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dr_eyeball

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Everything posted by dr_eyeball

  1. dr_eyeball

    "Say" Script command help

    The BIKI topics for say and say string refer to info in external links. My understanding is that it says the string is from the description.ext file, not the string table. Also see playSound. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgRadio { sounds[] = {}; class RadioMsg1 { name = "radio1"; sound[] = {"\sound\filename1.ogg", db-100, 1.0}; title = "I am ready for your orders."; }; };
  2. dr_eyeball

    Next Waypoint

    It sounds like you've got it sorted now, based on your edit. Move commands and waypoints are unrelated. Executing a move command will not show a waypoint or a HUD waypoint indicator. However you can add a waypoint of type "MOVE" (using setWaypointType) and this is what appears as the HUD waypoint, once that waypoint become the current waypoint. You can also change this using setWaypointDescription.
  3. I've uploaded a 3rd alpha version. See first post for links. It's finally approaching it's completion. I need a little more time (1 or 2 weeks) before releasing the beta version. Screenshot image Notes: Since the last alpha version, the structure has totally changed. Removed 2/3rds of the unrelated mission code. Obviously lots of new code. Significantly tidier. The MP Transport Request & Acknowledgement module is now functioning. I'll probably rewrite it in future though. Create a better interface for it and move the client side code to the server. The MFD buttons are not fully integrated yet. It still uses the popup menu for now. Click the 'A' button to zoom to full screen. Found 2 bugs relating to resizing a dialog which will need workarounds (ListBox & RscMapControl). New commands & options added to popup menu First post updated with new section & updates: Blue force tracking. Blue Force Tracking, Commanding Interface & Transport Request modules are probably the most interesting parts to explore for now, since other sections (like HQ Support) have not really changed in this update.
  4. dr_eyeball

    same mission, plan B help

    I like this idea. Not sure about the animation part. I think you can use an empty string animation, so you could try: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_shadow playmove "AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon _getInHigh" ~4.5 _shadow playMove "" or <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_shadow playmove "AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon _getInHigh" ~4.5 _shadow switchMove "" With the multiple actions in your Action menu, just remove the action in the trigger's Deactivation field using removeAction.
  5. The OnActivate code is executed on each client & server. You just need to check if it's the server instead and execute it there only. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if (isServer) then {m113 = "m113" createvehicle getpos helipad;getdir 45;};
  6. dr_eyeball

    Next Waypoint

    Use setCurrentWaypoint to activate the next waypoint manually before reaching it. This works fine if you know the next waypoint to use. Unfortunately, there is no command available to tell you what your current waypoint is (eg: we need a command like getCurrentWaypoint). So, you need to track all of this manually. Because of this massive oversight, I use a set of scripts to track all waypoint related functions. (eg: setWP, setCurrentWP, getCurrentWP, delWP, WPTriggered, etc)
  7. dr_eyeball

    loop over all groups

    I use a trigger called IslandTrigger. Although note that triggers are very tricky to use during initialisation or before the mission actually begins. Try something like this: mission.sqm: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Sensors { class Item0 { position[]={12140.961914,-19.595369,10696.132813}; a=12000.000000; b=12000.000000; rectangular=1; repeating=0; activationBy="ANY"; interruptable=1; age="UNKNOWN"; text="islandTrigger"; name="islandTrigger"; class Effects { }; }; }; IslandTriggerInit.sqf: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// Note: people inside vehicles need to be added separately fn_getGroupsList = { private ["_allUnits", "_groupList", "_unit", "_vehicle", "_group", "_crewman"]; _allUnits = list islandTrigger; _groupList = []; { _unit = _x; _vehicle = vehicle _unit; // if person if !([_vehicle] call fn_IsVehicle) then //if (_vehicle == _unit) then { _group = group _unit; if (!isNull _group && !(_group in _groupList) && side _unit != sidelogic) then { _groupList = _groupList+[_group]; }; } else // if vehicle { { _crewman = _x; _group = group _crewman; if (!isNull _group && !(_group in _groupList) && side _crewman != sidelogic) then { _groupList = _groupList+[_group]; }; } forEach (crew _vehicle); }; } forEach _allUnits; _groupList; };
  8. dr_eyeball

    How to change marker-text size?

