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Everything posted by dr_strangepete
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Is it possible to get the idc of the button that was used?
dr_strangepete replied to alleycat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
add them to your dialog definition, in the scope of the control you want it applied to (there is also an example second-up from the bottom of the UI Event Handlers page): class dsp_dialog_weatherApply: RscButton { idc = 1601; onMouseButtonClick = "_this call dsp_fnc_diag_weatherApply"; ... or, if you need to add one later, or for dynamically added button, you can use ctrlAddEventHandler (assuming you know the control by that point) @zapat, haha, i didn't even think of that, even tho i pasted it, lol... -
Is it possible to get the idc of the button that was used?
dr_strangepete replied to alleycat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
according to DialogControls-Buttons (wiki), no that information is not passed in action via this (i haven't a moment to check if that is vaild for A3) but, you could always use a onMouseButtonClick User Interface Event Handler which will pass the control info. or, if you use Macros (see: Preprocessor Commands) for your IDCs, you can add an additional variable passed in your action line which is just a macro name, at runtime it will pass the IDC used everywhere else -
Can't modify official vehicle configs
dr_strangepete replied to AveryTheKitty's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
try setting requiredAddons; the game is likely loading your mod prior to the official one, which is why its written over: class CfgPatches { class myMod { requiredAddons[] = { "A3_Armor_F", "A3_Armor_F_EPC_MBT_01"}; .... those are just two i had used while changing the names for the Slammer and Panther; i didn't check which addon the wipeout* is from. -
[WIP-Report] Advanced Civilian Interaction Menu
dr_strangepete replied to chief_wiggum's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sweet! Nice work. Maybe i'll start playing around with a 'Papers, Please' mod :D -
listbox problem (missing colordisabled)
dr_strangepete replied to alleycat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
well the GUI editor seems to export a limited set of parent defines (by design or bug...) and fails to include the parent scrollbar class, among some others. I'm not sure if this affects every single player, but i've certainly seen this issue for awhile -
Helicopter ignoring waypoint condition
dr_strangepete replied to mindstorm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I guess i forgot how conditions work - they allow or prevent the completion of the current activated waypoint. so if you have a single waypoint elsewhere with a condition, the heli will still fly there first, -then- wait until the condition. What you can do (worked for me in a test mission), set a first MOVE waypoint directly ontop of your heli with your ^^condition, then have your second MOVE-destination waypoint after. The heli won't start up until the first waypoint's condition is true Reference: https://community.bistudio.com/wiki/Waypoints Didn't see F2kSel's reply - what he said :) -
listbox problem (missing colordisabled)
dr_strangepete replied to alleycat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Try inheriting from the scrollbar defined in RscListNBox: class RscListNBox { class ListScrollBar : ScrollBar {}; //this is exactly how its done in the game base config .... if your control shows funky scrollbars, or you expect icons, you can always predefine this parent (outside of the 'class Rsc____' blocks) class ScrollBar { color[]={1,1,1,0.60000002}; colorActive[]={1,1,1,1}; colorDisabled[]={1,1,1,0.30000001}; thumb="\A3\ui_f\data\gui\cfg\scrollbar\thumb_ca.paa"; arrowEmpty="\A3\ui_f\data\gui\cfg\scrollbar\arrowEmpty_ca.paa"; arrowFull="\A3\ui_f\data\gui\cfg\scrollbar\arrowFull_ca.paa"; border="\A3\ui_f\data\gui\cfg\scrollbar\border_ca.paa"; shadow=0; scrollSpeed=0.059999999; width=0; height=0; autoScrollEnabled=0; autoScrollSpeed=-1; autoScrollDelay=5; autoScrollRewind=0; }; then inherit directly from this^ class RscListNBox { class ScrollBar : ScrollBar {}; class ListScrollBar : ScrollBar {}; ..... if you want to see the actual configs the game uses for reference or comparison (or just curiosity), you can open up A3/ui_f/config.bin (you'll have to BankRev, then CfgConvert to get the config.cpp) -
listbox problem (missing colordisabled)
dr_strangepete replied to alleycat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
