xendance 3 Posted August 20, 2014 Gotta say, the new visual position commands are nice. They should enable modders to implement working aircraft cockpits that don't break when the aircraft is moving fast enough. Share this post Link to post Share on other sites
da12thMonkey 1943 Posted August 20, 2014 2. https://community.bistudio.com/wiki/removePrimaryWeaponItem https://community.bistudio.com/wiki/removeHandgunItem Maybe it's just missing from the wiki page, but I don't see a removeSecondaryWeaponItem Yea, it's not there at all (although there is an addSecondaryWeaponItem command). I think I mentioned it before in this thread, but there's a ticket on the Feedback Tracker about it, in the hope that it gets resolved. We tried using the absent command when making MRT Accessory Functions, and it lead to some head scratching about why the scripts were suddenly returning errors when the initial function tests on rifles (using add/removePrimaryWeaponItem alone) worked flawlessly. Until I realised there is no removeSecondaryWeaponItem command like there is for all other weapon slots, so that block of code wasn't going to work. :D So basically we've had to comment out all the stuff that handles attachment switching on secondaryWeapon slot weapons, and await BIS adding the command before we can add the same sort of support for launchers as we have for primaryWeapon and handgun slot weapons. I know Robalo experienced similar when he was making 'ASDG Lightswitch' initially (before MRT), and likewise had commented out support for that weapon slot. Share this post Link to post Share on other sites
gossamersolid 155 Posted August 20, 2014 Ok, glad other people have noticed this. I have to re-emphasize the importance of having the ability to add partial magazines to all three containers as well as being able to unload, load magazines into guns. The new equipment system is complex and diverse, so we need the proper scripting abilities to fully manipulate it. Share this post Link to post Share on other sites
Larrow 2822 Posted August 26, 2014 Since the release of 1.26 i have been looking at several things that i knew were coming down the pipeline from Dev and i had kept a note of, for testing at a later time. One thing i was quite excited to check out was the new UI commands for manipulating control objects. I had noted several Wiki pages that were present but had not yet been linked to any pages but on finally sitting down tonight to check some of this out, I find the commands are missing, wiki pages disappeared and some forum post seem to have been edited to remove the information. What im mainly refering to are the new commands for ControlObjects.. e.g Fixed: Ordering of axes for UI object position getter Added: New command for setting orientation of UI object (ctrlSetDirection) Added: New commands for setting and getting models for ControlObject Added: Getters for control object directions, etc. ctrl ctrlSetModel "\a3\Ui_f\objects\Compass.p3d" ctrl ctrlSetDirection [dir, up] ctrlClassName ((FindDisplay 20000) displayCtrl 20001) Although alot of references have been removed some can still be found. Is this functionality no longer being implemented? Or has it been held back for a later release?? Share this post Link to post Share on other sites
SilentSpike 84 Posted August 27, 2014 I imagine this feature request might be appreciated by some of the scripters around here. As it currently stands toolbox controls are quite handicapped due to the lack of interaction available. Share this post Link to post Share on other sites
gossamersolid 155 Posted August 30, 2014 https://community.bistudio.com/wiki/pushBack was a great addition recently to the scripting commands, thank you very much. How about getting a popAt command (remove element at x index) to compliment it? :) This would make it easier for us to pop multi-dimension elements out as opposed to the current method used. Share this post Link to post Share on other sites
killzone_kid 1331 Posted August 31, 2014 https://community.bistudio.com/wiki/pushBack was a great addition recently to the scripting commands, thank you very much.How about getting a popAt command (remove element at x index) to compliment it? :) This would make it easier for us to pop multi-dimension elements out as opposed to the current method used. Since pushBack is based on c++ push_back method, there has to be erase method. That would take either single element or range http://feedback.arma3.com/view.php?id=14944#c57829 ---------- Post added at 10:56 ---------- Previous post was at 10:03 ---------- Since the release of 1.26 i have been looking at several things that i knew were coming down the pipeline from Dev and i had kept a note of, for testing at a later time.One thing i was quite excited to check out was the new UI commands for manipulating control objects. I had noted several Wiki pages that were