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h -

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Everything posted by h -

  1. You could try simply merging the whole scenario into a new empty one and moving all the data (excluding the mission.sqm of course) into that new folder to see if that fixes it
  2. Well this is indeed odd, works for me just fine The only difference is that as I don't have all those thousand addons/mods the scenario requires so I'm testing this with my own almost empty scenario (just a dude and a trigger playing the music). Try saving an empty scenario, move all the files except mission.sqm into that new scenario folder, load the empty scenario (just to make sure the description.ext is "read in") and test again. If that works then it's something awry somewheres else than your description.ext...
  3. Weird, it worked when I tested with the description.ext and stuff in the files you posted a couple of messages above, the music played (entermusic.ogg) and so on. Put something like hint "DING!" in the trigger activation field to make sure it gets triggered You could also post the latest CfgMusic entry.
  4. That is a clear hint that the description.ext is not properly read. Actually the very first thing when I loaded your mission into the editor was this error message: co_24_jip_codenamemuteki.Altis\description.ext, line 6: '.': ';' encountered instead of '=' So your description.ext stops "loading" there (well, the problem it's actually on line 5, but still). So, this is wrong: Remove the ; and it all works fine.. Never use "end-of-line" with single line preprocessor command. Line breaks don't work like that with them in general, and furthermore don't work at all with #include
  5. h -

    Forums Upgrade

    The search thingy needs some love: It has a specific time within which you can't do a new search, however that time is not mentioned anywhere.. So maybe add a actual timer showing the time, or at least let us know what that time is...
  6. compile doesn't work like that, it compiles an expression, not a file. Instead use call compile loadFile "test.sqf"
  7. #line probably should be explained in it's own article or something as it just confuses there: The way I understand it is that preprocessFileLineNumbers creates that keyword on the first line by itself, you can't add and don't need to add any in the file yourself as files preprocessed with it always return the line numbers (I guess BIS never thought to add that into their error handling to show the preprocess fails with 'additional' #lines..). What you can do is use the keyword as explained in the BIKI in functions that are not preprocessed, like putting this is the debug console: test = { #line 2 "wtf"; assert (1 > 2); }; test2 = { #line 2 "wtf"; if (count 2 > 1) then {}; }; When you call test you will get an error saying something like "file wtf, line 2, assertation failed" When you call test2 you will get an error saying something like "file wtf, line 2, generic error in expression" Seems to work only with called or spawned non-preprocessed code, not "with any script" as it says in the Biki idk, that's the only way I've been able to get that to work, thus the conclusion..
  8. h -

    AI Discussion (dev branch)

    Quite, that feature makes no sense at all..
  9. h -

    AI Discussion (dev branch)

    Testing your missions proved that what @oukej said is true, as in "checks often" in combat/stealth even though "often" is a bit vague: The AI group will realize it is inside the completion radius at some point when in combat/stealth, seems that "often" means there's some interval at which the check is performed which seems to be quite long though. Ran the "Ifrit WP" mission of yours (from the ticket) several times and the AI would always go to the Ifrit before reaching the pickup WP, but not immediately when reaches the completion radius. It would take place at about 50m before the "ifrit waypoint". Changed the WP completion to 300m, same result. Moved the group outside the 300m completion radius and the WP would complete at about 100m before the group reached it.. Seems the game doesn't like the group starting inside the WP completion radius?? Then ran the "Join test mission" and the WP would get completed when the leader (group in combat or stealth) was about 40m away from it even though the completion radius is 1000m... So, moved the group outside the completion radius and the WP would sill get activated at about 40m away from it.. Huh?? So according to these results the completion radius is pretty pointless and broken/not intended to work on Join WP??
  10. h -

    AI Discussion (dev branch)

    Quite, hadn't played the game for a long timer and recently played some and that really got annoying fast.. Pretty sure the team leader should over-ride any subordinate blabbing about spotting vehicles 700m away when there's way more crucial stuff going on 80m away...
  11. h -

    AI Discussion (dev branch)

    No probs. Too bad there's even less chance of this command being fixed nowadays than there was before due to the coder re-allocation. :(
  12. h -

    AI Discussion (dev branch)

    Yes I have. By placing the chopper and the pad in the editor and putting that code from the Biki into the debug console. EDIT: Didn't think of testing it any other way since you said "does nothing", but I guess it doesn't but the "LAND" does the landing. :P Not really appreciating the condescending tone though.
  13. h -

    AI Discussion (dev branch)

    Actually that does work. You have to give the chopper landing instructions first: _heli1 land "LAND"; _heli1 landAt _helipad;
  14. h -

    Keyframe animation system in DEV.

