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fer

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Everything posted by fer

  1. I'm not familiar with the VAS script - have you tried removing it and seeing if that makes the spammed error disappear?
  2. I can't reproduce this error myself, and also I don't recognise those variables (e.g. _slot) as being from F3 components. Are you using any scripts or addons in addition to F3? You can get rid of this error message by commenting-out line #6 of the script f/common/f_orbatNotes.sqf, like so: // waitUntil {scriptDone f_script_setGroupIDs}; However, the ORBAT component won't work completely - the names listed in the ORBAT will not link to the group markers, despite being clickable.
  3. F3 Mission Development Framework for ArmA 3 F3 v3-0-4 Released From the ReadMe.md file: Special thanks to comrade scripting heroes Head and Wolfenswan. About F3 The F3 Mission Development Framework (F3) is the successor to the popular F2 and BAS f mission development frameworks for ArmA 2 and ArmA. The new framework contains many of the features you know from F2, updated to work with ArmA 3; new components which take advantage of the new game's special features are planned. For downloads and to find out more please see our online manual: http://www.ferstaberinde.com/f3/en/ (English version)
  4. Update: We're closing in on a new build, v3-0-4, which addresses a lot of bugs reported in v3-0-3 (including the infamous config message error!). ++ Call for testers The team developing F3 remains small, and one of our biggest challenges is testing and checking manual pages; this is especially important right now, as we are working against the 'moving target' of ArmA 3 beta. There are 25+ components in F3, and whilst testing individual components is relatively quick (sometimes taking just a few minutes), it remains a lot of work for one person. Delays in testing mean we can't release new builds of F3 as often as we'd like. Thankfully, this is task where some extra help can make a big difference. We're looking for individuals who can test a handful of components every time we prepare a release (and review the relevant manual pages). It might only mean 30-60 minutes of your time, but it would help us accelerate our release cycle. You won't need any special software - just the current stable branch of ArmA 3 beta. You don't need to be a master scripter either, just an experienced mission maker and user of F2/F3. If you think you could help, please drop me a PM here. Thank you in advance.
  5. Sorry to hear you are getting these errors - we're working on an update, but I'm afraid I can't give you a date yet; we do hope to be out in the next week or so, but the latest update had created a raft of problems. You will, however, be pleased to know that we tracked down that config message error that was driving everyone wild.
  6. New Release: F2 v2-7-3 (for Combined Operations) From the ReadMe.txt file: Note: to fix missions built with F2 v2-7-2 simply update f/common/f_spect/specta.sqf with the version from F2 v2-7-3. About F2 The F2 Mission Development Framework (F2) is the successor to the popular BAS f mission development framework for ArmA (discussed in this thread). The new framework contains many of the features you know from BAS f, updated to work with ArmA2 and ArmA2:OA, plus some new components which take advantage of the new game's special features. For downloads and to find out more please see our online manual: http://www.ferstaberinde.com/f2/en/ (English version) Huge thanks to current contributors and testers, comrades Wolfenswan, Cam, IceRaiser and Kalelovil, and to all at Folk ARPS.
  7. New Release: F2 v2-7-3 (for Combined Operations) From the ReadMe.txt file: Note: to fix missions built with F2 v2-7-2 simply update f/common/f_spect/specta.sqf with the version from F2 v2-7-3. About F2 The F2 Mission Development Framework (F2) is the successor to the popular BAS f mission development framework for ArmA (discussed in this thread). The new framework contains many of the features you know from BAS f, updated to work with ArmA2 and ArmA2:OA, plus some new components which take advantage of the new game's special features. For downloads and to find out more please see our online manual: http://www.ferstaberinde.com/f2/en/ (English version) Huge thanks to current contributors and testers, comrades Wolfenswan, Cam, IceRaiser and Kalelovil, and to all at Folk ARPS.
  8. Sorry to hear you're still getting that error - we'll be working to address it in the next patch. Also on our workstack: expanding the platoons, expanding the weather conditions (if the relevant commands are fixed), reviewing the spectator and camera scripts. We're also very interested to hear for you - community members - as to what would make F3 even more useful.
  9. In your respawn script, just call the assignGear function when the player has respawned, as outlined here: http://ferstaberinde.com/f3/en//index.php?title=F3_Folk_ARPS_Assign_Gear_Script#Calling_the_script Just a reminder, there's a whole team of us making F3 :) Let us know how you get on, and what you'd like to see in future versions of F3!
