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Everything posted by mrcurry
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BIS_fnc_spawnVehicle error
mrcurry replied to mrcurry's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Oh i see what you mean now... but yea use select to get the parameter im interested in (which is just the group) aka _spawnedGrp = ([...] call fnc_spawnVehicle) select 2; and about the parenthesis it seem to work just fine with infantry so i dunno :s anyways i sorting it out by designing my own function by creating 1 vehicle and 4 riflemen and making them get in the vehicle using createVehicle and createUnit It would mean that tanks and vehicles with less then 4 seats would have 1 or 2 soldiers escorting them, though i could just delete the excess soldiers if i wanted to :P i can post it here later if anyone's interested -
BIS_fnc_spawnVehicle error
mrcurry replied to mrcurry's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How could this sort out the problem? I mean it fails on spawning the first vehicle so there's no other call to the fnc_spawnVehicle it can collide with, unless the fnc_spawnGroup interferes with it? Sorry but I didn't follow you there, I don't return it using the parameter array but... since I use call to execute the function I can just drop the return line as the last line in the function (without the ; ofc). My best guess without testing would be that it's the script that calls both functions that causes this error somehow player sideChat "Test: spawning infantry"; _grp = [getPos _spawn, _infArray, _target, _side] call SPAWN_INF; _counter = _counter - 1; _spawnedUnits = _spawnedUnits + units _grp; player sideChat "Test: spawning vehicle"; if(random 1 < _lVehiclePercentage) then { _grp = [getPos _spawn, _lVehiclesArray, _target] call SPAWN_VEC; _counter = _counter - 1; _spawnedUnits = _spawnedUnits + units _grp; }; if(random 1 < _hVehiclePercentage) then { _grp = [getPos _spawn, _hVehiclesArray, _target] call SPAWN_VEC; _counter = _counter - 1; _spawnedUnits = _spawnedUnits + units _grp; }; that is the main part of the code concerning vehicles... the _xVehiclePercentage is just a value between 0 and 1. (I'd prefer not to release more code as of yet as this project is still in the alpha stage) -
Aight I need some help troubleshooting this script execution Basicly I've got a script for spawning an infantry group at a position with a SAD waypoint at somewhere, parameters being: spawn (Position) grouptypes (Array) target (Position) side (Side) Init.sqf is: SPAWN_WAVE = compile loadFile ("scripts\spawn_wave.sqf"); SPAWN_INF = compile loadFile ("scripts\spawn_infantry.sqf"); SPAWN_VEC = compile loadFile ("scripts\spawn_vehicles.sqf"); eastHQ=createCenter east; westHQ=createCenter west; infantry_groups = [(configFile >> "CfgGroups" >> "East" >> "RU" >> "Infantry" >> "RU_InfSection"),(configFile >> "CfgGroups" >> "East" >> "RU" >> "Infantry" >> "RU_InfSection_MG")]; l_vehicles = ["UAZ_AGS30_RU","UAZ_MG_Base","BRDM2_Base","BTR90_Base"]; h_vehicles = ["BMP2_Base","BMP3","T72_RU","T90"]; To test it out I've added a trigger with onAct code: hint "Inf activated!"; rawr=[getPos inf1, infantry_groups, getPos fb_hill, east] call SPAWN_INF; //this is basicly where it fails In the script itself I've added, for debug purposes sleep(3); hint "A"; And as I set of the trigger I get "Inf activated!" and... nothing... if i print the script variables I get what i should, aka the script itself. So why is it not running the script?
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Script execution failed
mrcurry replied to mrcurry's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yepp that solved it, could anyone explain why though? been lookin on the biki and there call, compile and loadFile are used together in some examples thx alot :) -
Script execution failed
mrcurry replied to mrcurry's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
well the problem obviously isnt in the script since the first line in the script is: hint "A"; which doesn't show up... but sure here it is: hint "A"; if(!isServer) exitWith{}; waitUntil {!isNil "bis_fnc_init"}; _pos = _this select 0; _grps = _this select 1; _target = _this select 2; _side = _this select 3; hint "B"; _grp = _grps select floor(random count _grps); hint formatText["%1",_grp]; _spawnGrp = [_pos, _side, _grp] call BIS_fnc_spawnGroup; hint formatText["%1",_spawnGrp]; _speeds=["NORMAL","FULL"]; _spawnGrp setSpeedMode "FULL"; _spawnGrp setBehaviour "COMBAT"; _spawnGrp setCombatMode "RED"; _wp1 = _spawnGrp addWaypoint[_target,5]; _wp1 setWaypointType "SAD"; _spawnGrp so basically the script doesn't execute -
Script execution failed
mrcurry replied to mrcurry's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
well execVM wont work, since i wan't to return the group that has just spawned, im not sure about spawn but execVM returns a script handle the sleep is just there for test purposes but cheers for the headsup, still dont get the hint that should come after so it aint solving me problem. -
Sever lightning issues, flickering and odd colors
mrcurry posted a topic in ARMA 2 & OA - TROUBLESHOOTING
This is a problem that's been haunting me for quite a while now causing deadly blindness in all sorts of situations from intense combat to mid-flight transportation. Searched the forums for a bit but found nothing similiar. It starts off as a flickering of white light like someone is uping my brightness back nd forth and in a few seconds it goes over to complete blinding white and a rainbow of colors on individual surfaces (like a part of my gun or a wall of a nearby house). Only way to avoid this problem is to not look too much up or too much down (leaving me with aprox. 30-40% of the vertical view, which as you probably can imagine is kinda hellish in chernarus with its quite mountainous terrain. When I do manage to get stuck in this endless white (which is quite often) my sole chance of survival is hoping to find a spot to look at so it can fade back to normal. Going inside building is also a deathtrap and I end up trying to find my way out of the building again whilst blinded. running on dual HD4850's xfire any ideas? cheers -
Sever lightning issues, flickering and odd colors
mrcurry replied to mrcurry's topic in ARMA 2 & OA - TROUBLESHOOTING
im on xp x64 and after taking off xfire it runs perfectly thx m8, shame that im losing half my gfx proccessing power... FIX THIS BIS! -
Sever lightning issues, flickering and odd colors
mrcurry replied to mrcurry's topic in ARMA 2 & OA - TROUBLESHOOTING
tried it a bit without xfire and it worked prtty much flawlessly as far as the bug goes, cut the fps in halv thou gonna play some more tomorrow and get back with more -
Sever lightning issues, flickering and odd colors
mrcurry replied to mrcurry's topic in ARMA 2 & OA - TROUBLESHOOTING
i also played around a bit with the settings and found that if the postproccessing was disabled my vertical view increased to about 175-180 degrees, aka i can look pretty much up and down depending on my position. In some places i still get the flickering, mostly open areas here's a screenie Taken with postproccessing effects disabled looking straight up in the sky. With postp. effects on i could get this just look up a tree ---------- Post added at 02:27 PM ---------- Previous post was at 02:10 PM ---------- that solution didn't work but the problem is similiar to what the threadstarter describes