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pierremgi

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Posts posted by pierremgi


  1. No, there is a bug somewhere. Repeatable test:

    Place a crate or an empty vehicle. In init field:
     

    0 = this spawn {
      sleep 2;
      clearItemCargoGlobal _this; clearMagazineCargoGlobal _this;
    _this addMagazineCargoGlobal ["uns_EAM2Braft ",4];
    _this addMagazineCargoGlobal ["uns_ItemFuelcan ",2];
    _this addMagazineCargoGlobal ["uns_ItemSiphon ",1];
    _this addMagazineCargoGlobal ["uns_leaflet8 ",1];
    _this addMagazineCargoGlobal ["uns_item_bugspray ",1];
    _this addMagazineCargoGlobal ["uns_item_dong ",1];
    _this addMagazineCargoGlobal ["uns_leaflet2 ",1];
    _this addMagazineCargoGlobal ["uns_item_condoms ",4];
    _this addMagazineCargoGlobal ["uns_item_messtin ",2];
    _this addMagazineCargoGlobal ["uns_leaflet11 ",1];
    _this addMagazineCargoGlobal ["uns_leaflet13 ",1];
    _this addMagazineCargoGlobal ["uns_leaflet12 ",1];
    _this addMagazineCargoGlobal ["uns_leaflet3 ",1];
    _this addMagazineCargoGlobal ["uns_item_smokes ",100];
    _this addMagazineCargoGlobal ["uns_leaflet16 ",1];
    _this addMagazineCargoGlobal ["uns_item_zippo ",1];
    _this addMagazineCargoGlobal ["uns_knife ",1];
    _this addMagazineCargoGlobal ["uns_ItemM57clacker ",1];
    _this addMagazineCargoGlobal ["uns_1000Rnd_127x99_M2_single ",1];
    _this addMagazineCargoGlobal ["uns_sharkchaser ",1];
    _this addMagazineCargoGlobal ["uns_ItemSil_rifle ",1];
    _this addMagazineCargoGlobal ["uns_ItemSil_hgun ",1]};

     

    Nothing work, with addItemCargoGlobal or addMagazineCargoGlobal. Furthermore addMagazineCargoGlobal returns error for each "item" you place at the top of the list.

    NB: Spawn (to make it sure the crate already exists), or direct, call doesn't make difference.


  2. Please, how make the FEEDBACK PHABRICATOR a little bit simpler? Each time, I open this convoluted site, I get all "tasks" (even closed), sorted by "emergencies" like "immediate" or "urgent", no matter I start on Feeback home page or Maniphest/open tasks....

    And I can have also all recent activities list for which only a miracle could point at my points of interests.

    Customize menu doesn't help at all.

    Used terms like tasks, queries, legacy ids, diffs.... are odds for a simple user (not saying if you're French).

     

    So, Regardless of terms, how could I make this feedback much more friendly, with "tasks" by date instead of "emergencies", "open" by default, ..and recent activities for new tasks only.

    The most looking like this actual BI forum, the better, in fact.

    thanks


  3. i'd like to kindly request a better joystick configuration. At this time, my Logitech force 3D pro, like yours I guess, only have a configuration through Arma's settings, which is supposed to work for helicopter or jet (plane), regarlees of the type of "air" asset. The problem is that if I set a good response for helicopters, the joystick is too much sensitive for planes (especially for banking). It's true in Vanilla, it's absolutely insane in UNSUNG mod. I know there are some configurations in the modders hands, but to make it easier with existing or incoming jet mods, please do something for at least 2 possible configurations in Arma. Thanks.

    • Like 1

  4. Hi,

    I'd like to param the disableAi in description.ext (or something equivalent) for this result:

    - let spawn the playable units of a group when one player choose the leader's slot.

    - let Ai disabled (disableAI = 1) as far as player(s) don't choose the leader's slot (general case).

     

    So, enabling AIs of the group, occurring when leader's slot becomes player. Something like that.

