ColonelKernel
Member-
Content Count
74 -
Joined
-
Last visited
-
Medals
Everything posted by ColonelKernel
-
Hi. How can I make vehicles face a particular direction? (similar to how you order your units to face a direction, so that the vehicle does it willingly!)
-
Limit the number of characters in a string
ColonelKernel posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi. Is it possible to limit the number of characters in a string variable? For example, let's say I use "typeOf" to get the name of a vehicle. How can I display the first five characters of its name? -
Hi. How can I add requiredAddons to a mod? I know it should be added to the config.bin (or .cpp) and I know the structure should be something like this: class CfgPatches { class My_Mod { units[] = { }; weapons[] = { }; requiredAddons[] = {"CBA_Extended_EventHandlers"}; version = "0.993"; versionStr = "0.993"; versionDesc= "My Mod"; versionAr[] = {1,0,0}; author[] = {"Me"}; }; }; But I don't know where you get the name of the required mod from. For example, in the above code I don't know where the name "CBA_Extended_EventHandlers" comes from. (I know what it is though!) Can someone please explain it to me?
- 8 replies
-
- requiredaddons
- mod
-
(and 1 more)
Tagged with:
-
Hi. How can I patch a mod? To be more specific, here's what I want to do: Let's say I have a mod identified by: class CfgPatches { class My_mod { units[] = { }; weapons[] = { }; requiredAddons[] = {"CBA_Extended_EventHandlers"}; version = "0.993"; versionStr = "0.993"; versionDesc= "My mod"; versionAr[] = {1,0,0}; author[] = {"Me"}; }; }; All scripts are in the main mod folder (for example, \My_mod\...) Now I want to patch this mod by altering some scripts and adding a few more scripts to the mod folder. Is it possible to use the same class for this patch as well (i.e My_mod)? Should I change the name of the patch folder? ( \My_mod\ ) Should the script I want to "patch" (i.e fix) have the same name as the script in the original mod? I'd appreciate any help with this.
-
Patching another mod
ColonelKernel replied to ColonelKernel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you for you answer @crazy538. I've been studying other addons configs to see how they've done it. For example, this is taken from CBA: class CfgFunctions { class CBA { class Config { class getConfigEntry { file = "\x\cba\addons\common\fnc_getConfigEntry.sqf"; recompile = 0; }; class getObjectConfig { file = "\x\cba\addons\common\fnc_getObjectConfig.sqf"; recompile = 0; }; . . . There are a few things I don't understand: 1. Let's say I add a function (in my patch mod) like this: class CfgFunctions { class My_patch { class mysqfPatch { file = "\my_patch\mysqf.sqf"; recompile = 0; }; where mysqf.sqf is the same file as the one used in the original mod that I want to patch now. What I don't understand is what should I do with this now?! If it's a function, it needs to be called right? If so, how do I do it? 2. Should I add any cfgFunctions to my original mod? 3. Should all classes have different names? For example, in the above code should I add another class with a different name for another script (e.g adding a class named "mysqf1Patch" for a file named "mysqf1.sqf") or can I stick with mysqfPatch? 4. In the example code from CBA, how does that folder structure work exactly? (/x/cba/addons/...) 5. Should I add "recompile = 0" or not? Should the assigned value be 0 or can it be something else? Sorry for all these questions. I'm new to modding. -
Adding requiredAddons to a mod
ColonelKernel replied to ColonelKernel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you- 8 replies
-
- requiredaddons
- mod
-
(and 1 more)
Tagged with:
-
Soldier Tracker ( Map and GPS Icons )
ColonelKernel replied to fn_Quiksilver's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok. No problem. What about that other question I asked you about in PM? -
@Robalo I think you've reduced AI accuracy way too much. They can't even kill a target at 50 meters! (just place a player and an enemy autorifleman in the editor facing away from you, then simply fire near his positions and watch him as he just wastes his ammo on the ground!). And I don't even use the config! (skill 0.9, accuracy 0.4) Their accuracy setting was perfect in the last version IMO. Also, they run away a lot, don't make proper use of cover (not sure if these two are caused by the update) and their aiming speed seems to be super low sometimes. Also they don't fire as much as before (again not sure if caused by update). Edit: I just applied your fix for XEH preinit to the older version (1.1.3) and it's gotten friggin' awesome! (except for the fact that I can't use it in MP anymore!)
