Jump to content

blakeace

Member
  • Content Count

    354
  • Joined

  • Last visited

  • Medals

Everything posted by blakeace

  1. Thanks Old Bear, Foxhound and Sickboy. Cheers mate for the feedback, not sure what it is with the UAv's etc but they don't like you to be able to create a camera off them. I was disappointed because I was hoping to be able to combine this and my autopilot addon to make a nice UAV controller setup! Re CCRP for the GBU12, I agree, just need to find the energy to rewrite that part of the addon. To allow the unguided functionality for the laser stuff. Even more involved to translate it to the pod view. Will have a think about if and how that could be achieved.
  2. Remove the semicolon in the if statement condition check. _plyname = name cursorTarget; if (_plyname == "ERROR: No unit") then {hint "true";} else {hint "false";};
  3. Updated Version 1.03 Available in the first post. Version 1.03 [*]Minor changes to the rover terminal and have included the pbo by default. [*]Changed: Rover terminal FEED view now selected by toggling the zoomin key NUM+ by default. [*]Removed sound when viewing rover feed. [*]Added code to hopefully prevent the locked thermal view issue. Thanks again for the feedback. I have no issue with how the levels of zoom are named, choices were arbitrary selected at during coding. I'll have a look when I get some more time.
  4. I had the terminal as optional as I didn't know if it even worked. Now that it is known to work I'll add it to load as standard. I don't know how or if it is possible to create/alter certain classes of objects dependant on if a certain addon is included. That is why I have the ace pbo changes as optional. If they were included as standard whenever you run arma without ace it causes an error dialog to appear. 1. I would need to think about some way to make it usable whilst in a vehicle, but should be possible. You are able to pack up the terminal and carry it already. To enable the action menu option make sure you are close to the terminal then hold down the zoomout key (default NUM -) That will display a stow terminal action. Once stowed hold the zoomout key and use that action menu to deploy the terminal. If you die, the terminal will appear near the body of the person carrying it. I do it this way to prevent the action menu becoming to cluttered. 2. Done just testing. 3. I have also already added code to stop the jet sounds in the next update :)
  5. Sickboy has updated the version on Six to the current version you are testing. Sorry I forgot to mention it, been quite a busy time atm. I'm hoping to get out the new version with the toggle option and some minor tweaks out over the weekend barring RL getting in the way :P
  6. blakeace

    Manual trim

    To setup your joystick controls, like buttons go to Options -> Controls. In there scroll down the list until you find a series of commands named "Manual Trim" they will have [] after and in the brackets lists the particular trim axis e.g. left right etc. I just mapped the cyclic ones to my hat and the pedals to two button on either side of the hat. If your joystick is a complex one like mine (Saitek X-52pro) not all buttons and hats are standard joystick buttons and they (the extra buttons) have to be programmed using the software that came with the joystick. If you wanted to change or check the auto trim setting it can be found in GameOptions -> Difficulty -> Edit (bottom right). Hope this helps Blake.
  7. I've changed the mechanism for viewing to toggling the zoomin key on and off, that seems to be just as easy, just tweeking a couple of things and testing. Jitter, is that the camera view, or just the overlayed graphics? I know with my PRADAR addon every since Arma patch 1.62 the graphics pause and under a certain combo of advanced video settings they would be all jumbled and in the wrong place. Since the patch I have been slowly experimenting between ZSU MP missions trying to isolate the problem to no avail. I know disabling ATOC and PPAA setting helped my pausing to a certain degree. Part of the tweeking and testing atm is more trying to minimise the jumping. Re ACE it is probably more appropriate to pose what their direction and development is in their thread. Another possibilty which also better supports the smaller Mod developers in Arma is using Sixupdater to host your own custom repositories. I know our server admin is currently trying to set that up for us. It will allow use more flexibility in maintaining our custom mods. I have, but it would take a bit of time to get that extra functionality into the the mod. As a side note the camera development actually started out as a UAV mod as I hated the nauseating effect of the default UAV module camera, plus the way it automatically labelled all groups gave to much away. If you are looking at a UAV like system have you tried Feint & Baraka's Raven mod? That is quite epic and is quite mature in it's development now. I've only played around with it in the editor but really like it. http://forums.bistudio.com/showthread.php?134031-RQ-11-Raven-A&highlight=raven http://www.armaholic.com/page.php?id=16723 http://www.armedassault.info/index.php?game=1&cat=news&id=5784
  8. blakeace

