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Everything posted by Tom_48_97
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Poseidon: advanced text editor for Scripts & Configs
Tom_48_97 replied to Tom_48_97's topic in ARMA 3 - COMMUNITY MADE UTILITIES
You can edit the main settings file (...Data\Packages\Default\Preferences.sublime-settings), everything inherits from this file and as far as I remember, there is no specific case about those settings :cool: No, I updated a few things on the fly before packing the new release (these updates are not in the change log) :rolleyes: Thank you :) Cheers :cool: -
Poseidon: advanced text editor for Scripts & Configs
Tom_48_97 replied to Tom_48_97's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Well, it’s been a long time since the last update… It’s time to change that! First, there’s no big change and fantastic addition in this update, it’s more a batch of small improvements, including off course, fixing features (well known as bugs). I won’t write a wall of text but I will invite you to go through the change log which is not too technical and will provide you all you need to know about this update. But, just a mention, for those of you who are using custom settings, I invite you to double check the setting files in reason of important changes. The dependency tree has been revised in order to make it easier to change. PS: perhaps I added some bugs in the process, don't hesitate to blame me here if you find one of those features. Change log: Note: Fresh installation recommended Added: Auto trim trailing white-spaces for config files Added: Auto trim white space on save Added: New commands (Arma3 147 131253) Added: New vanilla functions (Arma3 147 131253) Changed: Auto indentation has been switched off for SQF files Changed: CPP, HPP, HXX, H are now opened as Arma config file Changed: exitWith has been added to the control structures instructions #BlameNelson :) Changed: File headers (scripts and functions) now include properly the scriptName Changed: FSM Editor has been updated (version 1.3.3.16) Changed: FSM Editor is now run from Arma 3 Tools if it's installed Changed: It will first try to run Arma 3 Diagnostics Exe when using F8 from a SQM file Changed: JPG, PNG, TGA, PAA, PAC are not considered as binary files, so, they can be found with a search Changed: Sidebar layout Changed: Some snippets have been reworked and fixed Changed: TexView is now run from Arma 3 Tools if it's installed Changed: The snippets now use the full extended syntax Fixed: Fail-safe on SQF string definitions Fixed: Issue with highlighting of Arma 3 functions Fixed: Some content was out of the sidebar Fixed: SQF Function header is now correct Fixed: The parameters were not read as expected (invalid config file) Fixed: The SQF language definition was badly defined (some commands may have been added during the process) Fixed: Vanilla functions were not defined in the appropriate group Fixed: Various issues with external programs Tweaked: cleaned SQF definitions for FSM Editor Tweaked: Improved external dependencies Tweaked: The setting dependencies have been cleaned up Download First post of this topic -
Characters And Gear Encoding Guide
Tom_48_97 replied to Locklear's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Just a short information regarding the randomization part, the method will change a bit. Currently, in the dev branch, the init event handler has been changed, it now uses a new function (BIS_fnc_unitHeadgear) instead of the script, which take the following parameters: /* Author: Julien VIDA <@tom_48_97> Description: This function is used for randomizing headgear and facewear of a character. Parameter(s): _this select 0: Object - Unit _this select 1: Headgear Array - Headgear list with individual probability Bool - false, change nothing to the headgear String - valid Headgear class _this select 2: Facewear Array - facewear list with individual probability Bool - false, change nothing to the facewear String - valid facewear class Returns: Bool - True when done */ The event handlers are now: // FIA // I_G_Soldier_base_F class EventHandlers: EventHandlers { init="if (local (_this select 0)) then {[(_this select 0), [], []] call BIS_fnc_unitHeadgear;};"; }; // Civilian // C_man_1 class EventHandlers: EventHandlers { init="if (local (_this select 0)) then {[(_this select 0), [], nil] call BIS_fnc_unitHeadgear;};"; }; Also, BIS_enableRandomization will only work with spawned objects (via scripts), for the objects placed from the editor, it will be in the mission config file, with disableRandomization. Note that except the way to prevent the randomization, there's a full backward compatibility.- 38 replies
