adanteh
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Everything posted by adanteh
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Passing Argumetns Event Handler + Spawn
adanteh posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello everyone, I can't for the hell of this get this to work so here's a question: How do I pass arguments with an event handler? I have two functions in this case, where one function has this among other things: (_dialog displayCtrl 8010) ctrlSetEventHandler ["MouseButtonClick","[_this, _partsCfg, _partsSelect] spawn VES_fnc_previewPart"]; Now for testing purposes VES_fnc_previewPart only has the following: _previewCfg = _this select 1; _previewSelect = _this select 2; hint format ["cfg: %1, select: %2", _previewCfg, _previewSelect]; I would expect _this select 1 would select the second argument (Being _partsCfg), but that doesn't work. It just returns 'any'. Is there any way I can pass arguments with an event handler like that? I don't care much for the arguments of the button click thing itself, I just want to pass some arguments from the first function. -
Function parameter passing oddity
adanteh replied to xendance's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'd love to know the same thing. I have several functions and one function is adding an event handler that spawns another function. I want to load some local variables from the first function in the second one so I figured I could do it as followed: (_dialog displayCtrl 8010) ctrlSetEventHandler ["MouseButtonClick","[_partsCfg, _partsSelect] spawn VES_fnc_previewPart"]; VES_fnc_previewPart has the following code in the function just for testing before I know how to use arguments _previewCfg = this select 0; _previewSelect = this select 1; hint format ["cfg: %1, select: %2", _previewCfg, _previewSelect]; Now this puts cfg: any, select: any... aka both the arguments return any for some reason. I can't for the hell of it figure out why that won't work. Googling resulted in this thread, so I figure I'd post here. -
TPW FALL: realistic infantry falling system
adanteh replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Quite cool, but having different ways of falling would be nice. Something like a crouch or so is welcome. Also it might be nice if it somewhat randomizes the directions you're falling in. Instead of just right stanced prone, also have it go left, lower stanced and the same for crouch :D Especially like it because it's a script. Hope it's possible to implement this into multiplayer servers. -
You could use the autorun thing as well which I always find quite handy myself. Besides that maybe some vehicle controls or so you wouldn't normally use. If you use AI you could also set up some quick macros for commands you use a lot.
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Open/Close Helicopter Doors
adanteh replied to kahna's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Here you go: http://forums.bistudio.com/showthread.php?152657-MH-9-Door-Control -
I'm not really a fan of the Razer software and build quality and I love the logitech warranty (Broke different stuff and always got replacements in a couple of days, even though it was mostly user caused). I actually won a full Razer set on time, but sold everything off it. I do wish it had mechanical keys though. It's fun to see that they're still coming out with products like this. The G13 has been around for a few years and hasn't changed at all (The software is a lot better these days).
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Released the update on the Teamspeak website and updated the first post. Here's a screenshot A lot changed other then just the blue bar though :)
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I already made a quick change for that yesterday. I'll double check if anything else needs changes and then I'll upload it tonight probably
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Yeah man, I think it's a pretty decent button I wouldn't use otherwise. It's not like I need to left click and click that button at the same time. It is combat pace toggle though! I prefer toggle with everything. I can imagine it being incredibly annoying if you don't use toggle for it. Maybe that's the confusion. I think Flashlights toggle by default by the way. L is the normal button I believe. I'm not a huge fan of having binos on my thumbstick by the way. Sometimes the stick jiggles a bit which causes me to get my binos out by accident, but I don't know another decent key for it. I might just switch it to Ctrl+N or so, meaning I have night vision and binos under the same direction more or less. Zeroing and zoom in on the mouse is great though. I absolutely love having those extra buttons on the mouse. How is that one? The main reason I like the G13 because it finally gives my thumb some purpose (Dear industrial designers, humans have very flexible thumbs. Please keep that in mind). A thumbstick (Aka 5 buttons), G22 (Space key more or less) and two other large buttons instead of just V+B+Space on normal keyboards. It's a shame the orbweaver only has one button next to the thumbstick plus the 20-key seems a bit far away to normally rest your finger on.
