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McArcher

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Posts posted by McArcher


  1. I've only just noticed two things...

    1) COIN doesn't allow to build when trees are close to an object, even if there is enough space to build it. (on flat horisontal land!)

    2) EVEN WHEN I CLEAR THIS GROUND OUT OF TREES , IT STILL DOESN'T ALLOW TO BUILD !!! AMAZING LOGICS !!!

    How can it be overridden? Another bug of COIN?

    ---------- Post added at 19:13 ---------- Previous post was at 19:10 ----------

    in which file/folder/pbo/.. do COIN's s cripts lie? I want to see its code...

    ---------- Post added at 19:14 ---------- Previous post was at 19:13 ----------

    ca\modules\coin\data\scripts\coin_interface.sqf... maybe somewhere there....?

    ---------- Post added at 19:21 ---------- Previous post was at 19:14 ----------

    it's strange, but don't see \modules\ in unpacked with cpbo "ca.pbo"...


  2. Hello, BIS.

    Can you please answer a few questions about functions that work with vehicles' inventory.

    Why since OFP we have only addWeaponCargo, addMagazineCargo, clearWeaponCargo and clearMagazineCargo functions and NO FUNCTION TO GET INVENTORY !

    I don't ask inventory to be global, as vehicles are (if not created to be local), I just want to have functions like getMagazineCargo and getWeaponCargo ! Are you too lazy to add some lines of code? I don't ask terramorphing in Arma2 or realistic damaging system with breakable headlights and tanks with "dynamic armor" (or reactive armor, as you say)... I just want simple things, for which I have been waiting since OFP ! I'm the fan of your game, but everything has its limits, and patience isn't exception.

    Looking forward to your feedback. Thank you.


  3. What do you mean?

    I mean that in Arma, like in old OFP, inventory of vehicles is local and i.e not syncronized between players, and there are no functions allowing us to know what does inventory contain (we can only clear contains and add something, but cannot look and say what is inside of vehicle). That makes MP gaming unrealistic (people use weapon-buy-dialogs instead of crate placing, which makes gaming more unrealistic).

    ---------- Post added at 14:22 ---------- Previous post was at 14:19 ----------

    local effect of the inventory can be solved by scripts, but getting the inventory cannot be, because no such functions exist. we can only write our own vehicle-inventory-engine with lots of arrays, own functions or scripts and our own inventory dialogs, i.e. make a new game inside existing one... I don't know why this bug is still actual since OFP ?!!! Are BIS too lazy to write a few lines of code or what?... I don't understand it...


  4. well, if the calculations will be on server's side, there won't be fps drops in cleints' PCs. And servers usually have 2-4 cores in CPUs nowadays.

    I think we should somehow influence BIS to make inventories of vehicles to act as global objects (to be seen to every client globally and be JIP-compatible). Who agrees, please leave a few words in this topic, so that BIS can see that games community (and it is very big one) wishes the game to be better and more realistic.

    And also, write to 1.06 patch wishlist, please!

    http://forums.bistudio.com/showthread.php?t=92386


  5. where can I rip the original "inventory viewing script" with it's menus/windows from?

    where is it located in arma's files and how can it be riped?

    I want to look how did they make this thing working...

    ---------- Post added at 09:24 ---------- Previous post was at 09:18 ----------

    I have crates with custom loadouts. I take a normal crate, empty it and reload it with my stuf during init. The thing is, if a JIP player runs the same init he will spawn with the same crates everyone else had at game start (i.e. full). Instead, i would like JIP clients to spawn with the crates somewhat depleted (to have the same amount of ammo/weapons everyone else has at that particular moment). That's what i mean by persistent.

    It would be nice if at JIP, i could get the contents of the relevant crates and have them broadcasted, then load the crates of the newcomers accordingly.

    I think , all this shit is happening because the game is based on the good old OFP's engine, which didn't know what JIP is and now we see results of it... I think it's the dead end for the game...


  6. Does arma support array of arrays or array of mixed variables? If yes, what doesn't it like in this code??

    if (not isServer) then 
    { 
    private ["_n", "_crate", "_patternW", "_patternA", "_crateArray", "_i"];
    _crate = _this select 0;
    _n = _crate getVariable "crateID";
    _patternW = [];
    _patternW = + mcti_RUweapons_defaultNumbers;
    _patternA = [];
    _patternA = + mcti_RUmagazines_defaultNumbers;
    mcti_JIP_crates = mcti_JIP_crates + [_crate, _patternW, _patternA];
    publicVariable "mcti_JIP_crates";
    
    // applying patterns
    _crateArray = mcti_JIP_crates select _n;
    _crate = _crateArray select 0;
    _patternW = _crateArray select 1;
    _patternA = _crateArray select 2;
    clearMagazineCargo _crate;
    clearWeaponCargo _crate;
    _i = 0;
    {
    	if (_x > 0) then { _crate addWeaponCargo [ mcti_weapons_pattern select _i, _x] };
    	_i = _i + 1;
    } forEach _patternW;
    _i = 0;
    {
    	if (_x > 0) then { _crate addMagazineCargo  [ mcti_magazines_pattern select _i, _x] };
    	_i = _i + 1;
    } forEach _patternA;
    
    player groupChat format ["Crate #%1 initialized.", _n];
    };

    .rpt:

    Unsupported language Russian in stringtable
    Error in expression <_crates select _n;
    _crate = _crateArray select 0;
    _patternW = _crateArray select>
     Error position: <select 0;
    _patternW = _crateArray select>
     Error select: Тип Объект, ожидаетÑÑ ÐœÐ½Ð¾Ð¶ÐµÑтво,Config entry
    File mpmissions\__CUR_MP.Chernarus\mca_crate_initSelf.sqf, line 15
    Creating debriefing
    

    maybe some special syntax needed?


