#arma3_scripting

1 messages ยท Page 756 of 1

severe ravine
#

From the error log 14:03:45 Sound: Error: File: A3\sounds_f_characters\human-sfx\P02\Breath_Aiming_1.wss not found !!!

severe ravine
#

Trying to post my screen shot

open fractal
#

you cant

#

the error says everything you need anyway

#

it's looking in sounds_f_characters not sounds_f\characters

severe ravine
#

Still getting an error: 14:08:19 Sound: Error: File: \a3\sounds_f\characters\human-sfx\P02\Breath_Aiming_1.wss not found !!!

Okay, so how do I know when to replace the folder sounds_f_characters with sounds_f\characters? That mismatches the original.

open fractal
#

this

open fractal
severe ravine
#

14:14:37 Sound: Error: File: a3\sounds_f\characters\human-sfx\P02\Breath_Aiming_1.wss not found !!!

#

Where do I find PBOPREFIX?

distant oyster
#

at the root of the pbo

#
//<'sounds_f.pbo' properties via Mikero's dos tools, dll version 8.23>
prefix=a3\sounds_f;
product=Arma 3;
version=150048;
//PboType=Arma Addon;
//</properties>
severe ravine
#

I'm using sounds_f_characters.pbo not sounds_f.pbo

distant oyster
#

this is the unpacked version of the game

severe ravine
#

This matches what I see in sounds_f.pbo, but I'm not using that, I'm using sounds_f_characters.pbo

distant oyster
#

but you dont want to, there is no sounds_f_characters folder ingame

severe ravine
#

Okay, thanks

coarse dragon
#

Epp I needs help.

#

I've got a area set up into its own layer and some dude I need to join me group is there.

However he keeps joining me group because the trigger for him to do so is opforce not present

coarse dragon
#

Noooo

#

My unit capture breaks halfway to objective

#

nvm AI got lucky hit

mortal saffron
#

Yes please, starting to dabble in pvp events

fair drum
#

there a getter for grabbing the current map zoom?

#

fooouuund it

_currentZoom = ctrlMapScale ((finddisplay 12) displayctrl 51);
willow glade
#

is it possible to disable the kill feed in the stats screen, or change the information displayed?

I'm running into a situation where I have admins controlling AI from time to time killing players which show up in the feed.
We don't want this info for what we are running.

real epoch
tough abyss
#

anyone able to help my keyhandler does not work

still forum
#

show code and explain what "does not work" means

tough abyss
#

execVM "admin\keyhandler.sqf";
execVM "admin\whitelist.sqf";

#

[This one is in the keyhandler sqf ] case 22: {//U key
if (_shift) then {
execVM "openessentialmenu.sqf";
};

granite sky
#

Is there anything else in the keyhandler.sqf? :P

tough abyss
#

nope

granite sky
#

I think there might be some fundamental misunderstanding here

#

Assuming that this is intended to be a permament keyboard handler, you would need to actually install it as an event handler.

distant oyster
#

also what @granite sky said

granite sky
#

So does completion radius on move waypoints ever work, either with vehicles or infantry? Can't persuade it do anything other than move right onto the waypoint before switching to the next.

velvet merlin
#

there isnt anything engine based like setGroupIconsVisible per unit basis right?
aka you have to use addMissionEventHandler ["Draw3D", + drawIcon3D

#

is there ever a reason to use BIS_fnc_addStackedEventHandler onEachFrame with drawIcon3D these days?

fair drum
fair drum
#

can you actually reference the current running return? there a magic variable or something?

little raptor
#

what the what?

little raptor
#

it does:

_code = compile format
[
    "%1%2%3 call %4",
     _nativeParamsString,
    ["", "_this + "] select (_event in EVENTS_WITH_PARAMS),
    ["(missionNamespace getVariable format ['BIS_stackedEventHandlers_" + _event + "_%1', _thisEventHandler])", []] select (_args isEqualTo []),
    _code
];

oof meowsweats

tough abyss
#

anyone knows what i am doing wrong here

#

_ctrl = (findDisplay 1234) displayCtrl 1500;

playerListArray = [];

{
playerListArray pushBack _x;
_name = name _x;
lbAdd [1500, _name];
} forEach allPlayers;

#

Hi I'm using setPos on a gamelogic in a script, and it isn't moving the logic.

#

Do I need to do something special for this to work?

wicked roostBOT
#
How to use SQF syntax highlighting in Discord

```sqf
// your code here
hint "good!";
```
โ†“

// your code here
hint "good!";
tough abyss
#

Nvm, solved my issue. SQF weirdness.

fair drum
#

!quote 5

lyric schoonerBOT
fair drum
#

@tough abyss always use one of the more specific setPosX commands

ebon citrus
#

@still forum i'm sorry for the tag, but i went back to test out if the ID's were being re-issued to other people, i have found out that NO, infact, they were not. I dont know how i got to the conclusion first that they were, but on a reinspection they are not

still forum
#

People can change their mission slots though while keeping same ID

#

in case that matters

ebon citrus
#

no, i was just testing if someone else could be issued with your old ID

#

after you had logged out

naive needle
#

Is there a script command to add a local magazine with a specific ammo count to a local container? "addMagazine" acts globaly so it dosent add the magazine to a local container

naive needle
#

what happens if I use addMagazineAmmoCargo on a local object does it still gets broadcasted ?

willow glade
fair drum
willow glade
#

so in the server settings we have "killed by" turned off,

I'm talking about the stats screen when you abort

sharp stag
#

there could be a really simple mistake that I'm missing but Im getting error saying "missing ] on line 10". this is my code...

#

_randomNumber = ceil random 4;
objPos = format ["pos%1", _randomNumber];
_taskPos = getMarkerPos _objPos;

_AOTask = man_1 createSimpleTask ["AO"];
_AOTask setSimpleTaskDestination _taskPos;

if (true) then
[
_heliWreck = createVehicle ["Land_Wreck_Heli_Attack_01_F", _taskPos, [], 1000, "NONE"];
_heliGroup = createGroup west;
_heliPilot = createVehicle ["B_Pilot_F", _heliWreck];

_heliTask = man_1 createSimpleTask ["Downed Pilot", _AOTask];
_heliTask setSimpleTaskDestination _heliWreck;

];

sudden yacht
#

Question. Is it possible to enable a trigger to become true mid mission? Or do i have to create a trigger using a script?

sharp stag
#

when do you want the trigger to become true?

wicked roostBOT
#
How to use SQF syntax highlighting in Discord

```sqf
// your code here
hint "good!";
```
โ†“

// your code here
hint "good!";
sharp stag
#

sorry mate, I always forget what character I need around it

open fractal
#

like triggerActivated otherTrigger && this

fair drum
willow glade
fair drum
willow glade
#

thats unfortunate to hear, thanks for the help though

velvet merlin
#

is there a way to determine when game logics and agents are created? (some event one can log to rpt)

violet gull
#

Does setting a profileNamespace variable to nil properly delete the data from the profileNamespace file?

#

@velvet merlin For agents, could do an active check if _currentAgents == ( count agents ) select { !isNull agent _x };

#

Game Logic maybe check allMissionObjects "GameLogic"

velvet merlin
#

well thats a general monitoring, right? i was hoping for some context what creates them

violet gull
#

AFAIK there is no EventHandler other than "Init" but that's a config EH I think.

velvet merlin
#

like we have no createAgent in our scripts but the missions end up with 300+ with

[<NULL - team member>,""]
from [agent, typeOf agent]

#

and

#
17:14:02  โžฅ Context:     [] L31 (A3\functions_f\Modules\fn_initModules.sqf)
    [] L19 (A3\functions_f\Modules\fn_initModules.sqf)
    [] L22 (A3\functions_f\Modules\fn_initModules.sqf)
    [] L23 (A3\functions_f\Modules\fn_initModules.sqf)```
violet gull
#

I asked about that a couple years ago on the forum, apparently it's not a big deal. I haven't found a way to clear out the array.

#

That's why I added the select { !isNull agent _x }

#

They don't go away D:

velvet merlin
#

one should be caused by the CAS module, but it doesnt look like the root cause

violet gull
#

count allGroups, is it larger than 244 or whatever the A3 max is?

velvet merlin
#

initModules has this:

//--- Create groups for module categories
_sideLogic = sidelogic call bis_fnc_sideID;
{
    _category = configname _x;
    _side = getnumber (_x >> "side");
    if (_side == _sideLogic) then {
        _groupVar = "bis_fnc_initModules_" + _category;
        _group = grpnull;
        if (isserver) then {
            _group = creategroup sidelogic;
            missionnamespace setvariable [_groupVar,_group];
            publicvariable _groupVar;
        } else {
            _group = missionnamespace getvariable [_groupVar,grpnull]
        };
        _group setgroupid [gettext (configfile >> "cfgfactionclasses" >> _category >> "displayname")];
    };
} foreach ((configfile >> "cfgfactionclasses") call bis_fnc_returnchildren);```
so each call should create new logics for all cfgfactionclasses with sideLogic - no reuse or caching
this looks like a design problem/weakness

still question remains why this gets called so often by our functions/missions
violet gull
#

Locality issue maybe

#

If called in the editor, it will be called everytime someone connects.

velvet merlin
#

so more context:

fn_modulehandle.fsm is a looping system, so it could come from that

private ["_module","_logic","_function","_params"];

#define ACTIVATED_ID    3

_module = _modules select _m;
_logic = _module select 0;
if !(isnull _logic) then {
    _function = _module select 1;
    _params = _module select 2;
    _activated = _module select ACTIVATED_ID;

