Jump to content

tanin69

Member
  • Content Count

    41
  • Joined

  • Last visited

  • Medals

Everything posted by tanin69

  1. tanin69

    Painting import question

    Sorry @BangerxX for the late answer (Arma discord is much more active!) and I hope it is not too late. I released past Sunday a detailed video about this. Hope it helps. And, moreover, it's in french (English subtitled). Don't hesitate to DM me (I'm french too). https://youtu.be/Ok86TPWHOO8
  2. A little update after a quick reorg of the videos : "L'atelier de tanin" (tanin's workbench) playlist :
  3. Hi Hello to all enthusiastic content creators ! I published the first issues about content creation with the Enfusion Workbench on Youtube. The first episodes are intended for beginners. There is a definite lack of this in the existing videos. The videos are in French, but the Google machine translation does a relatively good job. Some videos, thanks to a work on the transcription, will benefit from a good quality translation, but I won't be able to do it for all the episodes. Let me know in the YT video comments if the automatic translation is really too bad. https://youtu.be/bwA8GJRA7EU
  4. How to reproduce : Normal behavior with HE shells 1) place a mk6 mortar with gunner 2) place a target at azimut 0 (for simplicity) and (for example) 700 m. away 3) set turret elevation to 75 deg (40/50 m. too long) and azimut 0 4) fire 3 shells : one with the mortar range finder on the target, the other one with the range finder looking at the ground, even just in front of the mortar and the third one, high in the sky. -> result : all shells land approximatively at the same distance, with the normal dispersion Wrong behavior with laser guided shells 1) Place a darter and give the gunner a drone terminal. For the test, I place the drone at a 90 deg angle between the target and the mortar, 100 m. on the right. Fly (alt. 50 m. or 100 m.), take turret control, lock on target (ctrl + t) and illuminate the target with the laser (LMB) 2) load guided shells : <mortar> addMagazineTurret ["8Rnd_82mm_Mo_LG", [0], 5]; in the debug console 3) set turret elevation to 75 deg and azimut 0 4) fire first shell with mortar range finder on the target -> result : the shell heavily corrects its trajectory and hit exactly on target 5) fire a second shell looking at the ground -> result : the shell falls 50 m. in front of the mortar 6) fire a third shell looking at the sky -> result : the shell falls far far behind HE impacts. To visualize shell trajectories : [player, 3] call BIS_fnc_traceBullets; in the debug console It clearly seems that the mortar range finder is used to acquire target coordinates. Feature or bug ? How to use laser guided shells on indirect fire in these conditions without artillery computer ? Arma 2.08.149102, no mod. Same problem with 8Rnd_82mm_Mo_guided shells (IR guided)
  5. tanin69

    LAMBS Improved Danger.fsm

    omg, forget everything, there was a spy Expression in the dbg console 😄🤪😳
  6. tanin69

    LAMBS Improved Danger.fsm

    Sorry, @diwako, I'm a such a fool tired idiot
  7. tanin69

    Advanced Developer Tools

    Thank you Lepoard20. I continue the discussion in Lambs thread, as it seems more related to LAMBS than ADT.
  8. tanin69

    LAMBS Improved Danger.fsm

    Another question. I'm on the way to find the best solution to completly desactivate the mod (seems some sort of oxymoron, because it's the only way to introduce it in our community :-D). The "brute force way" would be to set _unit setVariable ["lambs_danger_disableAI", true, true]; as nKenny previously suggested on every AI, included spwaned ones. Not a big problem, but would there be some side effect as : - Some mod functions still active ? In other words, does the mod affect only AI/man units and disabling on AI will really desactivate the entire mod ? - Would we expect a performance impact (EH launched, units loop to check FSM activation, etc ?) ? I didn't dig deeply enough in the code to answer by myself.
  9. tanin69

    LAMBS Improved Danger.fsm

    Hi and thank you for your quick answer. Same answer from Leopard20. Will check again this evening.
  10. tanin69

    Advanced Developer Tools

    Mmmm. Will test again this evening. Thank you for your quick reply.
  11. tanin69

