lecks
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Everything posted by lecks
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gobi42: In menu.hpp there's TEXT_SIZE up the top. For the description text you'll have to add sizeEx = whateversize; to the description class on line 317.
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Ambient helicopter flyby But with searchlight on
lecks replied to k4ble's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Another way to do it is to create a second chopper the same and attach it to the first at 0,0,0, and turn the lights on once with that. Downside is the rotors on the second chopper don't turn, and I don't know what happens if you kill it. The issue with the loop turning it on every .0002 seconds is it doesn't work properly in multiplayer with any kind of lag. -
@Deleyt: Regarding the whitelists, I'll have to look further into your example, but the way it's designed to work (not saying it's 100%), is you should blacklist/whitelist to allow everything except what you want available to ANYONE, and then create side/unit/faction specific whitelists/blacklists to choose what's available out of those items. To be honest, as we only use blacklists, whitelists are largely untested, so I would do the above with blacklists only. I'll quickly explain how it works. First it loads all items at the start (builddatabase.sqf), which is when the overall blacklist/whitelist is applied (ASORGS_Blacklist / ASORGS_Whitelist). Things that are blacklisted or aren't whitelisted won't be in the database at all. Then, when you open the gear selector, the extra blacklists/whitelists are combined into ASORGS_RuntimeBlacklist/RuntimeWhitelist which is checked when adding items to the lists or loading presets, etc. using fn_IsAllowed. Will have a look later today to see if I can work out why your example isn't working (what you pasted alone with no blacklist should work afaik). BTW1 Regarding the close button, this will be due to moving everything to the left. I forgot that there's an invisible control over the whole screen that you can click/drag to move the camera which will now be overlapping the close button for you. To fix it, you'll need to edit menu.hpp again. In the class rotateDragThing somewhere around line 500, you'll need to change: w=safezoneW - TOTAL_WIDTH - ITEM_HEIGHT*2 - (LEFT_START - safezoneX); BTW2 Not sure if this can be helped. I guess it depends on what the tracking thing does. The clone is created in fn_cameraStart and deleted in fn_cameraEnd. Maybe you could make him civilian instead of the side of your player or something? ASORGS_Group = createGroup side ASORGS_Player; ASORGS_Clone = ASORGS_Group createUnit [typeOf ASORGS_Player, _clonepos, [], 0, "CAN_COLLIDE"];
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deleyt: Ok, so it seems I didn't base the left side off a define, but just off safeZoneX. The steps to move it are: In menu.hpp: 1. Search/replace safezoneX with LEFT_START 2. Add a line up near the top with #define LEFT_START (safeZoneX + 0.2) 3. In class closeButton, around line 635, change the x= line back to x = safezoneX +safezoneW - ITEM_WIDTH*2; Do step 1 and 2 from menu.hpp in both fn_UpdateUIShow.sqf and fn_updateCapacity.sqf. I'll leave this LEFT_START define in my version to make it easier in future versions. You'll just have to edit the defines in those 3 files. Side note 1: Yes. Here's the code change to allow unit class specific blacklists/whitelists. This is in fn_ReloadMainDialog.sqf starting at line 24. _sideBlacklistName = format["ASORGS_Blacklist_%1", side ASORGS_Player]; _sideBlacklist = missionNamespace getVariable _sideBlacklistName; if(isNil '_sideBlacklist') then {_sideBlacklist = [];}; _factionName = faction ASORGS_Player; _factionBlacklistName = format["ASORGS_Blacklist_%1", side ASORGS_Player]; _factionBlacklist = missionNamespace getVariable _factionBlacklistName; if(isNil '_factionBlacklist') then {_factionBlacklist = [];}; _unitBlacklist = missionNamespace getVariable format["ASORGS_Blacklist_%1", typeOf ASORGS_Player]; if(isNil '_unitBlacklist') then { _unitBlacklist = []; }; ASORGS_RuntimeBlacklist = _sideBlacklist + _factionBlacklist + _unitBlacklist; _sideWhitelistName = format["ASORGS_Whitelist_%1", side ASORGS_Player]; _sideWhitelist = missionNamespace getVariable _sideWhitelistName; if(isNil '_sideWhitelist') then {_sideWhitelist = [];}; _factionName = faction ASORGS_Player; _factionWhitelistName = format["ASORGS_Whitelist_%1", side ASORGS_Player]; _factionWhitelist = missionNamespace getVariable _factionWhitelistName; if(isNil '_factionWhitelist') then {_factionWhitelist = [];}; _unitWhitelist = missionNamespace getVariable format["ASORGS_Whitelist_%1", typeOf ASORGS_Player]; if(isNil '_unitWhitelist') then { _unitWhitelist = []; }; ASORGS_RuntimeWhitelist = _sideWhitelist + _factionWhitelist + _unitWhitelist; You can then add, for example ASORGS_Blacklist_B_Soldier_F = ["whatever"]; to config.sqf to blacklist extra stuff for that soldier class. Side note 2: It's a 2048x2048 paa in a mod file. Note that because it's part of the 3d environment rather than part of the UI, your texture detail in graphics settings will effect how sharp it looks. Unfortunately I may not be able to include the mod icons unless BIS makes some changes or adds a way of getting the icon. It only works if mods are in the Arma 3 folder, otherwise it gives an error popup. It basically uses the new scripting command configModSource to get the folder, then manually parses the mod.cpp file in that folder to get the picture (there's a new setting to list mods that don't have one). This only works if mods are in the Arma 3 folder though :(. EDIT: Sorry, should have said fn_UpdateUIShow, not fn_UpdateUI.
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@deleyt: Not really sure what you want to move to where, but it would probably be in the defines at the top of menu.hpp and/or fn_UpdateUI.sqf. I think these are the only files that effect the positioning. I might be able to help further with a screenshot or something. @rlex: err yeh.. time flies. @gabberxxl: Not really sure how I'd do a price thing (and it wouldn't fit in anything we use it for), but I wouldn't complain if someone edited it to fit CTI or similar. You can already set side or faction specific blacklists/whitelists. You can set up another squad mate or any unit by calling (assuming the unit is named SQUADIE2 in the editor): [sQUADIE2] execvm "ASORGS\open.sqf"; but how/where you call that is up to you.
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Errr.. no it's not.. I'm planning on releasing a new version soon. Credits to Cruoriss for noticing this embarrassing error. In fn_buildDatabase.sqf, ASORVS_DB = [_cars, _tanks, _autonomous, _planes, _boats, _helicopters]; should be ASORVS_DB = [_cars, _tanks, _autonomous, _planes, _ships, _helicopters];
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Seems I've broken the insignia slot at some point. I'll fix it before next release, thanks for reporting it. Regarding CSE, the script scans your config files and adds everything it can find and (tries to) categorize them. I haven't used CSE so can't say if it works properly. There's some stuff in the config where you can force things into medical/explosives/grenades/misc if they're being categorized incorrectly.
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Yeah, as Ice Age said, it's up to the mission maker to include ASOR Gear Selector or whatever means of equipping players they want. I'm not sure how updated it is or anything (I don't have anything to do with it), but there is this mod http://www.armaholic.com/page.php?id=26293 which I believe lets you place a box with ASORGS with Zeus. Here's an unrelated pic of a new feature I've been working on today (icons to show what mod stuff is from): https://dl.dropboxusercontent.com/u/14576264/2015-02-15_00001.jpg (693 kB)
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@DevilSpawn: I'll add an option in the next version to run a custom init script on vehicles that are spawned (which would allow you to add it to cleanup scripts). @DemonLordy: You should be able to use it with VAS. You just need to include the cfgfunctions from both VAS and ASORVS in the same CfgFunctions block in description.ext like this: #include "ASORVS\menu.hpp" #include "VAS\menu.hpp" class CfgFunctions { #include "ASORVS\cfgfunctions.hpp" #include "VAS\cfgfunctions.hpp" };
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@MDTorch: You can use the second parameter to show only certain vehicles for a specific vehicle selector (So you can have one for just AA vehicles if you list all their class names).
