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lawman_actual

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Everything posted by lawman_actual

  1. 23rd of may, 2016 that's STILL not that long ago now is it? It's funny how often people circle back to this. This time I'm having trouble figuring out how to add magazines to a weapon where the UGL is not defined as it's own weapon*. I can successfully add magazines to the vanilla MX3GL, where UGL_F is it's own class under CFG weapons, which in turn inherits from grenadeLauncher. However, the rifle I am attempting to add magazines to has a GL which i cannot find listed under CFG weapons. However, the GL can be found in the CFG viewer under the following: class rifleName { class uglName { }; }; I have not thus far worked out how to add magazines in this case. Help would be much obliged. Cheers, Law __________________________________________ *(There's probably a CFG related name for this but I have a terrible headache now and can't think of it)
  2. lawman_actual

    MsMpEng.exe - High Disk Use with Launcher Open?

    It would appear this was along the right lines, but I had to go a step further. This morning I added arma 3 (both 64 bit and 32 bit), battleye, the launcher to defender's exceptions, but also the steam.exe So far I have managed to run some tests vanilla without issue, and am currently testing a heavily modded session which, thus far, is also running smoothly. Fingers crossed this remains a long-term fix. In the future I intend to experiment with removing the exceptions to see if a solution has worked itself or been introduced. Cheers for the help guys, Law
  3. lawman_actual

    MsMpEng.exe - High Disk Use with Launcher Open?

    I did not know you could automate this, but I have been in the habit of closing the launcher manually after launch just in case.
  4. lawman_actual

    MagazineGroup standard?

    Thank you Ded, this is exactly what I needed. So just to be sure I understand correctly...there is currently no way for me to make this magazine I have made (and which now appears and can be moved in game) compatible with vanilla weaponry without modifying the CFG of the weapons themselves? And if I'm doing so...is there a way for me to append my magazine to the existing array of magazines, rather than overwriting the field? I'm just thinking in terms of compatibility with any other mods that would add new magazine types to said weapon. Cheers, Law
  5. lawman_actual

    MagazineGroup standard?

    Ah well, at least someone's trying. Anything you can offer on magazine wells/groups? I still don't see any related parameter in the cfg's I've looked through Thanks again, Law
  6. lawman_actual

    MagazineGroup standard?

    Hey folks. I was just experimenting with my first mod, with the intention of adding a very 'vanilla' 556x45 subsonic stanag. Stumbled across the github page describing that magazine wells have now been implemented, though I haven't yet figured out how I would add a new magazine to these? Any advice? I'd also like to know if any convention was agreed upon for naming. Cheers, Law ___________________ Ps. This is my first crack at modding anything in Arma, so I'll happily admit I don't yet have a full grasp on what needs to be done. :)
  7. lawman_actual

    MsMpEng.exe - High Disk Use with Launcher Open?

    It's everyone else I don't trust to be cautious online, and in a world where friends are constantly linking to things and sending you files, I prefer to have some assurances. Even if I go out of my way not to follow those links most of the time >_<
  8. lawman_actual

    MsMpEng.exe - High Disk Use with Launcher Open?

    I may have to at this rate. Since I'm pretty cautious online and fairly cyber-security aware, I would have preferred not to have to install another package (I like a clean, simple system). But after a week or so with little extra information offered, I'm just getting frustrated :/
  9. lawman_actual

    MsMpEng.exe - High Disk Use with Launcher Open?

