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tonic-_-

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Posts posted by tonic-_-


  1. Updatev1.7

     

    Change log:

    Changed: Will no longer run on a client with no interface (Server/Headless Client), useful if included in mod packs for performance reasons.

    Fixed: Error being thrown about undefined variable in certain circumstances.

     

    Download:

    http://tonic.pw/files/arma/TAW-View-Distance-Addon-v17.zip

    https://drive.google.com/open?id=1PYWpwuCnFyGAZopQYP_gkoS0XMnIvKv7

     

    If downloaded via my site, your browser might say the file may be dangerous, obviously it's not and I don't know why some browsers are doing that.

    As usual please report any issues, each version gets limited testing to make sure it is in working order but I can't foresee every situation.

    • Like 2
    • Thanks 2

  2. On 10/12/2019 at 6:14 AM, hg2012trigger said:

    That addon is spamming the .rpt with:

     

    
    12:10:30 File \ton\taw\viewDistance_TAW\Functions\fn_updateViewDistance.sqf [T..., line 76
    12:10:30 Error in expression <ncObject) then {
    setObjectViewDistance [_dist,100];
    tawvd_object = _dist;
    };>
    12:10:30   Error position: <_dist,100];
    tawvd_object = _dist;
    };>
    12:10:30   Error Undefined variable in expression: _dist

    On Clafghan - any ideas?

     

    Hi late response,

     

    Is it only on Clafghan? I don't see how a map can cause that error to spit out, is it all the time? Usually that error is only going to occur if loaded on the server or if the object player is null (i.e no player detected). I will add more checks in to prevent this. Transitioning from script to addon is weird so I forgot about some things.

     

    On 6/25/2019 at 2:27 AM, anfo said:

    Can someone please screenshot what this should look like in the ACE self-interact menu? I can't seem to locate it

     

    0ebe86cbfe687d9a9078df7b9b787f00.png


  3. Update: v2.95

    zrCBep8.png

    Change log:

    Changed: UI ihas been made larger.

    Changed: Transfer Loadout has been shifted from BIS_fnc_MP to remoteExec.

    Changed: General code optimizations.

    Added: "Remove All" button now hides when not on Items or Magazines tab to avoid confusion on what it does.

    Added: Main interface now refreshes when closing out of the Load Manager window

     

    VAS Preloader pbo included, seems it was lost to time when others started submitting updates. Thanks to m0nkey on armaholic for updating it at one point in time to be functional and anyone else that has contributed towards it in my absence.

     

    [EDIT 3/1/2022]

    Late but whatever, was digging through old projects and cleaning stuff out and noticed that 2.95 was distributed with bare-bones stringtable localizations, I have no idea how that happened and judging by comments from the past it was something over looked when it was 'updated' by 3rd-parties and I blindly included all their changes. I have pushed the original stringtable localization to my Github. This fiile was never updated since my last release way way back so it should work with any version of VAS, you can find it here:

    https://github.com/Tonnilson/Virtual-Ammobox-System/blob/master/VAS.Stratis/stringtable.xml

    Download:

    https://github.com/Tonnilson/Virtual-Ammobox-System/releases/download/2.95/VAS_v295.Stratis.zip

     

    I have recreated the Github repo for VAS since it was deleted a long time ago when my account was hacked.

    https://github.com/Tonnilson/Virtual-Ammobox-System

     

    If there are any errors let me know, it's been about 4 years since I have touched ARMA and I was completely lost at my own work, probably end up making the next version from scratch.

    • Like 3
    • Thanks 2

  4. Uhh it seems the way I set it up before was by taking the initial viewDistance and saving it into the profile namespace (can't remember why) which is why that value is so high but in short just fill these variables:

    tawvd_foot = 1600;
    tawvd_car = 1600;
    tawvd_air = 1600;
    tawvd_drone = 1600;
    tawvd_object = tawvd_foot;
    
    If you want to reset the variables in the profileNamespace
    profileNamespace setVariable ["tawvd_foot",nil];
    profileNamespace setVariable ["tawvd_car",nil];
    profileNamespace setVariable ["tawvd_air",nil];
    profileNamespace setVariable ["tawvd_drone",nil];
    profileNamespace setVariable ["tawvd_object",nil];

    I will probably change this in the future because I have no idea why I did it like that years ago.

