#arma3_scripting

1 messages · Page 600 of 1

ebon citrus
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It has a global effect and is potentially very spammable

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So a player could ddos your server with it if you dont set amy limitations

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That's just a hypothesis

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But still

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Commands with global effects should be used sparingly

slate cypress
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I'm just going to do it through CfgSounds

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I just added it in

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testing now

jolly jewel
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Ok so it is possible to place things relatively and accurately, using the aforementioned method and this code

relDirAndUp = ([axe_1, house1, false] call BIS_fnc_vectorDirAndUpRelative); 
relPos = (house1 worldToModel (ASLToATL getPosWorld axe_1)); 
axe_2 setVectorDirAndUp [(house2 vectorModelToWorld relDirAndUp#0), (house2 vectorModelToWorld relDirAndUp#1)]; 
axe_2 setPosWorld (house2 modelToWorldWorld relPos);```
Just posting this here so it's available
winter rose
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GJ!

unkempt sorrel
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command attachTo disables ai use of lasers, anyway to make an ai unit "stick" to a vehicle without that command? (setpos doesn't work either)

winter rose
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ai use of lasers
laser target or weapon IR laser?

unkempt sorrel
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IR

young current
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other than the proper cargo positions, no

unkempt sorrel
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i wonder iff attachTo has some preset to disable some ai functions that i could later re-enable but idk

young current
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no

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what is it that you are trying to do exactly?

ebon citrus
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a config entry in cfgMagazineWells contains multiple arrays, how can i fetch all of them?

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i tried BIS_fnc_getCfgDataArray on the entry, but it returned an empty array

unkempt sorrel
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well im trying to get a jet to shine an IR laser by using an ai and making his vectorDir the pilot camera direction, which all works, the only issue is the actual laser part

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ive also tried making a invisable object he could stand on and setpos to but, no luck

ebon citrus
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that sounds so hacky

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what's wrong with drawline3d?

unkempt sorrel
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honestly, it was just the past render distance thing, plus it doens't really give that whole "laser" effect. i made the right steps i feel like, just need to debug this last part

ebon citrus
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what "laser" effect?

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and you can get the render distance and not draw the line if it's past render

young current
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which way are you trying to point it?

unkempt sorrel
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like, im kinda about realism and i have a lot of nvg and IR laser mods that kinda make it all pop, especially with bloom, kinda just a glowing effect, and im trying to point where the camera is looking

young current
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what camera?

unkempt sorrel
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the plane im using, it has to be a solo seater so getPilotcameradirection works

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i chose the harrier, cause it also has this function with a litening pod irl

young current
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quite difficult thing you want to do I suppose

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targetting pod with laser would probs work if it is compatible with that stuff

ebon citrus
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IR laser from targeting pods doesnt have the "laser" effect he wants

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i recommended drawline3d, but that's not good enough 🤷‍♂️

unkempt sorrel
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its not like its not good enough, i just, think there's a way to execute this, setPos kinda works, if i gave him a surface to stand on and constantly setPos and go slow with the jet

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i can probably figure it out, we will see tho

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lol

ebon citrus
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i dont recommend this

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but have you tried setting the pos on an EH that runs on each frame?

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this is not a good solution for multiplayer, btw

young current
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for multiplayer this is not the way yeah

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what is the end use of this thing?

unkempt sorrel
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i actually did, but the problem is, it makes him like float in the air and have a little bit of latency, thus making the laser flail everywhere, but, like i said, if he has like setVehicleposition to a surface i attach to the jet, then he might not have the same problem because he is technically on the ground, because when i was testing setPos while standing still, phenomenal outcomes, but otherwise, its been a struggle. Also, the end use is ive noticed with A3TI that there is an IR marker, but it really annoyed me because it didn't have a "spotlight" effect, so you couldn't really see it from the air, and get a better view of what the aircraft is looking at, so i thought of the real use of IR lasers on TGP and trying to implement it. TLDR;;;; IR Laser shines from the sky, making it easier to spot what the aircraft is looking at. a function also used IRL

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TLDR at the end

young current
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well this way you are doing it is not MP safe at all

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I would not recommend it

unkempt sorrel
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is there a better EH for this? is there like a position change EH?

young current
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no

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we would have already told you if there was a great foolproof and MP frame friendly solution

unkempt sorrel
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well what causes it be hard with multiplayer, sorry lol im just tryna learn why and improve from mistakes :D

young current
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synhronization between clients for each frame

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the setpos commands and such are not meant to be run constantly

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attachTo is a bit better for that but as you noticed it disables stuff for characters

peak bridge
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I need some help. The trigger is created and it works, as the hint 'boom' is appearing, but the ied isn't exploding?

_ied = "IEDLandSmall_F" createVehicle getMarkerPos _spawnPoint;
_ied attachTo [_vehicle,[0,0,0]];
hideObjectGlobal _ied;
_ied setVehicleVarName "ied";
ied = _ied;
_trigger = createTrigger["EmptyDetector",getMarkerPos _spawnPoint];
_trigger setTriggerArea[5,5,0,false];
_trigger setTriggerActivation ["WEST","PRESENT",false];
_trigger setTriggerStatements["this","ied setDamage 1;hint 'BOOM!'","nil"];
_trigger attachTo [_vehicle,[0,0,0]];
young current
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@unkempt sorrel to continue on that, what you are trying to do is probs one of the most hacky method of doing what you want to do.

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but also right now I dont have the luxury of time to explain it further. You could perhaps try using a vehicle that has laser on its turret instead of a character

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@peak bridge is there a question related to that

winter rose
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@peak bridge you need to detach the IED for it to explode properly.

unkempt sorrel
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Thanks, that might work :D didn't think of that man

peak bridge
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Ok, the problem is that it isn't recognizing "ied" inside setTriggerStatements

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And yes, I've deatched it

ebon citrus
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I DID IT!

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I FINALLY KILLED THE RAGDOLL

winter rose
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if you… killed… the ragdoll… does it ragdoll?

brave jungle
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I wanna make an extension similar to https://imgur.com/a/u6UZOPL the open scenario folder button, where it makes the files necessary for Zeus entities to work. Its part of a template tool. Does anyone know rough where to look at finding the extension (or script that calls it).
Can be found at configfile >> "Display3DEN" >> "Controls" >> "MenuStrip" >> "Items" >> "MissionFolder".

ebon citrus
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my feeling right now: (image attached below)

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and no, the ragdoll doesnt ragdoll when it's killed

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@brave jungle maybe somewhere in ui_f?

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let me see

brave jungle
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Yeah i've been searching in there

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really annoying me

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hahaa

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I hate how they categorize it

ebon citrus
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it's quite good

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considering the age of the source

brave jungle
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It works

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but I don't like it

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personal pref really

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ha

ebon citrus
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maybe eden?

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a3\3den\

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and functions

brave jungle
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would make sense if it was in 3DEN 😅

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I completely forget its separated

ebon citrus
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fn_3denInterface

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try there

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also, i love flinging people with cars again

winter rose
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so, back to Arma 2 death animation?

brave jungle
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Oh dear lord

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I forgot that was a thing

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Freeze and... flop

ebon citrus
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@winter rose you're god damn right

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made these a while back

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video features a script with the a2 death animations

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and a display of my poor aim

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also the old version of the ivnentory

winter rose
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y u do dis

ebon citrus
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some worlds just want to burn men's watches

winter rose
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I… you… er…

ebon citrus
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so you can wash your eyes from what it was originally

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this unit has damage disabled

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so that i can make sure it wont sink through the car

winter rose
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aaah yes, good ol' A2

ebon citrus
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it's pretty fine

winter rose
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don't forget to make them balance their chest back and front when hit!

ebon citrus
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yeah, cant forget that

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XD

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but im working on the catapulting atm

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need to apply the vehicle's movement vector to the dead player and give it some lift

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so that i can get that nice flinging effect of arma 2

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W.I.P.

