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dasmaeh

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About dasmaeh

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  1. Awesome answer! It is that obvious but I dug too deep into the scripts and functions. Thanks... you made my day :D
  2. Hi Zenophon, again me, but this time... I haven't a solution. Right now, I am trying to build up a transportation (insertion/extraction) system, where the player can interact with a helicopter via the ACE Interaction Menu. So far so good, everything works fine until someone is trying to execute a second command before the first one has finished. The execution becomes very very weird. For example: [[Maeh_transSys_insertionHeli, [Maeh_transSys_LZMarker, "TransportSystem_Spawn"], playableUnits, "normal", 50, "land", false] call Zen_OrderInsertion; The "Maeh_transSys_insertionHeli" got the order above and is already under the way to the LZ. But the player wants to abort this task for a reason and tries to overwrite it with the following to return to base: [[Maeh_transSys_insertionHeli, "TransportSystem_Spawn", "normal", 50, false, false] call Zen_OrderHelicopterLand; The InsertionHeli turns around immediately as intended and flies towards the Base LZ, but at the moment he reaches the LZ, the helicopter is doing something like a moonwalk in the air. The nose is pointing a bit down as if the pilot is willing to fly forward towards the base LZ, but the helicopter is actually flying backward towards the LZ provided by the first order/command. He will do so until he reaches this LZ, perform a landing and hover over this LZ until a new order is given. Do you have any suggestions for me, how I can cancel a previous given ZEN order correctly?
  3. Hi Zenophon, congratz to your third anniversary of the framework. Because of some minor changes to the code, to make it more compatible with RHS, I am still on release version from 5/24/17 (maybe that is important to my following solution). I have a potential bug fix for Zen_SpawnInfantryGarrison: _townMarker = "mkTown0"; private ["_building"]; _buildingPos = []; while {count _buildingPos < 2} do { _pos = [_townMarker] call Zen_FindGroundPosition; _building = nearestBuilding _pos; _buildingPos = [_building, false, 20] call Zen_FindBuildingPositions; }; _opforGroup = [_building, east, [[0,1],1,1,1,1,1,1,1,1,1], 1,'rhs_vehclass_infantry_flora','rhs_faction_msv', [], 'RHS_AFRF'] call Zen_SpawnInfantryGarrison; The problem was related to argument 3 (set AI skill). Set this to "infantry" was working, set it to 1 was good too, even working with an array like [1,1,1,1,1,1,1,1,1,1] was just fine. But trying to work with nested arrays broke up the function call with the following error in the RPT: 22:20:11 "-- Zen_CheckArguments Error --" 22:20:11 "Argument 3 contains a wrong type" 22:20:11 169.594 22:20:11 [229cacec800# 79355: i_stone_housesmall_v3_f.p3d,EAST,[[0,1],1,1,1,1,1,1,1,1,1],1,"rhs_vehclass_infantry_flora","rhs_faction_msv",[],"RHS_AFRF"] 22:20:11 ["Zen_CheckArguments",[229cacec800# 79355: i_stone_housesmall_v3_f.p3d,EAST,[[0,1],1,1,1,1,1,1,1,1,1],1,"rhs_vehclass_infantry_flora","rhs_faction_msv",[],"RHS_AFRF"],169.594] 22:20:11 ["Zen_SpawnInfantryGarrison",[229cacec800# 79355: i_stone_housesmall_v3_f.p3d,EAST,[[0,1],1,1,1,1,1,1,1,1,1],1,"rhs_vehclass_infantry_flora","rhs_faction_msv",[],"RHS_AFRF"],169.594] Zen_SpawnInfantry was able to handle the nested arrays just fine. So I compared both functions and their Zen_CheckArguments line. They were different in argument 3 for nested arrays. So I just copied the line from Zen_SpawnInfantry to Zen_SpawnInfantryGarrison and all is fine now. I am not that sure what I have done. But I just wanted to add something to your awesome project, so I let you know :D
  4. Thanks Zen. And you were right. I chose the wrong example Mission to take the JIP-Script from. That one out of your Demonstration is more that what i needed. Thanks for your advice.
