Jump to content

Pablo Diablo

Member
  • Content Count

    9
  • Joined

  • Last visited

  • Medals

Community Reputation

1 Neutral

About Pablo Diablo

  • Rank
    Private
  1. Pablo Diablo

    New config causing CBA error?

    Well, I'm not sure. I have no idea what would make cba call a function like that ... but it only happens when I have the mod/patch loaded. The first line: "call SLX_XEH_COMPILE_NEW;" makes me think that it's a new function (....about this mod, perhaps?), but then why the undefined variable and '== 0' bits are popping up is beyond my limited knowledge. And because I realized that I didn't include the config.cpp (which is the other important piece of the puzzle) - mostly copy-pasted from the original .ccp file, with a couple tweaks: class CfgPatches { class PablosSholefModLite {}; class itc_land_155mm {}; class itc_land_veh_sholef { units[] = { "itc_land_b_SPH_Sholef2","itc_land_b_t_SPH_Sholef2" }; weapons[] = {}; requiredVersion = 1.8; requiredAddons[] = {"A3_Weapons_F","A3_Armor_F_Gamma_MBT_01","itc_land_veh_sights","itc_land_veh_weapons","itc_land_sphammohandler"}; author = "ITC Addons Team"; authors[] = {"ToadBall","Yax"}; }; }; #include "CfgVehicles.hpp" I thought you had to call out the name of the pbo as a class (i.e. "PablosSholefModLite"), but maybe it's a self-referential problem?
  2. Not sure this thread is monitored any more.... Is there a way (hooks, classes, etc) to insert information from another source into the ctab map? just as an exercise (I’m not sure my unit would want this), I’d like to explore taking incoming indirect information from counter-battery radars, and pushing it to the team leaders in the field. Maybe with a “sleep x” command, or somesuch, to provide a realistic delay so they don’t get instantaneous warning...
  3. Hello all. I'm a non-coder, trying to figure this out, and have put together my first ever patch, to change a loadout in ITC's SPHs. I've got 99% of it ironed out, but am running into an issue where I get an error in CBA every time I load a mission with it included - trying to polish this to use w/ Zeus-based MP server, and would love to eliminate this error. Here's the relevant error section from the RPT. This repeats several 10's of times, over a couple seconds. 23:01:10 Error in expression <ba_settings_fnc_openSettingsMenu'] call SLX_XEH_COMPILE_NEW; ['\x\cba\addons\set> 23:01:10 Error position: <SLX_XEH_COMPILE_NEW; ['\x\cba\addons\set> 23:01:10 Error Undefined variable in expression: slx_xeh_compile_new 23:01:10 File \x\cba\addons\settings\fnc_addSetting.sqf [CBA_fnc_addSetting]..., line 5634 23:01:10 Error in expression <nit.sqf', 'cba_settings_fnc_init'] call SLX_XEH_COMPILE_NEW; ['\x\cba\addons\set> 23:01:10 Error position: <SLX_XEH_COMPILE_NEW; ['\x\cba\addons\set> 23:01:10 Error Undefined variable in expression: slx_xeh_compile_new 23:01:10 File \x\cba\addons\settings\fnc_addSetting.sqf [CBA_fnc_addSetting]..., line 5622 23:01:10 Error in expression < call SLX_XEH_COMPILE_NEW; }; }; call cba_settings_fnc_init == 0 }> 23:01:10 Error position: <cba_settings_fnc_init == 0 }> 23:01:10 Error Undefined variable in expression: cba_settings_fnc_init 23:01:10 File \x\cba\addons\settings\fnc_addSetting.sqf [CBA_fnc_addSetting]..., line 5655 And here's the fairly simple cfgVehicles.hpp (called with an #include from the Config.cpp) /// Magazines macros definition /// #define mag_2(a) a, a #define mag_3(a) a, a, a #define mag_4(a) a, a, a, a #define mag_5(a) a, a, a, a, a #define mag_6(a) a, a, a, a, a, a #define mag_7(a) a, a, a, a, a, a, a #define mag_8(a) a, a, a, a, a, a, a, a #define mag_9(a) a, a, a, a, a, a, a, a, a #define mag_10(a) a, a, a, a, a, a, a, a, a, a #define mag_11(a) a, a, a, a, a, a, a, a, a, a, a #define mag_12(a) a, a, a, a, a, a, a, a, a, a, a, a #define mag_15(a) a, a, a, a, a, a, a, a, a, a, a, a, a, a, a #define mag_20(a) a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a #define mag_24(a) a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a #define mag_30(a) a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a #define mag_35(a) a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a class CfgVehicles { class LandVehicle; class Tank: LandVehicle {}; class Tank_F:Tank { class Turrets { class MainTurret {}; }; }; class MBT_01_base_F:Tank_F { class Turrets: Turrets { class MainTurret: MainTurret {}; }; }; class MBT_01_arty_base_F:MBT_01_base_F { class Turrets: Turrets { class MainTurret: MainTurret {}; }; }; class B_MBT_01_arty_base_F:MBT_01_arty_base_F { class Turrets:Turrets { class MainTurret:MainTurret {}; }; }; class itc_land_SPH01_base:B_MBT_01_arty_base_F { class Turrets:Turrets { class MainTurret:MainTurret { //animationSourceBody = "turret_source"; //animationSourceGun = "gun_source"; turretInfoType = "ITC_Land_RscIGS_SPH"; weapons[] = {"itc_land_155mm_howitzer"}; magazines[] = { mag_35("itc_land_g155hex"), mag_10("itc_land_g155smo"), mag_5("itc_land_g155ill"), mag_10("itc_land_g155lgm"), mag_10("itc_land_g155pgm"), mag_5("itc_land_g155map"), mag_10("itc_land_g155mat") }; }; }; }; class itc_land_b_SPH_Sholef2:itc_land_SPH01_base { class Turrets:Turrets { class MainTurret:MainTurret { //animationSourceBody = "turret_source"; //animationSourceGun = "gun_source"; //turretInfoType = "ITC_Land_RscIGS_SPH"; //weapons[] = {"itc_land_155mm_howitzer"}; magazines[] = { mag_35("itc_land_g155hex"), mag_10("itc_land_g155smo"), mag_5("itc_land_g155ill"), mag_10("itc_land_g155lgm"), mag_10("itc_land_g155pgm"), mag_5("itc_land_g155map"), mag_10("itc_land_g155mat") }; }; }; }; class itc_land_b_t_SPH_Sholef2:itc_land_b_SPH_Sholef2 { class Turrets:Turrets { class MainTurret:MainTurret { //animationSourceBody = "turret_source"; //animationSourceGun = "gun_source"; //turretInfoType = "ITC_Land_RscIGS_SPH"; //weapons[] = {"itc_land_155mm_howitzer"}; //magazines[] = { // mag_35("itc_land_g155hex"), // mag_10("itc_land_g155smo"), // mag_5("itc_land_g155ill"), // mag_10("itc_land_g155lgm"), // mag_10("itc_land_g155pgm"), // mag_5("itc_land_g155map"), // mag_10("itc_land_g155mat") //}; }; }; }; }; You'll note I've commented out some strings, trying to figure out what I can cut from the file, and what needs to stay - the last two classes at the end ("...b_SPH..." and "...b_t_SPH..." weren't changing when I put their parent class in (itc_land_SPH01_base), so there's an inheritance issue somewhere, but I was able to get it to work. Less concerned about that (I can do iterative revisions to figure it out) and more concerned about the CBA errors. Any thoughts as to what might be causing the CBA error, or resources I can dig into to figure it out, are all appreciated. Thanks in advance!
  4. Hello BI! I've started experiencing a bug/bugs with the Reaper AI. It seems to happen any time I attempt to make the Reaper land via autopilot. I slow manually, taxi, shut off the engine, refuel & rearm. When I take off again (manually), one of two bugs occurs. Either: 2) Autopilot landing won't disengage, even w autonomous unchecked - I can set waypoints and manually change course, but the waypoints are ignored and as soon as I release control of the USB, it circles back and drops altitude to start a landing approach. If I turn off autopilot landing with the scroll wheel, it turns back on as soon as I release control or switch to the turret. (This has happened twice) OR 2) with similar restraints (ignore waypoints, returns to heading when I release control), it will just head off in a seemingly random direction ... Flying into the sunset. (This happened once) Has occurred multiple times on an MP Server, running a not insignificant mod bundle - I haven't had the time yet to step through and see if it repeats w/o certain mods, though I fully understand that's the next step. I wanted to also check if anyone else has experienced this? Or know how to fix it? Haven't found anything else online, but perhaps my google-fu is weak. My Zeus has been good enough to respawn the drone when it happens, but that doesn't seem like an ideal fix. TIA
  5. Pablo Diablo