     

    thanks


  5. Hi, I don't now where to write this request, but as far as you're speaking about a future DLC for jets, i'd like to kindly request a better joystick configuration. At this time, my Logitech force 3D pro, like yours I guess, only have a configuration through Arma's settings, which is supposed to work for helicopter or jet (plane), regarlees of the type of "air" asset. The problem is that if I set a good response for helicopters, the joystick is too much sensitive for planes (especially for banking). It's true in Vanilla, it's absolutely insane in UNSUNG mod. I know there are some configurations in the modders hands, but to make it easier with existing or incoming jet mods, please do something for at least 2 possible configurations in Arma. Thanks.


  6. I tested Exile on dedicated servers. OK, fine. I wrote a mission working in SP. Now, i'd like to play this Exile mission in MP, like many working others without this mod. The problem is Exile seems stuck in loading screen for any MP session (hosted server).

    Anyone has an idea to make a hosted server working for EXILE home mad mission? I don't want to build a dedicated for 2 players.

    Thanks

     


  7. This command still continue to return an hidden unit by simulation manager module or hideObject command as far as the concerned unit still knows about this hidden enemy (non-decreasing value)!

    Permanent knowledge about hidden (non visible and bulletproof) units is questionable.

     

    I found a good point: "enable simulation false" lets the unit visible but not eligible for the nearest enemy. The knowledge about this kind of unit stay at 1 ( why not 0?), which seems to be sufficient to skip the findNearestEnemy command.

    • Like 2

  8. On 15/12/2016 at 10:53 AM, R3vo said:

    - Player characters should have their voice removed. Otherwise enemies are constantly called out.

     

    Sure, but it's a big issue of Arma's engine in general:

    - units report too much often the same thing (repeated sentences), too many things (friendly units but not in group), one by one enemy units where the "group" report could be fine "I see 3 men, North west, 300 m"

    - player's voices can be non persistent when respawn. Especially when scripted by setSpeaker or chosen in editor (different form default);

    - hidden and even enabledSimulation   false units are speaking!

    - enableSentence and enableRadio should apply to units/group/side instead of global.

     

    Almost all of my friends are using a "voice stop" mod.

     


  9. Hi all,

    I experienced recently, playing on an Exile server, and choosing an action (added by a mod), the result  was something totally different.

    Say, as example, trying to "open" a door, and obtaining a "GPS on" (toggling action in addon).

     

    It seems to me all addAction can be melt  in many loaded mods, with a weird result. And i guess some reason is to be found in the way actions are handled.

     

    Let me try to explain. Please, consider this as a "feeling" more than a demonstration.

    Some mods like Exile, or other ones, are deeply managing the scrolling menus.

    Arma allows a lot of loaded mods at a time, some of them obviously using the same commands like addAction...

     

    The problem seems to me that, if each addon is consistent for its own purpose, the mix of them can be weird due to  the ordinal handle (number, global variable) easy to override with another ordinal handle coming from another called addon. So, you could have the action menu "open door" ending by an "ejection" or any available action in the "alternate" context. Once again, it's just an example.

    (The winner is the last loaded?).

     

    One sure thing, BI improved recently the rsc Displays for their "layer". I guess these layers, as they were also ordinal handled, were too often overridden by the last similar ordinal one. Now, the layers can return strings, far more easy two differentiate when multiplying them.

    Perhaps, a same improvement could be done for other ordinal handles (addAction, addEvenHandler..) Not too critical for EHs as they are "stackable",... but actions aren't.


  10. Wow, thank you so much Larrow. I can see a little light at the end of the tunnel.

    Pre and post functions in cfgFucntions are running like described in initialization order. Without the init specification, they are running when called.

     

    So, I understand an addon (we are now in config.cpp and a cfgPatches is added)  can start with a simple pre/post init function. Is it the normal way to fire the first function in this case (addon)? or is there a standard way to make it run (I mean without pre/post init line)?

     

    Thanks also for the param 0 understanding.


  11. hi,

    This topic seems to me the right place to ask my question. Sorry if not.

