DirtySanchez
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Posts posted by DirtySanchez
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@engima
Hey bud, I am really liking your creation so far and would like to make a request.
Can you create a way that your program will recognize the "description.ext" file in the mission.
I dont think we need to include anything special for the settings but the important part here are the includes and the classes defined.
I think the added feature would allow an easy way to include all of that information that might be very important to some mission creators that use specialized RscTitles, CfgRemoteExec additions and much, much more.
The reasoning behind my request is to be able to use just TypeSQF during my project and not have to also have notepad++ with the description.ext and any #included files.
Thanks in advance for any consideration you give this request -
Hey @basstard
I did reply to you in the Steam Workshop and press the same response here.
I do work on a lot of projects and keep busy, when I learn something new and can apply it to OCP I have and in fact did that not a few months ago adding in more arma 3 compatibility for the models.
If you know how to do that modelling work to add those positions, lets get em done and updated- 4
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Wow, read through this entire thread.
First Enigma, great work all the way!
I am going to start transitioning over to this typeSqf tool today.
I have used notepad++ for 3 years now and am very interested to see how fast this can make my development
Thanks again
DirtySanchez
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well the copy and paste error was my issue.
Should have read this:
_obj say ["sound_name",1];
Nice community attitude there KK.
Good job on seeing that I resolved his issue already.
And great job on noticing my real issue if you read the entire post.
I never ask much if anything at all in these forums and this is what one gets for making the leap to asking a valid Q.- 2
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Just a week ago I helped out @donnovan correct an issue with his say3d.
His syntax he used was broken and using a different one worked.
He used this syntax:
_obj say3D ["sound in CfgSounds",volume];EDITED - _obj say ["sound in CfgSounds",volume];Which did not work for him
I directed him to use _obj say3d "sound in cfgSounds";
Which did work for him.
Now I am seeing more mods have issues with say3d
This tinme its being sent from FSM but is using the tested working syntax....
Not sure what's up with mp servers and say3d
Any other input on this one @killzone_kid
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no problem, sometimes some 1 on 1 troubleshooting either solves the issue with the script or helps the user learn a bit about it.
several of the versions have evolved since its initial release and a few kinks worked out.
not sure if any of those were an answer to yours....Have a great weekend :)
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Oh boy, im so sorry I have not replied to you @M3gz
Please jump into our discord for better service from DPCG: https://discord.me/eXpoch
Did you ever figure out the couple of issues you encountered? -
@jerminhu
Hey bud thats for the inquiry.
1. If your map has original non-enterable buildings from Arma 2 ports, these buildings are removed and replaced with OCP's enterable exact match versions
2. CUP Added some JBAD buildings and it is suggested to use plain ole OCP
3. DonkeyPunch Build Everything Arma, it converts all arma 3 map objects as useable inventory to build them yourself in game.
- This has become a series of DPBEA addons with the addition of not only Expansions, but also JBAD, OCP and PLP for almost 4000 different objects to use if running them all together.- Core has the main system in place allowing you to build by double clicking the buildable item in your inventory and voila it pops up in front of you to place it how you want.
- My vector building system was added to this addon so that you guys can have a sweet way to build with precision.
- Development is not over, there are plenty of ideas left to tackle and plenty of ideas not thought of yet.
Have a great week! -
On 4/18/2017 at 4:00 PM, R0adki11 said:Steam Workshop has had a tidy up, lots of content has been flagged i.e hidden due to IP conflicts. Its up to authors to contact Dwarden to have it un-flagged.
On 4/19/2017 at 0:06 AM, Nichols said:Thanks for the heads up R0adki11!
Update:
I could not let this oldie but goodie go away cause of Massi's being AFK.
On Friday, we contacted Dwarden and asked about NATO Vehicles status and it was reversed after some thought on their end.
Thank you @dwarden for your help in resolving this mods status on the Workshop and keep up the great work!- 5
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DP Build Everything Arma OCP
[FINISHED] OCP buildings were added to DPBEA series of addons[NEW] DPBEA OCP is now baked into OCP for those that use DPBEA Core
[NEW] DPBEA OCP and DPBEA JBAD are now baked into OCPwJBAD for those that use DPBEA Core
[INFO] These baked in addons have been signed with the OCP or OCPwJBAD key for ease of install/update(NO NEW KEYS)
[INFO] If using OCPwJBAD you do not need to download DPBEA OCP nor DPBEA JBAD as the above notes mention they are baked into the addons now.[NEW] OCP and OCPwJBAD were updated today BIG UPDATES
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Big update with many improvements
More Arma 3 compatibility
[CHANGED] OCP Houses will inherit House_F for DestructionEffects instead of House (Altis Life Housing Support)
[ADDED] config entry for "numberOfDoors"
[ADDED] OCP Doors will follow "BIS_disabled_door" variables
[ADDED] Inheritances for Open and Close Doors to remove Duplicate entries
[REMOVED] Extra actionstart and end entries
[REMOVED] Empty data areas and extra lines
[FIXED] CfgModels Angles were incorrect causing Open and Close to be switched.
