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VictorFarbau

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Everything posted by VictorFarbau

  1. VictorFarbau

    VF FPS Saver (VFFPSS)

    The addon should work in the demo product as well (if you place vffpss.pbo into the "Addons" folder). The action menu entry I am talking about is available to the player in game, not in any hidden game menu. The entry only shows up when you're in "player" mode and not mounted to any vehicle btw. Consult your key mapping options to see how to call in the player menu (for me it usually pops up when I scroll the mouse wheel). VictorFarbau
  2. VictorFarbau

    VF FPS Saver (VFFPSS)

    It always hurts to see the truth doesn't it :) If you had sufficient FPS you would never notice VFFPSS. @Ashole: if the addon loads correctly you will see an action menu entry called "VFFPSS Control Panel". Choose this to start the addon; after 3 seconds a control panel will show up. No entry = no addon loaded. Regards, VictorFarbau
  3. Very very nice indeed. All these additional functions, really sweet. And XEH, finally! You guys did an awesome job in adding substantial value to ARMA, chapeau! :) VictorFarbau PS: Time to port VFAI. Will take some time to test all aspects in Arma 2.
  4. To stop your vehicle quickly I would use (SQS syntax): _oldfuel = fuel _mycar _mycar setFuel 0 #holdit ~1 ?(speed _mycar > 5): goto "holdit" [your code to eject people and do more] _mycar setFuel _oldfuel When your condition is true (damage > 0.4) it will stop the car, wait until it is slow enough (<= 5kmh), people can jump out, then the old fuel level is restored (if that is important). Hints: 0.4 damage might be too low to give up a vehicle. I started using "canMove" for example to assess relevant damage. 0.1 seconds is too aggressive for your damage loop. 0.5 should be more than enough and won't slow down your computer. VictorFarbau EDIT: removed some garbage from this post.
  5. VictorFarbau

    VF FPS Saver (VFFPSS)

    I think I found an acceptable way to do this; new, improved version available in 1st post. Bug reports and comments welcome. For me this works rather ok already. Thanks, VictorFarbau
  6. VictorFarbau

    VF FPS Saver (VFFPSS)

    @Thunderbird, thanks, nice idea! Very handy to know. Is this "startUpscript" a new line item in Arma 2? Never noticed that consciously. Maybe because I am a strong believer in XEH :) So I had put aside my current work to wait for Arma 2 XEH. While the waiting continues for VFAI (hit and init handlers for class man required) this VFFPSS would be a perfect candidate for your method. I'll pick my latest rev and try your advice. If successful I'd be happy to make it available to everyone interested (via DeveloperHeaven, that is). EDIT: doh, I think I just got it. So "startUpscript" is unique to bin.pbo? Apparently I can't use it in my custom config. Then I need to look for another smart way to start the script automatically w/o updating the base class again... Thanks, VictorFarbau
  7. VictorFarbau

    Footmunch/eddyD F-16 in ArmA 2

    Hello Myke, my RPT file still contained errors after using your addon. I forgot which, I can look it up. I think it was related to the mesh probably (connecting points...?). Is this still WIP or do you consider the addon final? Thanks, VictorFarbau
  8. VictorFarbau

    BIKI: Lock wait timeout exceeded.

    Either way, it gave us an opportunity to witness the placebo effect :) Any news about the migration already? Biki still seems to work fine, never had problems anymore after that complaint... Cheers, VictorFarbau
  9. Weird thing while creating some quick configuration dialog for my current VFFPSS project. I need some text edit fields in there as well. Problem is, they seem to work correctly; the dialog displays ok and I can edit, select, delete and do all the fancy stuff with them. However, the RPT file contains errors; furthermore they can't be addressed by "ctrlSetText" or "ctrlText" which is likely due to the same error. The rpt file contains this: All of these fields are edit controls. All the rest of the dialog works fine. This is what the base class of my edit field looks like: And here's one of the the inheriting controls (they all look the same): All names are defined properly, all fields seem to be there. I can't see what's wrong. Maybe you can? :) Cheers, VictorFarbau
  10. You are aware that this is cheating and not allowed in Arma, aren't you? Only notepad is allowed :) VictorFarbau
  11. Haha awesome :D There's always somebody with an eye for hidden things. Yes indeed it was that case sensitive constants who screwed my dialog! I should have C&P'ed the definitions as usual, I just had my 5 minutes where I typed things twice - dang :eek: Thanks a lot, great help here! Time to finish that thing now. Cheers, VictorFarbau
  12. VictorFarbau

