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About tortuosit

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    Warrant Officer

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    hint str position player;
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  1. tortuosit


    Haha, I uploaded my first gaming video which I just recorded with that Radeon driver functionality thingie. Was surprised how it almost didn't harm my FPS much. Totally uninteresting, I'm not a pro gamer... but Livonia is lovely. Just for fun, will not be a Youtuber.
  2. tortuosit


    Ah OK so this is the required action. Well I tried that. Nothing happens. Looks like I need to minimize mods and see what is breaking it... EDIT: Indeed some mod is breaking it, it's working with Vanilla+Ravage only. Also, it's a rather bad light source, I won't invest further time in it but put a lamp to my inventory, thx guys.
  3. tortuosit


    OK guys, now you gotta be strong because I have an ultra n00b question. I never cared about chemlights because I mostly played at daytime (ingame). How do they work? I find no way to attach and ... start... them. Imo this must be a scripted mechanism and I thought it's part of the Ravage mod. My guess is, if a chemlight is in the inventory, there may be an entry in the action menu? Possibly I deleted the action menu by my scripting then...
  4. Hi guys, lets say from editor logic modules I do calls like "[[0,0,1,1],100] execvm "spawnUnits.sqf"" which would spawn me 100 units on the whole map (from 0,0 to 1,1 of worldsize). Now I'd love this: If I sync this editor logic to an area marker, I'd love to detect this and pass the marker size and position to the execvm'ed script. So: Can an editor logic module detect if it's synced to something? If so, can I get the synced markers properties? I'm always wanted to have that and I wonder if I missed something. Thx
  5. tortuosit

    Pilgrimage in Livonia

    It seems to be a bit sensitive as for my mod mix. Will try a minimal approach. What happens for me is, I start the mission, ArmA seems to load the mission but then returns to main screen, to the scenario picker.
  6. So if we're in a state where development basically is non-existent (which I can understand), but also the mod cannot be compiled by a normal human being, it's a bad state. Shay pls.
  7. Yes of course, initialize was probably the wrong term. I wonder how this can lead to the nearestObjects error message flooding "0 elements provided, 3 expected" when there is this code: private ["_group", "_buildings ","_max","_i","_wp","_pos"]; _group = _this select 0; _pos = _this select 1; _buildings = (nearestObjects [_pos, ["house"], 30]); I cannot find the call and cannot do testing (e.g. give _pos a fixed value), because I cannot compile.
  8. Well I was able to create a pbo this way, but it was not loaded then. No entry in the scroll menu, GAIA caching absent... I am so much dependent on GAIAs caching 😞 and also its bigger scale operations... but with the regular release I get flooded with error messages, i.e. it is not usable. Do you think private ["_buildings ", "_max"]; will not properly initialize the _buildings variable? OK I could test it. But currently I find myself so often fixing and coding and tinkering for HOURS, which run so fast... and then playing 5 minutes.
  9. I'd love to do error fixing on https://github.com/shaygman/MCC_sandbox_modDev because I cannot use MCC any more with GAIA, too many errors. But I cannot compile the repo. Have never been able to. With Mikeros pbo-tools. The file it cannot include (\mcc_sandbox_mod\definesMod.hpp) is exactly there. And editable. But it cannot be included. I also tried to fix a syntax error via hex editing the pbo file; but the mod won't just load then. config.cpp missing: "\mcc_sandbox_mod\definesMod.hpp" In File [bleh]\MCC_sandbox_modDev-master\config.cpp: Line 419 C annot include file Generalised lintcheck error Press the ANY key
  10. I think it seems to be because of an invalid variable definition and blank space here: "\@mcc_sandbox_a3\addons\mcc_sandbox_mod\gaia\functions\control\fn_generateBuildingPatrolWaypoints.sqf" Line 19, see "_buildings ". Line 19 has to be: private ["_group", "_buildings","_max","_i","_wp","_pos"];
  11. tortuosit