-
This is exactly what I do, but like I said as soon as I shoot the order resets to open fire. Thanks. BTW, nice job with that fix. The issue is gone now!
-
By the way @Robalo, have you fixed the EH issue when you use fire on my lead? The EH doesn't get removed so when you command the AI to hold fire (using the game commands, not your mod), as soon as you shoot the command changes to open fire!
-
Strange, I've been using this mod for a couple of months now and I've seen them use grenades only two times (one of those times was quite great though, I was taking cover in a building and as I was trying to sneak out I saw a grenade landing next to me!)
-
Thanks. Can't wait for the new version!
-
Hi. I've encountered some problems with AI distinguishing friendlies from enemies. For example, I tried a mission "Information Embargo" on Steam Workshop. At some point in the mission there's an informant among CSAT forces who is on their side but suddenly the CSAT start shooting at him! Or in the campain mission "Drawdown 2035" the AAF soldiers at the checkpoint start firing at the truck you drive! I also encountered a similar issue in a mission in "Resist" campaign. Can you please fix this issue?
-
Hi. Is anyone else getting the sound bug when you heal yourself at a medical truck? (the patching sound keeps playing repeatedly)
-
Make unit move after commanding them to stop
ColonelKernel replied to ColonelKernel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Maybe the orders you issue in the game are of higher level of command. -
Make unit move after commanding them to stop
ColonelKernel posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi. How can I make a unit that is stopped by my command start moving again? I know you can do it using moveTo but I want to use doMove. -
Make unit move after commanding them to stop
ColonelKernel replied to ColonelKernel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The only solution I know for units not moving is to use moveTo. Though I'm sure I used that trick I said earlier (making units joinSilent a temp group and then rejoin them) and it used to work for doMove (in an earlier version of ARMA). I don't know, maybe they changed something about the engine, or maybe I'm just imagining things! -
Make unit move after commanding them to stop
ColonelKernel replied to ColonelKernel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, but I've tried that too. Also, since I want this for a mod I'm making, and it requires units to move a lot, I don't want the player to talk too much. -
Make unit move after commanding them to stop
ColonelKernel replied to ColonelKernel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That's weird. Why doesn't it work for me? I'm pretty sure my "slot" is clean! (like I said it's more of a hit and miss for me, I'm sure it used to work a while back) BTW, you're a Make Arma Not War finalist? Respect bro! What did you create? -
Make unit move after commanding them to stop
ColonelKernel replied to ColonelKernel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've already tried that but it doesn't work. doFollow only works when you have used doStop to stop them, if you command them (in-game, not via script) to stop it doesn't work. In fact, if you command them to do anything, like change their stance, then scripts can't negate that order, or at least I don't know how to do it. (there's one thing where you make them joinSilent another group, then make them joinSilent your squad but it's a bit of a hit-and-miss method) Anyway, I wanted to use doMove because I needed to use unitReady in a while loop. Now I know there's an equivalent for moveTo: moveToCompleted. Still, if anyone knows how to fix the issue with doMove it would be a lot better. -
onMouseEnter and onMouseExit don't work
ColonelKernel replied to Instynct's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Muzzleflash is right. Read the top part of the the community wiki page about eventhandlers. -
Hi. How can I send some audio message in group channel, like "Get in that vehicle"? Edit: I mean just play a sound, no groupchat or action.
-
waitUntil vs (while + sleep) performance cost
ColonelKernel replied to ColonelKernel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@das attorney Thank you. -
waitUntil vs (while + sleep) performance cost
ColonelKernel posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi. I was wondering which one of these two commands has a bigger effect on performance: waitUntil { !cond }; or while {cond} do { sleep 0.5; }; Also, does the amount of sleep time matter? What about the condition? For example, if we have to check a series of conditions (e.g {alive _x} foreach Allunits) which one is better? -
Make vehicles face a direction
ColonelKernel replied to ColonelKernel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Best answer I could find: