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Everything posted by maca134

  1. After using RGiesecke's DllExport package for years for getting C# ARMA extensions working, I wanted to know exactly how it worked and in the process ended up writing a DllExport package specific for ARMA's exports. You can download it here https://www.nuget.org/packages/Maca134.Arma.DllExport/ or Maca134.Arma.DllExport in Nuget. Also source is on Github https://github.com/maca134/Maca134.Arma.DllExport. Here is the old way of doing it (64bit): [DllExport("RVExtension", CallingConvention = System.Runtime.InteropServices.CallingConvention.Winapi)] public static void RVExtension(StringBuilder output, int outputSize, [MarshalAs(UnmanagedType.LPStr)] string function) { output.Append(function); } With the new package it simplifies the code into: [ArmaDllExport] public static string Invoke(string function, int outputSize) { return function; } The package will also switch the export name depending on bit'ness of the DLL.
  2. This is something that started as a proof-of-concept thing one evening not long after discovering how to do ARMA extensions in C#. nRadio is a small mod for ARMA that allows clients to listen to internet radio mp3 streams. The mod includes a set of simple functions to interact with the extension and a basic "radio" dialog. Here is a small video of an earlier version: Get the latest version on GitHub @ https://github.com/maca134/arma-nradio
  3. This is a package that contains a JsonConvertor for the Newtonsoft.Json package in C#. It's purpose is to convert between C# data types and ARMA data types. If you have used Newtonsoft.Json you will be familar with mapping C# properties to Json properties and vise versa. You can download it here https://www.nuget.org/packages/Maca134.Arma.Serializer/ or Maca134.Arma.Serializer in Nuget. Also source is on Github https://github.com/maca134/Maca134.Arma.Serializer. Here is a very basic example: public class TestClass { public string Var1 { get; set; } public string[] Var1A { get; set; } public int Var2 { get; set; } public float Var3 { get; set; } public bool Var4 { get; set; } public TestClassInner Var5 { get; set; } public List<string> Var1B { get; set; } } public class TestClassInner { public string Var1 { get; set; } public int Var2 { get; set; } public float Var3 { get; set; } public bool Var4 { get; set; } } var testData = new TestClass { Var1 = "he\"llo", Var1A = new[] {"1", "2", "3"}, Var1B = new List<string> { "1", "2", "3" }, Var2 = 1, Var3 = 1.2f, Var4 = false, Var5 = new TestClassInner { Var1 = "h\"ello", Var2 = 1, Var3 = 1.2f, Var4 = false, } }; /* Returns: ["he""llo",["1","2","3"],1,1.2,false,["h""ello",1,1.2,false],["1","2","3"]] */ var str = ArmaArrayConvert.SerializeObject(testData); /* Returns the reconstructed object */ var obj = ArmaArrayConvert.DeserializeObject<TestClass>(str); I fairly sure I have covered all the types but there maybe missing bits.
  4. For some video work I am doing at the moment, I wrote a small addon for 3DEN to make it easier editing the inventory of vehicles/containers. Download it on Steam Workshop: http://steamcommunity.com/workshop/filedetails/?id=1124993203 The mod does not add any additional dependencies to the mission as it uses the existing ammo attribute that is used by vanilla ARMA.
  5. Full of bugs, not bin'ed, over a gig in size and using SQF to replace buildings. Here is another version of the buildings that have been properly setup with LODs, AI paths etc
  6. First, if you have not got it already, download Visual Studio Community 2013 from here (if you dont have VS): Once installed, start a new C# “Class Library†project. Next step is to download a NuGet Package called “Unmanaged Exports“. To do this goto the menu “Project -> Manage NuGet Packagesâ€, once the dialog opens, search for “Unmanaged Exportsâ€, install it and close the dialog. Now, the project is setup and you are ready to writing some code. Here is the most basic of examples (Download link below). The class itself can be called anything, DllEntry seems appropriate. Once you compile the code, the RVExtension gets called whenever you execute a callExtension. In the SQF code below, the function string, is available via the function param in RVExtension. (I had a string encoding issue, i thought maybe marshaling would help…not sure…). _output = "dllname" callExtension "function"; // _output == "noitcnuf" Before you can compile, the Unmanaged Exports requires the projects “Platform Target†to be set to either x86 or x64 (I suggest x86 if you are not sure). To do this right click on the project and select “Propertiesâ€, click the “Build†section and change the “Platform Target†dropdown. Now compile the project and put the resulting DLL into an ARMA mod folder. (Eg. @armaExtCS). Thats it, to run it in ARMA just execute this: _output = "ARMAExtCS" callExtension "function"; More Information + Download
  7. A small drop of credit would of been nice, considering you copy-pasted from my project. https://github.com/mistergoodson/OCAP/blob/master/extension/OCAPExporter/OCAPExporter/Class1.cs#L64 https://github.com/maca134/ARMAExtCS/blob/master/ARMAExtCS/DllEntry.cs#L13
  8. Hey take a look at this code here https://github.com/maca134/armaext/blob/master/project/armaextconsole/ARMAExt.cs this is what i use to test extensions before loading it into arma. Also this project https://github.com/maca134/armaext can be helpful testing code, without having to recompile and restart arma each time you make a change.
  9. Download This is an extension/mod that will allow you to compile/run C# on the fly to ease rapid development of a c# ARMA extension The mod has only 2 functions: Load some c# or javascript, returns a pointer _pointer = [_path_to_cs] call ARMAEXT_fnc_load Run the script and return the results _result = [_pointer, _args] call ARMAEXT_fnc_run; The c# has to implement the follow pattern so its as close as possible to the actual DllExport: class Startup { public static stirng Invoke(string input) { return "Hello World"; } } All paths starting .\ will be relative to ARMACS.dll Additional libraries can be loaded as follows: #r ".\lib.dll" or #r "c:\path\to\lib.dll or #r "System.Data.dll" Output is set to 10k If you use this on clients, DISABLE BATTLEYE! This work is licensed under Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  10. maca134

