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VictorFarbau

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Everything posted by VictorFarbau

  1. VictorFarbau

    Debug Console for ARMA 2

    @fidai: I don't know what you mean by support codes. Anyway, this is the addon release board (specifically the debug console thread). If you don't mind take this question to the "Arma 2 Editing" board, ok? VictorFarbau
  2. VictorFarbau

    Debug Console for ARMA 2

    Thats just a matter of syntax (mind the quotes). Here's what you can copy and paste: player addmagazine "100Rnd_762x51_M240"
  3. VictorFarbau

    Debug Console for ARMA 2

    Sure thing. You can use the "addmagazine" command. This would be "player addmagazine <magazinename>". Magazine names could be something like "30Rnd_545x39_AK" for the AK. For a full list consult the magazine names per weapon in the class name posting http://forums.bistudio.com/showthread.php?t=73241. Refer to the weapons section. Cheers, VictorFarbau
  4. VictorFarbau

    Debug Console for ARMA 2

    Well, you could use the debug console in SP mode, right? In that case commands such as "player setDamage 0" or "player setCaptive true" or "player allowDamage false" could be handy. I especially like the new "allowDamage" feature which caters for perfect mission testing because the enemy will still shoot and sometimes hit you but you can't be hurt. Allows pretty good assessment of difficulty levels beforehand. Cheers, VictorFarbau
  5. VictorFarbau

    Debug Console for ARMA 2

    Thank you Thank you Thank you. I was beginning to miss this already :) Cheers, VictorFarbau
  6. VictorFarbau

    The Arma 2 Small Bug Thread

    Yeah, I noticed some language screwups as well in the game (mix of EN and GER) but wouldn't want to list them at present since this is very obvious material for a patch anyways. Check items 5 and 6 and you know what I'm after :) Thanks, VictorFarbau
  7. VictorFarbau

    The Arma 2 Small Bug Thread

    Hi Balschoiw, I think you misunderstood me a bit. It's not about the hefty bugs linked to video issues, AI pathfinding etc. Those are typically very prominent and will be fixed for sure (in 1.18 maybe :) ). I was more after the small nuisances if you know what I mean. Except for the campaign bugs (lots and lots) where I would wait for the 1st patch I think the top 2 are very relevant. Can you provide more info on these? Glasses in user setup?
  8. VictorFarbau

    Extended Eventhandlers Arma 2

    Correct Wolfrug, I don't think it will be a big deal to update XEH to work with A2. However, I'll leave it to the pro to review the code and concept. Unless they're US residents; in that case we'll have to jump in I am afraid :) Cheers, VictorFarbau
  9. VictorFarbau

    Extended Eventhandlers Arma 2

    For a test I just dumped the latest release files of VFAI into the A2 addons section. Bascially everything works like it should; no errors found. Nonetheless it will require some updates related to class names (mags + weapons). Units might be taking random items currently. I just would want to avoid the eventhandler mess we had in Arma 1 before XEH came. Cheers, VictorFarbau
  10. VictorFarbau

    The Arma 2 Small Bug Thread

    @NeoArmageddon: I don't think this ever worked. Afaik the horn is a "fired" event which is only processed locally - not across the MP network. The face bug - no idea, could not reproduce this with any faces in my team. They were always displayed. At least it doesn't seem to be specific to the UAZ.
  11. VictorFarbau

    The Arma 2 Small Bug Thread

    #Topper Harley - that's indeed a good one, added as #3 :) I will keep verifying all reports.
  12. VictorFarbau

    The Arma 2 Small Bug Thread

    That's indeed not a bug but the UI design. Disputable as it may be it doesn't really count as an error in that sense I would say... VictorFarbau
  13. VictorFarbau

    Morten's ArmA Dialog Designer

    We need this - release it!!! :) VictorFarbau
  14. VictorFarbau

    VFAI - AI Extension

    Neither section is defined in the config.cpp of DMSmokeshellVB.pbo. Could this be the problem? I am not exactly a model config expert myself... Cheers, VictorFarbau
  15. VictorFarbau

    VFAI - AI Extension

    Not sure I should use this thread for reporting this but here we go. We can maybe take it further in your thread if required. Here's my arma.rpt as soon as the first AI unit throws smoke: Warning Message: No entry 'bin\config.bin/cfgModels.default'. Warning Message: No entry '.sections'. Warning Message: Size: '/' not an array Warning Message: No entry '.sectionsInherit'. Warning Message: '/' is not a value Warning Message: No entry '.sections'. Warning Message: Size: '/' not an array Warning Message: No entry '.sectionsInherit'. Warning Message: '/' is not a value Warning Message: No entry '.sections'. Warning Message: Size: '/' not an array Warning Message: No entry '.sectionsInherit'. Warning Message: '/' is not a value Warning Message: No entry '.sections'. Warning Message: Size: '/' not an array Warning Message: No entry '.sectionsInherit'. Warning Message: '/' is not a value That is, when using the 5.2 version you mention in your footer. Cheers, VictorFarbau
  16. VictorFarbau

