t_d
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Everything posted by t_d
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Problem with model.cfg
t_d replied to roberthammer's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Use this to extract the model.cfg from binarized p3ds. Needs PboDll -
Accessing animation sources in scripts
t_d replied to [frl]myke's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
If you have an object that has an animation using the wanted source, it should be possible to read out the state with animationPhase command. -
here the skeleton of ArmA2 soldiers: class cfgSkeletons { class default; class OFP2_ManSkeleton : default { SkeletonBones[]= { "pelvis","", "spine","pelvis", "spine1","spine", "spine2","spine1", "spine3","spine2", "neck","spine3", "neck1","neck", "head","neck1", "headcutscene","head", "jaw","head", "chin","head", "jaw_rf","head", "jaw_rm","head", "jaw_rs","head", "jaw_lf","head", "jaw_lm","head", "jaw_ls","head", "ear_r","head", "ear_l","head", "lip_lc","head", "lip_lwlb","head", "lip_lwlf","head", "lip_lwm","head", "lip_lwrf","head", "lip_lwrb","head", "lip_rc","head", "lip_uprb","head", "lip_uprf","head", "lip_upm","head", "lip_uplf","head", "lip_uplb","head", "nose_tip","head", "nose_r","head", "nose_l","head", "zig_lt","head", "zig_lm","head", "zig_lb","head", "zig_rt","head", "zig_rm","head", "zig_rb","head", "cheek_r","head", "cheek_l","head", "eyebrow_lb","head", "eyebrow_lm","head", "eyebrow_lf","head", "corr","head", "eyebrow_rf","head", "eyebrow_rm","head", "eyebrow_rb","head", "eye_upr","head", "eye_lwr","head", "eye_upl","head", "eye_lwl","head", "cheek_rf","head", "cheek_rm","head", "cheek_rb","head", "cheek_lf","head", "cheek_lm","head", "cheek_lb","head", "forehead_l","head", "forehead_m","head", "forehead_r","head", "l_eye","head", "r_eye","head", "l_pupila","head", "r_pupila","head", "neck_t","head", "neck_b","head", "neck_r","head", "neck_l","head", "tongue_b","head", "tongue_m","head", "tongue_f","head", "leftshoulder","spine3", "leftarm","leftshoulder", "leftarmroll","leftarm", "leftforearm","leftarmroll", "leftforearmroll","leftforearm", "lefthand","leftforearmroll", "lefthandring","lefthand", "lefthandring1","lefthandring", "lefthandring2","lefthandring1", "lefthandring3","lefthandring2", "lefthandpinky1","lefthandring", "lefthandpinky2","lefthandpinky1", "lefthandpinky3","lefthandpinky2", "lefthandmiddle1","lefthand", "lefthandmiddle2","lefthandmiddle1", "lefthandmiddle3","lefthandmiddle2", "lefthandindex1","lefthand", "lefthandindex2","lefthandindex1", "lefthandindex3","lefthandindex2", "lefthandthumb1","lefthand", "lefthandthumb2","lefthandthumb1", "lefthandthumb3","lefthandthumb2", "rightshoulder","spine3", "rightarm","rightshoulder", "rightarmroll","rightarm", "rightforearm","rightarmroll", "rightforearmroll","rightforearm", "righthand","rightforearmroll", "righthandring","righthand", "righthandring1","righthandring", "righthandring2","righthandring1", "righthandring3","righthandring2", "righthandpinky1","righthandring", "righthandpinky2","righthandpinky1", "righthandpinky3","righthandpinky2", "righthandmiddle1","righthand", "righthandmiddle2","righthandmiddle1", "righthandmiddle3","righthandmiddle2", "righthandindex1","righthand", "righthandindex2","righthandindex1", "righthandindex3","righthandindex2", "righthandthumb1","righthand", "righthandthumb2","righthandthumb1", "righthandthumb3","righthandthumb2", "weapon","spine1", "launcher","spine1", "camera","pelvis", "leftupleg","pelvis", "leftuplegroll","leftupleg", "leftleg","leftuplegroll", "leftlegroll","leftleg", "leftfoot","leftlegroll", "lefttoebase","leftfoot", "rightupleg","pelvis", "rightuplegroll","rightupleg", "rightleg","rightuplegroll", "rightlegroll","rightleg", "rightfoot","rightlegroll", "righttoebase","rightfoot", }; }; }; So a lot of selections need to be renamed it seems.