[NEW] CfgModels Animation Sources cleaned up for a3 compatibility
[ADDED] Replace HouseV_1L1 with OCP HouseV_1L2 in search N replace script _countBldgs : 97 replaced
[ADDED] Replace HouseV_1I1 with OCP HouseV_3I1 in search N replace script _countBldgs : 103 replaced
[INFO] 200 more buildings are now enterable on Chernarus!
[NEW] Land_d_dom02_pinsk is now error free for use and up to date with above changes
[WIP] Land_d_dom01 is working as intended with 1 pesky popup I can't get rid of...
[UPDATE] This evening, no key change required if already up to date
[NEW] Each version has its own Search N Replace in respects to its contents. OCP replaces for OCP. OCPwJBAD replaces for OCP and JBAD.
[NEW] DPBEA OCP is now baked into OCP for those that use DPBEA Core
[NEW] DPBEA OCP and DPBEA JBAD are now baked into OCPwJBAD for those that use DPBEA Core
[INFO] These baked in addons have been signed with the OCP or OCPwJBAD key for ease of install/update(NO NEW KEYS)- 9
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I have a newer set of releases called DP Build Everything Arma
I have added a new version in this series for JBAD with an OCP version right behind it.
OCP will have the DPBEA OCP Baked in for use with the DPBEA Core
OCPw/JBAD will have both DPBEA OCP and JBAD baked in for use with the DPBEA Core.
These two updates will come later this week with a few config additons and changes for better Arma 3 compatibility
These are buildable objects for SP / Campaign / Co-Op / MP / Editor Preview ++
They are also fully compatible with Epoch / Exile / Altis Life / Wasteland / R3F
ENJOY!!!- 1
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DP Build Everything Arma JBAD
[Released] Adds 300 more objects to the DPBEA series
[INFO] Trees, buildings and more
[INFO] Will be added directly to OCPw/JBAD soon
[REQUIRES] DPBEA Core but it is up to you to have JBAD or OCPw/JBAD on your server or loaded on your client
A few more DPBEA series of addons to go and I will start doing the objects that look like containers to hold storage
If anyone would like to start making crafting recipes for Epoch and Exile, be my guest help is always welcome.
Steam Workshop Link
http://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=897730436- 1
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Full Dynamic Simulation Compatibility
[INFO] more servers are compatible with Dynamic Simulation now
[ADDED] Checks for server DynamicSimulationSystemEnabled.
[CHANGED] If new Dynamic Simulation is on, replacement buildings will be given Dynamic Simulation for performance
[ADDED] Check for OCP_sNr_OFF variable. To turn off the search N replace feature of OCP use this code in your init or initServer
OCP_sNr_OFF = true;
[KEY CHANGE] With the addition of this new Arma 3 feature to OCP, future support requests need to be filtered for this change. Each version has its own separate key now. OCP.bikey and OCPwJBAD.bikey respectively. ENJOY!NOW UPLOADED
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Update pushed to steam for both Core and eXpansions.
Keys folder was added again to the addons. Sorry the split release into Core and eXpansions lost the keys folders.....
DPBEA JBAD has been started and will go through some quick testing before release. (it will be added directly into the OCPw/JBAD addon)
DPBEA OCP will be done soon thereafter(it will be added directly into the OCP addon)
GAME ON!!!-sTanG
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DP Build Everything Arma
[Added] Large Rocks and Targets were not inheriting DPBEA Epoch/Exile configs properly for Move / Remove options
[Changed] DPBEA Menu retitled to Build Everything Arma
[Upgrade] Categories Drop down now has new categories than just crates
[Upgrade] Categories now include individual objects based on what DPBEA mods are loaded since more are coming
[NEW] Crates_Core / Crates_eXpansions / Objects_Core / Objects_eXpansions
[Info] Object(s) categories display all 2300+ items if using both Core and eXpansions versions of DPBEA
[Info] Objects will spawn as an item in your inventory
[3rd Check] Verify all items have a picture or a props picture of a "?"
[Coming Soon] DPBEA JBAD and OCP are dumped and configured for initial testing - first upload within 48hours- 1
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@six_ten
A lot of extra upgrades and work has been done this week and another update is due today.
There have been no issues like that since release. Let me know if you have corrected the issue or come have a chat for support at https://discord.me/eXpoch
**DPBEA is getting the treatment**
[Split] DPBEA into a Core and an Expansions pbo for separate releases on Steam
[Naming] Build Everything Arma Core and Build Everything Arma Expansions.
[Future] More Build Everything Arma XXX releases including JBAD, OCP and more
[Added] Epoch constructions compatibility for using their Dynamic Interactions System with DPBEA Built Objects
[Added] Epoch Vector Building Systsem
[Added] Epoch Custom Keys will modify Vector Building keystrokes
[Fixed] Most objects inherited "DestructNo" from my fun config work and were indestructible
[Added] Extra config entries for future features for eXpoch and Exile door lockingUpdate should be pushed out today after a few more final tests.
