Jump to content

Sniperwolf572

Member
  • Content Count

    3304
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by Sniperwolf572

  1. An undefined variable means that the variable you are trying to access has not been assigned to anything. As neokika says, if at any point in your code you're doing: _a = 1; then "_a" is defined, as "single equals" character is the assignment operator. Some examples: // a.sqf // This is ok, a has been defined and we're trying to access it _a = "hi"; hint _a; // b.sqf // This is bad, we're trying to access b before it has been defined, we'll get an error because engine doesn't know what "_b" stands for, meaning that variable "_b" is undefined hint _b; _b = "bye"; // c.sqf // We have a unit named joe in the mission, and a trigger that we can call to exectute c.sqf if(alive joe) then { _c = "Joe is alive!"; }; // If joe is alive when we execute c.sqf, "_c" will be defined and everything is ok, // but if joe is dead when we execute c.sqf, "_c" will not be defined (because the if condition failed and the code inside it never executed) and you'll get an error hint _c; // d.sqf // We have a unit named jack in the mission, and a trigger that we can call to exectute d.sqf if(alive jack) then { _d = "Jack is alive!"; } else { _d = "Jack is dead!"; }; // This is ok again, because even if Jack is dead when we execute d.sqf, we're defining "_d" to some value hint _d;
  2. Sniperwolf572

    Vehicles need gears

    This is what I mean: This is just spawning in editor and constantly holding the "E" key, no releasing or touching any other input. Interesting things to watch are the speed readout, the RPM dial and the gear shifter. Now I've never driven a car with an automatic gears, but I highly doubt that they do this. On the other hand, I know that my car will stall out if I try to climb the incline to leave my parking lot in anything higher than 3rd gear and even in 3rd it will be on the edge of stalling out unless I have built up some speed for it to be a non issue.
  3. Sniperwolf572

    Vehicles need gears

    I don't think that they even have to be manual gears. While there is some sort of transmission system in the game, it doesn't seem to be giving the desired effect and it's a problem created by the awkward implementation of the automatic gearbox. You can control vehicles speed with 3 keys: Q,W and E. But what it basically does is just controls the "limiter" of the vehicle, as long as you hold any of those keys, they will accelerate towards the limiter in an automatic fashion, what is bad about this, i'll explain in an example later on. Now the following numbers are made up, but it will give you an idea of what's happening. Q, the slow key, is "Limit to 33% of vehicles max speed" W, the forward movement key, is "Limit to 66% of vehicles max speed" limiter E, the turbo key, is "Limit to 100% of vehicles max speed" Now while using those keys, the gearbox will work automatically and for level driving, it might be ok, but the problem becomes obvious on inclines. For example, try going up the steepest hill you can find in Stratis in a Strider which has a visible gear shifter. What you'll observe is that the "autopilot" will try to drive as if it were flat land and eventually won't have enough torque to go uphill when it dumps the momentum (just like you can try to drive in fifth gear up a really steep hill, but eventually the engine will stall out on you), then as the vehicle slows down, loses torque and is about to stall out, it will shift into a lower gear that has enough torque to accelerate uphill and then in the next few moments the vehicle will go "oh, look i'm moving faster again, need to use the higher gear" and switch into it, once again losing toruqe and speed to revert into the lower gear and it will keep jolting between the two until you either stop or clear the hill. I'll try to make a video to show what I mean.
  4. Sniperwolf572

    General Discussion (dev branch)

    Yes, it's the same thing happens in Arma 2.
  5. Sniperwolf572

    Switching weapons on the move

    Glad you like it. :) As for Arma 2 version of this, there isn't one that I'm aware of. It might be possible to do, but it depends if Arma 2 supports the same style of animation masking. If so, porting this implementation to Arma 2 would require rewriting the gesture config to use Arma 2 animation files and implementing workarounds for the commands that do not exist (stance, handgunWeapon) in Arma 2.
  6. Sniperwolf572

    General Discussion (dev branch)

    I'm guess the error you're getting is complaining about undefined variables because the first element in those arrays is considered a variable. I'm assuming you intend to use them as strings as I don't think you can refer to classes like that, so put some quotes around them.
  7. Sniperwolf572

    UK Government censorship

    Wow, as a non UK citizen, I have to say this is a really stupid way to go about things. It would be so much saner, acceptable for parents who don't want to bother doing it themselves and less work for any ISP if instead they simply decided to make the blocking service opt-in instead of opt-out. This is what it reminded me the instant I heard about it:
  8. Indeed, few days ago I was telling someone how a black MX would look way better than the tan one and now I've got a confirmation. :p Excellent work on the entire pack pomigit! :D
  9. Sniperwolf572

    Grand Theft Auto V

    https://twitter.com/CVG_News/status/359212405684830209
  10. This. They are a steam related gimmick, but there's literally no harm done. During the sale I managed to collect 5 sets of the summer sale cards from non-spending-money activities, played some awesome games that ended up in my backlog due to time restraints, and funded a few of my purchases by selling 4 foils and a bunch of normal cards due to the fact that with a few sold cards, you can buy a game. On average, games have at least 5 drops, and I sold them at 20 cents each during the sale, and foils for around 1€. With a couple of foils and a an average days worth of play time, you could afford things like Borderlands 2 and whatnot the next day. But hey, those damn kids today. We must remain ignorant "mature" hardcore gamers to the bone even despite the fact it does not affect us at all. :j:
  11. Sniperwolf572

    Discussion on "Axed" Features

    Yep. It's this ticket that relates to this thread.
  12. Sniperwolf572

    Your Favorite Indie Games? (Under 2GB)

    The ones not already mentioned: FTL Hotline Miami (Warning, super awesome music tracks) Frozen Synapse Bastion Organ Trail
  13. Sniperwolf572

    Character voice doesn't change.

