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22 ExcellentAbout PaxJaromeMalues
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[WIP] RR Counter Rocket, Artillery and Mortar Project
PaxJaromeMalues replied to PaxJaromeMalues's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
We moved the repo to our communities github organization. This update by BI https://dev.arma3.com/post/spotrep-00105 might get us where we want to be with this whole thing. But we currently only have limited time available to continue work on this. We will keep you guys posted if we get this mess to work somehow. -
Burning trees, grass, houses, particleEffects
PaxJaromeMalues replied to SejtanPL's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I feel pretty dumb asking this, but I have to anyways: I took all the necessary things, but: ooga booga no hot light. Placed an invisible helipad obj on top of an oil well on Desert_Battlegrounds with an init of: if (isServer) then { ["big","fire",this] remoteExecCall ["PAX_fnc_attachFireTo"]; ["big","smoke",this] remoteExecCall ["PAX_fnc_attachFireTo"]; }; initPlayerLocal.sqf: PAX_fnc_attachFireTo = compile preprocessFileLineNumbers "fncs\PAX_fnc_attachFireTo.sqf"; fncs/PAX_fnc_attachFireTo.sqf: //"_size": "small", "medium", "big" //"_type": "fire", "smoke" //"_pos": object to set on fire params [ ["_size", "", []], ["_type", "", []], ["_pos", objNull, []] ]; private _fireType= format ["%1Destruction%2", _size, _type]; private _emitter = "#particlesource" createVehicle (getPos _pos); _emitter setParticleClass _fireType; _emitter attachTo [_pos]; I click Play In Singleplayer. No fire can be seen. I click Play in Multiplayer. No fire can be seen. Sad and shivering cavemen noises. -
[WIP] RR Counter Rocket, Artillery and Mortar Project
PaxJaromeMalues replied to PaxJaromeMalues's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Okay. So here is a small update: We are still stuck with the locality issue in dedicated multiplayer and I would like to throw out a help request to the modding community. I know that there are a ton of very talented people out here and I hope some might be willing to take a look at this. The issue: As far as I was able to compehend the current state is working in singleplayer AOK as all assets are local to the client including the projectile that we very much need to correctly identify to track and ultimatley (hopefully) intercept it. As soon as we move over to the multiplayer environment, we see the following events: a.) The artillery piece fires | radar is on passive standby | all turrets are on passive standby b.) An object enters the radars covering range and is identified as: airborn && decending && shell based | radar goes into active state but the shell is not yet brought into the database | all turrets are on passive standby c.) The tracked object enters the danger range of said active radar | radar shifts the object into the target database and alerts all connected turrets | all connected turrets fetch target data and start active tracking d.) The actively tracked shell enters the engagement range defined | radar sends engagement signal to all tracking turrets | all connected turrets engage target with burst fire e.) The shell is destroyed by munitions hitting the shell object around a small diameter hotbox attached to the shell | radar checks database for next target | turrets change into standby and await next target f.) For some reason the artillery shell does visibly explodes in the air on step e, but client side a projectile still impacts with the ground, leading us to believe that shells are not syncronous among connected server and the clients. If possible use our github for any questions, bugs or anything really. Thanks Pax -
Variants of BTR60 in the Factions Pack throw errors like this: Picture \rhsafrf\addons\rhs_decals\data\numbers\4_ca.paa not found Which hinder missions using those assets from loading upon mission selection on the server. A ticket was opened at RHS for this but I am pretty sure it does not belong there but rather here because it only happens with UK§CB variants with attribute option of a skin selected?