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.rvmat files dropped while binarizing
t_d replied to [frl]myke's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
is *.rvmat in the list of filetypes that gets copied directly? -
exitWith { _Fobjarray = _arr select _c; /* true */ }; just remove the ; after _c. Always the value of the last expression is returned which is nothing in this case. EDIT: Oh, seems I missunderstood the problem. ignore me then
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I assume priority handles the order of the factions in the editor factions list. If the priority is the same the first faction that occured with that priority is probably set before the other one. So I wouldnt waste much attention on that.
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garbage collector module?
t_d replied to Raptor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This is probably a programming term. Java and C# have a garbage collector for example that frees memory of variables that arent used anymore. For ArmA2 I think it removes dead bodies or something else that isnt needed anymore. -
Execute the script like this myScript=[]execVM "script.sqs"[/Code] Then you can stop it with Terminate myScript
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Ca/config
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Adding a new one to the config should work I guess: class CfgFactionClasses { class USMC { displayName = "$STR_DN_USMC"; priority = 1; side = 1; }; class CDF { displayName = "$STR_DN_CDF"; priority = 2; side = 1; }; class RU { displayName = "$STR_DN_RU"; priority = 3; side = 0; }; class INS { displayName = "$STR_DN_INS"; priority = 4; side = 0; }; class GUE { displayName = "$STR_DN_GUE"; priority = 5; side = 2; }; class CIV { displayName = "$STR_DN_CHERNARUS"; priority = 6; side = 3; }; class CIV_RU { displayName = "$STR_DN_RU"; priority = 7; side = 3; }; };[/Code]
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Cold War Rearmed - Public Beta Release
t_d replied to W0lle's topic in ARMA - ADDONS & MODS: COMPLETE
here ya go: http://dev-heaven.net/projects/cwr-cbt/issues- 607 replies
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Cold War Rearmed - Public Beta Release
t_d replied to W0lle's topic in ARMA - ADDONS & MODS: COMPLETE
19 left then ;)- 607 replies
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Cold War Rearmed - Public Beta Release
t_d replied to W0lle's topic in ARMA - ADDONS & MODS: COMPLETE
Thanks to Dev-Heaven we finally have a community bugtracker now. Please send in your bugs: http://dev-heaven.net/projects/show/cwr-cbt- 607 replies
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be patient ;)
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the next release will contain what we have so far and this is not just the stuff from OFP 1.0 ;)
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Issues with hiddenselections on units.
t_d replied to Jackal326's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Well looks ok except that "BACKPACK" doesnt need to be in skeletons. Hard to tell what the reason is. Are there any hints in rpt? -
Dialogs and dynamic pictures
t_d replied to vektorboson's topic in ARMA - MISSION EDITING & SCRIPTING
does closing and reopening the dialog work? -
hmm but this scripts adds 10 to _speed variable, so even if speed _vehicle is 0 then _speed will be 10 and will move along the vectorDir of the vehicle. At least thats the theory.
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I would calculate velX more like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_vehicle = _this select 0 _speed = (speed _vehicle)/3.6; _speed = _speed + 10; _vecDir = vectorDir _vehicle; _velX = [(_vecDir select 0)*(-_speed),(_vecDir select 1)*(-_speed),(_vecDir select 2)*(-_speed)]; not tested
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very interesting! btw: for creating a copy of an array: http://community.bistudio.com/wiki/plus_a
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Removing an Array from an Array.
