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Everything posted by syrasia
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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
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Can't get logNetwork to work
syrasia replied to syrasia's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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? -
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
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changing zoom/fov of player (cam)
syrasia replied to syrasia's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well shit. -
[SOLVED] lineIntersectsSurfaces not getting fence
syrasia posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey, I found a new problem for me with lineIntersectsSurfaces! Here is a picture of the situation (uniform in GroundWeaponHolder): As you can see, stuff can be grabbed through the fence and the bigger problem for me is, I don't get the fence with my script: // kurze Funktion, um alle Validen Holder zu bekommen // alle WeaponHolder bekommen private _holderList = nearestObjects [player modelToWorld [0, 1, 0.8], ["GroundWeaponHolder"], 1.5]; // vorbereiten der "erlaubten" Holder private _validHolders = []; // alle Holder durchgehen { // da ARMA zu ungeau direkt am Boden oder auf anderen Objekten ist, zart anheben private _elevatedHolderPosASL = getPosASL _x vectorAdd [0, 0, 0.1]; // nun die Kollisionen mit falschen Objekten aufrufen. Wir sortiren die WeaponHolder direkt aus, da wir mehr als nur unser eigenes bekommen in machnchen Situationen private _intersections = (lineIntersectsSurfaces [eyePos player, _elevatedHolderPosASL, player, objNull, true, -1, "FIRE","GEOM"] select {typeOf (_x select 2) != "GroundWeaponHolder"}); // wenn wir nun bei null Kollisionen sind, haben wir was passendes if (count _intersections == 0) then { _validHolders pushBack _x; }; }forEach _holderList; _validHolders What about the other LOD's? Could they help? or how do I get the fence? And "GEOM" does not give the fence? Why to, passing through is not possible. Edit: I tried out with cursorObject and lineIntersectsObjs (with any logical flag), all don't give the fence...welp.😫 -
[SOLVED] lineIntersectsSurfaces not getting fence
syrasia replied to syrasia's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
[SOLVED] lineIntersectsSurfaces not getting fence
syrasia replied to syrasia's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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"? -
[SOLVED] available actions (in action menu)
syrasia posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey, I am spamming the forums a bit today, but just stumbled upon an other headache I can't get a solution to: How to know what actions are available for player(s)? I know you can't delete BI internal ones, but knowledge about them should be possible, right? Is there a command I am missing or how can I achieve that? Searching the forums didn't yield results too, unluckily. Even just if there is a action available at all would help a bit. cheers -
[SOLVED] available actions (in action menu)
syrasia replied to syrasia's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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! -
[SOLVED] available actions (in action menu)
syrasia replied to syrasia's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
[SOLVED] available actions (in action menu)
syrasia replied to syrasia's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This could be a solution. Commence testing (will take some time). -
[SOLVED] available actions (in action menu)
syrasia replied to syrasia's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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? -
[SOLVED] available actions (in action menu)
syrasia replied to syrasia's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
[SOLVED] available actions (in action menu)
syrasia replied to syrasia's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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? -
[SOLVED] lineIntersectsSurfaces not getting fence
syrasia replied to syrasia's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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? -
[SOLVED] lineIntersectsSurfaces not getting fence
syrasia replied to syrasia's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
[SOLVED] available actions (in action menu)
syrasia replied to syrasia's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
[SOLVED] How to add information to object in WeaponHolder?
syrasia posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey there, I am working with WeaponHolder and I need to add additional information to each object/item. Only solution I could come up with until now is a additional array on the holder with the data, parallel to the object count. I have done some tests, and it seem to be consistent, but still want to ask the community on this: Do the objects always get the same order? I am using "weaponCargo" to get the items-names. My observation is, you get an array with the order, in witch they got add to the holder. Or can I add a variable to the objects directly? Would be way cleaner. Can't find that solution tho. Weird, as mags do have round count, right? -
[SOLVED] How to add information to object in WeaponHolder?
syrasia replied to syrasia's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Alright, that is a solid answer. Thanks KK. So I will do with arrays and saving it parallel. I call this solved and will do my scripting around it. -
[SOLVED] WeaponHolderSimulated not falling?
syrasia replied to syrasia's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The lineIntersectsSurfaces looks really promising. will try that one out. But the "first surface" is not always right, as the player can be in buildings and the roof is the first surface. So therefore I think it is necessary to start from the player position/height. I will play around with the new knowledge and as I got very close to promising solution, so I call this solved now. I think I can figure the last bits on my own. Thanks for the help! -
[SOLVED] WeaponHolderSimulated not falling?
