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dr_strangepete

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Everything posted by dr_strangepete

  1. dsp_Copilot adds action-menu controls for only the helicopter copilot, allowing for side-by-side failure training: copilot is able to select engine & tail failures, along with a repair action, and an emergency 'cheater' action that stops the helicopter [mid-lol-fail-nosedive] flight, to avoid that pesky death :P designed for custom squad training mission integration dsp_Copilot - 1.01 Ideally this script runs light, and no mentionable network traffic; only runs on server and on the unit-as-copilot, and only while in that vehicle seat. but im not able to test it on a large scale, i'd be interested to hear back about how it runs I had received quite a few requests for some form of multiplayer autorotation training, and this is what ive come up with so far. Made-for-MP, with room for future upgrade, this script can be added easily (in my intention atleast...) to any team/squad/whatevers training mission. Copilot controls are unlocked automatically, but there seems to be nothing i can do about preventing the pilot from disabling them at whim (other than a swift boot). Contains debug code that can be disabled if desired via option, but any requests for help will require this to be enabled, and an emailed copy of your RPT file. any issues i'd be happy to help figure it out no permission needed to use or distribute. free cultural work. 02-16-14 microUpdate - 1.01 -added new helicopter classes -cleaned legacy removeAllActions support -fix incorrect vehicle respawn calls in demo: dsp_copilot_demo.7z updated -recommended disable AI, if AI group leader, will make you force-eject mid-air on heli damage 11-06-13 Update - 1.00 -code & syntax change - replace -all- existing code with 1.00 -fixed cheater vectors -support for the removeAllActions scripting command syntax change [ download demo mission 02/16/14 ]
  2. Hell-Heli [2016-07-16] Fly Tanoa, Altis and Stratis. Practice your combat moves in the island's most unreliable chopper - Hell-Heli. Guaranteed to fail. Initial Spawn Location and Damage are increasingly randomized, failure modes via engine, and tail rotors. Persistent settings and options for a customized flight. If you get stuck in a bush, use 'escape bush'! Its an easy way to practice the maneuver, and hone your reflexes. When the time comes in combat, you'll be able to rapidly identify a landing site, and execute a successful flightpath to safe landing. Survival is the best way to learn. Changelog: 2.4 - 2016-07-16 Tanoa! Camera tweaks for Tanoa; jungle density will remain an issue Map shift-click for waypoints restored +map close after teleport Fog rescaled for more practical use Time-of-day setting fix; was saving wrong hour, and ignoring minutes Failure timeouts adhered to Additional minor fixes, and attempts to reduce double-spawn frequency AFM tail-rotor damage fix Note: At the moment, many (but not all!) of the CUP Mod helicopers have broken Hitpoints and thus do not work. There are so many variants, if you find a broken model please add it to the Discussion, "Broken Model Reports"; I will try to make a bug report once I have a decent list generated and verified. 2.3 - 07/19/15 Mod Enumeration - will search and list new helicopter mods** ИÑправлен перевод на руÑÑкий Ñзык - ÑпаÑибо ruPaladin. Russian translation overhaul by ruPaladin; Thanks again! User-set Respawn Altitude and Deathcam Timeout in settings dialog Rotorlib support (not the cleanest hack, but works) Settings besides Weather, now automatically save Solution to loss of Action Menu when separated from helicopter MANY bugfixes - duplicates; WY-55; deathloop; text overflow; unlimited ammo; ocean-death; NV, +more Outdated Changelog: Helicopter DLC Class list [ for legacy versions ] Installation: Install *.pbo to steamapps/common/arma3/missions or copy the included folder for A3 Editor into {user}/Documents/Arma 3 {Profile}/missions Download 2016-07-16: [ Latest - Tanoa, Altis & Stratis: sp_hell-heli-autorotation_v2_4_pack.7z ] [ Latest: sp_hell-heli-autorotation_v2_4.Tanoa.7z ] [ Latest: sp_hell-heli-autorotation_v2_4.Altis.7z ] [ Latest: sp_hell-heli-autorotation_v2_4.Stratis.7z ] This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.
  3. dr_strangepete

    [SP] Hell-Heli : Simple Randomized Autorotation Practice

    2.4 Tanoa! Camera tweaks for Tanoa; jungle density will remain an issue Map shift-click for waypoints restored +map close after teleport Fog rescaled for more practical use Time-of-day setting fix; was saving wrong hour, and ignoring minutes Failure timeouts adhered to Additional minor fixes, and attempts to reduce double-spawn frequency AFM tail-rotor damage fix Note: At the moment, many (but not all!) of the CUP Mod helicopers have broken Hitpoints and thus do not work. There are so many variants, if you find a broken model please add it to the Discussion, "Broken Model Reports"; I will try to make a bug report once I have a decent list generated and verified.
  4. dr_strangepete