    Still having the same issue :(
  10. Ever find out any more info? I just crashed with a similar message twice in tandem. Exception code: C0000005 ACCESS_VIOLATION at BD71E773 cpu: Intel(R) Core(TM) i7-6700HQ CPU @ 2.60GHz graphics: D3D11, Device: NVIDIA GeForce GTX 960M resolution: 1920x1080x32 Addons: * Removed to keep post short, just a list of addons * Mods: A3;curator;kart;heli;mark;expansion;jets;argo;orange;tacops;tank;dlcbundle;dlcbundle2;@CBA_A3;@RHSUSAF;@RHSAFRF;@3CB BAF Equipment;@3CB BAF Vehicles;@3CB BAF Weapons;@ace;@Enhanced Movement;@JSRS SOUNDMOD;@RHSGREF;@3CB BAF Units;@JSRS SOUNDMOD - RHS AFRF Mod Pack Sound Support;@JSRS SOUNDMOD - RHS USAF Mod Pack Sound Support;@HCC - High Command Converter 1.5.5;@Debug Console;@CUP Terrains - Core;@CUP Terrains - Maps;@Jbad;@LYTHIUM;@RHSSAF;@ACE Compat - RHS Armed Forces of the Russian Federation;@ACE Compat - RHS United States Armed Forces;@ACE Compat - RHS- GREF;@3CB BAF Units (RHS compatibility);@3CB BAF Units (ACE compatibility);@Project OPFOR;@Advanced Rappelling;@Advanced Urban Rappelling;@3CB BAF Weapons (ACE compatibility);@3CB BAF Vehicles (Servicing extension);@VME PLA;@Dust Wind Effect Version 1.82.144710 Fault time: 2018/06/30 16:47:52 Fault address: BD71E773 00:BD71E773 Unknown module file: Dynamic%20Recon%20Ops%20-%20Lythium (__cur_sp) world: lythium Prev. code bytes: 41 54 48 83 EC 40 4C 8B 62 10 49 8B D8 48 8B F2 Fault code bytes: 41 80 BC 24 F0 01 00 00 00 C7 44 24 68 00 00 00 ======================================================= note: Minidump has been generated into the file C:\Users\...
  11. Hey I'm trying to add some additional damage simulation to tanks and was trying to figure out how to disrupt sensors and displays. DISPLAYS: I've found the render targets for the example vehicle; "commander_display" and "driver_display", but I can't quite figure out how to modify them. I don't know how to refer to that render target for that vehicle when using a command like setPipEffect. SENSORS: So some vehicles have incoming missile warnings and such. Is there a way to disable these? I'm thinking I might also be able to disable data link send/receive. Are there any other sensors or electronics I may be able to disrupt? Cheers
  12. lawman_actual

    Damage sensors / displays on Tanks

    Ah, perfect - that's more than likely solved the sensor side of things. Suppose I should have guessed there would be a command for it somewhere, just forgot that Ctrl + F was a thing... With respect to the displays, I wish to be able to simulate damage to electronics by disabling or otherwise obscuring internal displays. For example; there are monitors inside the tanks that displays the rev counter, info about fuel, component damage, rear facing camera etc. This would be similar to instrument damage that exists for helicopters and jets. Since the Tanks DLC launch, most these displays are 'live', in that they respond to changes in revs/hull damage/ or are PIP. So I'm guessing it's perfectly possible to interrupt them somehow? I just haven't found out which commands would be used to do this yet. As I mentioned in my original post, I found the 'render targets' field of the configs, but haven't yet worked out how to use that information to alter what is displayed to them. Cheers again, Law
  13. lawman_actual

    enableDebugConsole doesn't work

    Hm, well that would certainly explain it. I thought I'd seen it in SP before though...and I would have thought it would be sensible to at least have the option to use it, since that functionality is already there in SP when launched through the editor. Perhaps using a mod is the way to go though.
  14. lawman_actual

    Damage sensors / displays on Tanks

    Yeah....totally got this covered ;) But I just need to...uh...have my solutions peer reviewed? Appreciate bringing your contacts in though :D
  15. lawman_actual

    enableDebugConsole doesn't work

    I am also unable to enable debug console in singleplayer at the moment, having tried both via description.ext and eden editor in vanilla. Shows up just fine in multi-player, but even with a new, blank scenario with just a player unit - once exported to singleplayer I see no console
  16. lawman_actual

