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mossarelli

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Everything posted by mossarelli

  1. https://dl.dropboxusercontent.com/u/28058839/Preview.jpg (259 kB) Notepad++ SQF Syntax Highlighting by Nicolas & GossamerSolid & Sanjo & GossamerSolid (here go the links to required addons) Description: Notepad++ SQF Syntax Highlighting with all known ArmA 3 functions (including the BIS_fnc functions & CBA). Code block folding is also supported. This is an edit of Nicolas & GossamerSolid & Sanjo's old Syntax Highlightning that I later on updated with GossamerSolid's functions from BIS and then added CBA functions to it. The large difference on this syntax is that it's most compatible with dark notepad++ themes like Mono Industrial and has a complete rainbow colored highlight. You will most likely think it's an awful syntax highlight at first, but my syntax high lightning has helped me decode scripts from Xeno and ACRE team with ease. It's strength being the image imprint it creates in your memory so that you can quickly skim through lines of code and know exactly where you want to edit. Some what inspired from the Mass Effect 2 minigame "Hacking". Features: Common styles: Global Variables and Functions: Green. Local Variables and Functions (_x and _forEachIndex): Dark Blue with Black Highlight (Prefix: _) Syntax Structure: Red on Black. Arma commands: Purple on Black. BIS and CBA Functions: Yellow on Black. Call, Compile, Format, Spawn, ExecVM, Exec, ExecFSM, PreprocessFiles, private: Red on Black. Custom Keyword: Light Blue on Black. Variable Types: Strings: Light Purple on dark Grey. Single Quote Strings: Orange and black. Numbers: Orange and Bold. Operators: Yellow on Black. Installation: Syntax Highlighting: Open Notepad++. Click in the menu on: "Language -> Define your own Language -> Import" and import the file "syntaxhighlighting/ArmAScript.xml". How to modify styles: You can modify the styles via "Language -> Define your own Language". Select "sqf5" (under "User language"). BIS_fnc_ is not defined as a keyword? For future compatibility and to not have to update the script highlighting, any prefix that starts with BIS_fnc_ and CBA_fnc_ will automatically highlight. Make sure you spell the functions right because you can't tell. Make your own keyword group for personalized functions/variables: 7th keyword group is predefined with a user style already. Just put your name_variable_ that you will use as global variables there or your name_fnc_ for functions and they will automatically highlight your personalized variables and functions. Known issues: Sometimes in nested code inside quote marks, symbols stop being highlighted as intended. (In order to fix, go to the User Defined Language dialog, to the tab "Operators & Delimiters" and remove the checkboxes under nesting for all styles. (Depending on how advanced your scripts are (call compile format :D), you might want to activate this on a later date.)) Numbers, operators or symbols sometimes get the same style as delimiters. (Remove Curly brackets from Folding and add the symbols to Operators 1 if you don't care about folding. Otherwise, put a space before delimiter and after. Change log: Added BIS_fnc and CBA_fnc as prefix keywords. Download: https://dl.dropboxusercontent.com/u/28058839/ArmAScript.rar
  2. mossarelli