    [SP] Hell-Heli : Simple Randomized Autorotation Practice

    2.3 - 07/19/15 Mod Enumeration - will search and list new helicopter mods** ИÑправлен перевод на руÑÑкий Ñзык - ÑпаÑибо ruPaladin Russian translation overhaul by ruPaladin; Thanks again! User-set Respawn Altitude and Deathcam Timeout in settings dialog Rotorlib support (not the cleanest hack, but works) Settings besides Weather, now automatically save Solution to loss of Action Menu when separated from helicopter Map-click teleport MANY bugfixes - duplicates; WY-55; deathloop; text overflow; unlimited ammo; ocean-death; NV, +more I never ended up posting v2.2 here, so there are a few unmentioned changes and fixes
  5. dr_strangepete

    FLIR for Little Bird Copilot

    at first look, theres a few missing semi-colons: class TF47_black_LITTLEBIRD_NATO_armed: B_Heli_Light_01_armed_F { ... crew = "B_Helipilot_F" class TF47_Desert_LITTLEBIRD_NATO: B_Heli_Light_01_F { ... crew = "B_Helipilot_F" //it looks like every class has 'crew = "B_Helipilot_F" ' missing a semicolon
  6. dr_strangepete

    How to change the moon size?

    if you feel like getting dirty (read: no trivial task), i'd start here: config: CfgWorlds > CAWorld > moonObject = "A3\data_f\moon.p3d"; (property can be found in A3\Map_Data\config.bin, way at the bottom) files: A3\Data_F\moon.p3d A3\Data_F\moon_anim.p3d A3\Data_F\MoonHalo.p3d A3\Data_F\mesic.01.paa ( 1-12, moon phase textures) I do not know to what extent you can override those configs (likely, but in any case, this will have to be done via mod/addon), but i'd imagine if you could, all you'd need to do is figure out how to create your own moon.p3d replacement, as the texture in that is likely what determines the general size.
  7. dr_strangepete

    British pound symbol not appearing

    was it originally created with notepad++ or previously converted? might be a npp bug; i don't fully trust npp yet (based on display/corruption issues i've experienced over a couple years)
  8. dr_strangepete

    British pound symbol not appearing

    odd, because i was able to reproduce the character not showing when simply swapping between ansi (npp's default) and utf-8, reentering alt-156 to fix the corruption from conversion. execVM'd a test.sqf with only hint "[symbol]"; (edit: tried a few more times, including converting, back and forth, same results for me- ansi encoding will not show the character) i'm not all too familiar with character sets, but i did notice the actual ansi set has the pound symbol as '163', instead of the ascii set '156'... (stable branch, win 7)
  9. dr_strangepete

    British pound symbol not appearing

    save your sqf with utf-8 (**or utf-16) encoding. special characters need utf-8 to show in game (same applies with stringtable.xml, its how we get russian characters) **edit: according to String
  10. dr_strangepete

    isServer

    instead of 'lol'ing, why don't you contribute something to the discussion? or just don't comment. @lifemanalive - What shuko is saying, is that systemChat (wiki) will not return anything you could see if run on dedicated - no screen for dedicated, so neither systemChat nor Hint will show. To test effects, you could use diag_log to print your message to the RPT file, to verify its working edit: ^^what kk said. ninja'd
  11. dr_strangepete

    Script to get artillery fire mode

    the command currentWeaponMode will return a string-name of the current mode, in the case of the Mk6, it will return 'Single1', 2 & 3 - representing the selected range, which is modified by 'artilleryCharge' in the weapon's firemode config (scale of 0-1, 1 being full charge). I'm not sure yet about getting the actual 'trv' value outside of the artillery computer (just time?). Also check out these commands: getArtilleryETA, inRangeOfArtillery and getArtilleryComputerSettings (returns mode, ammo type, and a third i am assuming is detonation height (all 0 except flare, which is 240...); works even if artilleryComputer is disabled)
  12. dr_strangepete

    respawn problem

    I think handleDamage EH is more appropriate, as 'Hit' isn't guaranteed** to be called when killed, so if you get one-shotted, you won't respawn. Aside, looks like the better way to go, with whats given. depending if single player or mp respawn eh's and scripts wouldn't work, as respawn is manually scripted in sp, and thus the need to intercept the handleDamage, and decide whether to live, or let die.
  13. dr_strangepete

    respawn problem

    handleDamage may at times be called twice, but nothing i can see in your eventhandler is connected to your counter. sp or mp? and is there a chunk of code missing? where are you running this: if(isNil "respawning") then {respawning = false}; if (respawning) exitWith {}; waitUntil {damage player >= .85}; null = [] execVM "scripts\respawn.sqf"; A couple things off the top of my head that sound similar: - respawned player body is colliding with previous body, object or vehicle, killing it quickly, triggering another respawn (a previous personal hair-pulling discovery) (SP) - respawn.sqf is not starting and setting 'respawning = true' fast enough, which could cause a second iteration to also loop & run. try moving that initial mutex to just after the waitUntil{} line so it is set before respawn is even run; respawn.sqf then takes care of returning it to 'respawning=false'. - add a timeout condition to your script so it cannot be executed more than once every 5 sec, for example. (allowtime = time + 5; if (time > allowtime)...) - although i encourage discovering the blip rather than just burying it.
  14. dr_strangepete

