hamis 0 Posted January 22, 2009 Quote[/b] ]Have you tested it using testi=[_tex, 333]? May be one number is too close to the next surface. This may cause it to be invisible. Nope,didn't work.Also that "lag" appears also with time == 0.Well,to discribe it better,it affects turning of soldiers and turrets.It's like this fraction of a second turning hangs completely next it is very jerky and next it works normally but little slower.It doesn't appear if i disable this part of script. Share this post Link to post Share on other sites
.kju 3245 Posted January 22, 2009 hamis you should post your full script(s) here. iva http://pastebin.com/ ofc Share this post Link to post Share on other sites
hamis 0 Posted January 22, 2009 Well,it's not that script.Could it be my T72 config(tracked.pbo)?Config Share this post Link to post Share on other sites
.kju 3245 Posted January 22, 2009 sorry mate could you explain again what you are trying to achieve it looks like that you have little clue what you are actually doing here  i mean dont get me wrong. yet you just posted a config that only has a different model and references a third party script via config based EH or do i miss sth? you know even that you talked about tracked.pbo scares me and the config need serious overhaul as well. in other words everything should be dropped apart from your actual changes, you need a new pbo and new cfgPatches definition with correct requiredAddons. Share this post Link to post Share on other sites
hamis 0 Posted January 22, 2009 Quote[/b] ]sorry mate could you explain again what you are trying to achieve Model change with working numbering even after loading saved game. Quote[/b] ]i mean dont get me wrong. yet you just posted a configthat only has a different model and references a third party script via config based EH or do i miss sth? Think you are right. Quote[/b] ]you know even that you talked about tracked.pbo scares meand the config need serious overhaul as well. Well i did all the model changes in OFP this way without too much trouble. Quote[/b] ]in other words everything should be dropped apart from your actualchanges, you need a new pbo and new cfgPatches definition with correct requiredAddons. I don't want million pbo's in million mod folders. Share this post Link to post Share on other sites
.kju 3245 Posted January 22, 2009 Quote[/b] ]I don't want million pbo's in million mod folders. why not? as long as your addon is "perfect" you never need to touch it again. if you name it well, you know what it does and can disable it if needed. of course you can edit the original files, yet you will get problems playing in MP, with patches, with other addons. i agree that there is no good info out there about this topic. yet i plan to make the "elite guide" sometime soon Share this post Link to post Share on other sites
hamis 0 Posted January 23, 2009 Quote[/b] ]why not? Because i want to keep file/folder structure as simple as possible,so i find what i need to quickly.I'm editing arma quite often and now i',m making sounds for p_85 mod which makes this even more important.Btw,does anybody have ideas about that "lag"? Share this post Link to post Share on other sites
modemmaik 53 Posted February 4, 2009 I have tried to fix the issue by a modified version of the texture assignment script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// e.g.: init="test=[this, 123] execVM ""\smurfc_ukr_t55\assignNumber.sqf"";"; _tex = _this select 0; _number = _this select 1; ... _nr = (_number / 100) Mod 10; _nr = _nr - (_nr Mod 1); while {true} do { sleep 0.1; waitUntil {time != 0}; switch (format ["%1", _nr]) do { case "0": { _tex setObjectTexture [0,"\smurfc_ukr_t55\numbers\zero"];}; ... default { _tex setObjectTexture [2,"\smurfc_ukr_t55\numbers\nine"];}; }; sleep 1; }; as you can see, the texture assignment is encapsulated with a while-forever loop. I have tested save / load, and the numbers are displayed after reload, but I expect some lags, when those units are used in higher numbers. BR, mike p.s.: I have included this into the latest WIP-version, available at zShare Share this post Link to post Share on other sites
hamis 0 Posted February 5, 2009 Well,hope it doesn't lag more than previous solution i found(not tested with more units)Now i found out that "lag" i mentioned is appearing only in editor,not in missions. Do i have always 3 numbers with this script?That prob should be worked out yet. Share this post Link to post Share on other sites
