.kju 3239 Posted February 6, 2012 Cheers. :) Rydygier feel free to - you are also welcome to submit those changes back to get them integrated into the "official" version. Share this post Link to post Share on other sites
Rydygier 1302 Posted February 6, 2012 OK, thanks. Will see, if I be able to achieve anything in this matter. Share this post Link to post Share on other sites
Tankbuster 1733 Posted February 6, 2012 This is so cool, but I can't help thinking I'm missing out on the vast majority of what it can do. Is there any chance we can get some basic documentation? Share this post Link to post Share on other sites
.kju 3239 Posted February 7, 2012 For the general scripter/mission designer (who uses scripts) the normal console view already helps a lot IMHO. To be able to check variable values and execute code, also the different remote types in MP, is a big help. As for the advanced features and key controls to ease the use even more, you can find the docu in the tickets. At some point, someone, will merge them into a wiki page. You are welcome to push the wagon from the kickoff. :) Share this post Link to post Share on other sites
Tankbuster 1733 Posted February 7, 2012 At some point, someone, will merge them into a wiki page. You are welcome to push the wagon from the kickoff. :) I'd love to, but I really don't want you kicking my arse when I screw it up. :) Share this post Link to post Share on other sites
Two Dogs 12 Posted February 7, 2012 Can someone explain the what and how to use the fields? I'll start the wiki ball rolling, but I need info. [/img] Share this post Link to post Share on other sites
sickboy 13 Posted February 7, 2012 1: Upper half: Enter expression, Down half: View result of evaluated expression, auto refreshed 2: Same as 1, except smaller fields 3: Enter statement to be executed, buttons modify the actual behavior; execute locally, execute remotely, only on server, everywhere, etc. 4: Same as 3, except smaller fields, with only 1 behavior; execute locally 5: Uhhh :D Seems to be a condition field for a trigger, perhaps to test triggers, all I got for now :P Share this post Link to post Share on other sites
.kju 3239 Posted February 7, 2012 Yup 5 is trigger condition and execution code. One could script everything too, but some editor people are more used to triggers and might find it useful. Btw there are more features to this. How about a little competition: "Who finds another feature" :P Share this post Link to post Share on other sites
Two Dogs 12 Posted February 8, 2012 I'll post something in the wiki this week. Thanks, I have to go play now. lol! Share this post Link to post Share on other sites
Two Dogs 12 Posted February 21, 2012 1: Upper half: Enter expression, Down half: View result of evaluated expression, auto refreshed2: Same as 1, except smaller fields 3: Enter statement to be executed, buttons modify the actual behavior; execute locally, execute remotely, only on server, everywhere, etc. 4: Same as 3, except smaller fields, with only 1 behavior; execute locally 5: Uhhh :D Seems to be a condition field for a trigger, perhaps to test triggers, all I got for now :P I must be doing something wrong. In multiplayer (hosted), I get the console, the mini map, and the unit markers, but I can't get any of the input dialog to work. [ 1: Upper half: Enter expression, Down half: View result of evaluated expression, auto refreshed2: Same as 1, except smaller fields My method #1 Field 1. I put in p or p = getPosATL player; Field 2. Nothing My method #2 Field 3: p = getPosATL player; tried executing all four ways (Exec, rEXEC, Server, ALL). Field 1: p Field 2: nothing Any thoughts? Share this post Link to post Share on other sites
.kju 3239 Posted February 21, 2012 Are you the admin? Share this post Link to post Share on other sites