present but had not yet been linked to any pages but on finally sitting down tonight to check some of this out, I find the commands are missing, wiki pages disappeared and some forum post seem to have been edited to remove the information. What im mainly refering to are the new commands for ControlObjects.. e.g Fixed: Ordering of axes for UI object position getter Added: New command for setting orientation of UI object (ctrlSetDirection) Added: New commands for setting and getting models for ControlObject Added: Getters for control object directions, etc. ctrl ctrlSetModel "\a3\Ui_f\objects\Compass.p3d" ctrl ctrlSetDirection [dir, up] ctrlClassName ((FindDisplay 20000) displayCtrl 20001) Although alot of references have been removed some can still be found. Is this functionality no longer being implemented? Or has it been held back for a later release?? https://community.bistudio.com/wiki/ctrlClassName https://community.bistudio.com/wiki/ctrlSetDirection https://community.bistudio.com/wiki/ctrlModel https://community.bistudio.com/wiki/ctrlSetModel https://community.bistudio.com/wiki/ctrlModelUp https://community.bistudio.com/wiki/ctrlModelDirection https://community.bistudio.com/wiki/ctrlModelSide https://community.bistudio.com/wiki/ctrlPosition https://community.bistudio.com/wiki/ctrlSetPosition https://community.bistudio.com/wiki/ctrlCreate https://community.bistudio.com/wiki/ctrlDelete Share this post Link to post Share on other sites
Larrow 2822 Posted August 31, 2014 Yep thanks KK, I noticed they all went up on Friday, under 1.279 update. Share this post Link to post Share on other sites
noubernou 77 Posted September 2, 2014 Could we please get a function to disable the default action menu? I have been implementing my own action menu system and it is annoying that you can't fully disable the action menu from showing up, or action items showing up on things like doors, etc. Share this post Link to post Share on other sites
lordheart 1 Posted September 2, 2014 @Nouber there is showHUD but it does disable a lot more than is probably desired. Share this post Link to post Share on other sites
Sniperwolf572 758 Posted September 2, 2014 Could we please get a function to disable the default action menu? I have been implementing my own action menu system and it is annoying that you can't fully disable the action menu from showing up, or action items showing up on things like doors, etc. While we're waiting for that, showHUD might be a temporary, overkill workaround? Edit: Ninjad Share this post Link to post Share on other sites
haleks 8212 Posted September 2, 2014 From reading the description, I doubt it disables the action menu... That menu is a pain by the way; I've been trying to edit the FAK action constantly popping up - to no avail... Share this post Link to post Share on other sites
Sniperwolf572 758 Posted September 2, 2014 From reading the description, I doubt it disables the action menu... It does, along with certain other things, try it. That's why the two of us suggested it. Share this post Link to post Share on other sites
killzone_kid 1331 Posted September 2, 2014 From reading the description, I doubt it disables the action menu...That menu is a pain by the way; I've been trying to edit the FAK action constantly popping up - to no avail... There, updated the description for you :) https://community.bistudio.com/wiki/showHUD Share this post Link to post Share on other sites
haleks 8212 Posted September 2, 2014 Thanks for updating! ;) Share this post Link to post Share on other sites
Sniperwolf572 758 Posted September 2, 2014 Quick scripting command suggestion that I can't believe still doesn't exist: // Get an array vehicles passengers _passengers = cargo <object> While there are workarounds (crew - others, crew with cargoIndex >= 0, etc.) and whatnot for this, it would be nice to have this command as we already have getters/setters for drivers, gunners, commanders, turrets, etc. so we can avoid the formalities. Share this post Link to post Share on other sites
killzone_kid 1331 Posted September 2, 2014 Quick scripting command suggestion that I can't believe still doesn't exist: // Get an array vehicles passengers _passengers = cargo <object> While there are workarounds (crew - others, crew with cargoIndex >= 0, etc.) and whatnot for this, it would be nice to have this command as we already have getters/setters for drivers, gunners, commanders, turrets, etc. so we can avoid the formalities. There is of course https://community.bistudio.com/wiki/assignedCargo but as I explained in this ticket: http://feedback.arma3.com/view.php?id=19435 the unit could be out of the vehicle and be assigned as cargo. Please upvote. Share this post Link to post Share on other sites
