das attorney 858 Posted May 30, 2014 It has come to our attention that scripters need to use complicated expressions for basic operations on 3D vectors, so we've decided to expose some basic arithmetic operations on them to modders. Thanks for making these available - It's not too bad at the moment with the vector functions but looking forward to being able to make use of these :) Share this post Link to post Share on other sites
SilentSpike 84 Posted May 30, 2014 (edited) I've never came across the distance between two vectors before. Wouldn't you need a point on the vectors to measure such a thing? Does it mean the magnitude of a resultant vector? (Aka, the distance between two points) Edit: Also, appreciate the new commands! :) Edit 2: Shouldn't the size related commands use magnitude/length instead? In mathematics the size of a vector implies the number of components. Obviously it can be derived that it means magnitude, but it could be confusing to people who're used to seeing mathematical terminology. Edited May 30, 2014 by SilentSpike Share this post Link to post Share on other sites
DarkDruid 96 Posted May 31, 2014 (edited) Documentation of new scripting commands: - vectorAdd - vectorDiff - vectorCrossProduct - vectorDotProduct - vectorCos - vectorMultiply - vectorMagnitude - vectorMagnitudeSqr - vectorDistance - vectorDistanceSqr Edited June 2, 2014 by DarkDruid Scripting commands crossProduct and dotProduct renamed to vectorCrossProduct and vectorDotProduct. Share this post Link to post Share on other sites
tomturner 10 Posted May 31, 2014 Great fixes and additions here.I've added documentation to the wiki and updated pages where needed. addUniform forceAddUniform isUniformAllowed Not available in ver 1.20 ! Stable Share this post Link to post Share on other sites
SilentSpike 84 Posted May 31, 2014 Documentation of new scripting commands:- vectorAdd - vectorDiff - crossProduct - dotProduct - vectorCos - vectorMultiply - vectorMagnitude - vectorMagnitudeSqr - vectorDistance - vectorDistanceSqr Awesome stuff :) Share this post Link to post Share on other sites
DarkDruid 96 Posted May 31, 2014 Not available in ver 1.20 ! Stable That is intended situation. You can check on links which you have posted, that these commands should be a part of the game from version 1.22. Share this post Link to post Share on other sites
zapat 56 Posted June 1, 2014 Hasn't "Script command magazinesAmmo works also for ammo crates now" made it into stable version? I don't see it in the Spotrep and it doesn't work either... Is it due in next patch or is it cancelled? Share this post Link to post Share on other sites
das attorney 858 Posted June 1, 2014 Hasn't "Script command magazinesAmmo works also for ammo crates now" made it into stable version?I don't see it in the Spotrep and it doesn't work either... Is it due in next patch or is it cancelled? It better not be! That command is very useful now. Also, when's dev likely to move to 1.22? I'd like to try the new vector commnds but they throw errors (presumably as they aren't in dev yet). Share this post Link to post Share on other sites
f2k sel 164 Posted June 1, 2014 It's nice that they are looking at vectors but they should also fix the exiting issue of setvectordir http://feedback.arma3.com/view.php?id=19005 Share this post Link to post Share on other sites
rübe 127 Posted June 3, 2014 hardcoded to 3D vectors, ... Bummer. Any chances you might reconsider this decision? ..., I suppose people don't need a whole MATLAB simulator in Arma Why not? Of course we do! There are numerous (and relevant) problems that could be nicely modeled by a small linear system. You guys got some solver behind the scene? Well, make it available to us then, and it sure will find its place. Transpose, inverses, SVD, ... Bring it on! But then again, maybe such stuff has to hold on, until Arma finally implements a language (Java, Python, whatever...) which already offers all that stuff in form of various libraries and packages (any news on that?). And why stop at linear algebra... Just imagine what people would come up with, if a package like scikit.learn were available in Arma (8 Share this post Link to post Share on other sites
xendance 3 Posted June 3, 2014 Documentation of new scripting commands:- vectorAdd - vectorDiff - vectorCrossProduct - vectorDotProduct - vectorCos - vectorMultiply - vectorMagnitude - vectorMagnitudeSqr - vectorDistance - vectorDistanceSqr Could you add the actual mathematical formula to each function in the wiki? That way we could verify the behavior of the script commands if they break in the future for some reason. Share this post Link to post Share on other sites
SilentSpike 84 Posted June 4, 2014 (edited) Could you add the actual mathematical formula to each function in the wiki? That way we could verify the behavior of the script commands if they break in the future for some reason. I'll do that now. Edit: Seems there's an issue with the <math> formatting on the wiki, fyi. Will just use letters for now, can switch to subscript once the laTeX plugin is sorted out as it looks much cleaner. Edit 2: Actually, I'm just going to wait until the plugin is sorted out as it'll be much easier to follow the formula. Edited June 4, 2014 by SilentSpike Share this post Link to post Share on other sites
SaOk 112 Posted June 4, 2014 (edited) How the AI unit can be scripted to lay mines? I used before this, but then it stopped working around last fall: unitname fire ["DirectionalMineRemoteMuzzle", "DirectionalMineRemoteMuzzle", "ClaymoreDirectionalMine_Remote_Mag"]; Found now there is new way to use forceWeaponFire-command (that work great for weapons and smokegrenades), but it still dont seem to work for mines with e.g. (even the unit have the mine): unitname forceWeaponFire ["DirectionalMineRemoteMuzzle", "DirectionalMineRemoteMuzzle"]; Any tips or is it broken? Made ticket, just in case: ;) http://feedback.arma3.com/view.php?id=19097 Edited June 4, 2014 by SaOk Share this post Link to post Share on other sites
