
#

The order of things is still very hard to me to understand. Especially when it comes to MP scripting.

#

Yup, I meant executed

plush oriole
#

where is it being run

#

actually yes if this is being run first then the displays won't exist

dull drum
#

I have a riddle-like question. Everything I wanted to work is working, but I don't really got why πŸ˜ƒ

plush oriole
#

so did you add the part which waits until display 46 exists?

dull drum
#

Yeah, sure. And it worked neatly.

#

So here is the complete riddle to me

#

Question is in the string 16, problem is in string 5

#

Why doing a remote exec for the function, some script commands should be applied directly and others - through the additional remoteExec?

#

Because, for example, setUnitLoadout is both Global in args and Effect?

tough abyss
#

Would somebody point out to me what's wrong with my breaching script, whenever I press ok it comes up with Activation on: as an error message. Yes im new to this https://pastebin.com/8GxsQWPM

#

Im using a trigger to activate it

plush oriole
#

what's the error message

tough abyss
#

Activation on:

#

On activation:*

plush oriole
#

is that it?

tough abyss
#

Yeah

plush oriole
#

do you actually have units named 'flashbang', 'guard', 'doorman' etc

tough abyss
#

Yeah

plush oriole
#

and presumably this is inside another script

#

to be activated

tough abyss
#

I just put it into a trigger

still forum
#

can you grab screenshot of trigger UI?

tough abyss
#

Yeah lemme get one

#

Is that it?

still forum
#

hm πŸ€” trigger looks good

#

Ah... Maybe..

#

try putting a 0=0; into the last line

tough abyss
#

Just as it is? like that?

still forum
#

ye

#

just at the end

tough abyss
#

Nop

#

Does something have to be in condition?

still forum
#

nope condition "this" is correct :/

#

Thanks for useful error messages Arma

#

did you write code yourself or copy from BI Forum?

plush oriole
#

hang on where's the flashbang

still forum
#

does it work if you only use one line? the firt setPos maybe

tough abyss
#

I looked up a breaching script

#

Ill post the google doc its from

plush oriole
#

ye but where's the flashbang

tough abyss
#

Where?

plush oriole
#

there's no object called 'flashbang' at the moment

tough abyss
#

Nonono thats the name of the unit

plush oriole
#

oh

#

oh i see

#

ok

tough abyss
#

This is the doc i got it from

plush oriole
#

does the "Acts_Breaching_Two" action actually exist

#

is the next thing

tough abyss
#

Yeah

#

Apex breaching animations

still forum
#

I think your quotes are not real quotes

tough abyss
#

"?

still forum
#

Yep they are

tough abyss
#

those ones?

still forum
#
Guard switchmove ”Acts_Breaching_Three”;
Doorman switchmove β€œActs_Breaching_Four";
Deadman switchmove "Acts_Breaching_One";

” vs "

plush oriole
#

ahh

#

well done

tough abyss
#

s m h

#

man arma is so picky

still forum
#

No it's not really

#

No programming language supports that

tough abyss
#

Didnt even know there was such thing as a fake quote

still forum
#

I don't know real name. Maybe "stylized quote". Office programs really like to just replace your quotes with that

tough abyss
#

THank

#

omG

#

😁

#

Now to position them properly

#

Actually also quick question, is there a script that opens the doors at a certain time in?

#

Of a building

plush oriole
#

yep you can open building doors by script

tough abyss
#

Ah righto

#

Would you happen to know the classname for one of the apex doors, its from the brick villa

#

Or is there like a list of door classnames, or am i just looking in the wrong area

plush oriole
#

classname?

#

ah

#

yeah look in config

tough abyss
#

So like when they open the door in the breaching, the door opens

dull drum
#

Does addCuratorPoints have any connection to Manage Resources Module for Zeus?

plush oriole
#

i assume it's the same thing

#

"Points can be adjusted by addCuratorPoints and returned using curatorPoints, or you can use Manage Resources module."

dull drum
#

I've used BIS_fnc_curatorObjectRegisteredTable instead of the handler there

plush oriole
#

what

dull drum
#

Yeah, they have it πŸ˜ƒ And it actually works.

#

But [z1, 1] remoteExecCall ["addCuratorPoints", 0, true]; does not 😦

plush oriole
#

needs to be run on the server

dull drum
#

It does run from initServer.sqf

#

in a hosted MP game (not dedicated)

plush oriole
#

so don't need to remoteexeccall

#

since it's already running on the server

dull drum
#

Oh my god

#

The UI for that is the green progress bar, holey guacamoley!

#

I never wanted to kick my own croach this bad for months

plush oriole
#

oh so was it working

dull drum
#

It was indeed

plush oriole
#

luckily most people aren't that flexible

dull drum
#

I feel so broken now

#

You can use obstacles in need, you know πŸ˜ƒ

winter rose
#

@plush oriole @tough abyss
could
you
please
make an effort in writing in less messages please!

plush oriole
#

We're having a conversation though

winter rose
#

you are having a conversation this time yes;
yet 6 consecutive messages from one single person is not a conversation and could be shortened.