  5. Hey guys, iam getting into this framework right now. And iam very satisfied with it! But iam getting into trouble with Join In Progress. In my mission, i have add several Task with "Zen_InvokeTask" For example: _taskName2 = [west, "Erreicht ungesehen den markierten Wald, um dort gedeckt den Platz der Gruppe einzurichten.", "Erreicht ungesehen den Platz der Gruppe",[2178.94,4667.96,0.0012207],false,"","Maeh_TM_Day1_Task2"] call Zen_InvokeTask; But after rejoining the server, there is no reasigning -_- I red through a bunch of the tutorials/demonstrations and come to the JIPSync.sqf Ive filtered this section, that might be doing this job: { 0 = [(_x select 1), (_x select 4), (_x select 5), (_x select 3), false, (_x select 0), (_x select 6)] call Zen_InvokeTaskClient; 0 = [(_x select 0)] call Zen_UpdateTask; } forEach Zen_Task_Array_Global; But it doesnt. "Zen_Task_Array_Global" is filled and present on the client machine: [ ["Maeh_TM_Day1_Task1",[g121,B Alpha 1-2:1 REMOTE],"created",[1636.24,4220.74,0.00137329],"Stattet euch mit dem nötigstens aus, was ihr in den kommenden Tagen brauchen werdet! \n \n Ihr braucht mindestens die Zelte, die Verpflegung und das Hochfrequentfunkgerät.","Rüstet euch aus","",[]], ["Maeh_TM_Day1_Task2",[g121,B Alpha 1-2:1 REMOTE],"succeeded",[2178.94,4667.96,0.0012207],"Erreicht ungesehen den markierten Wald, um dort gedeckt den Platz der Gruppe einzurichten.","Erreicht ungesehen den Platz der Gruppe","",[]], ["Maeh_TM_Day1_Task3",[B Alpha 1-2:1 REMOTE,g121],"created",[2178.94,4667.96,0.0012207],"Baut die mitgebrachten Zelte auf, bereitet für die Nacht ein Lagerfeuer vor und bereitet euch mit Stellungen auf einen möglichen Angriff vor. Richtet auch einen Alarmposten ein und besetzt diesen, wärend der Rest der Gruppe verpflegt. Wechselt im Anschluss durch.","Richten Sie den Platz der Gruppe ein","", ["Maeh_TM_Day1_Task3_1","Maeh_TM_Day1_Task3_2","Maeh_TM_Day1_Task3_3","Maeh_TM_Day1_Task3_4"]], ["Maeh_TM_Day1_Task3_1",[B Alpha 1-2:1 REMOTE,g121],"created",[2178.94,4667.96,0.0012207],"Baut die mitgebrachten Zelte auf.","Errichtet die Zelte","Maeh_TM_Day1_Task3",[]], ["Maeh_TM_Day1_Task3_2",[B Alpha 1-2:1 REMOTE,g121],"created",[2178.94,4667.96,0.0012207],"Errichtet ein Feuer zur Verpflegung und zum wärmen in der Nacht.","Errichtet ein Kochfeuer","Maeh_TM_Day1_Task3",[]], ["Maeh_TM_Day1_Task3_3",[B Alpha 1-2:1 REMOTE,g121],"created",[2178.94,4667.96,0.0012207],"Erkundet Stellungen zur Verteidigung des Platz der Gruppe, sowie einen Alarmposten, der fortan besetzt sein sollte.","Erkundet die Verteidigungsstellungen","Maeh_TM_Day1_Task3",[]], ["Maeh_TM_Day1_Task3_4",[B Alpha 1-2:1 REMOTE,g121],"created",[2178.94,4667.96,0.0012207],"Jeder Soldat sollte verpflegen (optional).","(Opt.) Verpflegt","Maeh_TM_Day1_Task3",[]] ] But this little codeblock simply is doing nothing (without errors!). If iam using the code befor the reconnect, the codeblock invoke all the task a second time, as expected (iam running the codeblock in the adminconsole). What am i doing wrong?
  6. Hello BI Community, i want to include more roleplay into my missions. For that purpose iam planning to enable the players to interact with objects e.g. search for documents at a desk, sabotage a radio station, something like that. So i need a function, thats adds the possibility to an object (parameter) to interact with it (name of the job is also a parameter). While the job is running (jobtime is set as a parameter), a progressbar with given text (parameter) is shown. If the job is done over to whole time, a script will execute (parameter). If you cancel the job with ESC, a different script will execute (parameter also). So far so good, and its running right now... But i need the option to fullfill a job with more than one soldier, e.g. to reduce the amount of jobtime needed, or maybe its to heavy for a single soldier. But thats the point, where i have no idea how to do that. I tried to set the jobtime variable on the object, but i dont know how to update the progressbar at the client of each soldier accordingly to the amount of soldiers working on that job. To get clear: The goal is something like a "domination gamemode". Where one player enters an area and would need 60 sec to capture that object. If a 2nd player would join his area, it would only need 30 sec, and so on... with the difference, that my player needs to interact with the object instead of standing beside it. I havent posted the code of the first conclusion, because iam seeing no option to "upgrade" the code to work with multiple soldiers. So its need to be redone from scratch. Is there anyone of you, who have an idea or maybe allready solve such a problem similar to mine? Greetings, DasMaeh
  7. Finally, I made it! And this is about how: class background: RscBackPicture { idc = IDC_SEM52SL_BACKGROUND; text = "\jgkp_radios\sem52sl\ui\sem52sl_day.paa"; x = safezoneX + safezoneW * 0.02 * 1.77778 / (getResolution select 4); y = safezoneY - safezoneH * 0.7565; w = 2.3705855 / ((getResolution select 5)* 1.81818182); h = 3.160791 / ((getResolution select 5)* 1.81818182); moving = 0; }; I build up the GUI in an 16:9 aspect ratio. To convert the x-axis value to another aspect ratio, iam multipling with "16:9" (1.77778) and divide it again with the current aspect ratio (getResolution select 4) In my case, there was no need to convert the y-axis, so no changes here. The width and height values need to be converted coresponding to actual GUIScaling. As i was build up the GUI with a GUIScaling of "Small", i need to count out... math out... uh... remove the dependency of my scaling by multipling with 1.81818182 and divide it again with the actual GUIScale. And thats it. Peh :D Maybe, you had similar issues and i could helped you out with that above.