    Moss Targets

    http://i.imgur.com/8SkFChK.jpg (110 kB) Moss Targets Since there are no target scripts for Arma 3 other than the Una Targets for Arma 2 (that does not work in A3), I bring my own creation to the table for everyone. This project is based on UNA targets idea, but built from scratch with Arma 3 scripting instead. His work inspired me to create my project and my targets may work the same way as his, but the scripting is completely different. UNA Targets by Walker A lot of groups and clans out there don't even have working targets to shoot at other than improvised pop up scripts. Thus during my time in my old community I tasked myself to create a proper target system with real score based on accuracy. This script was originally intended to be used with the pop up targets in game, but I changed it to sign targets when I remembered the UNA targets. To those that know how UNA targets worked, they relied on coordinates from a vehicle that spawned where the bullet impacted, which greatly reduced the accuracy of the targets. My script uses target eventhandlers to convert the position hit into model space, which makes score calculation easy to count and for recalibrating for a different target. You can easily change any part of the scripts and targets to adapt to your shooting experience. All future updates will be edited into this post. Images: http://i.imgur.com/nR3Ed84.jpg (221 kB) http://i.imgur.com/vvPuhMi.jpg (291 kB) http://i.imgur.com/d127xE9.jpg (390 kB) http://i.imgur.com/0KwRMgb.jpg (177 kB) http://i.imgur.com/LuGShnn.jpg (292 kB) http://i.imgur.com/eAoEtPb.jpg (198 kB) How to install:Put the mission folder in your missions folder in your My Documents folder. Open the editor in game and open the Moss_Targets mission. Copy paste everything you need or rename the mission folder to begin your new adventure. Make sure to bring the script files from the mission folder to the mission you're importing it to. Edit the fn_MainInit.sqf in the scripts' folder to change settings for the scripts. There are a handful of different variables you can change to make the shooting range custom to your clan or mods. To add or remove lanes, make sure the name of the logic and the target have 2 digit numbers ranged from 01 to 20+, and that they are synchronized. All the names of the ranges is in the file "RangeNamesConfig.sqf". Here you can edit the name that shows up in game if you prefer a different language or style. Features: Multiple settings to set in the file fn_MainInit.sqf. Easy to copy paste lane system that supports up to 20 unique lanes (And more). Scripts are initialized through the logic of the lane that is synched with all the objects it needs. Multiple targets per lane supported. (Use synchronization tool and make sure the targets' names follow the rules) Practice shooting without score count. Qualification shooting with score count. Score count with bullet hit count and average score option. Marker hit system for shooter and spotter (instructor). Lane number signs (Inspired by USMC rifle ranges). Sign with video feed of the target to see hit markers from shooting position. Table with Rifle and a box with Magazines. Markers and rulers in the editor to align the objects to your mission and map. Register and unregister system for the shooters on the lanes. Reset score function. Variable of score is calculated and stored so that a hacker can't simply change his score (For whatever reason you may have a player doing that) Photoshop original files to make more target pictures and range numbers. Code has comments for all the script for easy editing. Local variable and function handling. (Scripts should run locally and without lag) Known issues:Using BIS camera from the debug console will render the monitors black. Score calculation is off by a hair on the target (due to image ratio versus texture of object ratio). The monitor for the targets takes time to initialize and you can only use maximum 6. Because of textures not being in .paa format, the player must walk up to the black replacement texture and load the textures in before it's visible at long range. Limitations:Camera monitor count is maximum 6. Don't rush the actions on the signs. Editing guidelines:If you change any object the logic is synced to, make sure to change the type of object in the settings file. Because the script that initializes the objects and their script checks what type of object it is independent of the name of the object. Scripts may seem difficult to understand, but know that the script is modular and can be copy pasted up to a hundred times. Thus a minimum amount of objects are named in the editor. Only the logic and the target has names because of the range name system and the camera monitor system for the targets. Make sure the names of the objects ends with a 2 digit number ranging from 01 to 20+. Comments provided should be enough for you to edit the script yourself, but feel free to post a question below. I will do my best to answer them. On the mission you will find markers with hints. Read them and then remove them. If you have an improvement to the scripts, post it here and I will add it together with credits to you. There are certain things I haven't seen due to my lack of skill using pythagoras. Changing target picture or scoring is a little bit tricky. Activate debug mode in the settings file and then shoot the target to get the debug info in game. Frequently Asked Questions:Why are the lane number textures not in .paa? Because the Level of Detail for the texture drops to a blurry 2x2 pixel image impossible to aim at, I use the JPEG which doesn't shrink. I've made several attempts using .paa and tried to limit the mipmap generation to 1, but then they just won't show up at long distances. Why is the center of the table 3 instead of 10? Because you will never score a full set of 10s at 200 meter with ironsight and you would spend countless hours trying to combat the game's rifle movement. Unless you slap a RCO, remove rifle shake and go prone, your shots will not be forgiving. Thus the system of score is simplified to a more friendly standard where someone might actually be able to hit the target and score expert depending on rifle usage. The score board was originally intended to be used for table 1 and 2 based on the USMC rifle marksmanship qualification, but was changed after time to accommodate for the game's lack of accuracy. You can edit the target texture and scoring function yourself if you want to use a 10 point system, but I won't recommend it. Why are the signs or targets black? Because of Arma engine's limitation of rendering JPEG files as textures in game, you need to approach the sign close enough until it changes. There's no score count when I shoot. Register at the podium of the lane, then shoot, then check your score. I can't use the lanes. You need to register or unregister from previous lane before using your lane. The target monitor is bugged. Because it takes a lot of power for the engine to render the live texture, you are limited to using maximum 6. Also make sure that the logic and the targets have the same number in the name. I get an error about unsynchronized objects. All objects related to the shooting need to by synchronized in the editor to the logic (the blue flag object). Copy paste the original mission file objects and don't remove the synchronization from the objects unless you know what you are doing. How do I use more than 20 lanes? There are only 20 pictures for the lanes in the pics-folder. If you want to use more lanes you need to make yourself more pictures using the Photoshop template files you get with the project, or remove the User Texture objects in the editor. Todo list:Improve the range based on user input. Get reports from people that have tested 15 or more players on a range. Clean the code up for target score calculation is possible. Download: https://dl.dropboxusercontent.com/u/28058839/Moss_Targets.zip Contribute: Moss_Targest on Github (Download temporary until I put it on Armaholic) Usage request: Do not remove me as original creator of the content when using it in your missions or mods. You may edit, improve and use the scripts under the Arma Public License -------------------------- As a user, please comment with feedback for improvements. If you want to share pictures, I'd love to see you and your friends shoot the targets. If you have any questions, write them here and I will answer them and add them to the FAQ.
  3. mossarelli