    Blake's PRADAR

    I'm playing around with the menus, to make them easier to use which alters the extras that can be displayed, but the core of PRADAR will remain the same as that is the main focus of why I developed it in the first place.
  9. I'll have a look at it to see about altering it to a toggle. No I haven't talked to the ACE crowd.
  10. blakeace

    Blake's PRADAR

    Cool was starting to get quite the headache trying to figure out why I had it working and you still had the issues. I must of changed my video settings at some stage and not remembered doing it :p The weirdest thing is I now can not replicate the issue when I alter my video settings. Maybe it requires a certain combination in the settings for the issue to happen. I was going to create a ticket on it but can't find the combo to do so :confused: 1) You are right, in trying to optimise everything when I was getting the pausing I had broken the ability to leave the names on under the icons. Minor issue I have moved that code so it now works again, I'll upload the new version after some more testing. 2) I'm not really sure what you are asking here, do you mean toggling whether the list in the bottom right of the screen appears or not? In what way do you think it will conflict if I have read your sentence right? As always thanks for the feedback and letting me know you got it working.
  11. blakeace

    Blake's PRADAR

    To be honest Variable I've run out of ideas. About the only thing I can suggest is trying to play with your video settings to see if altering anything there fixes things? The issues only started since the 1.62 patch, before that everything worked fine since 2010. Looking at the patch history I didn't have anything jump out that could be the culprit other than there were some changes/additions too all the Arma video settings? I know I am just clutching at straws here, the core code hasn't changed since 2010 and has only had issues after the patch. Unfortunately I have no idea which aspect in the code is now having issues to even submit somethong? I haven't had anyone mention something similiar with my PINS mod which displays an overlay, which is what first made me look elsewhere in the code. The only thing that stood out was the nearestobjects command which made a huge difference my end when I changed it to nearentities. Sorry mate I have nothing else to offer at the moment. After three good mp games with no issues I thought I had nail the issue as being the nearestobjects command. Please let me know if altering your graphics options helps in any way. Blake.
  12. I haven't figured that one out yet sorry, my time has been a little limited of late.
  13. Some action options can be easily missed sorry. Though I do things like only visible whilst a certain key is held to try and minimise the number of actions cluttering the list. Making less critical actions invisible for the majority of the time. I'm not sure by stay in the rover feed? Do you mean rather than holding the hold breath key to be in the view, have it toggle on and off? If so anything is possible, I set it up this way thinking a JTAC would be constantly needing to switch between the pod view and his view to complete the situational picture required to guide the pilot onto a target if that makes sense. I think the jittery movement is due compromising between movement using keys and the mouse options, though it has been a while since I look at this bit of code. The mod is available on sixupdater, but I just checked and noticed six isn't hosting the latest version that contains the rover terminal. I'll contact Sickboy and get it updated to the latest version. I setup where you add functionality to different aircraft using variables for a few reasons. One I haven't got the time to try and find the best location for the cameras relative position on every aircraft and even then there are all the other aircraft that users create as well. Plus some mission designers may want a mixture of aircraft types in the one mission. So there isn't really a generic way to just add it to all aircraft that I have been able to think of anyway. I'm glad you like it, and thank you for taking the time to give me some feedback on it.
  14. blakeace