    VFAI - AI Extension

    Btw Dmarkwick, for non-ACE users: are you planning to finish your view-blocking smokeaddon one day? :) I am still getting this config error in MP and SP games (I think you were on it already)... Haven't heard anthing about view-blocking smoke being part of Arma 2 stock addons btw. Another opportunity to become famous sir :cool: Cheers, VictorFarbau
  17. VictorFarbau

    "wait for host"/dedicated server problem

    Merlin, open the port range 2302-2305 on your router and forward these to your server IP (all in the router interface). You should be able to select between TCP or UDP ports, choose UDP. If that doesn't work choose TCP :) I simply don't remember right now; but I think it was UDP. Regards, VictorFarbau
  18. VictorFarbau

    VFAI - AI Extension

    VFAI Project updated to 2.6. Please see 1st post for all info and download link. Main point is ACE compatibility. Feedback welcome in this thread as usual. Cheers, VictorFarbau
  19. Gosh, I fiddled around with too many configs lately; getting blind apparently. Yes, the 0.1 radius is of course the choice when adding triggers to people. Anyway, I had a look at the AddAction command again. Have you considered the long parameter version already? In my view the "showWindow" parameter basically describes what you're looking for. Haven't tried it now but it sounds as if it turns off the automatic display of that entry when approaching; nonetheless it should still be there when manually opening that menu. That doesn't address the issue with radius but at least people wouldn't have that action text in their face all the time. Given that it really does what the description implies. Cheers, VictorFarbau
  20. @Aqu: No spring time depression, please :D And interesting, are you sure about the 10cm radius? At least when adding the action by script (AddAction) it places a bigger radius, I thought. But as I was happy with the outcome now I didn't check any further. So you need caller and calling vehicle? I believe in the engine's rationale the caller is always the object the trigger is attached to (in your case the vehicle). I guess the only useful thing to do is to try all scenarios and dump the current value of "this" repeatedly. Maybe at some point it changes to an array. In my config it always just returns one object. @kju: I think you're referring to the standard config.cpp right? Because as an addon the useraction is being placed under CAmanbase under CfgVehicles for some reason. And this is code that works... Cheers, VictorFarbau
  21. Hi there, how to catch who called the user action in a config file. Here I can quote the source code of my VFAI.ControlPanel: class CfgVehicles { class CaManbase { class UserActions { class VFAICpanel { displayNameDefault = "VFAI Control Panel"; showWindow = 0; hideOnUse = 1; displayName="VFAI Control Panel"; position="action"; radius=0.10000; onlyForPlayer = 1; condition="(alive this) && (this == leader group this)"; statement="this execVM ""\VFAI_ControlPanel\vfaictl.sqf"""; }; }; }; }; The "condition" part btw checks whether the caller is alive and the group leader. Noone else should inherit that UserAction. Secondly, visibility of user actions. With my config above nobody else is able to see or use my useraction. Cheers, VictorFarbau
  22. VictorFarbau

    Mine Laying Script

    I couldn't createvehicle a "MineGeneric" object; Arma whines about a missing config property for that object. Not aware I messed with any config myself there. Anyway, I used the good ole "Mine" or "MineE" objects. Problem seems to be that these Mines are not configured to assume any 3d properties like gravity or velocity. Once you created them they just stay right there, never mind x,y or z. They won't move a bit and commands such as "Setvelocity" have no effect on them. The only solution I could think of would be to use a similar looking object (that accepts velocity and gravity) and replace it by a mine once it hits the ground. Regards, VictorFarbau
  23. VictorFarbau

    AZLK-2140 Moskvich

    I was a bit sceptical in the beginning thinking "doh not another slow and dirty civ car" :) But I think you did a great job with this model. It really shows a lot more passion for detail compared to the stock cars. One thing however that usually limits the usefulness of the civ cars is their offroad behaviour. They're all just to slow; specially when considering that 95% of the Arma island surface consists of terrain or dirt tracks. I added "terrainCoef = 0.500000;" to your config.cpp (class Car_sedan: Car section) for a test. It makes the car a lot more useable in my mind (road: ~90kmh, offroad: ~75kmh). I performed some jumps over hills and ramps and I didn't end up with a flying car. Which makes me believe this could work. Or is there a such general "Car" class modification out there already and being in use by everybody but me? ;) Cheers, VictorFarbau
  24. VictorFarbau

    Easier ALL 1-6...

    You need to get into scripting; you would be amazed what you can do with the powerful script language made available by BIS. Also, it would make the editing forum a less puzzling place for you to be :) Having said that, I am referring to this command: http://community.bistudio.com/wiki/disableAI Put this into the init line of one or more of your problematic soliders. If they behave like they should be then embed it into the code suggested before: {_x disableAI "move"} forEach (units this-[this]) (Init line for each group leader) This allows you to partially switch off the AI (brain) of selected units. However, in order to get them going again they would need more code to switch their brains to "on" again later (by using the "enableAI" command). You could have the same line of code again issued once you leave a trigger area created in the editor for example. The trigger commands would be something like: {_x disableAI "move"} forEach (units exampleleader1);{_x disableAI "move"} forEach (units exampleleader2); And so on. If you still have no clue what I am talking about - get back to the 1st line of this post. It might be required you more get into the subject before trying this solution. Maybe there's an easier one; I just keep thinking in terms of scripts all the time. Regards, VictorFarbau - edited for readability -
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