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  1. There seems to be some sort of length bug or smth, when code reaches lines in the several hundreds (in this case 543 lines). This seems to depend somewhat on how much text the code is as a whole because the line count is not always the same
  2. The IntelliSys thingy thinks that switch-do 'default' is somehow in "external" scope or smth, pseudo code: Also, if you do weird things like I do and do something like this: #define NAMESPACE player #define COMMA , #define SVAR(xx, yy) NAMESPACE setVariable ["MYTRAG_varib" + xx, yy] SVAR("SomeStuff", [primaryWeapon player COMMA secondaryWeapon player]) Error is 'Invalid number of macro args' but the game is completely fine with that kind of macro (of course if you use , instead of the macro COMMA it is not..) No idea if that's worth wasting time fixing tho.. One more: #define WEPTYPE(xx) ["", "primary", "handgun", "", "secondary"] select (getNumber(configFile >> "CfgWeapons" >> xx >> "type")) WEPTYPE(currentWeapon player) This reports undefined variable 'currentweaponplayer'
  3. Weird problem happening using this + current dev (haven't tested stable): When saving in SP with only this mod running the game CTDs (STATIC_ACCESS_ERRORNOTATALLHELPFULL) I did run into this some time ago already but completely forgot to report it, back then it went as such: when saving a game after save is done error message saying "circular reference found in HashMap, this will cause a memory leak!" Trying to load the save = CTD. So maybe that is a hint? There was some hashmap related fix in some recent-ish dev branches so maybe that just made the same prob act different
  4. h -

    Emitter 3Ditor

    Update, a while ago.. Workshop DL
  5. I'm getting this error when including a file from a pbo. Used to work just fine before the latest update: Error in expression < continue; }; private _add = _pcnt#((_para find _word) + 1); _cntO> Error position: <_pcnt#((_para find _word) + 1); _cntO> Error Undefined variable in expression: _pcnt File //DEV_TOOLS/functions/console/intellisys/fn_intelliSys.sqf..., line 1122 EDIT: All the macros from that file work though, it just spams that error
  6. You may have understood wrong, ' is often referred as double quote because it "translates" to the game as "", so single ' is the same as "". As in "['foo']" is the same as "[""foo""]". To confuse more, it also works the other way around, if your string starts and ends with ' you can use " in it: '["foo"]' Also in case of addaction you could wrap your code as code instead of a string, then the string stuff is not a problem at all: {{deleteVehicle _x} forEach nearestObjects [player, ["Car"], 20]}
  7. 3- using string within a string wrong, should be: "{deleteVehicle _x} forEach nearestObjects [player, ['Car'], 20]"
  8. There's always the possibility to request a new scripting command at the FT to retrieve the cursor pos with, if stars happen to align perfectly it might be added.
  9. You might be able to get that by creating a fullscreen control when tac view is opened and using one of the mouse events with that control. Tac view has no display so getMousePosition and the mouse events seem to return the mouse coords in front of the player in 1st person view even though the camera is high above..
  10. To account for space or any other keyboard key you could use keyDown event in addition to the mouse event. This of course requires some checks to be performed so that things won't trigger several times, overlap etc. but sounds it might be doable, maybe.
  11. How about mouseButtonDown event? Something like (pseudo code) (call BIS_fnc_displayMission) displayAddEventHandler ["mouseButtonDown", { [] spawn { private _timeout = time; waitUntil {count (currentCommand (gunner (vehicle player))) > 0 || _timeout - time > 1}; if (_timeout - time > 1) exitWith {hint "TOOK TOO LONG"}; if (currentCommand (gunner (vehicle player)) == "FIRE AT POSITION") then { hint format ["POS %1", screenToWorld getMousePosition]; THE_TARGET_POS = screenToWorld getMousePosition; }; }; }]
  12. There this ancient one but I suppose it still works: https://www.ofpec.com/editors-depot/index.php?action=details&amp;id=439&amp;game=ArmA
  13. currentCommand returns the fire command when you issue one to the AI gunner (like "FIRE AT POSITION"), so I suppose that could help. Unfortunately there's no event for that so you need to pol it via some loop.
  14. h -

    Hosting for OFPEC

    This is odd, I sent you an email about this like a month ago, or more 😕 (it's not relevant anymore though if you happen to find it in some spam folder). And I thought had this thread followed.. ☹️ Anyways, happened upon a local host (not to be confused with localhost) which allowed for more flexible billing etc, and had an opportunity to work overtime at work so took that and got this thing paid for. I suppose this was a bit dumb when there were free offers about but I like to not to depend on others on anything, when I was asking for community help I thought I had no other choice so I bit my tongue (and actually it was Foxhound who pushed me to do that, I was reluctant to..). So obviously huge thanks to everybody who offered support! 👍 Huge thumbs up even though I decided to go my own way.. The site is up and running, and has been a while, faced some troubles on the way but runs now.. Probably has some issues as ancient code and new tech might not mix fully so let me know. There are empty 'advertisement' boxes about on the site, currently not sure if I'm gonna remove those or get my own adsense 🤔 The adverts were AH related orginally.
  15. h -

    Hosting for OFPEC

    Oh, forgot: No, me. 😄 I was either a moderator or the forum admin when you were involved with the site back in the ancient days.