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lawman_actual

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Everything posted by lawman_actual

  1. Pretty simple question...is it possible for submunitions to retain the lock / tracking of their parent? Example: a beam-riding missile splits into a number of clusters which continue to be guided by the launcher? I've set up my test submunitions using the same settings as the parent but it doesn't look like they are being affected by the operator's movements at present. If it can't be done with this method...anybody got experience with alternative solutions? Cheers, Law
  2. Ok so I thought I understood this...I've packed several small mods before and I could load them just fine. However, I'm trying again for the first time in a while, following the exact same structure, and it's coming back telling me "file not found". I have the following as my file structure in my P: drive: P:\law\modName\addonName Within the addon folder I have included config.cpp with the following line, as per the Arma 3 samples, and the file basicdefines_A3.hpp also copied from the samples. #include "basicdefines_A3.hpp" At the moment this is the only thing in the config file not commented out. However when I pack this (without errors) and load it into the launcher (...Arma 3\@modName\addons\addonName.pbo), whilst loading it tells me it is unable to find the basic defines file. The same is also true of any other files I try to #include. This tells me I probably haven't referenced it correctly, but after a whole morning of googling and trying every conceivable iteration of file paths I've decided it's time to ask for help. Much appreciated, Law
  3. lawman_actual

    Addon file paths / file not found

    Thread resolved. Ensuring that the addon name and folder names were identical has fixed the issue.
  4. Quite right, though I feel that isn't my main concern 😋
  5. Some further developments: I fashioned the following to try and capture the unit name from where the unit is local and return it to the client. This is only part of the script, but it fired on the server as you will see later: if (isServer) then { ["[TAG] Found to be running on server."] remoteExec ["diag_log",0,false]; if (local _unit) then { ["[TAG] Unit found to be local."] remoteExec ["diag_log",0,false]; _name = name _unit; _groupName = groupID _unit; [format ["[TAG] Details found: %1 | %2.",_name,_groupName]] remoteExec ["diag_log",0,false]; [[_unit,_name,_groupName,_origin],"framework\interface\returnUnitDetails.sqf"] remoteExec ["execVM",_origin,false]; } else { ["[TAG] Unit not found to be local."] remoteExec ["diag_log",0,false]; [[_unit,"","",_origin],"framework\interface\returnUnitDetails.sqf"] remoteExec ["execVM",owner _unit,false]; }; } In the .rpt file, the following was logged after mission launch: 18:08:43 Mission id: 92c917f23f9a94172f0dba2621e7bbf594af1c3c 18:08:43 Setting invalid pitch -0.0000 for B Alpha 3-1:1 REMOTE 18:08:43 Setting invalid pitch -0.0000 for B Alpha 3-1:2 REMOTE 18:08:43 Setting invalid pitch -0.0000 for B Alpha 3-1:3 REMOTE 18:08:45 You are missing the following mod: cba_main 18:09:08 WARNING: Function 'name' - 1ade4ccf700# 2900532: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9914 18:09:08 - person 18:09:08 "[TAG] Confirmed not currently checking for unit name." 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 "[TAG] Confirmed not currently checking for unit name." 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 "[TAG] Launched return unit name for B Misfit 1 Alpha:9." 18:09:08 "[TAG] Origin not set." 18:09:08 "[TAG] Setting origin to: 9." 18:09:08 "[TAG] Found to be running on server." 18:09:08 "[TAG] Unit found to be local." 18:09:08 "[TAG] Launched return unit name for B Misfit 1 Alpha:10." 18:09:08 "[TAG] Origin not set." 18:09:08 "[TAG] Setting origin to: 9." 18:09:08 "[TAG] Found to be running on server." 18:09:08 "[TAG] Unit found to be local." 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:08 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:08 - network id 2:9919 18:09:08 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:09 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:09 - network id 2:9919 18:09:09 - person 18:09:10 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:10 - network id 2:9919 18:09:10 - person 18:09:10 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:10 - network id 2:9919 18:09:10 - person 18:09:10 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:10 - network id 2:9919 18:09:10 - person 18:09:10 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:10 - network id 2:9919 18:09:10 - person 18:09:10 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:10 - network id 2:9919 18:09:10 - person 18:09:10 WARNING: Function 'name' - 1ade4cd3740# 2900537: b_soldier_01.p3d REMOTE has no unit 18:09:10 - network id 2:9919 18:09:10 - person The script successfully entered the scope wherein the unit is local and it tries to obtain unit name and groupId, however does execute the next diag_log function where it reports back with "details found", indicating that the script terminated in some form despite no script error being shown.
  6. Point I forgot to test: The units DO have names on the server, though the server still says they are in <Null-group>
  7. Hi Folks I'm just wondering if anyone has had experience with setVariable using the global parameter, which it says also works for JIPs. Is this being added to a JIP queue each time setVariable is used, or will the latest instance overwrite previous commands? For example; let's assume that throughout the course of a scenario the following occurs: at 09:30: _man setVariable ["someVariable",1,True]; at 09:32: _man setVariable ["someVariable",2,True]; at 09:40: _man setVariable ["someVariable",3,True]; at 09:42: *_JIPman joins game* Does JIPman's computer process all three values in sequence, first setting the variable to 1, then 2, then 3, or does it jump straight to 3? Sadly I don't have the means to test JIP'ing at the moment. Many thanks. Law
  8. Post can be taken down; I found a workaround shortly after posting about it. (Typical)
  9. Is there an event handler that deals with a mine being triggered? I'm hoping to setup a trip-wire that can be disarmed like a mine but that triggers an explosion somewhere else. I may be able to do it with an on-entry trigger but i'm betting this will make the disarming bit somewhat clumbsy. thanks!
  10. A week or so ago I saw my key bindings reset. I was a bit annoyed but it had happened before so I just re-did them and carried on. However, I have just now gone into the editor and seen that none of the missions under my user profile are shown. I have checked the launcher, and I am definitely loading the "Lawman" profile, of which there is only one. I have also checked the Arma 3 - Other profiles / Lawman / missions folder to confirm my mission files are still there, which they are. Not sure what to do from here on. I tried saving a new mission file to see where it ended up, and It appears to have been placed in the following directory: C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Missions Have BIS changed something so mission files are no longer local to profile? Cheers, Law
  11. lawman_actual

