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PartyHead

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Everything posted by PartyHead

  1. PartyHead

    Scripting Discussion (dev branch)

    Hello Dev's, This line of script doesn't seem to work anymore since before Dev Build version: EXE rev. 09136, 16-08-2013. if ("NVGoggles" in (assignedItems player)) then {player unassignItem "NVGoggles"; player removeItem "NVGoggles";} else {player addItem "NVGoggles"; player assignItem "NVGoggles";}; Also when written like this. if ("NVGoggles" in (assignedItems player)) then {player unassignItem "NVGoggles"; player removeWeapon "NVGoggles";} else {player addWeapon "NVGoggles"; player assignItem "NVGoggles";}; Prior to Dev Build version: EXE rev. 09136, 16-08-2013, it use to add NV goggles then assign them to the units helmet or it would unassign them from the units helmet and remove them. But now it will only unassign and remove them from the units helmet it wont add and assign them back again. What have you changed that would cause this ? Have you changed or added a new script command for adding or assigning NV goggles ? I'm aware of the NV goggle class name changes which I don't think has anything to do with this though. Could a Dev please answer or address this for me please. Thanks.
  2. PartyHead

    No NVG's for helocopter pilots?

    Thanks for taking the time to do that kylania and its a shame you got the same result as me. Strange that such a simple bit of code that speaks for its self has stopped working. I'm guessing with all the NV goggles class name changes that its because of something BIS has changed, but what. Like I said before this code worked fine before the last update, even the way I had it written. Cheers.
  3. PartyHead

    No NVG's for helocopter pilots?

    Sorry for stealing your thread Odie0351 with my bug. Yeah I tried that kylania and it didn't work mate. There's definitely something different that's stuffed it up for some reason. What that code is from, is Dslyecxi's Gear Menu dialog, which I've used for my own menu dialog, when you click a button it removes the NV Goggles and click it again to add them back and you could visually see them being removed and added to the units helmet. But it don't work now and like I said this was working fine before the last update. And I've checked Dslyecxi's Gear Menu dialog and its not working there either, so I don't know. Give that code a try and see for yourself and report back if you wouldn't mind, I'm lost as to how to fix it now.
  4. Currently this code doesn't seem to work for me anymore? if ("NVGoggles" in (assignedItems player)) then {player removeWeapon "NVGoggles"; player unassignItem "NVGoggles"} else {player addWeapon "NVGoggles";player assignItem "NVGoggles"}; It removes NVGoggles ok but it wont add them anymore. This code was working fine for me before the last Dev Build update. Once I removed my NVGoggles I could still use night vision as well but the goggles don't show on my characters head. Do you think it is an update bug ?
  5. PartyHead

    No NVG's for helocopter pilots?