syrasia posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey there, I have seached the forums and done a lot of testing, but I can't seem to get my WeaponHolderSimulated to fall down. If flaots in air where i place it. Here the script to it: params ["_object"]; // TODO: Objekte verteilt auf dem Boden lagern, vielleicht auch die "Annahme" verweigern, bei zu vielen Objekten private _inFrontOfPlayer = player modelToWorld [0, 1, 1]; // position infront des Spielers private _holder = createVehicle ["WeaponHolderSimulated", [0, 0, 0], [], 0, "CAN_COLLIDE"]; // "Objekt-Halter" erstellen // GroundWeaponHolder groundWeaponSimulated // alle Objekte vor dem Spieler, müssen vieleicht noch Postionanspassen oder bei Platz sogar ablenen! //private _holderList = nearestObjects [_inFrontOfPlayer, ["GroundWeaponHolder"], 1, true]; _holder addWeaponCargoGlobal [_object, 1]; _holder setPos _inFrontOfPlayer; // Position korigieren true And here a screenshot of my "problem": What am I missing? -
[SOLVED] WeaponHolderSimulated not falling?
syrasia replied to syrasia's topic in ARMA 3 - MISSION EDITING & SCRIPTING
WeaponHolderSimulated should have physx from what I read. But well, I don't see it in my case tho. 😅 Same result. Have done, but clipping is a issue. Well looks like I have to work with it, even if i dont like it. Here what can happen with "GroundWeaponHolder" and placing it on the ground (using: modelToWorld [0,1,0]): (As the other Holders don't fall in my case, they behave the same, just a side note.) My hope was to solve those sometimes clipping issues (was standing on the stairs while "placing" the object. Point is, here it is "just" a weird spot, while many other times it got unreachable and therefore problematic. Edit: Just found out a thing: I am taking the player pos and shifting it 1 to the front, obvious it clips into stuff. 😓 Is it possible to get the "above ground" of that pos simply? I will do some experiments, but atm I can easily let things disappear standing in front of elevated objects (like the ledge of a building or even low rocks). Edit 2: I found a passable solution for myself. Changed the "position setting part" to this: _holder setPos _inFrontOfPlayer; // Position korigieren private _zCorrection = -(getpos _holder select 2); systemChat str(_zCorrection); if (_zCorrection < -0.1 or _zCorrection > 1.5) then { hint "high distance"; _result = false; deleteVehicle _holder; }; _inFrontOfPlayer set[2, (_inFrontOfPlayer select 2) + _zCorrection]; systemChat str(_inFrontOfPlayer vectorDistance getPos player); _holder setPos _inFrontOfPlayer; _result It places the holder in most cases correctly on the surface of an object and in cases it would be placed "to far" (like under the stairs) it blocks the placement. I was experimenting also with "vectorDistance" (as one can see in my "systemChat" speed debug/testing), but it was not really reliable for my purpose, giving many false alarms, while in other cases I could "place" objects under buildings while standing of said those, as the returned distance was low (my threshold was 1.5). Stairs are still not optimal, as they still get placed beneath, but only if you stand in front of them or just slightly standing on them, else my test blocks it. Not perfect, but good enough for me. If someone has a better or cleaner solution, I would appreciate for sharing it. And thanks for the Help so far! -
Running Script only once on First spawn.
syrasia replied to Stormmy1950's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Stormmy1950 Welp, i had the same problem! I did a "work around": waitUntil {time > 0}; // auf wirklichen start des Spiels warten sleep 1; // kurz warten, damit Display auch wirklich erscheint Fist wait for the game to realy start and then add a delay. FYI: the delay can be shorter, but I just never felt to bother. Edit: found a typo in my comments -
Running Script only once on First spawn.
syrasia replied to Stormmy1950's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If you want to run it only once (and then never again) for every player, put it in "initPlayerLocal.sqf". That should do it. Edit: For further Info: Event_Scripts Cheers -
Okay, so they are plainging to make it aviable like all the other DLC things? Yes please! And no, I only use it in an arma scenario! Just that the new stuff is bonkers. Would like to use it. As it is already in the game. Thats my point. (Bad choice of words, again. Sorry!) So I have to look what is already usable (what is vanilla, i.e. the uniforms and weapons) and for the candy (in this case the music) I wait. And hope. And wait. You get the point. And just so I know: are the weapon gui paa files usable/count as vanilla? They should, as we can use the weapon in vanilla itself. Just dont know how to find them now? (starting with contact platform does not help me atm)