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Posts posted by chronicsilence

  1. I'm having this really weird bug that I can't figure out. While in a custom-built single-player mission, my character will all of a sudden start walking really slowly (i.e. the 'walk' speed, when normally the character moves at the 'run' speed). I have checked all of the following:


    - enableStamina is set to false, so it's not that

    - isForcedWalk returns false, so that's not somehow happening

    - I've unbound everything to do with "toggle pace" or similar in the controls, including the "W+S" thing (and when it happens, pressing "W+S" doesn't help anyways), so I'm not accidentally toggling the pace

    - I'm not carrying any kind of weapon at the time, so it has nothing to do with some sort of "combat pace".


    It's driving me nuts and I can't debug it. It seems entirely random. I don't even care what's causing it, I just need it to not happen. Is there any way to, through script commands, force a player to ALWAYS move at the "run" speed and never anything else (no "walk", no "sprint")? Or, any other ideas as to what might be causing this?

  2. Kind of a weird use case, but I need a way to force a player's head/view to look a specific direction, without creating a separate camera (there are some weird issues with not being able to see things created with drawIcon3D while in a non-player camera). I can set the player's direction to look left/right, but I need a way to make them look down towards the ground (kind of like a "hey, look at this shiney bomb on the ground" thing). Any ideas on how one might accomplish this?

  3. Hi everyone,


    I love this mod, but cannot seem to find any documentation for it! A couple questions:


    1) Is there any way to disable any effects of a zombie successfully hitting you (screen pulsing with slight fade, "ugghh" sounds made by the player, etc.)? I'd like to provide the player with a tool that makes them "invulnerable" to zombies for a short period of time.

    2) Is there a way to spawn zombies by script? When I try something like

    "RyanZombie16Opfor" createVehicle getPos player;

    it spawns the zombie half-buried in the ground and it doesn't do anything (see image below). (EDIT: figured this one out, have to use "createUnit" instead of "createVehicle").


    3) Is there a way to script a zombie to run away from you? I'd like to provide the player with "Zombie Repellant" to that makes the zombies run away when used.





  4. I'm looking for a map that has a dense northern-style forest. Tanoa is great in that the forests are very thick and have a lot of ground cover (hard to see through it), but the mission I'm trying to make (a scary horror kind of thing) doesn't really work in a tropical setting. I tried the Chernarus Redux community map, and it has the right kind of forest but it's very sparse, the trees are at least 10 - 15 feet apart and there's no other type of foliage (no bushes, fallen logs, etc.). Any recommendations for an existing map like that?


    Here's an example of what I'm looking for:


    • Like 2

  5. Just started using your mod, seems pretty great so far. One issue I'm running into, though, is that the headlamp only seems to work at night (after 7pm or so). If I have a daytime mission, the headlamp won't work even if I'm in a dark area (inside a building with no windows, for example). Any idea why this is?



  6. I'm trying to take an in-game camera, and render it's output to the screen of a "Land_MobilePhone_smart_F". Using the code explained on the Procedural Textures page, that code looks something like this:

    _screen = createVehicle ["Land_MobilePhone_smart_F", [0,0,9999], [], 0, "CAN_COLLIDE"];
    _screen attachTo [player, [-0.08,1,-0], "head"];
    _screen setDir 90;
    _screen setObjectTexture [0, "#(argb,512,512,1)r2t(cam_r2t,1)"];
    _cam = "camera" camCreate [0,0,0];
    _cam cameraEffect ["Internal", "Back", "cam_r2t"];

    This works, but the image that is displayed on the smart phone is horribly stretched, because the hidden texture on the smart phone is twice as high as it is wide. So I tried playing with the width and height properties in the setObjectTexture (in the format where the texture is  "#(argb,width,height,mipmaps)r2t(cam_r2t,aspect)"), by setting it to "#(argb,256,512,1)r2t(cam_r2t,1)", but that had no effect on the stretching, just the "quality" of the image in one direction or the other.


    So I tried changing the "aspect ratio" value by setting it as "#(argb,512,512,1)r2t(cam_r2t,0.5)", no luck. So I tried the other way, ""#(argb,512,512,1)r2t(cam_r2t,2)", still no luck. And I've tried every combination I can think of with width/height/aspectRatio combinations, nothing seems to prevent the image from being extremely stretched. As far as I can tell, the "aspect ratio" value in r2t has no effect whatsoever.


    Does anyone have any ideas how to get this camera to render properly, without have a 2:1 stretching effect?



  7. So here's the goal: I want to show the minimap (ctrl-M) as a texture on an object.


    I know that you can take video from a camera and put it as a texture on an object (like a laptop screen) using cameraEffect with rtt (like in KK's tutorial here), but I need to find a way to do it with a feed of the minimap instead of a feed from a camera. One interesting thing is that the cTab mod seems to kind of do this by rendering a minimap in a custom position in 2D, not exactly sure how they did that though.


    Any thoughts? Thanks!

  8. 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?



  9. 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!

    • Like 1

  10. Indeed it is. But how do you know it's not implemented on top of "DropWeapon"? How do you know it is not that slow?

    Anyway, list me in for the new nice proper command(s).


    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.

  11. Exactly, kind sir, that's what I wrote in my post. ;) Basically, that's the way to get to the items you need, so then you can look for how to move them wherever you please. :) (I can take a look at that myself, but no sooner than tomorrow, apologies.)




    Thank you, larrow, for mentioning that. I personally prefer config solutions over script ones whenever possible, but I understand it might not be always efficient to create an addon for little things.


    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.

  12. Let's say I have an ammo crate, and I want to add two MX rifles to it. One of them I would like to have an ACO optic attached, and the other I would like to have a flashlight attached. So when I'm done, the inventory screen for the crate should look like this:




    So my question is, how can I add weapons with specific attachments to a crate? I know that there are some specific class names which have attachments built in, like "arifle_MX_ACO_F", but there isn't one for every combination (for this example, there's no class for an MX rifle that has a flashlight attached).


    Any thoughts? Thanks!

  13. If you create a listbox control (type 5), it looks something like this right:




    I'm looking for a way to set it so that the list items have backgrounds. Note, I'm not trying to set a background color for the entire control like you could do with the colorBackground attribute, but just for each list item. So it would look something like this, from the inventory screen (which uses listbox controls):




    Any ideas how to do this? I've been reading through the DialogControls-ListBoxes page and I can't see a way to do it, but it looks like it must be possible.

  14. a3\ui_f\data\gui\rsc\rscdisplaygear\

    Mixed in with some other icons from the RscDisplayGear


    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:



  15. 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.



  16. 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.



  17. 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?