    • Thanks 1

  5. stringtable.xml is the file included with the download. It needs to be placed in the main directory of the mission where init.sqf and /vas/ are located, without it you won't see text as that is the localization file. If you already have a pre-existing stringtable.xml that is not related to VAS then you'll have to merge the two together.


  6. private _building = cursorObject;
    private _numberofdoors = getNumber(configFile >> "CfgVehicles" >> (typeOf _building) >> "numberOfDoors");
    if(_numberofdoors == -1 OR _numberofdoors == 0) exitWith {}; //No entry (Not a compatible building)
     
    for "_i" from 1 to _numberOfDoors do {
        _building animate[format["door_%1_rot",_i],0];
        _building setVariable[format["bis_disabled_Door_%1",_i],1,true];
    };
    

     

    This will lock all doors of the current building you look at, gives you an idea of how to do it. Locking doors only works for A3 vanillia buildings and not ports like Zargabad, Takistan or 3rd party maps that do not have the proper config entries. To make the old maps like Zargabad and Takistan be able to have lockable doors you'll have to create a separate addon with this as the config.cpp:

     

    class CfgPatches
    {
        class a3mp_houseFixes
        {
            units[] = {};
            weapons[] = {};
            requiredVersion = 0.1;
            requiredAddons[] = {"CAStructures_E_houseA"};
        };
    };
    class CfgVehicles {
        class House;
        class House_EP1: House {
            class DestructionEffects;
        };
        class Land_House_K_3_EP1: House_EP1 {
            numberOfDoors = 3;
            class UserActions {
                class OpenDoors1 {
                    displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT";
                    displayName = "$STR_DN_OUT_O_DOOR";
                    position = "osa Door_1";
                    radius = 2;
                    onlyForPlayer = 0;
                    condition = "this animationPhase ""Dvere1"" >= 0.5 AND (this getVariable[""bis_disabled_Door_1"",0]) == 0";
                    statement = "this animate [""Dvere1"", 0]";
                };
                class CloseDoors1 {
                    displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT";
                    displayName = "$STR_DN_OUT_C_DOOR";
                    position = "osa Door_1";
                    radius = 2;
                    onlyForPlayer = 0;
                    condition = "this animationPhase ""Dvere1"" < 0.5";
                    statement = "this animate [""Dvere1"", 1]";
                };
                class OpenDoors2: OpenDoors1 {
                    position = "osa Door_2";
                    condition = "this animationPhase ""Dvere2"" >= 0.5 AND (this getVariable[""bis_disabled_Door_2"",0]) == 0";
                    statement = "this animate [""Dvere2"", 0]";
                };
                class CloseDoors2: CloseDoors1 {
                    position = "osa Door_2";
                    condition = "this animationPhase ""Dvere2"" < 0.5";
                    statement = "this animate [""Dvere2"", 1]";
                };
                class OpenDoors3: OpenDoors1 {
                    position = "osa Door_3";
                    condition = "this animationPhase ""Dvere3"" >= 0.5 AND (this getVariable[""bis_disabled_Door_3"",0]) == 0";
                    statement = "this animate [""Dvere3"", 0]";
                };
                class CloseDoors3: CloseDoors1 {
                    position = "osa Door_3";
                    condition = "this animationPhase ""Dvere3"" < 0.5";
                    statement = "this animate [""Dvere3"", 1]";
                };
            };
        };
        class Land_House_K_7_EP1: House_EP1 {
            numberOfDoors = 4;
            class UserActions {
                class OpenDoors1 {
                    displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT";
                    displayName = "$STR_DN_OUT_O_DOOR";
                    position = "osa Door_1";
                    radius = 2;
                    onlyForPlayer = 0;
                    condition = "this animationPhase ""Dvere1"" >= 0.5 AND (this getVariable[""bis_disabled_Door_1"",0]) == 0";
                    statement = "this animate [""Dvere1"", 0]";
                };
                class CloseDoors1
                {
                    displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT";