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Tools Development Branch Changelog
Tom_48_97 replied to pettka's topic in ARMA 3 - BI TOOLS - GENERAL
23-06-2015 Size: ~12.7 MB FSM Editor Changed: Updated SQF definitions Changed: Default editing font is now "Consolas", size 9 Fixed: The syntax highlighting was not working when there was no custom editing font defined Fixed: The path to the compiler was incorrectly defined on save (CTD) Removed: Message box when the search has completed a cycle between the results Terrain Builder Fixed: Terrain Builder refuses to generate layers at certain settings Steam configuration Changed: Incremented version to reflect the current stage (0.91.4) -
Tools Development Branch Discussion
Tom_48_97 replied to pettka's topic in ARMA 3 - BI TOOLS - GENERAL
We've found the cause and we will fix it soon. In the meantime, there is a workaround: Open FSM Editor Go into "Options" >> "Change edit font" Set another font, consolas for example and click Ok The syntax highlighting should appear :) Edit: Now fixed :) -
BIS_enableRandomization works only with spawned objects (via scripts), for the objects placed from the editor, it's in the mission config file, with disableRandomization.
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Indeed, there's no possibility to interact with the license plates for now. This is something on the list but with a low priority.
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Tools Development Branch Discussion
Tom_48_97 replied to pettka's topic in ARMA 3 - BI TOOLS - GENERAL
Nothing yet, I want to dig up a bit more on related topics before anything ;) This indeed is the expected result after today's update. Do you have any other installations of FSM Editor, from BI Tools 2.5 or Poseidon Tools perhaps? -
FSM Editor - Cannot open!
Tom_48_97 replied to das attorney's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
Hi, the issue should be fixed for everyone now http://forums.bistudio.com/showthread.php?179347-Tools-Development-Branch-Changelog&p=2954589#post2954589 -
Tools Development Branch Changelog
Tom_48_97 replied to pettka's topic in ARMA 3 - BI TOOLS - GENERAL
19-06-2015 Size: ~1.2 MB FSM Editor Added: Syntax highlighting Added: Selectable search result highlight color Changed: .FSM is now the default file type (open and save) Tweaked: Undo & redo functionality and RichTextBox text editing shortcuts (Ctrl+Del, ...) Fixed: "Cannot open" file when FSM Editor is opened from a file Removed: Hotfix script Samples Changed: Door animations are now handled with functions instead of scripts (Sample of House) Steam configuration Changed: Incremented version to reflect the current stage (0.91.3) -
I updated the header of the function, it should be on the dev branch tomorrow :cool:.That being said, I must warn on the fact it's work-in-progress and the function/current analysis could be impacted by some other topics I'm working on. :couch:
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The vehicle customization has been revisited a few weeks ago. For the Virtual Garage, we wanted something more dynamic and easy to extend, use, that's why the VhC has been developed. Beside the performance benefit, it has been the occasion to refactor several classes from the configs. You will find documentation and some basics here and a dedicated topic there. By the way the old scripts remain no to break previous content.However, the Kart is the exception and has its own "init" function: BIS_fnc_initVehicleKart /*-------------------------------------------------------------------- file: fn_initVehicleKart.sqf ============================ Author: Julien VIDA <@tom_48_97> Description: Set the number of the given kart [KartName, [4,8]] call bis_fnc_initVehicleKart Parameter(s): 0 - Object: kart 1 - Array: [First digit, second digit] 3 - Integer: From 0 to 4, sponsor 4 - Bool: Let the driver with the fuel uniform or randomize it Example: [mySuperKart, [9,7], 2, false] call BIS_fnc_initVehicleKart; --------------------------------------------------------------------*/