    Vehicle UserActions not porting

    :eek: Yeah, that answered one of my open questions, too :) Funny how such details made me stumble already quite a bit in Arma 2. Thanks, VictorFarbau
  13. Sure thing. Here it comes. I just dump the complete config since it may be easier to see the whole thing than to request bits and pieces... Edit: sad thing is, as mentioned, that my edit fields display perfectly fine and are fully useable. Just this stupid error galore and the inability to access the fields gives me a headache. Can't seem to be able to resolve this. Thanks for your time, VictorFarbau // FPSS Control Panel Dialog // The default template provided by BIS // Control types #define CT_STATIC 0 #define CT_BUTTON 1 #define CT_EDIT 2 #define CT_SLIDER 3 #define CT_COMBO 4 #define CT_LISTBOX 5 #define CT_TOOLBOX 6 #define CT_CHECKBOXES 7 #define CT_PROGRESS 8 #define CT_HTML 9 #define CT_STATIC_SKEW 10 #define CT_ACTIVETEXT 11 #define CT_TREE 12 #define CT_STRUCTURED_TEXT 13 #define CT_CONTEXT_MENU 14 #define CT_CONTROLS_GROUP 15 #define CT_XKEYDESC 40 #define CT_XBUTTON 41 #define CT_XLISTBOX 42 #define CT_XSLIDER 43 #define CT_XCOMBO 44 #define CT_ANIMATED_TEXTURE 45 #define CT_OBJECT 80 #define CT_OBJECT_ZOOM 81 #define CT_OBJECT_CONTAINER 82 #define CT_OBJECT_CONT_ANIM 83 #define CT_LINEBREAK 98 #define CT_USER 99 #define CT_MAP 100 #define CT_MAP_MAIN 101 // Static styles #define ST_POS 0x0F #define ST_HPOS 0x03 #define ST_VPOS 0x0C #define ST_LEFT 0x00 #define ST_RIGHT 0x01 #define ST_CENTER 0x02 #define ST_DOWN 0x04 #define ST_UP 0x08 #define ST_VCENTER 0x0c #define ST_TYPE 0xF0 #define ST_SINGLE 0 #define ST_MULTI 16 #define ST_TITLE_BAR 32 #define ST_PICTURE 48 #define ST_FRAME 64 #define ST_BACKGROUND 80 #define ST_GROUP_BOX 96 #define ST_GROUP_BOX2 112 #define ST_HUD_BACKGROUND 128 #define ST_TILE_PICTURE 144 #define ST_WITH_RECT 160 #define ST_LINE 176 #define ST_KEEP_ASPECT_RATIO 0x800 #define FontM "TahomaB" #define amber {1, 1, 0, 0.7} #define white {1,1,1,0.7} #define dspx 0.05 #define dspy 0.2 #define dspw 0.6 #define dsph 0.5 #define theight 0.045 #define minfps 31421 #define maxfps 31422 #define mindist 31423 #define maxdist 31424 #define dbon 31425 #define cprevt "Rev 1.0 Arma II" class fpssdialog { idd = -1; movingEnable = true; // Simulation enables manipluation of text properties by scripts enableSimulation = 1; enableDisplay = 1; objects[] = {}; controls[] = {cp,cptitle,cprev,line1,loFPS,loFPSval,hiFPS,hiFPSval,loDist,loDistval,hiDist,hiDistval,debugON,debugONb,line2,closeD}; controlsBackground[] = {}; class common1 { font = FontM; sizeEx = 0.04; colorText[] = white; colorBackground[] = { 0, 0, 0, 0 }; }; class commonE { type = CT_EDIT; font = FontM; size = 0.1; sizeEx = 0.04; style = 0x00 + 0x40; colorText[] = white; colorBackground[] = {0,0,0,0}; colorSelection[] = {0,1,0,0.7}; autocomplete = false; text = ""; }; class commonButton { type = CT_BUTTON; style = ST_CENTER; font = FontM; sizeEx = 0.04; colorText[] = white; colorFocused[] = {0,0,0,0}; colorDisabled[] = {1, 1, 1, 0.2}; colorBackground[] = {0, 0, 0, 0}; colorBackgroundDisabled[] = {0,0,0,0}; colorBackgroundActive[] = {0.5, 1, 0, 0.7}; offsetX = 0.003; offsetY = 0.003; offsetPressedX = 0.002; offsetPressedY = 0.002; colorShadow[] = {0, 0, 0, 0}; colorBorder[] = {0, 0, 0, 0}; borderSize = 0; soundEnter[] = {"", 0, 1 }; soundPush[] = {"", 0, 1 }; soundClick[] = {"", 0, 1 }; soundEscape[] = {"", 0, 1 }; text = "Undefined"; }; class cp { idc = -1; moving = 1; type = CT_STATIC; style = ST_BACKGROUND; x = dspx; y = dspy; w = dspw; h = dsph; font = FontM; sizeEx = 0; colorText[] = white; colorBackground[] = { 0, 0, 0, 1 }; text = ""; }; class cptitle: common1 { idc = -1; type = CT_STATIC; style = ST_LEFT; x = dspx + 0.01; y = dspy + 0.01; w = dspw - 0.02; h = theight; text = "VF FPS Saver"; }; class cprev: common1 { idc = -1; type = CT_STATIC; style = ST_RIGHT; x = dspx + 0.01; y = dspy + 0.01; w = dspw - 0.02; h = theight; text = cprevt; }; class line1 { idc = -1; font = FontM; colorText[] = white; colorBackground[] = { 0, 0, 0, 0 }; type = CT_STATIC; style = ST_LINE; x = dspx + 0.01; y = dspy + theight + (theight / 5); w = dspw - 0.02; h = 0; sizeEx = 0; text = ""; }; class loFPS: common1 { idc = -1; type = CT_STATIC; style = ST_LEFT; x = dspx + 0.01; y = dspy + (theight * 1.5); w = 0.35; h = theight; text = "Low FPS (Quality --)"; }; class loFPSval: commonE { idc = minFPS; x = dspx + 0.4; y = dspy + (theight * 1.5); w = 0.1; h = theight; }; class hiFPS: common1 { idc = -1; type = CT_STATIC; style = ST_LEFT; x = dspx + 0.01; y = dspy + (theight * 3); w = 0.35; h = theight; text = "High FPS (Quality ++)"; }; class hiFPSval: commonE { idc = maxFPS; x = dspx + 0.4; y = dspy + (theight * 3); w = 0.1; h = theight; }; class loDist: common1 { idc = -1; type = CT_STATIC; style = ST_LEFT; x = dspx + 0.01; y = dspy + (theight * 4.5); w = 0.35; h = theight; text = "Minimum Viewdistance (m)"; }; class loDistval: commonE { idc = minDist; x = dspx + 0.4; y = dspy + (theight * 4.5); w = 0.1; h = theight; }; class hiDist: common1 { idc = -1; type = CT_STATIC; style = ST_LEFT; x = dspx + 0.01; y = dspy + (theight * 6); w = 0.35; h = theight; text = "Maximum Viewdistance (m)"; }; class hiDistval: commonE { idc = maxDist; x = dspx + 0.4; y = dspy + (theight * 6); w = 0.1; h = theight; }; class debugON: common1 { idc = -1; type = CT_STATIC; style = ST_LEFT; x = dspx + 0.01; y = dspy + (theight * 7.5); w = 0.34; h = theight; text = "Debug Messages"; }; class debugONb: commonButton { idc = dbon; x = dspx + 0.4; y = dspy + (theight * 7.5); w = 0.1; h = theight; action = "dummy = [0] execVM ""debugswitch.sqf"";"; }; class line2: common1 { idc = -1; type = CT_STATIC; style = ST_LINE; x = dspx + 0.01; y = dspy + (theight * 9); w = dspw - 0.02; h = 0; text = ""; }; class closeD: common1 { idc = -1; type = CT_BUTTON; style = ST_CENTER; x = dspx + ((dspw / 2) - 0.05); y = dspy + (theight * 10) - 0.03; w = 0.1; h = theight; font = FontM; colorText[] = white; colorFocused[] = {0,0,0,0}; colorDisabled[] = {0,0,0,0}; colorBackground[] = {0, 0, 0, 0}; colorBackgroundDisabled[] = {0, 0, 0, 0}; colorBackgroundActive[] = {0.5, 1, 0, 0.7}; offsetX = 0.003; offsetY = 0.003; offsetPressedX = 0.002; offsetPressedY = 0.002; colorShadow[] = {0, 0, 0, 0}; colorBorder[] = {0, 0, 0, 0}; borderSize = 0; soundEnter[] = {"", 0, 1 }; soundPush[] = {"", 0, 1 }; soundClick[] = {"", 0, 1 }; soundEscape[] = {"", 0, 1 }; action = "closeDialog 0"; text = "CLOSE"; }; };
  14. Thanks Worldeater, no success there. In the end I just copied and pasted the qouted base classe into my config file - same errors occur. For some reason these fields are there and useable but something is wrong and I can't access them either.
  15. VictorFarbau