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now this is what i call pod racing 😅

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this mod should be called "arma 3 reduction"

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but it's called "Tom"

winter rose
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Arma 3 -1

brave jungle
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why are you doing it?

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just wondering

ebon citrus
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i already told you

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some worlds want to burn men's watches

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no...

winter rose
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watches and matches

ebon citrus
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i do it because i can

brave jungle
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I mean

ebon citrus
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and if i cant, i find out how

brave jungle
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okay

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😄

winter rose
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without worrying whether you should

ebon citrus
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it's a very detailed project into the arma 3's bowels

winter rose
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Science has gone too far!

ebon citrus
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so it makes me find out these obscure things

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it's a learning experience

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it's surprising how much arma 3 can actually do

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and how much you can make it not do

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if you want to see any of the code and work off of it, feel free to ask me

exotic flax
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If you can't do it, you haven't found da wae yet

winter rose
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de wey*

ebon citrus
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🌌

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next up

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the damage system from arma 2

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i need to fix up my old stuff

winter rose
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if you go that way, don't forget that you could die in OFP by shooting at/between your feet

ebon citrus
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including getting damaged by opening gates

oblique arrow
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So when are you going to release your 'A2IA3' mod heh

ebon citrus
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cant miss that

brave jungle
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class MissionFolder  {
  text="$STR_3DEN_Display3DEN_MenuBar_MissionFolder_text";
  data="FolderMission";
};
```Found this but fck knows what data links to in `cfg3DEN`..
ebon citrus
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the release itself will hopefully be an extension of @restive leaf's excellent work. Just an addon

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but i will release a script-package with unbinarized everything

oblique arrow
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Hm we have IFA3, A2A3, FoxThinking OWA3 #soon ?

winter rose
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@brave jungle better use f or 🦆

ebon citrus
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if i have the time, i will probably take it all the way

brave jungle
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😄

ebon citrus
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@brave jungle check stringtable

brave jungle
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That wouldn't really help me though

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i'm after either script that calls the extension or the the ext itself

ebon citrus
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errr...

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onfig?

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config*

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data displays display3den

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toolbar i think

brave jungle
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I searched FolderMIssion in all of a3

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and nothing

ebon citrus
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never mind that's jsut textures

brave jungle
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apart from that

ebon citrus
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controls

brave jungle
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Ye

ebon citrus
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nope

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more texstures

signal sky
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only one user per drone
as for the feed, it is scriptable (if you want the UAV feed in the bottom right corner)
@winter rose

Sorry for digging up old advice...but I'm looking to build something like this for my community (a player controlled UAV broadcasted live to players on the ground)...I've been exploring the customInfo Module but seem to be drawing a blank...any way you could point me in the right direction?

brave jungle
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theres no function for it

restive leaf
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A3DZE @oblique arrow 😉

oblique arrow
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Arma 3 in DayZ Enfusion heh ?

brave jungle
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which makes me think the script is done onLoad in a var space

oblique arrow
winter rose
ebon citrus
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i can't wait to get to play with Grahame's arma 3 custom content

signal sky
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@winter rose Thanks for the quick reply. I was taking a look at this which could work in worse case but I was looking to perhaps use the same feed as the operator. Perhaps creating a cam identical to the operator like the UAV retexturing scripts?

ebon citrus
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ofcourse, offering advice wherever i can

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if possible

winter rose
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@ebon citrus …phrasing!

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😋

ebon citrus
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better? 😅

winter rose
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it was just to toy with you (and words), you actually didn't infringe any rules at all

ebon citrus
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i know

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but i prefer card-games and street artists

brave jungle
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getMissionPath "mission.sqm"

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then adjust the path as I need

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Right...?

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What a handy command

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😎

ebon citrus
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not as handy as nca_fnc_itemtype

brave jungle
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ha

ebon citrus
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nca_fnc_itemtype > bis_fnc_itemtype

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but hey, another man's trash is another man's treasure

slender schooner
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my internet is trash right now, does that count aswell?

winter rose
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56k-era lovers would envy you!

slender schooner
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i have 500k

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buuuuuuuut, for some reason, i have to watch youtube in 140p right now

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nvm

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360p

ornate quail
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laughs in 16k

slender schooner
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the problem is, i have less than 1k right now probably, for some damn reason, i cant even look up the wiki or forums to get help

winter rose
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maaaybe I shouldn't show off about my sync 400Mbps right now… oooooops

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@slender schooner want the COMREF?

slender schooner
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comref?

winter rose
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offline wiki

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"only" commands & functions, but it may help

slender schooner
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sounds interesting

winter rose
slender schooner