    //--- Check synced triggers
    _allTriggersActivated = true;
    {
        if (_x iskindof "emptydetector") then {_allTriggersActivated = _allTriggersActivated && triggerActivated _x;};
    } foreach (synchronizedobjects _logic);

    //--- Activate module
    if (_allTriggersActivated) then {
        if !(_activated) then {

            //--- Activate
            _logic setvariable ["bis_fnc_initModules_activate",false];
            _modulesActivate set [count _modulesActivate,_logic];
            _activateIndex = _m;
            [_logic,_function,_params,true] spawn bis_fnc_moduleExecute;

            //--- Mark as executed
            _module set [ACTIVATED_ID,true];
        };
    } else {
        if (_activated) then {

            //--- Deactivate
            _logic setvariable ["bis_fnc_initModules_activate",false];
            _modulesActivate set [count _modulesActivate,_logic];
            _activateIndex = _m;
            [_logic,_function,_params,false] spawn bis_fnc_moduleExecute;

        };
        _module set [ACTIVATED_ID,false];
    };
} else {
    _modules set [_m,-1];
};

_m = _m + 1;```

```count _modulesActivate > 0 && _m == (_activateIndex min (_modulesCount - 1))```

```sqf
_modulesActivate spawn bis_fnc_initmodules;
_modulesActivate = [];
_activateIndex = -1;

if I am reading this correctly, this looks for dynamically created modules (logics?) [and triggers linked to them]

velvet merlin
violet gull
#

One of the reasons I never use modules lol

velvet merlin
#

๐Ÿ˜ฌ

violet gull
#

Can almost never get them to work right, mainly in online missions. I use them if I spawn them in. Think I've only used the terrain modules lol

velvet merlin
#

the logic limit is certainly more easily reached if you have stuff like CAS or CombatPatrol uses logics as dummy for location selection

violet gull
#

Do they not auto-delete?

velvet merlin
#

we also reduced the hide modules (object and terrain)

#

AFAIK no

#

one angle i still need to check is recompile = 1; from cfgFunctions.
from what I understand it only happens at mission start, so should not trigger anything mid mission

#

initModules certainly has a design weakness. i think usually it doesnt matter as you have only so few factions and only few events for initModules to be re-executed

violet gull
#

Could try using the CuratorObjectPlaced EH if you have a Zeus placing this shit

velvet merlin
#

however in combination with others, it seems to push the logic number over the limit

violet gull
#

That'd be awesome โค๏ธ

#

Oh here's an idea

#

Do a forEach check (Maybe every 5 minutes?) for allGroups like this:

{
  if ( isNull ( ( units group _x ) # 0 ) ) then
{
  {
    deleteVehicle _x;
  }forEach units group _x;
};
}forEach ( allGroups select { side _x == sideLogic } );```
#

I dont' recommend using forEach within a forEach since it's 20x slower but you get the idea

#

If the module item such as CAS becomes null but the group still persists, delete it, since GameLogics are created via CreateUnit

velvet merlin
#

yeah will resort to cyclic cleanup but would be nice to actually determine the root cause and get that sorted

violet gull
#

Although I've read groups auto-delete when they are empty, that is not the case in my experience. I had a similar issue with my ambient civilians and insurgents on my insurgency mission years ago. The fix was to delete all empty groups every 5 mins.

#

What about GroupCreated eventHandler?

#

GameLogics in modules seem to create their own groups, so technically that'll do what you want in a way

#

That's the best I can think of ๐Ÿ˜›

#

Basically execute within the EH a check if the group is sideLogic, if so, you'll need to spawn a function or w/e to wait a sec for the unit be created/enter the group.

velvet merlin
#

true. will try that for now

#

ty ๐Ÿ‘

short vine
#

Is anyone aware if _this allowFleeing 1 is bugged for mid mission spawned AI?
I can get the AI to flee on command if they are spawned via editor, but if they come in via script or zues the command has 0 effect.

granite sky
#

@sharp stag Not sure if anyone answered, but you're using the wrong brackets ([] instead of {}) for the code in the if statement.

tough abyss
#

I have been advised by a friend to ask here as to why this isnt functioning to limit a vics speed
vehicle player setCruiseControl [5, false];

warm hedge
#

What do you expect?

tough abyss
warm hedge
#

It does not limit, but auto-drives

tough abyss
#

If the code is set to True
However when set to false it should

limits player's vehicle speed to 5 km/h

#

false - Speed Limiter: the vehicle will not accelerate above set speed

warm hedge
#

Ah yeah, false

tough abyss
#

Mhm, however it does no such thing

warm hedge
#

It works pretty fine right here

#

Which vehicle you want to limit?

tough abyss
#

A modded vic.

warm hedge
#

I expected a info more than that...

tough abyss
#

Sure, wait one

#

Its a Eagle IV from a german army mod, I can find the exact name if you'd like

warm hedge
#

So it is a car

tough abyss
#

Oh thats what you mean, yeah

warm hedge
#

Make sure it is not a Mod issue

tough abyss
#

I am now

#

Nah, tried it on a base game vic, still not working

warm hedge
#

Vanilla vehicle doesn't mean it is completely non-modded. A Mod can mod a vanilla vehicle

tough abyss
#

I know, but at that point I feel its a larger issue than I can deal with.

#

Do you know of any other way to speed limit a player controlled vic?

warm hedge
#

With a very hacky way but you won't like that

tough abyss
#

I'm listening

#

So long as it wont kill frames on a server I'll try it

warm hedge
#

Use EachFrame Mission EH to setVelocitys players vehicle

tough abyss
#

Look, I'ma be honest, I'm kinda retarded, how does one put that into an init field?

warm hedge
#

Nobody wants to put that kind of thing into Init field. Use something else instead... Like init.sqf

tough abyss
warm hedge
#

Like, what, IDK, it's not tested but here it is sqf addMissionEventHandler ["EachFrame",{ if (vehicle player != vehicle) then { private _vehicle = vehicle player; private _velocity = velocity _vehicle; _vehicle setVelocity (vectorNormalized _velocity vectorMultiply ((vectorMagnitude _velocity) min 5)); }; }];

tough abyss
#

Okay, I shall report back with a yay or nay

#

Okay, how do I put it into an SQF and then call upon that on a vic?

tough abyss
#

this addEventHandler ["Engine", {
params ["_vehicle", "_engineState"];
_vehicle setCruiseControl [5, true/false];
}];

This worked

#

In the Init

#

Well, picking one or the other for True/False of course

warm hedge
#

Wait, you wrote the script you said, in the vehicle's init field? In Eden Editor?

tough abyss
#

Yes....?

#

Was that why no work?

warm hedge
#

Does the player, sit in the vehicle at the start of the mission?

tough abyss
#

no

warm hedge
#

That's why

tough abyss
#

Oh, okay. I was unaware of that, and to be fair, none of the my buds who do this shit a lot did either

#

Thanks for you help any who

warm hedge
#

vehicle player does mean the vehicle which player is in, if not, player himself. If the player doesn't sit into the vehicle at the very first moment of the mission, it will be considered as player, which is not a valid vehicle to apply the command

tough abyss
#

Yeah my friend just pointed that out, hes just simplified the code from what I just sent down to
this setCruiseControl [14, false];

#

I am idiot.

warm hedge
#

It happens when it happens. Such things can be happened to anyone

tough abyss
#

Again, thank you for your help

lapis ivy
#

Hello. We are writing our Respawn vehicle script, the question is: is it possible to make the vehicle be created with the same variable name?

#

The fact is that a trigger is attached to it, which should execute an event when the equipment is destroyed.

#

There is such a thing in the standard BIS module for revival, the attached trigger fires every time. But it doesn't suit us.

#

I would like that when my technique dies and respawns, its variable name is saved.

granite sky
#

Yes, because you're misunderstanding the nature of variables.

#

You can set variables to anything you like after the mission started.

#

If it's in multiplayer then you may want to use publicVariable afterwards to share the value. Depends what you're using it for.

lapis ivy
#

Ok, thanks

granite sky
#

It's not so much "this vehicle's variable name is myVehicle" but "the value of myVehicle is set to this vehicle object"

coarse dragon
#

Is there a way to get a trigger to disable a bunch of synced tracer modules?

hallow mortar
#

Have you tried naming the modules and having the trigger do deleteVehicle on them?

coarse dragon
#

Awk I have so many of them to name

fair drum
#

You are going to run into issues in multiplayer with the tracer module btw.

#

They never seem to work consistently

#

Best just open the modules function, figure out how they did it, then recreate it better

short vine
#

Is anyone aware if _this allowFleeing 1 is bugged for mid mission spawned AI?
I can get the AI to flee on command if they are spawned via editor, but if they come in via script or zues the command has 0 effect.

coarse dragon
#

Can one not get it to delete after a certain amount of time ?

#

Nvm just deleted em

tough abyss
#

player allowdamage true;

if (player allowdamage true) then {hint "GodMode OFF"};

#

dont know what i am doing wrong

prisma wave
#

Does anyone know the script to have players show up in zeus editable objects?

