dealman
Member-
Content Count
99 -
Joined
-
Last visited
-
Medals
Everything posted by dealman
-
Params in custom function?
dealman replied to dealman's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Cheers for the help, I've managed to get it to work the way I want. Seems rather odd that Bohemia didn't think of letting us make custom notifications since they have a function for custom message boxes in the EDEN Editor. Either way, if someone wants it here you go, I take no credit since it was originally made by Bohemia - I merely edited it. And there are probably a million ways it could be improved. :P -
Params in custom function?
dealman replied to dealman's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This gives me an error, saying _notificationText is an undefined variable. I was however able to get it to work by doing this; params [ ["_notificationText", "N/A", [""]], ["_notificationColor", [0.35, 0.35, 0.35, 1.0], [[]], 4] ]; [_notificationText, _notificationColor] spawn { _notificationText = _this select 0; // Added _notificationColor = _this select 1; // Added disableserialization; _display = findDisplay 313; _ctrlNotification = _display displayCtrl 10312; _ctrlNotificationTextHeight = ctrlTextHeight _ctrlNotification; _ctrlNotification ctrlSetStructuredText parseText _notificationText; _ctrlNotification ctrlSetBackgroundColor _notificationColor; _ctrlNotificationPos = ctrlPosition _ctrlNotification; _ctrlNotificationPos set [3, ctrlTextHeight _ctrlNotification]; _ctrlNotification ctrlSetPosition _ctrlNotificationPos; _ctrlNotification ctrlCommit 0.1; uisleep 2; _ctrlNotificationPos set [3,0]; _ctrlNotification ctrlSetPosition _ctrlNotificationPos; _ctrlNotification ctrlCommit 0.1; }; But I don't think that's the proper way of using params. I'm rather confused at the moment :/ -
Array Not Being Passed - Returns NaN and any
dealman replied to dealman's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I did some research and managed to figure out how event handlers work, and I'm rather curious about using the Fired event handler instead of the UAV since it's not exactly optimal for indoor environments. :P However, there's an issue with the marker not being very accurate, and not being placed at all if it ricochets. Do you guys know if there's any workaround for this? IE, get the first impact location only or something similar? I was also looking at the event EpeContactStart but this is only for PhysX collisions, so I would assume it only works for vehicles and not actual projectiles...? Edit: I found a thread related to this very subject, and using part of their code I managed to get this to work; LootHandler = player addEventHandler["Fired", { _this spawn { _theBullet = _this select 6; _screenPos = screenToWorld[0.5, 0.5]; _test = (_screenPos nearestObject "#crater"); _pos = getPosATL _test; _lootSpot = "Sign_Sphere25cm_F" createVehicle _pos; }; }]; Now I just need to further extend upon this, and see how it works on objects inside the buildings. Edit2: As suspected it didn't work at all inside or on buildings, using #crateronvehicle worked sometimes - but only on the floor. Any ideas? :( Edit3: It would seem there is no reliable way of getting impact location nor the location you're currently looking at. Using screenToWorld works relatively well, but only outdoors. If you're inside a building, it most of the time will not work at all. If you mix screenToWorld with a nearby crater object, like in the code above - it's extremely accurate, but again, only outdoors. It's rather odd for a game like ArmA to not have an event for projectile impacts since this would be very useful for a variety of things. So in the end, it seems like using laserTarget is the most reliable way to do it. But this also has its drawbacks. Using the Darter is good and all, but trying to maneuver this inside a building is simply not a very good way of doing things. And using the handheld laserdesignator would work as well if not better - I would assume, but then, the issue is the minimum zoom level of x5.0. If anyone has any suggestions on how to go about doing this, it would be greatly appreciated! -
Array Not Being Passed - Returns NaN and any
dealman posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Okay so I've been working on a little script for a while, and it's a rather simple one - at least it should be. But due to Bohemia's rather odd and unnecessarily complex language, I keep getting stuck on the most simple of things. I simply can't figure out what's going on anymore, and I've lost far too much hair trying to figure it out. Basically what I'm working on is a script to be used with Exile, to place loot markers via the laserdesignator on an AR-2 Darter. The script will then copy the necessary code in a format where the user can just copy and paste it. So far I have this; So the issue is that I can't seem to pass the array containing the locations to my function RemovePreviousMarker. The systemChat messages used to out put "scalar NaN" and "any" respectively - but now for some reason nothing happens. And I simply can't figure out what on earth is going on. I've tried to set all variables as private in the main scope, but that didn't help at all. I simply don't understand why the other functions work, but that particular one does not...? Am I overlooking something here? Has this language of theirs made me gone insane? :o I have some experience with scripting and programming, mostly Lua and C# - but this is giving me headaches like I have never before experienced. -