    PLP Markers

    Are you allowed to use these markers on BIS approved monetized servers?
  11. maca134

    A2/A2:OA Patch 18.12.2015

    Regarding launching i found that commandline, calling arma2oa_be gets you to the lobby then instantly get Session Lost but if you join via Steam URL, all is good ArmA2OA_BE.exe 0 0 -noSplash -noPause -connect= -port=2302 "-mod=C:\SteamLibrary\steamapps\common\Arma 2;Expansion;C:\mods\@DayzOverwatch" Result: Join lobby then instantly get "Session Lost" steam://run/33930//-noSplash -noPause -connect= -port=2302 "-mod=C:\SteamLibrary\steamapps\common\Arma 2;Expansion;C:\mods\@DayzOverwatch" URL encoded: steam://run/33930//-noSplash%20-noPause%20-connect%3D192.223.24.226%20-port%3D2302%20%22-mod%3DG%3A%5CSteamLibrary%5Csteamapps%5Ccommon%5CArma%202%3BExpansion%3BU%3A%5Cmods%5C%40DayzOverwatch%22 Result: Join lobby fine
  12. maca134

    A2/A2:OA Patch 18.12.2015

    Im also getting this problem with a community launcher
  13. Hey Been working on a new BE RCON tool to replace the functionality of BE. I have made the source open for people to add too, fix, improve etc. It's setup so it uses plugins to extend functionality. So far the tool has the following plugins: Console: Simply outputs stuff to a console window. Logger: Logs various BE events to logs. PlayerCheck: Can be used as a "global" bans list or a whitelister, using a file, http request or mysql database. BEFilterMonitor: Watches bans.txt and filters and reloads them when changed. RestartMessage: A simple plugin to do restart messages. ScheduledTasks: Perform BE commands at certain times. SimpleMessages: Sends messages to server at certain intervals. WebLogger: Sends logs to a URL. WebRcon: A very experimental plugin to allow access to a web-based RCON client. Check it out on Github: https://github.com/maca134/MBCon
  14. I will check it out, i personally use fire daemon to restart. Also is the plugin in debug mode?
  15. IT might be just that the latency on the stream is shit. I will see about some buffering options.
  16. If you open the m3u, there should/might be an mp3 url
  17. pretty sure its only mp3 so far
  18. Cant wait for a map pack release, everyone loves cherno :)
  19. Looks good, will defo be using this!