Jump to content

chronicsilence

Member
  • Content Count

    143
  • Joined

  • Last visited

  • Medals

Everything posted by chronicsilence

  1. chronicsilence

    Oculus Rift & Arma 3?

    NeoArmageddon, this looks amazing. Is there a dev version of this mod available for us to test with?
  2. Thanks, this is really interesting. A couple points: 1) The "Polynominal Barrel Distortion" option doesn't seem to appear in the most recent version of the software you mention 2) The "Horizontal and Vertical" option doesn't appear either 3) I would be really curious to know about the resolution you use. I'm having two issues: - if you run at the native resolution, then when you enable Super_Depth3D, each of the two "eyes" is at a really narrow aspect ratio. i.e. it splits the screen into two, so each is half the width but the full height, making everything really weird - when I run at my native resolution (2560x1440), I'm getting 60+ FPS on the monitor, but < 10 FPS in the rift (this is with two Titan X (Pascal) running in SLI, so GPU is not an issue) Any tips? Thanks!
  3. I'm a long-time ARMA modder/scripter, and am taking a university course that focuses on extreme computing performance through parallelism and whatnot. For the course project, I'm thinking of using the tools we learn in the course in an extension for Arma 3 to do something extremely quickly. So my question is, is there anything that you've wanted to code for Arma, but that is just too computationally complex or slow, and therefore not realistic? Anything that would slow the game down too much if you tried to code it in SQF? I'd like to give it a shot!
  4. I have a Darter drone that I create, and I need to set a waypoint on an object for it to move to and follow. This is easy in the editor, but I need to do it dynamically from a script in the mission. This is what I have so far: _vehicle = createVehicle ["B_UAV_01_F", getMarkerPos "UAV_spawn", [], 10]; createVehicleCrew _vehicle; _uavGroup = createGroup west; [_vehicle] join _uavGroup ; _waypointObject = createVehicle ["B_Soldier_02_f", [3800, 13000, 0], []]; _waypoint = _uavGroup addWaypoint [[0,0,0], 0]; _waypoint waypointAttachObject _waypointObject; _waypoint setWaypointType "FOLLOW"; systemChat format["Waypoint position: %1", waypointPosition [group _vehicle, currentWaypoint group _vehicle]]; So, with this code one would think that I create a new waypoint with position [0,0,0], then attach that waypoint to the object I want the Darter to move to and follow (and since I attach it to something, the initial creation position shouldn't matter). However, it just results in the "waypoint position" being [0,0,0] and the Darter flying off to the corner of the map. Anyone know what the proper code would be to have the UAV move to and follow the object?
  5. I know you can use the 'dialog' command (https://community.bistudio.com/wiki/dialog) to get a boolean value of whether a dialog is open over the main display. Does anyone know of a way to get a handle for the actual dialog object of the topmost dialog though? As in, the type of handle that would be returned by 'findDisplay'?
  6. Hi everyone, You know when you open your inventory in-game, if you don't have an item equipped in a specific slot (like rifle, secondary, attachments, etc.), it has a grey gradient "ghost" image of it instead? Like these: Does anyone know where these ghost images can be found in the ARMA files (e.g. "/A3/UI_F/Data/...")? I want to use them elsewhere in a custom GUI, but I can't seem to find them anywhere. Thanks!
  7. It could be done using "DropWeapon" I suppose. That would be a strange process when moving a weapon with attachments/mags from your backpack to a crate, it would have to load it on the player and then drop it. If there was a way to do DropWeapon without the animation, it could work pretty well. Just have your character drop a series of weapons into the crate very quickly, and you wouldn't even notice. Unfortunately, you can't skip the animation it seems.
  8. Hello, I'm just wondering, is there a way to create an AI unit that is local only (i.e. not sent over the network)? Like the createVehicleLocal equivalent of createUnit. Thanks!
  9. Geeze, this kind of exploded overnight. Thanks for getting involved Locklear. So the thread got a little off-track from the OP and what I'm trying to do. I know I could do it by defining new configs with pre-defined attachments, but 1) I need a solution that does not require an addon 2) this needs to be a dynamic solution that can handle any combination of weapons/attachments; with ~50 weapons and 10+ different attachments for each, that's well into the thousands of configs I would need to define to account for every possible combination, and 3) this solution would not allow adding weapons to crates that have magazines loaded. In-game, you can load a mag into your primary weapon and then stick it in a crate and it will remain loaded; there is no way to do this through creating a custom config (that I'm aware of) I found larrow's "DropWeapon" solution in a previous thread after much Googling (here) and made it work. The problem is that it's extremely slow, I couldn't get it below 1 second to add 10 weapons with attachments to a crate. This is especially an issue when you consider that if you want to remove a weapon from a crate, you have to delete all of them at once (clearWeaponCargo) and then re-add all the ones you didn't want to remove (so if I have a crate of 20 weapons with custom attachments and I want to remove one of them, I have to remove all of them and then it will take 2 seconds to re-add all the others). That and it creates an AI that adds unnecessary network traffic. What we really need is a scripting command for it, like what is suggested in this feedback thread (cached version while the feedback.arma3.com site is down). Something like: _container addWeaponWithAttachments ["weapon", "muzzle_attachment", "pointer_attachment", "optics_attachment", ["magazine_classname", bulletCount], ["grenade_magazine_classname", bulletCount], "bipod_attachment"]; This functionality is obviously already in the game code somewhere, because this is exactly what happens when you drag a weapon with attachments from your primary slot to your backpack or a cargo container while in the inventory screen. There's just no scripting command right now to do it.
  10. Thanks larrow. I have another question for you if you don't mind. The Inventory screen is display #602, which corresponds to RscDisplayInventory. Within RscDisplayInventory >> controls, there is "SlotPrimary" with idc=610 and type=11 (CT_ACTIVETEXT). However, if you wait for the inventory screen to open and then do this: _inv = findDisplay 602; _slotPrimary = _display displayCtrl 610; systemChat str ctrlType _slotPrimary; This will show type 103 (CT_ITEMSLOT). This is strange, how did the type change from the config to the actual display? Also, there seems to be no documentation on type 103 and how to set a picture for it. In the wise words of Bubbles:
  11. Hey folks, I'm trying to figure out if it's possible to add content to an existing class in the mission config (note: NOT ADDON). In theory it would look something like this: class CfgFunctions { class My_Functions { tag = "myfuncs"; class More_Functions { file = "functions"; class myfunction{}; }; }; }; class CfgFunctions : CfgFunctions { class More_Functions { tag = "morefuncs"; class More_Functions { file = "more_functions"; class anotherfunction{}; }; }; }; So then in the end, the mission would contain both "myfuncs_fnc_myfunction" AND "morefuncs_fnc_anotherfunction". I'm trying to do this because I have assembled a pack for people to include in their missions, and I want to easily add the pack's content to what's already existing in their mission. It's not just functions, but custom sounds, RscTitles, etc., all of which need to be in a class that the user may have already defined in their mission. Any thoughts on how to add some content to an existing class? And it would need to be in a way that doesn't fail if that class hasn't been defined. Thanks!
  12. chronicsilence