  10. F3 Mission Development Framework for ArmA 3 F3 v3-0-3 Released From the ReadMe.md file: Special thanks to comrade scripting heroes Head and Wolfenswan. About F3 The F3 Mission Development Framework (F3) is the successor to the popular F2 and BAS f mission development frameworks for ArmA 2 and ArmA. The new framework contains many of the features you know from F2, updated to work with ArmA 3; new components which take advantage of the new game's special features are planned. For downloads and to find out more please see our online manual: http://www.ferstaberinde.com/f3/en/ (English version)
  11. New Release: F2 v2-7-2 (for Combined Operations) From the ReadMe.txt file: About F2 The F2 Mission Development Framework (F2) is the successor to the popular BAS f mission development framework for ArmA (discussed in this thread). The new framework contains many of the features you know from BAS f, updated to work with ArmA2 and ArmA2:OA, plus some new components which take advantage of the new game's special features. For downloads and to find out more please see our online manual: http://www.ferstaberinde.com/f2/en/ (English version) Huge thanks to current contributors: Wolfenswan and Cam, and to all at Folk ARPS.
  12. Hi Zerith - thanks for posting this fix; F3 is still active, so well look at rolling this into our next update. - Fer :)
  13. Thank you! However, F3 is written and supported by a large cast of people - do please look in the ReadMe.md file for a list of all the people you love ;) Of the two, which would you recommend as being easiest for mission makers to work with? There is some hesitation at making such a large, standalone script part of an F2/3 build, but I'd be happy to discuss options with the team if you can provide more details. We used to include Norrin's revive in earlier versions of F2. I myself never use respawn, nor do any of the current F2/3 team; again, linked suggestions are welcome. Can you provide some more details, please (and links if possible)? The current version of F3 is only available as one build: F3 Folk ARPS, and all the scripts included in the build are either required or optional - there are no scripts included from 'other' builds of F3. The ShackTactical Fireteam Member Markers component is used by F3 Folk ARPS. Information on the files used by each component is included on its respective page in the F3 wiki, but given the relatively small size of the F3 codebase we now recommend you don't bother deleting files - just disable the component if necessary (again, instructions for disabling a component are on the wiki pages). Hope this helps!
  14. I use a software tool like WinMerge to compare the folder of my mission with a fresh copy of F3. The software shows me which files differ, and then allows me to see the differences within each file (with a side-by-side view). Where files differ, the appropriate action depends on how the files differ: Scenario: the file in the latest F3 is different from the file in your mission AND the file in your mission has NOT had any changes/customisations done by you. Action: copy the file from the latest F3 over the file in your mission (you can use a tool like WinMerge to do this for you). Scenario: the file in the latest F3 is different from the file in your mission AND the file in your mission has been changed/customised by you. Action: go through the files and manually copy across the changed lines, taking care to re-implement any changes/customisations you made before. The only file where this approach gets complicated is mission.sqm, but IIRC the only significant change to that file between v3-0-1 and v3-0-2 has been this bloc near the top: addOns[]= { "A3_Characters_F_BLUFOR", "A3_Soft_F_Galkin", "a3_map_stratis", Became: addOns[]= { "A3_Characters_F_BLUFOR", "a3_map_stratis", (we deleted the reference to the 'Galkin'). Hope that helps!
  15. F3 Mission Development Framework for ArmA 3 F3 v3-0-2 Released From the ReadMe.md file: Special thanks to comrade scripting heroes Head, Wolfenswan and Harakka. Special thanks to comrade scripting heroes Head, Wolfenswan and Harakka; thanks also to Zerith from the BI forums. Special thanks to comrade scripting hero Head, who's heroic work during the first week of the ArmA 3 Alpha made this early release possible. Thanks also to comrade Harakka. These comrades are awesome! Thanks also to all at Folk ARPS. About F3 The F3 Mission Development Framework (F3) is the successor to the popular F2 and BAS f mission development frameworks for ArmA 2 and ArmA. The new framework contains many of the features you know from F2, updated to work with ArmA 3 Alpha; new components which take advantage of the new game's special features are planned. For downloads and to find out more please see our online manual: http://www.ferstaberinde.com/f3/en/ (English version)
  16. fer

    setOvercast ??

    setFog may also not be working quite as expected. Using this command to set the fog to 1 does not appear to generate fog as thick as that generated when you using the in-editor slider to set fog to 100.