                    displayName = "$STR_DN_OUT_C_DOOR";
                    position = "osa Door_1";
                    radius = 2;
                    onlyForPlayer = 0;
                    condition = "this animationPhase ""Dvere1"" < 0.5";
                    statement = "this animate [""Dvere1"", 1]";
                };
                class OpenDoors2: OpenDoors1
                {
                    position = "osa Door_2";
                    condition = "this animationPhase ""Dvere2"" >= 0.5 AND (this getVariable[""bis_disabled_Door_2"",0]) == 0";
                    statement = "this animate [""Dvere2"", 0]";
                };
                class CloseDoors2: CloseDoors1
                {
                    position = "osa Door_2";
                    condition = "this animationPhase ""Dvere2"" < 0.5";
                    statement = "this animate [""Dvere2"", 1]";
                };
                class OpenDoors3: OpenDoors1
                {
                    position = "osa Door_3";
                    condition = "this animationPhase ""Dvere3"" >= 0.5 AND (this getVariable[""bis_disabled_Door_3"",0]) == 0";
                    statement = "this animate [""Dvere3"", 0]";
                };
                class CloseDoors3: CloseDoors1
                {
                    position = "osa Door_3";
                    condition = "this animationPhase ""Dvere3"" < 0.5";
                    statement = "this animate [""Dvere3"", 1]";
                };
                class OpenDoors4: OpenDoors1
                {
                    position = "osa Door_4";
                    condition = "this animationPhase ""Dvere4"" >= 0.5 AND (this getVariable[""bis_disabled_Door_4"",0]) == 0";
                    statement = "this animate [""Dvere4"", 0]";
                };
                class CloseDoors4: CloseDoors1
                {
                    position = "osa Door_4";
                    condition = "this animationPhase ""Dvere4"" < 0.5";
                    statement = "this animate [""Dvere4"", 1]";
                };
            };
        };
        class Land_House_C_10_EP1: House_EP1
        {
            numberOfDoors = 8;
            class UserActions
            {
                class OpenDoors1
                {
                    displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT";
                    displayName = "$STR_DN_OUT_O_DOOR";
                    position = "osa Door_1";
                    radius = 2;
                    onlyForPlayer = 0;
                    condition = "this animationPhase ""Dvere1"" >= 0.5 AND (this getVariable[""bis_disabled_Door_1"",0]) == 0";
                    statement = "this animate [""Dvere1"", 0]";
                };
                class CloseDoors1
                {
                    displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT";
                    displayName = "$STR_DN_OUT_C_DOOR";
                    position = "osa Door_1";
                    radius = 2;
                    onlyForPlayer = 0;
                    condition = "this animationPhase ""Dvere1"" < 0.5";
                    statement = "this animate [""Dvere1"", 1]";
                };
                class OpenDoors2: OpenDoors1
                {
                    position = "osa Door_2";
                    condition = "this animationPhase ""Dvere2"" >= 0.5 AND (this getVariable[""bis_disabled_Door_2"",0]) == 0";
                    statement = "this animate [""Dvere2"", 0]";
                };
                class CloseDoors2: CloseDoors1
                {
                    position = "osa Door_2";
                    condition = "this animationPhase ""Dvere2"" < 0.5";
                    statement = "this animate [""Dvere2"", 1]";
                };
                class OpenDoors3: OpenDoors1
                {
                    position = "osa Door_3";
                    condition = "this animationPhase ""Dvere3"" >= 0.5 AND (this getVariable[""bis_disabled_Door_3"",0]) == 0";
                    statement = "this animate [""Dvere3"", 0]";
                };
                class CloseDoors3: CloseDoors1
                {
                    position = "osa Door_3";
                    condition = "this animationPhase ""Dvere3"" < 0.5";
                    statement = "this animate [""Dvere3"", 1]";
                };
                class OpenDoors4: OpenDoors1
                {
                    position = "osa Door_4";