    Elements missing from profile

    It's like everything is now being directed at C:\Program Files (x86)\Steam\steamapps\common\Arma 3 If i save a new mission, it appears there. If I make a new profile, it appears there. I can create a new folder under "Arma 3 - Other profiles" and it will load as long as I copy profile files into it, but no mission files from it will show up. Is this a bug or am I now expected to centralise all data under common\Arma 3? Seems like a weird change
  12. Hey people. I'm working on config for a tank, using other tanks as references to make sure my values hit at least close to workable. Trouble is...I can't seem to get the damned thing past about 28km/h. I can't seem to figure what's holding it back since everything I've checked seems to be at least similar to values for the two tanks above that both work fine. Here are my related entries in vehicles.cfg: accelAidForceCoef = 1.5; accelAidForceSpd = 1.4; brakeDistance = 12; brakeIdleSpeed = 0.1; changeGearMinEffectivity[] = { 0.95, 0.15, 0.95, 0.95, 0.95, 0.95, 0.95 }; changeGearOmegaRatios[] = {1,0.424242,0.454545,0.333333,0.984848,0.424242,0.984848,0.606061,0.984848,0.575758,1,0.545455}; changeGearType = "rpmratio"; //Have also tried "effective" with similar issue. clutchStrength = 45; dampersBumpCoef = 4.5; dampingRateFullThrottle = 1.0; //1.4: T100 0.8: Kamysh dampingRateZeroThrottleClutchDisengaged = 0.65; //0.8: T100 0.5: Kaymsh dampingRateZeroThrottleClutchEngaged = 0.45; //5.0: T100 4.0: Kaymsh driveOnComponent[] = {"Track_L","Track_R","Slide"}; engineMOI = 12; //12 - T100 7 - Kamysh enginePower = 1119; //kW engineStartSpeed = 5; //common value epeImpulseDamageCoef = 18; //Same for T100 and Kuma gearBox[] = {-7,0,11,8,5.7,4.2}; //Same in T100 and Kuma idleRpm = 1200; latency = 0.5; maxOmega = 335; maxSpeed = 80; minOmega = 140; normalSpeedForwardCoef = 0.75; numberPhysicalWheels = 16; peakTorque = 5300; redRpm = 3200; sensitivity = 2.5; simulation = "tankX"; slowSpeedForwardCoef = 0.25; switchTime = 0.3; tankTurnForce = 950000; tankTurnForceAngMinSpd = 0.7; tankTurnForceAngSpd = 0.76; thrustDelay = 0.5; torqueCurve[] = {{0.424242,0.8},{0.545455,0.95},{0.606061,0.99},{0.636364,1},{0.666667,0.98},{0.727273,0.93},{0.878788,0.76},{1,0.6}}; tracksSpeed = 1.35; class complexGearbox { driveString = "D"; //String displayed in HUD for Forward Gear neutralString = "N"; // string to display in the HUD for neutral gear. reverseString = "R"; // string to display in the HUD for reverse gears. gearBoxMode = "auto"; GearboxRatios[] = {"R1",-3.4,"N",0,"D1",4.4,"D2",3,"D3",1.75,"D4",1}; //KUMA //GearboxRatios[] = {"R1",-4.5,"N",0,"D1",7.8,"D2",5.6,"D3",4,"D4",2.9,"D5",2.1,"D6",1.5,"D7",1.1}; //ANGARA moveOffGear = 1; transmissionRatios[] = {"High",11.5}; }; Can't seem to figure this on my own, so help would be appreciated! I've checked vehicle mass and it seems to be as expected (about 52 tonnes) Cheers, Law
  13. So...in a related issue, it would appear that if I have a curator initialised (preinit) with all addons successfully activated, and then create a highCommand module for myself using the debug console, certain units are no longer accessible through the curator. In testing I have seen this issue in a blank editor scenario with VME's PLA mod installed. I also have a feeling I have seen this issue with one or two other mods, including a British Armed Forces one. Here is the code I use to make myself a HC leader: createCenter sideLogic; _group = createGroup sideLogic; _logicCmd = _group createUnit ["HighCommand", [0, 0, 0], [], 0, "NONE"]; _logicCmd synchronizeObjectsAdd [player]; And here is the hc.sqf file which runs when the module is created. scriptName "HC\data\scripts\HC.sqf"; /* File: HC.sqf Author: Karel Moricky Description: Init script - High Command Parameter(s): _this: the HC logic unit which triggered this script. */ if (is3DEN) exitwith {}; textLogFormat["HC-PRELOAD_ HC.sqf