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syrasia

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About syrasia

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    Lance Corporal

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  1. I am using Visual Studio Code and now installed Notepad++. Both don't show any extra character in my File. Is there a setting for invisible characters?
  2. Hello, we have a Server and have serve network issues and I found the function "logNetwork". But I can't get it to work. There is no error on the logNetwork part, but the handle isn't created. Code in "init.sqf" sleep 2; systemChat "hello"; _handle = logNetwork ["myLog.txt", [""]]; sleep 3; logNetworkTerminate _handle; Output in rtp: 21:51:39 Error in expression <t", [""]]; sleep 3; logNetworkTerminate _handle;> 21:51:39 Error position: <_handle;> 21:51:39 Error Undefined variable in expression: _handle 21:51:39 File C:\Users\Roman\Documents\Arma 3\mpmissions\testing.altis\init.sqf..., line 5 And the file "myLog.txt" is not created. Do I need a special branch? Regards, Roman
  3. Hey, I wanted to change the fov per script, tried with camSetFov and camCommit, but no effect at all. Can I affect the player cam at all? Or can I maybe use the zoom in and out actions (key + and - on numpad). Can't find anything at all per search. Cheers
  4. Okay, done some more testing. Found out the order of LOD's does matter, can't tell why tho. Should that be? My testing code: diag_log lineIntersectsSurfaces [eyePos player, _elevatedHolderPosASL, player, objNull, true, -1, "VIEW","GEOM"]; diag_log lineIntersectsSurfaces [eyePos player, _elevatedHolderPosASL, player, objNull, true, -1, "GEOM","VIEW"]; As you can see, only swapped the order of the LOD's, everything else is the same! And the result in the rtp: 14:20:46 [[[7869.65,7719.93,6.83366],[0.0159965,0.0133305,0.999783],1abc428a080# 1675126: dummyweapon.p3d,1abc428a080# 1675126: dummyweapon.p3d]] 14:20:46 [[[7869.63,7719.9,6.69008],[0.0159965,0.0133305,0.999783],1abc428a080# 1675126: dummyweapon.p3d,1abc428a080# 1675126: dummyweapon.p3d]] 14:20:52 [[[7869.19,7720.29,6.80762],[-0.802061,0.0193469,0.596928],1abe6e62080# 1675130: dummyweapon.p3d,1abe6e62080# 1675130: dummyweapon.p3d]] 14:20:52 [[[7869,7720.26,7.05192],[-0.998523,-0.0543288,-1.53104e-006],293046: netfence_01_m_4m_f.p3d,293046: netfence_01_m_4m_f.p3d],[[7869.39,7720.33,6.56036],[-0.00889149,-0.954604,0.297744],1abe6e62080# 1675130: dummyweapon.p3d,1abe6e62080# 1675130: dummyweapon.p3d]] 14:20:52 [[[7868.47,7720.31,6.84742],[0.0159965,0.0133305,0.999783],1abf089eb00# 1675139: dummyweapon.p3d,1abf089eb00# 1675139: dummyweapon.p3d]] 14:20:52 [[[7868.44,7720.33,6.70336],[0.0159965,0.0133305,0.999783],1abf089eb00# 1675139: dummyweapon.p3d,1abf089eb00# 1675139: dummyweapon.p3d]] 14:20:57 [[[7869.2,7720.31,6.80968],[-0.802061,0.0193469,0.596928],1abe6e62080# 1675130: dummyweapon.p3d,1abe6e62080# 1675130: dummyweapon.p3d]] 14:20:57 [[[7869,7720.28,7.06101],[-0.998523,-0.0543288,-1.53104e-006],293046: netfence_01_m_4m_f.p3d,293046: netfence_01_m_4m_f.p3d],[[7869.38,7720.33,6.57217],[-0.00889149,-0.954604,0.297744],1abe6e62080# 1675130: dummyweapon.p3d,1abe6e62080# 1675130: dummyweapon.p3d]] 14:20:57 [[[7868.47,7720.33,6.84715],[0.0159965,0.0133305,0.999783],1ab8cc85600# 1675146: dummyweapon.p3d,1ab8cc85600# 1675146: dummyweapon.p3d]] 14:20:57 [[[7868.44,7720.35,6.70312],[0.0159965,0.0133305,0.999783],1ab8cc85600# 1675146: dummyweapon.p3d,1ab8cc85600# 1675146: dummyweapon.p3d]] 14:21:06 [[[7869.14,7720.31,6.73167],[-0.802061,0.0193469,0.596928],1abe6e62080# 1675130: dummyweapon.p3d,1abe6e62080# 1675130: dummyweapon.p3d]] 14:21:06 [[[7869,7720.29,6.85207],[-0.998523,-0.0543288,-1.53104e-006],293046: netfence_01_m_4m_f.p3d,293046: netfence_01_m_4m_f.p3d],[[7869.33,7720.33,6.56082],[-0.00889149,-0.954604,0.297744],1abe6e62080# 1675130: dummyweapon.p3d,1abe6e62080# 1675130: dummyweapon.p3d]] 2 outputs (with the same timestamp) do always belong together, first being "FIRE" "GEOM" and second "GEOM" "VIEW". Only, and really only in the "GEOM" "VIEW", do get me the fence if it was in the way. For a little clarification: ARMA generates a WeaponHolder on its own, when you open inventory, therefore I have some more (as can be seen through the ID'S). They can be Ignored, as the are right at player position. This problem is solved for me, but if someone can explain, why I got this weird behavior, I would appreciate it.