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You need to create a marker on the map with the name the same as the third parameter that you pass to open.sqf (ie "chopperspawn" or "planespawn" in the examples above). This marker indicates the position/rotation that the vehicle will be placed.
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@RedPheonix: Not sure what you mean? You can just leave the 'whitelist' blank in the addaction to show all vehicles of a class such as: this addAction ["Spawn Helicopters" ,{[["helicopters"], [], "chopperspawn"] execvm "ASORVS\open.sqf";}]; @sergeziegler: Yeah, it can do "cars", "tanks", "helicopters", "planes" and/or "boats". this addAction ["Spawn Planes" ,{[["planes"], [], "planespawn"] execvm "ASORVS\open.sqf";}];
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At ASOR we've been using it in a dedicated server for around 6 months. Seems stable. We don't use it in a persistent environment (but nothing is persistent in it?)
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oops, missing a comma this addAction ["Spawn Helicopters", {[["helicopters"], [], "chopperspawn"] execvm "ASORVS\open.sqf";}];
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New Version released (link in OP)
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CSSA3 - A Spectator Script for Arma 3
lecks replied to cyrokrypto's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@PerezMH: I'm pretty sure if you push N to flick through the view modes while in spectator it'll get rid of that grainy effect. We had the same problem with TFAR.. unfortunately I think it's a TFAR issue that you can't really do anything about without a TFAR fix (CSSA3 is simply making it so you're effectively dead according to TFAR). Imo what would be really cool is if you could hear alive people talking near the spectator camera.. but I don't think it's feasible with TFAR. @Cyrokrypto: Interesting.. I didn't realize count was faster than forEach. A quick test using the new button in the debug console showed foreach was actually slightly faster with a large array of strings. It could be different with different numbers/types of values though. { false } count allVariables missionNamespace; //3.34ms vs { } foreach allVariables missionNamespace; //2.97ms -
Authentic Gameplay Modification
lecks replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
We're also having this problem.. but it's very intermittent. Haven't been able to work out what causes it to stop working. Can anyone point me to the file where this custom grenade switching is handled so we can try to fix or remove it? -
CSSA3 - A Spectator Script for Arma 3
lecks replied to cyrokrypto's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@Cyrokrypto: The error is as follows: 12:35:50 Error in expression <ve _x) && {isPlayer _x}) then {_players pushBack _x}; } count (units (_this sele> 12:35:50 Error position: <pushBack _x}; } count (units (_this sele> 12:35:50 Error Type Number, expected Bool 12:35:50 File D:\Users\Lecks\Documents\Arma 3\mpmissions\OP_GAMBIT_REFLEX_test1.FDF_Isle1_a\CSSA3\functions\fn_mainUpdateLoop.sqf, line 54 Oddly enough, it only comes up on multiplayer or dedicated, not single player/editor. The reason it's complaining is because it's using { } count (units blah), but the code block is returning the result of the pushback (a number) rather than a bool. I don't really see why you're using count here anyway, forEach would make more sense? We had lots of positive feedback from our group (ASOR) last night. A few suggestions (don't take this the wrong way, it's still way better than the alternatives): 1. Defining RscCheckBox etc etc in basic_defines.hpp can make your script conflict with other mods that have done the same thing. We didn't have a problem with this, but I had several map developers complain when I did the same thing with ASOR Gear Selector. Safest to add your tag to them (ie CSS_RscCheckBox). 2. Would recommend removing your respawn lines from CSSA3_header.hpp as it crashes the game if people already have them in their map. I'd just put them in the readme. 3. An option for whether or not to use TFAR_fnc_ForceSpectator might be a good idea. Some Teamspeak servers (such as ours) don't allow serious mode, in which case everyone can hear spectators. We just commented the lines, but some people might not be able to find them. 4. Being able to rotate the camera around the player in chase cam would be awesome (rather than it being stuck on his back). 5. When you close the spectator in 'forced' mode, you get the warning that it'll reopen after 5 secs even though it doesn't. Whether or not you make these changes, it's still an awesome script that we'll continue to use. -
CSSA3 - A Spectator Script for Arma 3
lecks replied to cyrokrypto's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Finally a decent spectator script.. thank you! We had 1 script error constantly popping up with rc 3 which was easily resolved by changing the word 'count' on lines 55, 64 and 71 of fn_mainUpdateLoop.sqf to 'forEach'. I assume you're doing this already, but make sure you start the game with -showScriptErrors so you can catch this type of thing without checking your log. -
@Flipper: you'll need to remove the // before the first line. It 'comments' the line making it as if nothing is there. Other than that, it looks right to me.