    Building an extension that loads other DLLs

    Figured it out. I had my extension DLL and all of the dependency DLLs in a mod folder (@mod_name). This works fine for the DLL that is being called directly from ARMA, but the dependencies have to be in the ARMA root directory (not in the mod directory).
  13. I'm building an extension for ARMA 3, and it needs to load other third-party DLLs to work. I can get it to work find when I run it as a console application in Visual Studio, but when I try to call it as an ARMA extension it doesn't seem to load the other DLLs, and just crashes silently. Does anyone know of any tricks that are needed to get this kind of setup working properly?
  14. I'm trying to set up a system where a player can take damage as normal up until they are near death, but can't actually die. I have found this very difficult to do with the HandleDamage event handler, because it's not clear what level of damage to which hit points might cause death. For example, a player could get a damage level of 1 to "spine1", but that won't kill them. But if they get damage level of 1 to "head", that will kill them. Does anyone know how to catch death just before it happens and override it? It would be perfect if there was a way to override the "Killed" event handler so it doesn't actually kill the player, but that doesn't seem to work. Obviously solutions such as "allowDamage false" or returning 0 from the HandleDamage handler won't work because that will prevent ALL damage, which I don't want. Thanks!
  15. Hi everyone, Pretty simple thing I'm trying to do, but somehow everything is failing at it. I have a button (RscButton), and I would like to vertically align the text in it. I have tried all of the following: 1) setting "style = 0x0C" (listed as "ST_VCENTER" on this page) 2) Using the following code (structured text works in buttons for everything except for this) _button ctrlSetStructuredText parseText "<t valign='middle'>Button Text</t>"; 3) Adding an "Attributes" sub-class to my button class, with "valign = 'middle';" None of these work, which is insane. Is there not any way to vertically center the text in a button? Thanks!
  16. chronicsilence

