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ImperialAlex

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Posts posted by ImperialAlex


  1. Scuba does effectively nothing. :) Concerning a uniform unable to equip any vest, I'm not aware of any way how to make it, sorry.

    Thanks again for the answers! Any chance of seeing a "canCarryVest" property in the future (similar to the canCarryBackpack - if that's even still used by the engine)?

    In a surprising turn of events I've got more questions ;)

    Can you explain the different icons/pictures a bit more? The CfgVehicles config guideline says that "icon" should be a map/editor thing and "picture" should be what you see in the in-game hud/command UI but that doesn't seem to line-up entirely with what I'm experiencing.

    I'm also wondering where the icons in the "switch unit" UI come from? Some more details on this would be greatly appreciated :)


  2. Sorry, I haven't added the force-replace to the "load" yet. It's going to be in the next minor update :)

    EDIT: I should also probably mention that the code he's using isn't actually sufficient. TFAR id's range from 1 through 999 so going to 99 won't do much good after the first 99 arsenal accesses (each arsenal access increases the id).

    Oh, and for slightly higher performance, you might want to resize the array to 999 at the beginning rather than forcing the system to constantly re-size it on-the-fly.

    Have a look at this sample script: XLA_arsenal_3CB.sqf (That one could probably also be improved a bit by making it two loops so that locality on the array accesses is a bit better)


  3. Also, have you ever considered creating an ASDG JointMagazines? Spartan reports that he's close to publishing ballistic data for Soviet rounds which to my mind means his (already popular) calculations are possibly now suitable for use in a total community-wide ammunition revamp. In the same way JointRails saves us from accessory-hell, it'd be great if somebody (ASDG would be ideally placed) were to create a config-only addon that defines every ammunition type in the vanilla game as well as all of the usual magazines used in modern NATO/Warsaw weapons. Instead of having to cobble together cross-mod compatible magazine patches we might reasonably hope that addon makers just adopt these standard types instead. Just a thought.

    Errm..."magazineGroups" anybody? There's no longer any need to manually create compatibility mods/mess around with large magazine[] arrays. All we need is a naming convention and we'd be good to go.


  4. Any plans to use the L110 from the newly released HLC pack wither their fancy reloads etc?

    I was about to say "Suuuuure,if he wants to give us his sources" and then I saw it's open source. OMFG. That's insane.

    I'm not the project owner for this mod but I'm sure that this is going to make it in at some point.


  5. Also regarding Zeus: When you're both a player and zeus (i.e. not in 'virtual' Zeus slot) you'll hear your player character's audio when in Zeus 'eagle' view. Would it be possible to script something that toggles my locality to the zeus camera?

    Oh, and another weird thing: When remote-controlling a unit, I seem to still hear my own character's radio chatter even if the unit is e.g. an OPFOR unit on a entirely different encryption/frequency. Why does that happen?


  6. It suppose to remove items and add new items. But it does that only on the first load (when there are no virtual items added), on the next reset none of the items are removed and none of the new added (basicly nothing happens).

    I just realized what's happening here. Thanks for your report! It's really a bug :( Not really in the add/remove functions but in the fact that I didn't think about people changing the virtualCargo after an ammobox has been initialized. The fix should be relatively straight forward (set _data variable of the ammobox to nil after every call to add/remove cargo/blacklist). I'll try to get that fix release tomorrow.


  7. Thanks for answering my question...given the success, I'm back with another config question ;)

    class UniformInfo {
    class SlotsInfo {
    	class NVG : UniformSlotInfo {
    		slotType = 602;
    	};
    	class Scuba : UniformSlotInfo {
    		slotType = 604;
    	};
    	class Googles : UniformSlotInfo {
    		slotType = 603;
    	};
    	class Headgear : UniformSlotInfo {
    		slotType = 605;
    	};
    };
    };

    What does this do? I can sort-of guess what headgear,NVG and goggles do...but what does "scuba" do?

    And, slightly unrelated: Is there a way to define a uniform/soldier that cannot equip any vest?


  8. I'm removing old items from arsenal and add new ones. I know there is some function that suppose to remove arsenal completly from given object, but I can't make it work. So I remove every type of item individually.

    I have second parameter in both XLA and BIS examples.

