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Leopard20

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Everything posted by Leopard20

  1. Disable Auto-Medic. It still remains active when you're unconscious.
  2. You're checking the line intersection under the terrain. Those commands use ASL height, not AGL or whatever it is you're using.
  3. Hi. No, it's not abandoned. I explained what I'm doing rn in a few posts above. If I ever abandon it I'll announce it here.
  4. Hi The movement command is the same as vanilla, so no. I don't plan to add new features to this mod anymore, so I don't think so.
  5. Then I can safely say it's not related to my mod. There's nothing in my mod that would be triggered by this: (...I entered the AO with them and combat started...) I don't think it's C2 either. But it sounds very much like it could be triggered by LAMB's danger.fsm or something similar (since that mod also "activates" when you enter combat). Or maybe it's a mission bug... Also what I said before (using commands before and after dismissing) is no longer an issue. Seems like I've fixed that a long time ago with previous updates. So I recommend that you try without any mods at first to make sure it's not a mission bug. Then only load my mod + CBA. If you still experience the issue let me know (I very much doubt there will be tho)
  6. I guess you might've used a command where I store units into variables for later processing, such as follow my stance or fire on my shot? If you apply those before dismissing units and then "undo" them after dismissing I think this can happen... I will take a quick look to see if my guess is correct. Anyway I still need more details.
  7. Leopard20

    Advanced Developer Tools

    Thanks. Nope, no dependencies for mission editing. But if you play the mission and save the game, I think you'll need the mod to be able to load the scenario. Not 100% sure tho.
  8. Leopard20

    Advanced Developer Tools

    Update: # Added: * Saved Scripts: When you save a script using Ctrl+S it is saved into the Saved Scripts window. You can open the window using the Ctrl+Shift+H shortcut, or select it from the File menu. Saves are permanent and have no count limit, unlike Execution History. You have to delete them manually from the Saved Scripts window if you don't need them. Note that Saved Scripts must have unique names (tab name). If a duplicate saved script already exists, you'll be asked whether to overwrite it. # Fixed: * Function Viewer sometimes opened the wrong "last viewed function" * Reverse text selection in function viewer and exec history was broken. * Error when hitting enter when a Warning window was open. * When the last character in the text was a linebreak, the last line didn't have a line number in console, function viewer, etc. * Race condition in console, which could cause all tabs to be lost if the first time it opened was using the magic word. * Magic word couldn't be changed in settings # Improved: * Reduced saved tab size in profile namespace * To improve performance, the Properties listbox in config viewer can no longer be scrolled horizontally (there was no need anyway, because you can just use the data viewer). Previously it would get very slow if you visited a class with a lot of properties (e.g. radio protocol words), since Arma renders the whole thing, even the part that's out of view... * Console performance is slightly improved
  9. I'm not sure you guys even noticed this, but your mod adds 150+ active (looped) scripts to the scheduler, all execVMed...oof
  10. Leopard20

    Advanced Developer Tools

    I was gonna add a feature for disabling bracket auto completion but looks like I already have. For now you can simply disable this feature until I find a solution for the non-English keyboard bugs.
  11. I have posted some development updates, but they're irrelevant now, since I have scrapped most of the old design decisions due to issues during testing (I have already revised many stuff during development) Currently trying a new approach. If this fails to meet my requirements again then I'll have to cancel this project, because there's no better way left to do this anymore. But so far everything is good. Simply put, the biggest obstacle during the development has been performance issues. I used to make accuracy sacrifices in favor of performance and hope for the best, but those accuracy sacrifices have always caused problems here and there. The primary performance bottleneck is SQF, Arma's scripting engine. It's the only way of "communicating" with the game, and it only runs on the main game thread, which already has so much to do. Previously everything in the mod was being done in SQF. This time, I'm trying to make the mod as independent of SQF as I can. So I take all the information I need from the game and cache them in disk/memory (those cached to disk are "one time constant caches", such as terrain info, etc.), and use them in my own "engine", which runs on its own thread(s). So Arma will simply be in charge of "displaying" the results (AI movement, animation, shooting, etc.), while the heavy calculations (path finding, finding cover, group coordination, and other "AI brain" stuff) are being made elsewhere. With this approach I won't have to make any compromises anymore, since Arma is running on its own thread and its performance will not be impacted as much as before. Of course, this approach has its own challenges. So we have to wait and see how it'll turn out. But I have thought out almost everything, and I'm 90% certain that this time it'll be a success. And so far it has been going according to plan.
  12. Leopard20