    Moss Targets

    This thread still fails to send me notifications for posts. I've uninstalled Arma to save on hdd space until x64 is stable. I won't be working on this project, probably ever again. Feel free to do something fun with the script and rerelase it.
  4. mossarelli

    Moss Targets

    As highlighted on the mission with a big marker (which you have deleted from the pbo): Target name must end with 2 digit number from 01 to 20 for the camera to work. With exception that you can go higher than 20 but there's not enough jpg picture signs for it. Secondly: in order to move the camera you will have to use a small script on the target's camera: CAMERA camSetPos (TARGET modelToWorld [0,-1.5,0.8]); CAMERA camCommitPrepared 0; But because the _camera variable is local and changes every restart, you will have to figure out a way to make the variable of the camera known to your script that moves the target. The script was not designed to move the target anywhere and the camera's position doesn't update. However, on the next update I will write a TODO to spawn a loop that updates the camera position every 5 seconds so that it can be moved. Yes, I got a chance to test the targets on the Eden editor and on a dedicated server. The whole script will be rewritten if I can't get it to work on Dedicated servers, and it will then use the old way of scripts using init.sqf, #include and plenty of sqf files. More issues has spawned when using the Eden editor that wasn't there before but none that has affected the range's scripts. 5 years ago I wrote range scripts that worked on a dedicated server in Arma 2 with ACE. Those scripts inspired this range but they weren't copy pasted since I rewrote all code to use more modern syntax for Arma 3. Read. A reminder to those that want to use this script. Read the map markers! Don't name the targets anything but NAME_##. The script is dependent on the 2 last digits of the logics for the lane. I will rewrite the trim function to allow for anything you want plus _## but until then it breaks the scripts. In the new update that I will be sharing, there will be sign targets, falling targets and the score system is updated to not bug out etc. The falling targets will be available to use as qualification as there's an automated random popup action for 1, 5 or 10 automated popups. It will take some time to fix all the issues but it will be updated to next week.
  5. mossarelli

    Moss Targets

    I got my computer back. I also put the project on Github. I'll start working on some changes now to see if I can get Arsenal to work.
  6. mossarelli