    [
    _obj, // object
    [_obj] call XLA_fnc_getVirtualBackpackCargo // list of classnames
    ] call XLA_fnc_removeVirtualBackpackCargo;

    Oh, I see - didn't read that carefully enough. Yeah, that's exactly what you should be doing...

    How does it "not work" for you? I.e. what do you expect to happen (I assume you expect a box without any action on it but there's still an old action?)

    @AmmoBoxExit: Yeah, that's apparently broken in vanilla and since I didn't know about that until relatively recently I haven't gotten around to fixing it in my mod ;)


  9. Hey, Alex.

    I'm trying to make my script work with your mod. It seems like some of your functions doesn't work properly, because when I use default arsenal functons everything is fine. Or maybe I don't understand something. Anyway, here's the example:

    if (_useXLA) then {
    [_obj, [_obj] call XLA_fnc_getVirtualBackpackCargo] call XLA_fnc_removeVirtualBackpackCargo;
    [_obj, [_obj] call XLA_fnc_getVirtualItemCargo] call XLA_fnc_removeVirtualItemCargo;
    [_obj, [_obj] call XLA_fnc_getVirtualMagazineCargo] call XLA_fnc_removeVirtualMagazineCargo;
    [_obj, [_obj] call XLA_fnc_getVirtualWeaponCargo] call XLA_fnc_removeVirtualWeaponCargo;
    [_obj, _itemsArray] call XLA_fnc_addVirtualBackpackCargo; 
    [_obj, _itemsArray] call XLA_fnc_addVirtualItemCargo; 
    [_obj, _itemsArray] call XLA_fnc_addVirtualMagazineCargo; 
    [_obj, _itemsArray] call XLA_fnc_addVirtualWeaponCargo;
    _obj removeAction (_obj getVariable ["XLA_fnc_arsenal_action", -1]);
    } else {
    [_obj, [_obj] call BIS_fnc_getVirtualBackpackCargo] call BIS_fnc_removeVirtualBackpackCargo;
    [_obj, [_obj] call BIS_fnc_getVirtualItemCargo] call BIS_fnc_removeVirtualItemCargo;
    [_obj, [_obj] call BIS_fnc_getVirtualMagazineCargo] call BIS_fnc_removeVirtualMagazineCargo;
    [_obj, [_obj] call BIS_fnc_getVirtualWeaponCargo] call BIS_fnc_removeVirtualWeaponCargo;
    [_obj, _itemsArray] call BIS_fnc_addVirtualBackpackCargo; 
    [_obj, _itemsArray] call BIS_fnc_addVirtualItemCargo; 
    [_obj, _itemsArray] call BIS_fnc_addVirtualMagazineCargo; 
    [_obj, _itemsArray] call BIS_fnc_addVirtualWeaponCargo;
    _obj removeAction (_obj getVariable ["bis_fnc_arsenal_action", -1]);
    };
    

    Basicly these are two identical pieces of code, all I did is changed the tag. BIS arsenal getting reset just fine, but your arsenal is not reseting after this is executed.

    Please help me understand what could be the problem.

    Mhh....what exactly do you mean by "reset"? What are you trying to achieve?

    I can also see that you're calling the [xla/bis]_fnc_removeVirtual[Category]Cargo functions without the necessary parameters. You need both an object and a list of classnames!

    The list of classnames is not optional according to the function header. I'm not quite sure why that works on the vanilla arsenal since that part of my arsenal is pretty much exactly the same as the vanilla one...

    I also don't understand why you remove the arsenal action after you initialize the arsenal. Oh, and why are you adding _itemsArray to all categories?

    That makes little sense since e.g. Backpack cargo should be classnames that exist in CfgVehicles, weapons should be from CfgWeapons and magazines from CfgMagazines..

    If you could explain to me what you're trying to achieve I'm sure I can give you a few pointers to achieve the same thing in a 'cleaner' fashion.

    Independently of that I would love to have the entire context/a repro mission so that I can understand better where the vanilla arsenal and my arsenal differ.


