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corralesid

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Posts posted by corralesid


  1. For those seeking a complete info:

     

    Yes, sure, see KK's blog for more reference, but let's recap particullary of this case:

     

    by doing in the init.sqf: 

    Quote

     

    MISSION_ROOT = call { private "_arr"; _arr = toArray __FILE__; _arr resize (count _arr - 8); toString _arr };

    You'll be substracting the string "init.sqf" to your mission path that will be %Root%\mymissionMP.Altis\init.sqf. So now a lot of things can be called by this path.

     

    what you'r doing in 

    Quote

    texture = __EVAL((__FILE__ select [0, count __FILE__ - 15]) + "GhostSkullS");

    is also substracting the string but of description.ext which is 15 character length and so on you can do it for any file in missionfolder to get the path.

     

    BIS is recomending you in https://community.bistudio.com/wiki/Arma_3_ORBAT_Viewer to do it via the next preprocessed command: 

    Quote

    texture = __EXEC (MISSIONLOCATION = __FILE__ select [0, count __FILE__ - 15])

    but this to work, you'll need to do first; declare a variable name MISSIONLOCATION (or whatever you want to call it) in description.ext 

     

    The only problem with this kind of method (even theend3r method), is that if you're gonna #include a file in another folder the variable even thou needs to be declare in description.ext, cause if you do it inside an .hpp it will not work the path or what KK's talking about: So lets put an E.G.

     

    mymissionfolder\xfolder\orbat,hpp

    Quote

    __EXEC (MISSIONLOCATION = __FILE__ select [0, count __FILE__ - 18]);

    class CfgORBAT
    {

        class HQ
        { 

         ....

          texture = __EVAL(MISSIONLOCATION + "xfolder\orbat,hpp"

        };

    won't work, while:

    Quote

    ////description.ext

     

    __EXEC (MISSIONLOCATION = __FILE__ select [0, count __FILE__ - 18]);

    #include mymissionfolder\xfolder\orbat,hpp;

     

    ////mymissionfolder\xfolder\orbat,hpp

     

    class CfgORBAT
    {

        class HQ
        { 

         ....

          texture = __EVAL(MISSIONLOCATION + "xfolder\orbat,hpp"

        };

    will work.


  2. A lot of fails..... a lot!! And yet what i have to report doesen't appear in any reply. First from less worst to worst.

     

    -Can´t make infiltration ¿really? Enough with a setCaptive and you lazy didn't.


    -Dead bodies generates double. If you attempt to steal equipment or unifroms from death static units (such as IDAP or civilians) it will regenarate the unit on top of it, which of course this impact performance, and they see ugly. ¬_¬ clearly this happens with bodies, but when you take down a tree it doesn't regenarate.

     

    -(Optional) Flying drones can be deactivated in air if you'are in a Quad; Which i mentioned optional due to the fact you may not do this option naturally, so isn't a bug in fact, but.... anyway, mentioned

    - Spoiler Alert 

    Spoiler

    Documents and some inventory items disappear. When i get the task to investigate CSAT at harcourt port, i take the secret files (which have a model to  world at least, said for money) and put it in my inventory (container) the'll disappear, first i think it will be normal (probably just a IF !alive), the issue is when you're in front of Miller and can't deliver the documents to him. This is why the importance of a F...g BIS_fnc for add or substract items from inventory instead of a general clearCargo..which i guess it should be a class problem instead. Any way, i try it at least 3 times and nothing, i'm still in the campaign and i hope THIS is'nt relevan cause i continuet. Also this happen with some other docs, like those you find near an island in hartcourt,  i change them from my vest to my backpack and i see them disappear, (They wasn't full capacity, and i check ground too). 

     

    -Control checkpoint doesn't work neither close to normal. Wether CSAT or Gendarmerie, they make the  "get close" (hands up animation), sometimes they skip the inspection (hand cross), and tell you to go on (finger pointing), which you rely on, and suddenly you're death cause "You Alert them" (even if you keep on road), also ¿How is suppose i can go through a checkpoint (when it work), if i have a explosive car, or making smuggle? nonsense. BTW this bug happens when i or i don't do the last sentence.  But back to the main bug also the titleCut only tells you Follow instuctions and it stuck. 

