Pimmelorus
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ArmADev Eclipse Plugin
Pimmelorus replied to Alwarren's topic in ARMA 2 & OA : Community Made Utilities
Just an update. I have all issues solved now. Very nice work! I hope you'll find the time and energy to continue with ArmaDev development. Bye, Pim -
ArmADev Eclipse Plugin
Pimmelorus replied to Alwarren's topic in ARMA 2 & OA : Community Made Utilities
Alwarden, I am using ArmaDev now in combination with a Git repository. If I clone a project in to the workspace I have a hard time to make all ArmaDev goodies work on the checked out project. During the cloning procedure I have the ability to apply a wizard to the project, but the ArmaDev wizards seem not compatible. Do you know how to transform an existing project into an ArmaDev process? I was thinking something about project facets, but these do not seem to be visible for new projects. -
Structured Text does not work on my control
Pimmelorus replied to Pimmelorus's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@muf Thanks for the suggestion. I get a error message about a missing font however. No entry 'C:...<path>.../Tx_groupInfoOverlay_Text.font'. That is with this config for the overlay: class MyRscStructuredText { idc = -1; type = CT_STRUCTURED_TEXT; style = ST_LEFT; x = 0.1; y = 0.1; h = 0.1; w = 0.5; text = "TEST"; size = 0.04; colorText[] = {1,1,1,1}; shadow = 0; colorBackground[] = {1,0,0,0.5}; class Attributes { font = "PuristaMedium"; color = "#ffffff"; align = "left"; shadow = false; }; }; class RscTitles { titles[]={}; class Tx_groupInfoOverlay { idd = -1; onLoad = "uiNamespace setVariable ['Tx_d_groupInfoOverlay', _this select 0]"; movingEnable = 1; fadeIn = 0; fadeOut = 0; duration = 10e10; class controls { class Tx_groupInfoOverlay_Text: MyRscStructuredText { idc = 100; x = 1; y = 1; w = 0.5; h = 0.5; }; }; }; }; It seems that the Attributes class is not picked up correctly. -
Structured Text does not work on my control
Pimmelorus replied to Pimmelorus's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No, the CT_STRUCTURED_TEXT has a function different from ST_MULTI. I use it on purpouse here. Thnx for replying. -
Structured Text does not work on my control
Pimmelorus posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi all, I have problems with setting structured text in my control and I would like your opinion on the cause. My control config is: class MyRscStructuredText { idc = -1; type = CT_STRUCTURED_TEXT; style = ST_LEFT; moving = true; colorBackground[] = {0,0,0,.5}; colorText[]={1,2,1,1}; font = "PuristaMedium"; w=0.2; h=0.1; sizeEx = 0.04; text = "-not set-"; }; class RscTitles { titles[]={}; class Tx_groupInfoOverlay { idd = -1; onLoad = "uiNamespace setVariable ['Tx_d_groupInfoOverlay', _this select 0]"; movingEnable = 1; fadeIn = 0; fadeOut = 0; duration = 10e10; class controls { class Tx_groupInfoOverlay_Text: MyRscStructuredText { idc = 100; x = 1; y = 1; w = 0.5; h = 0.5; }; }; }; }; This function does nothing at all: _ctrl = (uiNamespace getVariable "Tx_d_groupInfoOverlay") displayCtrl 100; _stxt = parseText "First line<br/>Second line"; _ctrl ctrlSetStructuredText _stxt; What does work, however, is the command: _ctrl ctrlSetText "BLABLA"; showing that I have access to the right control. Also this command shows correctly: hintSilent _stxt; showing that the structured text is ok. I do not know what to change. Any help is appreciated greatly. All the best, Pim -
ArmADev Eclipse Plugin
Pimmelorus replied to Alwarren's topic in ARMA 2 & OA : Community Made Utilities
I have noticed several templates in the root of the plugi-in should be suggested when using the ctrl-space keys. I can only find the suggestions from the comref.xml however. Is this a not implemented feature then? -
ArmADev Eclipse Plugin
Pimmelorus replied to Alwarren's topic in ARMA 2 & OA : Community Made Utilities
Btw I think that the installation mechanism in Eclipse states that it is installing v0.2.0, but that in reality it is installing v0.1.0 this is I think also relflected in the feature.xml <plugin id="org.friedenhq.armascript" download-size="0" install-size="0" version="[b]0.1.0[/b]" unpack="false"/> <plugin id="org.friedenhq.armascript.about" download-size="0" install-size="0" version="[b]0.1.0[/b]" unpack="false"/> All the best, Pim -
ArmADev Eclipse Plugin
Pimmelorus replied to Alwarren's topic in ARMA 2 & OA : Community Made Utilities
