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About HazJ

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    Warrant Officer


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    Gaming & Coding

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    Seriously... Who uses this anymore? lol!
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    In your head. I'm an figment of your imagination.
  • Interests
    Eat, sleep, code and repeat.

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  1. Reading my own comment regarding #include, I just remembered another thing though it's been a while so it's either Mikero Tools or another one but thought I'd share anyway. For some reason, in .hpp files (inside classes), using true or false keyword causes issues with packing. A simple fix is to either change to 1/0 or add the #define to the top of the file. #define true 1 #define false 0
  2. I don't think caps should be forced for script command usage but for radio messages either force to caps or at least fix the grammar haha. In the screenshot posted above by Miksuu11, it looks really odd. @Miksuu11 Are you running the modset for that server? I am aware there is one, I can't recall if it has any changes to font UI or not. I haven't never noticed it myself in the past. Haven't played the game for quite a while now though.
  3. HazJ

    Authority 20 player coop.

    When using CBA, the View Distance Settings action isn't added. For those that didn't know, here is how you open the VD UI. @kdjac 😋 These are the default keys. Feel free to change.
  4. You can override the scoring issues. https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#HandleHandleScore
  5. HazJ

    Authority 20 player coop.

    Just to confirm, the force save button does not do anything as Tank said. It does however show a hint saying force saved. Disregard this. If you complete an airfield (auto saves) then half do a town and restart. The new town may not be the same. Future plans include half progression saving and possibly route as well. Copied from the original ticket:
  6. HazJ

    Contact Expansion Feedback

    This must of slipped past QA/Testing... Understandable as I could only reproduce once. 😋 https://i.imgur.com/uS6f6vn.jpg Been using custom FOV for well over a year. This doesn't look right... (POSSIBLE SPOILER: from Contact campaign) https://i.imgur.com/a1T76zE.jpg
  7. They do. Just not when packing with Mikero Tools...
  8. Hey @mikero - Having multiple #include in the description.ext file causes the mission to crash on server start, the issue is something to do with the way they are packed, not sure what exactly causes it. Maybe some formatting? When I use another PBO packer, no issues. The PBO is created without any errors. #include "Sounds\description.ext" //--- Header contains the mission tite. #include "Rsc\Header.hpp" //--- Styles #include "Rsc\Styles.hpp" //--- Parameters contains the mission parameters. #include "Rsc\Parameters.hpp" //--- Ressource contains the dialog ressources. #include "Rsc\Ressources.hpp" //--- Dialogs contain all the interfaces (dialogs). #include "Rsc\Dialogs.hpp" //--- Titles contains the titles (overlay). #include "Rsc\Titles.hpp" EDIT: Not my code. I guess there are strict rules when using MakePbo. #include "macros.hpp" #include "Configuration\Header.hpp" #include "Configuration\CfgSounds.hpp" //--- Header contains the mission tite. //--- Include Identities (OA/CO Only). #ifndef VANILLA #include "Configuration\Identities.hpp" #endif #include "Configuration\Parameters.hpp" //--- Styles #include "Rsc\Styles.hpp" //--- Parameters contains the mission parameters. //--- Ressource contains the dialog ressources. #include "Rsc\Resources.hpp" //--- Dialogs contain all the interfaces (dialogs). #include "Rsc\Dialogs.hpp" //--- Titles contains the titles (overlay). #include "Rsc\Titles.hpp" EDIT 2: I spoke too soon. Instant crashing. I get: ErrorMessage: Include file macros.hpp not found. The file exists, in root and in Configuration folder (just in case). Even though it isn't called from there.
  9. HazJ

    [RELEASE] Notification System

    Nice work. Looks great. Don't have to get around to re-writing mine now! Everyone can just use this. 🤣🤣🤣
  10. HazJ

    Can't save a .sqf file

    I use 0: 0 = [] 😁
  11. Damn! Thanks, knew it was something simple. Didn't bother to check type, just assumed. Always a bad idea to do so haha. Thanks.
  12. I am using drawIcon not createMarker therefore they have to be drawn on all. Main map, GPS, and any custom displays with map control.
  13. Resolved. @Tankbuster was using behaviour CARELESS on the waypoint. Upon dismount, their behaviour had to be changed back to COMBAT.
  14. Hi all, I am trying to draw icons on the GPS panel. Currently having issues with it though, not sure where I am going wrong exactly. I have a feeling the control/IDC is wrong? The function (fn_playerIcons.sqf) works fine, it works on the normal map control #51. Code is quite messy, needs a cleanup/rewrite but for now just trying to get it working. _miniMapKey = []; { _miniMapKey append _x; } forEach [ actionKeys "MiniMap", actionKeys "MiniMapToggle", actionKeys "ListLeftVehicleDisplay", actionKeys "ListPrevLeftVehicleDisplay", actionKeys "CloseLeftVehicleDisplay", actionKeys "ListRightVehicleDisplay", actionKeys "ListPrevRightVehicleDisplay", actionKeys "CloseRightVehicleDisplay", actionKeys "User20" ]; case (_key in _miniMapKey) : { systemChat "Mini Map Key Pressed"; _handled = false; [] spawn { if !("ItemGPS" in assignedItems player) exitWith { systemChat "No GPS"; }; sleep 1.15; waitUntil {visibleGPS}; sleep 1.15; if (!visibleGPS) then { ((uiNamespace getVariable "RscCustomInfoMiniMap") displayCtrl 101) ctrlRemoveEventHandler ["Draw", miniMapEH]; systemChat "GPS Not Visible"; miniMapEH = nil; if (DEBUG_MODE isEqualTo 1) then { systemChat "[DEBUG] :: MINI MAP EH REMOVED"; }; } else { miniMapEH = ((uiNamespace getVariable "RscCustomInfoMiniMap") displayCtrl 101) ctrlAddEventHandler ["Draw", tky_fnc_playerIcons]; systemChat "GPS Visible"; if (DEBUG_MODE isEqualTo 1) then { systemChat "[DEBUG] :: MINI MAP EH ADDED"; }; }; }; }; Even tried all of these: { ((uiNamespace getVariable "RscCustomInfoMiniMap") displayCtrl _x) ctrlAddEventHandler ["Draw", tky_fnc_playerIcons]; } forEach [ 15110, 102, 15112, 199, 198, 197, 13301, 101 ]; Any ideas? Cheers, Haz