pabstmirror
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Everything posted by pabstmirror
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Yellowstone by PabstMirror Terrain based on Yellowstone National Park (Wyoming, USA) 10x10km map using real world elevation and satellite data, along with a few added fictional towns and roads. Offers a mix of forest, prairie and snow covered mountains. Download: Steam Workshop Media: Workflow: Real location [google maps] Thanks to: Bohemia Interactive Animander CUP QGIS (and it's Semi-Automatic Classification Plugin) PMC Editing Wiki #terrain_makers Foxhound's 3den Exporter My first map, and I'm more of a coder, so keep your expectations in check :)
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Getting script error when using getUnitTrait with "loadCoef" x = player getUnitTrait "loadCoef" Error in expression <x = player getUnitTrait "loadCoef"> Error position: <getUnitTrait "loadCoef"> Error Foreign error: Unknown enum value: "loadCoef" `player setUnitTrait ["loadCoef", 3]` works fine, and the getUnitTrait does report the changed value Version: 1.78.143646
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Dynamic Vehicle Loadouts feedback
pabstmirror replied to granQ's topic in ARMA 3 - DEVELOPMENT BRANCH
It would be useful to have a command to get the turret the the pylon is currently connected to, e.g.: (vehicle getPylonTurret 1) = [-1] Needed if someone wants to switch the loadout for something, but not switch which turret it's connected to. Also needed to handle locality. E.G. switching the `UAV_02` drone to use bombs uav setPylonLoadOut [1, "PylonMissile_1Rnd_BombCluster_03_F"] Will switch the ownership to the pilot instead of the gunner. It is possible to get the default turret from the configs, but since 1.76 this is changeable via 3den. -
The new stackedEH also doesn't have some of the extra local variables the the old commands provided. ["zxzz", "onMapSingleClick", { systemChat format ["click: %1", _pos]; }] call BIS_fnc_addStackedEventHandler; On 1.72 it will do "click: [343, 23, 0]" - `_pos` is defined from `onMapSingleClick` command On Dev it's just "click: any" - `_pos` is undefined when using `addMissionEventHandler ["MapSingleClick", {`
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"trying to send too large non-guaranteed message" spam in RPT
pabstmirror replied to tRiKy_ch's topic in ARMA 3 - SERVERS & ADMINISTRATION
Saw this on a mission that contained 4x "rhsusf_m113d_usarmy" Non-stop rpt errors and very low server fps: Message not sent - error 0, message ID = ffffffff -
Scripting Discussion (dev branch)
pabstmirror replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
_p0 = positionCameraToWorld [0, 0, 0]; _p1 = positionCameraToWorld [0, 0, 50]; lineIntersectsSurfaces [_p0, _p1, player, objNull, true, 1, "GEOM"]; Will throw script error OR sometimes hard crash game. [Version: 1.69.140502] Error position: <lineIntersectsSurfaces [_p0, _p1, player> Error Type Any, expected Bool Seems to be related to the LOD1 ("GEOM") param, either without or with 2 LODs it seems to work.- 1481 replies
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Arma 3 STABLE Server 2.18 "profiling / performance binary" feedback
pabstmirror replied to Dwarden's topic in ARMA 3 - SERVERS & ADMINISTRATION
With v10 performance (running no mods) Place a module in 3den, open it to edit and then hit ok and error pops up. Probably related to Tweaked: Empty namespace variable names are no longer allowed -
Zeroing on BWA3_CarlGustaf seems to be broken after 1.62 Image: 100, 400, 600 shots all landed at same elevation - http://i.imgur.com/YH10AOj.jpg Running just CBA/BW - testing both HE and HEAT rockets.
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When launched for the first time from SP Eden, "EachFrame" missionEventHandlers added during preInit are ignored. class CfgFunctions { class a { class b { class c { file = "preInit.sqf"; preInit = 1; }; }; }; }; diag_log text format ["[%1] Start Preinit]", diag_frameno]; addMissionEventHandler ["EachFrame", { diag_log text format ["[%1] EachFrame]", diag_frameno]; }]; diag_log text format ["[%1] End Preinit]", diag_frameno]; Yeilds just But no EachFrame debug. MP does not seem to be effected.