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Thanks a lot for this. I always use Monokai though, so I changed the style a bit to be more like Monokai (A bit more different colors though) Here's a link If you want to use that you can edit userDefineLanguage.xml and replace the default styles part for the SQF user language by this. Don't use notepad++ though. Just use regular notepad or so. If you use Notepad++ the file resets itself everytime you restart notepad++ Here is a screenshot
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Hello there, seeing I'm a person that hates to use the action menu we currently have for most things (Actions popping up in a list. No way of muscle memory) and being a fan of command roses / radial menus like you have in Battlefield I was wondering if it's possible to make one myself. Seeing I have absolutely no understanding of making addons, I downloaded this addon and saw how it worked. I tried to see if I could get that to work how I wanted, but there is one main problem: You stop all movement with that type of dialog, which is a problem, seeing I would like to be able to use it on the go. Now I searched around a bit and saw that there are resources instead, that work as an overlay, but those can't have controls at all right? Is there any way around this? Another question I have is pretty simple: How do I get images to work as a button? I had the following layout in mind (This is with the gesture options. I would like to make different menus for different things, with the amount of options depending on the situation): Now seeing things aren't square I wasn't able to just use a text background and RscShortcutButton was the only thing I could find where I could set different states to view as hover mode. However, I can't get those to work for the hell of it. RscPicture doesn't work at button. Is it just impossible to make non square buttons in Arma? This is what it looks like, with the top left part being a RscShortButton Another question. I made all the parts with photoshop, saved them as TGA (Made an alpha channel layer) and converted them to .PAA with TexView. When I open the .paa with TexView it looks fine, however in-game the center button appears grey (As seen on the image above) TL;DR. How do I use images as button with different states?
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Private Military Contractors [W.I.P]
adanteh replied to Pomi Git's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
That looks awesome. I'm guessing these units will be under the green section? Also a few vehicles would be nice. SUV, Different color for helicopter or a stripe like the one that was posted here. Beards would be very cool. Any chance we can get some backpacks as well? Man, I wish it would be possible to easily swap patches and so in Arma 3. Would be nice to have a preset 'patch' location, where you can add different patches in the gear menu or so. Especially for stuff like Wasteland and so it would be extra cool, because it gives a nice indentifier. Find a box with patches somewhere? Give them around in your squad and tada, a nice way to identify people. -
The updated link still has the banner disabled by default. You can enable it by commenting out the MainWindow Banner part by adding /* in front of it. The only reason that didn't work properly first, because there was a double entry, which is now removed. After doing that you need to restart your Teamspeak and the banner will show up again.
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More Accessible Terrain Creator
adanteh replied to Montgomery's topic in ARMA 3 - TERRAIN - (BUILDER)
That is it really. BI is great at making things incredibly weird, impractical and illogical. Things that aren't all that hard to do in whatever tool, are a pain in the ass to use in Arma 3. Lots of functions doesn't mean it has to be a pain in the ass to work with. Look at good professional software that is also getting used by amateurs and you see that they often have clear menus, a good UI and even though they have a lot of features under the hood: Making something simple is often simple. With the tools we have now making something relatively simple is only incredibly complex, because of the tools there are. Making a map in certain other games? Sure, i'll go and do that. Making a full map for Arma 2 or Arma 3? No way. Even though I do have some decent ideas for maps, I'm steering clear as much as I can. Also about the whole "Itll get flooded with bad maps then". Are you serious? The people that actually can design a decent map could be able to make good maps with far less hassle, which means more quality maps too. Sure, a penis shaped map will get released, but so what? That's what ratings are for. The same goes for the other mod tools. If my little brother wants to create a sex toy 'weapon' pack, let him go ahead. Meanwhile I have a far easier time creating a full paintball weapon pack or so. -
Did you download the skin from the Teamspeak website? I already deleted the second entry there, so there should only be one. If you downloaded it using the link in the first post, there should be a second entry without any doubt. If there is only one entry, only commenting that one out should be good. Edit: I changed the link in the first post now to link to the Teamspeak Addons page.
