zealot111
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I mean special dialog for changing font for RPT text window, or at least ability to set font via command line parameters. Also look at the ADW competitor . It have additional list with RPT files on the left of its windows. Could you add the same to the ADW please?
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Good. Thanks. Definetely will try. I think that directory should be scanned 1 time per 15 seconds. (It is reasonable to add checkbox "Autoswitch to latest" for this feature). It is very useful if you often restart Arma3 and forget to switch files manually. Also request ability to change font (or at least ability to edit text file with parameters) for rpt log text. PS Tried latest version and it works with my language just fine.
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I open RPT files as UTF-8 in notepad++ and always see my national symbols OK only in this encoding. And this is obvious for me, All Arma3 files (mission files and etc.) use utf-8 encoding. And you should interpret them as using UTF-8 encoding, even when the are ANSI (in English localization). Could you send me source code of your program please? I would try to locate the problem.
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Nope, Arma writes RPT as UTF-8, but shows on screenshots as UTF-8 misidentified as ANSI. It is easy to verify. RPT is written without BOM. Maybe it makes java misunderstood it as ANSI. I attached one of my logs with erorrs as example. Also suggest to add feature to automatically scan RPT files directory for new files and autoswitch to latest of them.
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Mission scripts on dedicated server and online gaming
zealot111 replied to Brostrom.A | Evul's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Try replace this null = [this, "MILITARY"] execVM 'Terrorists\initUnit.sqf'; with 0 = [this, "MILITARY"] call compilefinal preprocessfilelinenumbers 'Terrorists\initUnit.sqf'; execvm shouldnt be used in unit init since it runs script throught scheduler. Also replace waitUntil {!isNull player}; in loadout file with if (!local(_this select 0)) exitwith {}; Or you will have problems in multiplayer. And loadout script should not have any sleeps and waituntils -
Good app, thanks. But it has problems with localized errors on RPT (RPT has UTF-8 encoding) Could you fix this issue please?
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Simple Mine System - A Fix for A3 Mines & Explosives
zealot111 replied to voiper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the SMS. But now 3D wires looks too contrast from very far distances. Suggest following change in the line 29 of vip_sms\fn\fn_init.sqf: drawLine3D [(_x select 0), (_x select 1), [0,0,0,0.75]] replace by if (player distance (_x select 0) < 25 || {player distance (_x select 1) < 25}) then {drawLine3D [(_x select 0), (_x select 1), [0,0,0,0.75]]}; Then wires will be visible only when player is closer than 25 m to them. -
GF Post Process Effect Editor
zealot111 replied to Greenfist's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Excellent and very useful tool. Thanks! -
It would be great to have some opfor AT launchers, (suggest RPG-29, similar to M3 MAAWS, since RPG-7 already exists in several addons (RHS, Sudden's EvW, etc.)). Updated: Also interesting variant is https://en.wikipedia.org/wiki/M79_Osa
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TRYK's Multi-Play Uniforms
zealot111 replied to teriyaki's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, guys. Thanks for the excellent mod. Sometimes when selecting unit in virtual arsenal following error appears on screen and logs: 9:08:45 Warning Message: Cannot load texture tryk_unit\data\dt\dusty_jacke_co.paa. 9:08:45 Warning Message: Cannot load material file tryk_unit\data\dt\dusty_jacke.rvmat. 9:08:45 Cannot load material file tryk_unit\data\dt\dusty_jacke.rvmat And also tryk_units.pbo contains some unbinarized p3d's. Noticed that when tried to manually repack pbo by Mikero tools. -
Arma 2 BRDM-2/BTR-60PB Port