simply add the colorDisabled[] property to your definition, it appears to be missing: class RscListNBox { colorDisabled[] = {1,1,1,0.25}; //value from config viewer in-game etc..... if that doesn't work, try to copy the error word for word or screenshot please -
Multiple things. This game never failes to amaze me
dr_strangepete replied to mindstorm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
clearWeaponCargo wiki page says that its Arguments are Global, but Effects are Local, meaning that it will only work on the computer where executed. You are looking for: clearWeaponCargoGlobal which has Global Arguments & Effects - designed for MP. You'll need to pay close attention to those icons while scripting to ensure you are executing code on the proper computer. But like previously said, short of actual code, its hard to tell whats breaking where, all i can say is that its likely fixable. Don't give up! ---------- Post added at 21:57 ---------- Previous post was at 21:50 ---------- you'll also want: clearMagazineCargoGlobal and addWeaponCargoGlobal -
Custom Respawn Loadouts' Uniforms
dr_strangepete replied to Kolmain's topic in ARMA 3 - MISSION EDITING & SCRIPTING
using entries copied from what you linked, i was able to reproduce what you said originally, except in my case, changing uniform to uniformClass did fix the problem, and the unit respawned with the kit and uniform you supplied. When you tested with 'uniformClass', is it possible you forgot to cleanly reload the mission before testing? i only mention it because i pulled the same thing a few times while testing :) fyi, i am running A3 Stable branch. i'll gladly pack up what i have so you can test if it works properly on your end (maybe corrupt data?) -
Custom Respawn Loadouts' Uniforms
dr_strangepete replied to Kolmain's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry, i forgot, the example is hidden in a 'spoiler' text within the "Menu Inventory" listing just below do you mind sharing the parent classes of what you posted/have included via hpp (just the tree, not everything). I'll try to replicate locally. silly question, you're not trying to apply a Blufor uniform to an opfor player? if so that might require forceAddUniform. I edited it out of my original answer, but i have limited respawn loadout experience, but i guess i'm gonna learn today :) -
Custom Respawn Loadouts' Uniforms
dr_strangepete replied to Kolmain's topic in ARMA 3 - MISSION EDITING & SCRIPTING
edit: misread original post...according to Arma 3 Respawn wiki it should be uniformClass where do you have 'class rifleman_west' written? is it within the CfgRespawnInventory block in description.ext? -
File Path in CfgFunctions in config.cpp
dr_strangepete replied to jshock's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
simply splitting up the configs doesn't do anything except for organization. they still all need to be #included in the config.cpp one issue to look out for: i noticed while trying out your original example, that for me, Addon Builder isn't including the functions folder nor the sqf file into the pbo (extension -is- whitelisted). After binarizing and packing, files like sqf are visible and readable in the pbo if view in a text editor, but for some reason the folder isn't making it into the pbo. That aside, separately binarizing and packing a pbo using Eliteness (folders & sqf definitely included, confirmed), didn't seem to eliminate the error. nor any usual combo of root folder definitions. I'll try to find one of my older practice addons that worked fine, scratching my head as to why its not working... Have you seen or given this a thorough read? [url=https://community.bistudio.com/wiki/Functions_Library_(Arma_3)#Adding_a_Functionhttps://community.bistudio.com/wiki/Functions_Library_(Arma_3)#Adding_a_Function -
Question about stringtable.xml from scripts?
dr_strangepete replied to Coolinator's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Giallustio is correct, multilingual support - dialogs, scripts, anything. When merging, as long as xml blocks are not broken, the key structures, and key placement are arbitrary For reference: https://community.bistudio.com/wiki/Stringtable.xml -
Place minefield task
dr_strangepete replied to Sanchez Milsim's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think the error is the 50 and 1 are swapped....as I'm reading above, you are waiting until 50 AT mines spawn within 1m of the marker location. -
Get road type?
dr_strangepete replied to D. Patterson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
lol no worries, i was hoping i simply missed something everybody else knew :) -
Get road type?
