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Everything posted by Mamba Six
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MambaSix Dragging Objects [RELEASE]
Mamba Six posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
MambaSix Drag [beta] I was looking for a slightly more realistic way to drag objects such as fortifications, ammo boxes, and other objects around the battlefield, so I sat down one Saturday afternoon working on a method and this is what it has evolved into. After the copy/paste of a few files, and one simple initialization call, you should be able to drag objects around on the battlefield in a more realistic manner. Dropbox DL: MB6_Drag_v0.90beta.7z Current Version: 0.90beta Usage: Installation Instructions: Known Issues: Features Planned (Hopefully): Changelog: Credits: Cigar0 - Initial concept, which I have since greatly bastardized :P -
MambaSix Dragging Objects [RELEASE]
Mamba Six replied to Mamba Six's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah, was working on a solution before real life took hold. The biggest issue I've encountered is that boundingBoxReal is not inherently reliable for how I need to use it. A good example, while not specifically related to this script is looking at the vertical properties of a Hunter's bounding box. -
Yep that's the site to get it from! I think there's three things you need to download: 1. Eliteness 2. DePBO.dll 3. DeRapify.dll I think if you get those three that should be all you need. Communicated through quantum entanglement on Tapatalk
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To extract PBO files, one of the most popular applications is "Eliteness" by Mikero. I would recommend this one personally. Communicated through quantum entanglement on Tapatalk
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Hey no worries man. Was mostly just confused haha. Please let us know when you get a chance and all of your stuff sorted out if the showGPS worked for you, so we can find other solutions if it didn't. Communicated through quantum entanglement on Tapatalk
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I'm not sure why my response warranted this? I was trying to assist you in fixing the GPS not showing due to the showGPS=false; setting which is located in the mission's description.ext file and you just change it to showGPS=true;.Not sure how that's childish and trolling, but I apologize if I somehow offended you. Communicated through quantum entanglement on Tapatalk
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That flag should be in the description.ext file. Communicated through quantum entanglement on Tapatalk
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@Lecter The issue is that you're adding all of the weapon attachments into the rvg_items array which is for things such as the first aid kit, GPS, radio, map, etc. Try this: { 0 = rvg_weaponItems pushBack _x; // accessories } forEach ["HLC_Optic_PSO1", "HLC_Optic_1p29", "hlc_optic_kobra", "rhsusf_acc_ACOG3_USMC", "rhsusf_acc_premier", "rhsusf_acc_harris_bipod", "rhsusf_acc_LEUPOLDMK4", "rhsusf_acc_LEUPOLDMK4_2", "rhsusf_acc_grip1", "rhsusf_acc_grip2", "ItemGPS", "Laserdesignator", "optic_LRPS", "optic_MRD", "optic_Yorris", "optic_Arco", "optic_Hamr", "optic_Aco", "optic_Holosight", "optic_NVS", "optic_AMS", "bipod_01_F_snd", "HLC_Optic_G36dualoptic35x"]; Communicated through quantum entanglement on Tapatalk
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Second that motion. Was just planning on tweaking the Ravage garbage collection to skip my weapon holders. Communicated through quantum entanglement on Tapatalk
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You were spot on, disabling the clean up script fixes the issue. Much thanks! Sent from my iPhone using Tapatalk
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I created a weapons shop in game with weapons mounted on the walls. The weapon holders get picked up in some sort of caching script which hides them, but when the player comes back into range the weapon holders never reappear. I dunno if hideObject on the weapon holders causes them to despawn? I think the weapon holders are considered vehicles, so they might be getting picked up in the vehicle caching script, but I'm not positive. Was just curious if there was an override to keep them from getting hidden and/or affected by your system. TiA. Still an awesome mod. Thanks for all your hard work on it. Sent from my iPhone using Tapatalk
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haleks, do you use any sort of hideObject scripts to do object caching and improving performance? I know that the Simulation Manager module did this, and hideObject messes with some static stuff I have going on.