    Advanced Developer Tools

    For your information, @Leopard20, it seems to have an incompatibility between ADT and the LAMBS danger mod (no we don't want to choose between this two wonderful mods !!). Steps to reproduce : ARma luanched with : CBA 3.15.6, lambs 2.5.3 and ADT : MIssion with one soldier in VR map, at mission start : 23:30:16 Error in expression <QGVAR(debug_drawRectCacheGame)> 23:30:16 Error position: <(debug_drawRectCacheGame)> 23:30:16 Error Missing ; Reported in lambs danger thread
  12. tanin69

    LAMBS Improved Danger.fsm

    For your information @nkenny, it seems to have an incompatibility between Leopard20's Advanced Developper Tool and the LAMBS danger mod (no we don't want to choose between this two wonderful mods !!). Steps to reproduce : ARma luanched with : CBA 3.15.6, lambs 2.5.3 and ADT : MIssion with one soldier in VR map, at mission start ( also reported in Advanced Developper Tool forum thread) : 23:30:16 Error in expression <QGVAR(debug_drawRectCacheGame)> 23:30:16 Error position: <(debug_drawRectCacheGame)> 23:30:16 Error Missing ;
  13. And it's aaaa biiingo : idc number conflict 😡. Very weird behavior, but, well, arma is like that.
  14. I'm trying to add a button and a filter dialog on map screens (briefing, in game map), but I've got this error message on mission loading : As if these controls were inheriting from RscListNbox class , ignoring the declaration : class lbl1: RscText For some reasons, a few controls display without any problems : Does anyone have any idea ? My config.cpp : class CfgPatches { class gdc_diary { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Functions_F", "A3_Modules_F", "A3_UI_F"}; }; }; #include "base_classes.hpp" // Ecran carte en jeu class RscDisplayMainMap { //IDD 12 // Ajoute le dialogue de filtre des marqueurs class controls { #include "RscMrkFilter.cpp" }; }; // BRIEFING SCREEN class RscDisplayGetReady: RscDisplayMainMap { //IDD 37 // Ajoute le dialogue de filtre des marqueurs class controls { #include "RscMrkFilter.cpp" }; }; class RscDisplayClientGetReady: RscDisplayGetReady { //IDD 53 // Ajoute le dialogue de filtre des marqueurs class controls { #include "RscMrkFilter.cpp" }; }; class RscDisplayServerGetReady: RscDisplayGetReady { //IDD 52 // Ajoute le dialogue de filtre des marqueurs class controls { #include "RscMrkFilter.cpp" }; }; base_classes.hpp class RscText; class RscActiveText; class RscButton; class RscCheckbox; class RscControlsGroup; class ControlsBackground; class HScrollbar; class VScrollbar; class RscListNBox; RscMrkFilter.cpp : class gdc_MrkFilter_button: RscActiveText { idc= -1; style = 48; type = 11; access = 0; default = true; deletable = 0; fade = 0; //font = "PuristaMedium"; //shadow = 2; sizeEx = 0.4; action = "_ctrl = uiNameSpace getVariable 'crtlMrkFilter';if !(ctrlShown _ctrl) then {_ctrl ctrlShow true} else {_ctrl ctrlShow false}"; color[] = { 1, 1, 1, 0.6 }; colorText[] = {1, 1, 1, 1}; colorActive[] = { 1, 0.2, 0.2, 1 }; colorDisabled[] = {1,1,1,1}; /* soundEnter[] = { "", 0, 1 }; // no sound soundPush[] = { "", 0, 1 }; soundClick[] = { "", 0, 1 }; soundEscape[] = { "", 0, 1 }; */ x = safeZoneW + safeZoneX - (0.020630 * safezoneW); y = safezoneY; w = 0.020625 * safezoneW; h = 0.033 * safezoneH; text = "\GDC_mrkFilter\data\icon-filter.jpg"; tooltip = "Filtrer les marqueurs"; url = ""; }; //Filter control group class gdc_MrkFilter_grp: RscControlsGroup { idc = -1; onLoad = "uiNamespace setVariable ['crtlMrkFilter', _this select 0];"; text = ""; show = true; x = safeZoneW + safeZoneX - (0.1765 * safezoneW); y = 0.032 * safezoneH + safezoneY; h = 0.206 * safezoneH; w = 0.176 * safezoneW; class controls { class Backgrd: RscText { idc = -1; type = 0; style = 96; //x = 0.5; //y = 0.5; h = 0.206 * safezoneH; w = 0.176 * safezoneW; colorText[] = {1, 1, 1, 1}; colorBackground[]={0,0,0,1}; text = ""; }; class lbl1: RscText { idc = 1001; type = 0; style = 1; text = "Tous les marqueurs MM"; //--- ToDo: Localize; x = 0.04; y = 0.03; w = 0.07 * safezoneW; h = 0.015 * safezoneH; colorText[] = {1,1,1,1}; colorBackground[] = {-1,-1,-1,0}; sizeEx = 0.015 * safezoneH; }; class chkBx1: RscCheckbox { idc = 2001; checked = 1; x = 0.21; y = 0.02; w = 1.2 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1.2 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); }; //box blufor class Bx79: RscText { idc = 2079; x = 0.212; y = 0.08; w = 1 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); colorBackground[] = {0,0.3,0.6,1}; }; //box opfor class Bx89: RscText { idc = 2089; x = 0.262; y = 0.08; w = 1 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); colorBackground[] = {0.5,0,0,1}; }; //box guer class Bx99: RscText { idc = 2099; x = 0.312; y = 0.08; w = 1 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); colorBackground[] = {0,0.5,0,1}; }; //box all class Bx69: RscText { idc = 2069; type = 0; style = 2; text = "Tous"; x = 0.372; y = 0.08; w = 1 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); colorText[] = {1,1,1,1}; colorBackground[] = {-1,-1,-1,0}; sizeEx = 0.015 * safezoneH; }; class lbl2: RscText { idc = 1002; type = 0; style = 1; text = "Marqueurs AAP"; //--- ToDo: Localize; x = 0.04; y = 0.13; w = 0.07 * safezoneW; h = 0.015 * safezoneH; colorText[] = {1,1,1,1}; colorBackground[] = {-1,-1,-1,0}; sizeEx = 0.015 * safezoneH; }; class chkBx2a: RscCheckbox { idc = 2002; checked = 1; x = 0.21; y = 0.12; w = 1.2 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1.2 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); }; class chkBx2b: RscCheckbox { idc = 2012; checked = 1; x = 0.26; y = 0.12; w = 1.2 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1.2 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); }; class chkBx2c: RscCheckbox { idc = 2022; checked = 1; x = 0.31; y = 0.12; w = 1.2 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1.2 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); }; class chkBx2d: RscCheckbox { idc = 2032; checked = 1; x = 0.37; y = 0.12; w = 1.2 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1.2 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); }; class lbl3: RscText { idc = 1003; type = 0; style = 1; text = "Marqueurs de zone"; //--- ToDo: Localize; x = 0.04; y = 0.18; w = 0.07 * safezoneW; h = 0.015 * safezoneH; colorText[] = {1,1,1,1}; colorBackground[] = {-1,-1,-1,0}; sizeEx = 0.015 * safezoneH; }; class chkBx3: RscCheckbox { idc = 2003; checked = 1; x = 0.21; y = 0.17; w = 1.2 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1.2 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); }; class lbl4: RscText { idc = 1004; type = 0; style = 1; text = "Marqueurs autres"; //--- ToDo: Localize; x = 0.04; y = 0.23; w = 0.07 * safezoneW; h = 0.015 * safezoneH; colorText[] = {1,1,1,1}; colorBackground[] = {-1,-1,-1,0}; sizeEx = 0.015 * safezoneH; }; class chkBx4: RscCheckbox { idc = 2004; checked = 1; x = 0.21; y = 0.22; w = 1.2 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1.2 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); }; class lbl5: RscText { idc = 1005; type = 0; style = 1; text = "Tous les marqueurs joueurs"; //--- ToDo: Localize; x = 0.04; y = 0.315; w = 0.07 * safezoneW; h = 0.015 * safezoneH; colorText[] = {1,1,1,1}; colorBackground[] = {-1,-1,-1,0}; sizeEx = 0.015 * safezoneH; }; class chkBx5: RscCheckbox { idc = 2005; checked = 1; x = 0.21; y = 0.305; w = 1.2 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1.2 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); }; }; };
  15. tanin69

