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Phantom Aspect

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Everything posted by Phantom Aspect

  1. 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˜‚
  2. 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.
  3. 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...
  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. Edit: Here is a repository I have uploaded with a "semi working" module https://github.com/Phantom-Aspekt/WF2A3_Git more like terribly broken and in need of heavy repairs but you can place the module down in Arma 3, so that's a start right!? Is it possible to transfer Warfare 2 scripts and modules from Arma 2 OA to Arma 3 to recreate the 3 sided mission Takistan Mountain Warfare from Operation Arrowhead? I've been looking around for info but can't find anything and having some insight would be most helpful. To this day I still haven't found a CTI game mode that works as well as Warfare 2 from Arma 2 did. Arma 3 has been severely missing this in my honest opinion as it's still hands down the best way to experience the entire sandbox of an Arma game while keeping things interesting with multiple skirmishes and larger attacks at once. It doesn't take long before an entire map full of neutral unoccupied hard points are held by each of the 3 sides and eventually defended with turrets while still pushing attacks on enemy territory, the chaos that ensues when the 3 sides meet up to fight for a hard point is unmatched. Each individual AI squad member has their own objectives and there's 3 teams full of them along with 3 commanders which can also be AI, if you choose to be commander you can use the High Command feature of Arma to control your army. To top it all off there is even a diplomacy feature giving teams the ability to ally or break an alliance with either of the other teams and the ability to save the game and resume it later on. It's still the most full featured unmatched mission format I've played in Arma and desperately needs to be added to Arma 3, if the numerous Arma 3 CTI missions based off the Benney Edition port are around surely that means Warfare 2 is able to finally come over to Arma 3 as well right?! If so, how would one accomplish this task and how daunting will it be for someone such as myself who's modding experience started and ended with the awesome and easy to set up Tag & Cache based system using the HEK for Halo Custom Edition? I've never tried creating anything for an Arma game and have absolutely no clue where to start, the most I've ever done in the map editor is place down units with waypoints to attack each other ๐Ÿ˜‚ The official manual for Warfare 2 https://community.bistudio.com/wiki/Warfare_2_Manual
  7. 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
  8. 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˜
  9. 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 )
  10. 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.
  11. 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!
  12. 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.
  13. Haha excited much? I accidentally had it set to private, should be there now
  14. I created a repository if anyone else wants to jump onboard to fix scripts ๐Ÿคทโ€โ™‚๏ธ https://github.com/Phantom-Aspekt/WF2A3_Git
  15. No worries, alright I'll have a scrounge around and see if I can make an alternate way for it to work
  16. 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.
  17. Bugger... I'll see what I can dig up, hopefully there will be some info floating around somewhere on it specifically.
  18. Update! Current list of errors once Warfare2 module is placed in editor, not sure what most of it is whinging about but it's far shorter than it used to be at least ๐Ÿ˜‚ 13:06:40 Error position: <SetVehicleInit "this ExecVM (corePath + > 13:06:40 Error Missing ; 13:06:40 File CA\Warfare2\Scripts\Common\Functions\Common_InitDefense.sqf..., line 10 13:06:40 โžฅ Context: [] L51 (ca\Warfare2\Scripts\Init.sqf) [] L59 (ca\Warfare2\Scripts\Init.sqf) [] L269 (CA\Warfare2\Scripts\InitMission.sqf) [] L17 (CA\Warfare2\Scripts\Common\Init\Init_Common.sqf) 13:06:40 Error in expression <nseDestroyed.sqs"")}]",_side]; _defense SetVehicleInit "this ExecVM (corePath + > 13:06:40 Error position: <SetVehicleInit "this ExecVM (corePath + > 13:06:40 Error Missing ; 13:06:40 File