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Posts posted by NeoArmageddon
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And now someone comes along and wants to put an end to this circle. That's why people are - understandably - upset.And soon you have to pay a fee, to use server side scripts on your own server or you have to get a server-membership with costs, to play on a certain server.
(e.g. compare ArmAcommunity with communities like FSX or minecraft)
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Java doesn't allow functions like that.Thanks, I often mix up C++ and Java syntax (I am writing most of the time C/C++).
SQF-class for backward compatiblity sounds very interesting!
I can't wait for the patch!!!
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Do you know how to write OO-style in C? Long story short, you can do the same in SQF. It's a lot of boilerplate, heavy verbose syntax, and generally not very readable, but it's doable.Its doable, but not very efficient and advisable (you already mentioned all disadvantages). I have never heard of somebody building OOP-constructions (classes, methods, polymorphism) just in SQF.
(Using ingame objects (logics, heliH, etc) with SQF-code is clearly some kind of OOP.)
For now we'll have to wait and see what they're doing in TOJ - until then we're only guessing.That the reason why I said, that all my assumptions are just guessed.
Preprocessfile only deals with preprocessing - #define macros,I mixed something up with call compile which I often used back in A1. But as far as I know, this command also compiles functions like compile was invoke. But this seems to be Off-Topic.
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Hey NeoArmaggedon... One question:With the example above can i use it instead of forEach in sqf?
Example:
SQF:
{_x setdammage 1} forEach [king, noble ,peasant];Java:
setdammage([king, noble, peasant], 1);
Yes and No. Its possible because in the last example, setdammage is a real function instead of a method owned by a class. That means, it could be overloaded with a parameterlist like
setdammage(array of objects, value);
This would be a completely new function, with own code and parameterlist but with the same name as setdammage(single object, value).
Then in setdammage(array of objects, value)'s code will be some kind of forEach loop. The advantage is, that you have to write it just one time (in the function overloading).
[EDIT]See rommels post on next page for correction. I thought more in C++ syntax, because thats the language I am working with most of the time.[/EDIT]
But as already said: This hardly depends on BIS implementation of java and wrapping of existing commands. BUT if we dont get such commands we (the programmers/community) are able to write our own libaries, that server us with such commands.
If there is no build in setdammage(array of objects, value), I will write you one :D
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I've seen a lot of excitement, but no concise explanation as to what this will add to our game (I'm mainly thinking ArmA3) and what it means for the modding community.http://forums.bistudio.com/showpost.php?p=2074445&postcount=49
Java is cross-platform right? Does this add any exciting possibilities for integration with web servers, 3rd party apps, mobile devices, Linux/OSX, etc?Using ArmA on those systems... No. Accessing scripting/servers/missions from this devices... maybe, depends on the kind of JVM integration in ToH ArmA.
Will changing the scripting engine add more features and possibilities? Please give examples even if it's educated speculation.
Is someone able to compare two basic script examples to demonstrate how the code would differ?
The main difference is, that you wrap SQF like code into classes, methods and functions. Its more a difference in syntax than in commands (probably all known sqf commands will have a similar command in java).
Maybe:
//In SQF player setdammage 1; //In Java (method of a player/unit-class) player.setdammage(1); //OR (a value owned by a class/object) player.dammage = 1; [s]//Or (function with 2 arguments: the object and the damage value) setdammage(player, 1);[/s]
Will mission makers be able to copy each other's 'objects' or modules/functions whatever, more easily than copy and modifying sqf files to get basic building blocks of advanced missions started?Yes, thats one of the ideas behind OOP.
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Due my studies I am a bit familiar with Java (2 semester of Java ...) and I hope I can answer some question (arose in this thread) from people who are not familiar with java.
But first:
Some of my following assumptions are theoretical. At last we have to wait for the ToH patch, to see all benefits and possibilities of Java for ArmA/ToH.
In my opinion the main difference between Java and SQF is, that java is object-oriented. That means you dont write procedural codes like in sqf, with linear commands and new script calls (exec). In Java you write classes with methods (functions inherite by classes). Propably there will be a main-class (much like init.sqf) that is called at mission start or at specific events. This main-class will create new class instances (maybe a costum behaviour class for every unit on the battlefield).
With this object orientation programmers are able to make "better"(/more logically) code. The idea behind OOP is, that you can exchange classes between different situations (missions, addons, ...) and useing third-party classes/modules.
For example: Maybe we are able to use a SQL-lib with Java, so we can get functionalities like JayLib-dll, but there is a waste amount of other possibilities.
Another difference: Java is precompiled into bytecode, the JVM (the interpreter) is able to read this bytecode and it translates it for the Arma engine), as far as i know, sqf is not precompiled (if you dont use http://community.bistudio.com/wiki/preprocessFile). So ArmA is processing sqf scripts while you call a specific script. This will probably make the optimized JVM faster (but this also depend on BIS implementation).
I hope I could grant everyone some clarity, who is not familiar with java.
Some links:
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Issue confirmed, introduced in 86697 (when fixing http://dev-heaven.net/issues/26423#note-10), fixed in 86842Great... Scruffy and me were just about to creating the reproduction steps for a cit-ticket. But it looks as if we don't need to.
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Maybe its just a server issue, but with 86705 me and a friend get strange animations/synchronisation if we enter a vehicle or see an animation that is local on another client.
Good example is the healing animation (BIS healing module or derivateslike nsurgency): If you get healed, everything is fine. If you heal somebody else, your animation is horrible synchronised but the rest of the world runs perfectly smooth.