     

    _Also, some drones in checkpoints appears wreck when they recon you (LOL), they fly without propellers and rusty (which means setDammage 1, i guess!).

     

    I know  there's more but some people had report it. Hope an update.
     


  3. thnks!! but not as expected, im still dealing with this, apparently the method is by giving a PublicVarClient/server and an addPubliceventhandler, and this just to get the clientOwner then of course put it on the remoteEXEC, but cant get it work! yet..When i finish investigating i'll publsh the code example.

     

    test ZONE: 

     

    Packet = "TEST"; PublicVariableServer "Packet"; "Packet" addPublicVariableEventHandler {_message = (_this select 1); hint _message;[_message]RemoteExec ["hint",remoteExecutedOwner]}

    • Like 1

  4. Literally that. XD

     

    Ok, I want to send a message to a particularly machine on the network (not broadcast), that's it, but i can't understand the remoteExec (if this is the way). I also know that hint is for console messaging so instead i will use some cutText or anything else, but how i do this? BTW is run for clients on steam, if that info helps.


  5. Just now, Leopard20 said:

    Object IDs change per map (and so does the object). You can't do it for the object itself.
    You can, however, export the type of the object, which is a string corresponding to its class name:

    
    typeOf _obj


    For example:
    Let's say typeOf _obj for your tower returns: "Land_Tower".
    You should create an array with a list of object types you don't want to damage. Then, you remove objects that match these types:

    
    _noDamageObjTypes = ["Land_Tower"]; //this is an example; you should use the correct object type (typeOf _obj) here
    _noDamageObjs = (nearestObjects [player, ["Building"], 100]) select {!(typeOf _x in _noDamageObjTypes)};

    If you want to do it for terrain objects, replace nearestObjects with nearestTerrainObjects.
     

    No, it returns objects. What you see are object IDs converted to strings.

    thnk you, you're right, besides i'm using type of while nearestobjects i never realize it XD for example  in type "Man" were i want to kill infantry at 100 radius, so i will give it a try.


  6. Just now, corralesid said:

    Well, i striked a V2 rocket in a castle near allies positions, since this mod only powers a v2 rocket as a mortar cartridge i wanted to amplified the damage of the nearest objects in an extended radius of 100 for infantry and 20 for vehicles, i have no problem with this part, but the tower castle seems to me unrealistic to be destroyed by the v2, so thats it... im trying to substract the element (tower) from the array, Yes by the method i'm doing it  i can know the index of this object in the array wich will be 4 (so select 3), but i was wondering if i wanted to export this in another mision or whatever, what if i can make an object undestructable by the rocket, if it is (an object) placed i know i will put it a var name but what about an static object as in the tower that i only wanted to work as a mortar boom that dammage that object but dosen't kill it or totally ruined.

    When the v2 strikes the ground not via script it causes a more realistic dammage since is 10mts far more than the radius mentioned, the effect is that one side of the wall is falling down but the tower still stands, when i do via scripting it crumbles complete. So that will be my complete question, how can i work with stinged arrays involved objects, cause the function nearestobjects is what returns you, an array of objects but with strings, and i know i cant parse toObject XD.. so..

    or an aletrnative solution?

    thnks BTW


  7. Just now, Leopard20 said:

    I'm saying don't use strings instead of objects.

    Read about variable types here:
    https://community.bistudio.com/wiki/Data_Types#Available_Types

    What are you even trying to do?

    Well, i striked a V2 rocket in a castle near allies positions, since this mod only powers a v2 rocket as a mortar cartridge i wanted to amplified the damage of the nearest objects in an extended radius of 100 for infantry and 20 for vehicles, i have no problem with this part, but the tower castle seems to me unrealistic to be destroyed by the v2, so thats it... im trying to substract the element (tower) from the array, Yes by the method i'm doing it  i can know the index of this object in the array wich will be 4 (so select 3), but i was wondering if i wanted to export this in another mision or whatever, what if i can make an object undestructable by the rocket, if it is (an object) placed i know i will put it a var name but what about an static object as in the tower that i only wanted to work as a mortar boom that dammage that object but dosen't kill it or totally ruined.

