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BomosBoy

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About BomosBoy

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  1. I have a short question: Is there a new simpler way to use arrays with multiple values in preprocessor commands? The old way was: #define COMMA , #define EXAMPLE(farg,sarg) EXAMPLE2(farg, sarg) EXAMPLE("foo", ["bar" COMMA "othervalue"]); I would like to find a way to use the normal syntax with just EXAMPLE("foo", ["bar", "othervalue"]);. Is it possible with some tricks maby?
  2. After the last Update (?) i noticed exreme fps drops when i activate my map overlay. Its just a minimap (like in gta) with additional information. But when I show it, my fps are going from 60 - 65 to 10 (sometimes 2). Has BI changed the map behaviour or do i have overlooked something else?
  3. BomosBoy

    onLoad Bug?

    FIXED: lbCurSel (_display displayCtrl 5000); Works now. _index = lbCurSel 101; Does not work (for me). So use Example 2 in the wiki if you have the same problem.
  4. BomosBoy

    onLoad Bug?

    _display is just a variable for the _this select 0 in the display onLoad function. So the full "function" looks like onLoad = "[_this select 0] call SUPERTAG_fnc_SUPERFUNC"; //SUPERTAG_fnc_SUPERFUNC disableSerialization; _display = _this select 0;
  5. If you call a function with onLoad in the dialog display you cant use lbSetCurSel. I discovered this today and iam not sure if its a bug or if i missed something. Example: /* Dialog */ class ExampleDialog { onLoad = "[] call SUPERTAG_fnc_SUPERFUNC"; //... class ComboBox : RscCombo { idc = 5000; x = 0.35 * safezoneW + safezoneX; y = 0.849 * safezoneH + safezoneY; w = 0.3 * safezoneW; h = 0.02 * safezoneH; onLBSelChanged = "[] call SUPERCOMBO_fnc_COMBO"; }; }; /* Function SUPERTAG_fnc_SUPERFUNC */ //Adding elements to ComboBox //... (_display displayCtrl 5000) lbSetCurSel 0; /* Function SUPERCOMBO_fnc_COMBO */ //... _index = lbCurSel 5000; //INDEX ALWAYS RETURNS -1 My Problem is that i fill the combobox with elements with the onLoad function. Normaly if you use lbSetCurSel it automaticly fires a onLBSelChanged event. But this time lbCurSel always returns -1. So i cant set the cursor selection with lbSetCurSel in onLoad. Maby someone can help me.
  6. I tried to make a custom addAction Menu with the setUserActionText function. My problem is that i want to change it when Action Menu pops up or the window / text in the middle of the screen is shown. inGameUISetEventHandler only has PrevAction, NextAction or Action. But it only fires when the Mouse Wheel is pressed. Is there a way (maby with the action dialog but i dont know the display idd) to check if the Action Menu is open?
  7. I just tried to calculate the mass of the player without the weapon. But there is something strange happening if i do that. Example: 1. only "hgun_Pistol_heavy_01_F" (no clothing etc) -> loadAbs = 30 2. only "U_I_C_Soldier_Bandit_1_F" (no weapons etc) -> loadAbs = 30 3. only "U_I_C_Soldier_Bandit_1_F" and ".45 ACP 11Rnd Mag" -> loadAbs = 37 So the result (loadAbs - clothing) is 37 - 30 = 7 = Magazine Mass (in the cfgMagazines its the same number, everything seems right) Now the BUG: 4. only "hgun_Pistol_heavy_01_F" WITH ".45 ACP 11Rnd Mag" loaded (no clothing etc) -> loadAbs = 44 (loadAbs - weapon) 44 - 30 = 14 but the Magazine only has a mass of 7 How is that possible or do i have something wrong? Maby a dev could help? EDIT: It looks like every Magazine which is loaded in the weapon has a mass of mass*2. Is that intended?
  8. Is it possible to remove a addAction after fading out? My structure: addAction calls a script -> script removes first Action and adds new Actions -> when they fading out or are just closed by pressing backspace then the first Action should be added again. I dont want to use a timer, etc. Has someone an idea or is there a eventhandler for handling such case?
  9. BomosBoy

    setFace but no getFace?