    BMR Insurgency

    Wow it's 2016 and you still need to use scripts like these: INS_p_time = (paramsArray select 1); Ok, here's how to do it properly: //Make all Params into variables with the same name. if (isNil "paramsArray") then { if (isClass (missionConfigFile/"Params")) then { for "_i" from 0 to (count (missionConfigFile/"Params") - 1) do { _paramName = configName ((missionConfigFile >> "Params") select _i); missionNamespace setVariable [_paramName, getNumber (missionConfigFile >> "Params" >> _paramName >> "default")]; }; }; } else { for "_i" from 0 to (count paramsArray - 1) do { missionNamespace setVariable [configName ((missionConfigFile >> "Params") select _i), paramsArray select _i]; }; }; The code above will take the class name of every parameter and make it into a variable with the same name that can be accessed later. Only problem is that the code needs to be run before any script refers to the parameters. Also format your code as Allman ANSI or Python or Java style, but not ALL AT THE SAME TIME IN THE SAME DOCUMENT!
  7. mossarelli

    Moss Targets

    As stated before, you need to be a JIP player in order to get all scripts to work properly on a dedicated server. I do not know why this happens and I don't have my desktop computer available right now to debug this error. Also BIS forums decided to unsubscribe me from this thread so I didn't receive any notifications about the new posts. My desktop computer is currently not available and all my work is on it. I don't know when it will be back, but I hope you guys are having a great time with the targets. It has come to my attention that one clan has used my targets and broken the license. Here's a simple rule: If you're not the creator of something, don't lie and pretend that you are. The clan's "developer" (more like script kiddie) were asked by a friend of mine if he made the targets for their bootcamp missions and he lied ti him, straight in the face even though he knew I was the creator. If your clan uses my targets without crediting me, just make a search for the string "Moss" or "Targets" in the mission.sqm or the folders of the pbo and private message me the details. And no, I'm not interested in suing people for this, I just want to see how they've implemented my script so that I can learn from their mistakes. You'll be amazed how people use scripts in missions the wrong way. As soon as my computer comes back, I'll make some updates to the scripts and improve it based on the feedback.
  8. mossarelli

    Moss Targets

    You need to pass the correct variables in order to use the camera function. Without the variables for the logic and the synchronized objects it won't trigger. Just dig through the files you'll see it.
  9. mossarelli

    Moss Targets

    The camera was the thing I had most problems with because the identifier variable name has limits that is not documented on the wiki. There's only a limited amount of cameras that can be used simultaneously when the arsenal camera takes over. I recently scripted the VAS box to use a camera like the one from Arsenal and I noticed that the range did not work with that camera either. The ranges work much like classes so just reinitialize my script with the correct logic variable and it should work. I am not going to work on this script for a while. It's a JIP thing where it only initializes for JIP players. This is a problem in the cfg Functions of the Description for specifically dedicated servers that BIS needs to fix. Otherwise the whole script will have to be rewritten into a typical script module. If you are the first player on the mission, just go out to the lobby then back in with persistent Battlefield activated. It should work.
  10. mossarelli

    Moss Targets

    The conflict is the camera script. Just remove the big sign in front of the shooting pad.
  11. mossarelli

    Moss Targets

    I'm really busy so that's why it's slow. I'm a co-manager at an internet café so I don't feel like working with computers 8 hours a day and then come home to continue working. If people want me to github just holla. The range cameras break because the camera used by the virtual ammobox and the spectator camera most likely uses the same camera names which is like cam01 or something. I had problems assigning the cameras because the wikipedia and documentation does not state what valid camera names are.
  12. mossarelli

    Moss Targets

    The scripts are currently only to be used with the score system that is implemented. There is no easy way of implementing falling targets using my scripts and if you knew how bad falling targets were in the game you wouldn't waste a second on them. If I feel like it I will put it in, in the future. Isn't there falling targets scripts on armaholic?
  13. mossarelli

    Moss Targets

    Yeah, I'd like to use a switch statement really but I don't know if it can be used for this. I'll implement your code but I'll see about making it even more smooth.
  14. mossarelli

    Moss Targets

    This is due to a error that I've had with Arma 3 since 2 years back. You start the mission on a dedicated server and get some kind of error message saying that something is missing or textures are out of place. Then the mission has to be restarted. Then you start the mission up and get in, all the stuff you attach to tables or objects are misaligned or not attached. So after the dedicated server and the mission is running, you need to go back to the lobby and then join in as a join in progress. Alternatively: You need to run a script that fixes all the issues when you're not JIP. This is a known problem for everyone that runs mods and BIS should know about it too. For me, it's been trial and error from day one. There's not a single line on the wikipedia about it.
  15. mossarelli

