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tacticalnuggets

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Everything posted by tacticalnuggets

  1. I think I MIGHT have fixed this in the development version I linked you, but the error spam I was seeing didn't match yours. However, it seemed related so its worth a try.
  2. Dammit, I keep screwing up more than normal... Armatech, I am going to keep feeding you the latest development version to play with, considering you run into stuff way faster than me alone. :) RTMS DEV VERSION DOWNLOAD: https://drive.google.com/open?id=0B61D4bNCvEl9NnJ2TlhlWHBGVk0 Dev v1.2.5.7 Bug fixes - last hot fix inadvertently caused the personal menu to break when you get out of a vehicle without personal menu being held on - rpt spam related fix
  3. Rotation Menu System Updated! Version 1.2.5.5 (latest) HOT FIX Bug fixes - fixed rpt error zero divisor
  4. Oh crap... I am not getting this error.. Sorry about this guys, I will take a look at the rotator functions and their parameters. I suspect I accidentally used rounding when it could set things to zero if someone was making custom menus.
  5. The steam workshop was not producing the mod format I wanted upon publishing but I finally fixed it.
  6. Rotation Menu System now updated v 1.2.5.4! EDIT: Now available on steam workshop! https://steamcommunity.com/sharedfiles/filedetails/?id=640835448&searchtext=Rotation+Menu+System
  7. I have been thinking about this for a while... I am probably going to release my mod onto steam workshop in the next update for the following reasons: 1. My mod purely uses sqf and no models or visually artistic content. 2. My mod also comes as a script module for peoples missions, so content will probably get modified by mission coders. 3. Due to the last two facts, the suspected loop hole in steam workshop is pretty much harmless to my objective. I am going to be releasing a big update soon guys, which will have these changes and fixes: v1.2.5.4 Major Changes - Added rotation menu to personal menu and all default menus show up in your personal menu upon entering vehicle Minor Changes - Menus now correct with zoom - Menus now have two new parameters, _conditionHideIcon and _isInternal - Menu with _isInternal set to true will add it to your personal menu upon entering vehicle - Cache distance now adapts to largest "class style menu" _distance setting, where the object size is used when set to _distance = "ADAPT" - Default menus now put vehicle seats in "Vehicle Positions" sub menu to be clean Bug Fixes - Adding lots of menus using SendRequest, on the same frame, would cause ProcessRequest to bug out (menus would not be added properly) - If a direct object menu was attached to an object already being used by a class menu, the cache distance would still override an object supposed to be displayed - Terrain would cause rotation menus to deform - Small objects/vehicles that would think you were not close enough to an excessive degree
  8. tacticalnuggets

    Syria - What should we do if anything?

    Support assad, re-stabilize region. The assad atrocities are made up. Numerous investigations have revealed propaganda by NATO and saudi arabia sources. For instance, the "bakery" incident was actually a town hall with a bakery on the first level, and an absurd number of men as a percentage of casualties were killed. So many so that you would question whether it was actually a civilian target (just going by todays bigotry towards women around the world sorry). Which is confirmed by the fact black flags were flown on the building. The black flags being flown on a civilian building were itself a war crime, this whole story is bogus (that assad committed the war crime here). The initial responder even posted strangely false accounts. His accounts did not match his flim (showed him on the back of a truck, ect). The other accounts of assad war crimes follow the same broken pattern. Wish somebody would realize this whole rebellion and nato propaganda campaign is a farce.
  9. tacticalnuggets

    Islamic State (ISIS/ISIL/Daesh) Discussion

    LOL! You guys are literally just trolls trying to twist what people say. I never said side vs side leads to ww3. I never said we would instigate ww3. World wars happen when the amount of tensions reach a critical point. No one hear should want more tension unless you are a crazy neocon
  10. tacticalnuggets

    Islamic State (ISIS/ISIL/Daesh) Discussion

    I dont think they do have that interest either. Strangely, no one had any real interest in the last 2 world wars either except those that started them. People become crazy sometimes. Anyone that thinks the rebels do not just defect after receiving training and finding their way to the highest bidder is a bit asinine. It is perfectly reasonable to assume that funding a rebellion in the middle of a multi-faceted conflict will lead to a conflict of side vs side.
  11. tacticalnuggets

    Russian vs U.S Organizational and tactical doctrine.

    What the hell did he say?
  12. tacticalnuggets

    Russian vs U.S Organizational and tactical doctrine.

    Russias tactics are geared towards a conventional war leading to mass destruction on both sides, thus the side with more things left is the victor as long as those things that are left are piloted/controlled exceptionally well. Some examples: - Russia still practices the dog fight for aircraft with highest priority. The argument is aircraft fights actually become drawn out with so much electronic warfare at each persons disposal. - Russia believes in larger amounts of cheaper tanks with higher operational range - Check out Russia's BMP-3. Completely oriented for first strike, fcks not given for a drawn out fight on the ground. Most AT and aircraft can decimate even the best armor. - US believes in a more anti-terrorist strategy - Main threats are disgruntled populaces, a result of a vast expanse of military bases. - Aircraft rely on long range capabilities, stealth, often at the expense of armament capacity. - Large amounts of armor on tanks, lower operational range to guard positions against sustained AT fire
  13. tacticalnuggets