                    condition = "this animationPhase ""Dvere4"" >= 0.5 AND (this getVariable[""bis_disabled_Door_4"",0]) == 0";
                    statement = "this animate [""Dvere4"", 0]";
                };
                class CloseDoors4: CloseDoors1
                {
                    position = "osa Door_4";
                    condition = "this animationPhase ""Dvere4"" < 0.5";
                    statement = "this animate [""Dvere4"", 1]";
                };
                class OpenDoors5: OpenDoors1
                {
                    position = "osa Door_5";
                    condition = "this animationPhase ""Dvere5"" >= 0.5 AND (this getVariable[""bis_disabled_Door_5"",0]) == 0";
                    statement = "this animate [""Dvere5"", 0]";
                };
                class CloseDoors5: CloseDoors1
                {
                    position = "osa Door_5";
                    condition = "this animationPhase ""Dvere5"" < 0.5";
                    statement = "this animate [""Dvere5"", 1]";
                };
                class OpenDoors6: OpenDoors1
                {
                    position = "osa Door_6";
                    condition = "this animationPhase ""Dvere6"" >= 0.5 AND (this getVariable[""bis_disabled_Door_6"",0]) == 0";
                    statement = "this animate [""Dvere6"", 0]";
                };
                class CloseDoors6: CloseDoors1
                {
                    position = "osa Door_6";
                    condition = "this animationPhase ""Dvere6"" < 0.5";
                    statement = "this animate [""Dvere6"", 1]";
                };
                class OpenDoors7: OpenDoors1
                {
                    position = "osa Door_7";
                    condition = "this animationPhase ""Dvere7"" >= 0.5 AND (this getVariable[""bis_disabled_Door_7"",0]) == 0";
                    statement = "this animate [""Dvere7"", 0]";
                };
                class CloseDoors7: CloseDoors1
                {
                    position = "osa Door_7";
                    condition = "this animationPhase ""Dvere7"" < 0.5";
                    statement = "this animate [""Dvere7"", 1]";
                };
                class OpenDoors8: OpenDoors1
                {
                    position = "osa Door_8";
                    condition = "this animationPhase ""Dvere8"" >= 0.5 AND (this getVariable[""bis_disabled_Door_8"",0]) == 0";
                    statement = "this animate [""Dvere8"", 0]";
                };
                class CloseDoors8: CloseDoors1
                {
                    position = "osa Door_8";
                    condition = "this animationPhase ""Dvere8"" < 0.5";
                    statement = "this animate [""Dvere8"", 1]";
                };
            };
        };
        class Land_House_K_1_EP1: House_EP1
        {
            numberOfDoors = 1;
            class UserActions
            {
                class OpenDoors1
                {
                    displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT";
                    displayName = "$STR_DN_OUT_O_DOOR";
                    position = "osa Door_1";
                    radius = 2;
                    onlyForPlayer = 0;
                    condition = "this animationPhase ""Dvere1"" >= 0.5 AND (this getVariable[""bis_disabled_Door_1"",0]) == 0";
                    statement = "this animate [""Dvere1"", 0]";
                };
                class CloseDoors1
                {
                    displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT";
                    displayName = "$STR_DN_OUT_C_DOOR";
                    position = "osa Door_1";
                    radius = 2;
                    onlyForPlayer = 0;
                    condition = "this animationPhase ""Dvere1"" < 0.5";
                    statement = "this animate [""Dvere1"", 1]";
                };
            };
        };
        class Land_Wall_L3_gate_EP1: House_EP1
        {
            numberOfDoors = 2;
            class UserActions
            {
                class OpenDoors1
                {
                    displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT";
                    displayName = "$STR_DN_OUT_O_DOOR";
                    position = "osa Door_1";
                    radius = 2;
                    onlyForPlayer = 0;
                    condition = "this animationPhase ""Dvere1"" < 0.5 AND (this getVariable[""bis_disabled_Door_1"",0]) == 0";