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well, in my current problem, this might probably not help a lot, but for the rest, might help

winter rose
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have you tried restarting your router?
are you wifi'd?

slender schooner
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its fine, already downloaded

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guess i ll let the gui part sleep for now, and move on to the backend part of it

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soooo, if i have the server running with two addons, addon 1 functions will be able to use addon 2 options, right?

winter rose
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yeah?

slender schooner
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just wanna make sure

ebon citrus
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Remember load order

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If applicable

slender schooner
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well, all i wanna do is to write a small addon for the backend of my server

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it should be able to use the life_server addons db_fnc_asynccall function to do database queries

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but nothing on startup whatsoever, so i think that the start order shouldnt be an issue, no?

ebon citrus
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Yeah, doesnt matter if it's nothing at startup

slender schooner
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i see

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something i searched for already, but didnt really find any real answer yet, if the addon starts getting loaded, i want to make a diag_log saying that the addon now gets loaded in, and when it is done loading, i want it to also say that

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is there an easy way to do that?

winter rose
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no, I would say that part is engine-side

slender schooner
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i see

faint oasis
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hi, i have a question ? i know that is not scripting but how to edit a "soldier texture" and preview in real time in arma 3 ?

slender schooner
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previewing it real time isnt possible, no?

faint oasis
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if you can with "settextureobjectglobal" in the editor

slender schooner
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yea, but dont you need the texture in the mission for that?

faint oasis
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idk

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i think

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i will try

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but when the texture is loaded

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i need to change the name

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so how to clear the cache ?

slender schooner
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i think you need to reload the scenaryo everytime you change the texture

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euhm

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good question actually, i usually simply take other names for each edit of a texture

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like, texture1.paa, texture2.paa

faint oasis
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yes but it's long

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because i need to save the texture

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convert it to .paa

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after i need to change the name

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and after i need to change the name in the script

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yes

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if you want

slender schooner
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well, its the only way i know works, but to be fair, i m not very good at arma scripting

faint oasis
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oh ok don't worry

faint oasis
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i have an other question ? how to use the filepatching ?

silver mauve
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how do i exit the eden enhanced animations so they will go to a waypoint?

ebon citrus
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Hey!

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Lou, are you awake?

slender schooner
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i have an other question ? how to use the filepatching ?
@faint oasis
afaik filepatching allows you to basically use an addon in a non-pbo format. So, you dont have to pack it to use the addon making the editing a lot easier and faster

faint oasis
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@slender schooner yes if you know how to i want to know because i have enable the filepatching but my addon is not loaded so where i need to put my addon ? what is need to do ?

slender schooner
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oh boi, soooo i only know how to make a script addon so far

faint oasis
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@slender schooner ok i'm not bad but that doesn't help me

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because i need to know how to do that

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because i want to create a texture and see the preview at real time

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and i have hear speak of that

slender schooner
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you make the addons main folder
@yourAddon
|_addons
|_Your stuff

faint oasis
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where ?

slender schooner
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in the arma root folder

faint oasis
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wiat

slender schooner
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about implementing textures tho, thats a bit over my competences yet, so i cant help you any further, sorry

faint oasis
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no i know don't worry

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but if i can change a file when the game running

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i can change the texture

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sowait

ebon citrus
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the @file can be wherever you want if youre using the launcher

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then just define a local mod

faint oasis
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ok

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so my mod is defined already in local mod

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and i have enable it

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that right ?

ebon citrus
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what's the structure?

ebon citrus
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vehicle_custom.pbo overrides vehicle_custom

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if youre using filepatching, you shouldnt have the pbo in there too

faint oasis
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yes but if i remove it

ebon citrus
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yes?

faint oasis
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the pbo is not load

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a

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not the pbo

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the mod

ebon citrus
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what's in vehicle_custom?

faint oasis
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sorry

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yes

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and the file patching is enabled

slender schooner
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does your addon work when packed as pbo?

faint oasis
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yes

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it's my addon and he is on the workshop

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so yes he work

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but only if the .pbo is in the folder

ebon citrus
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follow the guide and if youre still having issues, let us know

faint oasis
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@ebon citrus i have already see this but i don't understand most of thing

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i will try

ebon citrus
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i mean, i cant explain it much better unless you tell us which part

faint oasis
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because first

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i need to add the .pbo ?

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or i need only the vehicle_custom folder ?

ebon citrus
