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stice

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Posts posted by stice


  1. Hey, is it possible to limit map marker creation to one channel? I'm trying to only allow the direct chat, but disableChannels in description.ext doesnt affect the marker creation.

     

     

    try putting that in your missions description.ext

     

    disableChannels[] =     {0,1,2,3,4,6};                        // 0 = Global | 1 = Side | 2 = Command | 3 = Group | 4 = Vehicle | 5 = Direct | 6 = System

     

    Thanks, but already tried that.

    There are always the same 5 options in the dropdown menu :/


  2. @stice

    If it's the normal ones (the ones you place by right clicking somewhere on the map) then you have a drop down menu asking you in which channel you want to place them.

     

    Exactly, and i want to limit the drop down menu to "Direct Channel" only. I prefer it when my guys have to communicate to share coordinates, and not having them show up on everyones map magically.

    Is there a way to do this with ace?


  3. It does have a beta stage ZEUS remote functionality now, you can take full group control of any group leader. This is the first time I am writing something for ZEUS and I am not sure about how the whole thing works to be honest, mainly in terms of locality and what is executed where, so I need to label this function as an experiment instead of a feature at this stage. it works but I am not sure if it has any undesirable effects.

     

    Other than that, stuff has been improved and overhauled, the radial menu has received a usability makeover and there's new functions like "find cover" or a new "flex formation" in planning mode.

     

    Awesome, if you need a beta tester just pm me. Pretty sure this will improve my zeus missions massively.

    • Like 1

  4. Hey, 

     

    i'm trying to get simple damage statistics when firing at a target.

     

    Setup is a simple target ("TargetBootcampHumanSimple_F") added in the Editor with following EventHandler i add through the Debug console:

    ehIndex = t1 addEventHandler ["HandleDamage", {systemChat format ["Hit at %1", diag_tickTime]}];
    

    This works fine locally, but not on a dedicated server.

    In a dedicated environment the EH is being created, i get back the index but it wont fire when it should (or atleast, i dont get any feedback).

     

    If i add the target at runtime everything works fine:

    t2 = "TargetBootcampHumanSimple_F" createVehicle position player;
    ehIndex = t2 addEventHandler ["HandleDamage", {systemChat format ["Hit at %1", diag_tickTime]}];
    

    Could someone explain me this behaviour? How can i get this to work?

     

    Thanks


  5. Hey, first of all: Thanks for this awesome library.

     

    I encountered a problem with JSON parsing where echoing output != input. 

     

    The problem occurs with this function parameter: 

    [["ItemMap","ItemCompass","tf_microdagr","ItemRadio","NVGoggles","H_HelmetB"],"arifle_MX_ACO_pointer_F",["","acc_pointer_IR","optic_Aco",""],"hgun_P07_F",["","","",""],"",["","","",""],"U_B_CombatUniform_mcam",["ACE_EarPlugs","ACE_fieldDressing","ACE_fieldDressing","ACE_morphine","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag"],"V_PlateCarrier1_rgr",["30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green","HandGrenade","HandGrenade"],"",[],[["30Rnd_65x39_caseless_mag"],["16Rnd_9x21_Mag"],[],[]],"arifle_MX_ACO_pointer_F","Single"]
    
    

    After sending this array to the socket i get following error:

    [SEVERE] [handler (rpc.js:90:14)] buf = RAW: (a lot of raw code, with two <null> in it. If you want the whole part, tell me)
    [SEVERE] [ex2buf (sock.js:161:12)] RAW SQF request was not parsable as JSONUnexpected token <RAW SQF request was not parsable as JSONUnexpected token <
    SyntaxError: RAW SQF request was not parsable as JSONUnexpected token <
        at Object.parse (native)
        at Object.exports.rawToJSON (\node_modules\sock-rpc\lib\sqf.js:223:19)
        at handler (\node_modules\sock-rpc\lib\rpc.js:83:23)
        at \node_modules\sock-rpc\lib\sock.js:205:7
        at data_machine (\node_modules\sock-rpc\lib\sock.js:102:9)
        at data_machine (\node_modules\sock-rpc\lib\sock.js:84:16)
        at Socket.<anonymous> (\node_modules\sock-rpc\lib\sock.js:132:17)
        at Socket.emit (events.js:107:17)
        at readableAddChunk (_stream_readable.js:163:16)
        at Socket.Readable.push (_stream_readable.js:126:10)
    
    

    This can be solved by adding <null> to the replace.regex in sqf.js (text = text.replace(/(?:\{nil\}|nil|any|nothing|anything|<null>)/gi, "null") ;)

     

    Now the JSON.parse works, but when i simply echo the array its different to what i sent in the first place.

     

    Echoed from socket:

    [["ItemMap","ItemCompass","tf_microdagr","ItemRadio","NVGoggles","H_HelmetB"],"hgun_P07_F",["","acc_pointer_IR","optic_Aco",""],"U_B_CombatUniform_mcam",["","","",""],"",["","","",""],"Single",["ACE_EarPlugs","ACE_fieldDressing","ACE_fieldDressing","ACE_morphine","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag"],any,["30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green","HandGrenade","HandGrenade"],any,[],[["30Rnd_65x39_caseless_mag"],["16Rnd_9x21_Mag"],[],[]]]
    

    Is this a known problem and is there a way to fix this?

     

    The used save/get loadout library is https://forums.bistudio.com/topic/139848-getset-loadout-saves-and-loads-pretty-much-everything/, which uses empty arrays/entries to keep the correct order. Maybe those are causing the problem?

     

    Thanks in advance

     

    EDIT: Tested a little bit, following array causes the same <null>

    [["a"],"a",["a"]]

    Raw socket version:

    [{},[[[[109,101,116,104,111,100],{}],[[108,111,97,100,76,111,97,100,111,117,116],{}]],[[[112,97,114,97,109,115],{}],[[[[97],{}]],<null>,[[[97],{}]]]]]]
    

    EDIT 2:

    Quick workaround: [str(_loadout)]


  6. Hey, at map start we load with regular difficulty server.cfg:

    class Missions

    {

    class WarfareCher {

    template = WarfareV2_072LiteCO.Chernarus;

    difficulty = "regular"; // change this for other difficulty settings, regular, expert is valid

    class Params

    {

    aiGroupSizeAI = 8;

    aiGroupSizePlayer = 18;

    aiKeepUnits = 0;

    aiTeams = 0;

    ...

    };

    };

    class WarfareTaki {

    template = WarfareV2_072LiteOA.Takistan;

    difficulty = "regular"; // change this for other difficulty settings, regular, expert is valid

    class Params

    {

    aiGroupSizeAI = 8;

    aiGroupSizePlayer = 18;

    aiKeepUnits = 0;

    aiTeams = 0;

    ...

    };

    };

    };

    But if i (in lobby) vote one of the both missions with regular difficulty they still get standard parameter :/.


  7. Hi, i have a problem with my ARMA 2 CO 1.62 (non beta) dedicated server.

    I have setup 2 missions with parameters. Directly after server start the mission is started with the correct parameters, if the map finishes and the next mission is loaded or the vote for restart succeded the following mission is loaded with default parameters.

    The logs are clean so far, and i cant find an error. Both missions can start with the correct parameters except after restart/next mission.

    Didn't find anything related on the forums, hope someone can help :)

    Server is Win 2008 R2, i will post config as soon as i'm home.

    Thanks,

    stice

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