da12thMonkey 1943 Posted June 6, 2014 Is there no removeSecondaryWeaponItem command in Arma 3? I could have swore this command worked for me several weeks ago; but now it seems it doesn't, and it's not listed on the biki. There are counterpart secondaryWeaponItems and addSecondaryWeaponItem commands, plus the working removePrimaryWeaponItem and removeHandgunItem commands listed. Perhaps I was just imagining it was there. I checked the Feedback Tracker and it was stated that the issue was resolved back when we had the old removeItemFrom*WeaponType* syntax instead of the newer remove*WeaponType*Item syntax, but removeItemFromSecondaryWeapon doesn't work either (I checked to see if it was just a matter of BIS not switching the command to the new syntax). Evidently that ticket resulted in a working removeItemFromHandgun/removeHandgunItem command but not a SecondaryWeapon one. Share this post Link to post Share on other sites
xendance 3 Posted June 8, 2014 (edited) Are the selectionPosition and modelToWorld commands working as they should? I'm getting some weirdness when using them with planes. The position is displaced forward in proportion to how fast it's moving (in model space) when the plane is moving. Here are some pics of it happening. The red sphere marks the position which is acquired by the following line of code: _pos = _plane modelToWorld (_plane selectionPosition _gunName); stationary: http://cloud-4.steampowered.com/ugc/558758155455082523/C1DE24648CB9B0C929E5BEC75123BC3DFEAB6583/ flying: http://cloud-3.steampowered.com/ugc/558758155455080484/7ADF1783ABB8C18606D152B6E3724B170EB406B8/ Same code, different outcome when flying. Why? Is it intended? Edited June 8, 2014 by Xendance Share this post Link to post Share on other sites
PVT Watt.J 14 Posted June 8, 2014 That problem has been noted in work by franze and others on interactive cockpits. Here's an idea: How consistent is the memory point desync? Can we construct a reliable table based on magntitude of velocity vector -> magilnutude of displacement vector? Share this post Link to post Share on other sites
xendance 3 Posted June 8, 2014 (edited) That problem has been noted in work by franze and others on interactive cockpits.Here's an idea: How consistent is the memory point desync? Can we construct a reliable table based on magntitude of velocity vector -> magilnutude of displacement vector? It seems that memory points have nothing to do with it. It's just the ModelToWorld command that is messed up :| Gotta check if I can do my own model space conversion tool, need to refresh my linear algebra skills... Edit: Did a hack for it: hackForConvertingModelSpacePosToWorldSpaceBecauseBISFunctionDoesNotWork = { _model = _this select 0; _modelSpaceGunPos = _this select 1; _dirVector = _this select 2; _magnitude = vectorMagnitude [0, (_modelSpaceGunPos select 1), 0]; _vectorScaleAmount = _magnitude / (vectorMagnitude _dirVector); _vector = vectorMultiply [_dirVector, _vectorScaleAmount]; _vector = vectorAdd [visiblePositionASL _model, _vector]; _vector; }; http://cloud-3.steampowered.com/ugc/558758155460501515/F8B068674EC171B45ECAC9D3800CAE6F382F01C2/ Still gotta displace the x and z dimensions of the _vector, then it should be pretty perfect. Edited June 8, 2014 by Xendance Share this post Link to post Share on other sites
bad benson 1733 Posted June 8, 2014 is it just me or did the format of loadbackpack get changed to percentage? https://community.bistudio.com/wiki/loadBackpack this makes the wiki description wrong. i'm almost certain that it has been changed since i just went back to older code of mine to resume work and it was designed to work with mass values and not percentage of max possible load. just a heads up for whoever takes care of that wiki page and people who use this. Share this post Link to post Share on other sites
AgentRev 22 Posted June 8, 2014 is it just me or did the format of loadbackpack get changed to percentage? https://community.bistudio.com/wiki/loadBackpack https://community.bistudio.com/wiki/Talk:loadBackpack Share this post Link to post Share on other sites
SilentSpike 84 Posted June 8, 2014 Is there no removeSecondaryWeaponItem command in Arma 3?I could have swore this command worked for me several weeks ago; but now it seems it doesn't, and it's not listed on the biki. There are counterpart secondaryWeaponItems and addSecondaryWeaponItem commands, plus the working removePrimaryWeaponItem and removeHandgunItem commands listed. Perhaps I was just imagining it was there. I checked the Feedback Tracker and it was stated that the issue was resolved back when we had the old removeItemFrom*WeaponType* syntax instead of the newer remove*WeaponType*Item syntax, but removeItemFromSecondaryWeapon doesn't work either (I checked to see if it was just a matter of BIS not switching the command to the new syntax). Evidently that ticket resulted in a working removeItemFromHandgun/removeHandgunItem command but not a SecondaryWeapon one. This command is perhaps what you're looking for? (Haven't used it myself yet so it might not be) Share this post Link to post Share on other sites
AgentRev 22 Posted June 9, 2014 This command is perhaps what you're looking for? (Haven't used it myself yet so it might not be) He's asking for a command to remove attachments from secondary weapons, not to remove the weapon itself. Share this post Link to post Share on other sites
SilentSpike 84 Posted June 9, 2014 He's asking for a command to remove attachments from secondary weapons, not to remove the weapon itself. Doh, my mistake. Totally overlooked the word item. Share this post Link to post Share on other sites
zapat 56 Posted June 9, 2014 Is there any secondary weapon items at all? Surely not in the vanilla. Share this post Link to post Share on other sites
CaptainObvious 95 Posted June 9, 2014 Is there any secondary weapon items at all?Surely not in the vanilla. There's silencers for Rook and 4-five, as well as sights for Rhino and 4-five. Share this post Link to post Share on other sites
zapat 56 Posted June 9, 2014 Those are handguns aren't they. Share this post Link to post Share on other sites