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Everything posted by Dedmen
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Variable Names for Units Spawned From Array
Dedmen replied to Lineman's topic in ARMA 3 - MISSION EDITING & SCRIPTING
People need to learn how to make non-fullscreen screenshots that don't show 80% useless empty space :D Also no need to argue about the perf. call compile format is just stupid. PERIOD *slams fists on table*. Thanks for watching. Now to the news with Karen Bablewitz. -
Variable Names for Units Spawned From Array
Dedmen replied to Lineman's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Put this into debug console and benchmark it missionNamespace setVariable ["abc", 123]; vs call compile format ["%1 = %2", "abc", 123]; -
Multiple Game Breaking Errors
Dedmen replied to Charly Fidleferd's topic in ARMA 3 - TROUBLESHOOTING
First error. Could be something is binarizing your description.ext. Or ""The-Programmer\theprogrammer_dialog_master.cpp"" contains garbage. Include files are normally named .hpp. Maybe some crappy tool is binarizing that one because it thinks .cpp is a config? These weird characters at the start.. Something is really messed up with your stuff. Do you obfuscate the mission file or something? -
When will we get a VR support ?
Dedmen replied to ThisBeCloud's topic in ARMA 3 - QUESTIONS & ANSWERS
Arma 3 is End-Of-Life. So if it doesn't support it yet then the answer is no. -
Variable Names for Units Spawned From Array
Dedmen replied to Lineman's topic in ARMA 3 - MISSION EDITING & SCRIPTING
call compile format combination is almost always stupid. missionNamespace setVariable [_x select 0, (_x select 1) createUnit [_CorpSpawnPosition, newGroup]]; -
Ray Tracing a remedy for Light Leakage?
Dedmen replied to CaptainAzimuth's topic in ARMA 3 - GENERAL
No. -
Inform yourself before buying something. https://www.projectargo.net/blog/uncategoriezed/unofficial-argo-servers-support-only
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Creating ACE chemlight via script
Dedmen replied to Reeveli's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Chemlights https://github.com/acemod/ACE3/blob/e5a15d200f44df5fccc0bc5575d18d80b35538dd/addons/chemlights/CfgAmmo.hpp#L51 It's important to know that placed Chemlights are Ammo classes. But items in your inventory and in Arsenal are Weapon classes. -
For crashes always collect the crashdumps and create a Feedback Tracker issue. If Arma crashes it's Arma's fault. A mod isn't supposed to be able to crash the game.
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https://www.projectargo.net/blog/uncategoriezed/unofficial-argo-servers-support-only
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comparing equal, but disordered arrays
Dedmen replied to Tankbuster's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No https://community.bistudio.com/wiki/sort And the arrayIntersect variant should be faster anyway. though arrayIntersect will fail if you have duplicates in one of the arrays. But (count (_array1 arrayIntersect _array2)) == (count (_array1 arrayIntersect _array1)) can solve that -
CBA - Community Base Addons - ARMA 3
Dedmen replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
ASDG/CBA Joint Rails is doing that. Cross-post and answer here: https://github.com/CBATeam/CBA_A3/issues/969 -
This was cross-posted twice into ACE Slack and into atleast 3 Discord servers. He already found his answer in Arma Discord.
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CBA - Community Base Addons - ARMA 3
Dedmen replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This is the CBA thread.. Sounds like you wanted ACE? And the Medical module doesn't exist anymore. Everything switched to CBA Settings. -
Should the Arma 3 Steam Workshop be curated?
Dedmen replied to Uro's topic in BOHEMIA INTERACTIVE - GENERAL
Most of it can easily be automated using file indexing like the workshop crawler does. Just block upload if someone else already uploaded the exact same file. But to prevent abuse allow the author to dispute the claim and THEN get a real human involved to solve the conflict. Abusing the anti-abuse system just earns people a ban, which means any of their uploads are automatically declined, without ability to dispute. -
20 fps sounds about what you should expect. Don't see the problem? This is Arma, it's not your usual shooter game.
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Limit weapons in arsenal
Dedmen replied to Gen. MERICA's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Correct. Arsenal has either infinite or none. Nothing inbetween. -
Using "sleep" - How to account for low FPS?
Dedmen replied to Leopard20's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Arma is 95% single threaded. Windows Task Manager cannot show that correctly. -
Execution order of spawned scheduled environment, how to workaround?
Dedmen replied to tortuosit's topic in ARMA 3 - MISSION EDITING & SCRIPTING
init.sqf is a bad name. There are preInit, Init, PostInit. Calling your preInit function init is confusing. your "init.sqf" that is executing at preInit. Is executing at preInit (Hah.. Funny..) PreInit runs before init.sqf, And before editor placed objects are spawned. Before Module functions are executed, before unit init scripts run. Yeah that to. Unless you start with -world=empty. Because Arma loads a mission behind the main menu. Yes That would be about what postInit does. I thought you wanted it to run before Editor unit init scripts. waitUntil alive player would wait till after the unit init scripts. Unless you put the waitUntil inside your spawned script. So that the script from unit init will kill it again. But you still need your preInit to run before mission start. -
Headless Client help required!
Dedmen replied to T. Miller's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The folder names have to match the files you have on disk. You can't just replace space by _ in one place and not the other. Also didn't I say that already? Why are you trying to go the hard way instead of just taking the easy way? Oh wait.. I also already told you that You know what? I'm out. Have fun. -
We already got them though... Why should we get them again? :D
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Execution order of spawned scheduled environment, how to workaround?
Dedmen replied to tortuosit's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Shouldn't be needed. Terminate shouldn't care if you pass in a script that's already terminated. How do you execute the code from addon level? Actually not. Sounds like he want's the addon one to execute first. Meaning preInit. -
Using "sleep" - How to account for low FPS?
Dedmen replied to Leopard20's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Arma is basically always on 100% load anyway.. sooo... You'd probably only feel it in your fps being lower. It's just adding a piece of code to an array and removing it again. Basically the same as with "normal" EH's. Btw stacked EHs is a bit unclear. The Engine addEventHandler/addMissionEventHandler are also stacked. But I assume you mean the BIS_fnc Still bad. Because of Eventhandlers being recompiled. Depending on how much code you have in the eventhandler. This is most likely better addMissionEventHandler ["EachFrame",{ call LEO_fnc_EachFrameCode; }]; The BIS function is more performance friendly and can also pass arguments to the handler. No. Totally not true. Depends on the command and depends on what exactly you are talking about. a nearestTerrainObjects over the whole map is not faster than a simple call {hint "hi";} And as we are talking about Eventhandlers. The actual execution of the Eventhandlers is most likely slower as they have to recompile their entire script which BIS_fnc_addStackedEH only does once for all the stacked EH's. -
My Documents\Arma 3 - Other Profiles Or you've set them via a startparameter on the Arma Launcher. But one usually doesn't do that by accident. The -profiles parameter
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I don't see the point of the waitUntil discussion. You want to replace it by a condition and a sleep to make sure the script only runs once per frame. Well that's exactly what waitUntil does. Just more compact and easier to read.