Igitur
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Everything posted by Igitur
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Addon Builder no longer wraps sqf files ?
Igitur replied to Igitur's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
Yeah it used to work fine for me too so far, that's why i'm puzzled today :confused: . I have copy/pasted your line of files in the proper field, with no result. I'll have to investigate further when i'm back from abroad. Thanks a lot for your time ! - Edit : Hey, I finally got it ! It looks like I mixed my addon's class and name in the function init file... -
Addon Builder no longer wraps sqf files ?
Igitur replied to Igitur's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
Thank you for your reply, Chief. Unfortunately, that wont work. I've tried with a semicolon, a comma, and nothing. I've tried to put the suffix in the Addon prefix field as well, and simplified the addon's name to the simplest possible tag (HCC). Nothing works. When you have a little time, would you mind trying to pack a sqf file with the method above ? Sorry for asking, but I'd like to know whether it's me or that goddamn tool that needs a heavy tweak ! -
high command HCC - High Command Converter 1.5.5
Igitur replied to Igitur's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Your waypoints issue must be related to the HC modules you've placed in the editor. Delete them, they're not requiered at all. This bug is fixed in 1.3. In the meantime, here is a step-by-step method to create a basic HCC setup with additional hc groups from scratch. You have several options : 1. Units init lines : Create a group, set the leader as player. If you want to give your own group a name, write this in the player init line : MyGroup = group this; MyGroup setGroupId ["G1"]; Create another group. In the leader init line, write : player hcSetGroup [group this]; Preview the mission and switch to high command. The 2 groups should appear in the hc bar. Yours is called G1. If you want to give a name to the second group, in the leader init line write instead : Group2 = group this; Group2 setGroupId ["G2"]; player hcSetGroup [Group2]; 2. Waypoints, triggers : Create a group, set the leader as player. Like above. Create another group. In its leader init line, write : Group2 = group this; Group2 setGroupId ["G2"]; Create a trigger. Activation = radio alpha. In the OnAct field, write : player hcSetGroup [Group2]; Preview the mission and switch to high command. You have only your own group in HC. Activate radio alpha (0-0-1). Group2 is added to you hc bar and is named G2. It works with waypoints and synced triggers the same way. Just write : player hcSetGroup [Group2]; in their "OnAct" field. 3. Script : Create a group, set the leader as player. Like above. Create another group. You can actually create it by script but that's another story. Give that group a name like above. You can then use : player hcSetGroup [Group2] when needed in your script. A more advanced usage of hcSetGroup allows for optional color assignment : player hcSetGroup [Group2, "", "teamred"]; Options are : teamred, teamgreen, teamblue, teamyellow, teammain. In a Multiplayer mission just replace 'player' by the playable unit's variable name. I hope this helps. Version 1.3 should be released this week anyway. Feel free to report any issue when it's out :). - ​Edited to clarify the difference between a group's name and ID : Group2 is the group name while G2 is Group2's ID. ​- Edited one more time to mention color assignment.- 164 replies
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high command HCC - High Command Converter 1.5.5
Igitur replied to Igitur's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey, Thanks for your post. I think you're indeed doing sth wrong, but it looks like you've spotted a bug in the move :) . First off : you dont have to place and synchronize modules in the editor at all. The mod does that automatically for every client, allowing you to play any mission out there in High Command. You'll start with your own squad by default, which you can split, command and regroup at will using the HCC interface. But nothing prevents a mission designer from adding new groups under player's command via scripts, waypoints or triggers using the simple code line : player hcSetGroup [groupname]. That means one should be able to build entire HCC missions without placing a single HC module in the editor. However, the mod should work flawlessly with additional HC modules. I thought I got it right, but you proved me wrong. A fix is ready and will be released in the next update, along with waypoints synchronization, Zeus compatibility, static weapons deployment and a few new entries in the HCC menus. Stay tuned, it's a matter of days. Edit : There might also be some misunderstanding here. To place waypoints, you just have to select one or several groups and hit your Action mouse button. Hold LCtrl to place several successive waypoints. Right click on a WP to edit its parameters. Regards,- 164 replies
