Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

  • Medals

Community Reputation

714 Excellent

About Rydygier

Profile Information

  • Gender
  • Location
    Poland, Pomerania

Contact Methods

  • Biography
    I was born, now I live and I will die someday.
  • Twitter
  • Google+
  • Steam url id
  • Linkedin

Recent Profile Visitors

2612 profile views
  1. Rydygier

    Arma 3 - Creator DLC Discussion

    You aren't. If deserve (indeed, a man deserves a payment for his useful work if he wants it), why shouldn't expect? That's between BI and DLC authors. Apparently they think otherwise, since they came to an agreement. Therefore uses work done by BI staff and wouldn't exist without it. Also BI acts as a publisher. Is publisher's work worthless? Free stuff may be not replaced by paid here. BTW note history of Iron Front, quite interesting. Some was angry and affraid because of MANW. "End of community" they prophesied.
  2. Rydygier

    [SP] Warping Plague (wip)

    Thinking about not really interesting another part of island, stil kinda empty in overall, and thus about that third faction idea. Perhaps a group of other survivors, but acting more like ruthless gang of looters and extortioners, also hostile against creatures and often but not necessarily against the player, as poorly equipped as the player is so no problem with too much too good weaonry... Not sure yet, need some time to figure out their mechanics and background details. Then also about enriching plot background, narrative aspect, protagonist... Anyway, I plan to switch may attention for some time elsewhere, which should give me that time, meanwhile feel free to keep providing any feedback, thoughts, bug reports etc.
  3. The code, I gave you, switches on HAS actions for unit from the beginning included in HAS, that had them switched off. If these AI units are also included in HAS from mission init, then they work alike - if was switched off, can be switched on by the code, you propose, just be expanding HAS_myUnits array, as you did. But off or on, they should autoexit, as this is only a switch for calls actions, either way they still are "HAS-enabled". If however these AI aren't included in HAS from the init, then they need to be included either from the init, either on the fly, which update 1.7 was focused on: [newUnit1,newUnit2,newUnit3 (etc.)] call RYD_HAS_NewUnits; Syncing them to the module mid game doesn't work. If indeed there's a comma, it's a syntax error. Today and tommorow I'm "off duty" as for scripting, so if above explanations do not suffice, day after tommorow or later I could check your scenario to see, what's going on.
  4. Frankly, it is on purpose that way, to let player know, there are new actions awaiting his decision, but if more people feel that way, as you do, no problem, can be changed. Fast roping seems working OK in my tests, precise positioning may take some seconds, but usually rather 10 than 20.
  5. Steam for broader audience, but since for a long time there are players experiencing "lost my save/can't resume" issue with Steam Workshop scenarios, I usually put there a link to BI Forums alternative and recommend to use it instead. Also I can't update some older content on Steam, so in total it looks convenient, but is not reliable enough to me.
  6. Sadly, can't help with server config, do not know anything about it, also not sure, what's the purpose of autoinit, from what I searched through this forums, this parameter can be indeed a source of various headaches though. Looks like nothing, I could fix my end anyway. No idea, if that makes sense, but what if one would start his mission with HAS scripts, but without HAS stuff initialized, then only after some delay spawn in RYD_HAS_Base logic object, crewed helis (perhaps on the preplaced helipads), synchronize them via script with said object, and only after that initialize HAS?
  7. I'm unable to reproduce it. Tested just now again by doing simple transport task as client on dedi. No such error, all works fine. Settings was vanilla, or changed? What was going on/at what moment exactly the error occured? Does it occur always in the same circumstancies? Server's, client's or both RPT? Also... That error refers to some native Arma 3 content, so if there's such error, it is produced out of HAS scripts, thus may be hard to do anything about it assuming, I'll be able to reproduce it.
  8. Rydygier

    [SP] Warping Plague (wip)

