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gammadust

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Everything posted by gammadust

  1. Yes... this is most welcome. thank you kju.
  2. gammadust

    Arma 3 Notepad++ Syntax Highlighting

    Many thanks for this, from this end too. The one to import is the one in the folder "syntaxhighlighting" in the zip. The other you must copy as instructed in the readme. Anything else, read the post above you. I am running 6.3 with no issues. Currently, with these rapidly evolving versions, i just change the extension to recognize to .sqf1, .sqf2, etc, keeping the latest with the .sqf one. I do this in Language > Define your Language, and by choosing the imported language one can choose the affected extension. On another note: i noticed that if you keep .sqf files open during the changes and restart notepad, the highlighting remains according to the previous version, one must really close the file and reopen it for the new highlighting to take effect.
  3. The gui editor does allow to generate those for you (Ctrl+S >> Config macros) if one is careful to keep the name of the classes in the gui editor in sync with script and hpp/ext file, and it saves you a ton, but for example to reorder those i had to do it manually, apparently Ctrl-L only reorders the output in the config, the numbering remain in order of creation. Also wasn't able to figure a way to import from config (it complains about missing IDD, when there is one), can only import from gui editor format, and then only if copying the exact part of its uncommented export, so many traps... i find myself having to use the editor only to set up control positions after the first initial setup.
  4. Only recently i began to understand how realy painfull it is to deal with dialogs, even with the help of the in-game gui editor. When the ammount of controls grow it gets exponential scripting them not to mention when you need a mere change.
  5. assuming that you're calling the ctrlShow from inside each of those execVMs with solid logic, remains to check if you're using the correct syntax, ctrlShow has 2 acceptable formats: one refers to the control by IDC (number) ctrlShow [idc, show] the other by the Control itself (control object) controlName ctrlShow show
  6. Since this is not just me, i created a CBA ticket for this issue here. EDIT: It is hard to tell if it is Arma 3 or CBA related, CBA might just be fine though triggering some bugged functionality in Arma 3. If it justifies a ticket should be open in Arma 3's feedback tracker too.
  7. Symptom only affects initial start up screen, not occuring in editor, nor in a loaded mission. Symptom remains even by disabling my frame reporter (MSI afterburner + HWiNFO)
  8. Anyone else getting a with CBA loaded?I don't get this if vanilla, or with other mods loaded. Also tried with and without the video capture hooked, same thing. CBA: CBA_A3_beta1.7z A3: stable branch *ignore the sound artifacts EDIT: notice how the screen stays black if i mouse over the menu, blinks appear to time ~4 seconds inbetween.
  9. gammadust

    Arma 3 Notepad++ Syntax Highlighting

    ^^ unless you intend to use a similar naming scheme to your global variables, i really don't see how it might hurt. It could actually serve as a prevention so that you don't override potential end-users.
  10. gammadust

    TimeXleration (for Arma 3)

    Nothing was specifically done to provide MP functionality, this is running client side only, since the main functionality is provided by a local command. For a MP environment, some synching of server and clients time and date would need to be implemented aside. I may investigate this possibility further, but with no promisses. As time critical has this script is, and visually impacting, i have some doubts it would be easy to transfer all the synching information effectively through the network (this can also be my ignorance). I don't see this synching occurring at the same rate one might want to run it (+20 updates per sec). This may indeed come handy to testbed weather scenarios, specially since it is very dynamic, and as a time compressor saves a lot of time allowing to understand better the weather generation/engine. Edit: with the rush to publish forgot to include instructions to access the panel. Addon -(0-9) | Mission Script - (0-8-1)
  11. +1 Would love the increased accuracy of these ephemerides. One thing i noticed (i am actually working on a mod that messes with time) is that the in-game time is Solar time, not local time (ie. dependent on conventioned time tables for country in given lat/lon). Also opened a ticket regarding the fact that currently Moon and Stars only fade in after the deep night darkness kicks in, when they should be visible by both twilights = earlier in dusk & later in the dawn. Vote it up if this type of stuff interests you :)
  12. Yes. Love the approach, and i seems so obvious a solution after the fact! Very pertinent comments from NordKindchen too. It also appears to hand itself so well against the hurdles the issue poses. Props to the OP :) Edit: Another thing that influences the camouflage effect is the high texture resolution (color frequency) of the model against (currently?) lower resolution terrain textures. Hoping for some noticeable increase in the terrain which will just add over such an implementation. Nice prospects indeed.
  13. gammadust