    Advanced Developer Tools

    Yeah lots of keybinding stuff are broken with non-English input methods. I'm assuming you're using German keyboard? (close bracket is shift+9?) I override the input using the KeyDown EH and I just use the English DIK codes. I suppose I could combine it with the onChar EH to actually detect the inserted character...? 🤔 For now I've added a warning about this issue in the description.
  13. Leopard20

    Advanced Developer Tools

    Update: https://steamcommunity.com/sharedfiles/filedetails/?id=2369477168 # Added: * Modded keybinding: Allows you to open the console everywhere you want, even in the main menu! Visit Game Controls > Advanced Developer Tools to set the shortcut (note: the previous shortcut setting under Preferences is now deprecated) * Ability to copy config search results, as an array of config paths # Improved: The watch window can now be moved freely, and its position is remembered during the current game session. To undock the watch window, drag its top black border. # Fixed: * German localization fixes and improvements (thanks to y0014984, https://github.com/y0014984) * The regex extension now uses boost::regex for regex verification (which is what Arma uses) instead of std::regex, which was buggy. * 1 letter search couldn't be performed (due to a game issue with the "trim" command) * Some minor bug fixes
  14. BTW had you reported it before? I don't recall anyone telling me about this until a couple of days ago... 🤔 Anyway, if anyone knows of any more annoying bugs please let me know. I'll try to fix them this weekend.
  15. Update: * Fixed: Units disappearing from vehicles after save (due to a game bug, which didn't save those units into the file for some reason)
  16. Leopard20

    [HELP] Texture Script

    I know. They asked this question in Discord and put the pink here. I didn't even notice it was A2 until they pointed it out themselves.
  17. Leopard20

    [HELP] Texture Script

    Remove the \ at the start of the texture path If it doesn't help use: getMissionPath "Images\Camoflague\WL_HEX.paa"
  18. Update: * Added SQF bytecode to almost all functions, which improves performance (faster game launch + faster code execution) * Fixed an infinite loop that caused some functions, like Become Leader On Team Switch, to never work. This bug has been there since I made the mod and I'm surprised no one ever reported it until yesterday...
  19. Leopard20

    Advanced Developer Tools

    Update: https://steamcommunity.com/sharedfiles/filedetails/?id=2369477168 # Added: * The max search depth can now be specified in Config Search * Passive Config Scan: Scans the config as you scroll (only small classes with fewer than 1000 entries are scanned). This feature can be disabled in settings * Inherited config properties can now be distinguished in one of two ways: indenting or "dimming" their color, which can be set in settings. * Inherited config classes can now be distinguished by dimming their color. This feature can be disabled in settings. * Shortcut for Hierarchy Viewer: Ctrl+H # Improved: * Data Viewer has a better auto detection algorithm now * Hierarchy Viewer can now be opened in multiple windows, and is resizeable. # Fixed: * Some "calling" commands, such as waitUntil, where missing and IntelliSys showed invalid errors. * Fixed a preprocessor bug with #defines (incorrect parsing) * Fixed incorrect hierarchy order in Hierarchy Viewer * Error when selecting a mod in Addon Tree View
  20. Leopard20

    Advanced Developer Tools

    BTW, I tested it on the latest dev branch. If you encountered that on the Stable branch it may have been a game issue that's been fixed already.
  21. Sadly it's not possible. There's no way to change the vanilla AI path. I might make a lite version of Super AI, if possible.
  22. Leopard20

    Advanced Developer Tools

    Thanks. There's no need. The PDF will do for now. I might make a series of SQF Tutorial videos next year if I can find the time, and if I do I'll be using this mod and will introduce its features.
  23. It's mostly for player's squad. But it's possible to activate it for more squads (friendly or enemy) as well. But you probably won't be able to activate it for more than 2-3 squads at once before performance degrades, due to more CPU usage than vanilla AI. I'm still not done with the C++ port, so not sure about the exact performance.
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