Hi Alwarren, Since my OFP days I have not been coding for OFP/Arma, and with the comming of Arma 3 I feel its time to start again. I am currently using Eclipse everyday for Java development so your ArmaDev plug in is very valuable to me. Thnaks for starting this and I hope you find the time to work on it. If it would be of any use, I offer to help out and develop/test future releases. For instance, integration of Arma 3 ComRef would be nice. Also, a mission template that contains placeholders for all basic files in a mission would be nice. Maybe this already implemented, but the "Create new mission" does not work on my system. Anyways, thanks for the time in developing this and my offer for assistance stands. All the best, Pim -
Hello, I am new to HC Extension and I had my first run with it. Copied over the USvRussiaSmallBattle.Chernarus folder into my missions folder and ran it in the mission editor. I have the impression that something is wrong. I have all the menu items in the comms menu, but I cannot select groups on the map of in the gameworld using the displayed nato markers. Is there something I have to do in addition to get things running? I expected a UI similar to the standard HC. When I look in the statistics menu and ask about vehicles, it reports zero vehicles at mission start. I think that there is a problem with the registration of units into the HC system? Thnx, Pim
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[CAMP/OA] Soldiers of Valor: Task Force 94
Pimmelorus replied to therev709's topic in ARMA 2 & OA - USER MISSIONS
I am sorry, I have tried to get through the first mission, but I just cannot make it. It is just too hard. I am stuck at the point I am instructed to hold the LZ and the base is atacked by two large formations of enemies. I am playing on regular difficulty (switched back from veteran) but the enemy forces have an extremely high precision. I don't know how the mission design is intended, but in the five second (no kidding) of the atack, the defending forces (two PK gunners and a Browning .50 cal) die. From that moment on I am alone, but cannot stick my head around some sandbags or I am nailed. Also, toning down the AI level in the game difficulty settings does not change this. Anyway, I do not know what causes this, but I holds me from continuing the campaign already in the first mission. I am not a rookie when it comes to playing this game. I just experience an extremely high difficulty level. Anyone an idea what causes this ? Bye. P.S. Playing v1.5 ---------- Post added at 07:24 PM ---------- Previous post was at 07:11 PM ---------- Hmmm, I finished it, but in my opinion this missions is very flawed in its design. Plz read my solution and share my amazement. Common! This first mission leaves me frustrated from my 20+ tries to effectively defend the base, and it was not even necessary? P.S. I do appreciate the work you have put in nevertheless. -
Nope, I am on 7900GT and I had to turn settings down as well; I had all settings on high in the 1.05beta patch. Especially, turning up the textures is a real frame killer for me. I cannot go above "low" for textures atm.
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I have the Sprocket DL version and I can update. Sofar I experienced a single error while updating: Error found in file Campaigns\ca.pbo (4c660143!=b1662f28) But... I cannot run the game as my licence does not activate
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I had the same opinion as you before. Lowering the graphical settings removed this. Just don't stress your comp to the limit.
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Hi Guys, Sven pointed me to this discussion. So, indeed I am working on a v1.3 version of the zsCTI (in fact scince v1.2 release). I am happy to see that people are interested in putting new addons into zsCTI as the main objective of zsCTI v1.3 was to make it easy to put in new vehicles, even for people with very little scripting knowledge. In fact, with WGL we are currently developing a WGL conversion. Besides a new config system, the new zsCTI will offer numerous other possibilities, such as switching of the commander role during the game, the use of CoC Unified Artillery 1.1, completely rewriten AI routines, etc. The v1.3 zsCTI is still in beta phase, but for those who would like to check out what it will be like you are hereby invited to have a look at the ZEUS forums. All the best, Pimmelorus
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Operation Flashpoint: 5 Year Anniversary
Pimmelorus replied to Placebo's topic in BOHEMIA INTERACTIVE - GENERAL
Yes, congrats to OFP and BIS. OFP is the best damn game I have ever seen. I am sure ArmA wil eat another 5 years off my real world social life Pim