Array Not Being Passed - Returns NaN and any
dealman replied to dealman's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So I managed to get it to show the errors, and I noticed that it always kept reporting an error on my commented lines - so after removing all of the comments it now works. Well, AddLootMarker and CopyMarkersToClipboard now work, with the exception of worldToModel still not doing anything. Now there's some oddities going on with this piece of code; systemChat format["Removing marker with ID %1", (count _lootMarkerArray-1)]; systemChat format["Removed: %1", (_lootMarkerArray select (count _lootMarkerArray-1))]; The second systemChat works like I want it, it outputs the 3 positions in that element. However, the first one always outputs 0, no matter how many markers I add...? Edit: I now see why I thought worldToMatel wasn't working, I don't use the array I created for them and instead use allMissionObjects and just get their ATL position. Rookie mistake :) Edit2: Alright I made some progress, it all now works how I want it. Spotted quite a few logical errors I had made, and knowing that comments entirely breaks your script was helpful. Is there no way to make it so the variables are visible to all my functions without having to pass them as arguments along with addAction every time? It would be a fair bit less confusing that way. Only thing left now is to add the feature to remove all the markers which should be a very easy task. Thanks for the help killzone, really appreciate it! B) -
Array Not Being Passed - Returns NaN and any
dealman replied to dealman's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Cheers for noticing that, I forgot to define it. Before I used pushBack, I defined it like this; _lootMarkerArray = _lootMarkerArray + _designatedPos; I have that parameter set in my ArmA 3 launcher, but for whatever reason it's not working. And for some reason my function CopyMarkersToClipboard is not working anymore, it used to work exactly like how I wanted it with the exception for worldToModel not working. I'll try and get the script errors to show as it would help tremendously. I'm sure I must have messed something up while I was losing my patience working on this script last night. Hopefully I'll be able to spot it, or maybe someone of y'all will. Another question, is there a way to make the variables visible to all of my functions without having to pass them as arguments with addAction? I'm used to the simplicity that Lua offers, switching to this is like being hit with a truck :lol: Oh and if you can spot something that could be written better I would appreciate any suggestions you might have. :wub: -
I recently found out that some people re-created Mogadishu inspired by Black Hawk Down. Which is one of my favourite movies, as well as game. And it reminded me of the good old days of playing Insurgency back in ArmA 2 with ACE and ACRE. Which led me to finding this, and I want to ask you - are we allowed to edit this? And if so, to what extent? I'd like to look into adopting this for the Mogadishu map, as well as adding support for ACE3 and the like. Basically the good old Insurgency we had back in ArmA 2. Of course any and all credits will remain and given where due. :) Other than that, from the testing I did I was surprised with how well-made it is. I should have read the feature list beforehand as the suicide bomber scared the crap out of me :lol:
- 878 replies
-
- insurgency
- coop
-
(and 1 more)
Tagged with:
-