I don't want to be the party-pooper, but please

daring pawn
#

Imagine having a discord this large unmuted

#

How does them having thoughts come to them and pressing enter a few times apart change anything

plush oriole
#

I think he does have it muted

tough abyss
#

@winter rose sorry i have a habit of that, I tend to forget and remember a lot

fierce oyster
#

Can someone help me add a Target Lead Indicator to a Hunter HMG?

earnest path
#

I need some input if you guys will. I would like to setup Exile mod on the latest map that is coming out with Contact but that is only available on the dev branch at this moment. I do not want to re-download everything i have downloaded up until now. What is the correct way to approach this?
My current thinking is :
1 - Backup
2 - Change to dev branch
3 - Change to master branch
4 - Restore backup

Do mods get affected by switching branches ?

spice axle
#

What about use the Arma tools to have both?

earnest path
#

Hmm Can you launch the game from Arma tools ? I always taught of arma tools as my server files never tried running the game from there

spark turret
#

probably the wrong channel as that is not connected to scripting at all

#

@fierce oyster what exactly do you wanna do? have a target indicator where you need to shoot to hit a moving vehicle or what?

fierce oyster
#

Yes exactly @spark turret

#

Like in Cheetah or Tigris

plush oriole
#

it's in the weapon config i believe

fierce oyster
#

I found it in the CfgWeapons

#

"ballisticsComputer"

#

Tigris has the value "2+4"

#

i made my own Cfg replacing the original value with 2+4 and packed it into a .pbo and ran it as a mod

#

no change

spark turret
#

yeah thats also the wrong channel lol. might wann check config editing

fierce oyster
#

well,i dunno if there is a script for it

spark turret
#

i got an actual related question. My Ai recon script runs fine now, i have AI spotters paste into a global array what the spot of the enemy and then mark that automatically on the map. I get targetsquery from each spotter and then start sorting the info etc. One info passed is the position of the target and when it was spotted. Now, especially with spotted infantry, the time sometimes gets fucked up, returning values like "-2.4 e6". any idea why that is?

#

its a minor inconvinience bc then my map markers display something like "spotted 35 000 minutes ago"

peak plover
#

debug it when it's added

spark turret
#

me?

plush oriole
#

i assume so

peak plover
#

yes

#

Just systemChat/diag_log the value as soon as you find it

#

Or wait

#

I assume the command returns the wrong value?

plush oriole
#

yeah i just reread and i think that's the issue

#

might be better to handle the timings in your script

#

i.e. record when the script first detects the detection

spark turret
#

ah so replace the wrong value with the actual time

#

yeah you re right, the command returns a non sense value, usually when first contact is made

plush oriole
#

hmm

split depot
#

Hello you fine people, is it possible to increase the backpack size? Basically what I want to do it fit. Sniper rifle and assault rifle in so I can easily switch between the 2 or can we equip both at the same time like you would with a launcher etc

plush oriole
#

there's an addon for multiple primaries

#

but i think larger backpacks could hold two full sized weapons

wispy patio
#

[BIS_fnc_randomPos] Error: type LOCATION, expected ARRAY, on index 0, in [Location Mount 2864, 6084,[],{isOnRoad _this}]

hollow thistle
#

It's an array of supported stuff

#

So wrap it in []

wispy patio
#

It seems to work now, but executing it in Agia Marina on Stratis occasionally puts it at [0,0]

hollow thistle
#

[0,0] if position cannot be found

peak plover
#

yeah, if it's not on road, then it will be [0,0]

#

It only checks once

wispy patio
#

Dang, I'd hoped it would check until it found one.

peak plover
#

You can just get a random pos and get the nearest road to that post

#

and redo if no road found

#

There is no guarantee there is a road at all 'tho

harsh sphinx
#

Is there any way to force a localization when running scripts involving the configFile as a client? I assume people having their language set to something else is resulting in non-English strings.

still forum
#

you mean things like displayName?

harsh sphinx
#

Yeah

still forum
#

They are localized when the config is loaded, you can't find out what stringtable name they use and also can't translate to other language

quartz coyote
#

Hi all !
The following is working fine in Local host, but is extremly slow or not working on dedicated 😦 some help

waitUntil {{alive _x} count (allUnits select {isPlayer _x}) isEqualTo count (allUnits + allDeadMen)};```
still forum
#

{alive _x} count (allUnits select {isPlayer _x}) why not combine both in a single count

#

also why not use allPlayers if you want only players?

quartz coyote
#

because allPlayers has proven to have huge issues...

