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infection

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Everything posted by infection

  1. I just tried clearing the keybind registry and then executed the exact same code you pasted, still didn't work. Nothing appears and I'm still receiving "WARNING: Nil result from handler.", I'm on latest CBA and just to make sure I'm running no other addons.
  2. How exactly do you use CBA_fnc_registerKeybindToFleximenu? I've looked on the documentation but I can't make sense of it. What I've tried is: test_flex = { [ ["Testing", "test", "popup"], [ [ "Test", {hint "Hello World"; true}, "", "", [], 0x12, true, true ] ] ]; }; According to this page (http://dev.withsix.com/projects/cca/wiki/FlexiMenu) it seems to be the correct way. // Does not work ["Test Mod", "Open Menu", ["player", [], -100, "_this call test_flex"], [0x30,false,false,false]] call CBA_fnc_registerKeybindToFleximenu; //O and I'm also reciving this error message: [160110,6114.86,142.492,"x\cba\addons\events\fnc_keyHandler.sqf:54","WARNING: Nil result from handler."] This however works: ["player", [0x12], -100, "_this call test_flex"] call CBA_fnc_fleximenu_add;
  3. I have a loop that checks their script inventory and weapon inventories to then call a function to make it save to the server, however one of these functions refuses to be called and I'm completly unaware why. The one that dosen't work is previnventory = []; /* INV_Inventararray is: [["schluesselbund",1],["handy",3],["Mishy",1.11196e+006],["lockpick",10],["Gold",10],["lighter",10]] */ Loop start if(!([previnventory, INV_InventarArray] call BIS_fnc_areEqual))then{ diag_log format ["PREVIOUS INVENTORY IS: %1 WITH: %2", previnventory, INV_InventarArray]; [player, [["inventory", INV_InventarArray]]] call LinLib_fnc_ClientUpdate; previnventory = INV_InventarArray; diag_log format ["PREVIOUS INVENTORY IS NOW: %1 WITH: %2", previnventory, INV_InventarArray]; }; Here's where the problem occurs tho, it does enter the IF statement and sets previnventory = INV_InventarArray; however it dosn't do any of the other code such as the diag_log or call LinLib_Fnc_clientupdate. I've tried most things, I've checked to make sure previnventory does change and it does and there is nowhere else it gets changed. I've even tried the function manually and it works, nothing shows up in the RPT log about the loop or the function. and I even have a similar loop for weapons however it dosen't contain nested arrays and it works. _prevweapons = weapons player; Loop start if(!([_prevweapons, weapons player] call BIS_fnc_areEqual))then{ [player, [["weapons", weapons player]]] call LinLib_fnc_ClientUpdate; _prevweapons = weapons player; }; I logged the startup of the client and this is the loop working: "Updated with: [Civ3,[["bank",2.39392e+007]]]" "Updated with: [Civ3,[["inventory",[["schluesselbund",1],["handy",3],["Mishy",1.11196e+006],["lockpick",10],["Gold",10],["lighter",10]]]]]" "Updated with: [Civ3,[["weapons",["ItemMap","ItemCompass","ItemWatch","ItemRadio","ItemGPS","AA12_PMC"]]]]" After this the inventory one stops working (after doing 1 loop). However, if I add a new array to INV_InventarArray then it calls the function even tho if I only change one of the variables inside one of the nested arrays BIS_fnc_areEqual returns false according to my testing (and it actually does enter the loop and change previnventory). I tried KillzoneKid's array comparison function, I found another one here on the forums. but I don't think that's the problem since it actually does change the previnventory variable. I'm not quite sure what to do. If anyone would be able to help me that'd be great. Basically, BIS_fnc_areEqual makes loop enter if statement, however it dosn't call the function even if array is not equal but it does change the previnventory variable. The only time it actually calls that function is when a completly new nested is added to INV_InventarArray. (It even enters the if statement if a current element is changed but dosn't call the function). I hope I made it clear enough, I'm very confused of this issue.
  4. I'm receiving some odd error messages since the latest patch(1.63). Everything is giving the error undefined variable pretty much but the odd thing is even normal commands are doing it. The major thing I'd say is the first error being Error in expression <; _recompile = (count _this) > 0; if (BIS_fnc_init && !_recompile) exitwith {t> Error position: <BIS_fnc_init && !_recompile) exitwith {t> Error Undefined variable in expression: bis_fnc_init File ca\Modules\Functions\init.sqf, line 28 Has anyone else encountered this? Kinda need a solution fast.
  5. Hello I downloaded https://community.bistudio.com/wiki/Arma_2_Sample_Models (Vehicles one, aircraft specificly) and I'm trying to modify the huey to be unarmed however when I try to use it ingame the rotors dosn't spin and nothing animates, however if I use the EXACT same config setup and use the huey model currently ingame(From the air_e.pbo) it works perfect and even if I don't modify the downloaded version and try it ingame the rotors still do not spin, I'm not quite sure what I need to do...
  6. infection