#

I forgot it

#

Nvm

short vine
#
eastgroups=[];
{
    if (count units _x> 0 and side _x==east) then 
    {
        eastgroups= eastgroups + [_x];
    };
} forEach allGroups;

null=[]spawn 
{
    for "_i" from 0 to ((count eastgroups)+1) do 
    {
        effectedunit = (eastgroups select _i);
        sleep 0.1;
        skillteam = leader effectedunit;
        sleep 0.1;
        if(faction skillteam == "OPF_F") then
        {
            {_x setSkill ["courage", 0.05] } forEach units group skillteam;
            sleep 0.1;
            {_x allowFleeing 1 } forEach units group skillteam;
        }
        else 
        {
            {_x setDammage 1 } forEach units group skillteam;
        };
    };
};
#

It checks all units, makes an array, converts them to a variable, runs a skill set and forces everyone to flee if they are from OPF_F

open fractal
#

Are the units spawned by Zeus?

winter rose
short vine
#

Units are spawned via zeus or with a script that uses create sqf commands

#

Currently all in SP, not MP

#

I can show a simple gif, one second

winter rose
#

regarding details:

  • null = is not needed for spawn
  • you can use eastGroups = allGroups select { side _x == east };
  • you can replace the use of eastGroups by the above code
short vine
#

Ill look into those, I need to re-review my code as now no one wants to flee ๐Ÿ˜„ so im probably mucking things up

short vine
winter rose
#

also what is this abomination

for "_i" from 0 to ((count eastgroups)+1) do  
short vine
#

Terrible coding:D and yes the variable runs out, which is fine for current testing. It still runs the {_x allowFleeing 1 } forEach units group skillteam; however

winter rose
#
[] spawn {
  private _allEastGroups = allGroups select { side _x == east };
  {
    private _group = _x;
    private _leader = leader _group;
    if (faction _leader == "OPF_F") then
    {
      {
        _x setSkill ["courage", 0.05];
        _x allowFleeing 1;
      } forEach units _group;
    }
    else
    {
      { _x setDamage 1 } forEach units _group;
    };
  } forEach _allEastGroups;
};
short vine
#

Eden (left) flees. Zeus spawned (Right) just chills

winter rose
short vine
#

This is mainline branch

#

Main branch, nothing special. Testing this with and without mods to ensure no conflicts

winter rose
#

can you try a systemChat format ["Groups: %1", count _allEastGroups]; in the spawn please?

short vine
#

Will do

#

Groups: 2

winter rose
#

yep, so it seems there is an issue ๐Ÿ˜

short vine
#

At least I know I'm not crazy. Should I submit something to the tracker?

winter rose
#

and don't hesitate to ping Dedmen daily about it, he loves AI issues

short vine
#

Will hunt for it! And ehhh let's not anger the arma prophets :D as a workaround I'll look into somehow calculating the units morale or their casualties for the group and force a fleeing thing.

coarse dragon
#

Hmm anyone used fading to black?

winter rose
#

you

coarse dragon
hallow mortar
#

You'll need to describe the problem you're having

#

If you're using bis_fnc_fadeEffect, don't forget that the colour string is case-sensitive

wind flax
#

What's the best way to forcibly close a control?

winter rose
wind flax
#

Yeah, so I'm using the HTML Load call, and want to forcibly close it

#

What's the best way to do that?

winter rose
#

huh, code please?

wind flax
#
[] [[spawn]] {
    [[disableSerialization]];
    _html = [[findDisplay]] 46 [[createDisplay]] "RscCredits" [[ctrlCreate]] ["RscHTML", -1];
    _html [[ctrlSetBackgroundColor]] [0,0,0,0.8];
    _html [[ctrlSetPosition]] [<nowiki/>[[safeZoneX]], [[safeZoneY]], [[safeZoneW]], [[safeZoneH]]];
    _html [[ctrlCommit]] 0;
    _html [[htmlLoad]] <nowiki>"http://www.bistudio.com/newsfeed/arma3_news.php?build=main&language=English"</nowiki>;
};
#

From the wiki^

#

Not sure why everything is double encapsulated lol

winter rose
#

where did you get this example?

wind flax
winter rose
winter rose
wind flax
#

๐Ÿ‘ thanks for the help

pliant stream
#

example 2 is still broken

winter rose
#

:p

coarse dragon
coarse dragon
#

[0, "BLACK", 5, 1] spawn BIS_fnc_fadeEffect;

#

hmm that was easy

coarse dragon
#

[
[
["3 Hours later, ", "align = 'center' shadow = '0.2' size = '04.0' font='PuristaBold'"]
]
] spawn BIS_fnc_typeText2;

#

how would i get that TXT to the Middle of my screen?

distant oyster
#

with the posx and posy parameters. maybe 0.5 for both might work

humble harbor
#

are there some kind of semaphores to sync scheduled jobs?

granite sky
#

isNil { } is somewhat handy there.

#

All scripts on a machine run on a single thread (there's no concurrency), so you just need isNil {} occasionally to ensure there won't be a task switch in the middle of scheduler-critical code.

tough parrot
#

is text script still in same scope as command, e.g.:

_wp setWaypointStatements[true,"[_gunHeli,_anim] spawn BIS_fnc_unitPlay"];
willow hound
#

No.

tough parrot
#

Then how do I pass the variables to unitPlay in a wp statement?

willow hound
#

I'd probably use global variables.

distant oyster
#

for strings and numbers you could use format

distant oyster
granite sky
#

You could setVariable on the group to pass data, but note that setWaypointStatements runs globally.

gloomy aspen
#

Hey guys, could I please ask for some help understanding the BI Page on 'BIS_fnc_typeText'

I would like to make the text stay up after typing for 15 seconds, but I cant quite figure out if blinkCount is tantamount to time on screen, I cant seem to get it to stay up

Currently using


[   
 [   
  ["RAF Hereford", "<t valign='bottom' shadow = '1' color = '#ffffffff' size = '1' font='PuristaSemibold'>%1</t><br/>"],   
  ["Credenhill, England, UK", "<t valign='bottom' shadow = '1' color = '#ffffffff' size = '0.7'>%1</t><br/>"],   
  ["Thursday 31st March, 2022", "<t valign='bottom' shadow = '1' color = '#ffffffff' size = '0.7'>%1</t>", 15]   
 ]   
] spawn BIS_fnc_typeText;
granite sky
#

It's cursor blinks rather than seconds. Not sure if those are fixed-rate or proportional to frame rate.

gloomy aspen
#

Ah OK, yeah it seems I can elongate the text on screen time per line i.e.


[   
 [   
  ["RAF Hereford", "<t valign='bottom' shadow = '1' color = '#ffffffff' size = '1' font='PuristaSemibold'>%1</t><br/>", 15],   
  ["Credenhill, England, UK", "<t valign='bottom' shadow = '1' color = '#ffffffff' size = '0.7'>%1</t><br/>", 15],   
  ["Thursday 31st March, 2022", "<t valign='bottom' shadow = '1' color = '#ffffffff' size = '0.7'>%1</t>", 15]   
 ]   
] spawn BIS_fnc_typeText;
quasi rover
#

Question about maxLoad or setMaxLoad. If there's a Hummingbird and default maxLoad is 1,000. that means load limit is 1,000 and no more loading allowed? But I can load over 1,000, esp. loaded weapons such as magazine or missile, just double clicking right mouse button when inventory is opened .
https://imgur.com/a/1ptWwpd

floral beacon
#

Does anyone know how to fix this?
The code works just fine but instead of saying welcome, private. whatever
it says welcome, PRIVATE whatever.

There's most likely a way to make it "Private" instead of all caps but after an hour, Im at a loss.

hint format ["Access Granted. Welcome to the armory, %1 %2.", rank player, name player],
quasi rover
#

toLower rank player <-- is that you want?

floral beacon
#

Oop. this is why I shouldnt code at 4:30 am. The answer was right in front of me the whole time

#

Much appreciated

gloomy aspen
#

Hey guys, me again! ๐Ÿ˜ฌ

Sorry to be a pain, but could anybody take a look at this script and let me know why it might not be working on a dedicated server? Aim of the script is to cut the lights within 1.5km, it works perfectly in SP & MP but not on dedi ๐Ÿ˜ฆ

#

[ 
 this, 
 "Disable Power", 
 "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_Search_ca.paa",  "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_hack_ca.paa", 
"_this distance _target < 3", 
"_caller distance _target < 3", 
 {}, 
 {}, 
 { private _lamps = nearestObjects [EMP, ["Land_Lampa_ind_b", "Land_Lampa_ind", "Land_Lampa_ind_zebr", "Land_Lampa_cut", "Land_Lampa_sidl_3", "Land_Lampa_sidl_2", "Land_Lampadrevo", "Land_Lampa_sidl", "Land_Lampazel", "Land_Vo_seda", "Land_Tlampac_vo_seda", "Land_Vo_zlut", "Land_Lampa_valec", "Land_Lampa_vysoka", "Land_Lamp_Street1_EP1", "Land_Lamp_Street2_EP1", "Land_Lampa_Ind_EP1", "Land_Lamp_Small_EP1","Land_House_C_10_EP1", "Land_House_C_10_dam_EP1", 
"Land_House_C_11_EP1", "Land_House_C_11_dam_EP1"], 1500];  
     
   {  
    for "_i" from 0 to count getAllHitPointsDamage _x -1 do  
    {  
     _x setHitIndex [_i, 0.99];  
    };  
   } forEach _lamps; }, 
 {}, 
 [], 
 10, 
 0, 
 true, 
 false 
] remoteExec ["BIS_fnc_holdActionAdd", 0, this];
#

This is entered into the init of a powerbox .. Do I need to use this as an execVM to have it work on Dedi?

granite sky
#

What's EMP here?

gloomy aspen
#

Its the name of the electricity box item the player interacts with to call the script

granite sky
#

Antistasi has a similar blackout function which just uses setDamage, although I can't be absolutely sure that it works

#

setHitIndex is local argument, global effect, but I believe map objects are considered local everywhere.