CA\Warfare2\Scripts\Common\Functions\Common_InitDefense.sqf..., line 10 13:06:40 โžฅ Context: [] L51 (ca\Warfare2\Scripts\Init.sqf) [] L59 (ca\Warfare2\Scripts\Init.sqf) [] L269 (CA\Warfare2\Scripts\InitMission.sqf) [] L17 (CA\Warfare2\Scripts\Common\Init\Init_Common.sqf) 13:06:40 Error in expression <this Call BIS_WF_VehicleHit}]; _unit SetVehicleInit "this ExecVM (corePath + > 13:06:40 Error position: <SetVehicleInit "this ExecVM (corePath + > 13:06:40 Error Missing ; 13:06:40 File CA\Warfare2\Scripts\Common\Functions\Common_InitUnit.sqf..., line 29 13:06:40 โžฅ Context: [] L51 (ca\Warfare2\Scripts\Init.sqf) [] L59 (ca\Warfare2\Scripts\Init.sqf) [] L269 (CA\Warfare2\Scripts\InitMission.sqf) [] L18 (CA\Warfare2\Scripts\Common\Init\Init_Common.sqf) 13:06:40 Error in expression <this Call BIS_WF_VehicleHit}]; _unit SetVehicleInit "this ExecVM (corePath + > 13:06:40 Error position: <SetVehicleInit "this ExecVM (corePath + > 13:06:40 Error Missing ; 13:06:40 File CA\Warfare2\Scripts\Common\Functions\Common_InitUnit.sqf..., line 29 13:06:40 โžฅ Context: [] L51 (ca\Warfare2\Scripts\Init.sqf) [] L59 (ca\Warfare2\Scripts\Init.sqf) [] L269 (CA\Warfare2\Scripts\InitMission.sqf) [] L18 (CA\Warfare2\Scripts\Common\Init\Init_Common.sqf) 13:06:40 Error in expression <ructureNames Find TypeOf _x",_side]; _x SetVehicleInit Format["[this,%1,%2] spaw> 13:06:40 Error position: <SetVehicleInit Format["[this,%1,%2] spaw> 13:06:40 Error Missing ; 13:06:40 File CA\Warfare2\Scripts\Server\Init\Init_Server.sqf..., line 363 13:06:40 โžฅ Context: [] L51 (ca\Warfare2\Scripts\Init.sqf) [] L59 (ca\Warfare2\Scripts\Init.sqf) [] L303 (CA\Warfare2\Scripts\InitMission.sqf) [] L307 (CA\Warfare2\Scripts\InitMission.sqf) [] L313 (CA\Warfare2\Scripts\InitMission.sqf) [] L320 (CA\Warfare2\Scripts\InitMission.sqf) 13:06:40 Error in expression <ructureNames Find TypeOf _x",_side]; _x SetVehicleInit Format["[this,%1,%2] spaw> 13:06:40 Error position: <SetVehicleInit Format["[this,%1,%2] spaw> 13:06:40 Error Missing ; 13:06:40 File CA\Warfare2\Scripts\Server\Init\Init_Server.sqf..., line 363 13:06:40 โžฅ Context: [] L51 (ca\Warfare2\Scripts\Init.sqf) [] L59 (ca\Warfare2\Scripts\Init.sqf) [] L303 (CA\Warfare2\Scripts\InitMission.sqf) [] L307 (CA\Warfare2\Scripts\InitMission.sqf) [] L313 (CA\Warfare2\Scripts\InitMission.sqf) [] L320 (CA\Warfare2\Scripts\InitMission.sqf) 13:06:40 Error in expression < then {_this = Leader _this}; _index = EastTeams Find (Group _this); if (_index> 13:06:40 Error position: <EastTeams Find (Group _this); if (_index> 13:06:40 Error Undefined variable in expression: eastteams 13:06:40 File CA\Warfare2\Scripts\Common\Functions\Common_GetClientID.sqf..., line 10 13:06:40 โžฅ Context: [] L51 (ca\Warfare2\Scripts\Init.sqf) [] L59 (ca\Warfare2\Scripts\Init.sqf) [] L330 (CA\Warfare2\Scripts\InitMission.sqf) [] L340 (CA\Warfare2\Scripts\InitMission.sqf) [] L351 (CA\Warfare2\Scripts\InitMission.sqf) [] L351 (CA\Warfare2\Scripts\InitMission.sqf) [] L896 (CA\Warfare2\Scripts\Client\Init\Init_Client.sqf) [] L896 (CA\Warfare2\Scripts\Client\Init\Init_Client.sqf) [] L687 (CA\Warfare2\Scripts\Client\Init\Init_Client.sqf) [] L14 (CA\Warfare2\Scripts\Common\Functions\Common_GetClientID.sqf) 13:06:40 Error in expression <clientID = player Call GetClientID; if (clientID < 1) then {player SideChat "Cli> 13:06:40 Error position: <clientID < 1) then {player SideChat "Cli> 13:06:40 Error Undefined variable in expression: clientid 13:06:40 File CA\Warfare2\Scripts\Client\Init\Init_Client.sqf..., line 688 13:06:40 โžฅ Context: [] L51 (ca\Warfare2\Scripts\Init.sqf) [] L59 (ca\Warfare2\Scripts\Init.sqf) [] L330 (CA\Warfare2\Scripts\InitMission.sqf) [] L340 (CA\Warfare2\Scripts\InitMission.sqf) [] L351 (CA\Warfare2\Scripts\InitMission.sqf) [] L351 (CA\Warfare2\Scripts\InitMission.sqf) [] L896 (CA\Warfare2\Scripts\Client\Init\Init_Client.sqf) [] L896 (CA\Warfare2\Scripts\Client\Init\Init_Client.sqf) [] L701 (CA\Warfare2\Scripts\Client\Init\Init_Client.sqf)
  19. Update! Module appears to display and place in the editor properly now! Onto the scary task of modifying the scripts and adapting Arma 3 assets to replace the unused Arma 2 ones, really wish there was a faster way of doing this than using Notepad++ ๐Ÿ˜‚ If anyone has recommendations on something I can use to speed up that process it'd be amazing ๐Ÿ‘Œ
