-
Content Count
2910 -
Joined
-
Last visited
-
Medals
Everything posted by Dedmen
-
What errors? wtf is this indentation? model="\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; hiddenSelections[]= { "Camo" }; No wonder you can't find your problems in this indentation mess. class ItemInfo: ItemInfo { mass=15; allowedSlots[]={901,605); uniformModel="\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; modelSides[]={1,2,3}; hiddenSelections[]= { "Camo" }; armor="3*0.3"; passThrough=0.75; }; //<-- What is this supposed to be? }; class Vest_Camo_Base; { class ItemInfo; {; class ARC_Vest1: Vest_Camo_Base { the {; is a syntax error.. It doesn't make any sense. class Uniform_Base; { class ItemInfo; }; what is that semicolon after the classname doing there?
-
Arma 3 Linux game server manager port problem
Dedmen replied to Vitouse's topic in ARMA 3 - SERVERS & ADMINISTRATION
You might not want to publish your Admin password on a never expiring pastebin entry that you cannot delete anymore... The problem is quite simple actually. 10:53:46 Cannot start host on port 2302. Port 2302 cannot be used. It's probably already in use If you are renting this server from a managed hoster. You should contact him. -
Is it better to have multiple functions or 1 big function ?
Dedmen replied to xjoker_'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'd say the performance difference is quite clear. In your first case you just call the function and it does what you want. The second case the function first has to find out what you want, which of course takes more time. -
Is there any way to get an object picture from config?
Dedmen replied to a topic in ARMA 3 - MISSION EDITING & SCRIPTING
What picture? picture like the preview? That's called "editorPreview" for CfgVehicles classes. -
CBA - Community Base Addons - ARMA 3
Dedmen replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The version info? Remove CBA_help.pbo -
bi mystery Modules Lag when Mission does not
Dedmen replied to JohnKalo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I don't see a difference between the original and yours. Besides all the comments being removed in yours. Yes, it affects the initial start time. But not the runtime inside the script. Check again who I quoted and answered with that comment. -
What Am I doing wrong with this mission.
Dedmen replied to daedalusx007's topic in ARMA 3 - SERVERS & ADMINISTRATION
-noPause -noSound -ranking="" -par="" Useless parameters. You log says you are trying to load tons of mods via -serverMod? Why? -serverMod should only contain server-side only mods that the clients won't be using. All mods i can see in there should be in the -mod parameter though and also be running on the client. Reading the log helps sometimes. You are missing the RHS compats for ACE. 0:55:04 Warning Message: Bad vehicle type VSM_OGA_OD_Backpack_Compact Seems like your mission requires a VSM backpack that you don't have in your loaded mods. Many of your modfolder names are wrong. Look at line 895-952 in your log. The name of the modfolder has to match the actual modfolder. -
Stucks on Receiving mission file
Dedmen replied to NivZiv's topic in ARMA 3 - SERVERS & ADMINISTRATION
-noPause -noSound "-servermod=" -ranking="" -par="" Useless start parameters. Your CUP Terrains seems to be corrupted. You should reupload/redownload it. -
Import picture during mission
Dedmen replied to Gunny92's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Technically everything is possible. But let's say no. Atleast with little coding experience in python that's impossible for you. Yes. If you have -filePatching active, you can load files directly from the Arma directory. But not sure how well that's going to work with pictures. filePatching needs to be allowed on the server though, and it allows everyone to essentially overwrite any scripts they want and cheat on your server however they like. -
bi mystery Modules Lag when Mission does not
Dedmen replied to JohnKalo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
execVM is the same as spawn compile preprocessFileLineNumbers. So your code is doing the same thing as execVM is doing. So to fix the script lagging. You are proposing to just not run the script at all? How's that supposed to help? If your script is lagging because it's too slow, you should optimize your script. You guys are all trying to fight the symptoms instead of fighting the cause. instead of the + use pushBack or append. We have the selectRandom command for that. You want to randomize the order of that array? Why not just use https://community.bistudio.com/wiki/BIS_fnc_arrayShuffle instead of trying to build your own? I'm quite sure the BIS function is more efficient. But I'm also sure it's not the most efficient. That one might be more efficient: https://github.com/CBATeam/CBA_A3/blob/master/addons/arrays/fnc_shuffle.sqf -> private _textArrayTemp = _line apply {toString [_x]}; -> private _textArrayLines = _textArrayUnicode apply { _x apply {toString [_x]} } -> private _textArrayUnicode = _text apply { toArray _x }; -> params ["_text", "_rate", "_pause"]; This script looks like it's 10 years old :D You can refer to https://community.bistudio.com/wiki/Code_Optimisation for more useful tips. Maybe the host just has more scripts running, More work for the scheduler, less time to be spent on every script as the scheduler is limited to 3ms. If the scheduler doesn't have time to run your script every frame, it won't. Thus it will lag. Do you actually KNOW that they do not lag? Or do you think they do not lag because you can't see it? The text script makes the lagging quite obvious, as you can directly see it. Edit: Just did a little research into what that function actually is. It's the info text at mission start that's shown at bottom right. And it's the old crappy Arma 2 version which has never been updated. I still remember back from playing DayZ Mod how the text would often take half a minute to fully appear and it would lag like hell. Now I know why. That script is just pure garbage if you look at all the modern script commands we have now. -
gui VPHUD (Virtual Pilot Head-Up Display)
Dedmen replied to Grester's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just a spambot copying messages. -
Any official info on backwards compatability of ENFUSION engine and Arma 3 content?