  8. Okay i tried it without safezones for height and width and you are right. The aspact ratio dont influence the GUI anymore. The problem is, that the "GUI sacling" option in the grafical configuration menu now influences the GUI again, that it doesnt with the use of safezones for height and width. Is it posible to combine the results somehow?
  9. to be clear... the GUI should be at the same position in the same size, no matter what resolution, aspect ratio or menu scaling is choosen.
  10. but without the safezones, the GUI will be on a different position depending on the resolution/Menu scaling?!
  11. yes right, but if the player users "User Interface Scaleing" in his Grafik Settings, the GUI will be scale too, and i dont want it to scale.
  12. the GUI must have the exact same size all time. Thats why iam using safezones for width and height too.
  13. Do you have an example? I have no idea how to use your definitions
  14. Hey folks, iam hoping that this isnt an old topic... never the less: The questen here is: "How can i get my GUI seperated from the aspect ratio?" Iam working on a GUI for my own TFAR Radio. My own setup is a FullHD Ressolution with the aspect radio of 16:9. And that is how it looks right now: But my community is using different aspect ratios too. Below is an example, how it looks at 16:10. All is a bit thick and off its original postion: This is how all the grapical elements are positioned. All positions have their origins in the lower right corner (thats why i substract the height of each y position): class RscBackPicture { access = 0; type = 0; idc = -1; style = 48; colorBackground[] = { 0, 0, 0, 0 }; colorText[] = { 1, 1, 1, 1 }; font = "TahomaB"; sizeEx = 0; lineSpacing = 0; text = ""; fixedWidth = 0; shadow = 0; x = 0; y = 0; w = 0.2; h = 0.15; }; class background: RscBackPicture { idc = IDC_SEM52SL_BACKGROUND; text = "\jgkp_radios\sem52sl\ui\sem52sl_day.paa"; x = safezoneX + safezoneW * 0.02; y = safezoneY + safezoneH * 0.98 - (1.3 * safezoneW); w = 1.3 * safezoneH; h = 1.3 * safezoneW; moving = 0; }; class volume_background: RscBackPicture { idc = IDC_SEM52SL_VOLUME_BACKGROUND; text = "\jgkp_radios\sem52sl\UI\VolumeKnob\Volume_07.paa"; x = safezoneX + safezoneW * 0.019; y = safezoneY + safezoneH * 0.77 - (0.085 * safezoneW); w = 0.085 * safezoneH; h = 0.085 * safezoneW; moving = 0; }; class channel_background: RscBackPicture { idc = IDC_SEM52SL_CHANNEL_BACKGROUND; text = "\jgkp_radios\sem52sl\UI\ChannelKnob\Channel_01.paa"; x = safezoneX + safezoneW * 0.019; y = safezoneY + safezoneH * 0.57 - (0.085 * safezoneW); w = 0.085 * safezoneH; h = 0.085 * safezoneW; moving = 0; }; class headset_connector: RscBackPicture { idc = IDC_SEM52SL_HS_CONNECTOR; text = "\jgkp_radios\sem52sl\UI\sem52sl_headset_plugged.paa"; x = safezoneX - safezoneW * 0.028; y = safezoneY + safezoneH * 0.408 - (0.155 * safezoneW); w = 0.155 * safezoneH; h = 0.155 * safezoneW; moving = 0; }; Please let me know, if you encountered this problem yourself and find a solution.
  15. dasmaeh

    Authentic Gameplay Modification

    Hey guys, i have a problem adding an entry to the interaction menu (for an addon): class CfgVehicles { class Man; class CAManBase: Man { class AGM_Actions { class Maeh_someClass { displayName = "Kameradenhilfe"; condition = "true"; statement = "[] call someFunction;"; showDisabled = 1; icon = ""; priority = 100; }; }; }; }; This entry fully works for every soldier while he is on foot. But if we enter a vehicle and i choose his name via the interactions menu inside the vehicle, this entry gets disabled, although the condition is set to "true". What the hell am i doing wrong? Thanks for any suggestions :D
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