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high command HCC - High Command Converter 1.5.5
Igitur replied to Igitur's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'll have to give a try to that Zeus thing.- 164 replies
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high command HCC - High Command Converter 1.5.5
Igitur replied to Igitur's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Version : 1.2. - First post updated. Changelog : fixed : 'Radio' and 'Custom' entries were mixed in the 'Reply' HC menu (ingame bug). fixed : you couldn't create HC groups with units in vehicle. changed : entries order in HC move menu. Added : effective doWatch command (Left Alt by default). Added : active suppression system. Added : 3D icons selection (ON/OFF). Added : groups stance management (stand/crouch/prone/auto/copy). Added : groups speed management (copy + slow vehicles). Added : groups combat mode management (Blue, Green, White, Yellow, Red) + engagement behaviour (enable Attack true/false). Added : transport system (menu 5) : Land/Sea/Air + cursor selection. Published on Steam Workshop- 164 replies
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high command HCC - High Command Converter 1.5.5
Igitur replied to Igitur's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think you'll understand I cant vouch for every other third party addon out there. Are you experiencing troubles running this addon with the vanilla game, or not ? I have zero interest in MP personnally, so admitedly I didn't test that game mode (as mentionned in the OP), nor did I test Zeus, and there might well be some scripting tricks for those modes i'm not even aware of. I'll take a look. If you're running a server and are willing to help, we can try and fix those issues (if any). Feel free to pm me. Cheers,- 164 replies
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Squad Rallypoint System
Igitur replied to schadler17's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Awesome ! Thanks for sharing. That might prove useful very soon :) -
high command HCC - High Command Converter 1.5.5
Igitur replied to Igitur's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Version : 1.1 - First post updated. Changelog : . fixed : a subordinate player could take control over his group leader. . fixed : execution couldn't be launched through the Status menu for groups created externally. . changed : 'Join' option in HC move menu now split into two separate entries : 6. Join group and wait 7. Join group and regroup @ Mission and mod makers : to make a group HC controllable via this addon, just add the following line in the proprer trigger, waypoint, script or group leader's init field. : player hcSetGroup [groupnamehere]; _______________________________ Edit : RHS works just fine on my side. Make sure that RHS, ACE and other config addons always come before HCC in your mod library.- 164 replies
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ai command dlc C2 -Command And Control
Igitur replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Why not create your own ? if (isNil YourTag_HC_Commander) then {YourTag_HC_Commander = _group createUnit ["HighCommand", [0, 0, 0], [], 0, "NONE"]}; if (isNil YourTag_HC_Subordinate) then {YourTag_HC_Subordinate = _group createUnit ["HighCommandSubordinate", [0, 0, 0], [], 0, "NONE"]}; Then use hcSetGroup to link your newly created group to the subordinate module. I've implemented that system recently in my custom formations project (WIP) and it seems to work quite well so far. Dont forget to delete the modules when you have no subordinate group otherwise you'll give the player control over all units of his side. I concur. Not only would you be able to move when using the tablet, but you could still have access to the game's units selection (F keys) and most of the commanding menus, what could improve user-friendliness a lot imo. You'll have to use a slightly different syntax with createDisplay, but the benefits are obvious. Best regards, -
[FEEDBACK] Do you use BIS_fnc_xxxxx functions? If you do....
Igitur replied to killzone_kid's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If requests are allowed, I think a BIS_fnc_arraySwitch could prove very useful. Something like : [array, [2,5], [7,9]] call BIS_fnc_arraySwitch would help me a lot in my current project. -
[FEEDBACK] Do you use BIS_fnc_xxxxx functions? If you do....
Igitur replied to killzone_kid's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm always hoping for a working BIS_fnc_findCover and BIS_fnc_setHideBehind. -
TPW MODS: enhanced realism and immersion for Arma 3 SP.
