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Everything posted by chrs

  1. Found a solution, and since Ive seen similar questions to mine asked many times when searching the internet but no answers I'll post my findings here. I found a function called BIS_Fnc_DiaryHints and use it as an example to create this, but just like the dairy it breaks down if you input too much text. Hopefully this helps someone else get to grips with control groups quicker: // Find control disableSerialization; _display = findDisplay 8600; _ctrlStructuredText = (_display displayCtrl 1000); // Generate a lot of structured text for testing purposes _t = "Start... "; for "_i" from 0 to 180 do { _t = _t + "This is a random sentence."; }; _t = _t + " ...End"; // Set the structured text _ctrlStructuredText ctrlSetStructuredText (parseText _t); // Manipulate the controls height _ctrlPos = ctrlPosition _ctrlStructuredText; _ctrlPos set [3,(ctrltextheight _ctrlStructuredText) min (safezoneH - (_ctrlPos select 1) + 0.13)]; (_display displayCtrl 1000) ctrlSetPosition _ctrlPos; (_display displayCtrl 1000) ctrlCommit 0;
  2. class b_textScrollBox: RscControlsGroup { idc = -1; text = ""; //--- ToDo: Localize; x = 0.371094 * safezoneW + safezoneX; y = 0.654 * safezoneH + safezoneY; w = 0.381563 * safezoneW; h = 0.341 * safezoneH; class Controls { class b_textBox: RscStructuredText { idc = 1000; text = "b_textBox"; //--- ToDo: Localize; x = 0.291094 * safezoneW + safezoneX; y = 0.22 * safezoneH + safezoneY; w = 0.381563 * safezoneW; h = 0.341 * safezoneH; }; }; }; Hi, I'm trying to create a script that will expand the RscStructuredText text box above's height dynamically based on the text passed to the script. For example: 0 = ["this is some test text..."] execVM "addText.sqf"; So far Ive figured out how to expand and shrink the height of the text box. For an example of what I mean this script would double the height of the RscStructuredText control: _t = _this select 0; (_display displayCtrl 1000) ctrlSetStructuredText (parseText _t); _pos = ctrlPosition (_display displayCtrl 1000); _height = 2 * (_pos select 3); (_display displayCtrl 1000) ctrlSetPosition [(_pos select 0),(_pos select 1),(_pos select 2),_height]; (_display displayCtrl 1000) ctrlCommit 0; However I'd like to expand the height with precision so the scroll bar only goes to the bottom on the text. Could anyone point me in the right direction? Thanks.
  3. chrs

    Feedback Thread

    Ive been looking at PROJECT ARGO for quite sometime as I've always liked the idea of PVP games (that works) in arma3 or any other RV engine game as it is not currently possible have a good experience in any arma game (even though it can be fun to try). PA does not seem to have addressed the main problems to having decent pvp game modes in an arma style game. 1. PA NEEDS a new camera script; just disabling 3rd person in a 3rd person game like arma3 does not making it a first person game. While the first person experience is certainly a lot smoother in PA compared to A3 first person is still makes me feel ill. 2. Weapons / Armour; Having some players by default with weapons able to shoot through building walls and kill other players accurately with powerful scopes (as I watched one of my teammates do 3 times in a row) vs players with only 5.56 and 9mm weapons and no scopes does not work in arma3, you need to balance the weapons and damage system in general. Everyone should have medium range weapons or you should have a balanced selection of weapons based on roles, not how many hours you've played (perhaps a progression of weapons available simlar to counter strike would also work). It also can take half a magazine at point blank range before a player dies with the 5.56 and 9mm weapons, this seems to be mix of the damage system and the delay in the time it takes a kill or damage to register in MP games, sometimes you can empty half a magazine at point blank range before the ragdoll / death animation kicks in even though your first burst should kill any unarmored person instantly (players even sometimes have a enough time to turn 180 degrees around and start shooting back before they die in this situation even though they have been hit in their back several times already). 3. Buildings and objects are still a pain to navigate your charter is constantly getting stuck on glitched geo LODs it does not really matter so much in arma3 as your mostly fighting AI and they are slow to react but when your up against players it incredibly annoying. Ive also seen concrete walls fall down due to damage from grenades and gunfire removing cover from players a couple of times just today, beyond damage to windows there does not seem to be much need for any damage system been active on buildings at all in PA. 4. MP performance has always been hit or miss in arma, but even when your getting really high frame rate in MP games PVP still is a terrible experience, this is the case for all arma games and PROJECT ARGO. Limiting the number of players in game as PA does helps but even this still does not address fundamental issues armas engine has preventing a smooth FPS game been possible. Still glad BIS is trying this though as it would be cool if they can pull it off but those are the main issues arma has in regards to PVP game modes IMO.