    Editing the BI models

    I have, no luck.
  7. infection

    Editing the BI models

    http://pastebin.com/1XW1QanX Would you please check it out and tell me if you see anything incorrect? Becuase I'm at a loss on what to do.
  8. infection

    Editing the BI models

    I still have one issue, I've removed things such as get in pos gunner etc and replaced the gunner proxy's with ones named cargo but I still get the option to get in as gunner I've also edited the config. I'm not quite sure why I still get the option to get in as gunner.
  9. infection

    Editing the BI models

    I fixed it, the problem was the configs the models are shipped with are not working by default (odd if you ask me).
  10. infection

    Editing the BI models

    But if it works (the configs) with the huey model currently in the ingame (air_e.pbo) shouldn't the model I downloaded from BI work out of the box aswell?
  11. Hello, I'm looking to change a default BIS script and add it to a new addon I'm making, is there any way to make arma 3 load that instead of the default one? I know in arma 2 you can put the same folder structure in your mission and it loads that but is it possible in addons? So instead of loading \A3\functions_f\example.sqf it would load \my_addon\my_functions\edited.sqf ---------- Post added at 23:50 ---------- Previous post was at 22:08 ---------- I think I figured out the best way of doing it by changing the class cfgFunctions of A3_Functions_F to instead compile your edited function. Atleast it works.
  12. https://github.com/Infectiondg/Mafia-Life-Addons/blob/master/%40ML_Addons/Addons/ML_Functions/config.cpp class HSim { tag = BIS; class GUI { class GUInewsfeed { file = "\ML_Functions\Functions\GUI\guiNewsfeed.sqf"; description = "Load newsfeed"; }; }; }; That's what I did to replace the news feed in the main menu with my own for my upcomming addon, you'll have to looke through the functions_f file and decompile the config file then follow the same structure in your own file, make sure requiredAddons[] = {"A3_Functions_F"}; is there aswell.
  13. Nothing, I formulated my last edit badly haha, sorry!
  14. Hello, I've been trying to change channel colours a little bit and what I've come across is this class RscChatListDefault { shadow = 1; shadowPlayer = 0; shadowColor[] = {0, 0, 0, 0.5}; x = "1.2 * ( ((safezoneW / safezoneH) min 1.2) / 40) + (SafezoneX)"; y = "17.2 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY) + 0.7*(safezoneH - ( ((safezoneW / safezoneH) min 1.2) / 1.2))"; w = "(18.5 * ( ((safezoneW / safezoneH) min 1.2) / 40)) + 0.45*(safezoneW - ((safezoneW / safezoneH) min 1.2))"; h = "( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)"; font = "PuristaMedium"; size = "( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)"; rows = "((5 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25))+ 0.3*(safezoneH - ( ((safezoneW / safezoneH) min 1.2) / 1.2))) / ( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)"; colorBackground[] = {0, 0, 0, 0.3}; colorGlobalChannel[] = {0.606*1.4, 0.606*1.4, 0.606*1.4, 1}; colorGlobalChannelPlayerBackground[] = {0.606*1.4, 0.606*1.4, 0.606*1.4, 0.5}; colorGlobalChannelPlayerText[] = {0, 0, 0, 1}; colorSideChannel[] = {0.196*1.4, 0.592*1.4, 0.706*1.4, 1}; colorSideChannelPlayerBackground[] = {0.196*1.4, 0.592*1.4, 0.706*1.4, 0.5}; colorSideChannelPlayerText[] = {0, 0, 0, 1}; colorCommandChannel[] = {0.8275*1.4, 0.8196*1.4, 0.1961*1.4, 1}; colorCommandChannelPlayerBackground[] = {0.8275*1.4, 0.8196*1.4, 0.1961*1.4, 0.5}; colorCommandChannelPlayerText[] = {0, 0, 0, 1}; colorGroupChannel[] = {0.709, 0.972, 0.384, 1}; colorGroupChannelPlayerBackground[] = {0.709, 0.972, 0.384, 0.5}; colorGroupChannelPlayerText[] = {0, 0, 0, 1}; colorVehicleChannel[] = {0.863*1.4, 0.584*1.4, 0.0*1.4, 1}; colorVehicleChannelPlayerBackground[] = {0.863*1.4, 0.584*1.4, 0.0*1.4, 0.5}; colorVehicleChannelPlayerText[] = {0, 0, 0, 1}; colorDirectChannel[] = {1, 1, 1, 1}; colorDirectChannelPlayerBackground[] = {1, 1, 1, 0.5}; colorDirectChannelPlayerText[] = {0, 0, 0, 1}; colorPlayerChannel[] = {0.8, 0.7, 1, 1}; colorPlayerChannelPlayerBackground[] = {0.8, 0.7, 1, 0.5}; colorPlayerChannelPlayerText[] = {0, 0, 0, 1}; colorMessage[] = {1, 1, 1, 1}; colorMessageProtocol[] = {0.65, 0.65, 0.65, 1}; }; in the ui_f.pbo However I'm uncertain if this could be changed somehow. I've tried added a changed version of it in an addon with no luck, also in the mission. Would anyone have any idea if this is possible and how to go about it?
  15. Does this mean we won't be seeing procedure support anytime soon? or does it still work with the new-old build(poco 1.4)?
  16. I'm unable to open the GUI editor since yesterday, whenever I try to it just won't show up and all I can see is a blinking 'ok' button. Started doing this yesterday, I'm not quite sure why. I've tried reinstalling the entire game, no luck... If I look at error log it looks like this Error in expression <<null>> Error position: <<null>> Error Invalid number in expression Error loading control config.bin/RscGUIEditor/controls/Tool_0/ Error in expression <<null>> Error position: <<null>> Error Invalid number in expression Error loading control config.bin/RscGUIEditor/controls/Tool_1/ Error in expression <<null>> Error position: <<null>> Error Invalid number in expression Error loading control config.bin/RscGUIEditor/controls/Tool_2/ Error in expression <<null>> Error position: <<null>> Error Invalid number in expression Error loading control config.bin/RscGUIEditor/controls/Tool_3/ Error in expression <<null>> Error position: <<null>> Error Invalid number in expression Error loading control config.bin/RscGUIEditor/controls/Tool_4/ Error in expression <<null>> Error position: <<null>> Error Invalid number in expression Error loading control config.bin/RscGUIEditor/controls/Tool_5/ Error in expression <<null>> Error position: <<null>> Error Invalid number in expression Error loading control config.bin/RscGUIEditor/controls/Tool_6/ Error in expression <<null>> Error position: <<null>> Error Invalid number in expression Error loading control config.bin/RscGUIEditor/controls/Tool_7/ Error in expression <<null>> Error position: <<null>> Error Invalid number in expression Error loading control config.bin/RscGUIEditor/controls/Tool_8/ Error in expression <<null>> Error position: <<null>> Error Invalid number in expression Error loading control config.bin/RscGUIEditor/controls/Tool_9/ Error in expression <<null>> Error position: <<null>> Error Invalid number in expression Error loading control config.bin/RscGUIEditor/controls/Tool_10/ It keeps going for pretty much everything in the tool.
  17. infection