    Blake's PRADAR

    Updated Version 1.2 available from the first post. Re pausing issue: I haven't tested properly to check, but so far it seems something is causing pausing in a scripts execution when calling the nearestobjects command (since arma 1.62 patch). I have now changed how the addon detects nearby units by using the nearentities command. So far after three mp missions I haven't had any issues or pausing occur. @Variable, I think the Err label issue you are having with the wounding module is what the name command returns if the object isn't a unit. So I have placed a check for that string being returned. I haven't encountered this so see how you go with this update. Version 1.2 Changed: How closet units are found from nearestobjects to nearentities. This fixesthe issue where pausing occurs since the Arma 1.62 patch. Added: Code to check if the name command is returning "Error: No unit" Added: A list that displays current players who are in the vehicle you are in if you hold space and don't have the cursor over any objects. It also lists their position in the vehicle. Changed: Colour scheme for the lists. Personal lists e.g. Current vehicle occupants or current group loadout list are green with black text. Cursor lists which detail other vehicle occupants or a single units current loadout are displayed black with green text. Added: Code to not display a label for one cycle of code if it is switching objects it is labelling. Changed: Removed the large dot displayed of the players vehicle when the player was in that vehicle. Changed: Optimised the code more to help fix the Arma 1.62 patch issue. Image show new list that appears when in a vehicle and space is held while no unit is the current cursor target:
  15. Thanks for the feedback Jumpartist, I haven't looked at that code in quite a while so not quite sure what is happening? So you get the image but it is not fixed or following the point that the pilot is looking at? The pilot had selected to broadcast his feed by the action menu I presume? I'll have a look at it and see if anything jumps out at me. Edit: I had a quick look this morning, added a hint to show what the feed is broadcasting from the plane, that data seems ok. I ran my little test mission which only emulates the information being broadcat from the plane and that seems ok. I'll have to see if I can hit somebody up to have a look at it in mp. Are you running any mods?
  16. blakeace

    Blake's PRADAR

    Cheers for the fast response I appreciate it, I haven't had any issues since changing the values, I have no idea what is causing it. All I can really do is try and alter the timings a little more as this is what seemed to fix things for me. Try this version I have slowed things down a little more. Down side is it starts to make the labels seem a little "laggy" when turning or moving quickly. I won't make any official release until I can solve the Arma patch 1.62 issue. The only reason I released it yesterday was I thought something that hopefully fixes the issue is better than something known to not work! Thanks again Variable I do really appreciate the time you take to help with this mod. https://rapidshare.com/files/478916499/Blakes_PRADAR_v1_1_02.rar Edit: I had another look at the code, and made some more changes to help optimised the code further in the hope it can't hurt in mitigating this patch issue. https://rapidshare.com/files/21382455/Blakes_PRADAR_v1_1_03.rar At this stage I haven't had any issues with the overlay not updating since the first change at least.
  17. I use a technique to be able to quickly get dialogs and their controls positioned quite easily and quickly. Depending on what you want to display it may help you as well? The concept is formulae that effectively divides the screen into a grid. I generally find a 20 x 20 grid is sufficient for my simple dialog designs. Here is an example copied from my autopilot mod. It is one of the buttons: x = safezoneX + ((safezoneW / 20) * 7); y = safezoneY + ((safezoneH / 20) * 19); w = safezoneW /20; h = safezoneH /20; So this button starts at 7,19 and is 1 x 1 in size. In a pseudo code like format. x = safezoneX + ((safezoneW / 20) * [color="#FF8C00"]X_start_position[/color]); y = safezoneY + ((safezoneH / 20) * [color="#FF8C00"]Y_start_position[/color]); w = (safezoneW /20) * [color="#FF8C00"]X_width[/color]; h = (safezoneH /20) * [color="#FF8C00"]Y_height[/color]; This allows me to very quickly place a dialog, it is automatically scaled to the users screen specifications by using safezone as well. The grid will be 0,0 position at the top left and 20,20 at the bottom right. Something more grand, you can always use a bigger grid e.g. 40 by 40. Just change the 20's to 40's in the formulae. You can also still define things to a getter degree by adding or subtracting smaller offsets. Below the x component offsets the x part by one quarter a grid square and makes the width one quarter a grid square smaller. E.g. x = safezoneX + ((safezoneW / 20) * X_start_position) + (safezoneW / 80) ; y = safezoneY + ((safezoneH / 20) * Y_start_position); w = (safezoneW /20) * X_width - (safezoneX / 80); h = (safezoneH /20) * Y_height; Depending on what you are designing, if it is something fairly generic then the above would make the process much quicker and easier. It can also be easily hand drawn first to get the positions on some grid paper or similar. Hope this helps Blake.
  18. blakeace