    *facepalm* sometimes its so easy.... But BI should consider a standard way of naming functions like get and set ^^
  10. Just a short question i hope: You can set the face of the character with setFace but i'd like to get the current face. Is there a possible way? If not is it at least possible to get the config name of the current face? e.g "AfricanHead_02"
  11. Good to know! Mh, iam running out of ideas.... Currently i try to use different cameras but i have no working solution.
  12. If possible i want it to be in the ui ( cause i draw something behind the character). I thought you can use a new camera thats positioned in front of the player and renders only the character.
  13. Is it possible to code a menu like in DayZ where you have a 3d Model of the Character in the middle? Because I tried to use CT_OBJECT but it cant show the character because it can only show clean p3d models. Are there other options? I thought its (maby) possible to render the character without the terrain on a different camera. Thanks for help!
  14. The post (from 2013: https://forums.bistudio.com/topic/145140-help-with-ct-object/) was the only thing i found to my problem but it has no solution. So i want to ask again. I have searched through many many source scripts from BI. But the only references i found are: 1) ui_f config.hpp RscDisplayLogin 2) ui_f/scripts/gui RscDisplayLogin.sqf But in none of these scripts included a reference to scripts, which for example, change the texture, etc of a selected head/face. Not even the controls of config.hpp have a onButtonClick / Action script. Has someone an idea how to create a simple head and change the texture or the head itself via script? (Like in the Player Profile Menu) Here are the code snippets of the config.hpp: class objects { class Head: RscObject { model="\A3\ui_f\objects\face_preview"; modelWoman="\A3\ui_f\objects\face_preview"; idc=109; type=80; x="35 * ( ((safezoneW / safezoneH) min 1.2) / 40) + (safezoneX + (safezoneW - ((safezoneW / safezoneH) min 1.2))/2)"; y="7 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY + (safezoneH - ( ((safezoneW / safezoneH) min 1.2) / 1.2))/2)"; z=0.28; xBack=0.75; yBack=0.89999998; zBack=0.25; scale=0.20999999; direction[]={0,0,1}; up[]={0,1,0}; faceType="Man_A3"; selectionLBrow="lBrow"; selectionMBrow="mBrow"; selectionRBrow="rBrow"; selectionLMouth="lMouth"; selectionMMouth="mMouth"; selectionRMouth="rMouth"; selectionEyelid="eyelids"; selectionLip="LLip"; boneHead="head"; boneLEye="l_eye"; boneREye="r_eye"; boneLEyelidUp="eye_upl"; boneREyelidUp="eye_upr"; boneLEyelidDown="eye_lwl"; boneREyelidDown="eye_lwr"; boneLPupil="l_pupila"; boneRPupil="r_pupila"; selectionPersonality="personality"; selectionGlasses="eyelids"; }; }; and class CA_FaceValue: RscCombo { idc=106; rows=3; x="22 * ( ((safezoneW / safezoneH) min 1.2) / 40) + (safezoneX + (safezoneW - ((safezoneW / safezoneH) min 1.2))/2)"; y="4 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY + (safezoneH - ( ((safezoneW / safezoneH) min 1.2) / 1.2))/2)"; w="9 * ( ((safezoneW / safezoneH) min 1.2) / 40)"; h="1 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)"; };
  15. I dont know how to reproduce the bug but today was the third time that arma 3 3den editor deleted my whole mission.sqm (not the scripts etc). I think its happening because i was pressing some keys while i was in the ingame exit menu. (not sure) Its quite annoying cause you cant restore the things in the editor history. If a mission is gone its completly gone :/ I made some backups but this time work of 3 hours in mapping is gone .... Maby someone else has the same bug and knows how to reproduce it...
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