    GUI editor not working

    I'm on stable.
  18. infection

    GUI editor not working

    alright, thanks for the fix.
  19. Great! I can't wait to get procedure support.
  20. infection

    1.63 Script issues

    Yeah we shouldn't need to fix bi's scripts for them.
  21. infection

    1.63 Script issues

    I've tried various things such as this http://forums.bistudio.com/showthread.php?177393-List-of-regressions-between-1-62-and-1-63-betas&p=2719409&viewfull=1#post2719409 but with no luck, I really need to get this fixed.
  22. I've been testing it and I'm more than pleased, very good work! Thank you!
  23. I've been running 2 servers at the same time ever since today, however since the new update 1.63 I seem unable to do so. I fixed the main server up and got it running so people can see and join with the latest update however only the first one at port 2302 shows up and if I check remote connection the second shows up however it gets stuck on waiting for host. Any ideas on how to solve this? Edit: Fixed it. See steamPort = <number>; default 8766, defines port for communication with STEAM services, needs to be unique for each dedicated server within one OS instance / network interface steamQueryPort = <number>; default 27016, defines port for server's STEAM query, needs to be unique for each dedicated server within one OS instance / network interface
  24. Hello, I'm trying to learn Oxygen/Object Builder but I just can't seem to get the hang of it. I'm trying to make a dodge challanger and I've used the car sample to setup LOD/Proxies, unfortunally the car just won't move forward I have no idea what's wrong. Also, how do you setup windows and windshields? Also for some reason you can walk straight through it even tho I've set up geometry Car configs,textures and the unbinarized p3d. https://www.dropbox.com/s/4idxfwkowmk4gn8/Dodge.rar
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