    Moss Targets

    I've tried using textures instead of the 3D-sphere ball as hit indicator, but it just doesn't show up over that distance. The sphere is visible up to 500m with ease. I can recolor them to screaming green but I can't make the texture of the target change based on the hits or change the hit sprite. This is a known issue that I've had since 9 months ago where something loads perfectly fine in singleplayer and local multiplayer, but on a dedicated server, the JIP becomes the correct way to launch the mission and the map starter gets hundreds of issues. I can tell you already that the rifles will not be placed on the tables correctly due to this bug unless a you join as a JIP and then everything works fine. I've had this issue with a bootcamp mission I ran in a group in the past, where computers would not stick to tables due to the enablesimulation false command and due to computers falling straight through tables when trying to attach them. AttackTo doesn't work either, so one needs to use model to world and model to space commands to put them there. I'll see if I can get a fix for what you are experiencing.
  16. mossarelli

    Moss Targets

    As stated in the description, UNA targets are very inaccurate. You'll be happy with my targets and how accurate they are.
  17. mossarelli

    Moss Targets

    Oh the arsenal box. Yeah it's the same glitch as the BIS camera from the developer console. When I implement the camera control on the sign, you will be able to just restart the cameras after using the arsenal box. This is a known problem.
  18. mossarelli

    Moss Targets

    Thank you for your help. It will surely come in handy for your table 1 and 2 so that your members can get some marksmanship. I had a dream about that yesterday funny enough. They had a small office and all their games was produced using a program. That was why it was so badly optimized. I ended up being the chief of the company and I made a game that was second to none. Like you were waiting for it anyway. The problem with the cameras are the naming. They have to be named rendertarget## and I had many issues trying to make it optimized. That's why I recommend only using them on some ranges to save both fps and lag. I will see if I can make it an action with an activation and a deactivation. That's why I made it. You're welcome. I haven't tried it with Arsenal Box but I will see what the error is. Are you sure the error only appears when you use the box?
  19. mossarelli

    Virtual Vehicle Spawner (VVS)

    Error in file: fn_buildCfg.sqf line 30 to 34. //Skim over and make sure VVS_x isn't built for a pre-made vehicle list. if(count VVS_Car > 0) then {VVS_pre_Car = VVS_Car;}; if(count VVS_Air > 0) then {VVS_pre_Car = VVS_Air;}; if(count VVS_Ship > 0) then {VVS_pre_Car = VVS_Ship;}; if(count VVS_Submarine > 0) then {VVS_pre_Car = VVS_Submarine;}; if(count VVS_Armored > 0) then {VVS_pre_Car = VVS_Armored;}; if(count VVS_Autonomous > 0) then {VVS_pre_Autonomous = VVS_Autonomous;}; if(count VVS_Support > 0) then {VVS_pre_Support = VVS_Support;}; Wrong variables used for categories: Air, Ship, Submarine, Armored. What happens in game? Tanks files in under Car as category and the rest of the vehicles are not in the list.
  20. No, I haven't used it and never will. I'm the guy dissecting the pbo to find shit to block so we don't have to deal with people running MCC. Judging from your post, you don't know what problems this mod had in the past where it would spawn in animals for people running it regardless of server settings. I just think it hilarious that BIS stole the whole concept of your mod and made Zeus based on it without even crediting you.
  21. @shay_gman: What Mattastic was trying to say is that people running MCC Sandbox destroys for other people. We have a private server where we allow people to run certain mods and some people run MCC Sandbox. We've blocked it with the anti-hack we have, but you notice immediately when someone has the mod running because of the animals that spawn with it. My opinion is that this mod is just Loki Lost keys for Arma 3. I won't use it, and I can only wish you well with your development. The reason I'm posting is because Mattastic got banned from the thread. Bohemia Reddit Forums, Zoe Quinn edition.
  22. mossarelli