    Is that why currently this code doesn't work anymore? if ("NVGoggles" in (assignedItems player)) then {player removeWeapon "NVGoggles"; player unassignItem "NVGoggles"} else {player addWeapon "NVGoggles";player assignItem "NVGoggles"}; It removes them ok but it wont add them anymore. This code was working fine for me before the last Dev Build update. Do you think its an update bug ?
  6. Hello Dev Branch. First of all I'd like to say keep up the great work, the game is really shaping up and looking great with all the updates you've done. I cant wait for the full release. Secondly I want to check out if some rpt warnings I'm getting are the same as everyone else and if so can you fix them because missing image/icon messages in game are starting to get annoying, it seems like as soon as you fix one missing image/icon another one pops up straight after. These three rpt warnings Ive been getting for awhile now and I've checked there path\file in the related .pbo config file and there just simple path\file typo's. Warning Message: Picture \a3\characters_f\data\ui\icon_u_c_miller_ca_ca.paa not found Warning Message: Picture \a3\characters_f\data\ui\icon_v_tacvestir_blk_ca.paa not found Warning Message: Picture \a3\characters_f\data\ui\icon_h_pilothelmetfighter_ir_ca.paa not found These two rpt warnings I'm not sure about because there path\file doesn't even exist. Warning Message: Picture \a3\characters_f_gamma\guerrilla\data\ui\icon_h_shemag_basic_ca.paa not found Warning Message: Picture \a3\characters_f_gamma\guerilla\data\ui\icon_h_shemag_olive_ca.paa not found This has shown up after this latest update. Warning Message: No entry 'bin\config.bin/CfgWeapons.hgun_PDW2000_Holo_F'. Warning Message: No entry '.scope'. Warning Message: '/' is not a value Warning Message: Error: creating weapon hgun_PDW2000_Holo_F with scope=private Warning Message: No entry '.displayName'. Warning Message: '/' is not a value Warning Message: No entry '.disposableWeapon'. Warning Message: '/' is not a value Warning Message: No entry '.nameSound'. Warning Message: '/' is not a value Warning Message: No entry '.type'. Warning Message: '/' is not a value Warning Message: No entry '.picture'. Warning Message: '/' is not a value Warning Message: No entry '.Library'. Warning Message: No entry '.libTextDesc'. Warning Message: '/' is not a value Warning Message: No entry '.model'. Warning Message: '/' is not a value Warning Message: No entry '.simulation'. Warning Message: '/' is not a value Warning Message: No entry '.fireLightDuration'. Warning Message: '/' is not a value Warning Message: No entry '.fireLightIntensity'. Warning Message: '/' is not a value Warning Message: No entry '.fireLightDiffuse'. Warning Message: Size: '/' not an array Warning Message: Size: '/' not an array Warning Message: No entry '.fireLightAmbient'. Warning Message: Size: '/' not an array Warning Message: Size: '/' not an array Warning Message: No entry '.weaponLockDelay'. Warning Message: '/' is not a value Warning Message: No entry '.weaponLockSystem'. Warning Message: '/' is not a value Warning Message: No entry '.cmImmunity'. Warning Message: '/' is not a value Warning Message: No entry '.weight'. Warning Message: '/' is not a value Warning Message: No entry '.lockingTargetSound'. Warning Message: Size: '/' not an array Warning Message: No entry '.lockedTargetSound'. Warning Message: Size: '/' not an array Warning Message: No entry '.detectRange'. Warning Message: '/' is not a value Warning Message: No entry '.muzzles'. Warning Message: Size: '/' not an array And also there must be something wrong with the path\file of these as my ui control buttons etc. make no sound anymore. Cannot load sound 'a3\ui_f\data\sound\onover.wss' Cannot load sound 'a3\ui_f\data\sound\new1.wss' Cannot load sound 'a3\ui_f\data\sound\onclick.wss' Of course there are many rpt error's but I've checked these out and there all just simple mistakes and easily fixed. So can these missing images/icons be tidied up once and for all please. This is not a rant just an honest request. Thanks and again keep up the great work.
  7. I've been learning scripting and mission making now since the start of Arma 2 although, I've bought every arma game since OFP. Anyway when I started learning how to script I first played a lot of popular mission to find out the good scriptwriters to learn from. And to cut a long story short I learn t to script a particular way which automatically became my normal style and I've never really thought anymore about it. What I'm referring to are spaces within script coding. I've notice a lot of inconsistency between everyone's scripts in relation to spaces and I'm wondering what really is the best practice when it comes to spaces. Do spaces have any performance impact on scripts ? For example is it best to write code this way with spaces ? [color="#FF0000"]eg.1[/color] private ["_a", "_b", "_c", "_d"]; [color="#FF0000"]eg.2[/color] for [{_i = 1}, {_i < (count _array0)}, {_i = _i + 1}] do {}; or this way without spaces ? [color="#FF0000"]eg.1[/color] private ["_a","_b","_c","_d"]; [color="#FF0000"]eg.2[/color] for[{_i=1},{_i<(count _array0)},{_i=_i+1}]do{}; or doesn't it matter, is it just a case of personal preference ? Sorry if this has been asked before, I couldn't find anything specifically about this.
  8. I probably should know this by now but here goes. I've been learning scripting and mission making now since the start of Arma 2 although, I've bought every arma game since OFP. Anyway when I started learning how to script I first played a lot of popular missions to find out which scriptwriters to learn from, and to cut a long story short I learn t to script a particular way which automatically became my normal style and I've never really thought anymore about it. What I'm referring to are spaces within script code. I've notice a lot of inconsistency between scriptwriters scripts in relation to spaces and I'm wondering what really is the best practice, if any, when it comes to spaces. Do spaces have any performance impact on code ? For example is it best to write code this way with spaces ? [color="#FF0000"]eg.1[/color] private ["_a", "_b", "_c", "_d"]; [color="#FF0000"]eg.2[/color] for [{_i = 1}, {_i < (count _array0)}, {_i = _i + 1}] do {}; or this way without spaces ? [color="#FF0000"]eg.1[/color] private ["_a","_b","_c","_d"]; [color="#FF0000"]eg.2[/color] for[{_i=1},{_i<(count _array0)},{_i=_i+1}]do{}; or doesn't it matter, is it just a case of personal preference ? Sorry if this is a silly question or has been asked before, I couldn't find anything specifically about it.
  9. Definitely the second code. Thanks for your explanation and examples XxAnimusxX you've explained a lot. I've always spaced my code out like your second example so I'll keep doing it that way now, its so much easier to read that way. But I see a lot of scriptwriters crunch their code up like your first example and wondered if there was any benefit in doing this, now I know there isn't I cant understand why they do as its so much harder to read, for me anyway. I also posted this question in the Arma 3 forum and got some similar replies. Thanks again mate.
  10. PartyHead