Igitur replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi tpw, I have a request if you're in the mood. Would it be possible to add a userconfig variable that would select one of the three available weapon lowered walk animations ? I'd like to stick with my preferred 'AmovPercMwlkSlowWrflDf_ver2', but also want to benefit from all the options of your awesome mods. I was thinking this could be implemented more or less the same way you did for speeds ? Regards, and thank you for the consideration :). Ah damn ! I just read you're NOT in the mood atm. Enjoy your rest !.- 5767 replies
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Checking Multi-key Return Value KeyDown DisplayEH
Igitur replied to jshock's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If this can help, here is how I detect a key combo for "CycleThrownItems" in my stance mod : //// CycleThrownItems hotkey detection - (limited to Lctrl, LAlt, Lshift because inputAction is erratic) YourTag_AKNA_cycleThrownItems = call compile format ["%1",ActionKeysNamesArray 'cycleThrownItems', 1]; YourTag_AKI_Throw = ActionKeysImages "Throw"; YourTag_CTIString1 = "Left Ctrl+"+ (call compile format ["%1", YourTag_AKI_Throw]); YourTag_CTIString2 = (call compile format ["%1", YourTag_AKI_Throw]) + "+Left Ctrl"; YourTag_CTIString3 = "Left Alt+"+ (call compile format ["%1", YourTag_AKI_Throw]); YourTag_CTIString4 = (call compile format ["%1", YourTag_AKI_Throw]) + "+Left Alt"; YourTag_CTIString5 = "Left Shift+"+ (call compile format ["%1", YourTag_AKI_Throw]); YourTag_CTIString6 = (call compile format ["%1", YourTag_AKI_Throw]) + "+Left Shift"; and, in your KeyDown_fnc : if (YourTag_CTIString1 in YourTag_AKNA_cycleThrownItems or YourTag_CTIString2 in YourTag_AKNA_cycleThrownItems) then {YourTag_cycleHotkey = _this select 3}; if (YourTag_CTIString3 in YourTag_AKNA_cycleThrownItems or YourTag_CTIString4 in YourTag_AKNA_cycleThrownItems) then {YourTag_cycleHotkey = _this select 4}; if (YourTag_CTIString5 in YourTag_AKNA_cycleThrownItems or YourTag_CTIString6 in YourTag_AKNA_cycleThrownItems) then {YourTag_cycleHotkey = _this select 2}; /// if (_code in ActionKeys "Throw" and YourTag_cycleHotkey) then { ...}; Regards, -
ai command dlc C2 -Command And Control
Igitur replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@mad_cheese : pm'ed you. -
Update 09.15.2015 - Version : Igit_ADJv4. The mod is up and running again. It now relies on a single custom control (key/MseBtn) that pretty much replaces the former Adjust modifier. Numerous other improvements have been implemented. Changelog : 1. Drastic code simplification. 2. 'Adjust' modifier implementation. 3. Custom stance indicator system added. 4. Mousewheel function re-implemented and improved. 5. CBA not required anymore. 6. New demo vid uploaded. STANCE ADJUSTMENT MOD - _________________________ Version : Igit_ADJv4 - (09.15.2015) - Signed. Author : Igitur Requirements : ArmA3. _________________________ Installation : Extract the Zip file in your main Arma 3 directory and copy/paste the Igit_ADJv4 file in your userconfig (create one if necessary). Import and enable @Igit_ADJv4 in your game expansions menu. Userconfig : Right click on the included IGIT_ADJV4.hpp and select "Edit with notepad". IGIT_Adj_DefaultMode = 1; // 1 = Full Temporary (Yellow) / 2 = Semi-temporary (Blue) / 3 = Persistent (White). IGIT_Adj_UserKey = "User15"; // defines custom control User15 as your Adjust modifier. Change at will from "User1" to "User20" and bind accordingly in the game's custom controls menu. Works with both keys (single tap) and mouse buttons (single press). IGIT_Adj_StanceIndicator = 1; // Displays the mod's custom stance indicator. Better disable the game's indicator in the difficulty menu if you use this one. Put 0 if you dont need it or prefer the default hud. IGIT_Adj_StanceDuration = 10; // Custom stance indicator duration in seconds. Change at will. Put higher values to simulate permanent HUD. IGIT_Adj_StanceColor_FullTemp = [255/255,255/255,0/255,0.6]; // light yellow IGIT_Adj_StanceColor_SemiTemp = [0/255,255/255,255/255,0.6]; // light blue IGIT_Adj_StanceColor_Persistent = [255/255,255/255,255/255,1]; // white