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With the attention its getting on the workshop. I had to show them a day of thank you.
[FIXED] Original Arma 3 crates still had their inventory. Clear through configs.
[FIXED] Did the same to all Sling Load Pods and Containers
[CLEANED UP] Many crates had items with no picture. This is due to no editor preview available from arma 3. Changed most to Prop.jpg or alternative
[ADDED] New Menu for spawning crates. Hit CTRL+B to open the menu. Click a crate and click the spawn crate button below!
[ADDED] Optional AddAction scroll wheel to open the menu
[ADDED] Ability to turn off the crate menu should you run this on MP / Coop / Scenarios (readme for more info)- 1
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DPBEA
Update pushed to Steam Workshop
[Fixed] Ammo Boxes and Crates no longer carry over original weapons/items/backpacks/magazines
[Removed] Scripted objects
[Removed] Missions folder as all build functions are preloaded
[Added] Categorized crates with 20 of each object included (all 2300 pieces split up into 25 crates)
[INFO]Classnames and Crates classnames lists are included in root folder of addon.
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Open Chernarus Project and its counterpart OCP w/JBAD have both been updated.
Since a majority of users host with Exile, I have had to use a temp fix for the doors instead of going forward with DynamicSimulation.
please update accordingly, this does not require a key change
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OP Updated with these forgotten keys for Tilt and Pitch:
Arrow Left and Right Tilts the object respectivelyArrow Up and Down changes the Pitch away from and toward you
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as shown in the OP
Includes: 2300 + buildable items for any arma 3 scenario, mission, SP, MP or editor FUN! eXpoch Vector Building system Lite -Build from inventory (Double Click item) -Remove built object (Left-Windows key) -Object Snapping (NumberPad 0) -PhysX toggle (NumberPad 3) Shift = Fastest stepping Ctrl = Step Down Alt = Precision stepping Keys Q and E as well as NUM7 and NUM9 will rotate the object Keys PageUP and PageDOWN take care of Height of the object Keys Home and END as well as NUM8 and NUM2 will move the object farther and closer Keys NUM4 and NUM6 will move the object left and right Keys NUM5 as well as BACKSPACE will reset the object to a [0,2,1] attachment point Key NUM0 while looking at a built object will prompt you to SNAP Key ESC will cancel out building and return the item to your inventory
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@HeroesandvillainsOS
@DEV614
This is every object in Arma on Altis, Stratis and Tanoa plus DLC stuff from Karts and Heli's
Everything has been made into a magazine for inventory, which can be built by double clicking it in the inventory.
Vector Building system is included and preloaded(nothing left to do)
MultiPlayer, SInglePlayer, Editor, Missions, Scenarios, it just doesnt matter this will work for all- 2
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Hey Sammael,
Upgraded 2 nights ago with preInit / postInit for plug and play building.
Update expected today adding in the proper editor previews link for Expansion Pack buildables.
Update soon with build crates by categories and setups for MP servers to use the new APEX survival objects(Walls, Gates, Doors ++)
The mission is unnecessary now with the preloaded functions and variables.
There is a classname list in the root folder of the addon.
As mentioned above we are making categories of crates for you guys to fool around with.
Similar setup is found in my Operation BlockHead eXpanded, but the mission was/is necessary for that addon as it is.@sammael hope this info helps you
As usual
GAME ON!!!
-sTanG
@.kju
Agreed but I am not great, I usually just highlight in a silent video
[RELEASE] TypeSqf Editor - [OpenSource]
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
After some thought yesterday, the idea would be very similar to how you have your current setup.
On the list to the left, instead of a folder name, we can use the description.ext and then instead of the filenames it would be the individual classes.
The configs associated with the description.ext are very useful for mission creators and mod creators that are expecting their users to modify the setup.
class CfgEpochClient{
AnyInfo = "whatever_is_needed";
Loadout[] = { "uniform","vest","etc","etc"};
};
These can be called from the functions using for example:
_config = getArray(missionConfigFile >> "CfgEpochClient" >> "Loadout");
Having this special description.ext on the left list with each class listed below it would be nice.
We also have to take in consideration that many people use the description.ext to #include other .cpp and .hpp files.
These at times will also have class Cfg's in them that arma will see as being in the missionConfigFile.
Honestly thank you for approaching this request bud
EDIT: Also the reasons behind this would be for ease. Ease in editing, accessing the information and creating new classes without the need for anything else.
This would need the description.ext compiled so the includes can be identified by your program and placed appropriately.
When we click onto any of the defined classes in the left list(child of desciption.ext) we should get the class itself in the editor OR place the cursor on the appropriate line.
I know this can seem confusing and maybe might not be the approach you take, but I do look forward to more. THANKS AGAIN MAN GREAT WORK!