  17. F3 Mission Development Framework for ArmA 3 F3 v3-0-1 Released From the ReadMe.md file: Special thanks to comrade scripting heroes Head, Wolfenswan and Harakka; thanks also to Zerith from the BI forums. Special thanks to comrade scripting hero Head, who's heroic work during the first week of the ArmA 3 Alpha made this early release possible. Thanks also to comrade Harakka. These comrades are awesome! Thanks also to all at Folk ARPS. About F3 The F3 Mission Development Framework (F3) is the successor to the popular F2 and BAS f mission development frameworks for ArmA 2 and ArmA. The new framework contains many of the features you know from F2, updated to work with ArmA 3 Alpha; new components which take advantage of the new game's special features are planned. For downloads and to find out more please see our online manual: http://www.ferstaberinde.com/f3/en/ (English version)
  18. We're developing against the stable build, so you may encounter issues when running with Dev. That's an issue we're looking into; can't tell if it's F3 or A3 yet. As you noted, this is a stable/dev A3 issue, not an F3 one. That code is part of A3, not F3 - perhaps you should post a ticket with BI? Hard to say what's happening here, especially as I'm not sure what you mean by 'copying the mission'. Do you mean taking the whole mission folder, copying it, and then renaming both the mission folder and the changing the name in the mission.sqm file? Saving a mission with a new name in the editor will not copy across all the F3 files - and if you do this and manually copy across the F3 files, you must ensure *all* of them are copied over. It's generally safer to begin with a clean copy of F3, then merge in any previous-mission content in the editor. Thanks - will look to fix this in v3-0-1. We'll do some checking! This is an error on our part; you can expect it to be fixed in the next release. Thanks for the reports, folks; we'll update you as soon as a new build is out!
  19. clydefrog - are you using all of F3, or have you attempted to extract just the files for this component and add them to your mission? If you can, please PM me a link to a downloadable copy of your mission folder (ZIP'd) and I'll try to look at it when home next.
  20. Comrades! ArmA 2 mission makers who're planning to start writing missions for ArmA 3 should check out F3.
  21. New Release: F2 v2-7-1 (for Combined Operations) From the ReadMe.txt file: About F2 The F2 Mission Development Framework (F2) is the successor to the popular BAS f mission development framework for ArmA (discussed in this thread). The new framework contains many of the features you know from BAS f, updated to work with ArmA2 and ArmA2:OA, plus some new components which take advantage of the new game's special features. For downloads and to find out more please see our online manual: http://www.ferstaberinde.com/f2/en/ (English version) Huge thanks to current contributors: Wolfenswan, Head and Kaleovil and to all at Folk ARPS
  22. New Release: F2 v2-7-0 (for Combined Operations) Highlights: 1. New Folk ARPS build supports all major ArmA2 and Operation Arrowhead factions. 2. Enable ACRE support with a mission parameter. 3. Join groups on-the-fly, place trip flares in-mission and more ... From the ReadMe.txt file: About F2 The F2 Mission Development Framework (F2) is the successor to the popular BAS f mission development framework for ArmA (discussed in this thread). The new framework contains many of the features you know from BAS f, updated to work with ArmA2 and ArmA2:OA, plus some new components which take advantage of the new game's special features. For downloads and to find out more please see our online manual: http://www.ferstaberinde.com/f2/en/ (English version) Huge thanks to current contributors: Harakka, Wolfenswan, DarkTatka, Black Mamba, Head and Mike and to all at Folk ARPS.