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Arma 3 STABLE Server 2.18 "profiling / performance binary" feedback
Mamba Six replied to Dwarden's topic in ARMA 3 - SERVERS & ADMINISTRATION
?Should have renamed the performance exe to just "arma3.exe"... -
Arma 3 STABLE Server 2.18 "profiling / performance binary" feedback
Mamba Six replied to Dwarden's topic in ARMA 3 - SERVERS & ADMINISTRATION
Replace the arma3server.exe with the sever performance build, also found in the Dropbox folder. Install instructions for both client and server: -
Arma 3 STABLE Server 2.18 "profiling / performance binary" feedback
Mamba Six replied to Dwarden's topic in ARMA 3 - SERVERS & ADMINISTRATION
Awesome dwarden, good to hear! -
Arma 3 STABLE Server 2.18 "profiling / performance binary" feedback
Mamba Six replied to Dwarden's topic in ARMA 3 - SERVERS & ADMINISTRATION
According to the SlTREP they released yesterday, the are working very hard to find a fix before holiday. Interim solution is you can always run on 1.52 legacy build until they find a solution. In dwardens Dropbox the "previous builds" folder should also have the 1.52 v10 perf binaries you can use with 1.52 legacy. -
Locality of MissonNameSpace and VehicleVarName
Mamba Six replied to a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, I see what you were asking. So yeah, if you are not manipulating editor-entered vehicleVarName attributes, then you *should* be safe. Just as a side note about the information in your edit: Naming a unit in the editor appears to have (2) effects. The first is that a global variable/public variable is created referencing the object with a variable name of what you added in the editor. The second action is that the object has the vehicle var set to the text added in the editor as well. Despite this, the global/public var is independant of the vehicle var. Therefore, you can change the vehicle var with setVehicleVarName, and still reference the object with the global/public variable. This is probably the effects that you are seeing in your testing. -
Arma 3 STABLE Server 2.18 "profiling / performance binary" feedback
Mamba Six replied to Dwarden's topic in ARMA 3 - SERVERS & ADMINISTRATION
TL;DR: the perf binary adds bug fixes and performance improvements to the latest stable branch client/server, while remaining backwards compatible with the initial stable release. There should not be any disadvantages, other than the "opt in" nature of the performance binary. -
Locality of MissonNameSpace and VehicleVarName
Mamba Six replied to a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Objects placed in the editor should be immediately available for those commands.As for vehicleVarName, the vehicleVarName can be set local to each client (i.e. each client can have a different vehicleVarName for the same object). So based on the way I read your question, the answer is no. vehicleVarName is not a completely reliable measure between the client and server to identify a specific object. Code example (not tested in game but theoretically correct) in init vehicle of a truck: (Server) if (isServer) then { this setVehicleVarname "myTruck"; } else { this setVehicleVarName "AlsFoodtruck"; }; Another thing to note with setVehicleVarName is that it is not a variable reference to the object, only a string representation of it. So if you wanted it to be a variable reference, you would have to do the following: _offoad setVehicleVarName "myTruck"; myTruck = _offroad; publicVariable "myTruck"; A final note with missionNamespace variables... They are also only reliable as long as you sync the value every time it changes. myTruck = createVehicle ["C_Offroad_01_F", getPosATL _truckPos, [], 0, "NONE"]; publicVariable "myTruck"; myTruck = objNull; To all other clients in the game, (missionNamespace getVariable "myTruck") should reference the created truck, while on the current machine it should reference nothing. -
I'm having an issue with my dialog. In the onLoad function for my dialog, I am trying to load data into MB6_STORE_MENU for initial presentation. I have a function (MB6_fnc_handleMenu) which, on the change of selection of my MB6_OPTIONS_MENU class, loads the appropriate weapons/mags/etc into the MB6_STORE_MENU RscListbox. In the sake of keeping code compartmentalized, I'm just making a call to that function manually to load the data in the MB6_fnc_loadStore method, where the comment is "// WHY IS THIS SHIT NOT WORKING?!?!?!?". Unfortunately, my call to that function will not load any data. I've checked the input for the onLBSelChanged event, and it's returning [Control #2100, 0] when I select the first index (index #0). The interesting thing is, without any code changes, changing the MB6_OPTIONS_MENU selection loads the data as expected. What am I doing wrong here? dialogs.hpp MB6_fnc_loadStore: MB6_fnc_handleMenu:
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[SOLVED!!]"allowDamage" false only in the air
Mamba Six replied to zagor64bz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok haha, was just checking there was no functional difference. [emoji14] Sent from my SGP561 using Tapatalk -
[SOLVED!!]"allowDamage" false only in the air
Mamba Six replied to zagor64bz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just curious, but why not: this spawn { _this allowDamage false; waitUntil { (getPostATL _this) select 2 < 2 }; _this allowDamage true; }; ? -
With large arrays like you have, you don't necessarily need to loop through it with a forEach command. A3 has the append command: waitUntil {!isNil "rvg_gearlist"}; rvg_mainWeapons append ["FLAY_CompoundBow","FLAY_RecurveBow","other_gun_classname_of_your_choice","other_gun_classname_of_your_choice"];
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Basic Scripting help
Mamba Six replied to cookies2432's topic in ARMA 3 - MISSION EDITING & SCRIPTING
As long as you have two objects in mission, one named "C4" and one named "vault", it should be correct. It's hard to say why you are having issues, as the distance command should be pretty straight forward, unless some of your objects are not named properly. Do you have an example mission we could look at? -
hint at each kill not working
Mamba Six replied to ArmaMan360's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Part of the issue with event handlers is the scope in which they are executed. In a script, the for loop is executed in the script's namespace. It can inherit variables from the script's namespace, or overload variables within it's own namespace. In an event handler, the event interupt for the event handler is added to the specified target in the script namespace, but the event handler's code does not execute yet. Later, once the event sends the interupt signal during the mission, the code in the event handler's code is executed in the mission namespace. Therefore, it can't inherit any local variables, as there are none to inherit. Maybe this code example can help: _unit = MY_UNIT; _someVariable = "ABC"; // Create our "event handler" for the unit being killed [_unit] spawn { _unit = _this select 0; waitUntil { !(alive _unit) }; // Do some stuff hint _someVariable; // _someVariable not defined here }; I hope this helps clarify?EDIT: Just as a side note, you should see similar behavior with addAction, as the scope of the code in the addAction command is not executed when the action is added, but later, upon selection. Hence, inheritance of variables is not possible for an addAction command either.