zealot111 replied to Chairborne's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sorry, have no idea either. Will inform you if find any document/manual. ---------- Post added at 20:16 ---------- Previous post was at 20:14 ---------- Because this mod contains many various skins for btr60 which are very fun to make missions with. -
Arma 2 BRDM-2/BTR-60PB Port
zealot111 replied to Chairborne's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thank you for excellent mod, could you make optional pbo compatible with RHS damage system? -
Lock uniforms and helmets so they cannot be removed
zealot111 replied to onedigita's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Great script, player cannot to remove helmet and uniform, but anyway he can to exchange helmet or uniform with the dead body. How can that could be disabled? -
[Release] Civilian vehicles script
zealot111 replied to zealot111's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Try this script variant // v1d Civilian Vehicles from [sTELS]Zealot if (not isserver) exitwith {}; zlt_civveh_round = 0; zlt_civveh_vehicles = []; zlt_civveh_spawnedloc = []; zlt_rnd_seed = 3; zlt_fnc_random = { private ["_a","_c","_m"]; _a = 75; _c = 0; _m = 65537; zlt_rnd_seed = ( zlt_rnd_seed * _a + _c ) mod (_m); (zlt_rnd_seed / _m) ; }; zlt_fnc_selectrandom = { _this select floor ( ([] call zlt_fnc_random) * count (_this)); }; zlt_fnc_civvehs = { _debug = [_this, 1, false] call bis_fnc_param; _lrange = _this select 2; _cars = _this select 3; _t1 = diag_ticktime; _startpos= _this select 0; _houses = _startpos nearobjects ["House",_lrange]; //_vehmax = _cars; _vehmax = (round ((sqrt (count _houses)) * 0.5)) max 1; _classes = ["C_Offroad_01_F"]; _vehs = 0; _attemps = 0; _class = _classes select 0; zlt_rnd_seed = ((_startpos select 0) + (_startpos select 1) mod 65537); while {_vehs < _vehmax and _attemps < 10} do { //diag_log ["CV",_startpos, _lrange, _houses]; _house = _houses call zlt_fnc_selectrandom; _housepos = _house modeltoworld [0,0,0]; _newpos = _housepos findEmptyPosition [ 3 , 15, _class ]; _houses = _houses - [_house]; if (count _newpos == 0) then { _attemps = _attemps + 1; } else { _veh = _class createVehicle (_newpos ) ; _veh setvariable ["zlt_civveh", true]; zlt_civveh_vehicles set [count zlt_civveh_vehicles, _veh]; _direction = (random 360); _nearRoads = _newpos nearRoads 10; if(count _nearRoads > 0) then { _road = _nearRoads select 0; _roadConnectedTo = roadsConnectedTo _road; if (count _roadConnectedTo > 0) then { _connectedRoad = _roadConnectedTo select 0; _direction = [_road, _connectedRoad] call BIS_fnc_DirTo; }; }; _veh setdir _direction; _attemps = 0; _vehs = _vehs + 1; if (_debug) then { ["crt"+str(_newpos), _newpos] call zlt_fnc_createmarkerlocal; }; }; }; _t2 = diag_ticktime; if (_debug) then { diag_log str ["civeh.sqf", _t2-_t1]; }; }; zlt_civ_checkloop = { zlt_civveh_notemptyloc = []; { _veh = vehicle _x; _isInVeh = (vehicle _x != _x); // or _veh getvariable ["zlt_civ_round", -1] != zlt_civveh_round if (!_isInVeh || {_veh isKindOf "LandVehicle"}) then { _dist = 1000; _locations = nearestLocations [(getpos vehicle _x), ["NameCityCapital","NameCity","NameVillage"], _dist]; _locations2 = nearestLocations [(getpos vehicle _x), ["NameCityCapital","NameCity","NameVillage"], 2500]; { if ( not (_x in zlt_civveh_spawnedloc) ) then { _lrange = 50; _cars = 1; switch (type _x) do { case ("NameCityCapital") : {_lrange = 250; _cars = 7;}; case ("NameCity") : {_lrange = 150; _cars = 3;}; }; _pos = position _x; [ [_pos select 0, _pos select 1, 0], false, _lrange, _cars] call zlt_fnc_civvehs; zlt_civveh_spawnedloc pushBack _x; // _x setside east; }; } foreach _locations; { zlt_civveh_notemptyloc pushBack _x; } foreach _locations2; if (_isInVeh) then { _veh setvariable ["zlt_civ_round", zlt_civveh_round];}; }; } foreach (if (player in playableunits) then {playableunits} else {[player]}); { _pos = [(position _x) select 0, (position _x) select 1, 0]; _ent = ( (_pos) nearEntities ["C_Offroad_01_F", 300] ); { if ( _x getvariable ["zlt_civveh", false] and {count crew _x == 0 and fuel _x == 1}) then { deletevehicle _x; }; } foreach _ent; zlt_civveh_spawnedloc = zlt_civveh_spawnedloc - [_x]; } foreach (zlt_civveh_spawnedloc-zlt_civveh_notemptyloc); zlt_civveh_round = zlt_civveh_round + 1; }; while {true} do { //scan loop sleep 3.4; //magic number [] call zlt_civ_checkloop; }; -
Great thanks for the RHS compatibility patch!