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what?

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is this even a scripting question, btw?

faint oasis
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no

ebon citrus
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i dont udnerstand your issue here

faint oasis
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i want to know if in the mod i need to keep the pbo

ebon citrus
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if you already have the mod in the unpacked version, and you want to use filepatching, then no

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you dont need to

faint oasis
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ok

burnt cobalt
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just a shot in the dark - if a player throws a frag grenade (and some other types), the ability to throw another one is taken away for a few seconds. Is there a way to return that state?

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something like sqf _canThrow = player canFire "THROW"; - fictional example which of course makes no sense

slender schooner
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i would take a look at the eventhandlers, there should be one that triggers on "throwing", that way you can execute your code already on throw, but for the code itself, i dont know

burnt cobalt
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thanks for answering @slender schooner - i was hoping to avoid eh's but tried that as well - I searched cfgAmmo for any time values that resemble the approx 3 seconds that it takes to throw a frag again vs the 0 seconds it takes for a smokeshell. no success unfortunately

slender schooner
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hm, might be a tough one

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but yea, i think the "Fired" or "FiredMan" EHs should work, i havent tried them out yet tho

burnt cobalt
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okay thanks - hopefully I can find something to reference since not all grenades have that property

slender schooner
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if you find something, make sure to tell me

burnt cobalt
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I also tried ```sqf
player setWeaponReloadingTime [player, (currentThrowable player) select 1, 0];

slender schooner
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maybe you cant change it at all

burnt cobalt
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but it could be aiAmmoUsageFlags or something maybe, I'll keep testing

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Changing it was only a cheap shot, ideally I'd just know if the unit can currently throw something

digital hollow
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I think it's just a reload time. If you have a single one of a bunch of throwables, you can throw them all in quick succession.

burnt cobalt
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interesting - indeed i can switch grenade types and throw the next one immediately

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but if i throw rgo's in succession, i need to wait 3s per throw

slender schooner
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any idea where the grenades are defined in the config?

burnt cobalt
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cfgMagazines and cfgAmmo unless I'm overlooking something

silver mauve
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I am getting a cannot find collect.sqf error even though it is in the same sqm file and file extensions are not hidden?

copper needle
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I am using a .paa image that is blue for an RscImage. When I open the file in TexView2 it still shows as blue, but when open it in the GUI Editor it comes up as orange. Any idea why?

slender schooner
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sounds like your gui negates the colours

faint oasis
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i have added the .pbo in the mod folder and i have adder the mod folder and after i have add the "pboprefix" in the .pbo and it doesn't work

half hornet
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kind of a weird question but is there a way to just play a lip sync animation without an actual sound? I want the character to say something but the sound to be controlled by a different object.

digital hollow
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@burnt cobalt configFile >> "CfgWeapons" >> "Throw" >> "HandGrenadeMuzzle" >> "magazineReloadTime"

faint oasis
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so i will repeat my question ? who know how work the "filepatching" ?

slender schooner
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filepatching requires you not to have a pbo, as this kill the purpose of the process

faint oasis
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you need a .pbo to do that

slender schooner
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no

faint oasis
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check then

slender schooner
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filepatching literally MAKES you a "fictional" pbo on gamestart

faint oasis
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yes but i don't understand

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why he say

slender schooner
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thats the whole point of filepatching

faint oasis
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i need a "%PBOPREFIX%"

slender schooner
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yes

faint oasis
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where is put the pboprefix if is not in a .pbo

half hornet
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your folder

slender schooner
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pboprefix.txt

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its a textfile

faint oasis
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yes but he say "dont put extension"

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so ".txt"

slender schooner
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and in that textfile you write the name of your addon

faint oasis
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ok

slender schooner
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well, i use it with .txt and it works, i think

faint oasis
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so

half hornet
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PBO Manager require to use $prefix$ filename instead.```
faint oasis
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i don't understand

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i don't use mikero tools

half hornet
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depends on the tool you're using to build

faint oasis
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and i use pbo manager

slender schooner
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i use pbo manager

faint oasis
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the content inside the folder

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and in the %prefix%

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i have thta

slender schooner
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but it can also be that it works, since thats the name of my folder

faint oasis
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vehicule_custom

slender schooner
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change it to pboprefix.txt and then test it

faint oasis
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ok

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i will trye

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*try

slender schooner
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i mean, writing addons is about testing

faint oasis
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but i precise

slender schooner
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i personally dont havy any experience with it

faint oasis
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if i don't add a .pbo the addon is not loaded

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and i don't understand why

burnt cobalt
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@digital hollow boss, thank you!!

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@burnt cobalt configFile >> "CfgWeapons" >> "Throw" >> "HandGrenadeMuzzle" >> "magazineReloadTime"

faint oasis
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@slender schooner i have change "$PREFIX$" by that : pboprefix.txt and in i have only : vehicule_custom

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it's very simple

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the addon is not loaded

slender schooner
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hm

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in that case, i have no idea....

faint oasis
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yes me too and that is the problem

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but don't worry

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i will try to find why

