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No longer getting "script not found" errors
wiseag replied to wiseag's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Removing the -nologs parameter did make the errors start appearing again. Thanks for the suggestion. -
No longer getting "script not found" errors
wiseag posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I was recently editing and found that I can attempt to execVM files that do not exist without getting a "script not found error". I spent ages attempting to find errors in a script only to find I misspelt the scriptname in the execVM line. Is anyone else having this problem? -
BinPBO (Commandline) Duplicating Files Within .PBO
wiseag posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I am getting a strange problem when running BinPBO from the command line to pack parts of my mod. When I run BinPBO, it finishes without throwing any errors but creates a .pbo which contains the intended contents (lets call it x) and another folder (called modname, see code) also containing x. I have been fiddling with the different BinPBO parameters for a while now, but haven't found a solution, has anyone else had this problem? The command line code: START /WAIT "" "C:\BinPBO\BinPBO.exe" "C:\mod project\modname\mod_car" "C:\mod project\temp" -BINARIZE -DEBUG -SIGN "C:\mod project\key.biprivatekey" Thanks in advance for any help. -
Custom glasses model not showing in game
wiseag posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
To start off with I should probably mention this is my first time making custom objects for the ArmA series, I usually just stick to scripting. It is also the first time I have done any 3D modeling, but you have to start some time. I have created a pair of custom sunglasses for ArmA 3, I can get them to show up in the profile editing screen in game but they are invisible in mission. UPDATE: Recently noticed that the glasses are showing up, just somewhere in the characters stomach. Despite showing on the face in the profile screen. Just wondering where I have gone wrong. Info: The LODs I have are 1.000,2.000,3.000 and ShadowVolume 0.000 Config: class CfgPatches { class BWRU_uniform_glasses { units[] = {"BWRU_round_reading_glasses"}; weapons[] = {""}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F","A3_Characters_F_Beta"}; }; }; class CfgGlasses { class None; class BWRU_round_reading_glasses : None { displayname = "$STR_BWRU_round_reading_glasses"; model = "\BWRU\BWRU_uniform\glasses\models\aw_roundGlasses"; picture = "\A3\Characters_F\data\ui\icon_g_shades_black_CA.paa"; identityTypes[] = {"NoGlasses",0,"G_NATO_default",0,"G_NATO_casual",0,"G_NATO_pilot",0,"G_NATO_recon",10,"G_NATO_SF",0,"G_NATO_sniper",0,"G_NATO_diver",0,"G_IRAN_default",0,"G_IRAN_diver",0,"G_GUERIL_default",20,"G_HAF_default",20,"G_CIVIL_female",10,"G_CIVIL_male",20}; }; }; -
Moving a LaserTarget to edge of objects
wiseag posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am attempting to improve a laser targeting script for A10s that I wrote a while ago. The script allows A10s to laser designate targets for themselves and others, it works fine if the target is on the terrain (it spawns the LaserTarget on the ground and it stays at ground level). If the target is in a building/object, then the guidance systems cannot see it. Placing the target next to the object works, but prevents direct hits (reducing damage significantly). So I am wondering if there is a way to find the edge of objects. I have been using lineIntersectsWith to find the objects that it collides with but so far haven't unearthed a way to find the world coordinate (or even the object-center relative coordinate) that the A10 to target line intersects with. I am working on a way of the moving the LaserTarget until it stops intersecting, but this is proving problematic. Has anyone already found a better way to do this? Thanks in advance for any help. -
createUnit not working in mission
wiseag replied to wiseag's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well I've fixed the problem now. At that stage of mission building I had no OPFOR units so I had not east center, this cause createGroup to fail which, in turn, caused the createUnit to fail. I'm surprised trying to add a unit to an uninitialized group doesn't throw an error. -
createUnit not working in mission
wiseag posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have a script that spawns in groups of enemies in my mission, this is started by a trigger. When the trigger is activated the script runs without any errors, but the units do not spawn. The trigger/scripts used to work, so I'm not sure what is happening. I moved the trigger to an empty mission (with the scripts) and they work there and the units spawn. Bit stumped, and was wondering if anyone else has had a similar problem. How the code is executed: [getPos spFeruz1,0,5,0.3,5,[getPos scalpel1]] execVM "scripts\aw_groupSpawn\aw_groupSpawn.sqf"; Code for spawning: //Requires the functions module. //Usage: // 1 - Put execVM "scripts\aw_groupSpawn\aw_groupSpawn_init.sqf"; in the init.sqf // 2 - Add a functions module to the mission // 3 - use this to spawn groups: _m = [position,patrolType_integer,task_integer,skill_float<1,radius_forPatrol,[waypoint1_pos,waypoint2_pos]] execVM "scripts\aw_groupSpawn\aw_groupSpawn.sqf"; // - Only first parameter is required, random patrolType will be chosen if none is given, and all groups will patrol. // - The radius is only relevant for task 0. // - Waypoints are required for tasks 2-> // More info can be found in aw_groupSpawn_init.sqf waituntil {!isnil "bis_fnc_init"}; // First, you need to check if Functions were already initialized if(!isServer) exitWith{}; _inArray = _this; _pos = _inArray select 0; _patrolType = if(count _inArray >= 2) then {_inArray select 1} else {floor(random(count aw_groupSpawn_leaders))}; _task = if(count _inArray >= 3) then {_inArray select 2} else {0}; _skill = if(count _inArray >= 4) then {_inArray select 3} else {0.3}; _radius = if(count _inArray >= 5) then {_inArray select 4} else {200}; _waypoints = if(count _inArray >= 6) then {_inArray select 5} else {[_pos]}; _leader = aw_groupSpawn_leaders select _patrolType; _units = aw_groupSpawn_groups select _patrolType; _group = createGroup east; //Create leader _sqLeader = _leader createUnit [_pos, _group,"", _skill, "corporal"]; _createdUnits = [_sqLeader]; //Create squad { _newUnit = _x createUnit [_pos, _group,"", _skill, "PRIVATE"]; _createdUnits = _createdUnits + [_newUnit]; }foreach _units; //Choose task for group to perform switch(_task) do { case 0: { //Patrol call aw_groupSpawn_fnc_Patrol; }; case 1: { //Defend call aw_groupSpawn_fnc_Defend; }; case 2: { //Hold call aw_groupSpawn_fnc_Hold; }; case 3: { //Waypoint Patrol call aw_groupSpawn_fnc_WayPatrol; }; case 4: { //Waypoint - Move _wayType = "MOVE"; call aw_groupSpawn_fnc_Waypoint; }; case 5: { //Waypoint - Search and Destroy _wayType = "SAD"; call aw_groupSpawn_fnc_Waypoint; }; case 6: { //Waypoint - Sentry _wayType = "SENTRY"; call aw_groupSpawn_fnc_Waypoint; }; default {call aw_groupSpawn_fnc_Patrol;}; }; _createdUnits