  20. Decided to scrap the idea of copying stuff from Arma 2 as it was filling the addon with too much seemingly useless stuff (arma 2 post fx etc.). I'm going to start making an Arma 3 module from scratch and adapt modified Warfare2 scripts, it will definitely take me a long time but bear with me, I'm dedicated to making this work! ๐Ÿ˜‰
  21. Helpful hint! If you ever want to find all assets mentioned in a specific addons folder for Arma 2 simply shift+right click on a blank part of that open folder, select "Open PowerShell window here" and insert this code findstr /s /i "ca\" *.* > AssetList.txt doing this in the extracted warfare2 PBO folder returned 599 lines referencing a required file from Arma 2's base CA folder. this code will search all documents cpp, hpp, sqf whatever! It doesn't discriminate, if notepad could read it coherently you'll get a string ๐Ÿ‘Œ I'm not sure exactly how useful this could be for people but you could simply replace "ca\" with ".paa" to find all those texture files referenced in every script file from an addons folder. this is what I got from warfare2 alone One step closer to that automated .bat file transfer ๐Ÿ˜‰
  22. Not a bad idea to be honest, would be better to make it native rather than rely on another mod, doesn't change having to hunt down assets and replace them though. On a side note anyone know of a cmd command similar to this? findstr /l "ca\" *.* > AssetList.txt It doesn't appear to open .hpp scripts or anything making my .bat idea useless. all I get so far is this. I want to be able to make a .bat that copies assets from those locations into the mod folder repeating the script until nothing else gets copied over, by that point everything should hopefully be there and only need assets switched to Arma 3 ones to run.
  23. Honestly have no idea what I'm doing ๐Ÿ˜‚ well so far I have managed to get the warfare module to show up in the editor however it's missing its logo for some reason and doesn't do anything other than stare at me in text tauntingly... If there was a tool like Halo CE's Guerilla where I could easily reconfigure and reference everything at the click of a few buttons I'd be all over it but so far for me it's a mess having to unrap configs and search every script individually in Notepad++ to find what things are required to kick things off. On top of that the Warfare2 module itself depends on stock assets from Arma 2 and trying to cross reference them with CUP assets is a royal pain in the a$$, once again a tool like Guerilla from H:CE would make this a breeze but there doesn't appear to be such a luxury for Arma games it seems. right now I'm attempting to make a .bat file to automate finding the stock assets required in a specific PBO by scanning all scripts for lines starting with "ca\" in the extracted Warfare2 folder, have it dump the results into a text document then have it use that document to hunt down everything, copy it and paste it to my moded PBO folder with the structure intact just to save my sanity, then figure out the CUP stuff after. I don't know if it will even work like that, and once again I have basically zero scripting knowledge but I'll try anyway ๐Ÿ˜‚ My goal is literally just trying to get the Warfare module to be a standalone PBO with everything it needs to work in one single PBO file, after that it should hopefully work similar to the original Arma 2 version where you can place it in an editor, setup capture points and starting positions, place units etc by following the original user manual https://community.bistudio.com/wiki/Warfare_2_Manual then boom! Fully functional CTI mission with 3 factions and diplomacy.
  24. Worked out those files mysteriously aren't missing anymore if I convert "config.cpp" to "config.bin"... I don't have a clue why that's the case but there it is ๐Ÿคทโ€โ™‚๏ธ
  25. warfare2A3 was my doing, I was modifying it to try to make a single PBO full of all the Warfare2 files along with files referenced in script, I've cleaned up most of it now but I'm still getting halted from creating a PBO because of missing files, some of which don't appear to exist in the addons folder. I'm not trying to port the mission itself yet exactly, I'm porting the Warfare2 module to give the ability to create Warfare2 CTI missions in Arma 3, once I'm at the point that I can get the Warfare module to load in the 3den editor I should then be able to tweak things to get the mission working. Fingers crossed ๐Ÿคž
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