    BIS_fnc_MP not executing given code serverside

    https://community.bistudio.com/wiki/BIS_fnc_MP set 'target' to false to execute on the server. if you look at my earlier post, line 1 bis_fnc_mp call has target (_this select 2) false - this first calls the function HJ_fnc_Query on the server only, which inturn calls the client on line 6 (_this select 2 is set to the player) with the sql results. Or, passing code based on Fireball's note: [{diag_log 'message received';}, "BIS_fnc_call", false, false, true] call BIS_fnc_MP; // log message on server only
  15. dr_strangepete

    BIS_fnc_MP not executing given code serverside

    unless i missed something lately, im not sure you can pass a code { block } in place of command/script name. Also needs to be called, not spawned***(edit: wiki claims call execution, but a quick test on my machine showed spawn still worked) there is mention in the notes on BIS_fnc_MP about passing code as a parameter or just function-ize: [[(getPlayerUID player),player],"HJ_fnc_Query",false,false] call BIS_fnc_MP; HJ_fnc_Query = { _query = format ["SELECT p.name, COUNT(h.ownerUID) FROM players p, houses h WHERE p.playerUID = '%1' AND p.playerUID = h.ownerUID", (_this select 0)]; _return = (_query) call JON_fnc_queryDB; [_return, "HJ_fnc_Return", owner (_this select 1), false] call BIS_fnc_MP; }; HJ_fnc_Return = { diag_log format ["%1", _this]; houseOwnerInfo = _this; }; thats untested code, more of a break-down theory
  16. have you tried searching these forums, google or armaholic? i'm fairly sure your answer is already out there
  17. What you posted for return of O_Truck_02 is consistent with what i observed when i tested with B_Heli_Light_01_F (personal fav) - count returns 10 (being the ones directly defined under B_Heli) out of 19, ignoring the ones which were picked up as part of the parent hitpoints{}. A quick browse of A3/air_f/heli_light_01 also shows those 10 hitpoints overridden. so depending on how you look at it, count is either broken or working exactly as the wiki describes ;) it doesn't help either that the configviewer doesn't visually differentiate between defined and inherited classes like it does with properties(tab) EDIT: i see now what you are saying about O_Truck_02 not having overridding configs, looking at it again, i misread. so it is odd that some still show in the returnChildren return as being direct, and others inherited...maybe its the morning, but i'm thoroughly confused :)
  18. Edit: I was mistaken about the behavior of count. The problem seems to be that count only sees configs entries that are defined/overridden in that class, but not if they were simply inherited. BIS_fnc_returnChildren will return all the sub-classes (including inherited) in 'Hitpoints' as an array of configs, which you can then count: _kids = [(configfile >> "CfgVehicles" >> "B_Truck_01_box_F" >> "HitPoints"),0] call BIS_fnc_returnChildren; _cnt = count kids; //and you can still use the config array elements of _kids[] with [url="https://community.bistudio.com/wiki/getText"]getText[/url], or other commands (fyi inherited configs will have different parents): _hitName = getText (_kids select 0 >> "name"); //returns the Hit-Point name, required for use with [url="https://community.bistudio.com/wiki/setHit"]setHit[/url]
  19. heh, i guess some methods are easier than others for some. for my script i needed positions that were potentially quite far from marked locations, or your method would have been perfect (middle of the desert in altis for example)
  20. Although OP was solved, i throw this out there as another arbitrary position example that i use. Gets map config'd size, returns random non-water pos: dsp_fnc_findSpawn = { _mapsize = getNumber (configFile >> "CfgWorlds" >> worldName >> "mapsize"); _testpos = [(random _mapsize),(random _mapsize),0]; while {surfaceIsWater [_testpos select 0,_testpos select 1]} do {_testpos = [random _mapsize,random _mapsize,0];}; _testpos }; The benefits for me are map interoperability, fast, and simple. while loop rarely runs more than once or twice.
  21. try it :) you're not going to learn anything if you're just being fed answers. I say this with the best of intentions. Read up on all those commands in the wiki, they will be able to say best what is and is not server compat. Then when you are actually getting an error, or having problems, come here and we (clearly) love to help. [ Arma3 Scripting Commands | by Functionality ]
  22. Youre not using 'action', you're using an event handler, which is why it works
  23. What are you referring to? "action" wiki?
  24. dr_strangepete

    Item action config

    they are talking about the right-click popup menu that dayz has for inventory use. dayz does it roughly by finding the display of the inventory dialog, then adding click event handlers to intercept and show their own popup. The class ItemActions{} is just a custom one they created, no vanilla functionality. pretty clever.
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