    Blake's PRADAR

    Cheers mate, I always appreciate your feedback. I only updated to 1.62 last night, and only tested after seeing your post. I played around with a number of different things, and finally found if I slowed to process down it eliminated the freezing affect with the overlay. I was almost about to release my next version, I would have preferred to do a little more testing, but feel it better to release the new version now as the old one no longer works. I haven't tested the Arma 1.62 patch fix much, so hopefully I haven't broken anything else in the process. Regarding the firstaid module, I am not sure but try the all factions options as a test, maybe the module is doing something like setting your unit to captive true causing an issue? I'll have a play and check, I had similar issues with vehicles that had been used by members of your side, once they jumped out the vehicle retained your sides identity and also labeled itself as Errr as it no longer had a valid name. Updated New version available from the first post. Version 1.1.01 Added: Ability to switch between Side and friendly factions. So if you have a player who is civilian or independant you have the ability to have them show up on PRADAR. Added: Ability to display the compass cardinal points. Action menu toggles them on and off. Visible only during depression of space. Added: Popup list - If you hold your cursor over a unit or vehicle a pop list will display details of that unit. Vehicle - Displays who is in which position in the vehicle, including the cargo area. Man - The units primary and secondary weapons. Added: Made the popup list text box size dynamic so it alters depending on how many lines of information are displayed. Fixed: Issue where an empty vehicle if used by a person of your side would display Errr as its name. Fixed: Issue where names were intermittent when players were upstairs in buildings. Fixed: Ability to change groups which broke in the last update. Changed: The checks for screen limits to cater for Multi monitor setups. Fixed: Arma patch 1.62 issue where the labels and dots stopped updating properly by slowing the loop down slightly. Acknowledgements: Thanks for all the help testing: Vairable CIA Variable's friend Mike The Colonel ZSU Victim ZSU Thanks for hosting PRADAR: Old Bear Foxhound SickBoy
  19. blakeace

    Blake's PRADAR

    @Foxhound - Thank you! @Tankbuster - Cheers I'm glad you are enjoying it. I hope you like it. I haven't had this issue, is it vannila, ace, ace wounding? For proper MP testing within my group we currently use ACE with R3F revive. I'm a real bullet magnet and haven't had an issue yet. Just guessing, but is there a display resource when you get injured? (As in some sort of bloody imagery?) It would depend on how the display of this other mod/script was implemented. The new version will try and retake the layer each time you press it. The wounding code will probably either stop displaying, or take back over depending on how it has been written. That is unfortunately a limitation of how I am displaying the infomation. There are only two layers available, being used by more than one mod/mission. This is the only example image I could find to see if your wounding effect is something similiar? http://img141.imageshack.us/img141/4848/arma2008090323590737yb9.jpg Hopefully the effect is short term when you are injured, in that case the new version should be ok, because it re initialises the resource each time you press the space. If it is persistent then there probably isn't a solution unfortunately, more a choice of which you prefer. Looking forward to your feedback as always, I hope the change in implementation has a positive result to your above issue. Cheers Blake
  20. blakeace

