Guest Posted March 3, 2014 :j:I forgot "nul =", sorry for the that. Share this post Link to post Share on other sites
lappihuan 178 Posted March 5, 2014 Could we get a command that returns all selection of the given object? Something like: _selections = getSelections _object; EventHandlers like Dammaged, HandleDamage and HitPart allready return the damaged selection but it is not usable to get all the selections of a model. best regards Lappihuan Share this post Link to post Share on other sites
arjay 7 Posted March 9, 2014 Hello there, our custom modules built for ALiVE utilising the BIS module framework have been doing weird things on dedicated server only. Previous to the last patch they were happily initing before the briefing screen, and now they do not. I saw this in the last changelog: Fixed: Module framework no longer waits for execution of modules outside of the framework Fixed: Modules were not executed in the right order upon mission start Can a developer possibly explain the expected results of those changes? This is a serious issue for us as the modules are being pushed out when simulation has started making things tremendously slow. Have these changes been correctly implemented on dedicated binary, because when running local or in editor, the module start up functionPriority is working fine, but as soon as it's tried on a dedi it does not work. Share this post Link to post Share on other sites
moricky 211 Posted March 10, 2014 You're running Linux dedicated server? Share this post Link to post Share on other sites
highhead 20 Posted March 10, 2014 You're running Linux dedicated server? no, regular arma3server.exe as a local dedicated Share this post Link to post Share on other sites
arjay 7 Posted March 10, 2014 You're running Linux dedicated server? I had a poke around in fn_preload, and some of the module initialisation methods in the framework today, as far as I could tell bis_fnc_preload_init was being set on the player without waiting for the server side bis_fnc_preload_init to be set. We have some global modules which are much quicker to init on the public side, because the server side is doing the heavy lifting. So the player side modules will all have inited, and bis_fnc_preload_init will be set, which I am guessing sets the loadingscreen to switch off on the client and proceed to briefing. The server side of the modules continues to init in briefing and then out into the game, at which point bis_fnc_preload_init gets set again. Share this post Link to post Share on other sites
arjay 7 Posted March 15, 2014 Me again! Well whatever changes BIS have made to object ID's in the last dev branch update have caused nearestObject function to completely fail: In debug console, with a object id I am standing next to (getPos player) nearestobject 251753206; result in RPT Performance warning: Very large search for 3938095 (>300 m) Performance warning: Unsucessfull search for 3938095 was very large (30750 m) locks the game up and never finds the object. Heres a picture: http://i.imgur.com/cD14C7w.jpg Share this post Link to post Share on other sites
highhead 20 Posted March 15, 2014 in this case on screenshot the error even is... Performance warning: Unsucessfull search for -522349 was very large (8224 m) Performance warning: Very large search for -522349 (>320 m) -522349 ? Share this post Link to post Share on other sites
das attorney 858 Posted March 15, 2014 Me again!Well whatever changes BIS have made to object ID's in the last dev branch update have caused nearestObject function to completely fail: In debug console, with a object id I am standing next to (getPos player) nearestobject 251753206; result in RPT Performance warning: Very large search for 3938095 (>300 m) Performance warning: Unsucessfull search for 3938095 was very large (30750 m) locks the game up and never finds the object. Heres a picture: http://i.imgur.com/cD14C7w.jpg Got exactly the same problems here - weird negative numbers and so on. Share this post Link to post Share on other sites
highhead 20 Posted March 15, 2014 Got exactly the same problems here - weird negative numbers and so on. Hey DAS! Created a ticket, hopefully gets fixed quickly! http://feedback.arma3.com/view.php?id=17856 Thanks! Share this post Link to post Share on other sites
das attorney 858 Posted March 15, 2014 Good show - will vote up when I get home (no access to FT from this PC). I spent the entire evening trying to get nearestObject (objectID) to work last night. It was okay with something like: for "_i" from 0 to 500 do { _ob = [0,0,0] nearestObject _i; }; But as soon as the numbers are high enough (83902000 for example), it just freaks out. Share this post Link to post Share on other sites
h - 169 Posted March 15, 2014 There is some hinky going on, for example on Stratis object ID 51116 has now changed into 67140282.. Share this post Link to post Share on other sites
highhead 20 Posted March 15, 2014 very likely its something simple like an index table that was not updated. Share this post Link to post Share on other sites