    ACRE2 Public Beta Release

    I waited 5 months for this? On the outside, it's obviously the same pictures and colors of the radios as I've stared at for 3 years, but on the inside, you've really changed everything. Now the 148 radio has a bunch of new fnc files and a lot of code has been rewritten. Without digging to deep into the files, I don't see the point of the changes other than that people using custom ACRE radios will have to catch up to your scripting without a documented API of the changes. It doesn't matter if you've made a better API for making radios because I haven't seen any custom radios made for Arma 2 during the glorious ACRE days except for the Russians' custom mods and the SFP custom radios. >But the reason people didn't make custom radios was because of the API. No, people managed to make radios. I managed to cook together scripts to fix the 152 radio, you know the frequency menu that has been broken since forever? During the time we were waiting for this release, we've been playing with ACRE from Arma 2 ported and with a small pbo fix to remove the scripting errors for vehicle racks and backpacks. It is depressing that the latest release is not far from what we've already been playing with. Here's a changelog for you: Get more people There's more Arma players now than before. At least 1% of them should be able to write code. Fix the frequency menu of the 152. No, seriously. All radios can change frequency except the Harris everyone wants to use. Vehicle racks with speakers. I've heard it once to work, and then it broke. More radios. I don't care if they are copypasted radios at the start, at least focus on giving the Opfor side and Resistence some other radio. Double Duplex when? Like seriously, when? Different frequencies for different factions/frequency scrambling/server side frequency config It's occupational habit to still remember 36.625, 37.775, 40.275, 42.675, 47.350. Working ACRE API functions. Many of these does not work: http://tracker.idi-systems.com/projects/acre/wiki/Class_Names_and_API Either returns syntax errors or doesn't exist. acre_api_fnc_joinServer would really help. Also acre_api_fnc_getCurrentRadio. I still remember: http://www.reddit.com/r/arma/comments/1zpj8n/so_just_a_bit_of_a_teaser/ Thanks for your hard work. I can't wait for new updates. Objectively: I can't wait.
  23. Lovely. The only thing that is left to do now is to move it all into one folder like other script modules and you're done. Good work IndeedPete. Debug: Error loading control D:\Backup\Users\Administrator\Documents\Arma 3 - Other Profiles\-Pvt-%20Mossarelli\missions\IP_ConvSystem.Stratis\description.ext/rscTitles/IP_DLG_SIMPLESENTENCE/Controls/IP_BOX_MAIN/ Error loading control D:\Backup\Users\Administrator\Documents\Arma 3 - Other Profiles\-Pvt-%20Mossarelli\missions\IP_ConvSystem.Stratis\description.ext/IP_DLG_CONVERSATION/Controls/IP_BOX_MAIN/ Warning Message: Picture campaigns\ip_cmp_mercs\img\defaultavatar.jpg not found IndeedPete: Can you change all the class names to unique names so that it doesn't conflict with other class names with the same name? Append IP_ to all class names you use please.
  24. Hey IndeedPete. Your dialogue system is great and I collaborate with R-o-x currently so we have some constructive pointers. Parameters as a child: We wish to be able to put parameters in the sentences and I've tried putting 'call compile format' in the sentences[] child but it interprets it as a string. I know that you already have the name of the player as the first name and of the second guy in there so it's not impossible. Make a new child named parameters where you can put (name player) and Variables you want to pass to the dialoge. Then they activates using %1 and %2 etc. (I see that your condition child already uses a call compile command) Make a child for who is the person starting the dialoge: A simple child for PlayerStartsConversation with a boolean. Then the conversation starts either on the player or not the player. Put some debug code for the class children: I noticed that an empty Sentences child will create script errors. Thanks for an awesome script. False! By including a second copy of the missionConversations.hpp with changed, unique class names for the conversations in the description and then changing the call function in the init.sqf, you can get multiple dialogs. You can even put the call function in the init of a unit: this setVariable ["IP_LiveFeed", true]; this setVariable ["IP_Avatar", "img\buddyAvatar.jpg"]; [this, "AnotherOpener"] call IP_fnc_addConversation; Arma is more dynamic than that.
  25. Thank you BIS for all the great things you've accomplished this year.
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