                    statement = "this animate [""Dvere1"", 1];this animate [""Dvere2"", 1]";
                };
                class CloseDoors1
                {
                    displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT";
                    displayName = "$STR_DN_OUT_C_DOOR";
                    position = "osa Door_1";
                    radius = 2;
                    onlyForPlayer = 0;
                    condition = "this animationPhase ""Dvere1"" >= 0.5";
                    statement = "this animate [""Dvere1"", 0];this animate [""Dvere2"", 0]";
                };
                class OpenDoors2: OpenDoors1
                {
                    position = "osa Door_2";
                    condition = "this animationPhase ""Dvere2"" < 0.5 AND (this getVariable[""bis_disabled_Door_2"",0]) == 0";
                    statement = "this animate [""Dvere2"", 1];this animate [""Dvere1"", 1]";
                };
                class CloseDoors2: CloseDoors1
                {
                    position = "osa Door_2";
                    condition = "this animationPhase ""Dvere2"" >= 0.5";
                    statement = "this animate [""Dvere2"", 0];this animate [""Dvere1"", 0]";
                };
            };
        };
        class Land_House_L_6_EP1: House_EP1
        {
            numberOfDoors = 1;
            class UserActions
            {
                class OpenDoors1
                {
                    displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT";
                    displayName = "$STR_DN_OUT_O_DOOR";
                    position = "osa Door_1";
                    radius = 2;
                    onlyForPlayer = 0;
                    condition = "this animationPhase ""Dvere1"" >= 0.5 AND (this getVariable[""bis_disabled_Door_1"",0]) == 0";
                    statement = "this animate [""Dvere1"", 0]";
                };
                class CloseDoors1
                {
                    displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT";
                    displayName = "$STR_DN_OUT_C_DOOR";
                    position = "osa Door_1";
                    radius = 2;
                    onlyForPlayer = 0;
                    condition = "this animationPhase ""Dvere1"" < 0.5";
                    statement = "this animate [""Dvere1"", 1]";
                };
            };
        };
        class Land_House_C_5_V3_EP1: House_EP1
        {
            numberOfDoors = 2;
            class UserActions
            {
                class OpenDoors1
                {
                    displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT";
                    displayName = "$STR_DN_OUT_O_DOOR";
                    position = "osa Door_1";
                    radius = 2;
                    onlyForPlayer = 0;
                    condition = "this animationPhase ""Dvere1"" >= 0.5 AND (this getVariable[""bis_disabled_Door_1"",0]) == 0";
                    statement = "this animate [""Dvere1"", 0]";
                };
                class CloseDoors1
                {
                    displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT";
                    displayName = "$STR_DN_OUT_C_DOOR";
                    position = "osa Door_1";
                    radius = 2;
                    onlyForPlayer = 0;
                    condition = "this animationPhase ""Dvere1"" < 0.5";
                    statement = "this animate [""Dvere1"", 1]";
                };
                class OpenDoors2: OpenDoors1
                {
                    position = "osa Door_2";
                    condition = "this animationPhase ""Dvere2"" >= 0.5 AND (this getVariable[""bis_disabled_Door_2"",0]) == 0";
                    statement = "this animate [""Dvere2"", 0];this animate [""Dvere3"", 0]";
                };
                class CloseDoors2: CloseDoors1
                {
                    position = "osa Door_2";
                    condition = "this animationPhase ""Dvere2"" < 0.5";
                    statement = "this animate [""Dvere2"", 1];this animate [""Dvere3"", 1]";
                };
            };
        };
        class Land_House_L_3_EP1: House_EP1
        {
            numberOfDoors = 2;
            class UserActions
            {
                class OpenDoors1
                {
                    displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT";
                    displayName = "$STR_DN_OUT_O_DOOR";