modemmaik 53 Posted February 5, 2009 ...Now i found out that "lag" i mentioned is appearing only in editor,not in missions. Do i have always 3 numbers with this script?That prob should be worked out yet. In the editor only... that is suprising  Actually the script calulates only 3 digits, but when you extend the range of the second parameter, you may use the 4'th digit like this: // 4'th digit _nr = (_number / 1000) Mod 10; _nr = _nr - (_nr Mod 1); ... e.g. _number=7896 (_number / 1000) Mod 10 =7 (_number / 100) Mod 10 =8 (_number / 10) Mod 10 =9 (_number) Mod 10 =6 :edit: The computer ran out of memory, testing on a crCTI. Now I try an alternative algorithm, based on a reset of time after mission save / load: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> while {true} do { sleep 0.1; waitUntil {time != 0}; // if load, time is reset if (time < 2) then { // assign texture ... }; sleep 1; }; I hope this fixes the issue...  Share this post Link to post Share on other sites
hamis 0 Posted February 6, 2009 Quote[/b] ]Actually the script calulates only 3 digits, but when you extend the range of the second parameter, you may use the 4'th digit like this: Well,my problem is that mostly there is only 2 numbers in use,sometimes 3.As i understand there should always be 3 numbers.Hope you get new script problem sorted out. Share this post Link to post Share on other sites
modemmaik 53 Posted February 6, 2009 Well,my problem is that mostly there is only 2 numbers in use,sometimes 3.As i understand there should always be 3 numbers.Hope you get new script problem sorted out. That surprises me  My tests show all 3 digits are used. Meanwhile the last version passed all tests (crCTI + SP save / load): T-55 prerelease Version 2 by zShare I have modified the algorithm: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">private ["_tex", "_number", "_nr", "_mytime"]; // e.g.: init="test=[this, 123] execVM ""\smurfc_ukr_t55\assignNumber.sqf"";"; _tex = _this select 0; _number = _this select 1; if (_number < 0) then { _number=(((getpos _tex select 0)+(getpos _tex select 1)*3+(time-(time Mod 5))*17)Mod 1000)-1; }; // set _mytime to zero to assign the texture once _mytime=0; while {true} do { sleep 0.1; waitUntil {time != 0}; // if load, time is reset if (_mytime < 2) then { _nr = (_number / 100) Mod 10; _nr = _nr - (_nr Mod 1); switch (format ["%1", _nr]) do { case "0": { _tex setObjectTexture [0,"\smurfc_ukr_t55\numbers\zero"];}; ... default { _tex setObjectTexture [2,"\smurfc_ukr_t55\numbers\nine"];}; }; }; _mytime=time; sleep 1; }; The only trick included is the _mytime local variable, which is set to 0 at init and will be set to a value <2 at SP load (time will be reset to 0 sec. at SP load). I have included a time related offset for crTI / Warfare style missions (the numbers would have indicated the position of the base). Share this post Link to post Share on other sites
hamis 0 Posted February 6, 2009 Well,could you convert that script for smurf_era so i could test it? Share this post Link to post Share on other sites
modemmaik 53 Posted February 6, 2009 Well,could you convert that script for smurf_era so i could test it? I only have a rather old version, but it should look like this: pastebin May be you have to adjust the paths. When you send a -1 as number, a position calculated number will be displayed (MP compatible). <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">...[_this select 0, -1] execVM ""\t72_era_custom\assignNumber.sqf"";... Share this post Link to post Share on other sites
hamis 0 Posted February 6, 2009 Quote[/b] ]When you send a -1 as number, a position calculated number will be displayed Well,i maybe stupid but i didn't fully understand.Are you going to update era_pack with new script sometime? Share this post Link to post Share on other sites
modemmaik 53 Posted February 6, 2009 ...Are you going to update era_pack with new script sometime? No, I do not plan to update the pack, but I use similar scripts for T-55, T-84, M1A1 and T-72. I plan to update the open source T-72 with the new scripts within the next days. Share this post Link to post Share on other sites
hamis 0 Posted February 7, 2009 Quote[/b] ]I plan to update the open source T-72 with the new scripts within the next days. Nice thing,i'll wait. Share this post Link to post Share on other sites
modemmaik 53 Posted February 26, 2009 Hi Hamis, sorry about the delay. I have included the latests scipts into the T-72 NSV model. You can find the download link in in the post of 26'th feb. I hope this helps you. BR, mike Share this post Link to post Share on other sites
hamis 0 Posted February 26, 2009 Well, i might be really bad with scripts,but i tried to "update" old scripts: assignnumber.sqf:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">private ["_tex", "_number", "_nr", "_mytime"]; // e.g.: init="test=[this, 123] execVM ""\smurfc_era\assignNumber.sqf"";"; _tex = _this select 0; _number = _this select 1; if (_number < 0) then { _number=(((getpos _tex select 0)+(getpos _tex select 1)*3+(time-(time Mod 5))*17)Mod 1000)-1; }; // set _mytime to zero to assign the texture once _mytime=0; while {true} do { sleep 0.1; waitUntil {time != 0}; // if load, time is reset if (_mytime < 2) then { _nr = (_number / 100) Mod 10; _nr = _nr - (_nr Mod 1); switch (format ["%1", _nr]) do { case "0": { _tex