This Mod was inspired by Python.au's Mod. So credits go to him for inspiring me to do this! I realized that there were Civilian variants for the Quadbikes but those are not currently available in the Editor, so I decided to make a Mod similar to his but with the Quadbikes, however, I also took the time to add in some more variants of other vehicles while at it. In the end I ended up with 20 new vehicles, those are: Quadbikes: • A3A: Quadbike Blue • A3A: Quadbike Red • A3A: Quadbike White • A3A: Quadbike Black MH-9: • A3A: MH9 Black • A3A: MH9 Red/White • A3A: MH9 Blue/White • A3A: MH9 Independent AH-9: • A3A: AH9 Black • A3A: AH9 Red/White • A3A: AH9 Blue/White • A3A: AH9 Independent KA-60(Armed): • A3A: KA-60 Independent • A3A: KA-60 Blue/White • A3A: KA-60 Black KA-60(Unarmed): • A3A: KA-60 Independent • A3A: KA-60 Blue/White • A3A: KA-60 OPFOR (OPFOR was only available as Armed Version, now Unarmed as well.) Speedboat: • A3A: Speedboat Minigun Independent • A3A: Sppedboat HMG Independent Installation: Extract into the ArmA 3 Directory, by default this is located in: 32-Bit - C:/Program Files/Steam/Steamapps/Common/ArmA 3/ 64-Bit - C:/Program Files (x86)/Steam/Steamapps/Common/ArmA 3/ After extraction it should look like this; Steam/Steamapps/Common/ArmA 3/@a3a_units Keys are inside the mod folder, in a folder called "Keys". You'll also need add a Launch Parameter in Steam, in order to do so right-click on ArmA 3 Alpha and click Properties and then Set Launch Options. In the window that opens type in -mod=@a3a_units Note: You can also use -nosplash to get rid of the splash art and intro videos. How-To-Use: In order to use those units you'll need to get access to the Empty Units(Vehicles that are not controlled by AI) inside the Editor, most people familiar with the Editor already know how to do this but if you in case do not, I'll go ahead to explain step-by-step on how to do this: 1. When inside the Editor, double-click anywhere on the map and place a Unit, for example "Rifleman". 2. Make sure the Unit is set as the "Player" and not "Playable" or "Non-Playable". 3. Now you're ready to place Emtpy Units! 4. Units in this Mod use "A3A:" as a Prefix so it will be easier to identify them. Keys: Bisign and Bikey is included for use in Multiplayer. Changelog: 2013-03-19 [New] Added 2 new Quadbikes, Independent and Independent "Hunter"(Some weird Camouflage) [New] Added all Offroads - though currently disabled. Read my last post for information. [New] Added a new Group in the Editor, can be found under the Emtpy Faction. Decided to do this so it doesn't clutter the drop-down list as much. Screenshots: 4 New Quadbikes 4 New AH-9s 3 New Armed KA-60s 3 New Unarmed KA-60s 2 New Speedboats Updated: 2 New Quadbikes Download From MediaFire Now!
-
Ever since ArmA 2, wheeled vehicles have been having great issues in terms of damage done when colliding with objects - or other vehicles. Most of the time I just avoid wheeled vehicles in ArmA entirely because they are outright broken because of the way this damage model works. And BIS shows no signs whatsoever to ever do anything about it. For example, take a wheeled vehicle of your choice - for example the small truck. Hit a wooden fence at low speeds, it's all fine. Fence falls over and truck keeps on going. Then try hitting a wooden fence at 70km/h+. Enjoy your truck losing both its front wheels and then blowing up. This mechanic is by far the most broken mechanic of ArmA and always has been, why it has not yet been fixed is beyond me. In fact, wheeled vehicles in general needs a overhaul - especially in ArmA 3. Never have I found vehicles being so awkward to drive. And to me, they play a much bigger role now than they did previously in ArmA 2.
-
Colliding Objects Prevention System
dealman replied to dealman's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The H-Barrier is placed natively by the map, thus the odd behaviour. I will try what F2k Sel suggested shortly. Edit: Am having some issues with a trigger of mine. I need to have a few crates within the trigger, and the trigger needs to be triggered by Civilian players. However, it seems the crates are seen as Civilian Units and will therefore trigger it right away. I'm fairly sure this can be prevented via usage of conditions, but I'm not entire sure how to do it - any suggestions? -
This is one of the things I was hoping BI would get rid of with ArmA 3 since it does, in my honest opinion, greatly hinder mission designers from doing what they want accurately. Instead, we're forced to find some other much more awkward workaround - or simply re-work the entire thing. The way ArmA handles colliding objects just needs to go away, I don't see any reason whatsoever why this system even exists. Even more so when some objects, such as sandbags are allowed to be inside one another to make them look seamless. Currently, I'm trying to put a climbing obstacle over an H-Barrier(It's slightly taller than the H-Barrier, so it looks very good if placed correctly) but the game keeps pushing the object away from the H-Barrier, and this object is essential for the mission I had in mind - but now I'm at a complete halt as I need to find some workaround. I do seem to recall there was a workaround by using ArmA 2's 3D Editor, where you'd place the object as you wanted, even if it collided with another - then you'd save the map. The object would get pushed away. Then you moved it back where you wanted, and yet again saved it - and it would after the 2nd save remain at the position you wanted. No matter what it was colliding with.
