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Grester

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Everything posted by Grester

  1. The problem is that because unit01 does not exist the function "in thisList" returns no value and thus the condition final state is [TRUE + TRUE + ?] = ? Because of the blank it ends up not concluding wether the condition is true or not. Update: Found out this exists for trigger conditions, it solves the problem.
  2. Grester

    TASK FORCE RADIO broke

    I'd guess the person in question enabled speakers mode by acident.
  3. Hello, it's me again. For some reason turns out the "in thisList" method doesn't work in multiplayer as I had intended the mission to be aimed for. Atlhough I'd swear I used to have it working in multiplayer (perhaps I had only tested in single player) I can't recall the way I had done as I have no save from that "version". Given this unexpected issue I've come across and since setting trigger ownership doesn't work either, is there a way using sync to make this work? The original thread I mentioned one of the dudes mentions sync but so far the attempts I made to sync the trigger were unsuccessful. I've googled for information but the only thing I find is triggers syncing to waypoints not to units. Was the guy who mentioned it wrong? Update: I tested with a simpler standlone example and turns out "in thisList" actually works which means the error is somewhere else. Anyway, is there an alternative using sync? Update 2: Found the error, in the condition, because I'm refering to non existant units, the condition gets no return to "myUnit in thisList" and thus cannot conclude wether the condition is true or false, is there some kind of command that simply returns false otherwise or something?
  4. Yeah thisList has always worked. I ended up doing something like "(myUnit in this list || myUnit2 in this list)" so that it includes all group members. Should be bug, I've also had to manually create a description.ext to specify the author since the editor despite identifying the author in reality it doesn't show up.
  5. Thanks for the multiple ideas however unfortunately the best option of using the Set Owner link and setting any group member doesn't seem to work. The purpose of the trigger is so that a couple of AI joins the group of the person in the trigger. If the trigger is simply set to BLUFOR it works, however if I set it using the Any group member filter it doesnt. Using this option only works if it's group leader that enters the trigger which doesn't make much sense and defeats the purpose of the link. Update: I've been testing it setting to a group member as trigger owner and setting the trigger to activate to group leader and it still won't trigger to anyone besides the trigger owner.
  6. Yeah but I think Eden brought quite a few changes to the mechanics of things, I'm trying to group a unit to the trigger but no line is drawn or sign of grouping appears to be done. Am I supposed to group through code? UPDATE: Odd, although no line is drawn, History says I did a grouping, I'll debug see if it actually worked. UPDATE 2: I ended up using "NameOfUnit in thisList", just unfortunate I can't simplify with a group instead of each group member.
  7. I don't know what's the solution but I'd guess the problem is in "the condition that all units are inside it". First I think you need to be a bit more clear perhaps copy the code you have to fulfill that condition. I say this because I've so happen to have successfully landed an helicopter however without any conditions. However I must also say I've also already had helis not landing so I'm not entirely sure wether or not it's just AI free thinking or something conflicting with their behaviour.
  8. ... This game just sometimes pisses me off so much. I SWEAR I had tried that before and it had failed on me. However I went to try it again just cause and guess what, it binarized. ... Well thanks... Edit: Later on I had same problem I think I just realized what was the problem. I had the game running when binarizing, it doesn't always work. But yeah, it has to be in same .hpp file.
  9. Yes this is going to sound weird but I'm trying to create an inheritance from a class yet it's giving me the undefined base class error despite I have literally made the entire parent-child tree which isn't usually necessary. I'm not actually using a "base" class but one of BIS inherited classes but it should still work right? Any idea why this is giving me this error? I also have the necessary required addons defined so I'm clueless. //config.cpp (...) requiredAddons[] = {"A3_characters_f_beta","A3_characters_f","A3_Weapons_F","A3_Data_F"}; (...) class CfgVehicles { class Land; //These shouldn't be necessary class Man; //These shouldn't be necessary class CAManBase; //These shouldn't be necessary class SoldierWB; //These shouldn't be necessary class B_Soldier_base_F; //I wanted to inherit one of the sniper ones preferably B_sniper_f class B_Soldier_sniper_base_F; //Inheriting this one doesn't work either class B_sniper_F; #include "CfgUnits.hpp" }; (...) ///CfgUnits.hpp (...) class BOT_SNIP_Desert: B_sniper_F { //Undefined base class error here //overriden values //no subclasses used }; (...)
