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Everything posted by commy2
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So Version 1.58 added "displayParent" which complements "ctrlParent" nicely. I suggest also adding a "displayClassName" which would report the class name of a display. That is currently not possible unfortunately. There is a variant for controls though: https://community.bistudio.com/wiki/ctrlClassName
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ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
What error -
1.58 - diag_codePerformance reports always [0,1] in MP. This also means that the "check code performance" button in the debug console is not usable in MP anymore. - using this code via debug console: systemChat str [diag_codePerformance [{a = a + 1;}, 0, 10000]]; reports [<null>]. (this one also applies to single player - addMissionEventHandler "PlayerConnected" does not work unless the old onPlayerConnected SQF command was executed once in the mission. This includes BIS_fnc_addStackedEventHandler
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Disable the team speak spam protection.
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ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
RPT or we can't help. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You may have noticed that the inventory system is completely different in Arma 3. Even after 2 years there are not enough scripting commands to implement this feature in a Arma 3 friendly way. There is a link to a feature request in my signature. It's on the dead feedback tracker ... -
The diag_codePerformance command allows you to specify how many loops should be tested I guess. This behaviour should probably be documented. Ideally the command should also show an error message instead of just failing silently. I know it's just a debug command, but silently failing commands is probably one of the worst things about SQF.
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There is a bug with the "diag_codePerformance" command, which causes it to be unusable in the debug console. If you enter: systemChat str diag_codePerformance [{systemChat "test"}, nil, 1000]; and press "local exec", nothing happens. No chat messages are displayed. You have to modify the code to: 0 spawn { systemChat str diag_codePerformance [{systemChat "test"}, nil, 1000]; }; for it to display anything. I thought that maybe the command is not supposed to work in unscheduled environment, but it does seem to work without issues in the four watch fields. This can't be the reason, because those show: canSuspend -> false After testing I found out that you can't stack two diag_codePerformance inside each other: 0 spawn { diag_codePerformance [{ systemChat str diag_codePerformance [{systemChat "test"}, nil, 1000]; systemChat "test test"; }, nil, 1]; }; as this only displays "test test" in the chat, but no result of the inner diag_codePerformance command or the "test" s from inside that. Seems like the upper field in the debug console uses diag_codePerformance internally - or at least something similar - and this bug prevents it from showing anything. Version: 1.58.135276 (RC)
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ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
http://ace3mod.com/wiki/user/how-to-report-an-issue.html -
The weapon model has to support bipods. There have to be "bipod" etc. memory points in the p3d.
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Tweaked: The PlayerDisconnected mission Event Handler is now called even when the OnPlayerDisconnected command is not usedI'm having the exact same problem with PlayerConnected. It does not fire unless the onPlayerConnected CODE SQF command was used once. I guess that's on the TODO list?
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ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You can figure that one out yourself ;) -
ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Exactly. And nearEntities skips units inside vehicles, so you can't do that reliably. -
That's true. But even your example would error with the arguments I provided, because you would have to check the type of _x before using to lower. It also looks god awful compared to a dedicated command for such a basic functionality. With your method the game would have to iterate through the array twice!
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My suggestion would be adding unary alternative syntaxes to the usually binary commands "in" and "find". Those would be case insensitve. Example: find ["a", ["A", player, "123"]] -> 0 in ["a", ["A", player, "123"]] -> true Making unary variants of binary commands has been done before. E.g.: https://community.bistudio.com/wiki/createVehicle
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It is not, because it's completely missing the point! I'm talking about <ARRAY> find <STRING> and <STRING> in <ARRAY>. Just spawn yourself as "B_officer_F" and enter this in debug console: (primaryWeaponItems player select 2) in getArray (configFile >> "CfgWeapons" >> primaryWeapon player >> "WeaponSlotsInfo" >> "CowsSlot" >> "compatibleItems") -> false // ! primaryWeaponItems player select 2 -> "optic_Aco" getArray (configFile >> "CfgWeapons" >> primaryWeapon player >> "WeaponSlotsInfo" >> "CowsSlot" >> "compatibleItems") -> [..., "optic_aco", ...] The class is named "optic_Aco" in CfgWeapons, but in "compatibleItems" of almost all weapons it's called "optic_aco". The CSAT variant on the other hand is named "optic_ACO_grn" everywhere it seems. At least in the stock equippment. There is a 30 ~ 40 items long list of weapons where the magazine has a different capitalizaion too. It's on the feedback tracker, so unfortunately inaccessible currently.
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Can we get case insensitive variants for "in" and "find" please? The configs are all over the place with the capitalization of magazines and attachments, even on the vanilla weapons.
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ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
{ if (side group _x == east) then { _x setDamage 1; }; } forEach allUnits I think you were using the "entities" or "allMissionObjects" commands, which are buged and don't return units inside vehicles. -
bwa3_comp_ace.pbo is required to be moved inside the addons folder when playing with ACE. bwa3_enablePiPOptics ... well, it enables the PiP versions of the ZO4x30 and Shortdot optics.
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Intercept: A library for writing Arma Addons in native C++
commy2 replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Welp, time to learn C++- 52 replies
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ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It's a false positive. Use https://www.virustotal.com/ -
ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Arma 1.56 broke nested array serialization. Any sufficiently large and deep enough nested array will crash the game when loading a save. The interaction module stores all object class names in an associative array in the mission namespace. Every class name that exists with at least one object in the mission has the full precompiled interaction tree assigned in that array. (technically there are two, one for self actions, one for interactions). This is needed to make the menu as fast as possible, as compiles during the mission would severly slow down gameplay when using the interaction menu. In CBA v2.3.0 I introduced a previously known possibility to create virtually infinite pseudo namespaces using dummy locations as containers. Using that method severly reduces the array size, because it cuts off the first dimension of it. Instead of storing all class names in a single array, there would exist one "location" with one array for every class name. The class name would be the namespaces key and the interaction tree of that class one value. CBA pseudo namespaces were implemented for the interaction menu in this commit: https://github.com/acemod/ACE3/commit/6a58af5b33b86cde97480b20b49fa7520db5a0deand will be part of ACE 3.5.1 soon TM. This slightly reduces the lookup times for all mission namespace variables. Apparently this also fixes these crashes, as I and everyone else that tested the commit so far no longer can reproduce them with it, while they are 100% reproducable without that commit. The exact cause for the crashes are unknown though. The underlying issue is not fixed, which means that any mission (even without any mods) could potentially still crash. The interaction menu is most likely the largest array to be used in ACE though. -
CBA - Community Base Addons - ARMA 3
commy2 replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I don't think anything in CBA really needs 1.56. This line could be easily replaced with something that works in 1.54. Are there any other issues? RPT would be nice. -
CBA - Community Base Addons - ARMA 3
commy2 replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Edit: Are you using the Linux version? -
CBA - Community Base Addons - ARMA 3
commy2 replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sorry, but what are you trying to say?