No desync and no FPS loss while seeing such an unsmooth animation.
Can someone confirm this?
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Nice ;-) What value did you set for verifySignatures btw?Gamespy query returns: verifySi
Mostly its the Biki-Sample-Config:
maxPlayers = 32; kickDuplicate = 1; verifySignatures = 0; equalModRequired = 0; requiredBuild=86233;
P.S. We will test 1.60 now with an public insurgency 0.81
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I'm finding about 46 v1.60 servers, of which 3 linux :O[AT] Kauz im Nest is my server:
Vote active, 1.60, lots of coop maps. Everybody is invited to vote in as admin and test 1.60 beta on my server :D
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Cool, thx for answer. Btw, has somebody already test it? :)Just installed on my server. Server FPS seems a little bit lower compared to 1.59 (~5 FPS less) but AI looks very good (smooth motion).
I will test every change this evening (2000 GMT) with an Insurgency or Warfare.
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$4.21 USD per slot.
To much for me WoW. :mad:
I my opinion a root or Vserver is always better than managed gameserver and a vserver is not very expensive this days.
But the disadvantages are: You have to upload ToH and you have to setup the server via console (or with remotedesktop under windows).
At best you know someone who can set up such server.
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how does it work?Coop in ToH/ArmA is not really the same as in other game titles, where Coop means: "You can play the campaign via Splitscreen or with one friend".
In ToH Coop means: You can play missions with up to 64+ friends against AI/Time/Score/"Insert challenge here". Some of these missions are specifically designed for 2 players, some for 16 (and so on).
Most of the missions are usermade (can can find some on the "Usermissions"-board in this forum).
And if you played all coopmissions, you can easy make your own.
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"Free" addon on X-Plane are more realistic than those of TOH!If you compare the out-of-the-box FM from TOH with addons from another "simulation": Wait for the ArmA/TOH community to release some addons/mods and I promise, they will have great FM, realism and a lot more subsystem/switches (for example have a look at ACRE)
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Yes, adding custom painting/textures on the models should be possible in two different ways.
In ArmA you can use this command:
http://community.bistudio.com/wiki/setObjectTexture
for retexturing special selections on some models.
If the Helis in ToH have those special selections, you just have to extract the standart .pbos and look for the original textures to have some kind of template.
An other approach is to make an own addon, but first we need official sample models from BIS.
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I think you misunderstood dale0404. You should check your folder of downloaded files, not the gamefiles after installation. When you start the sprocket-downloader, you can choose a directory or use your document-folder. Have a look in those folders, there must be a Take_on_helicopters_setup.exe and 8 Take_On_Helicopters_Setup0x.bin between 1.4 GB and 1.7 GB.
If your download of those files failed, your isntallation will fail every time, no matter how often you try.
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There was a flaregun back in OFP:R and most grenadelaunchers in ArmA are able to shot flares. I think somebody will release a flaregun/survival-kit-addon soon :)
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I got similar errors during Beta installation.
Have a look on your downloaded "Take_On_Helicopters_Setup0X.bin"-files. They are all approx 1.7 GB. If they are to small, the installation of some PBOs could fail.
My fault was too low disc space during download.
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I thought that PIP referred to the camera image that comes into play with certain missions.The whale mission or The Hand that Feeds for example...
Does it refer to the wing mirrors ?
PIP is the Render-to-Texture image, that you can see on the mirrors or the monitor in the medium chopper to your left.
The camera mounted on some choppers can be accessed by your copilot via pressing "Zero" on numpad (like aiming with a weapon). This view is not related to PIP, it is just another cameraview.
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I've run in windowed mode and when it goes black I see a windows pop-up saying the NVidia display driver crashed and recovered. I wonder why, it doesn't happen predictably or at any obvious trigger.
Set your video memory in setting to "Default" or try other values.
Those CTD are related to bad/(too optimistic) videomemory settings.
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Hey guys, I practised autorotation ingame alot and Scruffy and I made a little video, showing the basic steps:
http://www.youtube.com/user/ScruffyIMS#p/u/2/U4bs_B9zFfU
Its not perfect (we were to fast) but it shows the basic procedure in moving pictures.
Maybe this could help some of you, to manage autorotation yourself.
P.S. At the end of the video are a lot of examples, how not to land a chopper :)
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It seems, that the most common cause for CTD is, that people set their video memory to "High" or "Very High" (I had this in ArmA). "Default" should work CTD-free for most people.
Do you crash to desktop with an errormessage? Or could you still hear the ingamesounds and the ToH icon is still in the taskbar but you can resume? If so, select the Icon and pre "Shift" + "Minus (Numpad)" and Type "F L U S H".
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Have a look at "Options -> Game Settings -> Difficulty -> Friendly Name TAG/Enemy Name Tag".
If its the same as in ArmA, this will display others name, if you directly look at them.
Notice that the server has to allow this option for you to see the Tags.
I personally think, floating names over enemys/friends take a lot of immersion. If you don't know how is next to you, ask him* ;)
*Or shoot him, if he looks like an enemy
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If nobody can reach your server, try to unblock ToH.exe in your firewall or open port 2302.


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in ARMA 2 & OA - Servers & Administration
Posted
Hey eddieck, nice script, but took me 2 hours to get it running.
It works, but the scripts shuts down itself after approx 60min. I am using Debian 5 (tried the script with and without screen). But maybe its an error related to python (I am not familiar with python). Any ideas?