  4. Problem solved! For anyone who wants to know the answer it is you needed to add "named properties" to your geo lod in object builder. Read more yourself: https://community.bistudio.com/wiki/Named_Properties
  5. Hi, This is a config / terrain builder question not quite sure where the problem is any help would be appreciated! Ive got a house model in game this is its config: class Land_VehiclePadCornor: House_F { scope = 2; scopeCurator = 0; displayName = "Sub Terrain Vehicle Pad Corner"; armor = 999999; armorStructural = 999; author = "Article 2 Studios"; model="P:\OPTRE_MapCommon\Buildings\VehiclePadCorner.p3d"; class AnimationSources { class liftgate_1 /// the class name is later used in model.cfg { source = "user"; /// user source means it is waiting on some scripting input animPeriod = 8; /// how long does it take to change value from 0 to 1 (or vice versa) initPhase = 0; /// what value does it have while creating the vehicle sound = "ServoRampSound_2"; }; }; }; It works fine when I place it the Eden Mission editor in that it cannot be destroyed as Ive given it high Armour values in the config. However when placed in Terrain builder it can be destroyed, in addition my add actions and animations do not seem to work on versions placed in Terrain builder. I also ran a small script to test the problem using the nearestObject scripting command, when I ran the test on buildings in Altis it returned the buildings classname when I tested it on my buildings it returned just empty string. The only information on this forum Ive found seems to suggest to link the config and the p3d file you add "Land_" followed by the p3ds file name to the class name and it should work, but this does not seem to be the case for me. Thanks for reading.
  6. (lol yeah sorry I'm new to modeling, can usually find most things on this website myself but not the answer to this problem) AddonBuilder, I'm guessing there is a file type I need to exclude from the Binarization? My file structure looks like this after packing:
  7. Ah ok, good, I thought it was something like that. I've tried the changes you suggested and still am getting the problem. Could it be that I need to repack the map pbo as well as the pbo that contains my model and configs? One other question could it be the file path, bis use /A3/ in front of their file paths? Not sure why that'd would make a difffrence as it clearly can find the .p3d in cfgVehicles. Scratching my head trying to think what else it could be. class VehiclePadCorner: House_F { dlc = "OPTRE"; scope = 2; scopeCurator = 0; displayName = "Sub Terrain Vehicle Pad Corner"; author = "Article 2 Studios"; model="\OPTRE_MapCommon\Buildings\VehiclePadCorner.p3d"; destrType=0; class AnimationSources { class liftgate_1 /// the class name is later used in model.cfg { source = "user"; /// user source means it is waiting on some scripting input animPeriod = 8; /// how long does it take to change value from 0 to 1 (or vice versa) initPhase = 0; /// what value does it have while creating the vehicle sound = "ServoRampSound_2"; }; }; };
  8. That's been driving me nuts for ages since moving to OB from O2 its good info no need to delete it.
  9. Hi, http://i.imgur.com/fAm3XqV.png Has anyone come across this problem: 1. Place Objects in 3DEN editor 2. Export Objects From 3DEN editor. 3. Import objects into Terrain Builder with absolute height. The result is the objects positions are all messed up. Some seem to be in the right location, others are floating in the air or at odd angles. I think the problem occurs when the objects touch each other as placeing a rock in the middle of a empty feild and importing it from 3DEN into terrain builder seems to work fine the imported objects are even more messed up if imported with relative position. I can't see anyone having mentioned this as a problem before on forums or google, does anyone have experience with this problem / a solution? Thanks.
  10. Hi, Does anyone know how to edit the "default" or a base cfgammo class to allow a new hit effect to be added to it. I'd like all bullets to inherit the new impact effect, as according the the WIKI the "impact" entry in cfgSurfaces reads it when its decides what bullet splash effect to spawn on the ground. I'd like to add the "hitSnow" entry to all bullets in the base game and any mod. class CfgAmmo { class Default { class HitEffects { hitSnow = "ImpactSnow"; }; }; }; It seems you are unable to edit the base classes in cfgAmmo in the same way you can with say CfgVehicles: class CfgVehicles { class All; class AllVehicles: All{}; class Land: AllVehicles{}; class LandVehicle: Land{}; class car: LandVehicle {.... Thanks.