    Islamic State (ISIS/ISIL/Daesh) Discussion

    As long as russia keeps blowing the crap out of rebels, who'm are the main suppliers of isis in the form of mercenaries, then I am happy. But one catch, as long as we dont go to ww3 over russia bombing them.
  14. Oh, i think i just realized you dont want any stretching of .paa's. In that case, just avoid safe zone all together and keep your sizes smaller. Or you could probably just make duplicates at different aspect ratios or something lol
  15. Sure, Basically, these are for height and width, where max is 100 and 0 is.. well.. 0 lol, #define SZ_SCREEN_UNIT_W(w) (w * safeZoneW / 100) //so you would use like this "w = SZ_SCREEN_UNIT(45.3)" // where 45.3% of screen width will be width #define SZ_SCREEN_UNIT_H(h) (h * safeZoneH / 100) //same here, but for height :P And these are for screen positions, where putting 0 for both will be top left corner, and 100 for both would be bottom right corner #define POS_SCREEN_UNIT_X(x) (safeZoneX + (x * safeZoneW / 100)) #define POS_SCREEN_UNIT_Y(y) (safeZoneY + (y * safeZoneH / 100)) And this for text size, as it scales with aspect ratio relative with the other defines #define TEXT_SIZE(s) (sqrt(safeZoneW*safeZoneH*s*s))
  16. Just use these defines that I made: #define SZ_SCREEN_UNIT_W(w) (w * safeZoneW / 100) #define SZ_SCREEN_UNIT_H(h) (h * safeZoneH / 100) #define POS_SCREEN_UNIT_X(x) (safeZoneX + (x * safeZoneW / 100)) #define POS_SCREEN_UNIT_Y(y) (safeZoneY + (y * safeZoneH / 100)) #define TEXT_SIZE(s) (sqrt(safeZoneW*safeZoneH*s*s))
  17. tacticalnuggets

    Kunduz, Afghanistan [10km] v1.20

    Definitely fps problems related to the castle thing
  18. man slay adds another inventory sub menu action, so multiple will get stacked. I dont remember exactly what I did in the video EDIT: So yeah, if you just run the mod with stock menus, inventory is already on "Man" class objects. Then, as you'd expect, if you added the man slay class you should get 2 inventory sub menus total piled on the object overall. I dont know how the third got added :P
  19. Rotation Menu System now updated v 1.1.10.8!
  20. tacticalnuggets

    Community Upgrade Project - CUP

    GUYSS!!! I figured out a fall back method in RTMS for problem doors in CUP and other custom maps/buildings. Its really strange, but seems to be working very well. Basically, I wont have to add problem house classes to a list anymore. Its working with everything. The problem doors are not being hidden for no reason now.
  21. It looks like I have found a way to drastically improve occlusion detection for doors. It is very strange, and I will need to further refine it so it no longer has a performance impact. The fix should be done by tomorrow for the next weekly update. Basically, I wont have to add problem house classes to a list anymore. All the broken doors should work because they wont be occluded when they are visible to you! So all maps are a go!
  22. Damage is handled locally, but generally sent globally. For instance, setDamage is a global global command, but setDamage could override handlers. If you are familiar with "mutators" in object oriented programming, setDamage is a direct mutator sent over the network, while handledamage events process a que.
  23. tacticalnuggets

    Foreach running once.

    Yeah, first thing I saw was the object _man being treated as an array. A good form of practice is to put the data type of the variable at the end like so. _manObj = herp derp; _manObject = herp derp; Then use terms for indexes like so //very consistent with mathematics notation _i = 0; _j = 0; _k = 0; //explicit _index = 0; //if you have more than 3 _a = 0; _b = 0; _c = 0; //.... Sometimes I use all capital local variables to denote number id's for switch statements. _MY_FIRST_ID = 1; _MY_SECOND_ID = 2; _MY_THIRD_ID = 3; Many users use this for local functions _fnc_Myfunc = { //code... }; There is more, but its wise to look at the latest trends to stay in touch with standards.
  24. I dont think this is even possible. I raised the issue and was told ace some how hinted at a bounding box for a selection, but digging through I have yet to find anything like that. If you can get a bounding box for the selection, then you can induce its not occluded using the intersection commands. Otherwise, I have seen the plain intersect command have some strange behaviors with doors, ect. Right now im using probability to basically return if a door is blocked or not by its own host object. I then want to move to a softer form of occlusion for the failed cases (which requires me to build a list of classes), which will use the surface normal vector to know a floor from a wall in a house. I absolutely hate having to do this. My argument is there needs to be a command (maybe lineIntersectsSurfaces with selection surface conditions rather than object exclusion). I am sure you can crunch if a door is occluded or not using lots of cpu power, but it wont matter if you have to run it every frame too (hence the boundingBoxSelection idea would be better too).
  25. tacticalnuggets

    Kunduz, Afghanistan [10km] v1.20

    Hey I have been testing the Rotation Menu System on Kunduz and it works pretty well besides a couple of houses with buggy door selections. I have been looking through maps and adding the house class names with door issues to a list that will use a lighter form of occlusion in my mod. Some of the ladders on walls didn't show up too, but that will be remedied in my next fix which had a bug involving walls and odd Static objects. So I guess a lot of the JBAD houses in maps seem to work pretty well overall in RTMS. https://forums.bistudio.com/topic/184976-rotation-menu-system-a-fluid-external-action-menu-system/
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