Dedmen replied to xon2's topic in ARMA 3 - GENERAL
Enfusion is a Hybrid engine yes. That's where the "fusion" comes from. It's a combination of RV and Enforce.- 14 replies
-
- 1
-
Your video shows Achilles being enabled too. And considering that Achilles is a Zeus Enhancement mod that does lots of things in Zeus... I'd say it seems more like it's Achilles' fault.
-
ACE (old) Dagr - Still useful/tutorial
Dedmen replied to Rich_R's topic in ARMA 3 - QUESTIONS & ANSWERS
I asked the ACE Team. First response was "What? There is only one dagr" with a link to the microdagr wiki page :D It can connect to the "ACE_Vector" item if you have it in your weapons https://github.com/acemod/ACE3/blob/master/addons/dagr/functions/fnc_menuInit.sqf#L527 And outputs some data https://github.com/acemod/ACE3/blob/master/addons/dagr/functions/fnc_handleRangeFinderData.sqf It seems to output 8 digit (4x4) grid https://github.com/acemod/ACE3/blob/e2ac18a05d5f646bc7cbc043bcc148fde4c0f5dd/addons/dagr/functions/fnc_outputVector.sqf#L57 I cannot find the code for that so I guess no. Again, cannot find code for that. Documentation for DAGR basically doesn't exist. And as the MicroDAGR can do what it does and more, people don't really put much time into the DAGR. https://ace3mod.com/wiki/feature/microdagr.html -
Horrible with scirpts and such
Dedmen replied to Papa n3rf's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
"Setting something off" is english for "triggering something" or "starting something" See https://idioms.thefreedictionary.com/set+off -
Any official info on backwards compatability of ENFUSION engine and Arma 3 content?
Dedmen replied to xon2's topic in ARMA 3 - GENERAL
Again. DayZ != Next potential Arma. You cannot port most things (like CUP Terrains) to DayZ anyway because the license doesn't allow it.- 14 replies
-
No one. You can do whatever you want in there.
-
vehicles are already at the more advanced end of model importing. If you want something basic then start with buildings or static objects.
-
Any official info on backwards compatability of ENFUSION engine and Arma 3 content?
Dedmen replied to xon2's topic in ARMA 3 - GENERAL
All we know about Enfusion currently is from DayZ. And DayZ doesn't have to worry about backwards compatibility with Arma content, so the compatability that we can observe on DayZ doesn'T provide any useful information about a potential future Arma. Currently it seems like p3d models and paa textures and old configs are supported, maps only need to be repacked, SQF scripts are completely gone. But the Engine is still in heavy development and this says nothing about the future.- 14 replies
-
- 3
-
Well according to his code he wants to increment each number in the array. Solution would probably be to just use a normal for loop then. _x is the element that's currently being iterated over yeah... But you don't HAVE TO use it.
-
particles How do I spawn a crater \ make the ground appear burned?
Dedmen replied to fess25's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Why do you delete it after 0.15 seconds if you want it to stay for 300 seconds? Also why do you set the animation speed to 1000? I don't exactly know what animSpeed does.. But 3000 sounds like you're speeding it up, but why? -
Sure. Just write your own arsenal with own UI completely. Or are you asking if one can reuse the Vanilla Arsenal for that? No. Not without rewriting 90% of it.
-
That doesn't make sense. _x and _forEachIndex are completely different things. And if you look at his code you'll see that _x won't work.
-
CBA - Community Base Addons - ARMA 3
Dedmen replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Load CBA. -
What? What radio Default Rifleman radio: tf_rf7800str in 0.9.12 or TFAR_rf7800str in 1.0 Default Personal radio: tf_anprc152 in 0.9.12 or TFAR_anprc152 in 1.0