    Damage sensors / displays on Tanks

    Cool. Thanks guys
  17. As part of a multiplayer mission, there's a downed AAF pilot. The unit is setUnconscious, and had a "revive" option. Here is it's .init: if isServer then {this setUnconscious true;}; this addAction [ "<t color='#B70000'>Revive</t>", { _help = [_this select 0,_this select 1] execVM "law\pilotRevive.sqf"; pilotRevive = true; }, "",0,true,true,"","(side _this == west) && (lifeState _target == 'INCAPACITATED')",3 ]; pilotRevive.sqf the following. params [["_casualty",objNull],["_caller",objNull]]; if ((isNUll _caller) || (isNUll _casualty)) exitWith {}; if (isMultiplayer) then { (_caller) playMove "AinvPknlMstpSnonWnonDnon_medic0"; sleep 5; (_casualty) setUnconscious false; (_casualty) playMove "AinjPpneMstpSnonWnonDnon_rolltofront"; sleep 4; //was 3 (_casualty) playMove "AmovPpneMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon"; sleep 5.25; //was 1.25 [_casualty,""] remoteExec ["switchMove",0,true]; (_casualty) enableAI "ALL"; (_casualty) setUnitPos "UP"; (_casualty) setHit ["legs", 1]; (_casualty) doMove [6675.358,11257.388,0]; sleep 2; (leader group (_caller)) groupChat "The pilot thanks us."; sleep 3; (leader group (_caller)) groupChat "He says we can go. He will radio for CasEvac."; sleep 1; } else { (_caller) playMove "AinvPknlMstpSnonWnonDnon_medic0"; sleep 5; (_casualty) setUnconscious false; (_casualty) playMove "AinjPpneMstpSnonWnonDnon_rolltofront"; sleep 4; (_casualty) playMove "AmovPpneMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon"; sleep 5; (_casualty) switchMove ""; (_casualty) enableAI "ALL"; (_casualty) setUnitPos "UP"; (_casualty) setHit ["legs", 1]; (_casualty) doMove [6675.358,11257.388,0]; sleep 2; (leader group (_caller)) groupChat "The pilot thanks us."; sleep 3; (leader group (_caller)) groupChat "He says we can go. He will radio for CasEvac."; sleep 1; }; The events work fine in singleplayer; the unit rolls over, gets up and hobbles to the position with his injured leg. In multiplayer, he currently goes from down to up with no transition, and his lifestate remains unconscious. I think i'm not really understanding what needs to be executed where here. I tried executing the playMove's on each client before but I was getting reports that the unit was getting stuck in a loop of different animations and ultimately ended up still lying face down. But then I saw that playMove has a global effect, so I stopped executing it on all clients. Except now the intermediate actions all seem to be having no effect, and the sleep commands didn't seem to appear. Help would be much appreciated, since I can only test this properly on the community test server which is a pain to keep doing. Thanks, Law
  18. lawman_actual

    Animations & Lifestate in Multiplayer

    Thanks David, a nice clear explanation. I'll play around with it and call back if I get more problems
  19. Hey you wonderful people I'm trying to set up a GUI that includes a 'tree' type control, but I can't seem to figure it out on my own. Here's what I've set up thus far: description.ext: #include "defines.hpp" #include "dialogs.hpp" defines.hpp (extracts from): #define CT_TREE 12 //Experimental class _CT_TREE { access = 0; // Control access (0 - ReadAndWrite, 1 - ReadAndCreate, 2 - ReadOnly, 3 - ReadOnlyVerified) idc = CT_TREE; // Control identification (without it, the control won't be displayed) type = CT_TREE; // Type is 12 style = ST_LEFT; // Style default = 0; // Control selected by default (only one within a display can be used) blinkingPeriod = 0; // Time in which control will fade out and back in. Use 0 to disable the effect. x = 12 * GUI_GRID_CENTER_W + GUI_GRID_CENTER_X; // Horizontal coordinates y = 3 * GUI_GRID_CENTER_H + GUI_GRID_CENTER_Y; // Vertical coordinates w = 10 * GUI_GRID_CENTER_W; // Width h = 3 * GUI_GRID_CENTER_H; // Height colorBorder[] = {0,0,0,1}; // Frame color colorBackground[] = {0.2,0.2,0.2,1}; // Fill color colorSelect[] = {1,0.5,0,1}; // Selected item fill color (when multiselectEnabled is 0) colorMarked[] = {1,0.5,0,0.5}; // Marked item fill color (when multiselectEnabled is 1) colorMarkedSelected[] = {1,0.5,0,1}; // Selected item fill color (when multiselectEnabled is 1) sizeEx = GUI_GRID_CENTER_H; // Text size font = GUI_FONT_NORMAL; // Font from CfgFontFamilies shadow = 1; // Shadow (0 - none, 1 - N/A, 2 - black outline) colorText[] = {1,1,1,1}; // Text color colorSelectText[] = {1,1,1,1}; // Selected text color (when multiselectEnabled is 0) colorMarkedText[] = {1,1,1,1}; // Selected text color (when multiselectEnabled is 1) tooltip = "CT_TREE"; // Tooltip text tooltipColorShade[] = {0,0,0,1}; // Tooltip background color tooltipColorText[] = {1,1,1,1}; // Tooltip text color tooltipColorBox[] = {1,1,1,1}; // Tooltip frame color multiselectEnabled = 0; // Allow selecting multiple items while holding Ctrl or Shift expandOnDoubleclick = 0; // Expand/collapse item upon double-click //hiddenTexture = "A3\ui_f\data\gui\rsccommon\rsctree\hiddenTexture_ca.paa"; // Expand icon //expandedTexture = "A3\ui_f\data\gui\rsccommon\rsctree\expandedTexture_ca.paa"; // Collapse icon maxHistoryDelay = 1; // Time since last keyboard type search to reset it // Scrollbar configuration class ScrollBar { width = 0; // width of ScrollBar height = 0; // height of ScrollBar scrollSpeed = 0.01; // scroll speed of ScrollBar arrowEmpty = "\A3\ui_f\data\gui\cfg\scrollbar\arrowEmpty_ca.paa"; // Arrow arrowFull = "\A3\ui_f\data\gui\cfg\scrollbar\arrowFull_ca.paa"; // Arrow when clicked on border = "\A3\ui_f\data\gui\cfg\scrollbar\border_ca.paa"; // Slider background (stretched vertically) thumb = "\A3\ui_f\data\gui\cfg\scrollbar\thumb_ca.paa"; // Dragging element (stretched vertically) color[] = {1,1,1,1}; // Scrollbar color }; colorDisabled[] = {0,0,0,0}; // Does nothing, but must be present, otherwise an error is shown colorArrow[] = {0,0,0,0}; // Does nothing, but must be present, otherwise an error is shown //onCanDestroy = "systemChat str ['onCanDestroy',_this]; true"; //onDestroy = "systemChat str ['onDestroy',_this]; false"; //onMouseEnter = "systemChat str ['onMouseEnter',_this]; false"; //onMouseExit = "systemChat str ['onMouseExit',_this]; false"; //onSetFocus = "systemChat str ['onSetFocus',_this]; false"; //onKillFocus = "systemChat str ['onKillFocus',_this]; false"; //onKeyDown = "systemChat str ['onKeyDown',_this]; false"; //onKeyUp = "systemChat str ['onKeyUp',_this]; false"; //onMouseButtonDown = "systemChat str ['onMouseButtonDown',_this]; false"; //onMouseButtonUp = "systemChat str ['onMouseButtonUp',_this]; false"; //onMouseButtonClick = "systemChat str ['onMouseButtonClick',_this]; false"; //onMouseButtonDblClick = "systemChat str ['onMouseButtonDblClick',_this]; false"; //onMouseZChanged = "systemChat str ['onMouseZChanged',_this]; false"; //onMouseMoving = ""; //onMouseHolding = ""; //onTreeSelChanged = "systemChat str ['onTreeSelChanged',_this]; false"; //onTreeLButtonDown = "systemChat str ['onTreeLButtonDown',_this]; false"; //onTreeDblClick = "systemChat str ['onTreeDblClick',_this]; false"; //onTreeExpanded = "systemChat str ['onTreeExpanded',_this]; false"; //onTreeCollapsed = "systemChat str ['onTreeCollapsed',_this]; false"; //onTreeMouseMove = "systemChat str ['onTreeMouseMove',_this]; false"; // Causing CTD //onTreeMouseHold = "systemChat str ['onTreeMouseHold',_this]; false"; // Causing CTD //onTreeMouseExit = "systemChat str ['onTreeMouseExit',_this]; false"; }; dialogs.hpp: (extracts from) class providerTree: _CT_Tree { idc = 1500; text = "" //--- ToDo: Localize; x = 0.25; y = -0.02; w = 0.4; h = 0.18; }; The rest of the dialog works fine (so far), and although the background of the tree is displayed I get the following message displayed upon opening the GUI: So my guess is it's looking in the description.ext (which includes defines.hpp) for a line that defines a picture to be displayed for the tree? What I can't figure out is what to write in so as to say "no picture" or flat colour or something. As you can see there's nothing under the 'text' field, which i think I'm saying is where you would include an image file path? Anyway, help please :D
  20. I keep getting a "zero divisor" error when trying to select from an array after using the find command. The basic situation is; 16 people each with their own individual waypoints. When the units reach the waypoint, the following is executed: For units in group 1: nul = [this,1] execVM 'law\setRotation.sqf'; For units in group 2: nul = [this,2] execVM 'law\setRotation.sqf'; setRotation.sqf contains the following: params [["_subject", objNull],["_typeCode", 0]]; if (_typeCode == 0) then { //Insert Code to generate error report here }; if (_typeCode == 1) then { _unitsAlpha = [ pak_mainyu1_2, pak_mainyu1_3, pak_mainyu1_4, pak_mainyu1_5, pak_mainyu1_6, pak_mainyu1_7, pak_mainyu1_1, pak_mainyu1_8 ]; _positionInQueue = _unitsAlpha find _subject; _bearingsBriefing_alpha = [ 271.587, 250.801, 225.084, 202.869, 172.511, 147.108, 26.615, 20.786 ]; _bearingFrom = _bearingsBriefing_alpha select _positionInQueue; _startPos = getPosAtl _subject; _watchTarget = [_startPos,3,_bearingFrom] call BIS_fnc_relPos; _watchTarget set [2,1.8]; _subject doWatch _watchTarget; }; if (_typeCode == 2) then { _unitsBravo = [ pak_mainyu2_2, pak_mainyu2_3, pak_mainyu2_4, pak_mainyu2_5, pak_mainyu2_6, pak_mainyu2_7, pak_mainyu2_1, pak_mainyu2_8 ]; _positionInQueue = _unitsBravo find _subject; _bearingsBriefing_bravo = [ 271.587, 250.801, 225.084, 202.869, 172.511, 147.108, 26.615, 20.786 ]; _bearingFrom = _bearingsBriefing_bravo select _positionInQueue; _startPos = getPosAtl _subject; _watchTarget = [_startPos,3,_bearingFrom] call BIS_fnc_relPos; _watchTarget set [2,1.8]; _subject doWatch _watchTarget; }; What i can't figure out is why it's trying to select a value that's out of range. There are 8 units in each group, a matching set of 8 names in the _unitsX arrays, and 8 entries within the bearing array. Should be a simple case of 1 - obtain unit name from waypoint completion 2 - find name within array 3 - select corresponding bearing from the bearing array I ran a separate test to go through the same process 1 by 1 which passed without error, so I'm guessing it's to do with some of these waypoints being completed at the same time: _testGroup = [ pak_mainyu2_1, pak_mainyu2_2, pak_mainyu2_3, pak_mainyu2_4, pak_mainyu2_5, pak_mainyu2_6, pak_mainyu2_7, pak_mainyu2_8 ]; { player sideChat (format ["Subject: %1",_x]); _subject = _x; _unitsBravo = [ pak_mainyu2_2, pak_mainyu2_3, pak_mainyu2_4, pak_mainyu2_5, pak_mainyu2_6, pak_mainyu2_7, pak_mainyu2_1, pak_mainyu2_8 ]; _positionInQueue = _unitsBravo find _subject; player sideChat (format ["PosInQ: %1",_positionInQueue]); _bearingsBriefing_bravo = [ 271.587, 250.801, 225.084, 202.869, 172.511, 147.108, 26.615, 20.786 ]; //player sideChat (format ["Subject: %1, Position: %2",_subject,_positionInQueue]); _bearingFrom = _bearingsBriefing_bravo select _positionInQueue; player sideChat (format ["BearingFrom: %1",_bearingFrom]); _startPos = getPosAtl _subject; _watchTarget = [_startPos,3,_bearingFrom] call BIS_fnc_relPos; _watchTarget set [2,1.8]; _subject doWatch _watchTarget; sleep 3; } forEach _testGroup; Maybe there's something to do with using local variable handles that I'm not understanding here. Thanks, Law
  21. lawman_actual