slender schooner
copper needle
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Now my issue is getting the text to show in front of the RscImage. Any ideas?

exotic flax
faint oasis
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@exotic flax i have already tested with "$PBOPREFIX$"

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and it doesn't work

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because the addon is not loaded

exotic flax
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Did you create a proper mod?

faint oasis
#

yes it's my mod and it work perfectly if i put the .pbo

exotic flax
#

So, load the mod normally, have the same mod unpacked on your P drive and use -filepatching in the startup parameters

faint oasis
#

i don't have loaded the P drive

exotic flax
#

And there's your issue

faint oasis
#

that is important ?

half hornet
#

very

faint oasis
#

f***

exotic flax
#

It's like driving a car without wheels

half hornet
#

it happens to the best of us

faint oasis
#

xD

#

ok i will mount it

#

wait

#

@exotic flax P drive is mounted what i do ?

exotic flax
#

I would suggest to unpack the Arma 3 pbo's (can be done with Arma Tools), make sure your mod is placed there the correct way (P: drive is root of mod paths, similar to what you have in PBOPREFIX)

faint oasis
#

where is the P Drive ?

exotic flax
#

If it's mounted you should see it in explorer

faint oasis
#

yes

exotic flax
#

So there it is 👀

faint oasis
#

oh sorry

#

not "where is the P Drive" but "where in the P Drive"

exotic flax
#

What did you put in PBOPREFIX?

faint oasis
#

only the folder name

#

so

#

vehicule_custom

exotic flax
#

Normally a mod has the structure:
tag/modname/addons/addon.pbo -> config.cpp

#

So unpacked it should be:
P:/tag/modname/addons/addon/config.cpp

faint oasis
#

oh yes but i unpack it with "PBO Manager"

#

so i don't have the tag

exotic flax
#

And in PBOPREFIX it will be:
tag/modname/addons/addon

#

You don't need tag, but to prevent other mods with the same name messing stuff up it's highly advised

faint oasis
#

ok

#

so

#

if i understand

#

i take my .pbo

exotic flax
#

Although I also just use a single letter (like x or y)

faint oasis
#

and i unpack it on the p drive

exotic flax
#

Yes

faint oasis
#

and after

#

a

#

before

#

i create a folder

#

ok

exotic flax
#

No, just let the tool make it

faint oasis
#

yes but the tool will make a folder with the mod take like this \modname\config.cpp

exotic flax
#

I'm that case fix the directory structure

exotic flax
#

It should be able to work

faint oasis
#

ok

#

so i launch the game ?

#

in the folder i have the config.cpp and the pboprefix

#

and in the pboprefix i have the mod name

#

so that : vehicule_custom

#

@exotic flax he doesn't load the mod

exotic flax
#

in that case you did something wrong...

faint oasis
#

@exotic flax can you accept "DM"

#

because i will send you the screenshot$

#

because here i can't

#

i think it's more simple to understand

exotic flax
#

I don't accept DM's because in this Discord more people can help than just me

#

and you can upload images to imgur (or similar) and put link here

faint oasis
#

ok

#

so wait

#

i have 2 time this mod

#

one unpacked in the p drive

#

and the other in my mods folder

#

but i have disable it

#

and it doesn't load the mod folder in p drive

exotic flax
#

if you disable it it won't load 🤷‍♂️

faint oasis
#

yes

#

but i have enable it in arma 3

#

he load the mod

#

but i can't modify anything

exotic flax
#

-filepatching will load the pbo, but it will check for changed files in P drive

faint oasis
#

in the loaded pbo i need to add the pboprefix ?

#

in the pbo prefix i need to precise the "P:" ?

exotic flax
#

no...

faint oasis
#

so it's strange

exotic flax
#

it's the path on P drive, without the P part

#

no, it's magic

faint oasis
#

because i have added the pboprefix file in 2 mods

exotic flax
#

and I really advise to use proper directories to prevent issue

faint oasis
#

so that is a problem ?

exotic flax
#

PBOPREFIX is needed for each pbo for Arma to know where the files are, and that MUST be unique for each pbo

faint oasis
#

PBOPREFIX or PREFIX ?

exotic flax
#

$PBOPREFIX$ file (nothing else)

faint oasis
#

so it's strange

#

because that is what is have in the pboprefix

#

vehicule_custom

#

only that

exotic flax
#

and the mod works when loaded?

faint oasis
#

the mod work

#

because

#

the mod have the .pbo

#

so it work perfectly

#

but i can't do any change

#

when the game running

exotic flax
#

just read the link I've sent, it explains how it works (since I never use filepatching)

#

and note that filepatching does NOT allow you to change config files, only scripts and textures

#

since config files are loaded when the game starts

faint oasis
#

yes i know don't worry i have read the link

#

i need to change the texture in real time

#

so that is why i want to do that

exotic flax
faint oasis
#

and when i modify the texture

#

yes

#

but when you use that

exotic flax
#

in a mission 😉

faint oasis
#

you need to rename the texture

#

for each chagne

#

so it's for that i want a new system

#

and thx

#

that is a very good way

#

btw

#

when i do a change

#

i need to do on the folder in p drive right ?

exotic flax
#

That's how I understand it

faint oasis
#

k

#

that

#
x\vehicule_custom\
and that in pboprefix "x\vehicule_custom\"

and it doesn't work

#

i think i know

#

@exotic flax it work i know why it's me. I'm a noob. i need to read that : "PBO Manager require to use $prefix$ filename instead."

#

i have rename the "pboprefix" to "prefix" and it work but now the texture doesn't show up xD

#

i have removed the "x" folder and the texture is showed but when i change the texture i don't see the change on the game

#

so i will check that later

#

so thx and bye

slender schooner
#

i have a small question, is it possible to add stuff to a class mid mission? or overwrite stuff?

#

like, i have this class

class zb_test {
    class oof {
        name = "oof";
        hello = "you";
    }
}
#

can i add stuff to it or edit/remove stuff from it without having to reload the mission?

winter rose
#

No… otherwise it wouldn't be a config

slender schooner
#

i see

winter rose
#

You can load the config as an array, then edit that array
But config itself is read-only

slender schooner
#

yea, i already thought about that solution

copper needle
#

I have an addAction on a sign and want to make it so that it will create a premade dialog named "ExDialog". My init for the sign is this allowDamage false; this enableSimulation false; this addAction[" Raffle", "ExDialog.sqf"];

#

All the mission files are in one folder together, but when I press the Raffle action it just says "Resource ExDialog.sqf not found"

#

How do I map them together?

robust hollow
#

there is a line break in the file name

copper needle
#

that was just a typo on my end

#

Not in the real init

robust hollow
#

is the sqf file in the mission root?

copper needle
#

what do you mean?

robust hollow
#

same folder as mission.sqm or a sub folder?

copper needle
#

yes

robust hollow
#

yes... the same folder?

copper needle
#

Yes they are in the same folder

#

I should clarify that the issue is not getting the ExDialog.sqf to run, its running the createDialog "RR_Raffle_Menu"; line in that sqf

#

I have a .hpp that includes a parent class called RR_Raffle_Menu in the same folder

robust hollow
#

is ExDialog.sqf used anywhere else? maybe could you send the ExDialog.sqf contents if it isnt too large

#

or was that one line it?

lost copper
#

Did extention of ExDialog file is sqf, not sqf.txt?

#

Sometime that is annoying

copper needle
#

It is an sqf file

lost copper
#

Ok

copper needle
#

Let me simplify the question since I made it hard to understand

ebon citrus
#

if it says "ExDialog.sqf not found" then that means it's not in the root of the mission

#

also, that's a bad way of calling a function, but whatever

copper needle
#

I am trying to Local Exec createDialog "RR_Raffle_Menu"; How do I make that class identifiable?

ebon citrus
#

you make it a class?

copper needle
#

Yes

robust hollow
#

include it into the description.ext

ebon citrus
#

the class needs to be defined in description.ext, like connor mentioned

#

or in config.cpp

#

@copper needle did you fix your issue of missing script-file?

robust hollow
#

the script wasnt missing

#

if it were it would say Script xyz.sqf not found not Resource xyz.sqf not found

#

iirc Resource not found happens either when including a missing file or when trying to do something like createDialog "xyz.sqf" where the class doesnt exist

ebon citrus
#

what?

#

you would never call a class "xyz.sqf"

#

anyways, yeah

#

i think we're being misslead here

#

@copper needle can we see the full error message?

robust hollow
#

i know you wouldnt call a class that, but trying to open a file like that gives the error wanderer was getting

11:53:55 Warning Message: Resource xyz.sqf not found
#

so that is one possible explanation for it is my point

ebon citrus
#

yeah, youre right

#

missing script files report missing script

#

not resource

#

would have to see the full error message

#

and possibly where the dialog is defined

copper needle
