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Phantom Aspect

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About Phantom Aspect

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    Lance Corporal

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    Straya

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    www.youtube.com/channel/UCbB7LfxKBJ0fliafwmvE48A

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  1. Phantom Aspect

    Trying to find and mark locations on map.

    I understand it makes sense to you guys and I have a lot to learn, it'd just be nice to have a simple list of known things that work in a command to make the learning process less painful. Compare what I put down earlier. 1 is a thing and it can do this" Syntax: _YourThing = 1 [2, 3] ; To this. Syntax: nearestLocation [position, locationClass] There is nothing on the "nearestLocation" BIKI page, no links etc for that function that leads me directly to "worldSiz", the only reason I found out about it is because I had to ask here... The BIKI is extremely vague in its explanations.
  2. Phantom Aspect

    Trying to find and mark locations on map.

    That does clear a couple of things up, "PACTI" was the name used for a Game Logic I had placed on the map, I assumed it would work as the name of a position to search from. I don't see any reference to "worldSize" as an option when searching the BIKI on how to use these commands? Example https://community.bistudio.com/wiki/nearestLocation That is an issue I'm having, it gives you the bare minimum in how it works and the info on what you can use in commands and how to use them is minimal for a beginner. The info for worldSize itself on the BIKI also doesn't explain anything at all https://community.bistudio.com/wiki/worldSize Basically every command in BIKI says something along these lines "1 is a thing and it can do this" Syntax: _YourThing = 1 [2, 3] ; However finding everything that can be used for "2" and "3" can't be done by following links on a BIKI page for a command...
  3. I'm a complete beginner at Arma scripting and am having trouble wrapping my head around it entirely to be honest. I've been searching the Arma SQF Wiki for a way to find town locations and place markers on them for a CTI mission I'm attempting to make. Frankly the info on how commands are supposed to work on the SQF wiki have not been helpful at figuring out how to use them 90% of the time for me. My latest attempt so far is these lines in PACTI_FindTowns.sqf with a Game Logic inserted into the map with the name PACTI and ExecVM "PACTI_FindTowns.sqf"; in the Init field. _PACTI_Capital = nearestLocation [PACTI, "NameCityCapital"]; _PACTI_City = nearestLocation [PACTI, "NameCity"]; _PACTI_Town = nearestLocation [PACTI, "Name"]; _PACTI_Village = nearestLocation [PACTI, "NameVillage"]; createMarker ["hd_dot", _PACTI_Capital]; createMarker ["hd_dot", _PACTI_City]; createMarker ["hd_dot", _PACTI_Town]; createMarker ["hd_dot", _PACTI_Village]; What I expected from this was _PACTI_Capital would hold the names of all NameCityCapital values found on the entire map and createMarker would place a hd_dot marker on each one so I could see it working, unfortunately no such luck. I'm hoping to use this to have City Capitals with high capture values and make them lower for each smaller location. I want it to eventually become an automated system to find and value towns based on type to make CTI mission creation a breeze for future maps, right now this is all just proof of concept and I'm just trying to find what works. Could any SQF programming gods offer guidance? My keyboard has suffered enough stressed headbutting today ๐Ÿ˜‚
  4. Phantom Aspect

    ImageToPAA won't convert images

    This worked for me, I've just starting out modding this game after being used to Halo Custom Edition and seem to hit endless brick walls when it comes to tools and trying to figure out configs and scripts etc... You definitely saved me from ripping more hair out on this torturous journey, thanks ๐Ÿ˜‚
  5. This may have to be made fresh from scratch for Arma 3, I haven't been able to make any further advancements for a week now unfortunately... It seems it will be easier to figure out how to make new scripts in a single mission rather than adapt hundreds of outdated Arma 2 ones from a module without having a clue what does what. I am battered and bleeding from the Arma engines excessive code structure and awful mod tools (seriously, they are terrible) but I'm not yet defeated... Yet being the key word ๐Ÿ˜‚
  6. Realized that people probably aren't getting anywhere without the test mission I'm using to get these results, I added it to the repo. It's the Takistan 3 Sided Warfare Arma 2 mission updated with some Arma 3 assets to make it work. I haven't figured out how to get the game to recognize the mission if it's packaged into the addon unfortunately so you'll have to cut and paste it to your ARMA 3 MP documents folder, that'll give you the ability to see the scripts such as town location finding working in the editor anyway though ๐Ÿคทโ€โ™‚๏ธ https://github.com/Phantom-Aspekt/WF2A3_Git
  7. Update! Mobile base will now spawn and AI commander will be picked after timer runs out, AI will build base and give objectives to You and AI units shortly after. Updating the Repo with current progress shortly ๐Ÿ˜
  8. Using Arma 3 Addon Builder I can actually see these errors in the reports after a failed build. Eliteness will successfully build with no errors but then these errors will then show up in the engine instead and be full of broken scripts as a result. Many of the errors I'm getting follow this format. 2021-08-11 20:26:19,431 [ERROR] 7: !> 20:25:51: Updating base class RscButtonMenu->RscShortcutButton, by P:\bin\config.bin/RscDisplayDebug/Controls/B_Cancel/ (original )
  9. Can anyone who has experience fixing Arma 2 UI elements when porting missions to Arma 3 offer some guidance please? It's honestly astonishing I've managed to get as far as I have considering how green I am to all this stuff. ๐Ÿ˜‚ I have fixed some of the map markers so far with Arma 3 ones, unfortunately Arma 3 got rid of all original Warfare2 markers so I've had to replace them with similar looking ones to keep the feel of the original mission, the end result definitely won't look as refined as it did on Arma 2 but as long as it runs that will be the main thing that matters.
  10. Update! Managed to get the voting option to show up in scroll menu however non functional, random spawn locations are working but no bases, respawn is working however no UI and towns have supply symbols but no other map symbols yet, will be updating the repo with current progress shortly. It's getting there!
  11. Found VSCode with SQF Wiki, SQF-VM and SQF-VM Language extentions to be a great way to locate script errors without needing to run in game, the wiki part also helps a great deal with seeing how a function works with a simple right click.
  12. Haha excited much? I accidentally had it set to private, should be there now
  13. I created a repository if anyone else wants to jump onboard to fix scripts ๐Ÿคทโ€โ™‚๏ธ https://github.com/Phantom-Aspekt/WF2A3_Git
  14. No worries, alright I'll have a scrounge around and see if I can make an alternate way for it to work
  15. In terms of the security part will it work if I turn off BattleEye or is it a deeper system than that? Wouldn't mind testing it as it is and go from there if it's as simple as toggling BattleEye.
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