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DevinGn

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About DevinGn

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  1. Someone please correct me here if I'm wrong, but I believe it's because hard coding something in C++ will be handled by the runtime library rather than having to be offloaded to the game engine. It all ultimately ends up as native code to your CPU, so you are essentially taking the most efficient route. I'm pretty sure there are also other implications specific to the game engine, though.
  2. Anti-cheat will never be perfect. No matter what the case, malware security software will always have drawbacks. Yes, having running Punkbuster as a service is nice and convenient, but it doesn't address the true security concern. You just don't notice it because it is now directly governed by the operating system, as opposed to making the user manually run with administrator privileges. You're just going to have to suck it up if you want to play a clean game. I doubt ArmA is much of a target on the 0day scene anyway. As far as UAC goes, please please please for the love of God: DO NOT DISABLE IT. It concerns me when people dangerously advise others to use this a band-aid. As annoying as it may be, UAC actually serves a meaning purpose. Doing so is far more of a security vulnerability than having to run a game as an administrator.
  3. No extension is needed. (I think) only Display 1100 on RscMissionScreen is capable of playing an OGG video as a hidden selection. Volume of the file will be the same for all clients in the mission. I'm pretty sure you can't pause or terminate the video without the audio remaining; I suppose you could just play a very short clip to act as a stop functionality. It took some time to figure out a encoding configuration that the game engine liked. Unfortunately I don't have the settings anymore, so hopefully you will have better luck than me on your first attempt. Start with a small video to convert to make sure your encoding is acceptable! This was a 30+ minute game capture from an operation, so to reduce the size of the mission, I played the video from a mod that was listed on the Steam Workshop. The following snippet requires an empty marker named "screen" disableSerialization; _display = findDisplay 1100; with uiNamespace do { _screen = "Land_Billboard_F" createVehicle getMarkerPos "screen"; _screen setObjectTexture [0,"\3rdid_extra\video.ogv"]; 1100 cutRsc ["RscMissionScreen","PLAIN"]; _scr = BIS_RscMissionScreen displayCtrl 1100; _scr ctrlSetPosition [0,-5000,0,0]; _scr ctrlSetText "\3rdid_extra\video.ogv"; _scr ctrlAddEventHandler ["VideoStopped", { (uiNamespace getVariable "BIS_RscMissionScreen") closeDisplay 1; }]; _scr ctrlCommit 0; };
  4. This looks like it has a good bit of potential. It reminds me of when I first began scripting for ArmA and you spent over an hour explaining to me that SQF has absolutely no qualities of an OOP language. I'm looking forward to seeing what I can cook up with this tomorrow. Not to derail the thread or anything, but I do not necessarily agree that C sharp is a better language to begin programming in (at least not for OOP). Not that C# isn't a wonderful language, but it makes certain things too easy to understand (such as pointer arithmetic). Understanding pointers and memory management is a key computer science concept and it shouldn't be simply omitted out of ease. Not every language you will work with in the future is going to handle things like your garbage collection for you. I'm probably making a death wish by saying this, but Java is probably the best OOP language for a beginner to learn. Only because C++ relies far more on abstraction than Java and it only creates learning curves down the road. Also, could you clarify what makes C++ an untrue OOP language? Last time I checked it meets all four characteristics of one.
  5. How does that work exactly? I know that there are two rates of acceleration and two for deceleration. In the past I have used XPadder to bind my XBone controller's analog sticks to these controls. It worked but it wasn't true analog support. Hard pressing on the analog sticks would only change the mode: toggling instead of easing faster or slower like a real vehicle would. For me, it was still essentially the same thing as holding shift on the keyboard. Perhaps I could have created a macro that spammed the shift key, altering the speed depending on analog stick position.
  6. PWS makes me cringe. I'm so glad that I don't have to worry about it. Thanks for the update! Incredible work, as always.
  7. I'm just happy that I could contribute! Thanks man! Ahh thank you sir! I actually wanted to do exactly this, but I couldn't figure out how to do or so or what to search for. Could you possibly point me in the right direction, so I can do so in the future? It would be greatly appreciated!
  8. I am new to modding for ArmA 3 as well; this is my first release to the community! Perhaps the particle effects that you are seeing are from the new helicopterx simulations, because CBA Versioning and soundTypeIndex for the weapons the only other things added and they shouldn't have had any affect on dust (I think... still not too familiar with the engine). Glad to hear you've got it working!
  9. I should have been more explicit. Ensure CBA is updated and enabled. Then just replace hafm_arma2_helis.pbo with the one from the following link: https://drive.google.com/file/d/0B4MxHXxNXkRYRWVYc0RGcjVOTVE/edit?usp=sharing
  10. I used the config from the dev's last release and added in helicopterx simulation myself, if that's what you're referring to. Make sure you are not using a version that isn't downloaded from the OP. Here is the compiled PBO that I am using, make sure you disable your previous version of the mod and enable CBA: https://drive.google.com/file/d/0B4MxHXxNXkRYRWVYc0RGcjVOTVE/edit?usp=sharing
  11. :j: Here's the modified config.cpp; in addition to fixing sound I've included CBA versioning. There's no need to replace the config.bin if an unbinarized version is also present, as the game will use the cpp by default. Happy shootin. https://drive.google.com/file/d/0B4MxHXxNXkRYaW10Nk9uX2k1X3c/edit?usp=sharing 1. Extract the original hafm_arma2_helis.pbo using depbo, or whatever program be your preference. 2. Copy the config.ccp into the folder you created from the previous step. -b. Not Required: delete config.bin 3. Recompile the folder you just modified. 4. Back up the original pbo, and replace it with the pbo you have just created.
  12. Very close. I'm dead tired so I will finish sometime probably tomorrow (I mean, sometime after I wake up :cool:)
  13. DevinGn

    Squad.paa error

    We have a custom squad patch for our unit and after patching our games we now get an error loading the squad.paa file. It then kicks us to the main screen. Nothing has been touched on our web server. This is the error: http://screenshot.xfire.com/screenshot/natural/c365699c638dc64692f1bfcc6f47b852877b35e6.png Any ideas? Help would be much appreciated.
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