#

I have a sign with the init this allowDamage false; this enableSimulation false; this addAction[" Raffle", "fn_raffleStart.sqf"]; It then runs fn_raffleStart.sqf which contains two lines (as of right now) _uid = getPlayerUID player; and createDialog "RR_Raffle_Menu"; . I believe the issues is that createDialog "RR_Raffle_Menu" can not run because RR_Raffle_Menu can not be found because the error message I get is "Resource RR_Raffle_Menu not found".

#

My question is how can I make that class be found and runnable

robust hollow
#

#include "RR_Raffle_Menu.hpp" in the description.ext

#

or whatever your hpp is called

ebon citrus
#

if you have RR_Raffle_Menu.hpp

#

point is, the code needs to be in Description.ext

#

the code where the dialog is defined

#

the dialog's class

#

understood?

peak bridge
#

I just added a bunch of remoteExecs on addActions (on a script) and suddenly everything just stopped working?

ebon citrus
#

yeah?

#

you made a mistake

#

if it's giving you errors, then you've probably made a syntax error

#

if it's not, then it's probably a logic error

#

@peak bridge can you go into a bit more detail?

peak bridge
#

I have a bunch of addActions to remove some wrecks on a script. And they were working fine... for me, as I was the server. I was testing this with a friend just now. He couldn't see the added actions, so I went and placed those addActions in a remoteExec. And then nothing worked

#

No vehicle spawns, no crew spawns, nothing at all

#

I just removed said remoteExecs and everything went back to normal

ebon citrus
#

that still doesnt open it at all

#

you NEED to be more specific

#

show us some code

peak bridge
#
if(isServer) then{
while{true} do {
    _isVIEBD = floor random 4;
    _vehicleArray = ["C_Offroad_01_F","C_SUV_01_F","C_Hatchback_01_F","C_Hatchback_01_sport_F","C_Van_01_box_F","C_Offroad_02_unarmed_F","C_Van_02_transport_F"];
_spawnPointArray = ["vehicleSpawn_1","vehicleSpawn_2","vehicleSpawn_3"];
if(_isVIEBD == 0) then {
    _spawnPoint = _spawnPointArray select floor random count _spawnPointArray;
    _vehicle =  (_vehicleArray select floor random count _vehicleArray)createVehicle getMarkerPos _spawnPoint;
    createVehicleCrew _vehicle;

So this is the basic spawn part, nothing new around here

#
isSuicidal = {
    params["_vehicle","_stop"];
    _vehicle doMove getMarkerPos _stop;
    waitUntil {
      _vehicle distance2D getMarkerPos _stop < 10;
    };
    _vehicle deleteVehicleCrew driver _vehicle;
    _vehicle setDamage 1;
    _actionID = _vehicle addAction["Remove Wreck",{deleteVehicle (_this select 0)},nil,1.5,true,true,"","true",3,false,"",""];
    sleep random[30,60,90];
};

As soon as I turn this addAction into a remoteExec, everything just stops working

ebon citrus
#

yeah, no way?

#

you dont say

#

youre spawning vehicles at the speed of light

#
while{true} do {```

(_vehicleArray select floor random count _vehicleArray)createVehicle getMarkerPos _spawnPoint;```

#

anyways

#

How are you "turning" it into remoteexec?

peak bridge
#

Not what happens in game. See that sleep? Every vehicle spawned calls one function similar to that, and that controls. Also a few waitUntil in the middle

ebon citrus
#

i dont "see that sleep" because you didnt show it

#

can you show how youre remoteExec:ing?

peak bridge
#
[_vehicle, "Remove Wreck",{deleteVehicle (_this select 0)},nil,1.5,true,true,"","true",3,false,"",""] remoteExec ["addAction"];

[_vehicle, ["Remove Wreck",{deleteVehicle (_this select 0)},nil,1.5,true,true,"","true",3,false,"",""]] remoteExec ["addAction"];

I've tried both ways like this

ebon citrus
#

also, just a personal side-note. There is NEVER a reasonable justification to having a while {true}-loop

peak bridge
#

I'm aware. I will limit it once I actually get it into a playable mission, right now i'm just working solo

ebon citrus
#

so the action doesnt show up?

peak bridge
#

Nope, its' that it doesn't even start the script

ebon citrus
#

what doesnt start the script?

copper needle
#

I have got everything in working order. I really appreciate the help! Now I have a new issue though which is that the RscPicture does not appear when the dialogue is created. Any ideas?

#

The code:

ebon citrus
#

the code?

copper needle
#
{
    idd = 9999;
    movingEnabled = false;
    class controls
    {
        class RscPicture
        {
            idc = 1200;
            text = "images\Raffle_Background.jpeg";
            x = 0.293495 * safezoneW + safezoneX;
            y = 0.225 * safezoneH + safezoneY;
            w = 0.413011 * safezoneW;
            h = 0.55 * safezoneH;
        };

    };
};```
ebon citrus
#

doesnt start the script?

peak bridge
#

It doesn't spawn a single vehicle. I would understand if it spawned infinite vehicles, but it spawns 0

ebon citrus
#

youre being really vague

#

where is this script?

peak bridge
#

do you want me to copy and paste 167 lines of code?

ebon citrus
#

did i ask you to?

peak bridge
#

No, but you're asking for the script and I've already provided the important bits of it

ebon citrus
#

im asking where it is running?

#

how are you executing it?

#

debug console?

#

init?

#

something else?

peak bridge
#

exevVM "script.sqf" on a Radio Alpha trigger

ebon citrus
#

ok, and it doesnt run the code when you make that one edit?

#

change that one line?

peak bridge
#

exactly

ebon citrus
#

no errors?

peak bridge
#

I mean, I changed all addActions

#

0 errors

ebon citrus
#

ok, i'd like to see all 167 lines

#

pastebin, if you please

#

if the issue concerns the whole file, then i guess i'll have to see the whole file

peak bridge
ebon citrus
#

what is this: span class="re5">

robust hollow
#

pastebin issue

ebon citrus
#

i see

#

there's no remoteExecs in this script

peak bridge
#

I reverted to the working script, I literally just changed the addActions to remoteExecs

ebon citrus
#

wait...

#

so you sent the WORKING script?

#

and expect us to work out what's wrong with it?

robust hollow
#

i too like to fix scripts that arent broken 🙂

ebon citrus
#

i mean, i can complain a lot about this script

#

but i dont think that will fix your issue at hand

#

it will make your code "better"

#

😅

peak bridge
#

It works, but my friends can't see the addActions on that code, because it's local to the server, right? I'll change it now to the remoteExec I tested

#

Hey, I haven't coded in a few years, you could give me a break 🙂

robust hollow
#

send the broken version

ebon citrus
#

Tyrandar... dear fellow, i am only trying to help you here. I cannot help you if you dont let me help you

#

and the longer you keep me from helping you, the more i will unload my urge to help you as being bickering and childish

#

so please...

#

let me help you

#

or i will go and wash the dishes

robust hollow
#

oh no, not the dishes 😱

ebon citrus
#

yeah the dishes

#

i'¨m having a friend stay over at my place for a couple of weeks

#

he got evicted

#

so i need to actually clean up proper

#

but back to topic

peak bridge
ebon citrus
#

and none of it executes?

#

no errors, it just doesnt give any feedback?

peak bridge
#

Going to double check

robust hollow
#

im confused... that script is no different to the one before?

#

oh no it is. i have it open twice 🤦‍♂️

#

one issue i see is you're trying to use the remoteExec return on removeAction, but remoteExec does not return the addAction ID, it returns a JIP ID.

peak bridge
#

Yeah... Well, I'm going to kill myself now. It's working now. It displayed an error, but that's in the removeAction, as pointed out by @robust hollow

#

And that's an easy fix, it displayed Expected Number, but it's Type String

robust hollow
#

how do you plan to fix it?

peak bridge
#

removeAllActions

ebon citrus
#

why are you removing the action?

robust hollow
#

yep, that will do it 👌

ebon citrus
#

i mean, yeah

#

if you dont have ANY other actions you need

#

but why are you removing the actions?

peak bridge
#

I have, but they are added AFTER removeAllActions

ebon citrus
#

sure

#

there's jsut a lot wrong with this

#

but you do you

#

if it works, i guess the original issue is solved

#

but jsut because it works doesnt always mean it's the right way to do it

#

doing things in a bad way will most commonly result in poor performance

#

or incompatibility

#

you should learn out of using while {true}

#

like, completely

#

anyways, Good luck!

peak bridge
#

Small steps 🙂 Thank you

plucky wave
#

Anyway to see all of the ctrlEventHandlers added to something without the ID's?

robust hollow
#

dont think so

plucky wave
#

Thanks Connor, and to confirm (if you know), control event handlers don't stack? E.g. cant have two of the same with different actions?

robust hollow
#

they stack if you added them with ctrlAddEventhandler

#

thats the point of the id, so you can remove a specific one

hallow mortar
#

Here's a good one. Somehow this simple code, which does basically nothing but define a variable in two circumstances (one of which must be true at any given time)...produces an undefined variable. I'm confused.

// _geigerRange is verified to correctly store an appropriate number value of metres
_geigerRange = player distance vehNATO_bomb;

// The value must be either above or below 2000, so one of these options must be chosen
if (_geigerRange > 2000)     then {
    // Option 1: _geigerRead is defined as "Out of Range"
    _geigerRead = "Out of range"
    }
    else {
