jacmac
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Posts posted by jacmac
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Well, you are spot on with the orientation, I do need to implement that. The marker add-on you referenced isn't necessary to integrate, I already have a large number in there and will be adding more. What I haven't done yet is make the markers accessible, only the "Quick List" is functional at the moment. There are three drop-downs you will be able to use to select the unit type, size, and affiliation. That will effectively add hundreds of markers you can't see right now.
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EZ Markers is a mod that generates map markers and optional 'signs'. The intent is to provide easier access to map markers as well as utilizing a large number of markers generated to MIL-STD 2525C standards (not all of them, just the relevant symbols that would be typical in ARMA). The mod is currently functional, however much of the symbology has not been implemented yet. Some of the interface needs tweaking for easier use. I can use any feedback on how to improve the functionality. The mod is mostly self explaintory, but check the video for a quick demo.
- Keys are provided, but I have not checked their validity, please let me know if the signing is incorrect.
- The mod is Client/Server, the Server executes the creation of markers and send commands for the clients to create signs. Most of the execution is client based.
- Network traffic is minimal (unless dozens are creating markers and signs all at the same time).
- I need opinions on whether limits should be placed on players (sign creation could get out of hand).
- Keys are provided, but I have not checked their validity, please let me know if the signing is incorrect.
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There are also some transient conditions that can cause trigger misfires. If a trigger requires a player to be a driver of a vehicle for it to fire, the player alone can cause the trigger to fire just after they exited as the driver of a vehicle. For a short period the player is both a driver of a vehicle and not in a vehicle at all.
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I updated the download link.
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I haven't seen vvs, but there has to be a way to modify it to name vehicles as they are created. Ask him, he probably could tell you what can be changed to make it name vehicles.
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What you might be able to achive is a 'fake out'. Create two versions of the dialog, one that is interactive, and a copy that is not. When the dialog is closed, then the rscTitles replaces it on the fly. The player probably won't notice the switcheroo. Lots of work though, especially if the dialog is complex.
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ive noticed that on some occasions, when leaving the service point (after successful service) in a helicopter, the gui shows up again for entering the service point, but it just says'any' for all the text. RPT shows a bunch of the variables are undefined. Im assuming that the trigger is still calling service script and passing it null/nil values as arguments. Afterwards the corrupted gui screen will stay on the players hud for a minute or so until it finally clears up.
Might be a good idea to check if the arguments exist before running the service script (not sure if you are already doing this)
I've seen this on occasion when the player jumps out of the vehicle just as the service is ending. I don't know what causes, but the trigger conditions definitely don't allow anything except the driver of a vehicle to trigger. I suspect there is some kind of latency between a player exiting as the driver (still flagged as a driver) and the trigger going off. It is like for a split second when you exit a vehicle you are the driver of yourself, which is not valid, yet exists for a very small period of time.
---------- Post added at 03:40 PM ---------- Previous post was at 03:38 PM ----------
Thanks for the great mod JacMac. A question as it relates to the sounds during repair. Is there a way to localize those sounds only to the general area (within 5 meters) of the source? I and my mates are hearing the "Jerky Boy" sounds across the entire base :)Thanks again
Yes, look for the sound script and change the radius parameter. It's probably around 50 meters, I can't remember off hand, but you can set it to 5 meters. You can also lower the volume way down on it. I'm also amazed that anyone recognized the voices, congratulations!
---------- Post added at 03:41 PM ---------- Previous post was at 03:40 PM ----------
I'll update it with a new link, the free download services are pretty flaky these days.
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Is this a problem?
_markerCiv = createMarkerLocal "[2412.01,6036.33,-0.839965]_marker";
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cbChecked always returns false, regardless of the checkbox state and cbSetChecked does not affect the state of a checkbox. However, the CheckBoxesSelChanged event does correctly report the selection state, so it is possible to track the state, just not set or query the state.
I'm wondering if the recent change from rscCheckbox to rscTextCheckbox has something to do with the problem?
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Maybe it would pan out better to make one pass to get the highest rank and join the new group via a foreach, then join the rest to the new group via another foreach without checking for ranks on the second pass. Is it possible that the count of the group units is being altered slower than the loop because joinSilent is a global funtion? In other words joining a unit from one group to another requires time for the count to change on the next check?