Two Dogs 12 Posted February 21, 2012 (edited) Are you the admin? I thought the host was automatic "Admin". Where would assign a pass word? Do I need a separate mp config? Sorry, but I assumed, I had full functionality when the other features were running. If you have a link to enabling admin for hosted mp, post or pm me. Thanks, ps I have experience with StaDebug, so I know the benefit of this tool. I know others would love DevCon, but without some simple "How to" examples the nubies are going to be lost and frustrated. I'll write up readme and post up a wiki, but I'm afraid I'll need some spoon feeding from time to time. Same results when loged in as Admin on dedi. Edited February 21, 2012 by Two Dogs Share this post Link to post Share on other sites
.kju 3239 Posted February 21, 2012 Well the host is admin yes, but you could have been a 2nd/3rd player on the hosted server too. For me it works as host(ed admin). Did you try with only DevCon running and no other addon active? I don't disagree with docu/howTo/guides, but they won't come from me this time. There is basic docu in the tickets available at least - one only had to piece it together to a wiki page. Share this post Link to post Share on other sites
Two Dogs 12 Posted February 22, 2012 So I got it to work with vanilla, not with ACE. I haven't played without ACE in years. Thanks ACE team. So what gives? It got it to work in mp LAN as host. Share this post Link to post Share on other sites
.kju 3239 Posted February 22, 2012 Ok that's a good start. For me it works with the latest ACE version loaded via SU. What ACE version are you running? OA beta patches used? Share this post Link to post Share on other sites
Two Dogs 12 Posted February 22, 2012 Latest ACE, ACEX, ACEX_NAVY, ACEX_SM, CBA, ACRE, JayArmA2_lib and Latest Beta as of today, through the SU. No joy. Just tried ACE and CBA. No Joy. The only thing that doesn't work is the console. It comes up but no input is registered. My method #1Field 1. I put in p or p = getPosATL player; Field 2. Nothing My method #2 Field 3: p = getPosATL player; tried executing all four ways (Exec, rEXEC, Server, ALL). Field 1: p Field 2: nothing Share this post Link to post Share on other sites
.kju 3239 Posted February 22, 2012 What is your modline? Share this post Link to post Share on other sites
Two Dogs 12 Posted February 22, 2012 I use SU and it's putting DC infront of ACE and CBA. ml like this -mod=@DevCon;@ACE;@CBA; UIs there a way to change the ModLine in SU? Share this post Link to post Share on other sites
sickboy 13 Posted February 22, 2012 You can change priority integer of mods in the Mods datagrid, however there should be no need. Share this post Link to post Share on other sites
.kju 3239 Posted February 22, 2012 Try to put it last in the modline. However I couldnt find conflicting code in ACE. Are you sure you load only ACE (+CBA) and no other addons? Share this post Link to post Share on other sites
Two Dogs 12 Posted February 22, 2012 "-mod=C:\Program Files\Bohemia Interactive\ArmA 2;Expansion;ca;@ace;@cba;@devcon" "-name=SSG Coyle" -nosplash -window -world=empty -noFilePatching -showScriptErrors -cpuCount=4 -host -exThreads=7 No Joy. Same everytime. cba then DevCon works, but i add ACE and no input. Would the ACE settings menu effect it? Whats your mod line? Share this post Link to post Share on other sites
.kju 3239 Posted February 23, 2012 This: -beta=Expansion\beta;Expansion\beta\Expansion -mod=a2f;y\a2fbase;Expansion;y\@ACE;y\@ACEX;y\@ACEX_PLA;y\@ACEX_RU;y\@ACEX_SM;y\@ACEX_USNAVY;y\@CBA;y\dev Can you post your rpt please. Share this post Link to post Share on other sites