dr_strangepete replied to D. Patterson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Do you have a suggestion how to do that? because, like i was saying, its a hardcoded object, for which there are no configs, or classnames. typeOf seems to only return "" for nearestroad segments (as is expected, having no class name) -
How to Host Dedicated server on arma 3 on steam????
dr_strangepete replied to Coolinator's topic in ARMA 3 - SERVERS & ADMINISTRATION
grumpy, disregard me...going to bed :) -
Get road type?
dr_strangepete replied to D. Patterson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Problem with nearRoads, as you are experiencing, is that the search radius only applies to the center point of each road segment, not the road itself. Unless the radius is set large enough to encompass the center points of two road segments at any given time (like 25m or so), you'll end up flip-flopping an empty array. What i would like to see is either IsOnRoad return an optional array with both the boolean & road type); a separate command for roadType (meh); or allow typeOf to return a class or p3d name instead of "" - as road segments are objects, but with no configs, so no classname is associated. I have a sneaking suspicion that surfaceType won't be able to return a road type, for the same reason it won't identify a helo pad: both are overlays, and independent of the terrain surface (afair). Perhaps, if the game at minimum returned the road type as part of the object model string for nearRoads (instead of only an object id#) we could at least combine the logic of isonroad == true, near 'Asphalt' segment...probably asphalt. -
How to Host Dedicated server on arma 3 on steam????
dr_strangepete replied to Coolinator's topic in ARMA 3 - SERVERS & ADMINISTRATION
...Just not here :) This discussion needs to move to the correct forum, being grossly offtopic : ARMA 3 Servers & Administration -
flag picture path?
dr_strangepete replied to silentghoust's topic in ARMA 3 - MISSION EDITING & SCRIPTING
you can find quite a few already in-game, in addition to the standard factions: Large: a3/Data_F/Flags Map Icons: a3/ui_f/data/map/markers/flags -
spawn an airborne heli...crashes before engines up to speed
dr_strangepete replied to Tankbuster's topic in ARMA 3 - MISSION EDITING & SCRIPTING
can you please share the code you are using? cause i'm testing fnc_spawnvehicle right now and it works fine, and support for helicopterrtd sim is in the function (check the code in the func viewer). I did notice that the pilots take aggressive actions to 'return to formation' at times, but at no point did the chopper spawn with no, or too little power...spawnvehicle is essentially just a front end for createVehicle array [[(getpos player select 0),(getpos player select 1),25],0,"B_Heli_Transport_03_F",(group player)] call BIS_fnc_spawnVehicle; -
spawn an airborne heli...crashes before engines up to speed
dr_strangepete replied to Tankbuster's topic in ARMA 3 - MISSION EDITING & SCRIPTING
^^ what Grumpy & Das Said. either use createVehicle (wiki), or in 'insert unit' in the editor set 'special' to 'flying'. if its set to flying engines will be entirely spooled up...never had an issue with that before; +just tried it in the editor now, works fine -
How Do I Add A Vehicle FIRED EventHandler
dr_strangepete replied to ward1591's topic in ARMA 3 - MISSION EDITING & SCRIPTING
A little more info would be helpful. What are you experiencing, what are you expecting, and whats in the rpt? -
Loading settings from external files?
dr_strangepete replied to antonstruyk's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
if you are planning on using a config for your data, your config.cpp can include a file from the mod directory, same way as you would with \userconfig (you won't be able to binarize with this include, it has to find the file at runtime) #include "\@my_mod\settings.hpp" by using the slash, you define the root folder, and the @ is necessary to access the actual folder (where as #include "my_mod\settings.hpp" w/o '/@' refers to addon space, and the file won't be found unless included in the pbo) scripts can do the thing, by referring to the file directly, execVM "\@my_mod\somesqf.sqf"; or have the script auto-run, for example: class CfgFunctions { class MY { class myCategory { class myInit { file = "\@my_mod\somesqf.sqf"; preInit = 1; Limitations are primarily security, or lack there of by allowing user sqf; also, by using '/@my_mod', you'll need to ensure the directory is placed and named correctly, or it will CTD. I'd go with included configs over sqf