#

These are map object lamps, not stuff you've added dynamically, right?

gloomy aspen
#

Some are, some are not ... In SP and MP it works perfectly so long as the lit object is inside the array :/

#

Just when it comes to dedi it doesnt work properly, placed objects seem to be affected for a moment but then come back on and map objects arent affected at all

granite sky
#

Curious, just tested the blackout part with my local DS and it seems to work fine on map objects.

#

Not sure why you wouldn't use setDamage, but it seems to work.

vague geode
#

Does someone know what the following log-entry means? I found it in my logs a couple of times but everything is seemingly still working just fine. Does anyone have an idea what this log-entry could mean and how I could avoid whatever is causing it?

2022/04/03,  8:27:26  โžฅ Context: Trigger "OnActivate" name "1708452: <no shape>" at [12350.000000,43.319786,4550.000000]

Thanks in advance.

pliant mountain
#

does anyone know how to add custom models to vests?

gloomy aspen
#

@granite sky Not sure pal, its not my script im afraid. I have given up on that one now, no idea why its not working!

In case anybody is looking for a script in the future that works perfectly in SP, MP & Dedi to turn off all lights within a radius, this one by Roque_THE_GAMER is the one you want! Simply enter this script into any item (in this script its the

https://steamcommunity.com/sharedfiles/filedetails/?id=1886747292


DistanceToReach = 1300; 
this addAction 
[   
    "Turn Off",   
    {   
        params ["_target", "_caller", "_actionId", "_arguments"];   
 { 
   private _ticket = format ["LSS%1", _forEachIndex]; 
  [_x, "OFF"] remoteExec ["switchLight", 0, _ticket];   
 } forEach nearestObjects [_caller, [], DistanceToReach]; 
  _target animateSource ["switchposition",1];   
  _target animateSource ["light",0];   
  _target setDamage 1;   
    },   
    [],   
    1.5,   
    true,   
    true,   
    "",   
    "alive _target",   
    3,   
    false,   
    "",   
    ""   
]; 
  
this addAction   
[   
    "Turn On",   
    {   
        params ["_target", "_caller", "_actionId", "_arguments"];   
 { 
    private _ticket = format ["LSS%1", _forEachIndex]; 
    [_x, "On"] remoteExec ["switchLight", 0, _ticket];   
 } forEach nearestObjects [_caller, [], DistanceToReach]; 
  _target animateSource ["switchposition",-1];   
  _target animateSource ["light",1];   
  _target setDamage 0;   
    },   
    [],   
    1.5,   
    true,   
    true,   
    "",   
    "!alive _target",   
    3,   
    false,   
    "",   
    ""   
];
pliant mountain
#

class m22_tnk: rhsusf_spcs_ocp_crewman
{
_generalMacro="m22_tnk";
author="Mus";
model = "\MUN_SAF\saf_tnk.p3d";
picture="MUN_SAF\data\saf.paa";
scope=2;
displayName="[VS] M12 (M10/Tenkisti)";
hiddenSelections[]=
{
"camo",
"camo1",
"camo2",
"camo3",
"camo4"

    };
    hiddenSelectionsTextures[]=
    {
        "MUN_SAF\data\vests\vest_m22.paa",
        "MUN_SAF\data\vests\m22_g.paa",
        "MUN_SAF\data\vests\m22_g_2.paa",
        "rhsusf\addons\rhsusf_infantry2\gear\vests\mbav\data\mbav_gear_co.paa",
        "rhsusf\addons\rhsusf_weapons\mag_proxies\data\pmag_black_co.paa"
    };
};
#

this is the script I am currently using

#

for some reason i managed to change the texture but the model is still the same one from rhs

willow hound
pliant mountain
#

alright thanks

drifting portal
#

when we do

(allPlayers select 3) switchcamera "INTERNAL";

We will be switched to the fourth player's POV, but my question is, if I wanted to get the camera object that we are switching to in this case, how will I get it?
so that instead of having to switch to the player's POV using switchcamera, I can get the camera object of the player's POV and broadcast it into a texture

little raptor
winter rose
#

you would have to create a camera and attach it

vague geode
# little raptor that doesn't mean anything. the real error is above that line. that line simply ...

Are you sure?

2022/04/03, 16:33:00 soldier[B_T_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform?
2022/04/03, 16:33:00  โžฅ Context: Trigger "OnActivate" name "1928320: <no shape>" at [5700.000000,6.376676,12550.000000]
2022/04/02, 18:11:06 soldier[O_Soldier_TL_F]:Some of magazines weren't stored in soldier Vest or Uniform?
2022/04/02, 18:11:06  โžฅ Context: Trigger "OnActivate" name "1821851: <no shape>" at [19250.000000,34.180000,17550.000000]
2022/04/02, 18:11:06 soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform?
2022/04/02, 18:11:06  โžฅ Context: Trigger "OnActivate" name "1821851: <no shape>" at [19250.000000,34.180000,17550.000000]
drifting portal
winter rose
drifting portal
boreal gust
#

Does anyone know a script or mod where i can setup a wepon locker room where everyone can get his weapons

drifting portal
#

sadness

winter rose
#

you would have to create a camera and attach it

drifting portal
#

but I thought I can get something better than the player's world model view

winter rose
#

negative

#

that's the best you can get

drifting portal
#

thank you

little raptor
little raptor
#

in the OnActivation code

vague geode
little raptor
little raptor
#

and the game cannot add the items defined for the unit in its config (because it's full)

vague geode
granite sky
#

I thought this was common. Some loadouts just throw the warning.

little raptor
#

it could be that the vanilla config is overloading the unit meowsweats

drifting portal
#

I don't know if this is the correct place to say this but

#

this wiki page has a problem

#

Description is worng

coarse dragon
#

hey is this code correct for !alive two differnt objects?

!Alive t1 && t2;

fair drum
#

how that reads is (not alive t1) and t2

coarse dragon
#

!Alive, t1 && t2; that it?

fair drum
#

nope

#

what you want is

coarse dragon
#

!Alive, t1, && t2,;

fair drum
#
!alive t1 && !alive t2

or

[t1, t2] findIf {alive _x} == -1

or

{alive _x} count [t1,t2] == 0
coarse dragon
#

ah thank you very much

willow hound
#

Uh-oh

little raptor
#

it means either is dead

#

not both

fair drum
#

goes to show how often I use it that way. I almost exclusively use findIf for that check

little raptor
#

findIf is slower (in that case)

fair drum
#

I'm usually not comparing only two objects either. its typically large arrays.

coarse dragon
#

ughh could of tagged me. ive finsihed for the day and will likely forgot to chnage it tomarrow

open fractal
#

if only there was some way to record information for the future ๐Ÿค”

plush belfry
#

Hello, I am trying to create a script where a trigger condition is true when a player is not the leader of a defined group. How can I achieve this?

winter rose
plush belfry
calm charm
#

anyone an idea why spawn is not working in the main menu? like onLoad="[] spawn {XYZ};" (in a control)

copper raven
#

try maybe a frame after blobdoggoshruggoogly

calm charm
copper raven
#

on each frame event

calm charm
#

you mean execute the onEachFrame { blablabla }; in the onLoad?

copper raven
#

yes, preferably execNextFrame though if you use CBA

calm charm
#

nice idea, I will try soon

wind flax
#

Is there anyway to force a roll over of a vehicle? In multiplayer, preferably without triggers?

hallow mortar
quasi rover
hollow lantern
#

this doesn't seem to work, is there a better way instead of writing multiple isKindOf ifs?

!({_wep isKindOf [_x, configFile >> "CfgWeapons"]} forEach ["autocannon_Base_F","autocannon_35mm","rhs_weap_azp23","rhs_weap_2a42"]))```
granite sky
#

findIf is usually cleanest.

hollow lantern
#

hmm yeah good idea, thanks

tough parrot
quasi rover
#

maxLoad or setMaxLoad is not working I guess, I can load weapons on vehicle cargo without any limit.

open fractal
#

does anyone know where I can find the vanilla vehicle fire particle effects?

quaint oyster
#

What's the way to play a sound in the game that will ignore the thickness of vehicle armor and helicopter armor without losing the volume?

open fractal
#

I don't know if that's possible with 3D sound

quaint oyster
#

brb gonna try it, currently i'm using say3D but the vehicle armor and heli armor muffles it to the verge of silence

#

ahh does playsound need synced on every client?

open fractal
#

yeah

#

you can just remoteexec

twilit scarab
#

Has anyone scripted the VLS turret to lock and fire on to laser targets

tough parrot
quasi rover
tough parrot
quasi rover
tough parrot
still forum
quasi rover
#

sorry for wasting your lifetime. ๐Ÿ˜… edited, haha. But I spent a couple of days to figure this out with my poor knowledge and English.

calm charm
copper raven
calm charm
#

you mean diag_activeScripts in the spawn or behind?

copper raven
#

behind

#

but not in the same frame

calm charm
#

10:04:55 "[1,0,0,0]"

copper raven
#

๐Ÿค” so i guess the scheduler just never runs in the menu

#

what if you keep printing it(eachframe), does it change at all?

calm charm
#

[] spawn {}; diag_log str diag_activeScripts; onEachFrame { diag_log str diag_activeScripts; }; just prints it out once

copper raven
#

im guessing that onLoad is simply too early to do anything like that

#

(in the menu)

calm charm
#

any idea for calling it later on?