  10. Greetings. I've been for the last 4 hours hunting the possible problem to this clueless error. I did found some tips to check .rpf files which I did and found 2 missing ; but now the .rpf file is clean and it still gives me this error. I have created new items for the game and I've been trying to binarize the .pbo without success. I have the main config.cpp and then for each kind of equipments I have them separated through other .hpp . Does this mean the problem could be in any of the .hpp and not just the .cpp? I didn't want to flood the topic with code and make people read lines for me but I'm getting a bit desperate. Any tips to help spot the possible culprit easier? Edit: Sorry for posting on wrong subcategory. i meant addons editing.
  11. Thank you all, I've solved the problem in 5 mins. PBOProject was helpful enough to point out a couple of problems (one of them loose " }; "). At a certain point he did said "missing file" but after I've somehow sucessfully binazrized with addon builder Arma3 itself pointed out what was the problem and I was able to identify it. If such error happens again I'll know what to try. Thank you all again.
  12. I'll give a try with Mikero's Tools before going on to that. The commentary method has a drawback that some things aren't easy to comment and even those that I would comment if the .pbo still won't binarize the only information I'd get is that for example the problem isn't in the .hpp's which could help when posting the entire code here as a last resort.
  13. Yeah its what I did, all values are the same now.
  14. Without going to much off topic I'll give a bit of background on why such question... I'm working on a clothes mod that creates new uniforms, helmets,etc. The scripts weren't much optimized and were pretty much copy+paste based. Worked but if I wanted to change a value of a type of vest then I had to change them all. So I started adapting the scripts to be based on inheritance so that all I had to change for the childs were textures. However I started to face some issues of many values not being inherited, particularly stats of uniforms which could be perhaps answered with the fact that some stats are present in subclasses which weren't declared in the children. However my vests children don't have subclasses declared and have the correct stats so I'm not sure. As I was doing some research looking for answers I've stumbled upon Macros which seems to be a replacement for my inheritance based system since it just copycats the parent and all I have to do is input the values into the parameters. Thus my question, which should have I used in the first place? May have I miswritten the inheritances? Or perhaps a mix of both? I haven't fixed the problem yet as I was looking for an answer on the best aproach towards the problem. It seems that backpacks, vests and helmets are working correctly but I'm not entirely sure since uniforms stats and some subclasses variables are missing/generating errors. This also brings me doubts wether or not Units are correcly setup despite at first glance they seem to have inherited correctly. Below I'll leave an example of my classes. (For the sake of simplicity for now I'll just take a segment from my vests. If it's due necessary later on I could post segments from the Units/Uniforms files.) //Also authors don't seem to inherit properly. (...) class cfgWeapons { class VestItem; class Vest_Camo_Base: ItemCore { class ItemInfo; }; #include "cfgVest.hpp" }; (...) class VEST_TAC_Desert: Vest_Camo_Base { author = "Example"; //vehicleClass = myVest; side = TWest; scope = 2; displayName = "TacticalVest Desert"; picture = "\A3\characters_f\Data\UI\icon_v_tacvest_blk_ca.paa"; model = "A3\Characters_F\Common\equip_tacticalvest.p3d"; hiddenSelections[] = {"Camo"}; hiddenSelectionsMaterials[] = {"A3\Characters_F\Common\Data\tacticalvest.rvmat"}; hiddenSelectionsTextures[] = {"forces\tex\vest\deserttactical.paa"}; class ItemInfo: VestItem { class HitpointsProtectionInfo { class Chest { HitpointName = "HitChest"; armor = 8; PassThrough = 0.3; }; class Diaphragm { HitpointName = "HitDiaphragm"; armor = 8; PassThrough = 0.3; }; class Abdomen { hitpointName = "HitAbdomen"; armor = 8; passThrough = 0.3; }; class Body { hitpointName = "HitBody"; passThrough = 0.3; }; }; uniformModel = "A3\Characters_F\Common\equip_tacticalvest.p3d"; containerClass = "Supply120"; mass = 80; hiddenSelections[] = {"camo"}; }; }; class VEST_TAC_WoodlandA: VEST_TAC_Desert { author = "Example"; displayName = "TacticalVest Woodland-A"; hiddenSelectionsTextures[] = {"forces\tex\vest\woodlandtactical.paa"}; };