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Is it possible to make a custom attribute run globally?
pabstmirror replied to headswe's topic in ARMA 3 - EDEN EDITOR
It seems like such a waste to have the server sync variables with `setVariable [x,y,true]` when the data already exists in the sqm that's loaded on all clients. Another possible improvement would be to add a command like `getObjectMissionConfigValue` Which could get an object's attributes from the sqm. -
There is a problem with the combo/dropdown box in the 3d editor Cfg3DEN >> Attributes >> Combo Any multi option that has a `class values` entry with a value of 0 will return -1 instead To Reproduce: Place a ModuleTaskCreate_F, sync to player Set owner as "Synchronized objects only" (value = 0) The module does not work. Check (moduleVariable getVariable "owner" = -1) Unbinned SQM also shows `value=-1;` Check a3\3den\UI\Attributes\Combo.hpp attributeLoad: if (isnumber (_x >> 'value')) then { _ctrlCombo lbsetdata [_lbadd,str getnumber (_x >> 'value')]; _ctrlCombo lbsetvalue [_lbadd,-1]; attributeSave if (_return == 0) then { _return = _ctrlCombo lbvalue lbcursel _ctrlCombo }; So if value = 0, _return will initially be 0 but be switched to the lbValue of -1 Ref http://feedback.arma3.com/view.php?id=28031 https://github.com/acemod/ACE3/issues/3339
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ACE3 - A collaborative merger between AGM, CSE, and ACE
pabstmirror replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Get your potassium! -
ACE3 - A collaborative merger between AGM, CSE, and ACE
pabstmirror replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Sounds like an appealing mod. -
On startup it throws ~1500 lines in the RPT of: Error: Bone cheek_lf doesn't exist in skeleton OFP2_ManSkeleton Error: Bone nose_tip doesn't exist in skeleton OFP2_ManSkeleton Error: Bone lip_uplb doesn't exist in skeleton OFP2_ManSkeleton Error: Bone jaw_ls doesn't exist in skeleton OFP2_ManSkeleton Error: Bone lip_uplf doesn't exist in skeleton OFP2_ManSkeleton ... Which I think are from bad entries in some of the .RTM animations.
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Authentic Gameplay Modification
pabstmirror replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Try removing AGM_Recoil.pbo and see which you prefer. One of the things it does is "Overhauls the recoil system reducing upwards recoil." -
Authentic Gameplay Modification
pabstmirror replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
AGM_ModuleInteraction doesn't exist in AGM 0.95 You are going to have to do a little surgery to your mission.sqm open it up in a text editor, and replace vehicle="AGM_ModuleInteraction"; with vehicle="AGM_ModuleLSDVehicles"; save, and then reload in editor. Look for the "LSD Vehicles" module on the map and delete it. -
Scripting Discussion (dev branch)
pabstmirror replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
Here's a video of it in action: for debug: player1 constantly copies it's value of "test" into "selftest" To reproduce: 1. player1 setVariable ["test', 11, true]; 2. player 2 JIPs in 3. Kill player1 4. player 2 JIPs in 5. Kill player1 6. Player 1 sees "test" as 11, JIP does not player1 and the JIP see different values for getVariable "test" on the same object even though it was set globaly- 1481 replies
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tf_no_auto_long_range_radio = true; tf_same_sw_frequencies_for_side = true; tf_same_lr_frequencies_for_side = true; tf_freq_west = [0 ,7, ["31","32","33","34","35","36","37","38","39"],0, nil, -1, 0]; tf_freq_west_lr = [3 ,7, ["31","32","33","34","35","36","37","38","39"],0, nil, -1, 0]; tf_freq_east = [0 ,7, ["31","32","33","34","35","36","37","38","39"],0, nil, -1, 0]; tf_freq_east_lr = [3 ,7, ["31","32","33","34","35","36","37","38","39"],0, nil, -1, 0]; tf_freq_guer = [0 ,7, ["31","32","33","34","35","36","37","38","39"],0, nil, -1, 0]; tf_freq_guer_lr = [3 ,7, ["31","32","33","34","35","36","37","38","39"],0, nil, -1, 0];
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All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
pabstmirror replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
http://www.gameupdates.org/ has torrent links for the "2014 10 18 Patch" -