  7. omg, this won't work, because in arma there's no "onUsed" eventHandler ! we won't be able to detect user of crate! BIS, you are idiots!

    ---------- Post added at 06:09 ---------- Previous post was at 06:07 ----------

    we can only write our own interface for using our new crate, but it is not worth it...... because...... I'm begining to hate this game again :)


  8. has anyone found an easy solution to this yet?

    ---------- Post added at 03:50 ---------- Previous post was at 03:36 ----------

    I like the method with keeping contents of a crate in array, but if i have dynamically created crates in large quantities, it will be a disaster for network traffic in MP...

    ---------- Post added at 04:03 ---------- Previous post was at 03:50 ----------

    SO MANY years passed since this bug from OFP, and BIS haven't fixed ammocrates even in ARMA2. Shame on you, BIS! :protest:


  9. I have a problem again... not to flood with new topics, let me write here...

    how can I make inventory of a crate JIP compatible. The script, that puts ammo in it is run on all clients and they see contents, but...

    1. if someone takes someting from that crate, will other clients see that that thing disappeared from crate? (i don't have two armas to test it)

    2. how to make JIP players see current (up to date) inventory of a crate ? how to syncronize it?


  10. CptBBQ, for me, actually, arma's "local/global" scripts is the biggest pain when making a mission. If not that, I would have done all the scripts, I am making now, long ago. If Reimann didn't help me some time ago with this "onPlayerRespawn" scipt and many other people that I ask in the forum with other scripts, I wouldn't do any progress in my mission :) I wish, arma was simplier... and in BIS wiki there's only a piece of all information and only few examples... btw, I started learning arma's scripting a few days ago, so I am unexperienced like you =) so, let's hope we will know everything about arma's scripting soon :)


  11. How to check if array is empty?

    tried

    if ( (count _array) > 0 )

    , but it doesn't work.

    maybe i should check _array select 0 ?

    ---------- Post added at 19:25 ---------- Previous post was at 19:24 ----------

    arma's functions are very strangely working.... i don't know who wrote such code...

    ---------- Post added at 19:27 ---------- Previous post was at 19:25 ----------

    if ( not isNull (mcti_barracks_ru select 0) ) then {

    doesn't work either

    ---------- Post added at 19:29 ---------- Previous post was at 19:27 ----------

    if ( not isNil (mcti_barracks_ru select 0) ) then {
    also :)

    ---------- Post added at 19:30 ---------- Previous post was at 19:29 ----------

    if ( not isNil (mcti_barracks_ru) ) then {
    and
    if ( not isNull (mcti_barracks_ru) ) then {
    also don't help...

    ---------- Post added at 19:31 ---------- Previous post was at 19:30 ----------

    omg.... quotes... i forgot "s maybe?)

    ---------- Post added at 19:32 ---------- Previous post was at 19:31 ----------

    if ( not isNil ("mcti_barracks_ru") ) then {
    doesn't work either)

    ---------- Post added at 19:37 ---------- Previous post was at 19:32 ----------

    if ( not (isNull "mcti_barracks_ru") ) then {
    too :(

  12. I know that addAction is a local function, so I add action to an object with if (not isServer) check. The script, given as a parameters for this action seems to be running strangely. The situation is following...

    To test, if this script is running on client or server I add isServer check and wrote diag_log with some text for server and client, to check. For client it works ok, but... my aim is to run this script on sever, and when I look in server's .rpt i see

    2009/12/26, 23:38:44 Server: Update of object 2:35 arrived from nonowner

    2009/12/26, 23:39:10 Server: Update of object 2:348 arrived from nonowner

    2009/12/26, 23:39:54 Server: Update of object 2:668 arrived from nonowner

    instead of 3 records of diag_log And of course my global object isn't updated by this script... :(

    Why? What's wrong? How can I make script in addAction be executed by server? Thanks.

    ---------- Post added at 01:05 ---------- Previous post was at 00:53 ----------

    I tried to execute this script on client only. Here are results:

    1. setMarkerColor sets new color for marker properly, at least on map it changes (if it is changed on other clients I don't know yet)

    2. special global variables change their values, it's ok

    3. setFlagTexture changes texture of a flag , BUT (!!!) in some seconds it returns back the old texture (there was empty one before that). How???

    What did I do to solve it? Gone to Biki, on setFlagTexture page I see both Local and Global pictures :eek:

    So... How can I change texture of flag permanently? Or is it a new bug?? how can it disappear in a few secconds??

    Please help me. Thanks again!

    ---------- Post added at 01:56 ---------- Previous post was at 01:44 ----------

    P.S. flagpoles were created by server's script, so they must be global.

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