  15. I'm almost sure that there's information about this somewhere but so far I haven't been able to find it. I'll try to explain myself better what I'm looking for and perhaps someone could help me clarify what I might actualy need. Right now I'm making a items based mod that adds new clothes and it works perfectly. I have a single .pbo with the config.cpp that has the classes that add the new content to the game. However right now I wanted to add to that mod some game changing scripts that involve some kind of commands that don't seem to fit the .cpp/.hpp files. I'm not gonna try to guess what I need but here's the kind of command that I wanted to integrate in my mod: "player addEventHandler..." I've found similar commands like this in .sqf files from missions, however I don't want to design a script that only works for a single mission, I was looking for information on how to do something that integrates globally like ACE3. Perhaps I'm not entirely aware of the possibilities of a config.cpp file but right now I'm having touble finding information or I'm not sure what Im actually looking for. Perhaps create another .pbo just for these kind of scripts? I don't know... I'd be much apreciated and perhaps some other curious people in the future on how to integrate game changing behaviours or multiple kinds of content to a mod. UPDATE: I've been doing a bit more of research and found something about the init file that seems to be used to launch .sqf files. Could it work that way? UPDATE 2: As I was reverse engeneering a mod I found a couple interesting classes that might just answer my prayers. class DefaultEventhandlers; //gonna lookup in the wiki see what it actually does class CfgFunctions{ /* From what I've analized this class looks for .sqf files in the func folder. Each is then "initialized" by calling them. file name: @mod\func\fn_test.sqf */ class test{} UPDATE 3: Found it.
  16. Thanks for the heads up although I'm not sure if it is a relief. On the uniforms the parent/master uniform shows to have max armor (I don't know how it got that much but let's ignore that fact for now) and the inheritances don't. Also curiously it appears that my ghilliesuits inheritances have a subclass container issue which the game shows up as an error when selecting it on arsenal. I'll show a piece of code to clarify that. class UNIF_Desert: Uniform_Base { author = "Example"; scope = 2; displayName = "Uniforme Desert"; picture = "forces\tex\ui\desert.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_universal_F.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"forces\tex\ui\desert1.paa"}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "BOT_Desert"; containerClass = "Supply40"; mass = 40; hiddenSelections[] = {"Camo"}; }; }; class UNIF_SNIP_Desert: UNIF_Desert { author = "Example"; displayName = "Ghillie Desert"; picture = "forces\tex\ui\desertSniper.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_universal_F.p3d"; hiddenSelectionsTextures[] = {"forces\tex\ui\desert1Sniper.paa"}; class ItemInfo: UniformItem { uniformClass = "BOT_SNIP_Desert"; containerClass = "Supply30"; //If I don't specify the container it produces a error }; }; class UNIF_SNIP_WoodlandA: UNIF_SNIP_Desert { author = "Example"; displayName = "Ghillie Woodland-A"; picture = "alforces\tex\ui\woodlandSniper.paa"; hiddenSelectionsTextures[] = {"forces\tex\ui\woodland1Sniper.paa"}; class ItemInfo: UniformItem { uniformClass = "BOT_SNIP_WoodlandA"; containerClass = "Supply30"; //I need to specify container for every children }; }; If I don't explicitly specify the containerclass it produces a bland error. Could it be due to the fact it's named UniformItem as you said? BIS Wiki article about it actualy shows it entitled like that so not sure. Odd thing is, I do seem to remember it used to not produce such error which makes me wonder wether or not the Units could have a issue in them, thus not linking correctly. Also it only happens on the ghilies and I have to redefine the container for every ghilie children despite their parent be the ghilie not the regular uniform. UPDATE: Changing to ItemInfo all subclasses in all my classes helped a lot. Thanks!
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