    Vertically Centering Button Text

    Thanks, I figured I might have to do something like that to make it work. It's quite unfortunate that you have to manually add the proper spacing, which makes it difficult for buttons with dynamic text where the number of lines is not known.
  17. Thanks, a couple notes on this: 1) the "hitdamage" (_this select 3) is not the new damage, it's the cumulative damage (pre-existing damage plus new damage to the given selection). 2) some "selections" (hitpoints), like the player's hand, could get 100% damage but still not kill the player. What I need is a way to trigger a script every time a player would otherwise die, but I can't do this just by looking whether damage >= 1 because damage to certain selections can be 1 without killing the player ("hand_l", "spine1", "spine2", "spine3" being some examples of selections that can reach 100% damage without killing the player) So what I really need is just some sort of trigger that fires when a player should die, but fires before death instead of after death (unlike the "Killed" EVH).
  18. I'm looking for a way to detect bullets that pass near by a player. I know you can use the "firedNear" event handler and then track the path of the projectile to see where it lands, but it says it's limited to weapon firings that happen within ~70m (it's also rather performance intensive to track every bullet within a large radius). I know there are some suppression mods that do this, but after opening up the source code (for LAxemann's Suppress mod) it's not obvious how it's detecting those incoming bullets. Does anyone have any suggestions for a decent way to do this?
  19. chronicsilence

    Detecting incoming fire

    Anyone have any suggestions?
  20. The createDiarySubject script command can apparently take a third parameter, which is named "picture". I have tried giving paths to an image file for that parameter, but it doesn't seem to be doing anything. Does anyone know if it's possible to have an icon/picture next to a diary subject? Alternatively, does anyone know if it's possible to change the color of the font for a diary subject (not the entry, just the subject title)?
  21. chronicsilence

    createDiarySubject picture

    Bump? Come on Larrow, you appear to be a wizard or something and I need your magic right now. I realized that it's because the map's "draw" event handler doesn't fire when there's no map to draw. So now I just need to find a way to trigger it without that event handler... EDIT: nevermind, I got it! I used an "onEachFrame" event handler, then just added a check in it to only run if visibleMap returns true. I had to do a combination of the "draw" and "onEachFrame" handlers, since "visibleMap" returns false when the briefing screen is open.
  22. chronicsilence

    createDiarySubject picture

    Aha, I have figured out the problem. Try this in your init.sqf file: ["Test","Test", [1,0,0,1]] call myTag_fnc_addDiarySubjectIcons; player unlinkItem "ItemMap"; Now when you open the map screen after the mission has started, the added subjects won't be coloured. It looks like opening the map screen when you don't have a map in your inventory causes it to open a different display, which apparently isn't covered in your event handler.
  23. chronicsilence

    createDiarySubject picture

    Perhaps it's an issue with how I'm calling it then. If I want it in the pre-mission briefing AND the map screen, do I need to call it twice (with a waitUntil {time > 0} in between)? I tried calling it twice, but that didn't seem to work either. Maybe there's something else I'm missing.
  24. chronicsilence

    createDiarySubject picture

    Unfortunately, this didn't work for me. With the new code, the changes aren't applied in the map screen regardless of whether the journal has been opened yet. Were you able to get it working in a test mission?
  25. chronicsilence

    createDiarySubject picture

    Very cool functions Larrow. One bug that I've noticed: if you open the "journal" (with the J key) after the mission starts, then open the map screen, the colour/icon customization won't be there. It's like opening the journal resets it somehow.
×