    I just noticed now, it looks like you can change the marker text size. However it appears to be limited to RscMap/RscMapControl and not the main map in-game. Especially with the "dot" marker type - didn't test others. The same marker will appear as full size text on the main map.
  9. dr_eyeball

    ArmA Talon

    That video is hilarious. I think it travels just a little too fast, even with accelerated time. What a killing machine! If I hadn't already seen this type of vehicle on one of those future weapons documentary shows (like this image), I would have thought it was an unrealistic concept. Nice to see someone implement it. Are you planning on allowing a player to manually remotely control it with a remote video view and remote movement and firing? (Like this image). It looks like you've got AI controlling it in this early demo. (Edit: Nevermind, missed the last line.) Is it going to be able to replace the actual weapon with any MG/gun/sniper rifle like I've seen in the documentary, or would that require a separate model for each weapon?
  10. Q: How do you force ArmA to run a Maximized window (not full screen) every time? Setup: I run ArmA in windowed mode using "-window -x1280 -y1024" (max resolution on my LCD). I use dual monitors (same resolution) with 8800GTX dual head. Problem: The problem I often get is that ArmA changes it's window mode or size. Then when ArmA is restarted, it doesn't maximize it's window on the primary display with just the Windows task bar showing, like it should. Instead it runs in a window mode with the title bar and borders showing. Tests: I usually try a combination of the following to rectify it, but it doesn't always work: - double click title bar, to maximize it - editing shortcut - changing it's Run property to start in either "Normal window" or "Maximzed". - Edit ArmA.cfg with settings <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">winX=0; winY=0; winW=1280; winH=993; winDefW=1280; winDefH=993; Causes: Possible causes triggering it may be: - reinstallation of video drivers or some stupid NV display tools running, but I'm not sure yet. - accidently clicking/dragging ArmA's window border (which is still visible in the secondary display). It's annoying that I can't force it unconditionally. Is there some other config setting or registry setting that I could use?
  11. dr_eyeball

