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bloodxgusher

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Posts posted by bloodxgusher


  1. Howdy brothers, thanks in advance for your assistance! I'm eager to be in company with such brilliant minds...

    The beef of it: I can code in init.sqf adding comments and line breaks without a problem... when I create an sqf script file to be executed from init.sqf, it will throw script errors if I add comments or line breaks([Enter]) inside of that created script file...

    For example, if I call a {...}forEach anArray;... I need to put the entire call on one line for the script to work...

    {

    ...

    }forEach anArray //croaked... <-- that comment makes it croak too

    That goes with all other control structures... Any line break or comment kills it.

    Even though this isn't a show stopper, my years of programming and scripting has put this little voice in the back of my head telling me "COMMENT!, Make things clean and readable so YOU and other people know where your logic was...". This problem has made that much more difficult, if not about impossible.

    Any ideas? Is this intended design? :confused:

    ---------- Post added at 01:24 ---------- Previous post was at 00:37 ----------

    It seems as if, even though I'm calling the scripts as .sqf and they are named .sqf... they are being ran in .sqs context. Is there a toggle of some sort I've missed?

    ---------- Post added at 01:29 ---------- Previous post was at 01:24 ----------

    Alright... I figured it out. I was using exec instead of execVM this entire time. lol I can now say goodbye to my hundred character lines of code >.<. Geez... I always feel like a derp every time I pull something like this.

    So for example.

    _null = [] execvm "car_horns\sedan_horns_init2.sqf";

    could not look like ?

    _null = []

    execvm "car_horns\sedan_horns_init2.sqf";


  2. For whatever reason there's a ton of objects which are "hidden". They are hidden by having their "scope" variable set to 1. So they are valid objects, but without scope = 2 in their config they aren't visible in the editor.

    What much of these editor upgrades do is create new editor drop downs with all these hidden objects with config overrides setting the 1 to 2 so you can place them. Since they were valid objects anyway they work with vanilla clients.

    The trouble comes in when the editor upgrade either adds entirely new objects or otherwise adds itself to the addOns list of the mission.sqm, THEN you have to have the mod running in order to play the mission.

    I'd made a quick little addon which turned the hidden FIA units for OPFOR and INDEP available in the editor. Missions made with it were playable without the addon, but if you edited it without the addon the units were the proper ones but showed up as blufor riflemen in the editor (but not the preview!) so it was super confusing heh.

    Ya that sounds really easy to get lost along the way when building a mission. I infact had to reread your post lol.


  3. Keep in mind there are two types of editor addons. One just unhides things (like DREN's editor update) while others actually add new classnames. If you use the second type then everyone that plays the mission will need it loaded.

    Interesting setup. How exactly does the unhide bit work. Shouldn't it work either way since it is dealing with vanilla objects from Arma 3? Thanks for bringing that to light.


  4. Be warned, hideObject will not prevent PhysX collision. :)
    You will still have the same issue with the collision of the hidden object like kylania said...

    You could try:

    _objectsToDelete = nearestObject [2345,6789];
    deleteVehicle _objectsToDelete;
    

    The numers in the Array after nearestObject are ID which you can find out with the Editor by enable tem with the button "ID" next to "fx".

    You can add more ID to delete a whole area...

    (btw ID's it my example code are just copy&pasta from biswiki, so you would need to change them to get a result with existing ID's on Altis/Stratis)

    This should work, but is not testet as I'm at work

    E: ninja'd by Gekkibi :o

    Ya I am definitely still expecting that. Would like to see what I can get away with though. Thank gents.


  5. seems to be working for me. I put this in a trigger over the object and set to true condition

    {if (_x isKindOf "Land_Airport_center_F") then {_x hideObject true}} forEach nearestObjects [thisTrigger,[],20];

    and it removes the center section of the main airport terminal in altis. (just to test it)

    the (20) at end of code is the effected radius so expand if needed.

    you can use this in a radio trigger to see what classname of object is. just look at object then activate trigger. (even copies it to clipboard)

    hint format["%1", typeOf cursorTarget];copyToClipboard typeOf cursorTarget;

    and just fyi not all objects can be removed like this. some just wont work.

    Oh sweet. Thanks for the update. Will indeed test this out.


  6. Hello everyone. So I was wondering if there was a tool or addon that had all objects in Arma 3 compiled for use in the editor. Things like all buildings in the game(even the ones not accessible in the editor), vehicles, weapons, objects, and units.

    I remember someone made one back in the early days of the alpha but of course, those no longer work as names and items have changed. I all I did was load it up as if it were a addon and then placed them down in the map.

    This made placing buildings a BREEZE compared to using attachTo commands or other id binders.

    Anyone know of this?