start..."]; _logic = _this select 0; _logic setpos [1000,10,0]; _group = group _logic; //--- HC main is laready running _isMain = if (_logic == BIS_HC_mainscope) then {true} else {false}; //if (_isMain) then {startLoadingScreen ['High Command']}; //--- Code executed only on first HC scope if (_isMain) then { //SPACE selects last unit that reported, variables: HC_lastUnitReporting = []; //hc unit - array of groups HC_lastUnitReportingTime = 0; HC_lastUnitReportingMarkerName = ""; HC_lastUnitReportingTimeMax = 45; //no older reports than this from teams are considered _logic setvariable ["sound",false]; //--- Execute MARTA if (isNil "BIS_MARTA_mainScope") then {//create MARTA only once, avoid creating too much groups activateaddons ["A3_Modules_F_Marta"]; _logicMARTA =(group _logic) createunit ["MartaManager",position player,[],0,"none"]; //BIS_MARTA_mainScope = _logicMARTA; //TODO: look at this (it is here because init handler of marta (setting BIS_MARTA_mainScope) runs maybe too late (after initialization of whole WF) }; //waituntil {count (BIS_marta_mainscope getvariable "allgroups") > 0}; //_logicMARTA = BIS_marta_mainscope; }; //--- Scope name for "_i" from 0 to 1000 do { _name = format ["BIS_HC_%1",_i]; if (isnil _name) exitwith {call compile format ["%1 = _logic",_name]}; }; //--- Synchronization waituntil {{typeof _x != "HighCommandSubordinate"} count (synchronizedObjects _logic) > 0 || _logic == bis_hc_mainscope}; _possibleLeaders = synchronizedObjects _logic; _groupColors = ["teammain","teamgreen","teamblue","teamyellow"]; _sublogics = []; for "_i" from 0 to (count _possibleLeaders - 1) do { _element = _possibleLeaders select _i; if (typeof _element == "HighCommandSubordinate") then { _sublogics = _sublogics + [_element]; if (isnil {_element getvariable "color"}) then { _color = if (_i >= count _groupColors) then {"teammain"} else {_groupColors select _i}; _element setvariable ["color",_color]; }; }; }; _possibleLeaders = _possibleLeaders - _sublogics; _logic setvariable ["sublogics",_sublogics]; if (count _possibleLeaders > 1) then {textLogFormat ["Log: [High Command] WARNING! More than one commanders assigned - %1",_possibleleaders]}; _leader = _possibleLeaders select 0; _leader setvariable ["BIS_HC_scope",_logic,true]; //--- Default leader //_leader setvariable ["hcdefaultcommander",true]; //--- Functions are loaded waituntil {!isnil "BIS_fnc_init"}; //--- Get custom params ---------------------------------------------------------------------------------- /* //--- Commanders _commanders = if (isnil {_logic getvariable "commanders"}) then { if (_leader != _logic) then {[_leader]} else {[]}; } else { _logic getvariable "commanders"; }; _logic setvariable ["commanders",_commanders,true]; */ //--- Detect all (obsolete) _addAllGroups = if (isnil {_logic getvariable "addAllGroups"}) then { if (count _sublogics > 0) then {false} else {true} } else {_logic getvariable "addAllGroups"}; _logic setvariable ["addAllGroups",_addAllGroups,true]; //--- Radio activations _radios = if (isnil {_logic getvariable "radios"}) then {[]} else {_logic getvariable "radios"}; _logic setvariable ["radios",_radios,true]; //--- Chain of Command _coc = if (isnil {_logic getvariable "chainofcommand"}) then {false} else {_logic getvariable "chainofcommand"}; _logic setvariable ["chainofcommand",_coc,true]; //--- Task created _onTaskCreated = if (isnil {_logic getvariable "onTaskCreated"}) then {{}} else {_logic getvariable "onTaskCreated"}; _logic setvariable ["onTaskCreated",_onTaskCreated,true]; //--- Task assigned _onTaskAssigned = if (isnil {_logic getvariable "onTaskAssigned"}) then {{}} else {_logic getvariable "onTaskAssigned"}; _logic setvariable ["onTaskAssigned",_onTaskAssigned,true]; //--- RMBmenu /* _RMBmenu = if (isnil {_logic getvariable "RMBmenu"}) then {""} else {_logic getvariable "RMBmenu"}; _logic setvariable ["RMBmenu",_RMBmenu,true]; */ //--- Automatic group assigning - Synchronized if (count _sublogics > 0 && !