mattxr 9 Posted March 14, 2008 Dwarden Get in here and make a Pbo for us all Share this post Link to post Share on other sites
rubberkite 19 Posted March 14, 2008 this is the working one with sickboy last modify ( thank you ) I test in my revolution with revive script and after my respawn all the Xeh works fine... www.alessiobaruffi.it/Extended_Eventhandlers.7z Share this post Link to post Share on other sites
rubberkite 19 Posted March 15, 2008 ok this is a problem that maybe caused by lack of some code in the original addon. I see the action play Music ( HulkOGG player ) One more in the list of action every time I respawn. so during the battle the action list ( Only for Soldier not in vehicles ) grow up with a lot of same action repeated... and also DMSmoke info wind is doubled luckly only two of this for example Info Wind Info Wind Play Music Play Music Play Music Play Music Play Music Play Music Play Music Equipment And Other std Action this of course is a problem during mission with a lot of respawn such as evolution. So I need to know how to avoid this, Share this post Link to post Share on other sites
sickboy 13 Posted March 15, 2008 @william, Did you try the hit eh with a player sidechat in it to check debugging? I always use CAManBase  btw, not Man. @Rubb: Yep, as init eh's in default ArmA do not restart after respawn, you should instead use the 2nd link of the alternate version I posted: http://pastebin.com/d6fd314a2 This only re-adds all the other eh's, but doesnt rerun the init eh :-) Share this post Link to post Share on other sites
rubberkite 19 Posted March 15, 2008 I try to see this link but, also last time I see only white post only the Highlight code option but whitout code I also tell you some post ago. Share this post Link to post Share on other sites
sickboy 13 Posted March 15, 2008 I try to see this link but, also last time I see only white post only the Highlight code option but whitout code I also tell you some post ago. Damn, I noticed it also, and updated my previous post but something came in between and i forgot to update this Post http://pastebin.com/f7fe1c582 Share this post Link to post Share on other sites
Mr Groch 0 Posted March 15, 2008 Hi! I have a problem with configuring my addons... I want to make something like this: class Extended_Init_EventHandlers { class Man { ..... }; class SoldierWPilot { ..... }; }; All units should have the same init script, but only certain units need to have other init scripts (like pilot or crewman). Now pilot and crewman have init from Man and from own class.. How to make that specific classes will not inherit from upper classes? Share this post Link to post Share on other sites
rubberkite 19 Posted March 15, 2008 this is the last version with your last "temporary" solution: link removed, see on this thread the new killswitch version with respawn solution... thank you I must test if no action duplicates occur, thank you Sickboy, and offcourse Killswitch for this enanchement way to do compatible addons with XEH support P.s. I've already the problem with spectating script... with my R-evolution, I use the default spectating code, instead of killjoy modified, but I can't see the Unit tags with bulleth 3d path... I also found ST error for the particle of spectating script in my rpt, so I'm thinking to binarize em to avoid this error. But there is something wrong, this is annoying thing every time I add something to my mission, I must solve a lot of related problems and I'm Tired of this... I've a friend that is skilled programmer, and works and live in germany, so if you want Sickboy I invite you in our TS, He could be interested in ACE program and u can speak with him in German language. I'm from Rome italy and how u can see I'm not an english teacher hehehe... Tell me if u want talk with us one of this evening you are For now my Project is not public because it use some tweaked config and some texture reskin works from other autors addons and I don't know if the autors like this, so I use with my lan friend when finished I ask one by one the autorization, if not problem I can show to the ArmA comunity our works. sorry for OT Share this post Link to post Share on other sites