    I created a little function to find nearest enemy along with custom criteria. In Vanilla Apex, here is my description.ext:

    class CfgFunctions
    {
      class MGI
      {
        class MGI_TEST
        {
          class nearestEnemy
           {
            description = "gros blah blah";
            file = "nearestEnemy.sqf";
          };
        };
       };
      };

     

    Everything is OK. No error, so far. NB: This function is called by a line like: [<guy concerned>,<reference position>,<range>] call MGI_fnc_nearestEnemy and works.

    Example : [player,player,1000] call MGI_fnc_nearestEnemy

     

    But, I tested with postInit = 1 (then preInit = 1 as well) this function. I always catch an error in both cases. I probably didn't understand the concept of these lines.

     

    Let me explain the error with preInit or postInit:

    The sqf is simple:
     

    _guy = _this select 0;
    _pos = _this select 1;
    _maxRange = _this select 2;
    private ["_guy","_pos","_maxRange", "_position","_enys","_MGINearestEnemy"];
    _guy = param [0, objNull, [objNull]];
    _pos = param [1,[0,0,0],[[],objNull],[2,3]];
    _maxRange = param [2,0],[0];
    
      call {
        if ([_pos] isEqualTypeParams [[]]) exitWith {_position = _pos};
        if ([_pos] isEqualTypeParams [objNull]) exitWith {_position = getPosWorld _pos};
        _position = [0,0,0];
      };
    
        call {
          if (side _guy == west or side _guy == east) exitWith {
            _enys = allUnits select {side _x getFriend side _guy < 0.6 && _pos distance _x < _maxRange}
          };
         _enys = [];
        };
        _distSqr = _maxRange;
        if (_enys isEqualTo []) then {_MGINearestEnemy = objNull} else {
          for "_i" from 0 to count _enys - 1 do {
            _check = (_enys select _i) distance _pos;
            if (_check < _distSqr) then {_distSqr = _check; _MGINearestEnemy = _enys select _i}
         };
        };
        _MGINearestEnemy

    This function still works...

    But, as soon as I preview the mission, before calling anything in debug console or a script, I get this error:

    14:38:24 Error in expression <pos = _this select 1;_maxRange = _this select 2;private ["_guy","_pos","_maxRa>
    14:38:24   Error position: <select 2;private ["_guy","_pos","_maxRa>
    14:38:24   Error Zero divisor
    14:38:24 File C:\Users\Utilisateur\Documents\Arma 3 - Other Profiles\Kobayashi%20Maru\missions\compileVSfind.Stratis\nearestEnemy.sqf, line 3

     

    I tried with:

    params [["_guy",objNull,[player]],["_pos",getPosWorld player,[objNull,[]],[2,3]],["_maxRange",50,[0]],"_position","_enys","_MGINearestEnemy"];

     

    No more success. Error is now:

    14:40:24 Error in expression <compileVSfind.Stratis\nearestEnemy.sqf" params [["_guy",objNull,[player]],["_pos>
    14:40:24   Error position: <params [["_guy",objNull,[player]],["_pos>
    14:40:24   Error Params: Type String, expected Object
    14:40:24 File C:\Users\Utilisateur\Documents\Arma 3 - Other Profiles\Kobayashi%20Maru\missions\compileVSfind.Stratis\nearestEnemy.sqf, line 1

     

     

    It seems that preInit or postInit versions are trying to run something before any parameter input, then fail with lack of then of take variable declaration for strings param...

    Strange! That doesn't happen without pre/postInit.

     

    Thanks for any explanation. Are pre/postInit available for non-parametered functions, only?

     

     


  12.  

    On 19/12/2016 at 10:03 AM, pooroldspike said:

    Another thing I've noticed is that the infantry weight-carrying maths have been messed about with, for example I used to be able to run with my favourite load but now I can only walk unless I dump something to lighten up.

     

     

    In despair, I did an addon to balance fatigue and weight. Roughly, player is never overloaded but at max acceptable load (1), for starting running, when carrying a big backpack and a launcher.

    This is compatible with any mission allowing signed addons.

    To be MP compatible, the fatigue is set in regard of the difficulty of the server. (custom = elite). In SP, you can choose what you want from no fatigue, no overload to normal fatigue/heavy backpack.

     

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