    Spaces and Scripting ?

    Thanks for your reply BangaBob, I do use notepad++ mate and I've always used spaces like in my first examples. Thanks cuel for those answers, I didn't realize that about tabs, spaces, linebreaks and comments being removed when the script is compiled so i guess it doesn't really matter after all. I'll keep doing what I've always done then. Thanks.
  11. Is anyone else having mouse wheel problems ? When i use the mouse wheel in-game it like control, alt, deletes the game to desktop for a few seconds and then it returns back up to full screen automatically. Is this a bug with the latest Dev build update ? EDIT: Re-started the game and it seems to have fixed it. Very Strange that it hasn't happened before. Learning to expect the unexpected with this game !
  12. PartyHead

    Arma 3 - Sneak Preview Livestream

    From a mission maker/making point of view I really liked what i saw. I just hope that eventually all factions will have at least one jet each. Cant wait
  13. Aw well you get that.
  14. Aw well you get that.
  15. PartyHead

    Will Arma 3 have fast roping ?

    Just found these couple of post in the "Arma 3: Confirmed features | info & discussion" Doesn't look like fast roping has made it into the game, but i guess they might always change there minds down the track and add it later.
  16. Maybe you could post an request here: http://forums.bistudio.com/showthread.php?74039-Arma-2-Addon-request-thread
  17. Here's a weapon butt attack script that you could try. http://http://www.armaholic.com/page.php?id=8418
  18. When is the Dev Build going to get some stability about it ? its so broken at the moment that its not worth the effort to make any missions which tells me the Beta must be weeks and weeks away, and its not worth the effort to make any missions in the Alpha Build because as soon as you try and play them in the Dev Build they are a lot of the time broken straight away which tells me that anything you make in the Alpha Build is going to break in the Beta when its released. And how many weeks has it been since we've had an Alpha update, a stable Alpha update would at least be fair I think its been long enough and would bring it more in line with the Dev Build. Going back to Arma 2 for awhile I think.
  19. Yeah sorry about that SturmFalkeRDA I missed that to.
  20. With your SaveLoop.sqf you have an ] that shouldn't be there. Should look like this: if (! isServer) exitWith {}; _Playerunit = _this; while {alive _PlayerUnit} do { _Playerunit execVM "INS_revive\loadout\loadoutSave.sqf"; sleep 1; }; And the code in your init.sqf should end with an ; Should look like this: nul = [this] execVM "SaveLoop.sqf"; And I think the last error message might actually be a bug with the game and not something you've done. Hope this helps.
  21. Oh, OK thanks for the heads up Larrow. I don't seem to be getting that rubber banding effect anymore now to so I don't know why that was happening.
  22. Ok, I'm also getting an effect now where it looks like the units main weapon is quivering like the unit is shacking in his boots, lol. I'll check my .rpt file.
  23. Hey ThrOtt when you say stuttering do mean like a rubber banding effect ? Because that's what I'm getting now and that's playing in singleplayer, so I've had to turn my video settings right down to smooth it out a bit. Could this be the same issue as that ?
