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VictorFarbau

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Posts posted by VictorFarbau


  1. 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


  2. 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.

    - I get a missing something popup when trying to use mortar long-range.

    - Glasses in user-setup have no textures

    - Campaign bugs

    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?


  3. 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


  4. @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.


  5. 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?


  6. Since a great deal of current addons require extended eventhandlers addon by Solus and Killswitch I guess a lot of activity will remain dormant until release.

    Since Arma 1 I made sure to maintain clean code for VFAI to be able to use it in Arma 2. However, waiting for EE now.

    Or are there new methods available that would replace the principle?

    Cheers,

    VictorFarbau


  7. 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


  8. 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


  9. 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


  10. Well, just looked your code...

    "radius=0.10000;"

    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


  11. @Aqu:

    nobody knows or nobody cares.

    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


  12. 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


  13. 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


  14. 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


  15. 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 -


  16. Yeah, these guys are like kids when you tell them to stay put. 3..2..1 gone again :)

    I got better results when using <disableAI "move"> command instead. Once done I had them recover by <enableAI "move">. The only situation I observed where they still started moving was when under attack.

    Give it a shot, won't hurt.

    VictorFarbau

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