#

i thought about maybe an mouse event handler when the player is hovering over the item, but it's not the best solution I think

copper raven
#

can you add a button in the menu, that prints active scripts, spawn like a sleep 10 in the displayload or whatever you are currently doing, spam the button and see what happens?

calm charm
#

you mean like onLoad = "[] spawn { sleep 10; diag_log "FINISHED"; };" and the ButtonAction diag_log str diag_activeScripts;

copper raven
#

yes

pulsar bluff
#

anyone here has used the new "awake" command? not sure what it's good for @unique sundial

#

compared to just "enableSimulation"

calm charm
copper raven
#

i guess it just never runs then

#

i thought maybe it empties it's scripts during some init phase and thus you would be spawning too early, doesn't seem to be the case

calm charm
#

maybe I found a solution, but I need more tests. It goes with a "help control" which has an mouseMove and deletes it self after script init

calm charm
#

there is no mission in the main menu, I think that is the problem. And concerning some people using -skipIntro (which disables main menu mission loading) it makes things worse

copper raven
#

just very limited probably

#

the engine doesn't execute many things from what it looks like

calm charm
#

yeah the mission in the background returns e.g. a nullObject when calling player

#

and there is no missionNamespace like all Variables have to be stored in uiNamespace

#

problem solved as mentioned above

last rain
#

Arma 3 have script command "Date Converter to Timestamp"?
I need find Timestamp or something same.

warm hedge
#

Date to UNIX you mean?

#

Your current system date, yes. Otherwise (in-game date) you need to write a script I guess

last rain
half moon
#

Is it possible to set azimuth and elevation for an AI artillery unit?

#

I'd like to calculate artillery for an AI battery.

warm hedge
#

doWatch might work for it, but why? I think there is doArtilleryFire already

ivory lake
coarse dragon
#

Abit complex.

But I have 8 member squad in a Hide module. From the start of the game.

I have a fade to black setup and a teleport near them.

The show module is on a trigger for 8 secs.

But each time I get teleported there. They are dead.

distant oyster
#

how are they dying?

coarse dragon
#

No clue they are dead but no bodies are around

#

I don't have bombardments in the area. But they are hidden. Because I've also a truck there and it's fine when it is shown

distant oyster
#

are you sure they are dead?

coarse dragon
#

2 are still hidden but they are replying to my commands the rest are report as KIA

distant oyster
#

have you checked with alive and isNull?

coarse dragon
#

Well they are reported as dead. But invisible and 2 guys are invisible

#

Move things around abit. And now everyone else is dead who are supposed to be hidden... hmmm

distant oyster
#

sounds weird. add a killed eventhandler to the units and see why they are dying

coarse dragon
#

The bombardments wouldn't affect them if they are hidden?

distant oyster
#

actually they do. they are invisible not invincible

coarse dragon
#

๐Ÿ˜ฉ

tepid vigil
#

Does the slash at the end cause issues and if it does, what kind? It doesn't cause an error.
while {!(isNil "_group") && count (units _group) > 0} do {\

copper raven
#

unless it's within a macro

granite sky
#

I suppose it's possible that the preprocessor doesn't care if it's inside a macro or not. Haven't checked though.

tepid vigil
granite sky
#

All it'd do is eat whitespace anyway. Unlikely to be crash-related.

copper raven
#

if you don't preprocess it,e.g using just compile it should very certainly throw an error, as for preprocessing, it might just strip it i guess, as said above

#

arma's preproc is full of weird stuff

distant oyster
#

the preprocessor is actually notorious for crashing the game, at least used to be when including a non-existent file

granite sky
#

It should at least be harmless removing it, so feel free to test.

copper raven
#

but losing rpt for not crashing is not so good meowsweats

distant oyster
#

i had a corrupted 3den.pbo where the include files were missing and it crashed on startup because some mods tried to include them

copper raven
#

or actually i think it was fixed for mission stuff only, i.e description.ext

distant oyster
#

yeah i followed that development but iirc it still does when I mess up my UI includes in description.ext. will report back when I actually have evidence ๐Ÿ˜„

coarse dragon
#

Ffs my two Alive T1 && T2 will not work ๐Ÿ˜ฉ ๐Ÿ˜ฉ

warm hedge
#

No it won't...

coarse dragon
#

Expected bool code

warm hedge
#
alive T1 && alive T2```
coarse dragon
#

Dang it. Thanks

winter rose
coarse dragon
coarse dragon
winter rose
coarse dragon
#

Ah

winter rose
#

(and I don't speak Japaneseโ€ฆ maybe POLPOX can help here)

coarse dragon
hallow mortar
#

The thing is that and doesn't mean "this thing and that thing", it means "check if this returns true and that returns true". You're trying to phrase it as "do an alive check on this and that" but the command actually interprets it as Lou said - "check if this alive check returns true...and check if that object is true", which doesn't make sense to the computer because objects aren't a true or false value.

#

tl;dr you're trying to use it like you would in conversation, but the computer doesn't know that

twilit scarab
#

Has anyone scripted the VLS turret to lock and fire on to laser targets

fair drum
twilit scarab
#

Is it simple

fair drum
#

relatively, let me link something

fair drum
#

then attach that to your actual target

#

and you feed that virtual target to the fireAtTarget command

twilit scarab
#

Hmm okay ill give it a shot

#

Thanks

fair drum
# twilit scarab Hmm okay ill give it a shot

snippet from elsewhere in my mission

// Create target
target_n = createvehicle ["laserTargetW", [0,0,0], [], 0, "NONE"];
target_n attachTo [carrier_n_targetPos, [0,0,0]];
target_n setVariable ["owner", _northOwner];
independent ReportRemoteTarget [target_n, 99999999];
#

that reportRemoteTarget is important to doing this

twilit scarab
#

Carrier_n is like moving target or what

coarse dragon
#

hey i have this code in the. description.ext

#

class CfgSounds
{
class radio1
{
name = "radio1"; // Name for custom sound 1
sound[] = {\sound\radio1.ogg, 5, 1.0};
titles[] = {};
};

#

but i cant get the code for the trigger to work

winter rose
#

and you need to close the }; too

coarse dragon
#

call(playsound "radio1";) code in trigger on activation

winter rose
#

you can remove the call usage

also call takes code {}, not parentheses

#

you should run the game with the "show script errors" launcher advanced parameter

coarse dragon
#

call{playsound "radio1";} that?

winter rose
#

normally
but remove call and the brackets, not needed here

coarse dragon
#

oh ok

#

// Name for custom sound 1

is that part ok?

winter rose
#

how so?

#

it's a comment, it does not matter

coarse dragon
#

//means coments?

winter rose
#

yes

#

/* */ too

coarse dragon
#

" means strings "

#

Lou < thank you

#

hmm still not workie

hallow mortar
#

The file path in sound[] needs to be a string

coarse dragon
#

Oh

#

sound[] = [\sound\radio1.ogg, 5, 1.0];

#

no?

hallow mortar
coarse dragon
#

sound[] = {"sound\radio1.ogg", 5, 1.0};

#

either silent because correct. or has quit the internet

hallow mortar
#

Do you really need me to tell you whether you have correctly put "" at each end of a file path? I feel like that may be an easy one

coarse dragon
#

{} correct? is the / correct? is the ogg", correct blobdoggoshruggoogly

hallow mortar
#

Assuming it is actually a .ogg file, yes.

coarse dragon
#

ok me test now

#

this code for the trigger is being annoying

#

... ๐Ÿ˜ฆ sound radio1 not found

#

bear with me. im very stupid

hallow mortar
#

You may need to reload the mission in the Editor to get it to detect the description.ext change

winter rose
#

although I believe it became optional at some point, but it never hurts to have it

hallow mortar
#

If something is used in all the examples and doesn't explicitly say "optional" I always assume it's required :U

coarse dragon
#

All this for a 30 second sound effect notlikemeow

hallow mortar
#

Yes, that's how things work in Arma

winter rose
#

it was mandatory in OFP at least

coarse dragon
#

And now I'm getting a error @hallow mortar I sent you pic

hallow mortar
#

As Lou mentioned here <#arma3_scripting message> you need to close the outermost {}; - in your posted code you have the class CfgSounds { but no matching }; at the end

winter rose
#

I'm on mobile!

hallow mortar
#

Yes, the error he sent me was "missing } in CfgSounds" :P

coarse dragon
#

remember i said, im very stupid

winter rose
coarse dragon
#

i have no idea what your on about

winter rose
#

but a least please read our replies, for they are not written in vain

coarse dragon
hallow mortar
#

Missing } is a pretty common error that happens to people all the time, it's a mistake that's easy to overlook.
...but the error message does straight up tell you that's what the problem is :U

winter rose
#

hence why proper indentation saves (keyboards) lives ๐Ÿ˜‰

coarse dragon
#

ok. as per that example from Bistudio

#

there doesnt seem to be nothing missing

hallow mortar
#

What do you actually have at this moment?

coarse dragon
#

class CfgSounds
{
class radio1
{
name = "radio1"; // Name for custom sound 1
sound[] = {"sound\radio1.ogg", 5, 1.0};
titles[] = {};
};

winter rose
hallow mortar
#

Yep. Still missing that last };.

coarse dragon
#

class CfgSounds
{}: ??

hallow mortar
#

You've closed your sound[] = {};. You've closed your titles[] = {};. You've closed your class radio1 {};. You're just missing....class CfgSounds {

coarse dragon
#

class CfgSounds
{};

is that correct?

hallow mortar
#

No, the }; goes right at the end, after everything that is contained in class CfgSounds.

coarse dragon
#

class CfgSounds}:

hallow mortar
#

Your final }; at the moment is the closing brace for class radio. You need another one outside of that to close CfgSounds, which contains class radio1.

