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LoOni3r

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Everything posted by LoOni3r

  1. Hello everyone, i work a lot with the names of the locations, for example Oua-Oué. I use a file based "database". When creating file names with é will that é replaced by é. this is because the API between arma 3 and c ++ is too old to convert utf8 Now i want é replace by e with splitString. splitString give me 2x ""instead of é out. So I cannot replace it before handing it over to the database _locnamearr = _locname splitString ""; private _letter = ""; { systemchat _x; }forEach _locnamearr; is there any other way to replace the é in e? Many Thanks. - greetings
  2. sometimes i miss good old php ... I created a function. Works well so far. FNC_PUBLIC_CHANGE_CHARACTER = { params ["_string"]; switch (true) do { case ("'" in _string): { private _cleanedArr = []; { if (_x isEqualTo 39) then { } else { _cleanedArr pushBack _x; }; }forEach toArray _string; _string = toString _cleanedArr; }; case ("é" in _string): { private _cleanedArr = []; { if (_x isEqualTo 233) then { _cleanedArr pushBack 101; } else { _cleanedArr pushBack _x; }; }forEach toArray _string; _string = toString _cleanedArr; }; case ("ä" in _string): { private _cleanedArr = []; { if (_x isEqualTo 228) then { _cleanedArr pushBack 79; _cleanedArr pushBack 101; } else { _cleanedArr pushBack _x; }; }forEach toArray _string; _string = toString _cleanedArr; }; case ("Ä" in _string): { private _cleanedArr = []; { if (_x isEqualTo 196) then { _cleanedArr pushBack 65; _cleanedArr pushBack 69; } else { _cleanedArr pushBack _x; }; }forEach toArray _string; _string = toString _cleanedArr; }; case ("ö" in _string): { private _cleanedArr = []; { if (_x isEqualTo 246) then { _cleanedArr pushBack 111; _cleanedArr pushBack 101; } else { _cleanedArr pushBack _x; }; }forEach toArray _string; _string = toString _cleanedArr; }; case ("Ö" in _string): { private _cleanedArr = []; { if (_x isEqualTo 214) then { _cleanedArr pushBack 79; _cleanedArr pushBack 69; } else { _cleanedArr pushBack _x; }; }forEach toArray _string; _string = toString _cleanedArr; }; case ("ü" in _string): { private _cleanedArr = []; { if (_x isEqualTo 252) then { _cleanedArr pushBack 171; _cleanedArr pushBack 101; } else { _cleanedArr pushBack _x; }; }forEach toArray _string; _string = toString _cleanedArr; }; case ("Ü" in _string): { private _cleanedArr = []; { if (_x isEqualTo 220) then { _cleanedArr pushBack 85; _cleanedArr pushBack 69; } else { _cleanedArr pushBack _x; }; }forEach toArray _string; _string = toString _cleanedArr; }; }; _string };
  3. Thank you very much, that first helped me. are these DIK KeyCodes? how did you find out what is 233 and 101? eidt:\\ Roger that. ToArray converts to numbers.