                    position = "osa Door_1";
                    radius = 2;
                    onlyForPlayer = 0;
                    condition = "this animationPhase ""Dvere1"" >= 0.5 AND (this getVariable[""bis_disabled_Door_1"",0]) == 0";
                    statement = "this animate [""Dvere1"", 0]";
                };
                class CloseDoors1
                {
                    displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT";
                    displayName = "$STR_DN_OUT_C_DOOR";
                    position = "osa Door_1";
                    radius = 2;
                    onlyForPlayer = 0;
                    condition = "this animationPhase ""Dvere1"" < 0.5";
                    statement = "this animate [""Dvere1"", 1]";
                };
                class OpenDoors2: OpenDoors1
                {
                    position = "osa Door_2";
                    condition = "this animationPhase ""Dvere2"" >= 0.5 AND (this getVariable[""bis_disabled_Door_2"",0]) == 0";
                    statement = "this animate [""Dvere2"", 0];this animate [""Dvere3"", 0]";
                };
                class CloseDoors2: CloseDoors1
                {
                    position = "osa Door_2";
                    condition = "this animationPhase ""Dvere2"" < 0.5";
                    statement = "this animate [""Dvere2"", 1];this animate [""Dvere3"", 1]";
                };
            };
        };
        class Land_A_Villa_EP1: House_EP1
        {
            numberOfDoors = 12;
            class UserActions
            {
                class OpenDoors1
                {
                    displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT";
                    displayName = "$STR_DN_OUT_O_DOOR";
                    position = "osa Door_1";
                    radius = 2;
                    onlyForPlayer = 0;
                    condition = "this animationPhase ""Dvere1"" >= 0.5 AND (this getVariable[""bis_disabled_Door_1"",0]) == 0";
                    statement = "this animate [""Dvere1"", 0]";
                };
                class CloseDoors1
                {
                    displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT";
                    displayName = "$STR_DN_OUT_C_DOOR";
                    position = "osa Door_1";
                    radius = 2;
                    onlyForPlayer = 0;
                    condition = "this animationPhase ""Dvere1"" < 0.5";
                    statement = "this animate [""Dvere1"", 1]";
                };
                class OpenDoors2: OpenDoors1
                {
                    position = "osa Door_2";
                    condition = "this animationPhase ""Dvere2"" >= 0.5 AND (this getVariable[""bis_disabled_Door_2"",0]) == 0";
                    statement = "this animate [""Dvere2"", 0]";
                };
                class CloseDoors2: CloseDoors1
                {
                    position = "osa Door_2";
                    condition = "this animationPhase ""Dvere2"" < 0.5";
                    statement = "this animate [""Dvere2"", 1]";
                };
                class OpenDoors3: OpenDoors1
                {
                    position = "osa Door_3";
                    condition = "this animationPhase ""Dvere3"" >= 0.5 AND (this getVariable[""bis_disabled_Door_3"",0]) == 0";
                    statement = "this animate [""Dvere3"", 0]";
                };
                class CloseDoors3: CloseDoors1
                {
                    position = "osa Door_3";
                    condition = "this animationPhase ""Dvere3"" < 0.5";
                    statement = "this animate [""Dvere3"", 1]";
                };
                class OpenDoors4: OpenDoors1
                {
                    position = "osa Door_4";
                    condition = "this animationPhase ""Dvere4"" >= 0.5 AND (this getVariable[""bis_disabled_Door_4"",0]) == 0";
                    statement = "this animate [""Dvere4"", 0]";
                };
                class CloseDoors4: CloseDoors1
                {
                    position = "osa Door_4";
                    condition = "this animationPhase ""Dvere4"" < 0.5";
                    statement = "this animate [""Dvere4"", 1]";
                };
                class OpenDoors5: OpenDoors1
                {
                    position = "osa Door_5";
                    condition = "this animationPhase ""Dvere5"" >= 0.5 AND (this getVariable[""bis_disabled_Door_5"",0]) == 0";