    Blake's PRADAR

    Updated Version 1.0 available from the first post. Version 1.0 Fixed a logic error where unless there were people that created a dot(outside of view), the names wouldn't appear until there was somebody. Increased the view distance by 10m. Turned the dots off unless force commanding held to be the default starting option. Rewrote some code to increase the robust nature of PRADAR, where the limited number of layers with displays will always be a source of conflict between scripts and addons that use displays. Now each time you engage the force commanding button it reloads the pradar display. Removed the reboot menu option, no longer required because of the above change. Slightly optimised the code. Removed the background of the brief names that appear under the leaders icon. Sacrificed clarity as I found the bar a little annoying.
  21. Thanks William for your thoughts, In this case Maturin isn't specifying a custom mortar, but allowing the AIFO module to create the west sides default mortars (after looking at his actual mission). The AIFO module creates a new group with only mortars and their gunners. The FO's remain in their existing groups so they cannot be part of the artillery module error. The strangest part is when I run Maturin's mission I don't actually get the error? in the module where I create an artillery module that I sync with the created artillery units I use BIS_ARTY_F_initVehicle to initialise the leader of the artillery group. Thanks Blake @Maturin I actually went back to your mission to see if there was another easy solution. You actually already had it. This works, the AIFO module doesn't do anything like revealing a unit. The AI will only know about a unit through the the default acquisition processes of the game engine. Try putting in your code you have for those other units in your FO, in the small test I did it worked fine. dostop this; hideobject this; this setunitpos "up"; this allowdamage false;
  22. Cheers thanks for letting me know. Will have to have a think about how to do this. From my perspective the only way I can think of is if the unit returns being a civilian, to check if the unit is a subtype of soldierWB, soldierEB etc. In the meantime, you could just sync with a member from each of the blufor groups. By default they will call in missions on any known targets plus if an FO goes down a team mate will attempt to grab his "virtual" gear and take over the role. By having one unit in each group also allows for some redundancy. It is also a little more realistic as they will only call missions against known enemy positions. This way (if you wished), you could also allow the artillery to WP a groups waypoint, see below, from the first post. Might help your blufor in their assault on gorka.
  23. Ok I tried the mission with both ACE and the beta version of arma running ACE. The only other mods running were my personal development mods including AIFO. None of which should have a bearing on the AIFO in regards to testing. I couldn't replicate the error at all. The only issue I found was by setting the FO to be setcaptive true, prevented him from calling in fire missions, as I use the getfriend command to determine which elements returned from the neartargets command are threats. If I removed the setcaptive line from the FO's init he would request fire missions. The only other thing I found was the placement of the mortars resulted in most dieing after the first fire mission as they are in line of sight with the opfor units in Gorka. Sorry but I have no idea what is causing the error in the artillery module your game, and not mine running the same mission? At a loss sorry Blake.
  24. Maturin, I cannot replicate your error. I have tried spawning opfor, blufor, independent units. Man and non man type FO's. I have tried placing the artillery both in and out of range. Multiple and single spawned artillery unit numbers. The only thing I can think of from here is to have a look at the actual mission. If you didn't want it to be publically available you could send me a link to it via a pm. Maybe use something like rapidshare or similar. Outside of that I am at a loss. I'm not an expert on the BIS artillery module, so I am at a loss as to what would cause this error in it? From the quick look at it's code it seems to be incorrectly passing the minimum range of the unit? That said, I don't even know what bit of code is calling this. Sorry from what I have to go on; I am unable to replicate it to postulate even what's going on. Blake
  25. The error is coming from the BIS artillery module. Sorry I haven't seen this error to help with what the problem is. Are you using the default BIS mortars? I know the ACE 60mm mortar doesn't work it doesn't seem to be setup the same way as the BIS artillery units as far as I can tell. I can't remember if it produced some kind of error though sorry. It shouldn't be anything to do with the ranges called for by AIFO, as it performs a range check before calling for a mission using "BIS_ARTY_F_PosInRange". Unless it is something to do with this function? Though I have never had an issue with this. If it is a custom mortar maybe check with the creator to see if it is compatible with the BIS artillery module? The artillery unit ranges are set by the artillery units themselves. The Blake's AIFO modules doesn't alter anything like this. The default BIS units have their ranges listed here. There about 3/4 down. If you want to check the range of the artillery unit you are using, on the first page there are instructions (in the instructions spoiler) which allow you to set the module into a debug mode which at this stage just displays a hint detailing the min and max ranges, plus the distance between the artillery unit and the first FO synced to the module. Hope this helps Blake.
×