[_unit] joinsilent _newGrp; sleep 0.25; //wait a long time for testing _ct = _ct + 1;
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I'm thinking about writing a more complex add-on that could handle such scenarios. GVS really is generic. It looks up configs and such, but it's all just a delay for setVehicleAmmo 1. I am interested in what you are describing, but it would not be a simple matter to implement this in a hurry.
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So there is a blurb in the documentation regarding RSCTitles. Basically there can only be one class definition for RSCTitles for the whole mission. This means that many missions designers don't understand and add other scripts into their mission with description.ext #includes that have RSCTitles definitions. The effect is that the last class definition for RSCTitles will overwrite any previous definition. To resolve this issue, you must find any other RSCTitles definitions and combine them into one. I included an alternative method of defining RSCTitles for situations like this:
class RscTitles { #include "x_dlg\RscTitles.hpp" #include "gvs\stc_include_alt.hpp" //Alterntive display class definitions };
In the example above (entered in DESCRIPTION.EXT directly), RSCTitles contains two includes, one is for another script (Domination) and the other is GVS. This allows both scripts to use RSCTitles, but definitely OPEN and EXAMINE the differences between stc_include.hpp and stc_include_alt.hpp files. You may need to alter other developers scripts somewhat to use this method of class definition. If you understand classes at all it will make sense. The only other thing to worry about after this is the layer numbers, they must be unique. It is unlikely that two scripts will happen to use the same layer numbers, but it will cause one control to step on another and they can end up ping-ponging.
RSCTitles and Dialog's in general are a confusing animal to understand, it took me quite awhile to completely grasp and I still seem to find new things about them. They are very quirky and the developers did not follow any hard rules with their development. A lot of the biki documentation is old and only semi-accurate for Arma 3.
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Thanks. I'll update the biki myself then; I wish they would put it in the notes instead of the discussion...
And confirmed, lbSetCurSel does fix the problem.
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((""LandVehicle"" countType thislist > 0) || (""Air"" countType thislist > 0) || (""Ship"" countType thislist > 0)) &&
Et cetera, et cetera.
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The code below populates the listbox just fine, but lbSetSelected has no visible effect. I've tried the same thing with a combobox; lbSetSelected doesn't appear to do anything. The combobox will be populated, but the box shows blank until the player selects an item.
disableSerialization; _disp = findDisplay IDD_DIALOG1; _control = _disp displayCtrl IDC_Quick_List; _controlnum = IDC_Quick_List; _count = 0; { lbAdd [_controlnum, _x select 2]; lbSetData [_controlnum, [_count,_x select 1]]; lbSetPicture [_controlnum, _count, _x select 0]; _count = _count + 1; } foreach ArrayQuickList; _control lbSetSelected [1, true];
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setVehicleInit used to be used, but in Alpha, some foolio created a virus-like script that utilized the command to cause everyone to fly around like superman. So what you need to do now is utilize: https://community.bistudio.com/wiki/BIS_fnc_MP.
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If I define this in description.ext (assume the icon is located in a directory called markers):
class CfgMarkers { class TEST_Cross { name = "Simple_Cross"; icon = "markers\cross_ca.paa"; color[] = COLOR_GOLD; markerClass = "draw"; size = 24; shadow = 0; scope = 1; }; };
Should this work?
TESTMapClick = { _pos = _this select 0; _marker = createMarker ["Marker1", _pos]; _marker setMarkerType "TEST_Cross"; };
What I'm getting is an error stating No Entry bin\config.bin/CfgMarkers.TEST_Cross
I'm not sure how to declare the class. I saw a similar class declaration on the biki at https://community.bistudio.com/wiki/cfgMarkers
But I actually declared it using properties found in the Config Viewer for CfgMarkers in Arma 3.
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The problem turns out to be the image dimensions. Everything has to be scaled to a power of 2, or the export from Texview will be screwed up. If you don't see ARGB8888 or DXTx in the output box, the export is going to be bad. It will look OK in Texview, but in game it will be wrong.
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Solved: Make sure the source image dimensions are a power of 2 (32x32, 64x64, 512x128, 64x256, etc).