                    statement = "this animate [""Dvere5"", 0]";
                };
                class CloseDoors5: CloseDoors1
                {
                    position = "osa Door_5";
                    condition = "this animationPhase ""Dvere5"" < 0.5";
                    statement = "this animate [""Dvere5"", 1]";
                };
                class OpenDoors6: OpenDoors1
                {
                    position = "osa Door_6";
                    condition = "this animationPhase ""Dvere6"" >= 0.5 AND (this getVariable[""bis_disabled_Door_6"",0]) == 0";
                    statement = "this animate [""Dvere6"", 0]";
                };
                class CloseDoors6: CloseDoors1
                {
                    position = "osa Door_6";
                    condition = "this animationPhase ""Dvere6"" < 0.5";
                    statement = "this animate [""Dvere6"", 1]";
                };
                class OpenDoors7: OpenDoors1
                {
                    position = "osa Door_7";
                    condition = "this animationPhase ""Dvere7"" >= 0.5 AND (this getVariable[""bis_disabled_Door_7"",0]) == 0";
                    statement = "this animate [""Dvere7"", 0]";
                };
                class CloseDoors7: CloseDoors1
                {
                    position = "osa Door_7";
                    condition = "this animationPhase ""Dvere7"" < 0.5";
                    statement = "this animate [""Dvere7"", 1]";
                };
                class OpenDoors8: OpenDoors1
                {
                    position = "osa Door_8";
                    condition = "this animationPhase ""Dvere8"" >= 0.5 AND (this getVariable[""bis_disabled_Door_8"",0]) == 0";
                    statement = "this animate [""Dvere8"", 0]";
                };
                class CloseDoors8: CloseDoors1
                {
                    position = "osa Door_8";
                    condition = "this animationPhase ""Dvere8"" < 0.5";
                    statement = "this animate [""Dvere8"", 1]";
                };
                class OpenDoors9: OpenDoors1
                {
                    position = "osa Door_9";
                    condition = "this animationPhase ""Dvere9"" >= 0.5 AND (this getVariable[""bis_disabled_Door_9"",0]) == 0";
                    statement = "this animate [""Dvere9"", 0]";
                };
                class CloseDoors9: CloseDoors1
                {
                    position = "osa Door_9";
                    condition = "this animationPhase ""Dvere9"" < 0.5";
                    statement = "this animate [""Dvere9"", 1]";
                };
                class OpenDoors10: OpenDoors1
                {
                    position = "osa Door_10";
                    condition = "this animationPhase ""Dvere10"" >= 0.5 AND (this getVariable[""bis_disabled_Door_10"",0]) == 0";
                    statement = "this animate [""Dvere10"", 0]";
                };
                class CloseDoors10: CloseDoors1
                {
                    position = "osa Door_10";
                    condition = "this animationPhase ""Dvere10"" < 0.5";
                    statement = "this animate [""Dvere10"", 1]";
                };
                class OpenDoors11: OpenDoors1
                {
                    position = "osa Door_11";
                    condition = "this animationPhase ""Dvere11"" >= 0.5 AND (this getVariable[""bis_disabled_Door_11"",0]) == 0";
                    statement = "this animate [""Dvere11"", 0]";
                };
                class CloseDoors11: CloseDoors1
                {
                    position = "osa Door_11";
                    condition = "this animationPhase ""Dvere11"" < 0.5";
                    statement = "this animate [""Dvere11"", 1]";
                };
                class OpenDoors12: OpenDoors1
                {
                    position = "osa Door_12";
                    condition = "this animationPhase ""Dvere12"" >= 0.5 AND (this getVariable[""bis_disabled_Door_12"",0]) == 0";
                    statement = "this animate [""Dvere12"", 0]";
                };
                class CloseDoors12: CloseDoors1
                {
                    position = "osa Door_12";
                    condition = "this animationPhase ""Dvere12"" < 0.5";
                    statement = "this animate [""Dvere12"", 1]";
                };
            };
        };
    };