_addAllGroups) then { //if (isnull(hcleader group _leader)) then {_leader HCsetgroup [group _leader,""]}; _linkedLogic = synchronizedObjects _logic; if (count _linkedLogic > 1) then { { if (typeof _x == "HighCommandSubordinate") then { _subordinate = _x; _linkedSubordinate = synchronizedObjects _subordinate; { if !(_x iskindof "logic") then { _group = group _x; _groupColor = _subordinate getvariable "color"; [_leader,"MARTA_REVEAL",[_group],false,true] call BIS_fnc_variableSpaceAdd; _leader HCsetgroup [_group,"",_groupColor]; }; } foreach _linkedSubordinate; }; } foreach _linkedlogic; }; } else { //--- Automatic group assigning - All //if (isnull(hcleader group _leader)) then {_leader HCsetgroup [group _leader,""]}; _groups = allgroups;//_logicMARTA getvariable "allgroups"; { //--- No HCO defined yet _grp = _x; if (isnull hcleader _grp) then { if (side player == side _grp && _addAllGroups) then { [player,"MARTA_REVEAL",[_x],false,true] call BIS_fnc_variableSpaceAdd; player HCsetgroup [_grp,""]; }; }; } foreach _groups; }; //--- Local script --------------------------------------------------------------------------------------- //waitUntil{!isNil {BIS_MPF_initDone}}; if (_isMain) then { //[nil, nil, "per", rEXECVM, "A3\modules_f\HC\data\scripts\HC_local.sqf"] call RE [["A3\modules_f\HC\data\scripts\HC_local.sqf"],"BIS_fnc_execVM",nil,true] call BIS_fnc_MP; }; //--- No proper Chain of Command if !(_coc) exitwith {}; while {true} do { _allgroups = allgroups; { _group = _x; if (isnil {_group getvariable "BIS_HC_fsmcoc"}) then { _fsm = _group execfsm ("\A3\modules_f\hc\data\scripts\HC_COC.fsm"); _group setvariable ["BIS_HC_fsmcoc",_fsm]; }; sleep 0.05; } foreach _allgroups; sleep 1; }; I don't see anything that would immediately suggest why hc.sqf is causing assets to not appear in curator.
  14. I've just recently acquired a wired XBOX 360 controller, primarily for use with another game, and was curious to see if I could use it with Arma. Please no posts about "not enough buttons" or "buy a console". There ARE enough buttons for what I have in mind, and i have a console. Down to the issue then: When using custom mapping (having disabled the default XBOX 360 scheme) the turning sensitivity seems to be overidden to nothing short of painfully slow. Movement is fine (left stick), but looking up/down and rotating are ludicriously sluggish even with the controllers supposed X and Y axes turned to max sensitivity. I'd be prepared to let this die if it wasn't for the fact that the XBOX scheme (with in-built mapping) works absolutely fine on the sticks; turning happens as expected. Sadly I can't just use this because the default mappings aren't ideal. SO....if the default scheme can get the turning right, is there not a way for me to achieve the same without a scheme? Thanks.
  15. As requested, the hotfix has been removed. Thanks for the update hcpookie - it's good for rumors to be dispelled. I hope I have not caused offence and would like to reiterate my offer to help. The hotfix was only ever meant to be a temporary and clearly unofficial fix while we waited for the official update. I guess my aim was to help people continue to enjoy the original mod until the next release. In any case, keep up the good work. Cheers, Law
  16. Through ongoing discussion between myself and @Larrow, we have found that the root of the issue within VME's PLA mod relates to the crew of affected vehicles not having an associated cfgPatch entry. The original mod maker can fix this by going back into their cfgPatches entry and ensuring the crew member is properly included. Alternatively replace the crewman with a different and working entity: crew = "newAndWorkingCrewman"; Hopefully other mods exhibiting similar symptoms are also experiencing this issue. Many thanks to Larrow for his help on this one, Lawman