#

Here. Let me do it.

class CfgSounds
{
    class radio1
    {
        name = "radio1"; // Name for custom sound 1
        sound[] = {"sound\radio1.ogg", 5, 1.0};
        titles[] = {};
    };
};
coarse dragon
#

wtf

hallow mortar
#

See how the opening and closing { and }; of each class layer are vertically aligned? That helps keep track of what layer you're at.

coarse dragon
#

all i needed was one extra }; below the one above it

#

titles[] = {};
};
};

#

That

winter rose
#

it's better if you understand the fix, rather than the how ๐Ÿ™‚

#

{} are pairs designed to define "blocks"

#

so here, you have CfgSounds, with radio1 inside, and name, sounds, titles into radio1

and all this has to be properly closed, hence why indentation (line-start spacing) is important, to see if you missed something

coarse dragon
#

but

#

if closed

#

i thought one would start with {CfgSounds

winter rose
#

not how you write things

hallow mortar
#

No, it's class CfgSounds { and that's the opening brace

coarse dragon
#

seems.. abit complex

winter rose
#

it is not a lot of knowledge, but it needs to be known to understand the whole thing

#

be happy the game doesn't crash for a missing ;, as it did in OFP :-p

hallow mortar
#

It's a way of defining a hierarchy. CfgSounds can contain many classes, and they all need to be properly contained, otherwise the engine doesn't know where CfgSounds actually ends and gets confused.

coarse dragon
#

good news

#

its still broken

winter rose
#

but with a different error, so there is progress!

coarse dragon
#

nope

#

same stuff

hallow mortar
#

Did you apply the changes to description.ext and save the file?

coarse dragon
#

yessir

winter rose
#

[X]

#

did you Ctrl+S the mission in the editor?

granite sky
#

You can check whether your CfgSounds entry was actually applied in the config viewer.

coarse dragon
hallow mortar
#

If you're not sure, do it again. Can't hurt.

little raptor
# coarse dragon i think so

when you make changes to description.ext you must go back to eden and start the mission again. restarting won't have any effect

coarse dragon
#

.....

#

still same error message

little raptor
#

what's your config and error again?

granite sky
#

I thought you had to actually reload the mission for config changes to stick, but maybe I was overdoing that.

little raptor
#

I wasn't following the conversation

hallow mortar
#

Is it actually the same error, word for word, or simply a similar-looking error?

coarse dragon
#

2 errors now

little raptor
#

paste the config

coarse dragon
#

erm

tough abyss
#

hey guys not sure where to ask this but im trying to key a server mod ive made for a private server, however having problems with it.

All it includes is a config and a few paa files for retextures in one pbo and a custom faction config in another pbo.
Ive signed both and keys are in server key folder but when trying to connect, says the pbos are not keyed

any help would be appreciated.

coarse dragon
little raptor
#

description.ext

#

it's a config

hallow mortar
#

Hopefully it looks similar to the bit I posted a few minutes ago, since that's what they should be using

coarse dragon
#

class CfgSounds
{
class radio1
{
name = "radio1"; // Name for custom sound 1
sound[] = {"sound\radio1.ogg", 5, 1.0};
titles[] = {};
};
};

coarse dragon
#

yes sir

little raptor
#

I don't see any errors

coarse dragon
#

yep

#

the file is... ogg

#

its in a sounds folder in the mission file

little raptor
#

did you exit the mission or just restart?

coarse dragon
#

went bk to main menu

little raptor
hallow mortar
little raptor
#

maybe.
also make sure you're not editing another mission... meowsweats

#

and if the error is different give us the new error

coarse dragon
#

pics inbound

hallow mortar
#

Interesting fact: if you press the Print Screen or PrtScr key on your keyboard, you'll get a direct screenshot in your clipboard ready to be pasted into Discord

little raptor
#

you can't paste anything here tho meowsweats

#

anyway, why does it say /cfgSounds:/?

hallow mortar
little raptor
#

I don't get that part thonk

#

does the game always show it like that? in /.../?

hallow mortar
#

I think the : is just part of the error message

little raptor
#

no I mean the two / wrapped around cfgSounds

#

iirc that shouldn't be there

coarse dragon
#

what the hell have i done

hallow mortar
#

I can't say that I remember whether that's normally there, but I also don't see where it would be coming from if it's wrong

coarse dragon
#

i copied this from a youtube vid

hallow mortar
#

If your description.ext file contains exactly and only the code you posted most recently, I don't know where this is broken. If it contains literally anything else, tell us.

coarse dragon
#

nothing. i copied your one into it

hallow mortar
little raptor
#

nvm the error was correct. I also see /CfgSounds/:

winter rose
#

description.ext.txt,editing a different file, editing a different mission?

little raptor
hallow mortar
#

I think if it was .txt it wouldn't even get to the line 7 part, it would just say the sound isn't defined

open fractal
#
//initServer.sqf
{
    vehicle _x enableSimulationGlobal false;
    private _id = ceil (random 5);
    _x addUniform format ["U_I_C_Soldier_Para_%1_F",_id];
    if ((random 4) > 1) then {
        removeHeadgear _x;
    }
} forEach units independent;
#

how come vehicle crews also have simulation disabled?

little raptor
#

@coarse dragon you're kidding right?

coarse dragon
#

no

little raptor
#

this is what you dmed me:

class CfgSounds
{
    class radio1
    {
        name = "radio1"; // Name for custom sound 1
        sound[] = {"sound\radio1.ogg", 5, 1.0};
        titles[] = {};
    };
#

it's the same old one meowsweats

coarse dragon
#

impossiable

distant oyster
hallow mortar
#

But clearly true

little raptor
#

literally what you sent

open fractal
#

but it's disabling simulation for both the vehicle AND the crew

hallow mortar
distant oyster
#

yeah in earlier versions of the game (not too long ago) you could enter a sim disabled vehicle and not get out anymore

hallow mortar
open fractal
#

not a problem I guess if that's the case, I just feel like that hasn't always been my experience with vehicle crews

little raptor
open fractal
#

I'll test some stuff and come back

distant oyster
#

but does it matter?

#

the crew won't be able to do anything with a sim disabled vehicle anyway

open fractal
#

no it doesn't, easy fix. I thought I was somehow manually disabling crew simulation

distant oyster
#

aye my first reply i had the wrong assumption, ofc vehicle _x would refer to the vehicle a unit is in, not the passenger

hallow mortar
#

and right before that I asked if you had applied the changes to description.ext and saved the file

shadow sapphire
#

I'm having trouble figuring out how to phrase what I need to ask simply.

Would anyone be willing to help me understand how to make a function happen for each of an indefinite number of similarly named map markers?

I've got the function more or less working as I need, but I don't know how to make it repeat the function for each place I need it to happen without copy/pasting the function again and again and manually changing the names of the markers.

hallow mortar
shadow sapphire
distant oyster
#

do all the markers have something in common?

coarse dragon
#

Mr L Mr N and Mr Lou thank you for the help

shadow sapphire
#

They are all the 'empty' type and each are named 'sector_x' with x being indefinite numbers.

little raptor
#

tho they should be continuous

coarse dragon
#

Omfg help me. I accidentally saved over this fucking mission

shadow sapphire
coarse dragon
#

I'm being serious

little raptor
shadow sapphire
# coarse dragon I'm being serious

Have you played the mission recently in any way outside of the *editor? You may be able to find where you downloaded a previous version of it.

distant oyster
coarse dragon
#

No

open fractal
#

if it makes you feel better rebuilding a mission is a lot faster than making it from scratch

distant oyster
coarse dragon
#

Eh

shadow sapphire
little raptor
distant oyster
#

understandable, it is not very intuitive because there is no markerExists command

shadow sapphire
#

Do you guys think it would be better to run the function for each marker, or have each marker be found inside the function?

#

What does the 1e3 mean? Is that a common way to say continuous in code?

little raptor
#

1000

shadow sapphire
little raptor
#

you can use a while loop instead meowsweats

little raptor
#

e.g. store them in an array

#

or hashmap

shadow sapphire
hallow mortar
#

If these are Editor-placed markers and not script-created, the process of collecting them into an array would be basically the same as what you're doing to iterate through them anyway.
If script-created, _array pushback (createMarker [...])

little raptor
cosmic lichen
#
 doStop TANK;
_points = allMissionObjects "Sign_Arrow_Blue_F" apply { getPosATL _x; }; // getting all marker positions 
{ _x pushBack 15; } forEach _points; // setting speed 
TANK setDriveOnPath _points;

Is there any trick on getting setDriveOnPath working? Tanks just seems to turn around on the spot

little raptor
#

@cosmic lichen

#

the important part is:

_gr selectLeader _dr;
    {
        _dr disableAI _x;
    } forEach ["FSM", "TARGET", "AUTOTARGET", "AUTOCOMBAT", "COVER"];
    _veh setEffectiveCommander _dr;
    doStop _veh; 
    sleep 1;
open fractal
#

I was right, something weird is going on with vehicle simulation. Crew does inherit vehicle simulation, but if the crew did not specifically have simulation set to false then they come back alive when the vehicle itself becomes simulated. The vehicle simulation is normally flagged as false while the crew is frozen in place but simulation is flagged as true. When I disable simulation through initServer, though, the crew's simulation is flagged as false along with the vehicle so I have to enable simulation on all the crew as well. The inconsistency there is a bit of a headache.

Edit: found the issue. it was something different going on with that vehicle

cosmic lichen
#

Gonna test that

little raptor
#

kind of like an array of [[key1, value1], ...] except lookup is O(1) (for arrays it's O(n), i.e you must iterate over all items to find something)

cosmic lichen
shadow sapphire
#

Thanks for the explanation! That may be handy!