    LAMBS Improved Danger.fsm

    Thank you for your answer @nkenny But my explanation is not clear enough. Is it possible to desactivate LAMBS at the mission level, not at the group or unit level. In other terms, activate or desactivate LAMBS globally for an existing mission (with the mod active in the modset) ? LAMBS seems very very promising, but we can not take the chance to break our 200 + existing missions, with many of them heavily scripted on IA behavior.
  16. tanin69

    LAMBS Improved Danger.fsm

    Just a dummy question : is there a way to completly desactivate LAMB by mission settings ? In our community, we have a huge ammount of missions, most of them are heavily scripted and running LAMBS on them might produce unexpected results. But if we could activate LAMBS mission by mission, we would be able to build our new missions with LAMBS. Thanks a lot for your future answers 😁
  17. tanin69

    Rosche, Germany

    Hi here ! From your last post @Haggerty, it seems that you removed dependencies on MBG buildings, but dependencies on MBG buildings are listed on the first post. Do you confirm that there are no more dependencies with MBG buildings (and that the first post needs to be updated) ? Thank you for the great job !
  18. Thank you @.kju very useful
  19. Ok I will @.kju. I have to do extensive testing before.
  20. Dear @.kju, I've already posted sources in my previous post. And no, they are not "fantasy producer info". And yes, I know it's only far AI. And no, I have no intention to annoy you or anyone here. Well, from here now, I'm going to make a patch and test it intenslivly in our community. Cheers.
  21. This is precisely the problem : all values are the same, whereas those guns have really different ranges. That's OK for me. Of course. The consequence is that a Flak operated by an AI will not engage at a realistic distance. Shermans have the possibility to get close enough to shoot efficently at the Flak. Rommel, help me 😄 ! You are right. But tell me if I am wrong : maxRange is "hard" parameter that can't be "overriden" ? For example, I tried to force shoot over 1500 m. by scripting, with no effect. Am I right ? To be clear, I have no intention to "force" you to change this settings. It's just to be sure you consider (or not) this type of tuning interesting for the mod. We can patch this in our modset.
  22. Hello dear community, hello ifa3 lite team ! This post is about balancing range distances on tanks (Sherman and tiger at least) and artillery (pak 36 at least). These 4 assets share the same settings about their ranges : min/mid/maxRange, which far from historical realism (gun config in cfgWeapons). One example is a flak 36 not engaging a sherman under 1500 m. and the Sherman engaging at the same distance. Do you agree to set better parameters about these guns ? If the team is Ok, I can make a proposition about ranges for these guns and provide sources. About min/mid/maxRangeProbab, as I don't know how many times minute (or a second) the probabilty is calculated, I'm a poor help at the moment to make propositions. Two basic and safe corrections might be done : - in the "far" subclass increasing maxRange value to 2000 m. for all 88 guns - on the same item for sherman, decreasing maxRange value to 1000 m. I've collected historical data, mainly on the 88 flak gun. The 88 is also mounted on tiger 1. https://en.wikipedia.org/wiki/8.8_cm_Flak_18/36/37/41#Support_of_ground_troops http://lesffi.vraiforum.com/t1556-Canon-AA-Flak-8-8-cm-18-36-37-41-43-en-cour.htm (french) https://en.wikipedia.org/wiki/8.8_cm_KwK_36#Penetration_comparison http://mr-home.staff.shef.ac.uk/hobbies/ww2pen3.pdf So, that do you think about that, guys 😁?
  23. Thank you, snkman. I've completed the FAQ with your answer (see https://github.com/Arma-TCL-TypeX/TCL-TypeX-docs/wiki/FAQ#against-which-groups-will-tcl-will-be-used-) Guess i would be confused as well if i would not have made it myself... Well... Red = A.I. group leader. Yellow = None A.I. group leader. Green = A.I. group(s) which are using any specific A.I. group types e.g. A.I. Hold Group(s), A.I. Defend Group(s), A.I. Location Group(s) and so on... If A.I. unit(s) are in a vehicle: White = Driver Blue = Gunner This seems partially broken : - Many green units with no special order : they are in groups with no order at all, so they should be "TCL_Combat" behavior - Many blue units that are not driver neither in any vehicle : there is no vehicle in this mission.
  24. Yes, sure it is ! The script version doesn't use sound FX.
×