    When the v2 strikes the ground not via script it causes a more realistic dammage since is 10mts far more than the radius mentioned, the effect is that one side of the wall is falling down but the tower still stands, when i do via scripting it crumbles complete. So that will be my complete question, how can i work with stinged arrays involved objects, cause the function nearestobjects is what returns you, an array of objects but with strings, and i know i cant parse toObject XD.. so..

    or an aletrnative solution?


  8. On 4/4/2020 at 8:27 AM, Leopard20 said:

    Because that array you wrote makes no sense. If you want to put objects in an array, use the object itself, not its name (R Alpha... is not an object, it's a meaningless expression).

     

    If you want to use names, you should give them a variable name (using setVarName or by editing their properties in editor)

    Are static objects on the map.


    So i guess i need to reach the function setting variables, is what you mean? such like:


    for "_i" from 0 to 4 {(format ["var_%1",_i]) = array_a select _i}; 

     

    ??


  9. ok i don't know what i was doing in editor. At least i was able to basic math now. array_a - array_b will do the trick.

     

    But i'm still stuck.

     

    aray_a and array_b were a reslut of nearestobject fnc, and there's no problem to do math with them, but as soon as i invent an array, lets say array_C = [R Alpha 1-1:6,R Alpha 1-1:4] i can't do operation with it, why?? i mean i cant even create this kind of array cause there's space between characters.

     


  10. Looks like:

     

    Quote

    array_a = [222cf56b580# 21321: a_castle_bergfrit_dam.p3d]; //the object is a castle tower, a static object of the map .
    array_b = [128350: butterfly.p3d,2218894f580# 128272: dummyweapon.p3d,R Alpha 1-1:2]; //"whatever: say length of 20 objects!";

     

     How can i find an element of array_a on array_b and substract it if it's there? I know the example is false cause no element of a in b; now, suppose there is an element of a in b, how can i make an object query? no valid "select" cause i don't know the position of the element in the array, i mean i want it to be dynamically. 

    Also, how can i get operations with objects when called from this kind of namespace in regard to arrays, like adding array_a in array_b, etc.
     

    A quick method i'm thinking right know for my mission (but a lot of code awf....) is to make _x = var foreach element, but a lot of resources apply to this method also.

     

    Thnks guys.

     


  11. Does anyone knows the return function for a trigger, i mean, who was the first to activate a trigger. I guess i could use thislist and override my question for an index 0, but this will not work for thext scenario:

     

    I have a BLUE unit that will execute the trigger only when he detects an INDEPENDENT (just WEST unit has setfriend hostile to INDEPENDENT cause otherwise it will not work), therefore i can have multiple units in thisList but i can't use the index cause it will return the first unit in the list instead of the first unit detected, by the way the BLUE is set for not shooting (training purpose). I think the key is from an EventHandler that should return who activates the trigger, i try to remember where do i see this but can't remember and any help will be helpful to solve this issue. 


  12. Generally Good, i liked the campaign, but there's true facts about recycling past objects such as for example, hangars military stations we see on Chernarus (which we have in CUP's too), and ther's very little willing material.

     

    BUG report:

    Radar station: you can't jump (means "V" key not Enhanced) to the ramp on 1st floor you get stucked in the middle of the building, while there are wholes you can reach also.

     


  13. Well, before anyone reply on this. READ NEXT:

     

    I someday found that ImageToPAA wasnt working for some reason, and i know a lot of people had happened this too. A lot of days after for another unknown reason the software was working at all. So i didn't touch anything until i formated my computer. When i again reinstall arma 3 Tools i found also ImageToPAA wasn't working again, ¡so! i decided to find the bottom of this issue (By the way for those who ask, didn't you find help over internet? No, there was the basic use of the software only. Did you follow the rules about ^2 (256x256 etc), the names whatever_CO...  blah blha blha.... yes i followed them and nothing was up to the solution). 

    So, i might found the issue about but i need help of those who haven't proof this method and reply if it worked.