william1 0 Posted March 15, 2008 @william, Did you try the hit eh with a player sidechat in it to check debugging? I always use CAManBase btw, not Man. yes i've tried and the sidechat doesn't shows either so the hit eventhandler doesn't work , with Man base or with CaManBase Share this post Link to post Share on other sites
killswitch 19 Posted March 15, 2008 Respawn problems, eh  Try this on for size: Extended_Eventhandlers14.zip New: <ul>[*] Respawn fix by Sickboy et al. [*] You can add XEH event handlers to Static class vehicles (such as ammo crates) now. 1. 4 Changelog Quote[/b] ]XEH Change log============== 1.4 Added: "Static" class vehicles can now have XEH event handlers. Added: A respawn monitor that restores non-init XEH event handlers after       the player respawns. Many thanks to Sickboy, LoyalGuard and ViperMaul for       the initial research and suggestions! Mr Groch: Let me think about that "SoldierWPilot problem" of yours for a bit...  Share this post Link to post Share on other sites
killswitch 19 Posted March 15, 2008 @william, Did you try the hit eh with a player sidechat in it to check debugging? I always use CAManBase btw, not Man. yes i've tried and the sidechat doesn't shows either so the hit eventhandler doesn't work , with Man base or with CaManBase i've got the impression that only init and fired eventhandlers work with the extended eventhandler addon Here's a very crude and simple config.cpp example of how to use the XEH hit event handler: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">/* * kls_xeh_hitexample */ class CfgPatches { class kls_xeh_hitexample { units[]={}; weapons[]={}; requiredVersion=0.1; requiredAddons[]={Extended_Eventhandlers}; }; }; class Extended_Hit_Eventhandlers { class Man { kls_hit = "(_this select 0) globalChat ""Ouch, I'm hit!"""; }; }; Share this post Link to post Share on other sites
william1 0 Posted March 15, 2008 thanks Killswitch edit : it was working from the first time , but i was doing the test with a addn not XEH compatible so the eventhandlers were overwritten arrrrgh stupid me thank you all for your support Share this post Link to post Share on other sites
Guest Posted March 15, 2008 New version frontpaged at the Armaholic.com homepage. The updated Armaholic.com download page can be found here: http://www.armaholic.com/page.php?id=2605 Share this post Link to post Share on other sites
killswitch 19 Posted March 15, 2008 Thanks for the mirror, Foxhound. Hot on the heels of 1.4 comes 1.5 with a solution to Mr Groch's problem: Extended_Eventhandlers15.zip 1.5 Changelog Quote[/b] ]1.5Added: Composite ("inner") XEH classes can have an extra property, "exclude" which is either a string or an array of strings with the class name(s) of vehicles that should *not* get a particular XEH event handler. Example This config.cpp example shows how to use specific init EH scripts for the west pilot using the new exclude property: Quote[/b] ]/* *  Init XEH exclusion example 1 */ class CfgPatches {  class xeh_exclusion_example1  {    units[]={};    weapons[]={};    requiredVersion=0.1;    requiredAddons[]={"Extended_Eventhandlers"};  }; }; class Extended_Init_Eventhandlers {   class Man   {     // To use the exclude property, we'll have to make this an     // "inner" (composite) XEH init EH class     class XEH_Exclusion1_Man     {       exclude="SoldierWPilot";       init = "[] execVM ""\xeh_exclusion_example1\init_man.sqf""";     };   };   class SoldierWPilot   {     xeh_init = "[] execVM ""\xeh_exclusion_example1\init_west_pilot.sqf""";   }; }; Have a look at the "Extended_Eventhandlers_Readme.txt" text file for another example. Enjoy! Share this post Link to post Share on other sites
Deadeye 1 Posted March 15, 2008 ArmedAssault.info Mirror updated : http://www.armedassault.info/download.php?cat=addons&id=306 Share this post Link to post Share on other sites
Mr Groch 0 Posted March 15, 2008 Thx Killswitch, it is working great It is possible to make exclude classes inherit? (for addon units support, without editing eventhandlers) I mean - all inherit classes from excluded SoldierWPilot can be also excluded? Share this post Link to post Share on other sites
