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Everything posted by armatech
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Waiting on some uptodate shots but for the time being here is our mod gallery you can take a peek at Gallery
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just a small note that the project is still inaction and @95% finished ill get soem screen shots up soon with all the new stuff
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This is a simple system adding a simple way to debug scripts Adding armatec debug to your scripts (See example script folder) 1. Place the ArMaTeC DEBUG game logic on your map in the editor 2. Create a file named init.sqf and add in the following <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> //Enable debug ArMaT_DEBUG_ENABLED = 1; 3. Edit your scripts so that its outputting what debug info following are some example's or how to add the code Example 1 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>[b]Code Sample[/b] </td></tr><tr><td id="CODE"> if (YOURDEBUGNAME)then {  res = ["Script Name","DEBUG INFOMATION"] call ArMaT_DEBUG; }; Example 2 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>[b]Code Sample[/b] </td></tr><tr><td id="CODE"> while{true}do {  if (YOURDEBUGNAME)then  {  res = ["Script Name.sqf",format["DEBUG INFOMATION %1",getpos player]] call ArMaT_DEBUG;  }; sleep 1; }; Exsample 3 Debug with Admin only settings This is the init.sqf whre you difine the players who should see the ">>debug" action <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>[b]Code Sample[/b] </td></tr><tr><td id="CODE"> //Check for debug addon _Settingspath = configFile >> "CfgPatches" >> "ArMaT_DEBUG"; _ok = isClass (_Settingspath); if(_ok)then{ //Secrity (Admin) ArMaT_DEBUG_AUTH = ["ArMaTeC(Predator)"]; { if(format ["%1",_x] == format ["%1",(name player)])then { //Run Debug player sidechat "Debug mode"; //Enable debug ArMaT_DEBUG_ENABLED = 1; //Show system debug ArMaT_DEBUGDEBUG_ENABLED = false; //used in debug exsample YOURDEBUGNAME = true; }else{ //Do what ever }; }foreach ArMaT_DEBUG_AUTH; //End of Secrity }; Exsample 4 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>[b]Code Sample[/b] </td></tr><tr><td id="CODE">[code] //Check for debug addon _Settingspath = configFile >> "CfgPatches" >> "ArMaT_DEBUG"; _ok = isClass (_Settingspath); if(_ok)then { ///////////////////// //debug settings// ///////////////////// }; 4. if you have used a custom debug var e.g. YOURDEBUGNAME you need to add <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>[b]Code Sample[/b] </td></tr><tr><td id="CODE"> YOURDEBUGNAME = true; 5. Run the mission and click the ">>Debug" button. To load some default debug info created just to test out the debugger <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>[b]Code Sample[/b] </td></tr><tr><td id="CODE"> _x = 4;//Ammount of debug 3 [_x]call ARMATECDEFAULTDATA; Inside the download you will find a example mission and the debug addon Enjoy Updated to 1.1 Corrected ">>Debug" option so that it shows in all vehicles [Download]
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Thanks Big
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updated to 1.1 Fixed the action it will now show at all times if enabled
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For mp scerity try this init.sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> //Check for debug addon _Settingspath = configFile >> "CfgPatches" >> "ArMaT_DEBUG"; _ok = isClass (_Settingspath); if(_ok)then{ //Secrity (Admin) ArMaT_DEBUG_AUTH = ["ArMaTeC(Predator)"]; { if(format ["%1",_x] == format ["%1",(name player)])then { //Run Debug player sidechat "Debug mode"; //Enable debug ArMaT_DEBUG_ENABLED = 1; //Show system debug ArMaT_DEBUGDEBUG_ENABLED = false; //used in debug exsample YOURDEBUGNAME = true; }else{ //Do what ever }; }foreach ArMaT_DEBUG_AUTH; //End of Secrity };
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Thanks for the mirrors
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have ot added that yet as i didnt need it you could just have a <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">publicVariable "ArMaT_DEBUG_ARRAY"; in your scripts
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Hi, I'm working on a UAV system for arma an of now we are in the final stages of the mod but would like to share how the turret works. There is currently only one know issue and its a show stopper, for some reason when you have the UAV's direction is @ any thing other then 0 degrees North then Ball will be out by the amount of the UAV's direction. if any one can help fix this issue please try out the download its just a simple UAV tracker ball. Download
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your da man thanks a bunch ill add you to the credits of the predmod