    It has already been reported on the feedback tracker.
  14. Sniperwolf572

    Switching weapons on the move

    It's in the known issues, such things sometimes happen when you're swapping stances mid swap even in SP. The lowering I've also noticed but it seems really occasional and I've yet to reliably reproduce it. There won't be. I don't plan to declare it anything but a proof of concept until it can work flawlessly and be properly integrated in the game. For example, I've tried it today in MP and the non-transmission of events make the players appear to be teleporting on remote machines. I've no time right now to look into it, but as I've said, source is on GitHub (link in the first post), so if anyone wants to improve upon it and release their own version, they're free to do so. Thanks! :) The nature of the "standard" FPS from the first FPS and onward never limited the switching and movement due to the action nature of the genre, besides, instant switches that appear in "standard" FPS's aren't really what Arma 3 needs. The current behavior in vanilla Arma 3 is purely a relic that remained with us due to the limited animation system which was improved upon in A2 and I'm not sure to what extent in A3 aswell, but this isn't something that was addressed. As for BI's willingness to properly implement this in the vanilla game, that's something we'll have to wait and see.
  15. Sniperwolf572

    Switching weapons on the move

    Thanks. :) But unfortunately it's not a proper solution, it's just a wonky hack around the problem which if they decide they want to do, they can do much better. Not much in this addon would be useful to them except for the fact that now they can try it out and see how it works before committing time and resources to make it happen properly.
  16. Sniperwolf572

    Discussion on "Axed" Features

    Excellent. :icon_twisted: For everyone else, just so it doesn't get lost as the heavily edited last post of the last page. Think of what they're doing as:
  17. Sniperwolf572

    Discussion on "Axed" Features

    You are missing the point here a bit. His point wasn't "your work sucks", the point was that they can and have to implement such features better, in a more native way which is usually better for performance and the overall feel of the feature. Let's take OFP implementations of backpacks, ACE backpacks, OA implementation of backpacks and A3 implementation of backpacks. OFP versions were literally an ammo box that you could teleport to yourself at any given moment by "putting the backpack on the ground", there was no integration into the inventory screen and the inventory screen itself was very simplistic in itself. (Try to fiddle ammo boxes underwater in Arma 3 and you'll get something insanely similar) ACE version was cool and it extended your inventory, but in the end, it was limited to clicking buttons, a procedure to go from an item in the crate to the item in the backpack with the full inventory and could end up confusing if you weren't familiar with it. But the important bit is that they were useable. BI implemented backpacks with OA, managing their inventory was horrible and ACE system ended up much better, even with being non-native. These backpacks were borderline unusable. And finally in A3, we have proper, natively integrated backpacks that work well with the inventory interface that works miles better with backpacks than either OFP, ACE or OA did. They have their own scripting commands and the whole shebang. This is one of the things that is incredibly improved and made intuitive to use when it's not breaking in MP. :p So basically, his point is "For the features we want to include in the core game, it's no longer satisfactory for them to just be there, they have to feel and play good". When you realise this, you'll see that most of the "axing" complaints come from the fact that they've "axed" things that are troublesome and have to be improved to not bring down the entire effort on it's head. Some examples of the above: "Axed rain" right now, they realized that the 12 year old and untouched overlay rain wasn't good enough, just like OA backpacks and inventory weren't good enough. If I'm reading Pettka's comments correctly, it's also happening with the first aid module that was "axed" from Arma 2. "Axed" civilian population modules were translated in much more modular sites modules. Respawn system also wasn't good enough, look at it now. Seagull was another unwieldy default, we now have native spectating implementation. In-editor equipment selector was also hinted at, but you don't see it yet because, you guessed it, it's not good enough yet. this exec "camera.sqs" And so on. I'm sure you've noticed Smookie use the term "guerrilla scripts" in regards to the switching on the move, and he's absolutely right. If they ended up making that feature as sloppy as I did, it would simply be borderline stupid. Since it's, well ... firing drill mission breaking and poorly optimized. :)
  18. Sniperwolf572

    Discussion on "Axed" Features

    More so because all information on the story we have so far has been skimming the surface at best. It's not like they went and made the entire campaign and then removed it, but merely changed a few names around. And before the "FICTIONAL FACTIONS OMG" argument arrives, consider that both Sahrani armies, all Takistan factions, and all Chernarus factions are fictional to the similar degree AAF and whatever the Iranians are named now.
  19. Sniperwolf572

    Switch the chracter you play.

    If I'm understanding your correctly, selectPlayer is what you are looking for.
  20. Sniperwolf572

    Switching weapons on the move

    Fixed with 1.4.1, first post updated with the new version. Unfortunately it doesn't add the possibility to switch to and from binoc slot weapons, you'll still have to do that with your binoc keybind.
  21. Sniperwolf572

    Switching weapons on the move

    If you updated from 1.0 you need to check the first post for updated instructions. I changed the controls that need to be used so they don't conflict with the default action.
  22. Sniperwolf572

    General Discussion (dev branch)

    He seems to be...adapting. :D
  23. Sniperwolf572

    Switching weapons on the move

    He's been sorted out already, had the same problem with an old CBA version. ;)
  24. Sniperwolf572

    Switching weapons on the move

    This has been fixed in 1.4, it's now available in the first post.
  25. Sniperwolf572

    General Discussion (dev branch)

    Yep, just like on the real thing.
×