  10. Tested again, and still not working.

    Repro mision, with a javelin: (change to javelin and try to bring up lock on interface)

    And stinger (try to lock on with T key onto the enemy heli.)

    https://mega.co.nz/#!44R3GDSY!e1KypEGTo6B7fDlVlgIpw-bMhTokXywhyEAL2QVrpf4

    Addons needed: @RHSUSF, @XLA_FixedArsenal

    www.rhsmods.org/mod/2

    3.0.1 should solve these issues, let me know if it's working for you guys :)


  11. Thanks! Yep, reproduces for me. I've noticed that I do get the lock-on symbol to display for very short times...weird.

    ---------- Post added at 02:53 ---------- Previous post was at 01:44 ----------

    Update: Found the problem and it really is my fault (sorry!). definesides.hpp accidentally has the titans inherit from the wrong launcher (one that can't lock on), this propagates down the inheritance tree to the stinger/javelin.

    I'm trying to figure out a good way of detecting or avoiding errors like that. I'll push a fix for this tomorrow/day-after-tomorrow.


  12. Well...got an important bug report. Seems that your mod messes with something within RHS, as having both enabled, I can't push up the optics of the javelin, neither lock on targets with the stinger. For us is quite important having both enabled. Please, hope you can fix it as soon as possible.

    That's incredibly unlikely to be caused by my mod. Please make sure you can actually reproduce this with just my mod and @RHS running.


  13. I thought I once saw a reference to a "undefine property" command for configs. I.e. if you inherit a class and want to remove one of the inherited properties. Is that a thing or is my memory failing me?

    EDIT: I found examples of the type "delete [inherited subclass]". Does it work on things other than subclasses, too?


  14. ^- as above, v3.0.0 is now available.

    It introduces some major performance improvements along with

    1.) force-adding things to the arsenal. You can supply a list of classnames to the AmmoBoxInit/Open calls. Classnames on that list will be displayed even if they don't have the proper scope set. There are still some other tests the class has to pass (e.g. have a model defined).

    Let me know whether or not the current system works for your usecases. (See the header of xla_fnc_arsenal for info on what the function call should look like)

    2.) force replace! You can now supply a list of [classname,new_classname] pairs to the AmmoBoxInit/Open calls. Whenever somebody accesses the arsenal any items in their current equipment will be tested and if applicable exchanged.

    (Make sure "new_classname" is on the whitelist or they won't get to keep their new equipment for very long ;) ). Again, see xla_fnc_arsenal (or the sample mission included in the download) for more info on how to use this.

    An example of how to set this up to force-replace unique TFAR radios with "generic" radios will be coming shortly :)

    Edit: The mod is now also available on the steam workshop.

    Edit2: A more refined changelog + updated documentation will come in the next few days.

    If you're using some of the more "advanced" features (manual preload calls, side/black-listing, "allowEquipped=true") please let me know if the new update has negatively affected the way you use the arsenal.


  15. We have some sound problems ..

    Everyone can hear their own weapons but not the others ...

    We suspect @Cup to be part of the problem ...

    I make just a few more tests before we make a report.

    We tested the weapons pack with @CUP loaded so I would expect it to be caused by a different mod.

    Are you running any sound-related mods?


  16. Can't really say I understand last post. Does it have to do with my comments?

    Sorry, I got carried away with internal terms there.

    "allowEquipped" is the internal name of the parameter that toggles the "not whitelisting equipped items" behaviour. When setting it to true, it *should* add the items that the player has equipped to the whitelist, but it seems like that feature is currently broken.

    I'm doing some major refactoring of the addon right now, so I'm not going to work on fixing the bug in the 'old' version since the entirety of the code that used to be responsible for it needs to be re-written anway.

    I hope that made more sense :=)


  17. Maybe I could have a script that checks if the CLU is in the inventory of a player and if so then it adds an action called 'Use as binocular' which would replace the class name with a binocular item and then it can be used as a binocular and then replace the action with 'Use as optic' which will do the opposite. If you want we can speak about it later as its a feature I would like to see on the javelin.

    Yeah, that's always an option, but if we can somehow trick the engine into using an optic as a binocular that'd be a much smoother and cooler experience.


  18. Adding recompile=1 to the function in the config makes it work again

    That's weird! The recent arma update (1.42) changed it so that you can no longer override bis_fnc_... functions. If adding "recompile=1" circumvents those new protections, they'll probably patch that workaround away in the next release.

    If they don't, then what's the point behind the change in the first place? I wish BI would just communicate their reasoning a bit more.

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