    Reticles and Scopes

    Happy with the current blacked out outer part of the scope. A non-magnified (maybe slightly blurred) outer side, to allow aditional situational awareness, would be a good compromise imo. Also... currently my frame rate actually increases when scoped, contrary to A2, so BI might just be allowing themselves some room for further improvements. (thinking increased object distance rendering) BTW, anyone noticed the chromatic aberration effect? What a nice touch!
  14. gammadust

    setOvercast ??

    ... also noticed that, which adds to my speculation that the cloud coverage over time is precalculated in "chunks" of ~30 minutes or something along those lines. I am noticing some performance issues if i set the in-game time to go backwards (as if keep asking the engine to generate another chunk of cloud coverage)
  15. gammadust

    setOvercast ??

    Basically what i suspect is that with the new weather engine for changes to occur the engine apparently requires a minimum of 30 minutes for those to take efect. (This is speculation) On the other hand if: init.sqf 0 setOvercast 0; 60 setOvercast 1; while {true} do { hint format ["%1\n%2", daytime, overcast]; sleep 0.1; }; one can notice the overcast value does respond to "60 setOvercast 1;" despite slowly, where my speculation above may then come relevant. On my tests it appears it takes those 30 minutes at minimum (also has suggested by the minimum slider value allowed ("Time of changes") in the "INTEL" panel in mission editor). Since you had created the ticket maybe linking it wouldn't be a bad idea, it would help all in the thread to be on the same page, and avoid dreaded duplicates. Issue #0003567. All in all not working as expected or as described in the wiki, but working nonetheless.
  16. gammadust

    setOvercast ??

    Notice the changes are not imediate. In fact if you monitor the "overcast" return, its value approaches slowly the value set by "setOvercast". What i haven't figured out is how the first term in "50 setOvercast 0.5;" exacly influences this. According to wiki "Set overcast to given value smoothly during given time (in seconds)." EDIT: I have the suspicion the transition duration is tied to the value set in the editor under "Time of changes", in my tests, bypassing the one we set. Further testing revealed the above was not exacly the case, or at least changing it to a value below ~30 minutes, only influenced the amount of light in the skydome, not the presence of cloud coverage (which as a matter of fact only appeared after 30 minutes ingame time) I figure this transition limits are hardcoded in the weather engine. PS: if by any chance the OP created a ticket in the Alpha feedback tracker. Please update it accordingly.
  17. gammadust

    Arma 3 Notepad++ Syntax Highlighting

    ^^ ignore the spoiler (not in use anymore) just download the xml file and do as instructed :) @Gossamer i noticed 2 operators not reacting (divide and subtract), in the meanwhile we can just add them in the "Operators1" under "Operators & Delimiters" on User Defined Language dialog.
  18. gammadust

    ArmA 3 is a Beacon of Light

    ... respectfully the undersigned gammadust
  19. try rebooting your system...
  20. gammadust

    Compass + Watch Enlarger

    ^^ you need to have GPS in your inventory, for CTRL-M to work. Anyway it appears very alpha: it pops up in the middle of your screen it has just the map. That is prolly the reason it is not included in your inv by default.
  21. gammadust

    Maps sharing

    Take a look Armaholic.com Armedassault should serve as a repository too. If you're looking to share your own creations a good way to do it is create a new thread here (for complete mods) and here (for work in progress), these are screened by the above sites staff and they will happily upload your creations for you. Later on Steam workshop should also serve as repository.
  22. Rabbits can also disarm mines (at least in A2). They leave a puff of smoke behind too.
  23. gammadust

    Development Blog & Reveals

    I am stunned! dslyexi also saying he will update his tactical guide to A3. A certain sights jitter when moving aim (while zoomed in) is also gone too (i have this in A2)
  24. Your reverse photographic memory search skills can impress anyone, Pufu.
  25. gammadust

    ARMA 3 - TrueSky Weather, Effects

    There are weather related script commands (humidity, lightnings, wind*, gusts, rainbow) if they're directly related with the Truesky implementation we can only guess atm.
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