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BomosBoy

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Posts posted by BomosBoy


  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. 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.


  3. 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?


  4. 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?


  5. 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)";
    		};
    

  6. 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...


  7. 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.
     


  8. 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)?


  9. 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...


  10. 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


  11. Of course, but at least with enter-able buildings the gameplay would have been better, so more people would be spending time playing and less spending time complaining. So while not perfect, it would make the situation better :)

     

    Does Tanoa actually perform better than Altis? For some reason, I highly doubt it.

    It seems more like a manpower issue (as stated by BIS) than performance, at least in most cases. They specifically said that they make buildings non-entrable so that they don't feel like they have interiors missing, which really is just making things worse than they were on Altis.

    +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...


  12. 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.

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