  11. You can use the commands I stated as your proably gonna need to store a variable on the civillian but you can also pass infomation via remote exec like you noramlly do: [<params1>, <params2>] remoteExec ["someScriptCommand", targets, JIP];
  12. So if the information you want the client to have is unique to them, you could use: https://community.bistudio.com/wiki/setVariable to assign a variable to the player remotely, then use remoteexec to have a the client run a script that reads the variable assigned to them using getvariable (get variable also has a default return option as well if there is a chance the player will not have a variable assigned). If the variable is something you want all players computers to be able to read you could make a variable public: myPublicString = "hello"; publicvariable "myPublicString"; // now everyone knows about myPublicString
  13. Yeah. Somewhat annoying it does not work when people want to help out, as most people are used to the 3den editor, saves time setting them up. I like bulldozer personally as I'm quite used to it, had to teach a few people how to use it and have them mange their own layers. I may have to find out how to sqs and see about making some sorta script fix as 3den is great for placeing some things that can be hard to get the right camera angle on in bulldozer. Do any of you have a good way of two people working on sculpting the terrain at the same time, or is the only way to pass a master copy between terrain developers?
  14. lol. Might be best, I will have a look at it. Trying to find a way of people other than myself creating object layers for a largeish map.
  15. Hi, I have an RscTittles and I would like to change a RscProgress control in my RscTittles via a script in a ''Fired" EventHandler. So I've added GUI an event handler like this to the Tittles config that defines the control as a variable in missionNameSpace: OnLoad = "MyControl = (_this select 0);"; And have a event handler that has this code inside: disableSerialization; MyControl progressSetPosition ... This works fine my problem is the it keeps producing this error: http://images.akamai.steamusercontent.com/ugc/504776474588324454/D2D2B7B531FEEAF7F7659CEF6E0E67C0D45E99C9/ I know you can save variables to dialogs using the set variable command, but RscTittles don't seem to accessible in the same way via the FindDisplay / DisplayCtrl. Can anyone suggest somewhere I can store my control as a variable to avoid getting this error message. (everything works fine, just the error message pops up the first time the script is run) Thanks.
  16. First of great game engine, big improvements from previous tittles in terms of the feal of the game. A few things that bug me all the same since the forum moderator asked: Scroll Menus are poor like previous games, its quite annoying looking at one door and opening another. Maybe this is something to look at now we have massive building complexs in arma3. For the 100th time in this thread, the movement/ stance animations are horrid by general consensus get rid of the swag walk animations the one in arma2 is Superior in every way And lastly I understand your trying to be creative. But the content that's useable in Arma 3 is nil, at the moment there is not a single realistic vehicle is in the game and there are no realistic looking armys apart from the AAF that Bis has made. Futuristic content was the wrong way to go and there isn't even that much of it! You need to understand how most people use this game and that is they use it as a "milsim". Arma for most long term players is like flight simulator but for infantry. Maybe an idea for the expansion of this game is it should only contain contemporary units and vehicles! You'll make more money that way :confused: Don't bother with a campaign we'll make our own.
  17. need to target first u1 dotarget e1; u1 dofire e1; example is with two units named e1 and u1 lines of code go in onact feild of a trigger
  18. You actually managed to make a campaign that is playable lol, well done! After previous games and dlc I wasen't expecting to enjoy myself but its playable, looking forward to the next one.
  19. If you don't like something in a game where you can make virtually anything happen, Make your own!?!
  20. As someone who owns them all none where ever that good. Campaigns aren't even worth mentioning and the content for each faction was very limited. Well done bis on actually making a playable SP campaign for arma 3 however lol...
  21. Hello, Nice Tutorial. Could anyone help me a MP problem I am having. Banger1.sqf is called when I press the dialog button (Dialogs.hpp shows more detail). On a server there is no visible effect when called through the dialog box I made. I know the script works fine by itself called though a trigger or addaction. However when called through my dialog shown bellow only the hint appears for the person calling it and no bombs are spawned in. Its like the server does not know about the script. If I host the game locally and use the dialog box it works fine (ie I am the server) but if people who connect to me try to use it again no effect as outlined above. Any ideas? Dialogs.hpp (extract) class h_yes: RscButton { idc = 1600; text = "Start Strikes"; //--- ToDo: Localize; x = 0.468125 * safezoneW + safezoneX; y = 0.687 * safezoneH + safezoneY; w = 0.159375 * safezoneW; h = 0.085 * safezoneH; action = "closeDialog 0; ExecVM 'Scripts\Banger1.sqf'; ExecVM 'Scripts\Banger2.sqf';"; }; Scripts\Banger1.sqf sleep 34.5; hint "ok"; _strike = []; _count = 0; number = 50; spread = 200; sleep 1; while {_count != number} do { if (isServer) then { sleep .5; _strike = "R_80mm_HE" createVehicle [(getmarkerpos "arty1" select 0) + floor (random spread) - floor (random spread), (getmarkerpos "arty1" select 1) - floor (random spread) - floor (random spread), 0]; _count = _count + 1; sleep 2; }; };