    // Option 2: _geigerRead is  defined as "x metres" or, if _geigerRange fails somehow, " metres"
    _geigerRead = [_geigerRange,"metres"] joinString " "
    };

// undefined variable in expression: _geigerRead
systemChat format ["Distance to radiation source: %1",_geigerRead];
ebon citrus
#

@hallow mortar _geigerRead is out of scope

#

it's defined within the if-statement

#

so it does not exist outside it

#

you need to do something like this:
private "_geigerRead" outside the if-statement

#

preferably before you use the variable

plucky wave
#

ModuleStrategicMapORBAT_F seems to set a control event handler, any way I can see exactly what display & script execution it performs? Can't see anything in the config viewer

robust hollow
#

look in the function related to it

#

all the scripts in \a3\modules_f\strategicmap\functions, though fn_modulestrategicmaporbat.sqf is the main one

plucky wave
#

perfect, cheers!

#

Hmm, so they are using ctrladdEventHandler here however when I use that at a later point it seems to overwrite :/

ebon citrus
#

@plucky wave Control EHs are processed in reversed order, i.e. last added: first, first added: last. So if you have an override it should be set up in the 1st added EH.

fair drum
#

before I save this sound file, what sound file extension does arma like?

plucky wave
#

Thanks Nica.. will play around with it

robust hollow
#

@fair drum arma takes ogg and either wav or wss, im not sure 🤔

fair drum
#

ogg it is then

plucky wave
#

@ebon citrus Anything in particular that would stop further Control EH's being fired? E.g. something in the first processed one stops the processing of the others?

ebon citrus
#

nothing

#

@robust hollow wss

plucky wave
#

Looks like returning true on the first processed EH stops the execution of the rest

fair drum
#

so I have created a class cfgSounds to reference my custom voiceover. if I were to use playsound3d, how would I call that class so I don't have to do filename etc etc

ebon citrus
#

@plucky wave no?

#

@fair drum say3d

plucky wave
#

@ebon citrus Just inverted the return value to false from the function that is called from the first processed EH.

#

Worked fine.

fair drum
#

nativeTemple say3D ["diety1", 200, 1, false, 0];

alternative syntax:
from say3D [sound, maxDistance, pitch, isSpeech, offset]

why am I getting a 5 elements, expected 2 error when the alternative syntax says I can?

warm hedge
#

Offset is available only after next Dev update

fair drum
#

mk so I have nativeTemple say3D ["diety1", 200, 1];

and in description.ext i have:

class cfgSounds
{
    sounds[] = {};
    class diety1
    {
        //Editor Referral
        name = "diety1";
        //filename, volume, pitch, distance (optional)
        sound[] = {"\voiceovers\diety1.ogg, 300, 1"};
        //subtitles
        titles[] = {0,""};
    };
};```

anything I'm messing up? still don't hear anything. could it be the object i'm using? its a non living entity like an ancient head
#

no errors and it will pass to a hint "its working";

warm hedge
#

Wrong quote scope in diety1

hallow mortar
#

Your CfgSounds is wrong

#

In sound[] = {...} you have it all in one string ("") but only the file path should be a string

#

sound[] = {"\voiceovers\diety1.ogg", 300, 1};

fair drum
#

i hate myself

ebon citrus
#

@fair drum here: 🔨

#

Use this

#

Lou borrowed one for me

fair drum
ebon citrus
#

@fair drum describe your links

robust hollow
#

it was most likely from the gif selector

fair drum
#

correct but apparently thats turned off lol

robust hollow
#

gifs dont work here for us peasants 😢

ebon citrus
#

I know, but it's a rule and people get unreasonably warned for it

fair drum
#

if I have a set of groups, d1,d2,d3,d4 and I want to do a forEach for every unit in every group, how would I phrase it. I know if I wanted to just do d1 I would do, {blah} forEach units d1

robust hollow
#

{{blah} forEach units _x} forEach [d1,d2,d3,d4];

fair drum
#

oh... they stack. interesting

robust hollow
#

yes. some people say you shouldnt do forEach loops in forEach loops, but it works so 🤷‍♂️

#

the important thing to note is you cant use _x to reference the group in the nested loop, because itl reference a unit

warm hedge
#

If you want to do that, define a value that points outer _x

fair drum
#

hmmmm so no going with the {{_x enableAI "MOVE"} forEach units _x} forEach [d1,d2,d3,d4] as it will only do one unit?

robust hollow
#

{{_x enableAI "MOVE"} forEach units _x} forEach [d1,d2,d3,d4] would work

#
{
    //_x == group
    {
        //_x == unit
    } forEach units _x;
} forEach [d1,d2,d3,d4];

this is what i mean

#

so as polpox said, you would do something like this if you needed to use the group inside the nested loop

{
    private _group = _x;
    {
        _group .... 
    } forEach units _group;
} forEach [d1,d2,d3,d4];
fair drum
#

... being the code area desired?

{
    private _group = _x;
    {
        _group enableAI "MOVE"
    } forEach units _group;
} forEach [d1,d2,d3,d4];
robust hollow
fair drum
#

mk, i'll keep it in mind if I run into something that needs a group. hopefully the theory will stick when I need it

plucky wave
#

@ebon citrus If you wish to test it, use this:

fnc_test1 = {
 diag_log "[ALiVE-TEST] - Test 1 - Success!";
 _result = true;
 _result;
};

fnc_test2 = {
 diag_log "[ALiVE-TEST] - Test 2 - Success!";
};

_control = finddisplay 12 displayctrl 51; 
 
_control ctrladdeventhandler ["mousebuttonclick","[] call fnc_test2"];
_control ctrladdeventhandler ["mousebuttonclick","[] call fnc_test1"]; 
#

and then click on your map.

ebon citrus
#

@plucky wave people do do that

#

it just doesnt read on the wiki

#

@winter rose ther's something missing on the wiki or im blind

plucky wave
#

Yeah I had a look there, couldn't find anything written down

winter rose
#

what is missing where?

#

let me wake up, dang it

winter rose
#

@ebon citrus @plucky wave control EHs that stop if one returns true?

plucky wave
#

Yup

ebon citrus
#

@winter rose yup

#

the examples have it used, but not mentioned

winter rose
#

wait, which examples? I don't see true here (yet)

ebon citrus
#

keen eyes

#

banana knife

winter rose
#

banaknife?

ebon citrus
#

Hold on

slender schooner
#

soooooo, i m currently getting more into using configs. I want to store an array of variables in the config and when needed, give that array out and change the values, but my approach doesnt seem to work, how should i go about this?

#
        licenses_civ[] = {
            license_civ_driver,
            license_civ_trucking,
            license_civ_pilot
        };
#

this is the config

#
_testarray = getArray (missionconfigfile >> "zb_config" >> "Blitzer" >> "licenses_civ"); 
{
 systemChat _x;
 _x = false;
}foreach _testarray

#

and this is my code so far

#

when using the code however, the variables value doesnt change

#

it does find the values, like, it displays them via systemchat without an issue

still forum
#

What do you want to accomplish by setting _x to false?

#

I want to store an array of variables in the config
config is read only, you cannot "store" stuff in there

slender schooner
#

i mean, its a script for altis life

#

basically, a speedometer that removes your licenses that are defined in that array up there on X times getting caught

#

the config is only for storing the names of the licenses, no other information

still forum
#

don't know why you're telling me that

slender schooner
#

so that the foreach should then do simply set each each license to false

#

well, for context

warm hedge
#

config is read only
You can't set config values on-the-fly in-game

slender schooner
#

i know

#

i just want to have an array of licenses to be removed

#

but, it doesnt seem to be able to change the ingame defined variables

still forum
#

so that the foreach should then do simply set each each license to false
no. You are setting a variable called "_x" to false. absolutely no connection to the config, besides that _x previously referred to that, but now doesn't anymore

slender schooner
#

so, once the _x is used, it loses its value?

warm hedge
#

You “overwrite” _x

dusk sage
#

Those are suppose to be "strings" in the array?

still forum
#

_x is a reference to an element in the array.
You set _x to a different value, you don't modify the array you are iterating over

dusk sage
#
missionNamespace setVariable [_x, false];
#

If you make them strings

slender schooner
#

oh, right, i see

winter rose
velvet merlin
#

is there a way to exit out of the loadingscreen or cancel it?

#

ie when it errors out, or it takes too long

winter rose
#

…Alt+F4? :3

#

otherwise, none I know @velvet merlin

velvet merlin
#

someone suggested to bind a certain sqf command to a key

#

but i cant remember what it was

winter rose
#

endLoadingScreen?

warm hedge
#
_script spawn {
    sleep 30;
    terminate _this;
    endLoadingScreen;
};```Do some workaround like this?
winter rose
#

ugh

warm hedge
#

I kinda don't know what's the situation tho

winter rose
#

whatever one tries, in that case it will be horrible 😄

#

when it errors out, or it takes too long

#
  • the machine could be very slow, so time shouldn't be a thing
  • if it errors out, the engine should get out of it, not a script

@velvet merlin maybe:

startLoadingScreen ["Loading"];
private _maxTime = diag_tickTime + 30;
private _handle = [] spawn {
  // stuff that may crash
};
waitUntil { scriptDone _handle || diag_tickTime > _maxTime };
