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dfear

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About dfear

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  1. I'm sure A3 will be far better than A2, BIS is upgrading A2 code as they did in the past with previous titles. Im sure that in A3 we are going to find scripting commands originally created in ofp. ;) A3 will probably have the same implementations of A2, plus many new features like, for istance, underwater operations and new physics system.
  2. I agree with Keine. All weapons and vehicles screened are real after all. Im sure there will be other models too, not only a commanche and a markeva.. Community and modders will provide addons as always, and we are going to have the same freedom that we have now in A2. Regarding of Physx, I'm sure that A3 will take a great advantage by using this technology. Dont think just at ragdolls, Physx will affect also axplosion as destructable objects in a way that many of us have already seen in other titles. I'm confident about BI upcoming code, do the same.
  3. dfear

    "waituntil" problem

    do you execVM this script? edit: nevermind, i have not readed latest posts...
  4. Back from holidays.. BIS_fnc_arrayPush needs Functions module to be loaded. Probably the best way to safely edit a previously created comms menu!
  5. Sorry Kremator, I had no time to spend on arma2 these days. I didn't check the regroup script so I have not idea about its behaviour. There is an error in the call of that script indeed: _HCLeader is a local variable, not defined in that scope: you have to use a global var (without the underscore) that points to the leader player or maybe it's good to use 'player' command too if you are scripting for a SP game. Let's continue this discussion on the HCS thread, I hope to find some more time to help you in the next days. Anyway, if the regroup script works fine the issue resides in the call's arguments for sure. Later
  6. Try using -showScriptErrors parameter on arma2.exe (1.3 patch feature) and check for errors while ingame. Maybe I'm wrong but the 'list' command returns the list of units that would activate given Trigger, not a marker. ---------- Post added at 08:27 PM ---------- Previous post was at 08:16 PM ---------- I sugggest to create a location with createLocation and then do a check with in_location.
  7. BIS_MENU_GroupCommunication = [ [localize "STR_SOM_COMMUNICATIONS", false], //["Test",[1],"#USER:CUSTOM_menu",-5,[["expression",""]],"1","1"], ["Split Platoon (%SELECTED_UNIT_ID)",[2],"",-5,[["expression","nul=[player,(groupSelectedUnits player)] execVM 'cent_HCS2\cent_HCS2_split.sqf'"]],"1","1"], ["Regroup Platoon (%SELECTED_UNIT_ID)",[3],"",-5,[["expression","nul=[player,(groupSelectedUnits _HCLeader)] execVM 'cent_HCS2\cent_HCS2_join.sqf'"]],"1","1"], There is something wrong with _HCLeader as parameter (line 5), this local var is undefined in this scope. I'll be able to tell you some more later or tomorrow..
  8. Does anyone know what is the 0-9 menu (Custom)? Are we allowed to use it as for the Communications one?
  9. BIS_MENU_GroupCommunication is initialized when SecOps and/or Warfare modules are loaded in the editor, otherwise it remains undefined. I don't know about other modules using this menu.. BIS_MENU_GroupCommunication is initialized as follow: BIS_MENU_GroupCommunication = [ ["Communications",false], ["Request support",[2],"#USER:BIS_MENU_SOM_Support",-5,[["expression",""]],"0","0"], ["SecOps",[3],"#USER:BIS_MENU_SOM_SecOps",-5,[["expression",""]],"0","0"], ["",[],"",-1,[],"0","0"], ["Request help",[4],"",-5,[["expression","showCommandingMenu ''; player sideChat 'I need assistance!';"]],"0","0"], ["Request help with mission",[5],"",-5,[["expression","showCommandingMenu ''"]],"0","0"], ["Request units",[6],"",-5,[["expression","showCommandingMenu ''; player sidechat 'I need units!';"]],"0","0"], ["Request money",[7],"",-5,[["expression","showCommandingMenu ''; player sidechat 'I need money!';"]],"0","0"], ["Request join",[8],"",-5,[["expression","['Join'] execVM BIS_FNC_CMDMENUCOMM"]],"0","0"], ["Request disband",[9],"",-5,[["expression","showCommandingMenu ''; ['Dismiss'] execVM BIS_FNC_CMDMENUCOMM; debugLog format ['SQL_comm Disband menu'];"]],"0","0"], ["Disband selected (%SELECTED_UNIT_ID)",[9],"",-5,[["expression","BIS_SQL_SelectedUnits = groupSelectedUnits player; showCommandingMenu ''; ['DismissSelected'] execVM BIS_FNC_CMDMENUCOMM; debugLog format ['SQL_comm Disband selected'];"]],"0","0"], ["",[],"",-1,[],"0","0"], ["Send units (%SELECTED_UNIT_ID)",[10],"",-5,[["expression","showCommandingMenu ''; BIS_WF_GROUPSELECTEDUNITS = groupSelectedUnits player;['SendUnits'] execVM BIS_FNC_CMDMENUCOMM;"]],"0","0"], ["Send money",[11],"",-5,[["expression","showCommandingMenu '';['SendMoney'] execVM BIS_FNC_CMDMENUCOMM;"]],"0","0"] ]; All items in the menu are disabled and hidden by default. The following item stands for a line separator in the menu. ["",[],"",-1,[],"0","0"] I'm actually not able to add a custom item to BIS_MENU_GroupCommunication with SecOps loaded without running in a CTD. Try this sample code without loading SecOps/Warfare: init.sqs [] execVM "commsMenu.sqf"; commsMenu.sqf CUSTOM_menu = [ ["Menu",false], ["Item 1",[2],"",-5,[["expression","hint 'Hello!'"]],"1","1"], ["Item 2",[3],"",-5,[["expression","[] execVM 'myScript.sqf'"]],"1","0"] ]; BIS_MENU_GroupCommunication = [ [localize "STR_SOM_COMMUNICATIONS", false], ["Menu",[2],"#USER:CUSTOM_menu",-5,[["expression",""]],"1","1"] ]; if (true) exitWith {};
  10. Nevermind description.ext.. You have to execVm a .sqf script. BIS_MENU_GroupCommunication is an array so you can add an alement with a sum increasing the shortcut parameter each time. (first entry of a menu have 2 as shortcut value). I'll post some code lines after launch.
  11. SOM scripts use the -5 parameter too, I don't know what it stand for.. The code that Gaia posted works cool, now I'm able to create new submenus within the 0-8 (Communication) one. Cannot find any pointer to the 0-9 menu.. thanks again Gaia
  12. I'm actually using a scripted radio trigger as you suggests. On activation it shows a previously created menu to manage communications with Air Command for CAS purpose. My intention is to realize a more portable and better configurable CAS/Air strike script than the one included in SecOps. Having these comms options in the 0-9 menu makes things easiest for the player and radio triggers could be available for other mission editing purposes.. ---------- Post added at 03:16 PM ---------- Previous post was at 03:05 PM ---------- Seems like the data structure of a menu. Thanks for the code Gaia =)
  13. Hi, I would like to be able to add one or more custom entries in the player communication/custom menu (0-8, 0-9) via script. I just found the function BIS_FNC_createmenu and the scripting command showCommandingMenu wich respectively creates and shows an user custom menu. I found 3 other functions: BIS_fnc_commsMenuCreate, BIS_fnc_commsMenuToggleAvailability, BIS_fnc_commsMenuToggleVisibility. These functions are probably used by SecOps and Warfare modules to hide or unhide certain communication menu entries. Actually it's not clear to me if is possible and eventually how to edit 0-8 and 0-9 menues, any help would be appreciated.
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