    VF FPS Saver (VFFPSS)

    This is already part of build 032. But there's room for more improvement. Next thing on my agenda is to add a control panel to allow setting of some custom values. Oddly enough I am having trouble with adding a user action through the config.cpp. What worked fine in Arma 1 doesn't seem to work in Arma 2 for some reason. And I don't see much point in posting this in the editing forum in its current state. I see some more trial and error coding ahead :rolleyes: VictorFarbau
  16. VictorFarbau

    BIKI: Lock wait timeout exceeded.

    Looking good, will observe for a couple of more days. Seems extremly fast now on my end. EDIT: just read about the monday migration date :) Funny, looks like the biggest community (must be Germany) is giving this server a break these days. Could be due to the bank holiday this Thursday where lots of folks take off the Friday as well (and not necessarily to study the comref :) ). Thanks, VictorFarbau
  17. Hello Mr french and happy-to-be :) One behaviour which is new in Arma2 is that scripting errors don't appear on the screen anymore. The script will be silently aborted and you won't know unless you open the arma2.rpt file in your user's files. So if the script is the problem then you would find potential errors listed there. Cheers, VictorFarbau
  18. VictorFarbau

    VF FPS Saver (VFFPSS)

    Funny that you came to mention that. I just happened to upload a new version that includes a viewdistance fix when airborne. Don't argue about the values :) As mentioned it's all experimental now and I will implement a way for players to set their own prefs. A learning mode would be nice, too. Cheers, VictorFarbau
  19. VictorFarbau

    BIKI: Lock wait timeout exceeded.