endLoadingScreen;
velvet merlin
#

will test with ctrl+v => endLoadingScreen

winter rose
#

I might add that structure to the wiki after all

unkempt sorrel
#

Me happy, finally found out what to do with the laser stuff, I basically made an attachTo to a vehicle with a gunner that has permissions to let the gunner use his rifle, then put an ai in said seat and now its about filling out parameters :D

#

d e t e r m i n a t i o n

young current
#

👍

exotic flax
#

unless you want mods with additional stuff you can add with 3den or Zeus, in that case #arma3_questions

#

or what kind of "script packs" do you mean?

winter panther
#

oh I mean for mission makers. I was looking for script packs of any kind that can help in making missions easier. Spyder addons, for example, has a module that allows you to manage player loadouts easely. I said script, but it could also be editor/zeus modules. But yeah I'll move the question there

velvet merlin
#

@winter rose my DEH trigger doesnt work

#

seems loadingscreen is blocking key input

winter rose
#

…DEH?

velvet merlin
#

display EH

#

keyDown

winter rose
#

oh

#

ah, well

to which display did you attach?

unkempt sorrel
#
addMissionEventHandler 
["PlayerViewChanged", 
{
    params ["_oldUnit", "_newUnit", "_vehicle","_oldCamera", "_newCamera", "_uav"];
    vehicle1 = _vehicle;
    vehicle1 addAction
    [
        format["<t color='%1'>Enable IR Marker!</t>","#228B22"], // forest green
        {
            params ["_target", "_caller", "_actionId", "_arguments", "_vehicle"];
            _group1 = createGroup blufor;
            soldierObj1 = _group1 createUnit ["B_Soldier_A_F", [0, 0, 0], [], 0, "NONE"];     
            _laserHolder = createVehicle ["O_LSV_02_unarmed_F", [0, 0, 0], [], 0, "CAN_COLLIDE"];
            _laserHolder attachTo [vehicle1, [0, 0, 5]];
            soldierObj1 moveinCargo _laserHolder;
            
            _group1 setBehaviour "COMBAT";
            _group1 enableIRLasers true;
            
            hideObject _laserHolder;
            hideObject soldierObj1;

            onEachFrame
            {    
                droneCam1 = getPilotCameraDirection vehicle1;
                soldierObj1 setVectorDir droneCam1;
            };
            
        },
        nil, 3, false, true, "laser", "true", -1, false, "", ""
    ]
    
}];```
#

what is causing my code to make my game slow motion ? lol

#

pretty sure im not ending anything, just dont know how

ebon citrus
#

Oneachframe

#

Also, can you pastebin

unkempt sorrel
#

sure

ebon citrus
#

Anyways, you shouldnt run heavy code in onEachFrame

#

Infact, you shouldnt use onEachFrame at all

unkempt sorrel
#

yeah its kinda overloading everything, idk what other EH could constantly update though

ebon citrus
#

EachFrame

unkempt sorrel
#

oh wow, didn't event notice a difference until you just mentioned it

#

lol

ebon citrus
#

Also, i dont think you should do that every frame

#

That's a big no no

unkempt sorrel
#

yeah it was BREAKING my game lmao

#

also, everything works as intended, but one thing, the laser on setVectorDir is pointing the opposite way, im wondering if theres simple math where i could flip it?

warm hedge
#

yourVectorDir vectorMultiply -1?

unkempt sorrel
#

that should work :D

slate cypress
#

so I tried that sound thing I mentioned not too long ago,

#

it worked but only I could hear it if I press local exec (which I expected)

#

i pressed server exec but that doesn't work anyway because it doesn't recognise player as anything but objNull

exotic flax
#

makes sense... because the server isn't a player

slate cypress
#

i pressed global exec and everyone could hear it independently

exotic flax
#

also makes sense, since 'global' will send it to all clients

slate cypress
#

how do i make it so that everyone can hear it at the same time and with one source rather than several

#

yep

ebon citrus
#

?

slate cypress
#

I want to make it so that a sound will play from my character and others can hear it if possible

ebon citrus
#

pass your character as the argument

#

when youre global executing a script from the console, it is sending the script, not the compiling the script, i assume

#

so if you include "player" as a variable, it will always be lcoal to that player

slate cypress
#

it sends to each client

#

ye

ebon citrus
#

so stop using "player"

#

if you need to global execute it from the console

#

alternatively, use remoteexec

winter rose
#
[player, "mySound"] remoteExec ["say"];
ebon citrus
slate cypress
#

and do I global exec that or server

winter rose
#

server

slate cypress
#

ah ok so player will be of one value only

ebon citrus
#

nope

#

player doesnt exist on server

#

local exec

winter rose
#

[theUnitToSpeak, "mySound"]

slate cypress
#

but it's a remoteexec?

#

ohhh

winter rose
#

if you only have access to player, then use remoteExec client-side

slate cypress
#

yeah

#

thank you

exotic flax
#

locality is a derpWolf

winter rose
#

no u

exotic flax
#

that too

ebon citrus
#

once you start working with it more, youre happy about the locality

#

it allows you to optimize your code better

exotic flax
#

I just use CBA eventNamespace to put stuff in place

ebon citrus
#

less variables, less network saturation

slate cypress
#

what's the difference between say and say3D then

ebon citrus
#

say is 2d

#

say3d is 3d

#

say3d has an actual source

#

say is like "comes out of the unit's radio"

slate cypress
#

so by 2d, do you mean I'd be able to hear it in "stereo" almost

exotic flax
#

so stereo vs 7.1 😛

slate cypress
#

where i can hear it from each ear

ebon citrus
#

yep

slate cypress
#

ah ok

#

i need to use 3d then

ebon citrus
#

say3d is good

#

but remember locality

slate cypress
#

yep

ebon citrus
slate cypress
#
[player, "mySound"] remoteExec ["say3D"];
#

so i'd just swap that in for the function

#

and local exec it

winter rose
#

say is 2d
@ebon citrus buzzz WRONG

ebon citrus
#

yep

slate cypress
#

thanks

ebon citrus
winter rose
#

say is either 2D or 3D, depending on if in a cutscene (camera) or not

ebon citrus
#

look at all this NIT

#

who will pick it

winter rose
#

(…NIT?)

ebon citrus
#

but fair point

exotic flax
#

actually, there's say, say2D and say3D

say will either works as 2D or 3D depending on usage.
say2D will only be heard by the object/player it has been attached to
say3D will be played from the object/player, and can be heard by everyone close to it

ebon citrus
#

remember to read the notes on the biki well

exotic flax
#

remember to actually read the wiki

ebon citrus
winter rose
#

@exotic flax buzz wrooong

ebon citrus
#

explore different commands and methods

#

knowing that a method/command exists is a great start

exotic flax
#

must read all the wiki!

ebon citrus
#

and tbh, BIKI's "related commands" tab is better than google itself

winter rose
ebon citrus
#

playsound3d = globally executed from sound-file

#

and only works right if the target is a player or a vehicle

slate cypress
#

what channels do arma currently support

winter rose
#

say2D will only be heard by the object/player it has been attached to
say3D will be played from the object/player, and can be heard by everyone close to it
that's locality, (and both have the same) and it's circumventable by remoteExec

ebon citrus
#

or playsound3d

slate cypress
#

uh also is there a way to stop the sound without killing the character/vehicle

ebon citrus
#

yes

winter rose
ebon citrus
#

there is an example

#

use a dummy-oibject toi play the sound

slate cypress
#

channels as in 5.1, 7.1

ebon citrus
#

and then delete that object

#
private _dummy = "#particlesource" createVehicleLocal ASLToAGL getPosWorld _corpse;
_dummy say3D "whatever";
_dummy spawn {
    sleep 5; // at least the length of your sound
    deleteVehicle _this;
};```
winter rose
#

@slate cypress I believe up to 7.1, but I'm not sure

slate cypress
#

i see thanks nica

#

imagine arma in atmos

ebon citrus
#

arma 4, plz

#

i hope we wont loose all the cool stuff from arma 3 with the move to arma 4

exotic flax
#

I can't play Arma 3 with anything over stereo... 🤔 it will just not work...

slate cypress
#

I saw a reddit image saying Arma 4 is never coming out lmao

ebon citrus
#

sure

#

and the sky is falling

#

nobody cares if a4 is or isnt coming out

#

all discussion of A4 is always just hypothetical until it's released

winter rose
ebon citrus
#

arma 3, when it released was more like arma 2.5

#

and was later progressed into a3

#

i imagine arma "3" released around 2016

#

that's just my opinion

winter rose
#

you're a pinch harsh on that I think - maybe 2.75
a lot got improved, and now this is Arma 3 v1.75 at least

ebon citrus
#

yeah, youre right

winter rose
#

(well, if you add the campaign)

ebon citrus
#

i was just using ballpark numbers

slate cypress
#

i'd really like to see bohemia add some sort of dynamic model to the aircraft

#

interactive

winter rose
#

Arma 3 v1.00 without the campaign "DLC", sure, sandbox Arma 3 v 0.75 😄

ebon citrus
#

oh, it's 8pm

winter rose
#

nope, it's 7

slate cypress
#

no its 6

ebon citrus
#

i have a massive alarm clock that is 12km away on the other side of a lake

#

and it jsut happens to echo into my window if i lean set the window right

#

offtopic//

#

anyways, whether arma 4 will come out by BIS or not, it will come out eventually

#

a spiritual successor atleast

exotic flax