Here is a good link to rgba color codes : http://www.december.com/html/spec/colorrgbadec.html IGIT_Adj_MouseWheel = 1; // 1 = embedded MouseWheel function enabled. / 0 = disabled. IGIT_Adj_persistent_key = 46; // defines adj+C as persistent mode (White) modifier. Vertical and horizontal adjustments are persistent. IGIT_Adj_SemiTemporary_key = 47; // defines adj+V as semi-temporary mode (Blue) modifier. Horizontal adjustments are temporary. Vertical adjustments are persistent. IGIT_Adj_FullTemporary_key = 48; // defines adj+B as full-temporary mode (Yellow) modifier. Vertical and horizontal adustments are temporary. Note that holding your Adjust modifier will disable the default action bound to the selected key. Choose new keys carefully if you dont want the mod to interfere with your gameplay. Check https://resources.bisimulations.com/w/index.php?title=DIK_KeyCodes for a list of key codes. Usage : 1. Select a UserKey in the userconfig file or use the default one (User15). Bind whatever key or mouse button you want to use as your 'Adjust' modifier to that UserKey in the Custom controls menu. I do recommend you give a try to MseBtn#5 or MseBtn#4 to make the most of this mod. 2. As a precaution, and especially if you want to keep using the same hotkey you're used to, delete all your current key bindings in the "Adjust stance Up/Down/Left/Right" controls and bind that key in your selected custom control instead. 3. Hold your brand new 'Adjust' modifier and press either 'C', 'V' or 'B' (default keys) to switch from one mode to the other : 'C' - persistent mode : the original game mode, 'V' - semi-temporary mode : horizontal adjustments are temporary, vertical adjustments remain permanent, or 'B' - full-temporary mode : horizontal and vertical adjustments are temporary. 4. Hold 'Adjust' and hit the WASD keys to play the adjusted stances in the selected mode. Use the leaning keys instead of (or with) the left and right keys for a leaning stance adjustment. 5. Hold 'Adjust' and use the mousewheel to switch through vertical stances. Limitations : 1. To prevent from accidentally throwing grenades I have disabled the possibility to cycle through the throwable items while holding a side stance, except for the persistent mode. Just release 'Adjust' and select your item, you're in a temporary mode anyway. However, because key-combo detection is a mess, I've only been able to do it for the six usual hotkeys L/RShift, L/RCtrl, L/RAlt. It is therefore recommended to use one of those keys in your combo (ex: LCtrl+G), or just a single key for "cycleThrowItems". 2. For some reason beyond my understanding, holding 'Adjust' + leaning L or R when walking will play your first side step in the opposite direction. Just toggle your leaning key to get round that issue. You're already walking. 3. The mod should work as long as you're reloading saved games inside the current mission, but wont work if you try and reload an exited mission. 4. The 'GROUP' Respawn in MP breaks the mod. Seems to work fine with other types of respawn though. Credits & thanks : Tpw for the early version of the mousewheel script. Thank you again mate. KillzoneKid and Iceman77 for their GUI tutorials. Priceless for the noob I am. VanZant for a method of hooking a script I gratefully imitated.
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Weapon Resting & Deployment Feedback
Igitur replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
AFAIK, you can only check 3 states of weapon deployment so far : Rested, Deployed, or Normal. However, the stance indicator displays two more states : canDeploy and RestedCanDeploy. Are there any commands or event Handler that return some usable variables for those 2 states ? What about "WeaponCanDeploy" and "WeaponRestedCanDeploy" to go along with the "WeaponRested" and "WeaponDeployed" EHs? Did I miss something here ? -
Nicely done VanZant, just like your 'Copy my Stance'. I'll keep using both and make sure my stance mod (wip) remains compatible with this one. I think cooking and canceling aren't useless at all, but you decide of course. Just for the mention : there's an error message at the moment, but I'm sure you already know.