     

    If the map you are wanting to do this with does not use A3 buildings or A2 buildings (with this above applied) then you'll have to submit the text above to the map author to have them adjust the door actions to be similar to the code above. I sent this code into the person that worked on A3MP and then Kju that did AllInArma and no one ever implemented it so meh.


  7. About the arrays, I figured it out with the arrays, turns out it was pretty easy to and and "load" arrays from the database :) (Just like you said).

    Good point on the usernames.. maybe if I do toArray and strip " only and the toString it after? In theory that should work? The usernames are only for the modders to easily see who the data belongs to, it will not be used in the game itself.

    Thanks for the tips and tricks, appreciate it!

     

    If you want / need to strip " from a players name you can still utilize mresString.sqf as that was designed to strip out unwanted characters like " to make it SQL friendly and obviously also preventing SQL injections from a string which is only used for player names in life code or any string that can be manipulated by the client.

     

    mresArray.sqf and mresToArray.sqf was used for making arrays safe to be injected into the database, with extDB2 its a pointless piece of functionality, functionality that was originally made for arma2MySQL as it did not play nice with SQF formatted arrays, it only exists now as compatibility with older databases.

     

    Just a tid bit of information about why those functions exist, useless now a days but hey, the more you know am I right?


  8. Hiya Tonic, glad to see you back.

     

    Does the script version work if you set the view distance via params in the lobby?  Does it over ride the params value?

    Umm not sure if I understand the question entirely but if you are setting a specific view distance through the params option and then init.sqf this will override what you have done.


  9. Update: v1.5

    Video

    Change log:

    Changed: Code brought up to current coding techniques & small fixes

    Added: Drone slider for changing the view & object settings while operating a UGV/UAV.

    Added: Edit Boxes (Something the addon version has had for awhile).

    Added: Save Manager for loading and saving various settings variations.

    Added: ACE3 Integration, if ACE3 is running you can access the menu via ACE3 Self Interact menu.

    Download:

    TAW View Distance Addon v1.5

    //unrelated

    I acted like a spoiled brat 10 months ago and removed all the content off my posts and for that I am sorry but with some time to relax and get away from ARMA I've had some time to rethink some things and I am ready to go back to delivering solid content.

    • Like 6

  10. I was and i still be a big fan of your addon. As usefull as TFR/Acre, needed as much as islands, big content and gameplay mods and all the other things that make arma enjoyable.

     

    What do you think about Ace3? We use it. They also implemented VD stuff but far away from what your tool (can) do. Somehow it would be great to see your stuff there, like in the ace3 options menu, game modul or directly in the ingame self interaction menu. Atm in ace3 you cant really manage the view distance, cant really intuitive use sliders (some older players with us cant even find it), crowded but still misses tons of options.

     

    Its open source :wub:

    I'm currently in the process of updating the addon version to be up-to-date as this one, I can look into it.


  11. Update: v1.5

    Video

    Change log:

    Changed: Code brought up to current coding techniques & small fixes

    Added: Drone slider for changing the view & object settings while operating a UGV/UAV.

    Added: Edit Boxes (Something the addon version has had for awhile).

    Added: Save Manager for loading and saving various settings variations.

    Download:

    View Distance Script v1.5

    //unrelated

    I acted like a spoiled brat 10 months ago and removed all the content off my posts and for that I am sorry but with some time to relax and get away from ARMA I've had some time to rethink some things and I am ready to go back to delivering solid content.

    • Like 3

  12. we i need to make sure i got permission first from tonic to use it and spyglass is made for altis life, so if i use that in my own framework that i made it may be abit weird stuff happening if you know what im saying :P

    You are free to nitpick it and stuff so long as you are not selling it like that moron infistar.


  13. Since Jonbons has been doing changes to VAS for TAW Co-op missions I guess I will put all the information back up on the main topic and have included a link for the github where people have been submitting changes and fixes for VAS over time, I'll just leave it at that. If you have changes for VAS just create a pull request and if it's an automatic process it'll be approved.

    Github: https://github.com/TAWTonic/VAS

    PS: any commits by me are to spite Jonbons, no real interest in VAS anymore.

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