#

Well. I made a mess of it.

For "_i" from 0 to 1e3 do {

    If (isServer) then {    
        _Flag = createMarker ["sector_%1", _i];
        if (markerColor _mrk == "") exitWith {};
        _Flag setMarkerType 'mil_objective';

        _SectorAAF = createTrigger ["EmptyDetector", markerPos "sector_%1", false];
        _SectorAAF setTriggerActivation ["ANY", "PRESENT", true];
        _SectorAAF setTriggerArea [100, 100, getDir this, true];
        _SectorAAF setTriggerInterval 5;
        _SectorAAF setTriggerStatements
        [
            "West countSide thisList < 0.4*(East countSide thisList);",
            "DeleteMarker '';
            _Flag = createMarker ['', markerPos 'sector_%1'];
            _Flag setMarkerType 'Flag_Altis'",
            ""
        ];

        _SectorFIA = createTrigger ["EmptyDetector", markerPos "sector_%1", false];
        _SectorFIA setTriggerActivation ["ANY", "PRESENT", true];
        _SectorFIA setTriggerArea [100, 100, getDir this, true];
        _SectorFIA setTriggerInterval 5;
        _SectorFIA setTriggerStatements
        [
            "East countSide thisList < 0.4*(West countSide thisList);",
            "DeleteMarker '';
            _Flag = createMarker ['', markerPos 'sector_%1'];
            _Flag setMarkerType 'Flag_FIA'",
            ""
        ];
    };
};```
#

Throwing a thousand errors saying bad conversion: array.

little raptor
#

also your exitWith simply exits the isServer scope

#

isServer should be outside the loop

drifting portal
#

PiP (picture in picture) does the low fps of PiP have to do with ping?

#

in terms of render to texture from a camera

#

or is it to save performance ?

#

any possible way to increase fps?

distant oyster
#

performance. pip is very heavy on that one

drifting portal
drifting portal
distant oyster
#

hmm could be ping but I guess that the simulation only approximates movement outside your view

drifting portal
#

so I guess its ping

distant oyster
#

have you tested in SP?

drifting portal
#

yes

#

doesn't occur

distant oyster
#

well then it's ping

#

maybe a combination of both, to save bandwidth and calculations

drifting portal
#

yep

#

units are local to you

#

in SP

drifting portal
distant oyster
#

does the player character have line of sight to your position?

drifting portal
#

they look at my van

#

from 400m

distant oyster
#

so you can look at the other player through a binocular and at the same time with a pip?

drifting portal
#

um

#

I;m using pip to see other's POV

#

not to see my view

distant oyster
#

okay define pip

drifting portal
#

doing body cam

distant oyster
#

with swichCamera or texture?

drifting portal
#

r2t render to texture

#

cameraeffect

distant oyster
#

okay then we are on the same page

#

r2t onto a ui element or an object?

drifting portal
#

gui yes

distant oyster
#

fullscreen?

drifting portal
#

no

#

middle portion of the screen

#

ratio 1

#

'#(argb,512,512,1)r2t(Texture,1)'

distant oyster
#

interesting, didnt know about that behaviour of pip

drifting portal
distant oyster
#

no thanks I know what you mean just wanted to make sure we were talking about the same thing

drifting portal
#

alright thank you

distant oyster
#

now I am curious too. does that imply that pip is running its own simulation?

#

also worth an note on biki but where

winter rose
#

โ€ฆwhat?

distant oyster
#

the desync between pip (r2t) and actual game

winter rose
#

most likely sync/prediction is way different between human entities and vehicles

drifting portal
#

to reduce preformance load

#

even thou I'm using 6000 object render distance

#

while target is 1km away

drifting portal
#

forgot to mention

#

the close you are to the target

#

the way lower the probability of this happening (PiP)

#

if you are within 250m of the target it nearly never does this

#

smooth as silk

drifting portal
#

barely noticeable

winter rose
#

a unit is barely predictable, I would wager

drifting portal
#

yes, I have seen humans running for 50m exact before syncing and being teleported correctly

#

something as slight as starting a running animation and stopping (on player side) will make the game persist with the running animation for like 3 secs before syncing (on PiP)

little raptor
#

the game simulates objects at different rates, depending where they are wrt to the main camera, and what kind of objects they are

tidal ferry
#

Hey question

#

Is there any way to check if a certain module is in a mission via script?

winter rose
tidal ferry
crude vigil
tidal ferry
crude vigil
winter rose
hollow thistle
#

entities "class"? I don't remember if it worked with modules.

winter rose
#

it should I believe

autumn swift
#

Hello all, I am facing an issue with the HandleDamage event. I want to prevent players on foot from taking damage when getting hit by a vehicle using the following code:

// HandleDamage event
// Anti-VDM
if (((vehicle _source isKindOf "Ship") || ( vehicle _source isKindOf "Air") || (vehicle _source isKindOf "LandVehicle"))) exitWith
{
    diag_log ("HANDLE DAMAGE END: Damage=0 (VDM)");
    0;
};

The issue I am facing is that when a player gets hit by a vehicle, it triggers multiple HandleDamage events, and the last event has a null object value as the source, so I cannot determine who the damage is caused by. Anybody have any idea?
I logged all the damage events as well: https://pastebin.com/5j10uvS3
As you can see in that sample log, all the handle damage events EXCEPT the last one has a source object. Testing was done by lightly hitting the player with a MRAP vehicle.

granite sky
#

I think you can probably file that one as a bug if it's replicable.

pliant stream
#

the overall damage is reported last in A3? it's first in A2 ๐Ÿค”

granite sky
#

IIRC ACE adds an extra hitpoint (which is definitely reported last) because it apparently doesn't trust that.

autumn swift
#

In my case, its pure vanilla arma

ivory lake
#

could store the source as a variable before exiting

#

if the other hitpoints in the handle damage return it I mean

autumn swift
ivory lake
#

save the time it happened too

#

and compare it

#

if it happens at the exact same time it'd be fairly safe to presume it came from it

#

I guess you could also check if _projectile is an empty string too

pliant stream
#

HandleDamage just kind of sucks. i've found it best to store the data from multiple script events invoked by a single damage event and handle the whole thing together in a PFH

tidal ferry
granite sky
#

Depends. High command and curator modules have different types, for example.

#

What exactly are you looking for?

calm charm
#

I hope I'm right in this channel. My problem: I have an object which is definied as a transport vehicle (vehicleClass="Cargo";). When I use the createVehicle command to create a new rope, it does not appear (object exists). But when I attach the transport object to myself the rope becomes visible at the positionen spawned.

copper raven
calm charm
#

ups. I meant ropeCreate xD

crude vigil
#

It returns Logic because there that logic's class name is "Logic"

#

If you are not happy with that, you can use what veteran29 mentioned but I believe it would be slower in a standard mission, hence I did not suggest it.

#

But it works fine.

quasi rover
#

If I use player command multiple times in a script file. Is it better to use it after declaring private variable in the head? for example, private _player = player; in the head part, and then use the _player in a script.

pliant stream
#

depends on your needs

copper raven
pliant stream
#

if that fits your needs

#

it's like asking if it's better to buy a car or a boat

quasi rover
#

Sorry, what is nular? I don't know the meaning.

copper raven
#

command that takes no arguments

#

player, allPlayers etc

quasi rover
#

thx .

little raptor
quasi rover
#

I see what you mean, thx, @little raptor

noble zealot
#

Just in case anyone know. This code will use network?sqf _vars remoteExecCall ["MY_fnc_01",[]];

copper raven
#

it should do nothing

noble zealot
#

Thanks

#

It's a code that run in loop. So i will keep it as:sqf (...) _vars remoteExecCall ["MY_fnc_01",_sentTo]; (loop) instead of```sqf
(...)
if (_sendTo isNotEqualTo []) then {_vars remoteExecCall ["MY_fnc_01",_sentTo];};
(loop)

#

One less if

tough abyss
#

anyone knows a script that when you execute something another thing happens i want it like if () then {}

shadow sapphire
# little raptor look again at what I wrote

Will try again to understand it.

I tried it isServer outside of the loop and got a different error, so decided to try something else before I came crying for help again.

I'm getting back to work on it as soon as I eat and finish this coat of varnish.

little raptor
shadow sapphire
open fractal
#

i want a script that does a thing

tough abyss
#

never mind i figured it out

#

thanks for trying to help anyways

twilit scarab
#

Whats a simple script that gets a hold waypoint to skip

#

Gonna put it in an on activation field of another waypoint

tough parrot
#

why do ppl suggest using format in waypointstatements? How does that change the way it works.

open fractal
#

to pass variables to the string?

tough parrot
#

i thought format["%1",_var] resolved like str(_var)

open fractal
#

yeah but with format you can add more to the string

#

plus you can't write str _var in a waypoint statement

#

since that takes a string

little raptor
open fractal
#

unless you're putting multiple strings together for it, at whcih point format is easier

little raptor
open fractal
#

true and factual

#

brb editing a function

little raptor
#

that's not the problem

#

_var is not defined in the waypoint statement

#

the only reason to ever use format is:

  1. the code is small (total size is always < 8 KB)
  2. you want to add a string or number in the waypoint statement that is always fixed
    if either of those is not true you shouldn't use format
open fractal
#
_waypoint setWaypointStatements ["true", format ["%1 enableSimulation true", _otherUnit]];
#

is this correct or is there a better way than format in this example

copper raven
#

that won't work

#

unless the object has a varname set(even then its just bad)

open fractal
#

?