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ai command dlc C2 -Command And Control
Igitur replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ah, thank you for checking it out. I already had similar issues when dealing with my own stuff and I eventually found out that a simple sleep 0.5; waitUntil {!isNull findDisplay 46}; in the very first lines of a script can also save a man's good night's sleep. Regards, -
ai command dlc C2 -Command And Control
Igitur replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi Mad_cheese, I haven't really tried your mod yet but it looks like you've brought Arma to the tactical level us poor single players have always hoped for. Thank you for your hard work :)! I've got a problem though. I've just subscribed on Steam and enabled your mod in my addons library, and I immediately notice it's breaking the script i'm currently working on. More precisely, it's breaking the mouse button eventHandlers i'm relying on in my mod. So i'm wondering : are you using MseBtnUp/Down eventHandlers by any chance? Do you neutralize them at some point (returns true with no condition)? If so, did you privatize them to keep their effect local to your own script ? For instance, something like : FindDisplay 46 DisplayAddEventHandler["MouseButtonDown", "_this call MyFonction"] should rather look like : _MadCheese_MseBtnEH = FindDisplay 46 DisplayAddEventHandler["MouseButtonDown", "_this call MadCheese_MyFonction"]; The first one is global and will apply through all addons, potentially conflicting with other EHs, while the second is local and apply only on your mod. Just trying to figure this out, as I definitely want to use both your and my mods. -
Marksman Update changed Stance Adjust control configurability
Igitur replied to vagrantauthor's topic in ARMA 3 - GENERAL
I dig up this thread because the problem reappeared. I've just updated to 1.48 after several months not playing the game. While you can now assign a WASD+MseBtn combo to the stance adjustment controls, they no longer work in game. WASD+LftCtrl still work though. Anyone else experiencing that issue ? Edit : ok, MseBtn#5 is broken, but MseBtn#4 works fine. Go figure. -
This mod erases all the stops and glitches you experience when lowering your weapon while moving. All directions, stances and speed modes are processed, as well as handguns. Bind your 'Toggle Raise Weapon' to a singletap key or a mouse button (in custom controls as User Action #20 only). CBA is requiered. Download : https://www.dropbox.com/s/jf1vb8vkl8krrp2/%40Igit_FT.zip?dl=0 Extract the Zip file in your main Arma 3 directory and add : -mod=@Igit_FT in the Steam launch parameters Updates : 08.27.13 - The mod will now work on Team Switch. - Note for multiplayer : the mod seems to work flawlessly on 'Base' and 'Side' Respawn types, but for some unknown reason wont work with the 'Group' type. 08.17.13. - CBA pre-init EH used instead of post-init makes the mod much more stable in multiplayer. 07.23.13/2. - Variables desynchronization issue on respawn fixed. - A few more improvements in controls reactivity. Gameplay should be totally fluid now. 07.21.13. - Undefined variables error fixed; - Compatibility issue with my Walk As Default mod fixed; - Immediate directional responsiveness when lowering or raising the weapon in all speed modes when standing up and in most cases otherwise. 07.06.13. - Fixed the bugged TactToggle. 07.06.13. - Fixed the random control delay after the weapon lowering in Walk mode. Residual known flaws : see below post #21. - Mouse binding is now possible in custom controls as User action #20. 06.28.13 - Version : 062813. Optimized and signed.
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Hey, Yes, the mod is broken for now, mainly due to the new stance keys configuration. The issue has been brought to BIS attention and i'm waiting to see whether they fix it or not. If they dont, I plan to come with my own solution.
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Marksman Update changed Stance Adjust control configurability
Igitur replied to vagrantauthor's topic in ARMA 3 - GENERAL
Yep. I asked about that in the Q/A forum two months ago. Got no answer. -
New stance adjustment keys. What about mouse buttons ?
Igitur posted a topic in ARMA 3 - QUESTIONS & ANSWERS
So the former 'Adjust' control has been replaced by those four new 'Adjust stance Up, Down, Left, Right' controls. The single assigned key has also been split into the respective combos 'LCTRL+W, ..+S, ..+A, ..+D'. Those changes wont affect your gameplay if you were previously using a key, but now they do prevent from using a mouse button for the stance adjustment. In the controls menu, you cant create a combo with a mouse button. For instance, 'Mse Btn#5+W, ..+S, ..+A, ..+D' wont work. Any way to get round that issue ? Thank you.