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Thats awesome. I indeed noticed the randomization on some offroads I saw standing around when I joined. Won't really play it a lot though. My computer absolutely hates Stratis and I never get above 20FPS. Any chance you'll make an All in Arma version?
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I haven't actually played on the server yet, so I don't know if this is included but I guess it isn't, but is it possible to make a vehicle store? I remember seeing this video by Tonic In Arma3 some vehicles have parts that you can turn on or off. I know the Ifrit has doors that you can enable / disable and I figured it would be nice to sometimes have the Ifrit spawn without certain doors, but give you the ability to buy those missing doors at the vehicle store. The same goes for the littlebird, where you could buy benches (4 extra seats) or rockets / miniguns (No ability to have both at the same time), purchase vehicle ammo and add an IR camera (You can enable a screen at the copilot seat + add a camera. There is a working script for this somewhere on the forums, to make it a fully functional IR camera, but I can't find it right now).
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My bad, if you search for MainWindow Banner you should find another part exactly like that. It's on line 1374. Either delete that or just comment it out as well (Doesn't serve a purpose anyway if you want to turn on the banner)
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Open the following file with Notepad (Or another editor): Program Files\Teamspeak 3 Client\Styles\Arma3.qss Then on Line 10 there is a part where you can turn on the server banner by commenting that section out. Simply add /* in front of MainWindow Banner to enable the server banner. ---------- Post added at 15:25 ---------- Previous post was at 15:21 ---------- This is a problem with normal Teamspeak as well and I already put in a request to be able to give the Channel names and Player names different colors years ago. Still no response though. What I do myself is turning the Country Flags on: Settings -> Options -> Design -> Channel Tree -> Display Country Flags on Clients This way every client has a little flag behind his name, so you can easily tell where the clients are by looking at the flags. I wish there was a way to change this, but no can do unfortunately.
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Yes, except the interface of PlayWithSix doesn't make any sense at all. Arrows pointing in the wrong directions, sliders that you can't actually slide. Silly popups. Slow movements. Weird menus. And that's just the program. The mod system is also quite weird. A complete lack of filters, tags, dependencies, descriptions. Mods that are missing (And have to be manually added), aren't updated properly. You name it. It needs A LOT of work. And seeing it already had a lot of work, I doubt we'll actually get a really good program. With an infrastructure like this Arma is never going to be a game that will be 'easy' to play. And I don't mean 'easy' in the way of doing 360 no-scope headshots wherever you go, but that it's a pain in the ass to configure, control, modify and PLAY! (Different menus in every mission file. Different systems for groups. Only pilot flying on some servers. Everyone can fly in other servers. Weird AI automated systems in one server, complete chaos and destruction on other servers. Not even talking about good menus, overviews and the likes. I mean... Someone out of my usual group of players has a server. They allow some mods. How can I know this? Well he told me. That's currently the only way I know off. How do I install those mods? Well, I have to download them myself on Armaholic, make sure I keep updating them manually and then using Arma II Launcher or so to boot it. Six Launcher doesn't support lots of local mods (And again, complete lack of filters there)... But for a mod like AllinArma I'm more or less forced to use PlaywithSix. This is the number one thing Arma needs: A good infrastructure. Good servers (With good settings), a good server browser (Try and create some order in this complete chaos of random mission files and random servers, where I have no idea what I'm joining, when I'm joining something and not just mod support, but a good way to use mods for everyone. inb4 "Die-hard Arma vets" who tell me to stop wanting simple things, because if I want simple things I should go back to CoD (Lolwut). Gameplay with lots of depth and options, doesn't mean everything around it has to be a hell.