-
So I'm new to the Modding Community for ArmA and have been trying to get one of my weapons into ArmA, however I'm having trouble with the animations. I can only find one tutorial about weapons and that's Booce's Tutorial. And from what I can tell, all animations have to be done in Oxygen - including the hand positioning. Now I'm new to Oxygen so it might seem a bit unfair for me to say this but I find Oxygen to be absolutely horrific to make animations with. I have to use Wireframe Mode to move/rotate anything or the program practically freezes if I use 3D, even more so with 2 viewports active. It is so unnecessarily hard and complex to make good animations with Oxygen. Probably the very reason why animations in ArmA 2 in most cases, looked very awkward. Which brings me to my question: Will there perhaps be native support for 3ds Max/Maya Animations in the future for the Modding Community? For example Autodesk's .FBX could be used to export the Model and Animations, seeing as FBX is a very widely used and absolutely amazing format. Being able to animate in 3ds Max/Maya would be a huge step for modders since it offers a much nicer environment for animating. Be it character animations or weapon animations - it will be much more accurate and much smoother! I do understand that Oxygen would most likely have to be used to create all the different LODs unless a nifty plugin was made for 3ds Max. Which shouldn't be impossible since 3ds Max supports Max Script for custom-made plugins.
-
I've been working on a script for a little while, and wanted to make sure that current progress was working well in multiplayer since I've been using the Editor for quick testing. I'm fairly new to programming in SQF, and C++ in general. I come from a Lua-oriented game, which was not only a easier language to understand but also the game itself was much more unforgiving for newcomers unlike ArmA :P I can't even get a simple hint to work in Multiplayer, I make a MP Mission, throw a init.sqf in there which uses execVM to execute another script. For testing purposes I commented everything out and I'm trying to output a simple hint message, but it would seem it's not starting my script at all. Am I missing something...? init.sqf; _testScript = [] execVM "Test\HelloWorld.sqf"; HelloWorld.sqf; hint "Hello World!"; I've tried some other things as well, but I can't get it to output any message whatsoever... I'm fairly sure I've missed something obvious. So any pointers in the right direction would be welcome! Thanks in advance for any help!
-
Multiplayer Scripting
dealman replied to dealman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I already tried moving the folder I have in my Missions folder to the MPMission folder in my documents, and it's not executing the scripts. I have a theory that it has something to do with me hosting it as a 'listen' server via the MP Menu directly, and not actually as a dedicated one. Edit: I have now managed to get it to work somehow, I'm not entirely sure as to what I really did. But scripts seem to be executing now, even when hosted as a listen server. http://i.imgur.com/456VF5p.jpg (157 kB) -
Multiplayer Scripting
dealman replied to dealman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That's a single player mission, though. I've already made plenty progress on my script, but I need to start to make it compatible with multiplayer. But I realized nothing was working as I started moving it over, so I made a test simply to output a basic message to make sure it's working. The problem is, I can't seem to execute any script whatsoever when I create a multiplayer mission. If I use a single-player mission via the editor, it works fine. -
Multiplayer Scripting
dealman replied to dealman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Aye, I've made sure several times that it's correct, and also checked for typos. I am running ArmA 2 with the launch parameter showScriptErrors, but I'm not getting any errors whatsoever. Do you reckon the issue might be that I host it directly through the Multiplayer menu? And not actually as a dedicated server...? -
Am working on a custom yet simple mission file for my DayZ Server, however I am having some issues with it. Basically what I'm trying to do is to add some objects to my mission to use with the R3F Logistics Script. I used the 3D Editor to place all of this, and then went through the hassle to convert it all by hand to work with the standard format. But when I try to start my server, I get a message saying the mission failed to load - and the objects aren't where they should be. And I can't for the life of me figure out what I did wrong. Maybe I've just been looking at this for far too long now that I'm overseeing a simple mistake... Maybe one of you with more experience can spot what I did wrong :( Edit: Updated the code a little bit, fixed some brackets(Thanks to Sexacutioner!), still getting "Cannot load mission". Updated Code
-
Mission Fails to Load
dealman replied to dealman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for pointing that out, fixed it and double-checked with another mission(Default) and compared them a bit. I can't really find any reason as to why it would fail to load other than one thing, which seems really far-fetched and utmost ridiculous if it indeed is the case. Do you know if there are any limitations to the amount of decimals? Since I have some with 11 digits, where as to the one I compared it with had 3-4 at most. -
Mission Fails to Load