setObjectTexture [2,"\smurfc_era\numbers\zero"];}; case "1": { _tex setObjectTexture [2,"\smurfc_era\numbers\one"];}; case "2": { _tex setObjectTexture [2,"\smurfc_era\numbers\two"];}; case "3": { _tex setObjectTexture [2,"\smurfc_era\numbers\three"];}; case "4": { _tex setObjectTexture [2,"\smurfc_era\numbers\four"];}; case "5": { _tex setObjectTexture [2,"\smurfc_era\numbers\five"];}; case "6": { _tex setObjectTexture [2,"\smurfc_era\numbers\six"];}; case "7": { _tex setObjectTexture [2,"\smurfc_era\numbers\seven"];}; case "8": { _tex setObjectTexture [2,"\smurfc_era\numbers\eight"];}; default { _tex setObjectTexture [2,"\smurfc_era\numbers\nine"];}; }; _nr = (_number / 10) Mod 10; _nr = _nr - (_nr Mod 1); switch (format ["%1", _nr]) do { case "0": { _tex setObjectTexture [3,"\smurfc_era\numbers\zero"];}; case "1": { _tex setObjectTexture [3,"\smurfc_era\numbers\one"];}; case "2": { _tex setObjectTexture [3,"\smurfc_era\numbers\two"];}; case "3": { _tex setObjectTexture [3,"\smurfc_era\numbers\three"];}; case "4": { _tex setObjectTexture [3,"\smurfc_era\numbers\four"];}; case "5": { _tex setObjectTexture [3,"\smurfc_era\numbers\five"];}; case "6": { _tex setObjectTexture [3,"\smurfc_era\numbers\six"];}; case "7": { _tex setObjectTexture [3,"\smurfc_era\numbers\seven"];}; case "8": { _tex setObjectTexture [3,"\smurfc_era\numbers\eight"];}; default { _tex setObjectTexture [3,"\smurfc_era\numbers\nine"];}; }; _nr = (_number) Mod 10; _nr = _nr - (_nr Mod 1); switch (format ["%1", _nr]) do { case "0": { _tex setObjectTexture [4,"\smurfc_era\numbers\zero"];}; case "1": { _tex setObjectTexture [4,"\smurfc_era\numbers\one"];}; case "2": { _tex setObjectTexture [4,"\smurfc_era\numbers\two"];}; case "3": { _tex setObjectTexture [4,"\smurfc_era\numbers\three"];}; case "4": { _tex setObjectTexture [4,"\smurfc_era\numbers\four"];}; case "5": { _tex setObjectTexture [4,"\smurfc_era\numbers\five"];}; case "6": { _tex setObjectTexture [4,"\smurfc_era\numbers\six"];}; case "7": { _tex setObjectTexture [4,"\smurfc_era\numbers\seven"];}; case "8": { _tex setObjectTexture [4,"\smurfc_era\numbers\eight"];}; default { _tex setObjectTexture [4,"\smurfc_era\numbers\nine"];}; }; }; _mytime=time; sleep 1; }; textures.sqf:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">private ["_xehPars", "_unit", "_mytime"]; //Definitions passed to script _xehPars = _this select 0; _unit = _xehPars select 0; // set _mytime to zero to assign the texture once _mytime=0; while {true} do { sleep 0.1; waitUntil {time != 0}; // if load, time is reset if (_mytime < 2) then { _tank setObjectTexture [0,"\smurfc_era\data\t72_2_RED_co.paa"]; _tank setObjectTexture [1,"\smurfc_era\data\t72_2_RED_co.paa"]; if !(local _tank) exitwith {}; sleep 1; if !(isengineon _tank) exitwith {}; _tank vehiclechat "Shtora system ONline"; } else { _tank setObjectTexture [0,"\smurfc_era\data\t72_2_co.paa"]; _tank setObjectTexture [1,"\smurfc_era\data\t72_2_co.paa"]; }; _ mytime=time; sleep 1; }; I wasn't able to test sleep thingy yet,but i still get only 2 first numbers. Share this post Link to post Share on other sites
modemmaik 53 Posted February 26, 2009 ...I wasn't able to test sleep thingy yet,but i still get only 2 first numbers. Can you post your config.cpp's hiddenSelections? My oplot-entry looks like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">hiddenSelections[] = {"n1","n2","n3","1_co_cust"}; Your's should look like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">hiddenSelections[] = {"xxx","yyy","n1","n2","n3"}; This would result in texture-areas 2-4 for the numbers and 0/1 for the tank's textures. Share this post Link to post Share on other sites
hamis 0 Posted February 26, 2009 Here it is:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">hiddenSelections[] = {"1_co_cust","2_co_cust","3_co_cust","num1","num2","num3"}; Share this post Link to post Share on other sites
modemmaik 53 Posted February 27, 2009 Here it is:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">hiddenSelections[] = {"1_co_cust","2_co_cust","3_co_cust","num1","num2","num3"}; Ummm... that is the error. You number sections are 3-5. 0: 1_co_cust 1: 2_co_cust 2: 3_co_cust 3: num1 4: num2 5: num3 So you have to adjust your numbers-script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ... case "0": { _tex setObjectTexture [3,"\smurfc_era\numbers\zero"];}; case "1": { _tex setObjectTexture [3,"\smurfc_era\numbers\one"];};... }; _nr = (_number / 10) Mod 10; _nr = _nr - (_nr Mod 1); switch (format ["%1", _nr]) do { case "0": { _tex setObjectTexture [4,"\smurfc_era\numbers\zero"];};... }; _nr = (_number) Mod 10; _nr = _nr - (_nr Mod 1); switch (format ["%1", _nr]) do { case "0": { _tex setObjectTexture [5,"\smurfc_era\numbers\zero"];}; BR, mike Share this post Link to post Share on other sites
hamis 0 Posted February 27, 2009 Thanks,Mike!Numbering works now. Share this post Link to post Share on other sites