  4. could someone solve the problem? I would also like to have night vision in the AMS Edit: I have the new visor in my inventory and can put it on the floor. the new sight is not compatible with the weapon what did i miss? class CfgPatches{ class Config_Enlag_Attachments { author="LoOni3r"; units[] = {}; weapons[] = {"a_spezial_optic_AMS"}; requiredVersion = 0.1; requiredAddons[] = {"A3_Weapons_F_Mark_Acc"}; }; }; class CfgWeapons { class ItemCore; class InventoryOpticsItem_Base_F; class optic_AMS; class a_spezial_optic_AMS : optic_AMS { _generalMacro = "optic_AMS"; access = 3; aiDispersionCoefX = 1; aiDispersionCoefY = 1; aimTransitionSpeed = 1; aiRateOfFire = 5; aiRateOfFireDispersion = 0; aiRateOfFireDistance = 500; ammo = ""; artilleryCharge = 1; artilleryDispersion = 1; author = "Brotty"; autoFire = 0; autoReload = 1; backgroundReload = 0; ballisticsComputer = 0; burst = 1; canDrop = 1; canLock = 2; canShootInWater = 0; cartridgePos = "nabojnicestart"; cartridgeVel = "nabojniceend"; changeFiremodeSound[] = {"",1,1}; cmImmunity = 1; count = 0; cursor = ""; cursorAim = ""; cursorAimOn = ""; cursorSize = 1; descriptionShort = ""; detectRange = 0; dispersion = 0.002; displayName = "AMS (Schwarz)"; distanceZoomMax = 400; distanceZoomMin = 400; DLC = "Mark"; drySound[] = {"",1,1}; emptySound[] = {"",1,1}; enableAttack = 1; ffCount = 1; ffFrequency = 1; ffMagnitude = 0; fireAnims[] = {}; fireLightAmbient[] = {0,0,0}; fireLightDiffuse[] = {0.937,0.631,0.259}; fireLightDuration = 0.05; fireLightIntensity = 0.2; fireSpreadAngle = 3; forceOptics = 0; handAnim[] = {}; hiddenSelections[] = {}; hiddenSelectionsTextures[] = {}; hiddenUnderwaterSelections[] = {}; hiddenUnderwaterSelectionsTextures[] = {}; inertia = 0.2; initSpeed = 0; irDistance = 0; irDotIntensity = 0.001; irLaserEnd = "laser dir"; irLaserPos = "laser pos"; laser = 0; lockAcquire = 1; lockedTargetSound[] = {"",0.000316228,6}; lockingTargetSound[] = {"",0.000316228,2}; magazineReloadSwitchPhase = 1; magazineReloadTime = 0; magazines[] = {}; maxRange = 500; maxRangeProbab = 0.04; maxRecoilSway = 0.008; memoryPointCamera = "eye"; midRange = 150; midRangeProbab = 0.58; minRange = 1; minRangeProbab = 0.3; model = "\A3\Weapons_F_Mark\Acc\acco_ams_F.p3d"; modelMagazine = ""; modelOptics = ""; modelSpecial = ""; modes[] = {"this"}; multiplier = 1; muzzleEnd = "konec hlavne"; muzzlePos = "usti hlavne"; muzzles[] = {}; nameSound = ""; optics = 1; opticsDisablePeripherialVision = 0.67; opticsFlare = 1; opticsID = 0; opticsPPEffects[] = {}; opticsZoomInit = 0.75; opticsZoomMax = 1.25; opticsZoomMin = 0.25; overviewPicture = "\A3\Data_F_Mark\Images\watermarkInfo_page17_ca.paa"; picture = "\a3\Weapons_F_Mark\Data\UI\icon_optic_AMS_ca.paa"; primary = 10; recoil = "empty"; recoilProne = ""; reloadAction = ""; reloadMagazineSound[] = {"",1,1}; reloadSound[] = {"",1,1}; reloadTime = 1; scope = 2; scopeArsenal = 2; scopeCurator = 1; selectionFireAnim = "zasleh"; showAimCursorInternal = 1; showEmpty = 1; shownUnderwaterSelections[] = {}; showSwitchAction = 0; showToPlayer = 1; simulation = "Weapon"; sound[] = {"",1,1}; soundBegin[] = {"sound",1}; soundBeginWater[] = {"sound",1}; soundBullet[] = {"emptySound",1}; soundBurst = 1; soundClosure[] = {"sound",1}; soundContinuous = 0; soundEnd[] = {"sound",1}; soundLoop[] = {"sound",1}; swayDecaySpeed = 2; textureType = "default"; type = 131072; uiPicture = ""; useAction = 0; useActionTitle = ""; useAsBinocular = 0; useModelOptics = 1; value = 2; weaponInfoType = "RscWeaponZeroing"; weaponLockDelay = 0; weaponLockSystem = 0; weaponSoundEffect = ""; weight = 0; zeroingSound[] = {"",1,1}; class ItemInfo: InventoryOpticsItem_Base_F { allowedSlots[] = {801,701,901}; mass = 20; modelOptics = "\A3\Weapons_F_Mark\Acc\reticle_acco_ams_F"; mountAction = "MountOptic"; muzzleEnd = "konec hlavne"; muzzlePos = "usti hlavne"; optics = 1; opticType = 2; scope = 0; type = 201; unmountAction = "DismountOptic"; weaponInfoType = "RscWeaponRangeZeroingFOV"; zeroingSound[] = {"A3\Sounds_F\arsenal\sfx\shared\zeroing_knob_tick_plastic",0.316228,1,5}; class OpticsModes { class AMS { cameraDir = ""; discreteDistance[] = {300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500,1600,1700,1800,1900,2000}; discreteDistanceInitIndex = 2; discretefov[] = {0.075,0.025}; discreteInitIndex = 0; distanceZoomMax = 2000; distanceZoomMin = 300; memoryPointCamera = "opticView"; modelOptics[] = {"\A3\Weapons_F_Mark\Acc\reticle_acco_ams_F","\A3\Weapons_F_Mark\Acc\reticle_acco_ams_z_F"}; opticsDisablePeripherialVision = 1; opticsDisplayName = "WFOV"; opticsFlare = 1; opticsID = 1; opticsPPEffects[] = {"OpticsCHAbera2","OpticsBlur3"}; opticsZoomInit = 0.075; opticsZoomMax = 0.075; opticsZoomMin = 0.025; useModelOptics = 1; visionMode[] = {"Normal","NVG"}; }; class Iron { cameraDir = ""; discreteDistance[] = {200}; discreteDistanceInitIndex = 0; discretefov[] = {}; discreteInitIndex = 0; distanceZoomMax = 200; distanceZoomMin = 200; memoryPointCamera = "eye"; opticsDisablePeripherialVision = 0; opticsDisplayName = ""; opticsFlare = 0; opticsID = 2; opticsPPEffects[] = {}; opticsZoomInit = 0.75; opticsZoomMax = 1.25; opticsZoomMin = 0.25; useModelOptics = 0; visionMode[] = {}; }; }; }; }; };
  5. Hello everybody, I googled a lot and found nothing. How can I share all uniforms for the players on my server? I don't want to work with forceAddUniform. Thanks in advance
  6. hi, for night vision on ultrawide screen i would like to clone the pilot helmet and give another texture: class H_PilotHelmetFighter_B; class a_SpezialHelmet_H_HelmetB_test : H_PilotHelmetFighter_B { author = "LoOni3r"; displayName = "A Spezial Helmet TEST"; picture="headgear\media\test.paa"; hiddenSelectionsTextures[]={"headgear\media\test.paa"}; hiddenSelections[] = {"camo"}; }; now i still have the old texture in it, how can i remove it? many thanks for your help
  7. LoOni3r

    Custom Headgear

    nope, both helmets are displayed.
  8. if you don't work with git, you can't know that. thanks for the link
  9. no one has this mission file anymore?
  10. is old.. "ThomasTKO Delete mission.sqm"
  11. Hello everybody, I am looking for an already set up Australia map for Exile. I googled a lot and couldn't find any. Maybe someone can help me here. Thanks in advance.
  12. ahhh, thank you. this works.