t_d replied to snkman's topic in ARMA - MISSION EDITING & SCRIPTING
Try something like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_groupIndexToDelete = x; Group_Array set [_groupIndexToDelete, "DELETE"]; Group_Array - ["DELETE"]; x need to be the index of course. -
I wrote a function that could be useful for your issue. fWorldToScreen.sqf is given a position (in your case the bomb impact position) and calculates the screen coordinates for it. Should work as long as FOV is 0.7, but havent test it very much. Be careful: the function does not check if the position is seen on screen and will always return some values. fWorldToScreen: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_worldPos = _this; _camPos = positionCameraToWorld [0,0,0]; _camDirPos = positionCameraToWorld [0,0,1]; _camUpPos = positionCameraToWorld [0,1,0]; _tmpObj = "HeliHEmpty" createVehicleLocal [0,0]; _tmpObj setpos _camPos; _camPosASL = getPosASL _tmpObj; _tmpObj setpos _camDirPos; _camDirPosASL = getPosASL _tmpObj; _tmpObj setpos _camUpPos; _camUpPosASL = getPosASL _tmpObj; _vecDirCam = [_camPosASL, _camDirPosASL] call fVectorTo; _vecUpCam = [_camPosASL, _camUpPosASL] call fVectorTo; _tmpObj setpos _camPos; _tmpObj setVectorDir _vecDirCam; _tmpObj setVectorUp _vecUpCam; _relPos = _tmpObj worldToModel _worldPos; deleteVehicle _tmpObj; _fov = 0.7; _aspectRatio = 4/3; _scrDis = _relPos select 1; _d = 2*tan(deg _fov) * _scrDis; _h = _d/sqrt(_aspectRatio*_aspectRatio + 1); _w = _h * _aspectRatio; _x = (_relPos select 0)/_w; _y = (_relPos select 2)/_h; _x = _x + 0.5; _y = 0.5 - _y; [_x,_y] needs VectorLib.sqf (not all of its functions): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">fVectorAdd = { private['_v1','_v2','_f']; _v1 = _this select 0; _v2 = _this select 1; _f = if (count _this > 2) then { _this select 2 } else { 1 }; [(_v1 select 0) + _f * (_v2 select 0), (_v1 select 1) + _f * (_v2 select 1), (_v1 select 2) + _f * (_v2 select 2)] }; fVectorLength = { sqrt( ((_this select 0)^2) + ((_this select 1)^2) + ((_this select 2)^2) ) }; fVectorNormalize = { private['_l']; _l = _this call fVectorLength; if (_l != 0) then { [(_this select 0) / _l, (_this select 1) / _l, (_this select 2) / _l] } else { [0,0,0] } }; fVectorSubstract = { private['_v1','_v2','_f']; _v1 = _this select 0; _v2 = _this select 1; _f = if (count _this > 2) then { _this select 2 } else { 1 }; [(_v1 select 0) - _f * (_v2 select 0), (_v1 select 1) - _f * (_v2 select 1), (_v1 select 2) - _f * (_v2 select 2)] }; fVectorTo = { [_this select 1, _this select 0] call fVectorSubstract }; fVectorProduct = { private['_v1','_v2','_sp']; _v1 = _this select 0; _v2 = _this select 1; _sp= if (count _this > 2) then { _this select 2 } else { false }; if (_v2 in [_v2]) then { [_v2 * (_v1 select 0), _v2 * (_v1 select 1), _v2 * (_v1 select 2)] } else { if (_sp) then { (_v1 select 0)*(_v2 select 0) + (_v1 select 1)*(_v2 select 1) + (_v1 select 2)*(_v2 select 2) } else { [ (_v1 select 1)*(_v2 select 2) - (_v1 select 2)*(_v2 select 1), - ((_v1 select 0)*(_v2 select 2) - (_v1 select 2)*(_v2 select 0)), (_v1 select 0)*(_v2 select 1) - (_v1 select 1)*(_v2 select 0) ] } } }; fVectorAngle = { private['_v1','_v2','_v1l','_v2l', '_result']; _v1 = _this select 0; if(count _this > 1)then { _v2 = _this select 1; } else { _v2 = [_v1 select 0, _v1 select 1, 0]; }; _v1l = _v1 call fVectorLength; _v2l = _v2 call fVectorLength; if ((_v1l * _v2l) != 0) then { _result = acos(([_v1, _v2, true] call fVectorProduct) / (_v1l * _v2l)) } else { _result = 0; }; _result }; fVectorSide = { private['_vDir','_vUp']; _vDir = vectorDir _this; _vUp = vectorUp _this; ([_vDir,_vUp] call fVectorProduct) call fVectorNormalize };
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p3d is MLOD, so not binarized
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Animating in the dialog using RscObject???
t_d replied to nuxil's topic in ARMA - MISSION EDITING & SCRIPTING
I guess it is simple not possible. The only way that it would work with rtms is the way you already tried. -
Make two listboxes with different sizes and only display the needed one. Probably the easiest workaround.