    Thanks


  7. When they crash have them do this:

    rather than:

    (bf3 clip) (1:46)

    Usually what happens is the nose hits something and the jet completely stops, and then *poof*

    In most games the jet completely explodes when just the nose taps an object, or sometimes itll just leave a big grey burned shell of a jet to tumble around. Where in the top video you can clearly see that the plane pretty much disintegrates and looks like its clipping right through the ground. BF3 and other games don't make it feel like the plane is actually crumpling up as it crashes.

    Im not saying to crumple the plane, just don't make it come to a dead stop and then puff into a ball of fire. The best way to do this would be to spawn a bunch of debris objects within the explosion, and deleting the actual vehicle after letting it pass under the terrain (to simulate the "crumpling")

    http://i.imgur.com/Vx9wg3U.jpg

    compared to what happens in BF3

    http://i.imgur.com/t2xxFhr.png

    and also the crash sites:

    http://news.xinhuanet.com/english/2008-02/23/xinsrc_472020523104667114964.jpg

    Of course this is only if the jet is headed straight at the ground, crash landings/skidding the current system works great from what ive seen with the helicopters. So no change needed there.

    I plan on flying jets alot ingame, and nothing would be cooler than to have the jet crash realistically when I eject (if we can eject) and it would be cool for other players to witness the crash. And in other game modes (wasteland) you could even scavenge the crash.

    And please make sure the explosion cloud is big enough :) its almost always too small and looks cheap in games

    edit: found a perfect example of the bad bf3 crash:

    see the delay?

    Lol you have really given this some thought. The logic is sound with me.


  8. The 0.637 has been released and should be able to run with the beta, but there are no real changes during my RL work.

    So is that your version with the new menu layout? Im tempted to use that but I have been working on the original versions for a while using VAS and BTC revive with a tweaked perma base for both factions. Since the beta, when I load the mission, I get multiple errors and AI does not work. I will try and host to see if I get the same.


  9. You will need to edit your

    description.ext

    mine looks like this.

    /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    //							Music and Sounds						   //
    /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    
    
    
    
    class CfgSounds
    {
    // List of sounds (.ogg files without the .ogg extension)
    sounds[] = {klendathu};
    
    // Definition for each sound
    class Klendathu
    {
    // Name for mission editor
    name = "PlayerJoin"; 
    //Path of the .ogg file. since it's in the same folder just use the filename
    sound[] = {Klendathu.ogg, 1, 1.0}; 
    titles[] = {};
    };
    
    };
    

    the of course name your music file to correspond with the above so for example. my music file is named klendathu.ogg (sounds HAVE to be in .ogg format)

    next, in the editor, put down a trigger that will activate via that particular player's side. in the same trigger place in the "on act field" the following

    _xhandle= [(thislist select 0)] execVM "introinfo.sqf";                          
    

    now you don't have to do it this way but this method has the sound fire instructions from my introinfo.sqf file

    introinfo.sqf has this

    playsound "klendathu";
    

    or to skip the entire sqf file path you should be able to place "playsound "klendathu"; in the on act section of the trigger and it should still play.

    Lastly. I beleive sound filles can be no larger than 10mb? I may be wrong on that but they should be small files like kb.

    I hope this helps.


  10. yeah that's a part of the issue right there - for the latest version it should be in the VAS folder not gear. You will need to download it - check first post for links

    remove

    #include "gear\common.hpp"
    #include "gear\menu.hpp"

    you can delete the gear folder and import the VAS folder from the archive.

    Then update the description.ext as needed.

    #include "VAS\menu.hpp"
    class CfgFunctions{    #include "VAS\cfgfunctions.hpp"};

    to make this work on an ammo box use:

    this addAction["<t color='#ff1111'>Virtual Ammobox</t>", "VAS\open.sqf"];

    let me know how you get on.

    EDIT: the other errors are possibly also due to Teetimes Warfare not being beta modified either. Or have you made other changes?

    thank you much. I will do some edits and see what I get.

    you are probably right about it not being beta ready. This is a old version of teetimes warfare that I have modded a bit. Im waiting to hear if there was a new version since a i stopped playing A3 for a couple months.

    thanks again.


  11. I use in the beta and have had no such issues BloodxGusher - can you post he error you are getting and let us know so we can try to help?

    Here is a pic of what my game errors look like.

    I am using a somewhat old version of Teetimes warfare and I get tones of other errors as I load into the game.

    This particular error is when I attempt to use the VAS.

    https://www.dropbox.com/s/gwarp89ydbpe2ry/2013-07-07_00001.jpg


  12. Player honesty?

    Open config.sqf in the VAS folder and you'll find an example of how to restrict things. I do not believe it is currently possible to restrict certain amounts of anything without restricting the object itself. (i.e. you can't restrict people to having five blue smoke grenades, but you can restrict blue smoke grenades completely)

    I have managed to do this a couple months ago via the config. I did not like the fact each side had access to all weapons and gear the same time. What I did was edit the config for the side of the player that way it loads only blufor weps and items for blufor player and vice versa. The only thing I have not managed to do is limit the ammount. I am working on that now

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