#

and sometimes, in some situations, it doesn't hold the correct number of players

#

(allUnits + allDeadMen) on the other hand will always

dull drum
#

Hi guys. Is there any other way to check if Sector is being conquered by Side except just placing a trigger area with onPresent nearby?

quartz coyote
#

@still forum would this be faster ? maybe the waitUntil is the issue ?

while {!(({alive _x && isPlayer _x} count allUnits) isEqualTo (count (allUnits + allDeadMen)))} do
{
    uisleep 0.1;
};```
still forum
#

uh

#

I don't see how waitUntil could be the issue

quartz coyote
#

dunno

still forum
#

this just looked more complicated, while doing basically the same thing

#

what do you mean by "extremely slow" and "not working" exactly?

quartz coyote
#

on dedicated:
if i'm alone on server, it will work but will take 10s to turn true
if there are player with me, it will never turn true

still forum
#

"but will take 10s to turn true" that might just be caused by how scheduled works

#

"it will never turn true" have you tried executing parts of the stuff manually in debug console and seeing what the returned values are and if they are what you expect?

peak plover
#

Allplayers broken
word

quartz coyote
#

no but I will Dedmen

#

@peak plover what ?

peak plover
#

I had issue with allPlayers as well

#

A long time ago

#

Don't really use it that much anymore

quartz coyote
#

yes. If it was only my experience, I would doubt myself but BI devs confirmed it to me 😦

peak plover
#

What does your code do?

quartz coyote
#

the one i'm trying to debug ?

peak plover
#

Yes, the slow one

quartz coyote
#

it waits until all players are alive

#

simple as that

peak plover
#

All players alive?

#

πŸ€”

#

How do you define an alive player?

quartz coyote
#

well {alive _x && isPlayer _x} count allUnits

#

if allPlayers was working i'd do a {alive _x} forEach allPlayers

still forum
#

why +allDeadMen

#

Actually...

#

That can never be true

#

As soon as you have a single non player unit that won't work anymore

#

i'd do a {alive _x} forEach allPlayers that would only return the alive state of the last player in the list

quartz coyote
#

oh indeed. maybe that's why it's not working πŸ˜„

peak plover
#

private _allPlayers = (allUnits + allDeadMen) select {isPlayer _x};
private _allPlayersAlive = _allPlayers select {isAlive _x};
private _isAllPlayersAlive = (count _allPlayers) isEqualTo (count _allPlayersAlive);
still forum
#

you are comparing the number of alive players against all units and wait for them to be equal

#

what if you have 5 AI's and one player

peak plover
#

is this what you mean?

quartz coyote
#

i'd do a {alive _x} forEach allPlayers that would only return the alive state of the last player in the list YES TRUE SORRY

still forum
#

even if all players are alive, you are waiting till 1 == 6, which will never happen

#

@peak plover findIf

#

first non alive player -> boom

peak plover
#

Yes

#

Exactly

quartz coyote
#

@still forum sorry should have mentionned, I have ZERO AI, and never will have

still forum
#

Does allUnits contain modules?

#

I think it might

quartz coyote
#

modules ?

peak plover
#

checkin

still forum
#

editor modules, logics

quartz coyote
#

a game logics

#

good question

#

all persons except agents

#

what is an agent ?

still forum
#

Doesn't answer the question

peak plover
#

DoesnΓ€t

#

no logic

#

no module

still forum
#

Are HC's alive and isPlayer πŸ˜„

peak plover
#

ooh

#

also

#

maybe I don't have any modules πŸ˜„

still forum
#

Well @peak plover's code works. just need to optimize with findIf

peak plover
#

Zeus must be a module?

still forum
#

ye

#

Are Triggers also units?

#

They are Detector's which might also count into logics

peak plover
#

destin

#

Trigger, logic, module

#

Are all in the misison

quartz coyote
#
private _allPlayers = (allUnits + allDeadMen) findIf {isPlayer _x};
private _allPlayersAlive = _allPlayers findIf {isAlive _x};
private _isAllPlayersAlive = (count _allPlayers) isEqualTo (count _allPlayersAlive);``` ?
peak plover
#

Also

#

That's not how findIf works

#

I guess you don't have any spectator systems ?

quartz coyote
#

hold on, no I messed up

#

let me try again

peak plover
#

@still forum ```sqf
private _isAPlayerDead = ((allDeadMen) findIf {
isPlayer _x
}) != -1;

#

What do you think?

quartz coyote
#

Yes I do have spectators

peak plover
#

updated

#

Make sure that spectators don't count as well

quartz coyote
#

ah yes that would work. I had missed example 2

peak plover
#

And

#

If players die

#

Do they go into spectator?

quartz coyote
#

no

#

respawn BASE

peak plover
#

okay

quartz coyote
#

but I have spectator slots in lobby (game logics)

dull drum
#

When a while { true } do {stuff;} won't overload the RAM? Should I use some sleep timeout to last it forever (well, until the game loop exits) but without too much spam with stuff?

peak plover
#

RAM?

#

Depends on stuff

still forum
#

"won't overload the RAM?" what?

#

Why would it

quartz coyote
#

@peak plover don't go complicated, @dull drum ANSWER IS YES.

still forum
#

"Should I use some sleep timeout to last it forever" what?

peak plover
#
arr = [];
while {true} do {
    _arr pushback (random 100);
};
still forum
#

No it won't overload RAM.
And using a sleep won't make it "last forever"

peak plover
#

Literally RAM overload

#

πŸ˜‚

dull drum
#

Because of the infinite loop? I did it couple of times