    Finding Blast radius for aircraft ordinance?

    Amazing. Thanks so much!
  6. Hey fellow Arma peeps. I understand Arma uses the value IndirectHitRange to determine the blast radius of explosives and explosive ordinance (missiles, bombs, etc). Damage drops off to a maximum range of 4 x iHR. Does anyone know an easy way (or have an existing resource) to find the iHR for various types of ordinance? I'm trying to put together a comparison/cheat sheet for Hellfires, DAR, DAGR, etc, etc, etc. (I have a similar question about lock-on cones and finding a chart - I've only been able to locate 4 or 5 lock on cone figures out of the 10+ that are available in our game) TIA!
  7. So when I try the suggested code, I get a 'Generic Error' (Depending on format, I get the initial 'call{' on its own line, or combined, as in the following): To be clear, I do not have a 'call{' in the Condition box -that seems to be the way that Eden addresses any code in that box. (Although I understand some argument are better served by a 'spawn' than a 'call', I'm not clear which, and suspect this isn't one....?) The way I'm able to make it work is via: "this && (alive spotter1 or alive spotter2)" (for multiple spotters) or "this && alive spotter1" (for a single spotter) It seems like your option is slightly more elegant, but after an hour or three of experimentation, I can't isolate what is giving me the error. Any ideas or paths for me to investigate?
  8. Awesome - thank you! The bonus being I can customize the spotter list in each trigger for the exact spotters that might have eyes on it!
  9. Fairly new to scripting and Eden, so please forgive me if this is obvious. In a scenario, I'm trying to set up several spotters in town who are stationed at various points with eyes on one or more IEDs, occasionally with overlap, so more than one spotter can set off a single IED. The IEDs will be set to be "manually" triggered, not proximity base, to represent that the spotter(s) fire the explosives when a target is near. I'll accomplish this with an area trigger around the IED to set it off when a BLUFOR unit is in range (so that it can't be circumvented by crawling into range like a normal proximity explosive). However, I'm trying to figure out how to deactivate the IED/scripted trigger if the spotters have all been killed. I know I can start with an "If !alive" to check the spotters, but am not sure how to execute the following "then". I would guess it would be something to delete the trigger, so that the IED is still technically active, but with no chance of going off? Also, if I have multiple enemy spotters with eyes on the same IED, is there a danger to listing multiple units in my !alive check? TIA!
×