  13. Hello, I am currently playing around with configs. Different vehicles, different markers, different structures, etc. class CfgPatches { class test_config { author="LoOni3r"; requiredAddons[]={}; requiredVersion=0.1; units[]={}; weapons[]={}; }; }; class CfgAmmo { class B_65x39_Caseless; class B_65x39_Caseless_new : B_65x39_Caseless { hit=240; // initSpeed = 3000; }; }; class CfgMagazines { class 30Rnd_65x39_caseless_msbs_mag_Tracer; class 30Rnd_65x39_caseless_msbs_mag_Tracer_new: 30Rnd_65x39_caseless_msbs_mag_Tracer { ammo = "B_65x39_Caseless_new"; displayName="100 6.5 mm 30Rnd Promet Tracer Mag2"; // initSpeed=3000; }; }; Everything seems to be working. The ammunition is displayed correctly. The ammunition is weapon-compatible with a weapon. does anyone have an idea what i may have forgotten? many thanks for your help
  14. Thank you for your answer. it doesn't want to work. I have now switched to the AK-12 ammunition. Mouse over the new ammunition shows that it is compatible with the AK-12. The new ammunition cannot be loaded. class CfgAmmo { class B_762x39_Ball_F; class B_762x39_Ball_F_new : B_762x39_Ball_F { hit=240; initSpeed = 3000; }; }; class CfgMagazines { class 30Rnd_762x39_Mag_Tracer_F; class 30Rnd_762x39_Mag_Tracer_F_new: 30Rnd_762x39_Mag_Tracer_F { ammo = "B_762x39_Ball_F_new"; displayName="100 7.62 AK"; initSpeed=3000; }; }; class CfgMagazineWells { class Test_Custom_AK_Magwell // Replace this classname with your own { Test_Custom_AK_Magazines[] = { "30Rnd_762x39_Mag_Tracer_F_new" // This is your custom magazine }; }; }; class CfgWeapons { class Rifle_Base_F; class arifle_MSBS65_base_F: Rifle_Base_F { magazineWell[] += { "Test_Custom_AK_Magwell" }; }; };
  15. hi Guys, can arma do something similar? Example PHP $array = array( "foo" => "bar", "bar" => "foo", ); MyTest _array = [["AAA",111],["BBB",222],["CCC",333]]; getArray (_array >> "AAA") I want to get a specific value in the array without using select 0 of foreach
  16. Thank you for your answers. the smallest function i have ever written xD findIf I didn't know. FNC_PUBLIC_ARRRETURNVAR = { params ["_arr","_var"]; _return = (_arr select (_arr findIf { _x#0 isEqualTo _var})) select 1; _return }; _array = [["AAA",111],["BBB",222],["CCC",333]]; _var = [_array,"BBB"]call FNC_PUBLIC_ARRRETURNVAR; I am currently rewriting my entire mission and would like to optimize as much as possible.
  17. Hello @code34 my frend say that the file "assembly config" missing is. he can not the dll compile. he works with visual studio ultimate.
  18. Hello drebin052, Thank you for your answer. Yes, the new magazine is displayed in the arsenal and inventory. The magazine is similar to that of the MX. But also do not fit in the MX Default Magazines: New Magazine: if I drag it over you can see that the new magazine is not compatible: I looked at some examples from other addons and they all have the same structure as me. other add-on creators have not entered anything under CfgPatches requiredAddons and weapons either.
  19. hi Guys, I want to insert a map marker. Arma reports not found. I have a mistake here? thanks description.ext class CfgMarkers { class Markers { name = "BusStop"; icon = "\A3\ui_f\data\Map\MapControl\busstop_CA.paa"; color[] = {1,0,0,1}; size = 32; shadow = 1; scope = 0; }; }; ... and other sqf ... _mkr setMarkerType "BusStop";
  20. LoOni3r

    Custom Map Maker

    Hello, I have now created my own addon. class CfgPatches{ class Config_Test_Markers { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgMarkerClass { class testcategory { displayname = "test category"; }; }; class CfgMarkers { class testcategory { name = "BusStop"; icon = "\A3\ui_f\data\Map\MapControl\busstop_CA.paa"; color[] = {1,0,0,1}; size = 32; shadow = 1; scope = 2; markerClass = "testcategory"; }; }; for my understanding that should work. Arma doesn't like it and crashes. do I have to look for something else that I don't know?
  21. Hello everybody, @code34 I save my player data in a separate folder as follows: _inidbifolderplayerdata = ["asd\playerdata\",_playeruid] joinString ""; _inidbi = ["new", _inidbifolderplayerdata] call OO_INIDBI; is there a way to call all .ini files in the folder? if not, could you incorporate that? I don't want to write all palyer uids in an array. I find your work very nice. It's a shame that individual entries are limited to 8k characters. many thanks.
  22. Hello everybody, it is possible, for example, to clone the toolkit and give it another texture? i would like to have small custom objects without function on my server. greetings
  23. thanks for your information. can you give me the code of your uniform as an example?
  24. it doesn't work without an addon?
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