  24. Hello wok, I downloaded your file and had a quick look for you and from what i can tell is that your using Arma 2 base controls in your Default.hpp which is why your CT_SHORTCUTBUTTON isn't showing up in your dialog. You need to find out how the Arma 3 CT_SHORTCUTBUTTON is written. For example you have your base CT_SHORTCUTBUTTON described like this: class FJ_Button { type = 16; idc = -1; style = 0; default = 0; x = 0.1; y = 0.1; w = 0.183825; h = 0.104575; color[] = {0.543, 0.5742, 0.4102, 1.0}; color2[] = {0.95, 0.95, 0.95, 1}; colorBackground[] = {1, 1, 1, 1}; colorbackground2[] = {1, 1, 1, 1}; colorDisabled[] = {1, 1, 1, 0.25}; periodFocus = 1.2; periodOver = 0.8; class HitZone { left = 0.004; top = 0.029; right = 0.004; bottom = 0.029; }; class ShortcutPos { left = 0.0145; top = 0.026; w = 0.0392157; h = 0.0522876; }; class TextPos { left = 0.05; top = 0.034; right = 0.005; bottom = 0.005; }; textureNoShortcut = ""; [color="#FF0000"]animTextureNormal = "\ca\ui\data\ui_button_normal_ca.paa"; animTextureDisabled = "\ca\ui\data\ui_button_disabled_ca.paa"; animTextureOver = "\ca\ui\data\ui_button_over_ca.paa"; animTextureFocused = "\ca\ui\data\ui_button_focus_ca.paa"; animTexturePressed = "\ca\ui\data\ui_button_down_ca.paa"; animTextureDefault = "\ca\ui\data\ui_button_default_ca.paa";[/color] period = 0.4; font = "TahomaB"; size = 0.03921; sizeEx = 0.03921; text = "";[color="#FF0000"] soundEnter[] = {"\ca\ui\data\sound\mouse2", 0.09, 1}; soundPush[] = {"\ca\ui\data\sound\new1", 0.09, 1}; soundClick[] = {"\ca\ui\data\sound\mouse3", 0.07, 1}; soundEscape[] = {"\ca\ui\data\sound\mouse1", 0.09, 1};[/color] action = ""; toolTip = ""; class Attributes { font = "TahomaB"; color = "#E5E5E5"; align = "left"; shadow = "true"; }; class AttributesImage { font = "TahomaB"; color = "#E5E5E5"; align = "left"; shadow = "true"; }; }; The text that I've highlighted in red is directions to Arma 2 folders. Now I don't know what the Arma 3 CT_SHORTCUTBUTTON description is because I don't use CT_SHORTCUTBUTTON very much but I do know how the CT_BUTTON description is written. For example the CT_BUTTON description in Arma 3 is like this: class RscButton { idc = -1; type = 1; style = 2; access = 0; x = 0; y = 0; w = 0.095589; h = 0.039216; borderSize = 0; colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])","(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])","(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])",0.7}; colorBackgroundActive[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])","(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])","(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])",1}; colorBackgroundDisabled[] = {0.95,0.95,0.95,1}; colorBorder[] = {0,0,0,1}; colorDisabled[] = {0.4,0.4,0.4,1}; colorFocused[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])","(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])","(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])",1}; colorShadow[] = {0,0,0,1}; colorText[] = {1,1,1,1}; font = FontM; offsetPressedX = 0.002; offsetPressedY = 0.002; offsetX = 0.003; offsetY = 0.003; shadow = 0; sizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)";[color="#FF0000"] soundClick[] = {"\A3\ui_f\data\sound\onclick",0.07,1}; soundEnter[] = {"\A3\ui_f\data\sound\onover",0.09,1}; soundEscape[] = {"\A3\ui_f\data\sound\onescape",0.09,1}; soundPush[] = {"\A3\ui_f\data\sound\new1",0,0};[/color] text = ""; }; As you can see in the CT_BUTTON description where I've highlighted the text in red, this is what your CT_SHORTCUTBUTTON description should look similar to. Maybe someone else can post a base description of an Arma 3 CT_SHORTCUTBUTTON for you. Hope this helps. Cheers, PartyHead.
  25. Same with me still getting the error message on exit.
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