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All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
adanteh replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Same question here. Medikits only go inside a backpack as well and you can't give most medics backpacks. USMC Corpsman is a medic where you can add a backpack and medikit works fine there though. I didn't test out Engineers yet, but I'm guessing it's the same there. Is there anyway to maybe change the Medikit so that Medics have it in some magic way without requiring a backpack. Another good option would be to just have a backpack assigned with only a medikit in it (And preferably no room for anything else) -
ARMA2.RU -Wasteland Sandbox- servers thread
adanteh replied to samatra's topic in ARMA 2 & OA - MULTIPLAYER
That's great. I understand if you don't want to make it fully open. One of the crazy annoyances I have now with 404 Wasteland is that you really have no idea about the changes made on servers, and seeing there is no good way to describe the changes in the server browser, you really have no idea what you're getting into. Some servers are okay-ish, others are just complete crap. Completely unbalanced, very poor performance, lots of bugs, you name it. Different presets would be really nice though. Right now there are 14 different servers for Wasteland in Arma 2 and they are all pretty much the same (With the exception of Hardcore, which has first person disabled, but that is just very unpopular in Arma2). It would be nice to see some variation there with balancing and so. -
ARMA2.RU -Wasteland Sandbox- servers thread
adanteh replied to samatra's topic in ARMA 2 & OA - MULTIPLAYER
Great job Sa-Matra :D Are you going to keep this closed as well though? I'd love to work with some of your files and do a little rebalancing for a server. Would love to have a hardcore server, with first person only (Allowing fireteam HUD and including a stance indicator in the script - helps a ton in first person). I'd really like to see a server without a ton of snipers, but having it way more focused on assault rifles and so. I'm working on a Utes Wasteland (AllinArma mod) server now with the adjusted 404 Files from JoSchaap, but the more I work with it, the more I realize how extremely flawed there entire setup is and I just don't have the coding knowledge to rebuild everything. The difference between your mission is pretty damn clear. In Arma2 I only play on the arma2.ru servers, because they are just way way better. -
make Arma2 content available for free or as DLC.
adanteh replied to fabio_chavez's topic in ARMA 3 - GENERAL
I played around with it a bit today (Trying to convert Wasteland for Arma 3 to Utes, to have Utes Wasteland with all the added stuff from Arma3. It would be nice if we get a preset way to handle weapon attachments and so. Maybe there will be a possibility to just use all the base-weapons and then add the attachments to that from Arma3. I'd much rather have an Mk17 CQC that I can put an RCO scope on with an attachment (And a grenade launcher too. Please oh please let grenade launchers be attachments), then having the Mk17 RCO imported. I hope it's possible to remove just the ironsights / other scopes though so this will become a possibility. Vehicles will probably need some extra scripting I'm guessing and I guess full overhauls to Arma 3 physics are impossible.... We'll see what happens. Its looking pretty solid so far. -
Yes. Cargo spot number 0 is for the left rear seat and cargo spot number 1 is for the right rear seat. I tried lockTurret and lockGunner and lockCommander and also tried going higher with lockCargo, but no luck. I was trying to find the location with player moveIn<whatever> but no luck with any of that. I got eliteness to work (Was using an old version which crashed with new depbo) and it says there is getin_cargo to getin_cargo6, getin_pilot and getin_turret. I'm guessing get in turret should work fine. Thanks a lot for the quick response. I'll see if I can get this to work as I want it. Where exactly did you find the animations using Eliteness though or did you use the post from DnA for that? _______________________ EDIT _______________________ I just failed with the Turret formatting. Put the following in one of the watch fields assignedVehicleRole player which gave me a nice return of ["turret", [0]]; I added it to the closing of the right front door _targetChoppa lockTurret [[0], true]; and then the false to the opening and it works fine now. Still pretty weird, seeing all possible positions should be closed when doors are closed (All the bench positions are by default locked and can't be opened) and I'm still able to get out. Would it be possible to do a check if all doors are closed and then lock the complete vehicle if that is the case? Or do I lose the ability to open the doors again then? Thanks for the help. This is the very first scripting I'm doing and really have no idea what I'm doing. Any recommend reads to actually know how to make things? I really have no idea what all the variable names, defines and private things and so are for.