    Vandeanson’s Apocalypse

    I just did a teleport script for my mission initialization. About the numbers [player, "n", 0.5] Would teleport to the northern part of the map, this was somewhat default mode [player, "n", 1] Northe edge of the map [player, "n", 0.1] Anywhere except the southern 10% [player, "nc", 0.5] Northern and horizontally more in the top center (horizontally). Get the idea? 0 or no args will teleport anywhere on map. c = center of map. The good part of the script is, if it only finds water spawns, it widens the search step by step. Still not sure about spawn distribution, should check with many spawns + markers once... I think there's too many coast spawns, but looking at the code, distrib towards coasts is not possible IMO. /* Teleport an object, by tortuosit, 201900806 [player, "n"] execVM teleport.sqf; Teleport player into northern part of the map [player, "nc"] execVM teleport.sqf; Teleport player into north of the map, narrows down to the middle [player, "nw", 0.8] execVM teleport.sqf; Teleport player somewhere between full north and 0.8*map [player, "s", 1] execVM teleport.sqf; Teleport player somewhere to the southern horizontal line [player] execVM hlp_teleport.sqf; Teleport player anywhere */ private _object = param [0, player]; waituntil {alive _object}; private _w = worldSize; private _area = param [1, ""]; private _f = param [2, 0.7]; private "_spawnPos"; private _goodPos = false; private _x = [0,_w]; _y = [0,_w]; _counter = 0; while {(_counter == 0) && (_f >=0)} do { switch (_area) do { case "n": {_x = [0,_w]; _y = [_f*_w, (1-_f)*_w]}; case "nc": {_x = [0.5*_f*_w,(1-_f)*_w]; _y = [_f*_w, (1-_f)*_w]}; case "s": {_x = [0,_w]; _y = [0,(1-_f)*_w]}; case "sc": {_x = [0.5*_f*_w,(1-_f)*_w]; _y = [0,(1-_f)*_w]}; case "w": {_x = [0,(1-_f)*_w]; _y = [0,_w]}; case "wc": {_x = [0,(1-_f)*_w]; _y = [0.5*_f*_w,(1-_f)*_w]}; case "e": {_x = [_f*_w,(1-_f)*_w]; _y = [0,_w]}; case "ec": {_x = [_f*_w,(1-_f)*_w]; _y = [0.5*_f*_w,(1-_f)*_w]}; case "c": {_x = [0.5*_f*_w,(1-_f)*_w]; _y = [0.5*_f*_w,(1-_f)*_w]}; case "ne": {_x = [_f*_w,(1-_f)*_w]; _y = [_f*_w,(1-_f)*_w]}; case "se": {_x = [_f*_w,(1-_f)*_w]; _y = [0,(1-_f)*_w]}; case "sw": {_x = [0,(1-_f)*_w]; _y = [0,(1-_f)*_w]}; case "nw": {_x = [0,(1-_f)*_w]; _y = [_f*_w,(1-_f)*_w]}; }; _f = _f - 0.05 - random 0.15; _overland = false; _counter = 1000; while {(!_overland) && (_counter > 0)} do { _spawnPos = [(_x#0) + random (_x#1), (_y#0) + random (_y#1), 0]; _overland = !(_spawnPos isFlatEmpty [-1, -1, -1, -1, 0, false] isEqualTo []); _counter = _counter - 1; }; }; if ((_counter == 0) && (_f < 0)) then { hint "No valid teleport position found"; } else { _spawnPos = _spawnPos findEmptyPosition [0,25,(typeof _object)]; _object setPosATL [_spawnPos select 0, _spawnPos select 1, (getPosATL _object) select 2]; _object setdir random 360; };
  12. Well, it does not seem to be dependent on MOVE, NOFOLLOW or FORTIFY. I have no idea, with GAIA controlled groups I always get the error.
  13. Hi guys, I spawned GAIA groups of all types (MOVE, NOFOLLOW and FORTIFY). GAIA loves to have problems on building/patrols. The below error message appears numerous times. I think it is area dependent... areas with few buildings? Anything you can do? I would have hunted for bugs, but for some reason, MCC, if I build a pbo does not run.