    My sarcasm meter is reacting....
  15. This doesn't seem to like custom Eden mission Attributes (Cfg3DEN -> class Mission -> class custommissionattribute), spews out error : Error Foreign error: Unknown enum value: "custommissionattribute" when trying to set value to one with set3DENMissionAttribue or set3DENMissionAttributes..
  16. Yup, that happens with all weapon using the GL. Saw other weirdness as well; manifested itself with the nade loading anim playing when switching to a weapon with GL attached, although I haven't been able to repro the steps to do that, happened once when playing the Laws of War campaign in the scenario where the crates are airdropped when looking for the dropzone so I guess some sort of combo of mk20/pistol/binocs/moving/whatever.. :P
  17. Indeed. The 'moving sounds' should be tied to the equipment and not the character.. Would also need a ton of variation because usually those sounds sound like a bad loop, no-one steps the same way each time in the same exact pose, and the terrain is not the same on each step, etc....
  18. h -

    AI Discussion (dev branch)

    The AI group commander (which is the driver in the car if AI is driving it) will order everyone to disembark on enemy contact (unloadInCombat = 1 ? ), I'd presume because they're cargo and not gunners? So, add scripting command vehicle unloadInCombat true/false if scenario designer would want to override this default behaviour
  19. Confirmed. I haven't actually done any comprehensive testing but seems that ever since 64bit the error handling is been somehow weird in unscheduled environment, missing blatantly erroneous code and such.. Of course that can just be my shitty codes though :P
  20. h -

    AI Discussion (dev branch)

    Not true apparently, at least that unarmed Quilin the vehicle stops and the guy jumps out, and after a while the vehicle continues on..?
  21. First, you're missing two }; You're not closing the fn_destroyall_sofia = { nor [] spawn{ Second, even if that is fixed the script doesn't do what you want because what your script does is it defines a function called fn_destroyall_sofia, that's all. Calling that function would destroy the buildings.. EDIT: Also, since you execute the script with execVM it's already in scheduled environment so you don't need the spawn there either.. So, change your script to this (should work): B_types = [ "Land_Chapel_V1_F", "Land_Chapel_V2_F", "Land_i_House_Big_01_V1_F", "Land_i_House_Big_01_V2_F", "Land_i_House_Big_01_V3_F", "Land_i_House_Big_02_V1_F", "Land_i_House_Big_02_V2_F", "Land_i_House_Big_02_V3_F", "Land_i_Shop_01_V1_F", "Land_i_Shop_01_V2_F", "Land_i_Shop_01_V3_F", "Land_i_Shop_02_V1_F", "Land_i_Shop_02_V2_F", "Land_i_Shop_02_V3_F", "Land_i_House_Small_01_V1_F", "Land_i_House_Small_01_V2_F", "Land_i_House_Small_01_V3_F", "Land_i_House_Small_02_V1_F", "Land_i_House_Small_02_V2_F", "Land_i_House_Small_02_V3_F" ]; systemChat "Starting to destroy Sofia.."; for [{_i = 0}, {_i < (count B_types)}, {_i = _i + 1}] do { private _building = getMarkerPos "destroyall_sofia" nearObjects [B_types select _i, 300]; sleep 7; {_x setDamage 1} forEach _building; }; systemChat "Sofia - Ready";
  22. That's pretty impressive considering that the array size limit is like 10 million elements or something
  23. It is always possible that something is wrong somewhere.. Latest eden enhanced works fine for me, no missing things on status bar or anything, tried dozens of times and everything works just fine Not saying the ticket is not valid, eden is quite fickle (on the modding side) so most likely mileage varies.
  24. I think that's just the configviewer doing weird things, you can see it in your gif, when you double click the Cfg3DEN -> Eventhandlers open the viewer for some reason jumps to some empty class eventhandlers way down in the list. Scroll back up to Cfg3DEN and the handlers are there, at least that way it is for me on current dev..
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