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what is pi and its setup like this while i test <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _UAVunit = _this select 0; _target = player; _y = 0; _posA = vehicle _UAVunit modelToWorld [ 0, 5.0, -0.8 ]; _posB = getpos _target; _posAasl = getposasl _UAVunit select 2; _posBasl = getposasl _target select 2; //Elevation _distance = (_UAVunit distance _target); _x = (asin ((_posBasl - _posAasl)/_distance)); _tilt = _UAVunit animationPhase "ani_PredatorpancamX"; vehicle _UAVunit animate [ "ani_PredatorpancamX", _x]; //ROTATION _dir = ( ( _posB select 0 ) - ( _posA select 0 ) ) atan2 ( ( _posB select 1 ) - ( _posA select 1 ) ); _y = ((_dir - _uavdir) * 2*pi / 360); if(_y < -pi) then { _y = _y + 2*pi; }; vehicle _UAVunit animate [ "ani_PredatorpancamY", _y ]; //OUTPUT _rot = _UAVunit animationPhase "ani_PredatorpancamY"; //player sidechat format ["%1 X=%2 Y=%3 _rot=%4 _tilt=%5",_dir, _x, _y, _rot, _tilt]; sleep 0.01; [_UAVunit] execVM"ballmove.sqf";
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just a shot in the dark but but an issue i always need to bypass on vista64 is the dame P:\ drive now there is 2 ways to fix this issue 1. Disable UAC (User Account Control). 2. change the mapdisk.bat to read the following and run it twice, once as admin and once as an normal user (dubble clicking) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> @echo off subst p: /D subst p: "C:\Users\"%username%"\Documents\ArmAWork" Hope this helps with every new version of of winodws MS seems to removed compatiblity for subst more and more. Good luck
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hi im currenlty scripting in a weapons system to my uav project but my RPT is full of "Wrong weapon selection" errors any one have any clue as to what this is and how to fix it?
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no prob mate i cant sleep at the mo any how to much modeling last night my eyes are going fuzzzy
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you need to define zasleh in the config look at the bis config its under CfgModels in <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> sections[] ={ "zasleh", "brake light", "light_Front_Left", "light_Front_Right", "rear light", "steering_wheel", "Light_1_1", "Light_1_2", "zadni svetlo", "brzdove svetlo", "levy predni", "pravy predni", "pravy zadni", "levy zadni", "P svetlo", "L svetlo", "lights", "clan", "clan_sign" }; hope this helps
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have you depboed all your arma pbos to armawork yet i have my stucture like this C:\Users\armatec\Documents\ArmAWork\ca\weapons3 weapons3 being weapons3.pbo form the addons folder in your main dir this will give binpbo all the data needed to pbo i might be wrong but it works for me although i dont use any of bis's work thats embedded in there pbos due to arma2 and a fast conversion over. Hope this helps
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1. Open Binpbo. 2. Click Options. 3. Add ";*.rvmat" with out quotes to the top line "List of files to copy directly". 5. click ok. 6. Pbo again.
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hi suma, Ok thanks for the info but i dont feel that its the master password as the key works 100% from a diffent PC with a diffent user and password. I have been froced to reinstall my PC and again its still nto working have you foudn otu any thing more on this issue or is signing a lost cause for me? again thanks for the help.
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hi as you might know im creating a full predator mod for arma but im having a few issues with shadow volumes creating some real strange effect over the texturs inside am i missing something? Normal: With Shadow:
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thats what i feel i have had to do with this. but ill take a wireframe now gimme a few mins
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I take it the U key is to do a sharpen phase on the faces if so i tryed this ages ago but with no luck. But Ill give it another try when i get back from work as i have changed some of the model and might have fixed another issue. Thanks again ill post of some wireframes as soon as i get back home if needed.
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i don't understand what you mean? plz explain.
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issue fixed by dulling down the shadow lod with one big box then reversing the faces giving me the required shadow outside from lod 0.000 with out any shadows being cast internaly its a work around but hey who cares lol. Thanks for the input I.M.G as it got me to think in a diffent direction.
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there internal and external shadows also shadows would be cast from internal light scorce's but thats not what im asking here. Its more of a why is it doing it so that i can correct the issue.
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you can install it on your local ansd then just copy the configs over to your remote