Guest Posted March 15, 2008 Thanks for the mirror, Foxhound. Hot on the heels of 1.4 comes 1.5 with a solution to Mr Groch's problem Hehe, here we go again New version frontpaged at the Armaholic.com homepage. The updated Armaholic.com download page can be found here: http://www.armaholic.com/page.php?id=2605 Share this post Link to post Share on other sites
manzilla 1 Posted March 15, 2008 For some reason, the two versions released today causes the missions I load to crash. Even if I start the missions over loads CTD. Every version prior gave no problems loading missions after I replaced all the old version's pbos with the newest release. Anyone else run into this? EDIT: It is the SDP_vehicles with multiple turrets .pbo that is causing the crash Share this post Link to post Share on other sites
sickboy 13 Posted March 15, 2008 For some reason, the two versions released today causes the missions I load to crash. Even if I start the missions over loads CTD. Every version prior gave no problems loading missions after I replaced all the old version's pbos with the newest release.Anyone else run into this? What does arma.rpt say? Share this post Link to post Share on other sites
killswitch 19 Posted March 15, 2008 Hmm... I have an updated XEH here that fixes an "exclusion inheritance" bug that Mr Groch expressed as a feature request. I've tried the 1.2 version of "SDP Vehicles" from here and it seems to work fine. PEBCAK or actual XEH problem? Share this post Link to post Share on other sites
mattxr 9 Posted March 15, 2008 For some reason, the two versions released today causes the missions I load to crash. Even if I start the missions over loads CTD. Every version prior gave no problems loading missions after I replaced all the old version's pbos with the newest release.Anyone else run into this? EDIT: It is the SDP_vehicles with multiple turrets .pbo that is causing the crash I also.. I loaded a Domination and as i was connecting got a CTD with Out of Memory Error, which i never got before.. i reverted back to the older version of the XEH and it worked with no CTD! Quote ]Out of Memory Virtual memory total 2047 MB (2147352576 B) Virtual memory free 1306 MB (1369673728 B) Physical memory free 1897 MB (1989177344 B) Page file free 1895 MB (1987284992 B) Process working set 341 MB (357605376 B) Process page file used 366 MB (384462848 B) Runtime reserved 448 MB (469762048 B) Runtime committed 310 MB (325816320 B) ErrorMessage: Out of memory (requested 16 KB). Reserved 262144 KB. Total free 7 KB Free blocks 2, Max free size 32774 KB Link to 9e47571c (Obj-234,242:1820) not released Link to 9f274cf8 (Obj-233,249:1272) not released Link to 9d676bc1 (Obj-237,235:961) not released Link to 9bc7823a (Obj-240,222:570) not released Link to 9ba783d5 (Obj-240,221:981) not released Link to 9b677227 (Obj-238,219:551) not released Link to 9b877b94 (Obj-239,220:916) not released Link to a14801e4 (Obj-256,266:484) not released Link to 9b877b95 (Obj-239,220:917) not released Link to 9c879013 (Obj-242,228:19) not released Link to 88e5527b (Obj-170,71:635) not released SmallMemAlloc not free when destructed - SmallMemAlloc::ReleaseAll skipped. Elem. size 160 SmallMemAlloc not free when destructed - SmallMemAlloc::ReleaseAll skipped. Elem. size 480 CTD Share this post Link to post Share on other sites
eSkwaad 0 Posted March 15, 2008 No problem with 1.5 for the moment even with SDP tested with:6th packs,Nwd,Q11,Gmj,Proper,True mod. Share this post Link to post Share on other sites
killswitch 19 Posted March 15, 2008 Well, here goes: Extended_Eventhandlers16.zip XEH 1.6 is just a bugfix release 1.6 Changelog Quote[/b] ]Fixed: The "exclude" property will apply to the specified class(es) and allsubclasses thereof. Try it out for a bit. To mirrors (Foxhound et al): could you wait a day or so? Maybe XEH 1.4+ pushes ArmA's buttons in a hitherto unknown way, causing the CTD:s? Those of you who are experiencing crashes: if you have a reproducible way of creating the problem, describe, in sufficient detail, how to do so. Share this post Link to post Share on other sites
mattxr 9 Posted March 15, 2008 1.6 seemed to work for me... Share this post Link to post Share on other sites
wipman 1 Posted March 15, 2008 Hi, this is what the v1.5 told me after enter in any MP mission: Let's C ya Share this post Link to post Share on other sites