    Force to run in Maximized Window

    Problem solved: It turns out it was those bloody NVidia processes which install after every driver update, were preventing it from maximising. I normally delete them for other reason like improving boot up speed, but now I have another good reason for doing so. Solution: Delete registry entries:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Run\ - [NvCplDaemon] RUNDLL32.EXE C:\WINDOWS\system32\NvCpl.dll,NvStartup - [nwiz] nwiz.exe /install - some other NV*.* program too Although some entries may reappear. Close topic, if needed.
  12. What other scripts/missions/addons have got a good generic script library included with them? I've been looking at a number of missions/scripts/projects, etc which all have their own "script library" or collection of generic scripts. The problem so far is that they are often mixed in with the mission's scripts, making them undesirable to include. I've got my own little collection started but looking for a more thorough and established set. They need to be generic and low level (i.e. not mission specific). Preferably in a separate folder (not mixed with other scripts). Eg: for things like: direction/azimuth functions (medium group) arrays (large group) string (large group) object/variable functions 3D positioning setting routines (small group) conversion/maths: map coord's, etc search functions (arrays, strings) (small group) GUI/dialog/controls/HUD(screen) functions (small group) units/players/vehicles/groups/weapons (medium group) markers/triggers/particles (minor group) enhancements to existing BIKI command categories etc However, I have not yet noticed anyone release a script library for general use by the community. Usually the guru's who've already worked with OFP have the best collections established already. Possible candidates: ACE maybe one of the 6thSense.eu projects? Edit: 6thSense_Misc maybe one of the MapFact.net projects? Edit: Map_Misc & MAP_Services & old MapFact lib T_D's maths, GUI and vector functions. BAS-f CoC SPON core VBS1 functions, VBS2 functions Kronzky Xeno Misc functions by: General_Barron (Get/SetPitchAndBank.sqf), CarlGustaffa (WithinMarkerArea.sqf) missions? others? I'm still investigating this, so I'll update this list properly when some results come in. It would be interesting to compare the various projects and identify the ones intended for general use. I'm also checking which functions are very common and should have been part of ArmA to begin with. If you come across examples over time, please post a note here.
  13. @GeneralCarver: & note to all I've added some basic usage instructions to the SECOND post in this thread titled: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Mission Developer Usage - Incorporating the PopUp menus into a mission. Mission Developer Usage - Creating a new dialog for a mission. Hopefully that may assist with the queries people had with starting off. For popup menus, the big part to note is that I now suggest you replace the huge file CreatePopupMenu.sqf with the tiny code extract suggested there. I think my mistake was to provide the most comprehensive example I had at the time in CreatePopupMenu.sqf, but failed to realise that it probably just confused most people with excessive code to browse thinking it was all relevant and required. Apologies for this. Bug - Missing private variable declarations: Also note that this public version is quite old now and has a major issue with personally calling functions, due to a lack of Private variable declarations. This is corrected and tidied in my current personal version. I'll try and rerelease it soon with corrections to the "private declarations" issues, plus a few enhancements. @Sickboy: Yes, that was a tough call to make with the design early on. Given that all base classes are generally not usable without setting all of their required attributes, I had to decide whether to: <ul>[*]use standard/common class naming (like rscButton) and allow an easy to use colour scheme and which allowed the classes to be substituted into other projects with similar class naming, without excessive changes, plus simplify usage for beginners wanting to do simple dialogs. [*]use a personalised class naming (eg: DrE_rscButton) - didn't like that idea, since it wasn't thorough enough [*]use a 2 levels of inheritence - thought it was overkill at the time, but now it seems reasonable to do, given the side-effects you've discovered I'll have to reevaluate it all, but hopefully the colours and items referenced by constants were the only default values changed in most of the base classes. If that's the case, a partial workaround may be to just set the constants (eg: text height) and colour scheme to match their defaults, to allow it to work with addons.
  14. dr_eyeball

    Difficult level in dedicated server ¿?

    Check the server.cfg topic on the BIKI. It's quite detailed. Also search for 'server.cfg' here, I'm sure there were a few other good topics. I think you can only set cadet mode specifically for each mission, not the entire server, but I am not certain. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Missions { class MPCTF_01 { template = M02CaptureTheFlag.SaraLite; cadetMode = 1; // difficulty 0=veteran 1=cadet }; };
  15. Someone I know recommended using Bryce by DAZ 3D for terrain editing.
  16. dr_eyeball

    Mantling into the Future

    I guess the hardest part would be creating the various animations required for the various heights involved. Eg: It might require an animation for:<ul>[*]knee high objects (only for special cases) [*]waste high objects/windows/fences [*]shoulder high objects/walls [*](reaching) above head high objects/walls I guess you would also need slight variations for climbing up onto an object (eg: box) and another for climbing over the object (eg: wall). The game "Hidden & Dangerous 2" also had a very good mantling implementation for objects/walls up to just above head height.
  17. dr_eyeball