Step one, use GIMP to export TGA (no RLE compression):
Step two, load in TexView and export as a paa (no changes made):
Step three, define the class:
class BBR_RscPicture { access = 0; type = CT_STATIC; style = ST_PICTURE; idc = -1; shadow = 0; fixedWidth = 0; x = 0; y = 0; w = 0.200000; h = 0.150000; colorText[] = {1, 1, 1, 1}; colorBackground[] = {1, 1, 1, 1}; font = "PuristaMedium"; sizeEx = 0; size = 0; }; class BBR_Ribbon: BBR_RscPicture { idc = 12003; text = "bbr\ribbon.paa"; x = -3.5 * GUI_GRID_W + GUI_GRID_X; y = 23 * GUI_GRID_H + GUI_GRID_Y; w = 27 * GUI_GRID_W; h = 3.5 * GUI_GRID_H; };
And finally, the blown output in game; what did I do wrong that caused the colors to be fouled?
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I think you could get most of the information in a rscNListBox, but it isn't going to work much like a menu 'tree'. It would just be a flat list of items in the listbox. A tree control would be helpful, but the only such thing is usable only by the executable code, not scripts.
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I have procedurally converted the 500 colors on the Color List above into a .hpp file. Here is a sample (except the tabs are lined up in the file on 4 spaces per tab):
#define ARRAY_ALICEBLUE [0.94,0.97,1,1] #define ARRAY_ALICEBLUE_HALF [0.94,0.97,1,0.5] #define ARRAY_ALICEBLUE_OPAQUE [0.94,0.97,1,0.75] #define ARRAY_ALICEBLUE_PART [0.94,0.97,1,0.25] #define COLOR_ALICEBLUE {0.94,0.97,1,1} #define COLOR_ALICEBLUE_HALF {0.94,0.97,1,0.5} #define COLOR_ALICEBLUE_OPAQUE {0.94,0.97,1,0.75} #define COLOR_ALICEBLUE_PART {0.94,0.97,1,0.25} #define HTMLCOLOR_ALICEBLUE '#F0F8FF' #define RGB_ALICEBLUE "'#F0F8FF'"
As you can see with the ARRAY and COLOR prefixes, there are four alpha versions for each color.
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I think you need to just define them:
class VScrollbar { color[] = {1, 1, 1, 0.6}; width = 0.021; autoScrollSpeed = -1; autoScrollDelay = 5; autoScrollRewind = 0; shadow = 0; }; class HScrollbar { color[] = {1, 1, 1, 0.6}; height = 0.028; shadow = 0; }; class ScrollBar { color[] = {1, 1, 1, 0.6}; colorActive[] = {1, 1, 1, 1}; colorDisabled[] = {1, 1, 1, 0.3}; thumb = "\A3\ui_f\data\gui\cfg\scrollbar\thumb_ca.paa"; arrowFull = "\A3\ui_f\data\gui\cfg\scrollbar\arrowFull_ca.paa"; arrowEmpty = "\A3\ui_f\data\gui\cfg\scrollbar\arrowEmpty_ca.paa"; border = "\A3\ui_f\data\gui\cfg\scrollbar\border_ca.paa"; };
Then add them:
class RscDisplayTest { idd = 3000; type = CT_COMBO; movingenable = false; class Controls { class MyTextBox: RscStructuredText { type = CT_STRUCTURED_TEXT style = ST_MULTI; lineSpacing = 1; idc = 1235; size = 0.09; text = " "; x = 0.32815 * safezoneW + safezoneX; y = 0.4575 * safezoneH + safezoneY; w = 0.343 * safezoneW; h = 0.315 * safezoneH; class MyTextBoxScroll: ScrollBar { }; }; }; };
I don't know if this will work or not, but defining the scroll bar in the control would seem to be the way to get it included if RscStructuredText can support a scroll bar.
Oh and all of the code I quoted can't be used without SA-MATRA's direct permission if you care what he thinks LOL. :D
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It works. Like I said, if there is no gunner, the pilot will be switched to the gunner position to reload for a split second. Otherwise the gunner executes the code and it works that way too. Moving to the gunner position to adjust the gun has no effect on the process. What might be weird is that a pilot that gets out and walks around during the reloading may or may not cause a failure to reload, if a gunner is not present.
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I think what you want to do is look at createTrigger and related setTriggerxxx commands. It can get a little tricky to debug triggered code, but far easier than what you are doing. Your waitUntil code might work but it also is going to chew up a lot of processor time constantly checking and debugging that means attempting to log the distance between all units and _spawnpos literally hundreds of times per second (not going to happen).
What you're doing is polling for an event, but what you need to do is handle a triggered event instead.
Multiple copies of addons showing.
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Copied into the Addons folder and created an @ folder?