  5. Alright, with DrawLine3D I could confirm: the path intersects with the fence, clearly. Here is some proof: Here I still get no fence and therefore the WeaponHolder on the other side is "valid". Here with my menu, as you can see, right side on the ground should give a "fence" as a path blocker. But I will do one more quick test (in the wiki example they use -only- "GEOM", could that be it?). Edit: alright, somehow my assumption was correct! Now I do get the fence, but if I use "GEOM" only (or as first at least). With LOD's "GEOM", "NONE" the fence gets reported, will try to play a bit more with that, but isn't that a bug of arma then? Shouldn't it always get me the fence as long I use "GEOM"?
  6. Honestly: same idea. As I already mentioned: I need to do my variation of that now. Important part is: the action needs to be executed, to be know. Perfect would have been to "read" them and therefore know them without the player input. But well, this is by far better, than nothing and I only need to slowly find my solution to my goal. The basic concept is very clear (the wiki gives enough info for me to understand the concept). Basically I have to filter the triggered action for my specific cases and then do the work, and if action is "improper", I can block it. Should get me there. 😉 Thanks again for your time!
  7. Yea, exactly along those lines. Thought so, that this could solve my problem. Hence solved. Thanks! Now I have to find my working variation of it.
  8. This could be a solution. Commence testing (will take some time).
  9. Maybe there is a bit of miscommunication: I don't want to add any action at all. I only want the information in the running game, what actions (if any available) the player could select in his action menu. Here some examples of actions I would like to know if they are available right now for the player: Actions available: Close door Actions available: Take Commoner Clothes (blue), Inventory Can I know (per scripting) what the player can see there? Like is there a variable holding them? Is there a command to know what is available?
  10. Yea, I did. But that's only what actions are available general in the game. I need the current action available for the player. Only the one, he could access with the mousewheel and spacebar.
  11. What exactly do you need? I am trying (per script) to know if there are any action in the action menu available. Like the "open door" or "grab item" things. If there are any actions (and optimally what actions) available, wenn you scroll the mouse wheel. Basically I want general information what is available, or is it only possible to know some cases?
  12. Okay, will do some more test (maybe the path I am testing is bad?). But in the example the fence is created. Does the fence being a map object have anything to do?
  13. Well if I move the WeaponHolder away, the player can't reach it through the fence at all, as it is to far away anyway, so that is not the idea (I placed it as player there, testing spots and potential mistakes). So if I can't get the fence in this condition, then it will just exist in the game and I have to accept it.
  14. tweak? So I would need to crate/include a mod? Can you explain a bit what you mean with tweak? I need a scripting solution, if possible.
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