  17. Fixed the SPOTTER issue. No longer seeing error messages for this particular mod, however still some assets remain inaccessible. For example; none of the helicopters within the VME PLA mod appear. And yet, as far as I can see, these assets have scopeCurator = 2, are defined in the mod's cfgPatches under units = { }, and have the correct requriedAddons. I'm pretty stumped at the moment.
  18. I believe I have successfully created a mod to create the module preInit. However I am still seeing issues with the mod I am trying to fix (though the mod has now saved me 30 seconds or so per scenario playthrough, which is nice). Now, however, I am seeing an error message when I open the zeus interface: This is similar to an error I had been seeing previous, which I (rather painstakingly) managed to find and fix: It turned out to be a line referenced in a group composition for a vehicle class that did not exist. Since fixing this error I had seen tank units successfully appearing sometimes, whereas before I had not. I surmised that this error was causing the process to hang when adding assets. Curious that I had not seen the SPOTTER error before, but I will investigate further and see if I can find the source. Cheers, Law
  19. Should probably have been a bit more careful with my wording. There appear to be some groups which work every time, and some which I have never seen added. There are a small minority that I have seen work sometimes but not others. I haven't yet worked out a way of reproducing this, though I haven't tried very hard for this exact issue yet. I will investigate your advice regarding creating the module with attributes set in the init, simply out of curiosity. But I will also explore a curator-giving mod that handles things pre-init, since this sounds like the most efficient and reliable way to meet my needs. Thanks again Larrow, I'll report back if I find anything interesting or confuse myself. Cheers, Law
  20. Thanks for the reply Larrow, glad to finally have some response on this. Correct, I have been running the code through a debug console in singleplayer during the mission or 'post-init / time = 0'. (console made available with mod) Essentially my aim was to use zeus and the console to get extra functionality from some SP missions downloaded from the workshop (such as Dynamic Recon Ops). With the console and zeus I've been happily 'tailoring' workshop missions to my own preferences, without having to go into the editor and manually edit them all each time one is updated. But since the mission does not by default have a curator, or any required addons, I guess I can start to see where the issues occurs based on your information about activating addons. Good to know. I had been trying to figure out why even when removing the line "addCuratorAddons" I was still getting access to assets. I would guess the reason for building an array of available addons is because the script was originally developed, by another member of the community I play with, such that whoever is calling the script can choose if they give the designated curator access to no addons, official addons only, or all addons. This would explain why later on the following is included, no?: removeAllCuratorAddons _curator; _curator addCuratorAddons _addons; Within this context however, I am the only one in the game and I would like to think I can trust myself around myself. In which case you are correct and I shall remove the unnecessary lines. Not entirely following your suggestion here. Use createUnit just to check that the unit can be created in the first place? And my final comment; although I now understand a bit more about what it means to 'activate' an addon, I'm still unsure why doing this in a single player context, post-init seems to fail only for specific assets within specific mods. I will continue to run some tests but if anyone can shed some light in the meantime that would be great. Thanks again, Law
  21. lawman_actual