Your CBA keybind variable could be corrupt. You might want to try reseting it: https://dev.withsix.com/projects/cca/wiki/Keybinding
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All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
pabstmirror replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@kju On dev branch they added reporting on problematic objects In misc_c\config.cpp Removing Land_Fuel_tank_big's transportFuel value eliminated the error message and seemed to fix CTD from map switching, although I still got a crash on exit. class Land_Fuel_tank_big: Land_fuel_tank_small { animated = 0; armor = 50; model = "\ca\misc\Fuel_tank_big.p3d"; icon = "\Ca\misc\data\icons\i_fuel_CA.paa"; displayName = "$STR_DN_FUEL_STATION"; nameSound = "fuelstation"; accuracy = 0.5; // transportFuel = 50000; /*I think this line is causing problems */ destrType = "DestructEngine"; }; -
Authentic Gameplay Modification
pabstmirror replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
class B_mas_AssaultPack_mul_Medic: B_mas_AssaultPack_mul { displayName = "Medic pack multi"; class TransportItems { class _xx_Medikit { name = "Medikit"; count = 1; }; class _xx_FirstAidKit { name = "FirstAidKit"; count = 10; }; }; }; The problem is the backpack is pre-filled and comes with items inside of it, just by doing addBackpack. 10 FirstAidKit which turn into 20 bandages and a medikit which turn into bunch of other supplies. I guess either use a normal empty backpack, or try clearing it after adding the pre-filled one. Not sure how it will work with respawn. Shame because I do like the look of the medic backpacks. -
Authentic Gameplay Modification
pabstmirror replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Right now, when you load a crate into a vehicle, the crate moves to [-1000, -1000] (check past the SW corner of the map and it's marker should be there) to get it's real pos you'll need a custom getPos, something like this (sorry not tested) _newGetPos = { _theCrate = _this select 0; { if (_theCrate in (_x getVariable ["AGM_Logistics_loadedItems", []])) then { _theCrate = _x; }; } forEach vehicles; (getPos _theCrate) }; if the crate is "loaded" into a vehicle, then use it's pos instead of the cratess -
All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
pabstmirror replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Loving the active street lights, but having a little problem with 2 of them: Land_lampa_sidl_2: http://i.imgur.com/15JOxpJ.jpg (on custom map) Land_lampa_sidl_3: http://i.imgur.com/HumGxyv.jpg (placed on stratis) Both have similar problems: 1. At some viewing angles you can see a glowing ball halfway up the light post. 2. It's only outputing light in a 180 arc (take a look at the pic from stratis, only the north half of the ground is lit) -
Export from A3 Editor
pabstmirror replied to 1para{god-father}'s topic in ARMA 3 - TERRAIN - (BUILDER)
Just messing arround I came up with this: _northing = 0; _easting = 200000; _typesToSave = ["Thing", "Building"]; _typesToIgnore = ["Helper_Base_F"]; _objectsOnMap = []; { { _theObject = _x; if (!(_theObject in _objectsOnMap)) then { if (({(typeOf _theObject) isKindOf _x} count _typesToIgnore) == 0) then { _objectsOnMap pushBack _x; }; }; } forEach allMissionObjects _x; } forEach _typesToSave; _ouutputString = ""; { _typeName = typeOf _x; _xPos = _easting + ((getPos _x) select 0); _yPos = _northing + ((getPos _x) select 1); _rotation = getDir _x; _pitch = 0; _bank = 0; _size = 1; _relElevation = (getPos _x) select 2; _ouutputString = _ouutputString + format ['"%1";%2;%3;%4;%5;%6;%7;%8; ', _typeName, _xPos, _yPos, _rotation, _pitch, _bank, _size, _relElevation]; } forEach _objectsOnMap; copyToClipboard _ouutputString; Problem is it will output something like "Land_BagFence_Corner_F";203692;4220.97;0;0;0;1;0; "Land_BagFence_Corner_F";203716;4258.21;0;0;0;1;0; "Land_BagFence_Corner_F";203720;4317.16;0;0;0;1;0; "Land_BagFence_Corner_F";203662;4322.33;0;0;0;1;0; which is close, but TB expects: "BagFence_Corner_F";203692;4220.97;0;0;0;1;0; "BagFence_Corner_F";203716;4258.21;0;0;0;1;0; Land_BagFence_Corner_F is the typeName of the object, BagFence_Corner_F is the p3d name, which TB expects, right now it's not bad to just quick remove all "Land_" in a txt editor