duzda 10 Posted March 25, 2014 Ok, first of all, hi all, i need help with adding some kinde of script or trigger. The thing is i was trying to make generator on of switch and it works but how can i attach my custom sound on the generator. For example like in cars start has difrent sound from stop. So i was thinking to make 3 custom sound. One for cranking one for running and one for turning off. But hot can i add it so sound is activated when i interact on the genereator and i press on, or off it shuld be difrent sounds? Share this post Link to post Share on other sites
AgentRev 22 Posted March 25, 2014 Ok, first of all, hi all, i need help with adding some kinde of script or trigger. The thing is i was trying to make generator on of switch and it works but how can i attach my custom sound on the generator. For example like in cars start has difrent sound from stop. So i was thinking to make 3 custom sound. One for cranking one for running and one for turning off. But hot can i add it so sound is activated when i interact on the genereator and i press on, or off it shuld be difrent sounds? You're in the wrong section, try making a new thread there: http://forums.bistudio.com/forumdisplay.php?162-ARMA-3-MISSION-EDITING-amp-SCRIPTING Share this post Link to post Share on other sites
k0rd 3 Posted March 26, 2014 has the syntax for nearEntities changed in the last month or so? specifically, I can't get it to accept a string or array of strings as the type filter - it is expecting an object instead? (not sure if it still works on stable) Share this post Link to post Share on other sites
DarkDruid 96 Posted March 27, 2014 It works fine for me in current dev build. If you are still observing this issue, could you please create a ticket on Feedback Tracker and attach there a repro mission? Thanks Share this post Link to post Share on other sites
k0rd 3 Posted March 27, 2014 darkdruid: please disregard, it appears that it was my error. Thanks for checking it out for me :) Share this post Link to post Share on other sites
trnapster 12 Posted March 29, 2014 Is there is a reason why the 3 lines at the end of A3\ui_f\scripts\initDisplay.sqf are outcommented? It would be quite nice to be able to use scripted EHs on the different displays. Share this post Link to post Share on other sites
Guest Posted March 29, 2014 Hi, i'm working on a (little) interface with the GUI. I've a button but I don't know how to execute 2 actions with this button : close the interface (closeDialog 0;), and execute a script (VAS\open.sqf). Here is the dialog.hpp and ressources.hpp : http://pastebin.com/8F8R7kXp The problem is at ligne 91, so if anybody can explain me how to do... Share this post Link to post Share on other sites
John Spartan 89 Posted March 29, 2014 Hi, i'm working on a (little) interface with the GUI.I've a button but I don't know how to execute 2 actions with this button : close the interface (closeDialog 0;), and execute a script (VAS\open.sqf). Here is the dialog.hpp and ressources.hpp : http://pastebin.com/8F8R7kXp The problem is at ligne 91, so if anybody can explain me how to do... ok the code you have pasted on line 91 is missing " symbol to separate the action code example class FA18_RETURN_TO_MAIN_BUTTON_1608: FA18_RscButtonMenu { idc = 1608; x = 0.787409 * safezoneW + safezoneX; y = 0.110712 * safezoneH + safezoneY; w = 0.0918668 * safezoneW; h = 0.0280066 * safezoneH; text = ""; size = 0.023; tooltip = "Return to main menu"; action = "[]Spawn JS_JC_fnc_FA18_E_RETURN_MAIN"; }; class FA18_CLOSE_DIALOG_BUTTON_1609: FA18_RscButtonMenu { idc = 1609; x = 0.877963 * safezoneW + safezoneX; y = 0.110712 * safezoneH + safezoneY; w = 0.094491 * safezoneW; h = 0.0255 * safezoneH; text = ""; size = 0.023; tooltip = "Close this menu"; action = "closeDialog 0"; }; Share this post Link to post Share on other sites
Guest Posted March 29, 2014 There is no problem with "player execVM "VAS\open.sqf";" (I mean the game will understand "player execVM " and then ";" ?) Share this post Link to post Share on other sites
John Spartan 89 Posted March 29, 2014 (edited) There is no problem with "player execVM "VAS\open.sqf";" (I mean the game will understand "player execVM " and then ";" ?) try this, and BTW there is a separate tread by Iceman77 on GUI and it's functions mate action = "player execVM "\VAS\open.sqf""; Edited March 29, 2014 by John_Spartan Share this post Link to post Share on other sites
Guest Posted March 29, 2014 (edited) Ok, with action = "player execVM "VAS\open.sqf""; the game crash : line 87: '/SampleDialog/controls/VASControl.VAS':'\' encountered instead of '=' Maybe with buttonaction, or buttonsetaction ? -EDIT- i'm finnaly unsing a function, problem resolved. Edited March 29, 2014 by Guest Share this post Link to post Share on other sites
moricky 211 Posted March 30, 2014 Is there is a reason why the 3 lines at the end of A3\ui_f\scripts\initDisplay.sqf are outcommented?It would be quite nice to be able to use scripted EHs on the different displays. Because multiplayer script kiddies. Share this post Link to post Share on other sites