Tonci87 163 Posted September 5, 2014 Hey Devs, I need a favour from you guys, could you please make this happen? http://feedback.arma3.com/view.php?id=19734 Without that the next JSRS won´t have distance sounds for spawned explosives. Zeus Fire Support, Virtual Artillery, etc would be affected by this. Please add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo. Share this post Link to post Share on other sites
Sniperwolf572 758 Posted September 10, 2014 Another thing that would be nice to see: // Get the delta time between two frames _x = diag_deltaTime; Share this post Link to post Share on other sites
killzone_kid 1331 Posted September 10, 2014 Another useful command was removed today. A few days ago https://community.bistudio.com/wiki/getChosenCont has been removed and I cannot get an answer what was wrong with it and why it was removed. Today we say good bye to https://community.bistudio.com/wiki/ctrlModelSide Gutted. Share this post Link to post Share on other sites
h - 169 Posted September 12, 2014 Huh? Way to go.. Besides, there's a lot of commands that should be added, not removed.. Share this post Link to post Share on other sites
super-truite 54 Posted September 12, 2014 It would be nice to have some additional arguments for "nearestobjects". Having the ability to find objects inside a marker or inside a rectangle would be nice. I know I can do this by choosing bigger radius and checking whether the objects are inside the chosen geometry, but it forces to check unnecessary objects. Share this post Link to post Share on other sites
das attorney 858 Posted September 12, 2014 I find the default implementation of bis_fnc_codePerformance clunky sometimes. It's great being able to test code, but I find it interupts everything with the GUI window. As it already returns the time taken, I've modified it slightly so you can print to rpt directly and skip the GUI. Then I can test different expressions quicker like this: _ret = ["nearestObjects [_this select 0, ['Car'], 200]",[player],10000,FALSE] call myTag_fnc_codePerformance; diag_log format ["NEARESTOBJECTS TIME: %1", _ret]; _ret = ["(_this select 0) nearEntities ['Car', 200]",[player],10000,FALSE] call myTag_fnc_codePerformance; diag_log format ["NEARENTITIES TIME: %1", _ret]; Maybe you can alter the code if others find useful. Sample code for anyone interested: myTag_fnc_codePerformance = { /* Author: Karel Moricky Description: Measures how much time it takes to execute given expression Parameter(s): _this select 0: STRING - tested expression _this select 1 (Optional): ANY - Param(s) passed into code (default: []) _this select 2 (Optional): NUMBER - Number of cycles (default: 10000) _this select 3 (Optional): BOOL - Show window (TRUE), or skip window (FALSE) Returns: NUMBER - avarage time spend in code execution [ms] */ private ["_code","_params","_cycles","_codeText","_timeResult"]; _code = [_this,0,"",[""]] call bis_fnc_param; _params = [_this,1,[]] call bis_fnc_param; _cycles = [_this,2,10000,[0]] call bis_fnc_param; _gui = [_this,3,TRUE,[TRUE]] call bis_fnc_param; //--- Compile code (calling the code would increase the time) _timeResult = 0; _codeText = compile format [ " _time = diag_ticktime; if (true) then { private ['_code','_params','_cycles','_codeText','_timeResult','_time']; for '_i' from 1 to %2 do { %1 }; }; _timeResult = ((diag_ticktime - _time) / _cycles) * 1000; ", _code, _cycles ]; //--- Execute testing "----------------------------------" call bis_fnc_logFormat; ["Test Start. Code: %1",_code] call bis_fnc_logFormat; ["Test Cycles: %1",_cycles] call bis_fnc_logFormat; _params call _codeText; ["Test End. Result: %1 ms",_timeResult] call bis_fnc_logFormat; "----------------------------------" call bis_fnc_logFormat; if (_gui) then { [ parsetext format [ "<t color='#99ffffff'>Result:</t>" + "<br />" + "<t font='EtelkaMonospacePro' size='2'>%1 ms</t>" + "<br />" + "<br />" + "<t color='#99ffffff'>Cycles:</t>" + "<br />" + "%2" + "<br />" + "<br />" + "<t color='#99ffffff'>Code:</t><br /><t font='EtelkaMonospacePro' size='0.8'>%3</t>" + "", _timeResult, _cycles, _code ], "PERFORMANCE TEST RESULT" ] spawn bis_fnc_guiMessage; }; _timeResult }; Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted September 13, 2014 Another useful command was removed today. A few days ago https://community.bistudio.com/wiki/getChosenCont has been removed and I cannot get an answer what was wrong with it and why it was removed. Today we say good bye to https://community.bistudio.com/wiki/ctrlModelSide Gutted. Wow, and no words from the devs on that? Other than MP security issues I can't think of any reason to remove commands from the engine, any ideas? Share this post Link to post Share on other sites
killzone_kid 1331 Posted September 13, 2014 Wow, and no words from the devs on that?Other than MP security issues I can't think of any reason to remove commands from the engine, any ideas? Waiting for Monday update, still hoping for some sense. Share this post Link to post Share on other sites