BomosBoy
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Everything posted by BomosBoy
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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?
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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?
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Retexture Worn Combat Fatigues (Kerry)
BomosBoy posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I tried to find the texture of the Uniform U_I_G_Story_Protagonist_F but there is only a link to the Guerillia Outfit (i think it was called ig_guerrilla5_1). The problem is that if i try to setObjectTexture on the uniform the shirt changes the pants not. I think its because the uniform is merged from the Guerrillia one and the standard MTP Uniform. Is there a way to skin the whole uniform? The same problem exists with the Survival Fatigues but there you can onyl skin the pants. -
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.
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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.
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_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;
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How to check if the Action Menu is open / shown?
BomosBoy posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
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? -
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?
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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?
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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"
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setFace but no getFace?
BomosBoy replied to BomosBoy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
*facepalm* sometimes its so easy.... But BI should consider a standard way of naming functions like get and set ^^ -
Possible Inventory Menu like in Dayz (3d Character)
BomosBoy posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
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! -
Possible Inventory Menu like in Dayz (3d Character)
BomosBoy replied to BomosBoy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Good to know! Mh, iam running out of ideas.... Currently i try to use different cameras but i have no working solution. -
Possible Inventory Menu like in Dayz (3d Character)
BomosBoy replied to BomosBoy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
Head/Face like in Player Profile Menu
BomosBoy posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
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)"; }; -
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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onPlayerKilled and onPlayerRespawn parameters
BomosBoy posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have a short question: Do i need to use the parameters from onPlayerKilled(<oldUnit>, <killer>) or onPlayerRespawn(<newUnit>, <oldUnit)? Because i simply can use <player> cause its the same as the killed unit.... Example. _oldUnit = _this select 0; //1. _oldUnit setVariable["blub", true]; //2. player setVariable["blub", true]; //3. blub = true; Whats the difference if i use this on the same unit (player == _oldUnit)? -
animation from apex Campaign
BomosBoy replied to AdirB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Here are all animations for hostages (next time just search in the animation viewer, its pretty easy): Acts_AidlPsitMstpSsurWnonDnon01 Acts_AidlPsitMstpSsurWnonDnon02 Acts_AidlPsitMstpSsurWnonDnon03 Acts_AidlPsitMstpSsurWnonDnon04 Acts_AidlPsitMstpSsurWnonDnon05 Acts_AidlPsitMstpSsurWnonDnon_out <- Thats the one youre searching... -
extDB (arma3 extension linux/windows)
BomosBoy replied to torndeco's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is it possible to setup extDB3 in the eden editor? cause when i try to get the version with "extDB3" callExtension "9:VERSION" i only get an "" as result.... Also i want to ask if its better to have the sql database scripts in the mission (for all) or in an extra mod / addon only for the server? -
Arma 3: Community wishes & ideas- NO DISCUSSION
BomosBoy replied to Maio's topic in ARMA 3 - GENERAL
I made a wishlist of things that would be make apex better in my opition. Vehicles: 1. wooden boat for syndikat 2. mercedes benz g-wagon car for ctrg (green for jungle and black) Props: 1. furniture for syndikat outposts like a small safe, rusty tables, etc 2. more civilian furniture like chairs, tables, ... Equipment: 1. All still "hidden" uniforms should be equipable 2. rusty old diving suit for syndikat 3. Gasmasks, (more headgear) 4. Flashbangs, Teargas grenades 5. complete remodelling of the old uniforms and vests cause they dont fit compared to the new ones 6. jungle vest for CTRG and a sec vest for gendarmerie -
This uniform is made with love..... Will we get jungle textures of the survival clothes, Worn Combat Fatigues (Kerry), ....?
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Disappointed with lack of Interactability on Tanoa
BomosBoy replied to daveallen10's topic in ARMA 3 - GENERAL
+1 Also (i cant stop complaining about it) the skyscrapers looking just awful, especially the blue one. The windows are not destoryable and the hole building makes no sense because you cant enter a single room and it dosnt look realistic as the white/red skyscraper cause the windows are just a texture with a reflecting shader. Its not fitting in the cites... -
I have 3 questions about the rscObject / CT_OBJECT: 1. How i can enable/disable the moving of the Object with the mouse? 2. Which variable sets the position on the screen? (i need my object on the top right corner) 3. Can i set the Texture of the Object afterwards? (for example a weapon with a new skin) Thats my code and i never worked with ui objects before... class Test { idc = 5004; type = 82; enableZoom = 0; zoomDuration = 0.001; inBack = 1; model="\A3\Structures_F\Items\Food\Can_V3_F.p3d"; direction[]={0,0.5,0.5}; up[]={0,1,0}; scale="0.47 * 0.875 * (SafeZoneW Min SafeZoneH)"; xBack = 0.5; yBack = 0.5; zBack = 1.2; x = 0.5; y = 0.5; z = 0.2; };
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RscObject / CT_OBJECT questions
BomosBoy replied to BomosBoy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yea thank you! The problem is that i tired to add some vehicles as objects but they (like you said) have only the base texture (offroad is red everytime). I wanted to create my loadout menu with a weapon preview but i think thats not working if i cant change the texture..... EDIT: I added onObjectMoved = "(_this select 0) ctrlEnable false" to deactivate the moving of the object / mouse. -
But can i expect that it might be fixed? Or is that nearly impossible?