    1.- First Install Arma 3 and Arma 3 Tools.*1

    2.- Inside Arma 3 Tools there's a program named game updater (which if i'm not wrong this is for Dev), click on it but not at least close steam and just have Atools on desktop, you'll be asked for your user ID of steam and password and also steam guard if you're using it since it will try to get something (dunno) from your account, maybe some general stuff.*2

    3.-Confirm the form and send it, you'll see now something is updating, if some error comes out of it, don't worry let it finished. If you can't finish the update try now the software ImageToPAA, if nothing happened apply common Tech skills (Restart your PC XD), if still nothing try again step 2 and 3, common error is in fact due to the steam login access.

    4.- And voilá!, you got it working. no.... sorry i can't help beyond that, only thing i can say as mayority of people out there is "Use TextViewer 2".

     

    Quote

    *1 I also Install Bulldozer and mount project drive, tried also give admin privilege from <Drive>:\Progam files (x85)\Steam\commonapps\Arma3Tools\ImageToPAA.exe and also ImageToPAAGUI.exe

    *2 What reminds (If some ARMA developer reading these) it has not a policy of data use, or terms of agreement what only says is, "Don't give third party any of this information"... Well dev's you should include that cause it's important, i thought my information can be compromised. After all or at least at now nothing had happened.

     


  14. Thank you guys for your support on GH, i read all about your posts. Im not sure but maybe the way i once did it was using the dev command REMOVEDIARYRECORd cause it sounds me like a DejaVú, but i dont know how i used it, cause im not in the realm, anyway im experimenting with a mix between your posts and one i found. look like:

        player createDiaryRecord ["cba_help_docs", localize "d"];h = [] spawn { 
     waitUntil {!isNull (findDisplay 12)};  
     disableSerialization;  
     
     
     a = player createDiarySubject ["cba_help_docs","My page 1"]; 
     b = player createDiarySubject ["testPage2","My page 2"]; 
     player createDiaryRecord ["cba_help_docs", ["Intel", "TEST 1 "]]; 
     player createDiaryRecord ["testPage2", ["Intel", "TEST 2"]]; 
     INDEX = [a]; 
     
     ["HGF", "onEachFrame", { 
      { 
       ((findDisplay 12) displayCtrl 1001) lbDelete (_x-2); 
      } forEach INDEX; 
     }] call BIS_fnc_addStackedEventHandler; 
    };
    --------------------------------------------------------------
    i need to debug but it worked.

    By the way , im giving in all my mission the correct way of credits, via titlecuts.


  15. Investigation in Progress about the topic for whole understanding. Meanwhile solution is next:

    While in Eden open player attributes and there will be an option tagged "Description name" just under player and playable checkboxes, give a name you desire followd by "@" and a group name.  E.G. Rifleman_role@FortunaSquad. Now this will be displayed when youget at "the starting point" (offically named by Bohemia for MP lobby).

     

    What im on is if this apply due the fact of a mod or if it is just a myth, but it works:

     

    Alternative: No documentation about preloding mission files in MP (not about initialization_order, this dosent apply what i mean), but you can find at mission.sqf "class item" with the following:

     

    class Item1
                    {
                        dataType="Object";
                        class PositionInfo
                        {
                            position[]={1200.017,4.6900196,3201.167};
                            angles[]={0,1.0915289,0};
                        };
                        side="Independent";
                        flags=7;
                        class Attributes
                        {
                            skill=0.7149244;
                            rank="LIEUTENANT";
                            description="rifleman_role@FortunaSquad";

    };

     

    NOTE: make sure to name the playable unit and not a vehicle if the playable unit is in it, cause it will not assign the name to the unit.


  16. I got that paramter, but what im saying is counterwise. Let me explain again, if im far enough of an object and i activate these comands from that object when i approach to the object it would not be heard cause its far from the parameter, EG 200mts is sound source prameter (which means it will be heard by those who are 200mts radius), but if im 210 mts away and i enter to the zone of the soundsource (wich get the parameter) i wouldnt  hear the sound, and thats the deal with this 2 commands. Both have this issue, so what im expecting to do is making a function that can simulate this.

    What i m trying to do as original concept is to simulate a military bugle.

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