    Zero Divisor in select function

    Thanks pierre, i'll look into that. Always happy to learn better ways of doing things
  22. Thinking about it, you'd probably have to loop the animation endlessly if you were using playMove/switchAction/switchMove. I guess that's what ambientAnimations are about; you enter them and stay in them until interrupted. Afraid I can't help you with those though.
  23. Try: _unit playMove "Acts_Onchair_Dead"; playMove switchMove switchAction or try one of the above until one works. I haven't really taken the time to figure out when you should be using which, or what ambientAnimations are really for. But i managed to get an AI unit to do a briefing animation using playmove. Note that "Acts_Onchair_Dead" isn't included on the list of ambient animations on the BIS wiki
  24. lawman_actual

    Zero Divisor in select function

    Fix found. The find/select functions were working fine, the problem was a small section I'd included elsewhere but forgotten about: if (_x == pak_mainyu1_1) then { _wayPoint_alpha_briefing setWaypointStatements ["true", " nul = [this,2] execVM 'law\setRotation.sqf'; readyForBrief_alpha = true; " ]; }; This was intended to add an additional parameter to the leader of the group. Unfortunately in copying this from Bravo to Alpha squads I forgot to change the passed variable _typeCode from 2 to 1. This meant that the leader of the group (pak_mainyu2_1) was being searched for in the array _unitsBravo. I'm not surprised nobody spotted that...since I left that part out when I posted and forgot about it completely :/ Thanks for your help though -Law
  25. lawman_actual

    Zero Divisor in select function

    I can understand why you're saying that but, unless you can see a better way, this is my reasoning: I want to pass on a variable to a waypoint script (_bearing) for each of 16 examples. I can either write 16 blocks of script, each containing a unique value for bearing. But I chose to write a forEach command so I can edit the script for 1, and change all of them. The only downside is that I can't then pass on a unique value for each waypoint, short of creating a global variable for each waypoint. So instead we'll find a way of relating the information processed on completion of the waypoint (contained in this) to the array of bearings. In this instance, this contains the unit name completing the variable. So all I need to do is structure an array of unit names such that the position of the unit in the _unitsWhatever array corresponds to the position of the desired bearing in the _bearingsWhatever. Then by finding the position of the unit completing the variable, we can select the same position in the other array to get the correct bearing. Now all i have to do is write to arrays into the waypoint script and use find/select as detailed above. Hope that makes sense! Do let me know if you see a better way. -Law
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