  23. Thanks for the posts, all; apologies I have not been able to post my thoughts until now: Reducing PBO file size: By far the easiest way to reduce the size of a PBO is to delete all files associated with Norrin's Revive, which will save on average 300kb (basic instructions are available on this F2 wiki page). The forthcoming v2-7-0 version of F2 will drop Norrin's entirely, because our version is out of date and there now exist a few viable alternatives that mission makers can easily include based on personal preference. But does it really matter?: Probably far less than you'd imagine, or might have been the case 4-5 years ago when BAS f was first created (the ArmA precursor of F2) and domestic bandwidth was more scarce. Without Norrin's or custom scripting and music files, most of my own missions come in at or just below the 500kb mark. To put that figure in context, I just downloaded a pack of Domi files and see that many come in at or far above the 2Mb mark. Having successfully run 500k F2-based missions with upwards of 80 players on a regular basis, I'm confident that mission makers shouldn't worry about file-size bloat with F2 unless they intend to include a lot of music or image files over and above the framework. Your time is precious: To put this another way, if you devote an hour into shaving 100kb off the PBO file size, nobody is likely to notice; which is a shame, because an hour spent crafting a really great, concise briefing will produce a much better return on your investment of time. Disabling/enabling components: optional components are disabled by default, and IIRC all of them can be enabled by uncommenting (and sometimes editing) a line or block of lines in the init.sqf file. The inverse is generally true of core components, and all of these steps are usually captured in the how to enable/disable sections of the relevant F2 wiki page (see this example for Disable BIS Conversations). You can (and should) make your own stubs: If you feel confident enough, taking a copy of F2 and customising it to create your own personal framework can be a pretty good way to speed up your mission making. It can be as simple as doing some basic configuration of core/optional components, or as complex as stripping out undesired files and/or integrating third party scripts. We don't release new builds of F2 very often these days, so this is a less risky prospect. What's more, if you are part of a community of players, consider sharing your stub(s) with others in your crowd. For example, within Folk, we often share pre-tailored stubs to help people write missions quickly (none are out now, but expect a few to appear with v2-7-0). Kegetys Spectator Script documents is too light: I agree, and if you can dig out anything from the great man himself, I'll be very happy to link to it from the relevant F2 wiki page. One man's trivial, is another man's vital: Making a lite version of F2 is more complex in practice than in theory, for the simple reason that different mission makers have different preferences. For example, I never use revive or respawn, and I never restrict vehicle crews because I write for a community where it's sufficient to ask players to leave the A-10s alone; but for someone writing missions for pubbie servers, none of those things may be true. This is why I strongly advocate the practice of making personal/community stubs if you intend to crank out a bunch of missions that share the same basic configuration. F2 is not as modular as it once was: As the framework has become more ambitious, we have run into issues with the way ArmA2 mission files are structured. For example, the way certain mission configuration aspects are split across the description.ext and init.sqf files can be frustrating if you want to make things truly modular, and that's before you get into the sticky business of pre-placed units in mission.sqm. We've tried our best to achieve modularity in terms of enabling/disabling, but it's not always as neat as having single files/sub-folders you can simply delete in the file manager. Mainting multiple builds is hard ... and we are few: The next step up from a personal/community stub is the 'build' - essentially different published versions of F2. For a while this was an approach we adopted, and you used to be able to get different builds for ShackTactical with/without ACE2 etc. (see the Downloads Archive page of the F2 wiki for more). The problem is that maintaining all these builds takes manpower that we don't have right now, so we have focused on supporting our primary communities, Folk and ARPS. It would be nice, for example, to offer an ACE2 version of F2, but that would require some new team members. Anyway, sorry this is a bit of a brain-dump, but hopefully it will shed some light on the thinking behind F2's current form. Thoughts, suggestions etc. always welcome!
  24. @ Radioshack - Additionally, in your briefing file, this section: Intel shows strong infantrie activity concentrated on the most of the citys, combined with random patrols on car. The NATO airport is the only secure area at the moment. The airport to the north is hold by independent russian forces in case of border violation by NATO forces they will probably "defend" there territory. Good luck! Should read: Intel shows strong infantrie activity concentrated on the most of the citys, combined with random patrols on car. The NATO airport is the only secure area at the moment. The airport to the north is hold by independent russian forces in case of border violation by NATO forces they will probably 'defend' there territory. Good luck! Note the change from " marks to ' around the word defend. The former will break your script.
  25. A few reasons, but pretty much what Black Mamba says here: There's an example coming right up here: That's an old version (compared to the OA Folk version), which has a number of shortcomings - not least of which is that it won't show the correct loadouts at the briefing screen. I'd recommend using the gear scripts from v2-6-1 OA Folk, even if you have to tweak the names of rifles / magazines. Note: the new gear scripts require the presence in the editor of two dudes with special commands in their INITs - either start making your mission with F2 OA Folk v2-6-1, or open a copy of that in the edtior, locate the two dudes (far, far, bottom-left the map) and paste them into your mission in a safe location. On Factions As you've worked out by now, a lot of features in F2 depend upon factions. Usually you just have to tweak a value in one of the scripts, but here's a list of the features that you'll want to change to support USMC: OA Folk Assign Gear Script OA Folk Group IDs OA Folk Group Markers OA Briefing Template Sorry we don't currently have a dedicated ACE2 build of F2 - the team is now very small and I personally don't play with ACE etc. anymore.
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