Two Dogs 12 Posted February 23, 2012 ===================================================================== == C:\Program Files\Bohemia Interactive\ArmA 2\arma2oa.exe == "C:\Program Files\Bohemia Interactive\ArmA 2\arma2oa.exe" "-mod=C:\Program Files\Bohemia Interactive\ArmA 2;Expansion;ca;@acex_usnavy;@ace;@acex_ru;@acex;@cba;@devcon" -cpuCount=4 -exThreads=7 ===================================================================== Exe timestamp: 2012/01/23 01:02:35 Current time: 2012/02/23 16:49:24 Version 1.60.87580 [77,33.771,0,"XEH: PreInit Started. v3.3.3. MISSINIT: missionName=intro, worldName=Desert_E, isMultiplayer=false, isServer=true, isDedicated=false"] [77,42.539,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_disable_cache.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"] Speaker Male00NTNVFM not found in CfgVoiceTypes Error loading control bin\config.bin/RscTitles/SplashMeridian4/Text_Meridian4/ [77,41.331,0,"x\ace\addons\sys_wounds\XEH_preInit.sqf:8","WARNING: Enhanced Armor difficulty options enabled - this is not recommended in conjunction with ACE Wounds!"] [129,63.59,0.067,"XEH: PostInit Started"] [129,63.901,0.067,"CBA_VERSIONING: cba=0.8.3.177, ace=1.13.0.530, acex=1.13.0.355, acex_ru=1.13.0.66, acex_usnavy=1.13.0.68, "] [129,64.504,0.067,"XEH: PostInit Finished. State: _isClient=true, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=false, _playerCheckDone=true, _sp=true, _startInitDone=true, _postInitDone=true, _mpRespawn=false, _machineType=1, _sessionId=1, BIS_functions=L 1-1-B:1, group=L 1-1-B, player=<NULL-object>, _playerType="", _playerGroup=<NULL-group>"] ca\missions\MPScenarios\MP_Deathmatch.chernarus: string @str_mpdeathmatch_subname cannot be localized client-side - move to global stringtable "############################# Start intro #############################" Mission admin.utes: Missing 'description.ext::Header' [1483,95.434,0,"XEH: PreInit Started. v3.3.3. MISSINIT: missionName=admin, worldName=utes, isMultiplayer=true, isServer=true, isDedicated=false"] [1483,102.668,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_disable_cache.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"] Speaker Male00NTNVFM not found in CfgVoiceTypes [1483,101.769,0,"x\ace\addons\sys_wounds\XEH_preInit.sqf:8","WARNING: Enhanced Armor difficulty options enabled - this is not recommended in conjunction with ACE Wounds!"] [1485,104.911,0,"XEH: PostInit Started"] [1485,104.985,0,"CBA_VERSIONING: cba=0.8.3.177, ace=1.13.0.530, acex=1.13.0.355, acex_ru=1.13.0.66, acex_usnavy=1.13.0.68, "] [1485,105.485,0,"XEH: PostInit Finished. State: _isClient=true, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=false, _playerCheckDone=true, _sp=false, _startInitDone=true, _postInitDone=true, _mpRespawn=false, _machineType=1, _sessionId=2, BIS_functions=L 1-1-B:1, group=L 1-1-B, player=B 1-1-A:1 (SSG Coyle), _playerType="USMC_Soldier", _playerGroup=B 1-1-A"] ["DevCon active: ","admin"] ["DevCon AutoInit.sqf executed"] "### SSG Coyle uses the DevCon (UID: 2316928) ###" Warning: no type entry inside class RscDisplayMPInterrupt/controls/CA_B_SAVE Warning: no type entry inside class RscDisplayMPInterrupt/controls/ACE_SETTINGS Warning: no type entry inside class RscDisplayMPInterrupt/controls/CA_B_SAVE Warning: no type entry inside class RscDisplayMPInterrupt/controls/ACE_SETTINGS Warning: no type entry inside class RscDisplayMPInterrupt/controls/CA_B_SAVE Warning: no type entry inside class RscDisplayMPInterrupt/controls/ACE_SETTINGS Warning: no type entry inside class RscDisplayMPInterrupt/controls/CA_B_SAVE Warning: no type entry inside class RscDisplayMPInterrupt/controls/ACE_SETTINGS Share this post Link to post Share on other sites
.kju 3239 Posted February 24, 2012 its not getting initialized at all it seems please create an AIO config: http://forums.bistudio.com/showthread.php?125943-How-to-create-an-AllInOne-config Share this post Link to post Share on other sites
Two Dogs 12 Posted March 1, 2012 (edited) Sorry for the late reply. Got busy with RL. So I got it working with @CBA;@DevCon in the mod line. Added ACE like @CBA;@ACE;@DevConand @CBA;@DevCon;@ACE and it breaks. I made 3 config dumps. One of each example above. Jcba-devcon.txt(works), NJcba-devcon-ace.txt(doesn't work), and NJcba-ace-devcon.txt(doesn't work). Heres the link: configDump Edited March 1, 2012 by Two Dogs Share this post Link to post Share on other sites