little raptor
#

it can correspond to an object only if you've set a vehicle var name for it and also created a variable with the same name that corresponds to the object

open fractal
#

so would it turn into

B Alpha 1-1 whatever enableSimulation true
``` and not work?
#

am i understanding this right

little raptor
#

yes

#

that's not valid SQF syntax

open fractal
#

but if the unit has been assigned a variable _otherUnit would return that variable

#

i see

copper raven
#

it wouldn't work with local variables

tough parrot
little raptor
little raptor
#

the only correct way to pass variables to a waypoint statement is creating an array of args in the group's var space

copper raven
little raptor
#
_args = _grp getVariable ["#grpArgs", []];
_id = _args pushBack [_arg1, _arg2, ...];
_grp setVariable ["#grpArgs", _args];

_waypoint setWaypointStatements ["true", format ["
  _args = group this getVariable ['#grpArgs', []] param [%1, []];
  _args call MY_fnc_bla;
", _id]];
copper raven
#

apparantly the onactivation code runs globally meowsweats

little raptor
#

in MP you don't need array

#

or in general you can just write:

_wpID = str _waypoint;
_grp setVariable [_wpID, _args, true];
_waypoint setWaypointStatements ["true", format ["
  _args = group this getVariable ['%1', []];
  _args call MY_fnc_bla;
", _wpID]];

it's a bit messy meowsweats

copper raven
#

yeah that's what i mean

#

that's sadly the way to go ๐Ÿ˜„

little raptor
#

I think the var can be overwritten rn thonk

copper raven
#

i guess you can also add some frame number into the id ๐Ÿ˜„ or maybe something with time

open fractal
#

how come

[getposatl player,west,"BUS_InfSquad"] call BIS_fnc_spawnGroup;
``` doesn't work?
#
[getposatl player,west, 5] call BIS_fnc_spawnGroup;
``` works fine
#

oh you need the full path

tough parrot
#

what is the scope of a #define?

#

I wanted to have a file that defines constants for a mission.

copper raven
tough parrot
#

not in any other file?

copper raven
#

you'd have to #include the file with macro defines into said file(s)

granite sky
#

It can get problematic with config stuff. Say you have:

#include "MyFirstGUIDialog.hpp"
#include "MySecondGUIDialog.hpp"

Anything defined in the first hpp will be visible in the second.

#

Because #include is basically copy-paste.

copper raven
#

include guards easily fix this

twilit scarab
#

Decent script for faster heli landings than the transport unload waypoint on a helipad?

lament barn
#

guys, please tell me how to enable the display of the player's nickname on your server v DAYZ

tough abyss
#

script for hiding individual vechile parts? forgot the name of it know similar syntax etc just cant find after 2 hours looking for it

pulsar bluff
#

hideSelection or animate

tough abyss
#

thx

floral beacon
#

I can add an action onto this but using the action doesnt open the GUI. HOWEVER, adding the action to a player works perfectly fine. Anyone know why this is?

teleBoard addAction 
[
"<t color='#3F6BC5'>Open Menu</t>",
    {    
        params ["_target", "_caller", "_actionId", "_arguments"]; // Calls the below parameters. Only using this so I can set radius of action
        
    {execVM "openTomMenu.sqf"};

        
        // Teleport Menu shit
    },
    nil,        // arguments
    1.5,        // priority
    true,        // showWindow
    true,        // hideOnUse
    "",            // shortcut
    "true",     // condition
    5,            // radius
    false,        // unconscious
    "",            // selection
    ""            // memoryPoint
];
copper raven
floral beacon
#

Yes. Tested in single and multi LAN. Not tested in dedicated

#

No errors either

copper raven
#

makes no sense ๐Ÿค”

floral beacon
#

Idk. Works perfectly fine when the action is attached to a player. Just opens a GUI with a list of players and lets you teleport to a player. I'm only trying to put it on an object so that it:
1.) Can't be abused mid combat.
2.) Im too stupid to make it only usable at base

copper raven
#

add a systemChat str fileExists "openTomMenu.sqf"

floral beacon
#

Ill give that a shot

distant oyster
#

those brackets around the execVM part will not execute

#
teleBoard addAction 
[
"<t color='#3F6BC5'>Open Menu</t>",
    {    
        params ["_target", "_caller", "_actionId", "_arguments"]; // Calls the below parameters. Only using this so I can set radius of action
        
    execVM "openTomMenu.sqf";

        
        // Teleport Menu shit
    },
    nil,        // arguments
    1.5,        // priority
    true,        // showWindow
    true,        // hideOnUse
    "",            // shortcut
    "true",     // condition
    5,            // radius
    false,        // unconscious
    "",            // selection
    ""            // memoryPoint
];
#

@floral beacon

floral beacon
#

Ah.

#

yet another reason why 4am coding is a terrible idea. Much appreciated

copper raven
#

Works perfectly fine when the action is attached to a player
well that means the code you were using there wasn't the same as the one you sent ๐Ÿ˜„

copper raven
floral beacon
#

cringe

low remnant
#

anyone got anything on how to use BIS_fnc_moduleCAS?

winter rose
#

it's a module function, use the module?

lime frigate
#

So I'm using EOS (linked below), and I'm hoping to make a change to eos_core.sqf such that vehicles don't despawn when a player moves out of the area. We'd ideally like to go within the detection distance, have the enemies spawn in, clear the area, steal their vehicle, then drive to the next point. But currently as soon as we drive out of the detection distance it despawns the vehicle we're in. Any ideas or help is appreciated ๐Ÿ™‚

https://forums.bohemia.net/forums/topic/144150-enemy-occupation-system-eos/

fleet sand
lime frigate
stark bone
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is it okay to ask CBA related questions in here?

winter rose
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it's meh, but may provide an answer

stark bone
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okay because i was wondering if you still need a CfgFunctions if you are using CBA

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or do you just use CBA's FUNC()

steel fox
stark bone
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ace template?

steel fox
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I assume your are making an addon using CBA functions?

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And CBA function caching.

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Then it's best to use the ACE template from the GitHub. ACEX-template iirc

stark bone
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its a mod to add more medications to ace

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it will have CBA loaded

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the function file name is fnc_adrenaline and is under injector/functions

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where injector is what will be the PBO

steel fox
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If you simple want to call ace functions you have to resolve them yourself

stark bone
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nah i want to make sure my function is set up right

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i dont have it in cfgFunctions

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i have it in XEH_PREP in a PREP()

steel fox
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Then I assume you already are using the ACE template.

stark bone
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i am looking into the template

steel fox
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As long as it's the same module/pbo you can call the function using FUNC()

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Else EFUNC() with the target modules ADDON.

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The ACE coding guidelines provide a clear explanation to this whole system

stark bone
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okay cool so aslong as i dont need to reference it outside of its own PBO

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i can just use func() where i would do like XXX_fnc_myfunction

fleet sand
lime frigate
stark bone
steel fox
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Look at the CBA GitHub wiki for a detailed explanation of the function library system.

stark bone
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whats the cba template?

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im not using any template other than this one brake down of it i found in a reddit post

steel fox
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ACE/CBA template. It's the way the ace mod is structured. It makes the whole system of Macros and definitions function.

stark bone
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okay where can i find the guide for this template

steel fox
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ACEX-template on GitHub iirc. I'll try to get the link.

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Got the name wrong, buts this is it.

stark bone
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the link for setting up the enviroment is broken for me

steel fox
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Let's take this to DM's

fleet sand
lime frigate
snow pumice
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Hey I currently use this https://github.com/SkaceKamen/vscode-sqflint, the problem is that it marks the functions with a possible error even if I give a path to the description.ext.
Does anyone have recommendations for an alternative?

snow pumice
drifting portal
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[(player getVariable "Zcam"), 0.1] call BIS_fnc_camera_setFOV;
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I'm trying to change the camera fov using this command but its not working, what is the problem?

hallow mortar
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I don't see any immediate problem. It's possible that the "Zcam" variable isn't being correctly defined as a reference to a camera object (impossible to say without seeing where it's defined).
Don't forget to try the camSetFov command too (with camCommit as documented) in case that works instead.

drifting portal
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is there a mathematical equation to convert FOV into zoom degrees or something of sorts?

opal zephyr
#

Is there a way to disable like ragdoll physics on an AI unit? I know there is the "awake" command, but its description is short and I cant tell if its gonna break it

hallow mortar
drifting portal
drifting portal
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What will be the best place to ask how to find a mathmatical equation the converts camera fov into zoom levels?

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Or at the very least how is camera fov formatted?

granite sky
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Uh, problem here is that it doesn't specify what the function returns when it's not 4:3.

drifting portal
granite sky
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blinks

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If the FOV is just for the 4:3 part in the middle then the full 16:9 FOV would be atan(FOV*4/3)*2 radians.

copper raven
drifting portal
drifting portal
copper raven
drifting portal
drifting portal
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I'm measuring the zoom from the camera position

drifting portal
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not from a pos to a pos

drifting portal
copper raven
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oh you mean your equation

copper raven
drifting portal
hollow thistle
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no, positionCameraToWorld is current camera.

drifting portal
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if I have a camera object, what should I replace positionCameraToWorld with?

hollow thistle
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nothing

drifting portal
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I'm running a gui that broadcasts a camera pov into a texture (render to texture)

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so isn't in this case the current camera is the player camera? not the camera I'm boradcasting?

hollow thistle
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It is.

drifting portal
drifting portal
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so basically to make it simpler, I want to convert 10X into FOV format

hollow thistle
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idk how it works with camera projected on surface.

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Depends on aspect ratio of the surface I guess?

drifting portal
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ctrlSetText '#(argb,512,512,1)r2t(Zera,1)';