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@opendome: Unfortunately, without an error, it's a bit hard to work out what's going wrong :(. It might be worth trying the version at http://asor.com.au under downloads (just keep your config.sqf file).
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@Gunter: I didn't think it would remove things any more (I know older versions did). If you have any specific examples of how to reproduce it, I may be able to fix it. @Opendome: It sounds like it had a script error (after which it pretty much won't do anything). Could you search your .rpt file (in %localappdata%\arma 3 ) for ASORGS and paste any errors here? @Flipper how are you adding the blacklist or whitelist? Could you paste a portion of it (maybe the start + end)? Are you putting it in config.sqf, and don't have a blank one after it? The version at http://asor.com.au under downloads has all the settings including the blacklist that we use for ASOR. This version also automatically removes useless ammo from the lists which significantly reduces the lag. We have an op on Thursday which will be the final test for it before releasing it here and on Armaholic.
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@AntonStruyk: The ASORGS loads the database during preinit, which is when the main blacklist is applied. To change the blacklist during the init (or the mission), you could either change the BuildDatabase to postinit in cfgfunctions, or you could use the side specific blacklists which are applied when the gear selector is opened (the reason for this being that a player could potentially change sides during a mission). I think it would also work to add your blacklist modify function as an extra preinit function to the ASORGS cfgfunctions.hpp above the BuildDatabase one (but not 100% certain that determines the load order).
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Hi guys, Sorry I haven't been here for a while.. been working on other projects. I have also been working on the gear selector when I have time and will have a new version out in the next few days. It's mainly performance and stability improvements. ASOR uses it twice a week and have been great at giving bug reports and feedback which I try to fix as quick as I can. Newer versions are generally available at http://asor.com.au under Downloads (I don't think anyone would appreciate Armaholic being spammed with minor weekly updates). Regarding the issue with the Save/Delete buttons missing, I think this is because of the resolution. The size of the box is hard coded to a bit under half my screen.. but i think that pushes it off the bottom of some resolutions (900 or under vertical res). I'll make sure I fix it before the next release. For now you can fix menu.hpp as follows (or just increase your resolution/lower UI size): @Sethanor: The way I would do this would be to build a main blacklist that allows all uniforms, then add opfor/blufor specific blacklists to block them using eachothers' uniforms. Thanks for your patience. Lecks.
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Hi, I've tried everything I can think of but can't get Terrain Builder from Arma 3 tools to start at all (nothing happens when I go to start it). The log files in TerrainBuilder\Logs show the following: Arma 3 Tools Diagnostic is as follows: http://pastebin.com/KWbnY9Ji I'm using Windows 8.1 64 bit. 32gb ram. Plenty of HD space. Arma 3 tools are in D:\Steamapps\SteamApps\common\Arma 3 Tools . Steam is on C:\Steam . All other Arma 3 Tools seem to work properly, as does Visitor 3. I have tried: - Uninstalling Arma 3 Tools / deleting remaining files and registry entries, and reinstalling. - Setting up P: several different ways. Currently have it as a physical drive with all the Arma 3 files unpbo'ed in there (using Mikero's tools). - Running terrainbuilder.exe directly and via the Arma 3 Tools Launcher (through Steam and just from the .exe). - Running everything as Admin or as a normal user. - Installing Windows 7 64 bit in a Virtual Box, then installing Arma 3 Tools in Steam on it, and mounting the P: drive I use on my normal machine. This worked (although it doesn't display properly).. so it's obviously something to do with my Windows 8.1 setup. I really don't want to do a fresh Windows install. I just can't see what I'm doing wrong.. if anyone can help it'd be greatly appreciated.