    ArmA BHD:MOD

    That's looking very good. Nice to see people creating more building objects. That will be a key element for this sort of mod. Looking forward to it.
  18. @LtCmdrBoon: Usage: Yes, the idea is to simply slot it alongside existing missions. Basically include the required files, perform the initialization calls and it should be ready for use. Commander: You should be able to setup any type of chain of command, with no depth limit. However that's currently manually done by the mission designer (i.e. init each client with their own level of authority). So you could have: - a commander controlling many groups - a commander controlling many leaders, who in turn control many groups each - no commander, but have many leaders controlling many groups As far as requests to superiors go, that's not implented yet, except for simple replies and support requests to an AI HQ. But that's being planned, along with confirmations and acknowledgements. It'll probably be very similar to the Transport Request module. @THE_BLITZ: I doubt this project will incorporate any form of enhanced AI. That example sounds a bit like precise SWAT tactics, unless I've misunderstood. My main focus is on vehiclular-type combat and logistics. As far as I understand, projects like "ArmA Group Link II Plus", "6thSense.eu AI Manager" and others, already do that sort of thing, but I'm not certain of their scope. You may also be able to partially achieve some of that using waypoints.
  19. Thanks Sickboy, getting your DTP code changes would still be handy if available, since I'm yet to start on that module seriously. It's a long slow process with delays unfortunately. (Hopefully all will be completed before ArmA:2 though! ) Given your past comments on the conversion having bugs, I did not intend to use it as it was, but wanted to follow a similar process of converting it all to SQF and completing the MP compatibility side of it. Browsing the code myself, I saw a lot of redundant and repetitive code in it. I wanted to remove the spawned scripts as well. I've been looking for as many shortcuts as I can to complete this project, so any reference material or completed scripts would be handy. If you do plan on writing your own system for it, that would be great. I've got a particular set of requirements though. Given that others are still working on similar transport scripts, this module would be the last part of this project to be worked on, since I'm waiting to see what comes of those first, to prevent duplicate efforts. So there's still plenty of time to decide on the best approach.
  20. Apologies for the lack of updates. I should have released another alpha version a few weeks back, but got caught up in side projects. So I'll give you a quick progress report instead. Progress report: The bad news is that my 8800GTX video card blew up, so I can't test anything nor get updated screenshots at the moment until it's replaced. The good news is that I should be able to release a (beta?) version in about 1-2 weeks. The whole project won't be complete, but the CIM (command interface module) will be completed to a usable functioning stage, providing control over AI mostly (rather than players) to begin with. This is a very old screenshot (which has changed since then and shows both sides for testing) of what the initial interface will roughly look like. That'll be overhauled again in future. screenshot It not only shows waypoint lines, but also includes expected destination lines (when no waypoints are used) created by move (and various search) commands, which also shows formations. I find this rather nice and has proven to be a useful AI debugging tool as well. Add this to a few missions and you'll be surprised what you discover. I started working on a MFD (multifunction display) console which is functional but incomplete, but I'll have to delay that for a while. Eventually it will be an independent MFD template where you can add your own MFD graphics to it instead. screenshot New features & changes: - expected destination lines (for both AI & players) - more interface info - finished most of the issued commands - it has been heavily cleaned up, folders structure reorganised and separated from the unrelated mission (from earlier alpha release). - MFD I can't remember what has been added since last time, right now. I'll edit this post if I think of anything important.
  21. dr_eyeball

    High Detail Texture Project

    Oh beautiful work Allie! Thanks for presenting this AJ. Finally we'll see a nicely textured island map with realistic canyons/ravines and sandy dunes across a desert landscape. Very impressive indeed. Here are some more images, since you can't really tell the quality from the earlier ones: image 1 image 2 image 3 image 4
  22. dr_eyeball

    Embassy object placement

    building class list There are new links in there somewhere with iLL's buildingClass file - armaholic and other places.
  23. Try something like this throughout: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_vehDir = getDir _vehicle1 _Marker1 setmarkerpos [_vehiclex+10*sin(_vehDir), _vehicley+10*cos(_vehDir), _vehiclez] 10 being 10m (Can't remember which way the cos and sin calls go. Perhaps it's the other way?)
  24. dr_eyeball

    fixed wing

    No problem. Reported it on bug tracker here. Not sure whether it stopped working at some particular version, or whether it never worked. If it's never worked, then it's probably not a big deal, since no-one has discovered it up until now. Ref: Event Handlers: Dammaged. I'm pretty sure I've heard reports of other events in the list not working at all, but that's a separate issue.
  25. dr_eyeball

    fixed wing

    "Dammaged event handler not triggering for fixed aircraft". I can confirm this as a bug too. Very surprising. Good find, Junker. Did tests with: Su-34, Su-34B, AV-8B, AV-8B (GBU), A-10. It didn't even register 100% damage. Choppers and normal vehicles appeared to work fine. Tested with empty aircraft. Didn't test with occupants or self as pilot. It should be reported on ArmA's bug tracker. It doesn't appear to be already reported.
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