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In addition, there are some errors in the CfgPatches, it should be like that: class CfgPatches { class 2cr_uniform_Config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F"}; author = "kripto202"; }; };
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Tools Development Branch Discussion
Tom_48_97 replied to pettka's topic in ARMA 3 - BI TOOLS - GENERAL
Actually, if you use Game Updater, you should use Arma3GU.exe /diag. Otherwise, you take the risk to start the given exe with the wrong data (addon folder). -
Tools Development Branch Changelog
Tom_48_97 replied to pettka's topic in ARMA 3 - BI TOOLS - GENERAL
17-06-2015 Size: ~3 MB Arma 3 launcher Added: Temporary hotfix for the Launcher in case of corrupted user settings (see Arma 3 Tools\Patches\CorruptedUserSettingsHotfix.bat). Samples Added: UI textures of Marksmen weapons to serve as a template for various color skins Added: Proxy for sidearm in holster into vest sample (\A3\Characters_F\Proxies\pistol_holstered) Steam configuration Changed: Incremented version to reflect the current stage (0.91.2) Notes The fix of the Launcher is meant to be temporary, it should be used if the game does not start from Steam. A mirror of the fix is available here. -
Tools Development Branch Changelog
Tom_48_97 replied to pettka's topic in ARMA 3 - BI TOOLS - GENERAL
11-06-2015 Size: ~4 MB Addon Builder Added: Ability to specify destination file name (not only directory). The filename needs to end with .PBO. Otherwise it will be considered as a directory. Tweaked: Better logger Config Fixed: CTD when packing in console if the source directory was non-existent Removed: DWM window shadow because it may cause the windows to be rendered incorrectly Steam configuration Changed: Incremented version to reflect the current stage (0.91.1) -
Tools Development Branch Discussion
Tom_48_97 replied to pettka's topic in ARMA 3 - BI TOOLS - GENERAL
Nothing is planned, I will investigate it, but I'm afraid it might imply too many changes. Its resolution is in progress, I hope we'll be able to fix soon. -
What EULA dialog was faulty (Arma 3 Tools, Steam)? Can you provide a screenshot and additional details (Windows version, initial resolution...)?
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PboProject "Packing Failed"
Tom_48_97 replied to cirav's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
I'd recommend to refresh your data after each update of the main branch, just to be sure you're using the latest files and to avoid such issue ;) -
Can you try to start Arma3Tools.exe (located in the installation directory of the tools) as administrator?
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Full changelog and TECHREP
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Tools Development Branch Changelog
Tom_48_97 replied to pettka's topic in ARMA 3 - BI TOOLS - GENERAL
08-06-2015 Size: ~5 MB CfgConvert Changed: Parsing error reporting enabled Arma3Tools.exe Changed: Aspect of the license form Samples Added: magazineReloadSwitchPhase in sample of Weapon Added: aiAmmoUsageFlags in sample of ammo Addon Builder (reverted due to issues) Added: Ability to specify destination file name (not only directory). The filename needs to end with .PBO. Otherwise it will be considered as a directory. Tweaked: Better logger Config Fixed: CTD when packing in console if the source directory was non-existent Removed: DWM window shadow because it may cause the windows to be rendered incorrectly Steam configuration Changed: Incremented version to reflect the current stage (0.90) -
PboProject "Packing Failed"
Tom_48_97 replied to cirav's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
Regarding that: the objects and the map should be compiled with the same version Binarize. -
How to change Arma 3 branches between STABLE & DEVELOPMENT versions @STEAM client
Tom_48_97 replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
Yes, it'll be with the 1.46 and according to the last SITREP, it should be soon :) ---- Edit: The given issue has been fixed :) http://dev.arma3.com/post/techrep-00022 -
VhC, Vehicle Customization (dev branch)
Tom_48_97 replied to Tom_48_97's topic in ARMA 3 - DEVELOPMENT BRANCH
@Reyhard: It's in my list :) But nothing is promised and no ETA. @alganthe: If you mean defining hidden selections on the fly, I'm afraid not because the hidden selection can be only defined in the configs.- 47 replies
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