    Replace reticule .paa in scope?

    Ah, so 'model optics' defines the file used for the reticle, not the sight itself? That should be what I need - thank you Edit: I was confused because the Arma 3 Samples file for a scope only had one .p3d file in it.
  22. I took a launcher where the reticule didn't actually correspond to the ammo it was firing. I found the .paa file for the reticule. I fixed the lines on the .paa file - saved as a new one. Now i want to replace the texture on the launcher's scope with my new one. Only I can't find the line in it's config that points to the reticule texture. I was expecting something like scopeOptic = addon\data\myReticule.paa How do? Cheers, Law
  23. lawman_actual

    Replace reticule .paa in scope?

    So...you're saying the reticle itself would be simple to model because it's just a plane with a texture? In which case, the reticle is a separate file? Looking at the scope in Arma 3 samples, I can see only 1 .p3d file, so I thought they were all in one? Or perhaps I'm still not understanding something
  24. lawman_actual

    Replace reticule .paa in scope?

    That would probably help my search results Sounds simple enough, but I haven't currently invested time in learning blender and model builder, and since I don't have access to the original .p3d I'd have to model the entire optical device from scratch, if I'm correct in assuming that the reticle and scope as a whole are contained in the same file? (It's a bit hard to tell since the mod I'm fixing can be a bit confusing with their naming). Cheers for the help though, That's good to know for when I eventually do start modelling myself.
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