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Posts posted by h -
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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'
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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
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Update, a while ago..
Quotev 1.025.13:
- FIXED: Using lights as 'attribute emiters' broken
v 1.025.12:
- FIXED: 'image not found' errors when pressing tool section buttons (or viewing preferences)
- FIXED: angle vector support for spaceobject completely broken
- FIXED: some data fields can can block Eden movement keys
- FIXED: possible scripting error(s) when entering data while data validation disablded
- FIXED: errand controls showing up in light -> export
- FIXED: deleted event not applied to emitters in-scenario
- FIXED: setting light color values as array in the data field doesn't work
- ADDED: emitter delete function into 'scenario functions': <emittername> call HNEG_fnc_deleteEmitter or <objectname> call HNEG_fnc_deleteEmitter. Also call HNEG_fnc_deleteAllEmitters removes all emitters in the scenario.
- ADDED: directional lights (NOTE: Only available in the tool, not in attribute emiters. Bugs expected..)
- ADDED: Support for setLightIR
DOCUMENTATION PDF HAS BEEN REMOVED, documentation now available online: https://emed.ofpec.com/doku/doku.php?id=start
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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 -
3 minutes ago, Pokemoncrusher 1 said:when you use a string within a string I need to use the single quotation variant?
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]}- 2
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3- using string within a string wrong, should be: "{deleteVehicle _x} forEach nearestObjects [player, ['Car'], 20]"
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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.
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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.. -
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. -
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; }; }; }]
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There this ancient one but I suppose it still works:
https://www.ofpec.com/editors-depot/index.php?action=details&id=439&game=ArmA -
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. -
On 7/9/2021 at 1:58 PM, jerryhopper said:So i assume you got stuff figured out?!
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.- 1
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Oh, forgot:
4 hours ago, jerryhopper said:Hoz right?
No, me. 😄
I was either a moderator or the forum admin when you were involved with the site back in the ancient days. -
I'm not interested in turning the site into some fileholder thingy, I own the domain and the TAG registration thing is still in use and so forth so rather have it running as is.
The cms code is broken in some places but I as far as I know there were some updates done last year to up it to the most current php version, the author of the system might be reachable (depends on his work and interest situ) so things can be fixed I suppose.
The size of the contents is weird, cpanel says odd things but the backup tar is about 20Gb or so, mysql databse is ca. 3gb (this is the sore point with any reasonably priced shared hosting thingy, db too "big").
Traffic is about 60Gb/month. -
Absolutely no idea if this is even remotely suitable place to post this, but anyway:
OFPEC has been hosted on Armaholic servers for the past few years and obviously now as AH is closed OFPEC will be losing hosting as well, very soon.
Even though the site itself is not even remotely relevant anymore, apart from the TAG registration, was wondering whether there would be any possibility to find someone within this community that could help with this situation?
Obviously preferrably free because I'm perpetually broke 😁😥
In case this is in a completely inappropriate place etc probably best to contact me via PM.- 1
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Ah, Cold War Crisis campaign, so clunky and a bit silly, and yet so absolutely f****g *********** ** ***** ** **** awesome
Huge thanks for this- 2
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If using ACE you need to use some per frame event handler, either CBA perFrameHandler or missionEventhandler eachFrame, like:
addMissionEventHandler ["eachFrame", {player setAnimSpeedCoef 0.1}]
No idea how that might affect things in MP though. Or how ACE fatigue stuff might affect this in the long run, etc..- 2
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Use lineIntersectsSurfaces with cursorObject as one of the objects to ignore
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2 hours ago, Leopard20 said:You mean besides what you see in "Path:" in config viewer?
Oof, me just being blind + dumb.
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Nice. Support for include and define immediately sold me this. 👍
Couple of suggestions (very fast test, so if I missed these, disregard):
- setting to define font size would be neat (in the code windows etc, not menus), the code window font is a bit big-ish to my personal liking (1920x1200, uiscale small)
- setting to widen the code window? Changing the size of the window from the buttons in the top row is nice but doing that blocks the watch field stuff, so made me wish for a setting for just widening the whole console window
- without knowing the plans with the export config, any possibility to have have a 'export selected class' feature, as in export the currently selected config class?
- One thing that could be useful would be copying the config path of selected config value into clipboard for using within a script (as in result would be (configFile >> "blah" >> "bleh" >> "bluh"))
"bugs":
- Opening the GUI editor (this would sorely need updating, winkwink 😛) opens it behind the console (as in console stays open over it). Not a biggie of course but would kinda make more sense if the console closed automatically -
3 hours ago, pierremgi said:so the code have to match with all configurations.
It would work as it's relevant only to the moment of "packing", at least should be, I can only speak from the experience with using pboproject though.
But since you have not set up P-drive this is a bit moot. You could try the include without the first \ to see if that makes any difference.
QuoteI didn't find an explanation for the triple value.
That is a bit peculiar.
There seems to be some pageSize value there in at least some of the time related sliders, maybe that has something to with it -
Be glad you don't have the awesome STATUS_ACCESS_VIOLATION 0x00000000000005 ctd without any clue to what might be causing it..
Sounds to me that the code in the time sliders fiddle with your output, the code in the onSliderPosChanged event in the slider class value control 🤔
QuoteAnd, cherry on the cake
Assuming you have the a3 folder on your P-drive you need to "cd" as many steps backwards as it is required to reach P root from your addon folder, like #include "..\..\..\a3\3DEN\UI\macros.inc".
So if your mod stuff is set up on P like x\mytag\mymod\addons\addon.pbo you need like 5 "steps" back to find the a3 folder, first ..\ is addons, second ..\ is mymod, third ..\ is mytag, fourth ..\ is x and lastly the fifth ..\ is then P root. At least if I calc'd this correctly 😄
Although if you're using BI Tools I have no idea does that even understand this -
Trying to find and affect the controls when opening an attribute is also doable, completely forgot about this because I've mostly needed much more complicated customization so have elected the custom attribute route..
You have to have some sort of per frame handler to detect opening attributes (display 315), then search allControls for that display and find the class name of the slider and it's control with idc 100.
Something like:onEachFrame { if (!isNull (findDisplay 315) && {typeOf (get3DENSelected "Logic" # 0) == "<mymoduleclass>"}) then { (((allControls (findDisplay 315) select {ctrlClassName _x == "Slider"}) # 0) controlsGroupCtrl 100) sliderSetRange [0, 1000]; onEachFrame {}; }; }
For the custom slider config, you don't need to worry about the sub classes etc, just copy paste everything from the default slider control (remove all the access = 0 lines though) and change the sliderRange[] = {}; in the topmost Value control which should come right after (not inside) Title class.
The value class inside the topmost value class is for the output shown at the end of the slider, like 500m, 50% etc.
Advanced Developer Tools
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
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