    Hi, thanks. Ports to other maps are considered during script design, so are possible, once I finish basic version. Optimally without any scripting knowledge, so anyone should be able to make own ports just by pastig stuff in EDEN and files to the new port folder. However scenario is not suitable for large areas (performance issues due to amount of warpers), thus on large map such scenario need to be limited to only chosen part of it, or warpers will be very scarce, but that's to consider in the future. Assigning guards - each guard require actual weapon piece from orange stash. No weapon - not possible to assign a guard. Meanwhile - file updated: - fixed too many "near hostile presence" appearing each consequtive day; - now building assignment action names include info about expected capacity/space gain; - redone occupation roster. Now it looks like this: (the aesthetic aspect still under consideration...) Clickable are: all headers, all non-greyed out numbers, both buttons: cancel and OK. Clicking on given header works as sorting feature (alphabetically for names, by skill value for each skill column). Clicking again same header reverses the order of sorting: ascending/descending. As you can see, now normal, basic skill is displayed as 1, not 0, to better grasp, what it is (acutal value in scripts stays as it was, lesser by 1). Clicking on the number (each is a button in fact) in chosen row and column will assign given inhabitant to given job. Number of the job, that given inhabitant can't be assigned to, is greyed out and inactive - non clickable. Reasons may be: it is his current assignment, no more working space, no weaponry in the stash for the guard (as on the above image), current assignement fixed till tommorow. In case of all except guards, they are actually assigned to the job immediately upon clicking the number, inhabitant name will change the color and will get a job description suffix. Thanks to that player can observe on the HUD, what impact on daily production current assignements will have. Guards however aren't equipped nor sent upon clicking the number, only visually marked by the color and suffix (and one piece of weaponry reserved). Clicking "cancel" will restore for all inhabitants jobs, they had before roster was opened. Same will happen if roster is closed by Esc key. Clicking OK will fix chosen jobs and will equip and send to patrol the chosen guards.
  9. Documentation do not answer that question unless I'm missing something: https://community.bistudio.com/wiki/DialogControls-ControlsTable Any practical, working example of ControlsTable utilizing custom controls? Or perhaps base classes have to be from configFile and user, without making an addon, can customize them only via scripting (so also in limits of scripting possibility)?
  10. Rydygier

    [SP] Warping Plague (wip)

    They should. They did for me after I fixed box inventory, I'll re-check that with more weaponry and several guards. I'll think about improving work assignment GUI, thanks for suggestions. Current form isn't optimal for sure, only it was most simplistic/quickest to do. Table with separate confirmation button and cancel/close without confirmation sounds good.
  11. Rydygier

    France General

    Some random, Polish news reffering some preliminary suppositions by Emmanuel Gregoire (about vast damages) and firefighters spokesman (about likely no possibility to repair). It's in fact from yeterday evening. Nothing official/sure yet of course. https://wiadomosci.radiozet.pl/Swiat/Zniszczona-katedra-Notre-Dame.-Nie-da-sie-jej-uratowac https://translate.google.pl/translate?hl=pl&sl=pl&tl=en&u=https%3A%2F%2Fwiadomosci.radiozet.pl%2FSwiat%2FZniszczona-katedra-Notre-Dame.-Nie-da-sie-jej-uratowac Sounds too pesimistic to me, but I'm not a specialist. From the other hand, more, as I would think: https://translate.google.pl/translate?hl=pl&sl=pl&tl=en&u=https%3A%2F%2Fwww.polskieradio24.pl%2F5%2F1223%2FArtykul%2F2295690%2CArchitekt-prof-Robert-Kunkel-po-pozarze-Notre-Dame-odbudowa-powinna-przebiegac-sprawnie That sound more believeable, still just another supposition at this point.
  12. Rydygier

    France General

    Sadly, they say, as I read, cathedral can't be repaired, too vast damages.
  13. Rydygier

    [SP] Warping Plague (wip)

    File updated: - orange stash inventory accessible again (limit of capacity theoretically may become a problem though at some point...); - looting limit should, I hope, consider properly hired scouts now; - data gathered from the Guardian shouln't be a subject of daily limit anymore. Which, BTW, sounds kinda overly generous. Some balancing may be in order...
  14. Rydygier

    [SP] Warping Plague (wip)

    Scavengers do find stuff, which here means "producing Materials". They're in practice Materials "producers", where "production" process is equal to scavenging. So in this regard current report form gives you full clarity. All "added" materials are from scavengers activity. All the rest - not. Scouts are the guys, who boost some other "production" (by finding and reporting to workers some worthy checking sources of materials or food across the map, that is theoretical explanation at least).