    Same experience here since a couple of days :confused: Not good with all the new Arma 2 material that I need to study. The A2 content is probably all WIP like 24x7 these days so there won't be an offline version for a forseeable timeframe either :( Regards, VictorFarbau
  20. VictorFarbau

    Debug Console for ARMA 2

    @fidai, please, -> move these questions to the "MISSION EDITING & SCRIPTING" board of Arma 2. Besides: player allowDamage false; for example :) but that's it now. VictorFarbau
  21. VictorFarbau

    VF FPS Saver (VFFPSS)

    @Rommel, I agree with the terraingrid switches, those cause a ~1sec lag which is annoying. I was refining the code to be less agressive there and only switch between 2 (lo-hi) levels and not incremental anymore. The viewdistance didn't cause much trouble here so far. But as said, refining the code now. Since I need this myself I am not yet letting go of the concept :) Just need to implement some smart ideas here. VictorFarbau
  22. VictorFarbau

    VF FPS Saver (VFFPSS)

    Yeah, that's what I thought, too :) And then I played a mission with lots of people and vehicles in Elektrozavodsk and it started raining and I looked through my scope... there went my fps (down to 12 at times). My machines is a 4gb Q6600@2.6ghz + ATI 4850 all running under Win7rc. Not exactly a killer machine. But hey, why run to the store when I can write my own script to adapt quality :D More money left for the family. Edit: Also, what doesn't add to performance is my 24" Full HD panel; playing in 1920x1080 is a bit more demanding compared to the many 17" and 19" out there still. BTW - I read about this "Dynamic Viewdistance" addon the other day which made me look at the options in Arma 2. Looks like the author pulled it from all sites and disappeared. Shame, I really wanted to check out his fps measurement. Anyway, I think it's awesome that BIS added this function to the script commands. Based on this your missions could decide to send / not send more units into the battle while maintaining performance and much more. Back to playing now; since I got my copy I am somehow stuck in the Editor. Haven't touched the campaign yet. Cheers, VictorFarbau
  23. Hello, maybe it would be about time to start segmenting again. I for one have an addon config question that I will post here for now. When the porting of more and more addons starts it would be good to have the same structure as in the Arma I section. Thanks, VictorFarbau
  24. Dear me, this post was pushed down to page 2 within hours. I think this proves the point somehow :) I will contact Placebo per PM about this. Cheers, VictorFarbau
  25. Right, so I got myself a copy of Arma 2 as well now. The german release. Quite frankly, I wouldn't see an issue there for non-german speakers unless you're sort of blind and dumb :) But due to the patch strategy it might as well be a good choice to wait for int'l releases. Now, Arma 2 is just an amazing piece of work. So many great changes: AI, the skies, new models, traintracks, fantastic audio and sounds, the great new Island. The amount of improvement work done here just blew my mind. After all the nagging I didn't expect this to be honest. Sure, it's still buggy; but we're nowhere near the Arma 1 situation. Having said that, I wanted to suggest to start a "small bug thread". You know, about the little disturbances here and there of which you're not sure they ever make into a bug report. Let's see if this topic get's picked up by more people. I for one will start with 2 little things I noticed. A few slipped my mind already. Will update this as soon as I come across them again. D - description / R - how to reproduce #1 D: SU25, a LOD problem? The lower LOD always shows the model with gear down. R: To be observed when you place a flying SU25 somewhere and watch it with a weapons scope. From further away the models approaches with gear down; during the switch to the next higher LOD the gear disappears again. #2 D: Su34: No inside engine sound (or volume at 0%). Outside engine and effect sounds (engine start / stop) are fine. R: Enter a Su34 and start the engine. #3 D: Javelin model problem, the weapons' optic device is attached to the rocket R: Place a javelin gunner and watch the complete front part disappear when firing #4 D: Various (ca.pbo) script, mission, model and sound errors popping up or showing up in the rpt file, will not pursue this further before patch #1 #5 D: Equipment lies on top of the water surface when you loose it while swimming. This only refers to ponds, lakes. It doesn't happen in open waters at the coast. R: Place a unit into any lake and swim for ~1 minute. You will notice him being surrounded by his equipment all of a sudden. #6 D: Oddity - the belt of the M136 and Mk4 machineguns slowly swings left and right even if the unit doesn't move an inch. Isn't that a total waste of CPU cycles?
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