dealman replied to dealman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Changing it to 49 didn't help, and I doubt it should be 49 - since it's the amount of class items below(And they have their own item count), like objects and vehicles in their own group or something. 'Cause it was set to 5 before I edited the mission, and after I added the obejcts - I changed it to 6. So I think it must be something else... :( Only errors in my RPT are; 5:20:36 Error in expression <; _recompile = (count _this) > 0; if (BIS_fnc_init && !_recompile) exitwith {t> 5:20:36 Error position: <BIS_fnc_init && !_recompile) exitwith {t> 5:20:36 Error Undefined variable in expression: bis_fnc_init -
Life RPG - Ride in Back
dealman replied to dealman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Have still been trying to get this to work, found a reason why it wouldn't work - because it was checking if the vehicle was locked. And my mission doesn't have either locking/unlocking, so fixed that. After that I've been putting messages inside every function at the start and end for debugging purposes. As well as start of the script and at the end of it. Not a single function whatsoever is being run from either MountedSlots or vehicle_functions.sqf. Start & End messages of both are being output. (So it is being loaded.) I absolutely have no idea how the hell this script works, it makes absolutely no sense whatsoever... And the fact that everything is spread out all over the place in this mission isn't helping the slightest... I really can't do this myself, I've lost too much hair and too many hours to this already. I'll just have to rely on some kind soul out there with more experience to try to solve it. Edit: Also ran it with the parameter -showScriptErrors, no error messages either ingame or in the RPT. -
I've seen that quite a lot of Life RPG servers are now using a script where as it enabled players to ride in the back of vehicles via the use of attachTo. I've been wanting to get this to work on one of my missions, to see how it would work out. However, I am having severe trouble getting it to work. I can't seem to figure out what the dependencies for the script are since it's not returning any errors or warnings, but refuses to work... This is the script - Pastebin. I tried using the scriptDone function to see if it actually initializes properly(I assume you can use scriptDone like that?) and it returns my dialog message into the RPT file after it was done. Yet I get no option to get in the back of the Urals. After lurking around and checking every single file of the Life RPG mission, I found that one file had some functions containing "mounted" in them. Which can be found in this file. But this script doesn't seem to be executed anywhere. I'm so confused... :( Does anyone have any idea how to get this to work? Any help would be utmost appreciated :)
-
Life RPG - Ride in Back
dealman replied to dealman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I do have the folders MountedSlots and Functions, the script that was inside MyStats which in return initialized the script vehicle_functions.sqf was removed, and I decided to start the vehicle_function.sqf script via the mission's sqf file instead, in hopes of avoiding other possible errors - thinking it would work doing it like that. But there are so many files in this mission which reference things left and right, I'm too confused to really continue anymore. I can't find any other links between scripts other than those, yet I can't get it to work. I'll once again try to put MyStats/functions.sqf back in there and see if I can get it to work, but if that doesn't work - I'm all out of ideas :( Edit: Doing that didn't work at all, the mission wouldn't even load. Yet no errors/warnings in the RPT. Tried to get rid of the files MyStats would otherwise load such as player_functions.sqf, in case that's what was it got stuck on, but still doesn't work... I'm too inexperienced with ArmA 2 to get it to work, and ArmA 2 isn't really friendly to newbies :( -
Life RPG - Ride in Back
dealman replied to dealman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey, thanks for the reply! So I added this into my init.sqf; _h = [] execVM "MountedSlots\functions.sqf"; waitUntil{scriptDone _h}; _h = [] execVM "Functions\vehicle_functions.sqf"; waitUntil{scriptDone _h}; _h = [] execVM "R3F_ARTY_AND_LOG\init.sqf"; waitUntil{scriptDone _h}; But I am still not getting the option to ride in the back of the Ural, and there are no errors or warnings in the RPT Log... I also tried to use the searching via Notepad++ as you suggested but couldn't find anything other than some script to check if there was a armed occupant mounted in the vehicle, which I doubt is a necessity since there was no other code in that file related to this... However, R3F is working perfectly so it got that for... :P -
I'm working on a mod to get used with the ArmA 2/ArmA 3 pipeline, however I'm having some issues. I've managed to get my model in-game but the textures aren't working. I'm bad enough at unwrapping my models in 3ds Max as-is, but even more so in Oxygen 2 - it's just impossible for me. So I'm wondering if there's a way to get my UVW Unwrap from 3ds Max into O2? So far, I've rendered the UVW as a .BMP file and converted it into a .EMF file using IrfanView - but I can't seem to find a way to load this EMF file as the UV into O2 and thus I can't get my textures to work. Is there a way to do this? Or am I all out of luck and have to use the O2 UV Editor?
-
UVW Unwraps from 3ds Max into O2?
dealman replied to dealman's topic in ARMA 2 & OA : MODELLING - (O2)
Thanks for the help guys, managed to fix it - turned out the export from 3ds Max had gone corrupted for whatever reason. :)