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dupa

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About dupa

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    Lance Corporal
  1. I have the same problem. When hosting a game or running a dedicated server, I can see it in LAN, but not online. Ports are open, firewall disabled. Last time I tried to host a server was about half a year ago, and it worked OK (since then quite a few patches were released).
  2. Sorry for the late response. Try the version posted below. I haven't tested it, but i think it should compile ok. Here I replaced the onEachFrame command with call to BIS_fnc_addStackedEventHandler. It should solve some problems. If it doesn't work, please say what happens when you run the script. // CCIP script for ArmA 3 (by dupa) // Usage: 0 = [] execVM "ccip.sqf"; // // For MP, run on clients only. //If you want to use custom aircraft, add their bomb weapon classname _bombLaunchers = ["GBU12BombLauncher"]; ccipEnabled = false; ccipString = ""; ccipColor = [0,1,0,.5]; ccipIcon = getText (configfile >> "CfgWeaponIcons" >> "srifle"); ccipFontSize = 0.02 * SafeZoneW; _targetElevation = 0; _tgtMarker = "Land_HelipadEmpty_F" createVehicleLocal [0,0,0]; ["ccipHandler", "onEachFrame", { if ((ccipEnabled) and (cameraView == "Internal")) then { drawIcon3D [ccipIcon, ccipColor, ccipPos, 1, 1, 0, ccipString, 2, ccipFontSize]; }; } ] call BIS_fnc_addStackedEventHandler; while {true} do { if (currentWeapon vehicle player in _bombLaunchers) then { ccipEnabled = true; _plane = vehicle player; //Calculate impact time _g = 9.8; _v = velocity _plane; _vz0 = _v select 2; //Initial fall velocity //By solving the quadratic equation we will get the estimated freefall time _a = -0.5*_g; _b = _vz0; _c = ((getposASL _plane) select 2) - _targetElevation; _t = (-_b - sqrt (_b*_b - 4 *_a*_c))/(2*_a); _px = getpos _plane select 0; _py = getpos _plane select 1; _vx = _v select 0; _vy = _v select 1; //Calculate impact position ccipPos = [_px + (_vx*_t), _py + (_vy*_t)]; _tgtMarker setpos ccipPos; _targetElevation = (getPosASL _tgtMarker) select 2; ccipString = format ["ELV:%1, TTI:%2", floor _targetElevation, floor _t]; sleep .01; } else { ccipEnabled = false; sleep 1; }; };
  3. I had a look at the CBA function and that's EXACTLY what I needed. Thanks a lot!
  4. Thanks for the info, I'll look into it.
  5. I mean while playing. But the config isn't helpful here. I want to know the FOV level of the current camera view, which could be for example: - Regular 1st person view - 1st person view zoomed in - RCO optics - RCO collimator sight - Gunner optics in vehicles (several FOV levels) I hope this explains the idea more clearly.
  6. 1. Try to bomb from above, in a dive. 2. Target the ground and not the objects you want to hit (if you want to destroy a building, aim at the basement and not at 5th floor). 3. Draw an imaginary line between the flight path marker and the CCIP crosshair. Keep it over your target. I would draw a real one, but I'm not sure how to do it. 4. It's a bit problematic with hills. ---------- Post added at 02:33 AM ---------- Previous post was at 02:22 AM ---------- I wasn't interested in making an it addon (or any addons in general), but since there is a lot of talking about it, I may give it a go. I'll sleep on it first.
  7. I never bothered to check this, but: - You can still hit targets fairly accurately (I managed to destroy t100s with a single bomb) - You may change the value of _g to whatever you like :) ---------- Post added at 09:08 PM ---------- Previous post was at 09:07 PM ---------- To the guys asking for an addon version: Sorry, I never worked with addons and I have no idea how to make them.
  8. I decided to try my old CCIP script with ArmA 3. With the new physics engine and 3d icons it works like a charm. So here is the reworked version. To use the script, just run it without any parameters from init.sqf or player init line (as in: 0 = [] execVM "ccip.sqf"). When you begin bombing, the script will do the job. Have fun! ccip.sqf: // CCIP script for ArmA 3 (by dupa) // Usage: 0 = [] execVM "ccip.sqf"; // // For MP, run on clients only. //If you want to use custom aircraft, add their bomb weapon classname _bombLaunchers = ["GBU12BombLauncher"]; ccipEnabled = false; ccipString = ""; ccipColor = [0,1,0,.5]; ccipIcon = getText (configfile >> "CfgWeaponIcons" >> "srifle"); ccipFontSize = 0.02 * SafeZoneW; _targetElevation = 0; _tgtMarker = "Land_HelipadEmpty_F" createVehicleLocal [0,0,0]; onEachFrame { if ((ccipEnabled) and (cameraView == "Internal")) then { drawIcon3D [ccipIcon, ccipColor, ccipPos, 1, 1, 0, ccipString, 2, ccipFontSize]; }; }; while {true} do { if (currentWeapon vehicle player in _bombLaunchers) then { ccipEnabled = true; _plane = vehicle player; //Calculate impact time _g = 9.8; _v = velocity _plane; _vz0 = _v select 2; //Initial fall velocity //By solving the quadratic equation we will get the estimated freefall time _a = -0.5*_g; _b = _vz0; _c = ((getposASL _plane) select 2) - _targetElevation; _t = (-_b - sqrt (_b*_b - 4 *_a*_c))/(2*_a); _px = getpos _plane select 0; _py = getpos _plane select 1; _vx = _v select 0; _vy = _v select 1; //Calculate impact position ccipPos = [_px + (_vx*_t), _py + (_vy*_t)]; _tgtMarker setpos ccipPos; _targetElevation = (getPosASL _tgtMarker) select 2; ccipString = format ["ELV:%1, TTI:%2", floor _targetElevation, floor _t]; sleep .01; } else { ccipEnabled = false; sleep 1; }; };
  9. I am also lacking the lbSetText command. Haven't been able to figure out how to overwrite elements using lbAdd - just managed to add an element at the end of the list. Any suggestions? p.s. My apologies for reviving this thread, but I figured it would be better than opening a new one with the same question.
  10. OK I just figured it out. I had Textcolor set to black in the dialog and it appears that the text color controls the image opacity.
  11. Hi, I'm trying to make a custom map (not a mission, but the map when you press M in game). I have defined a picture dialog, which is created by a display event handler, when the M key is pressed. The problem is that I cannot get any image to show there. My map is 1024x1024, I saved it as png, loaded in Texview 2 and saved as paa. When I start the mission, it says it cannot load mipmap or just displays a black rectangle. I tried converting with the command line tool pal2pace with the same result. However, when I extracted some random paa file from some modfolder and replaced my map, it displayed fine. My question is: How to create paa files that can be properly shown in dialogs?
  12. Unfortunately, that is not correct. If you look at http://community.bistudio.com/wiki/Arma_2:_Patch_v1.10, you will see under "System requirements", that 1.05 is required. Also, you can tell that it is the same patch that you are talking about by comparing their crc/md5 checksums displayed on both of the pages. Besides, when I tried to update to 1.10, it asked for version 1.05, so I installed it first. I think I did see an 1.09 that can be installed over 1.0. If I receive no better suggestions, I will try reinstalling it and repatching 1.0->1.09->1.10 when I get home.
  13. I hope I understand the problem correctly. Before passing the player name to the script, check it for quotes and replace all " with "". Not sure regarding the single quotes.
  14. Thanks for the reply! I can't think of anyone, who I can get these files from, so I guess I have to reinstall. However, I would like to know how to patch the game without errors. I did re-download it about a week ago and it was 1.0.
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