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[WIP] RR Counter Rocket, Artillery and Mortar Project
PaxJaromeMalues replied to PaxJaromeMalues's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
We are sadly still stuck with a locality issue for multiplayer use. Also due to a bit of increased work load in our community, this has been paused for a bit. We'll continue after summer most likely. -
[WIP] RR Counter Rocket, Artillery and Mortar Project
PaxJaromeMalues replied to PaxJaromeMalues's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
So far 'GermanHydrogen' has made significant changes to the project and is doing a hell of a good job at getting this to working stage. I plan to release 'v1.0-alpha.3' once the server<->client interaction is in a presentable alpha-state. -
[WIP] RR Counter Rocket, Artillery and Mortar Project
PaxJaromeMalues replied to PaxJaromeMalues's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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[WIP] RR Counter Rocket, Artillery and Mortar Project
PaxJaromeMalues posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
RR CRAM Project THIS PROJECT HAS SOFAR NOT BEEN RELEASED AND IS WORK IN PROGRESS Start Date: 12/2020 Team: Wasserstoff (Main Coder) Pax (Github / PR / Code Kiddo) Contributors: none so far Host Community (DE): Website Discord Pre-Release Versions: v1.0.a.1 4.4.21 - v1.0.a.2 Feature-Requests / Bugreports / other issues: PLEASE LABLE YOUR ISSUE! Credits: Can be found on the project main page. already CBA Team for saving our butts with XEHs 😉 Updates will be posted in this thread -
delete pls
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[Release] C-RAM Script
PaxJaromeMalues replied to Floof's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nope. Praetorians in Vanilla sofar shot at Fixed Wing, Rotary Wing and strategic missiles when I placed them in editor. This is what I have worked out so far. There is sofar no functionality for missle interception as that is being done just fine by the vanilla weapon system. If anyone wants to participate, go right ahead. https://github.com/PaxJaromeMalues/arma3_cram -
[Release] C-RAM Script
PaxJaromeMalues replied to Floof's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you Zby, I am currently rewriting the entire script with components from Fluff, Kirumy and Yax's ITC Land Mod. I hope to be able to create a scripted, well working version comparable to the CRAM in ITC, but on a per mission basis. This might take some weeks, I will post it in a new thread with a Link to this one. -
[Release] C-RAM Script
PaxJaromeMalues replied to Floof's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Floof @kirumy Would be awesome if this could be continued. I will try it out for sure. Its very helpful if you need cram functionality but adding a mod to the modpack is not possible for that reason alone. EDIT: So I tried it out and the script somehow now has several failures popping up but I am too inapt to identify the issues within the code. Sofar I could only see that it got something to do with _interceptor and _ammo? _ammoType? -
bisobjectbug add(MP)EventHandler not working on Dedicated Server
PaxJaromeMalues replied to PaxJaromeMalues's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Reported https://feedback.bistudio.com/T136751- 46 replies
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bisobjectbug add(MP)EventHandler not working on Dedicated Server
PaxJaromeMalues replied to PaxJaromeMalues's topic in ARMA 3 - MISSION EDITING & SCRIPTING
And I am back with at least SOME good news: 1. Buddy at my community looked at the code and the config viewer and was able to determine that "terc" as animationSource actually doesn't exist anymore. The term for swivel targets is now: popup_Source. 2. Even tho "Terc" is not working anymore the EH which is on the swivel by default (hitPart) actually works for whatever reason when just placed with the object and entirely left alone. This doesn't get us anywhere tho. 3. We are now able to properly animate the swivels with popup_source in combo with BIS_leaningEnabled. BUT 4. The EventHandler hitPart is still not executing at all. last try in local multiplayer did generate this error in RPT: Code currently looks like this: /////////////////////////////////////////////////////////////////////////////////////////// //Script to be called by inits or scripts for operating swivel and popup //targets around a specified object "_centerObj". //params: [ShouldTargetsAutoPop?,WhichSwitchShouldRun?,WhatDistanceFromObject?,WhatObject?] //By Pax /////////////////////////////////////////////////////////////////////////////////////////// params [ ["_execution", "init"], ["_distance", 500], ["_centerObj", initCenter], ["_popEnabled", false] ]; _targets = nearestObjects [position _centerObj, ["TargetBase", "Target_Swivel_01_base_F"], _distance]; switch (toLower _execution) do { case "init": { { //isKindOf Swivel else isKindOf popup if (typeOf _x isKindOf "Target_Swivel_01_base_F") then { _x setVariable ["BIS_leaningEnabled", false, true]; _x setVariable ["BIS_poppingEnabled", false, true]; _x animateSource ["popup_Source", 1]; } else { _x setVariable ["nopop", true, true]; _x animateSource ["terc", 1]; }; }forEach _targets; }; case "setup": { //Make sure _targets are reset before running the setup phase (layerEightProtection) ["reset", _distance, _centerObj] call Fnc_popup; //Inform Instructor who asked for setup that the command was received "Command received - Targets are being setup" remoteExec ["systemChat", remoteExecutedOwner]; { if (typeOf _x isKindOf "Target_Swivel_01_base_F") then { //Is this target told to auto-pop? _x setVariable ["rePop", _popEnabled]; //Raise the target _x animateSource ["popup_Source", 0]; //Making sure leaning is enabled for the animation _x setVariable ["BIS_leaningEnabled", true, true]; //Add Hit EH and store the EH ID on the target _x setVariable [ "HitEH", _x addEventHandler [ "HitPart", { params [ "_target", "", "", "" ]; //If auto-pop was set if (_target getVariable "rePop") then { _target setVariable [ "rePopThread", _target spawn { "AUTOPOP" remoteExec ["systemChat", remoteExecutedOwner]; sleep (1 + random 4); _this animateSource ["popup_Source", 0]; } ]; //No auto-pop set } else { //Bin Hit EH "NOPOP" remoteExec ["systemChat", remoteExecutedOwner]; ((_this select 0) select 0) RemoveEventHandler ["HitPart",0]; //Clean Shit up _target setVariable ["HitEH", nil]; _target setVariable ["rePop", nil]; }; } ] ]; } else { //Is this target told to auto-pop? _x setVariable ["rePop", _popEnabled]; //Raise the target _x animateSource ["terc", 0]; //Add Hit EH and store the EH ID on the target _x setVariable [ "HitEH", _x addEventHandler [ "Hit", { params [ "_target", "", "", "" ]; //If auto-pop was set if (_target getVariable "rePop") then { _target setVariable [ "rePopThread", _target spawn { sleep (1 + random 4); _this animateSource ["terc", 0]; } ]; //No auto-pop set } else { //Bin Hit EH _target removeEventHandler ["Hit", _thisEventHandler]; //Clean Shit up _target setVariable ["HitEH", nil]; _target setVariable ["rePop", nil]; }; } ] ]; }; } forEach _targets; }; case "reset": { //Inform Instructor of action "Command received - Targets are being reset" remoteExec ["systemChat", remoteExecutedOwner]; { //If the target for whatever reason still has an active EH: if !(isNil {_x getVariable "HitEH"}) then { //if auto-pop is set if (_x getVariable "rePop") then { //Is the target currently waiting to rePop? if (!isNil {_x getVariable "rePopThread"} && {!isNull (_x getVariable "rePopThread")}) then { //If it is waiting, terminate the Thread terminate (_x getVariable "rePopThread"); }; _x setVariable ["rePopThread", nil]; }; if (typeOf _x isKindOf "Target_Swivel_01_base_F") then { _x removeEventHandler ["HitPart", _x getVariable "HitEH"]; _x setVariable ["HitEH", nil]; _x setVariable ["rePop", nil]; _x setVariable ["BIS_leaningEnabled", false, true]; _x animateSource ["popup_Source", 1]; } else { _x removeEventHandler ["Hit", _x getVariable "HitEH"]; _x setVariable ["HitEH", nil]; _x setVariable ["rePop", nil]; _x animateSource ["terc", 1]; }; }; //Lower the targets } forEach _targets; }; }; We still hope someone can point us into the right direction as we are somewhat at the end of our capabilities here. KR Pax- 46 replies
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bisobjectbug add(MP)EventHandler not working on Dedicated Server
PaxJaromeMalues replied to PaxJaromeMalues's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sofar I could make some progress and actually was able to terminate some possibilities for these issues. 1) Popup targets (the normal ones) now behave as expected inculding the repop delay. (Thanks again @Larrow!) 2) I tried to adapt the code from Larrow for the swivel targets based on the unknown authors mentions of "HitPart" for the EH and the weird bracketing of ((_this select 0) select 0) animateSource yadda yadda 3)The code of @pierremgi actually works when put into each swivels init via the editor. On the server the swivels will not go into weird spasms anymore and actually move back and forth as expected. BUT :P 4) Swivels will still not accept the first call of case init (meaning on mission start they just pop up and swivel along probably also ignoring BIS_poppingEnabled false) AND 5) Will not react to any bullet impact at all (which is unusual) AND 6) Will not execute the EventHandler placed on them (tested with Hit and HitPart as EH designator) This is the modified code sofar: /////////////////////////////////////////////////////////////////////////////////////////// //Script to be called by inits or scripts for operating swivel and popup //targets around a specified object "_centerObj". //params: [ShouldTargetsAutoPop?,WhichSwitchShouldRun?,WhatDistanceFromObject?,WhatObject?] //By Pax /////////////////////////////////////////////////////////////////////////////////////////// params [ ["_execution", "init"], ["_distance", 500], ["_centerObj", initCenter], ["_popEnabled", false] ]; _targets = nearestObjects [position _centerObj, ["TargetBase", "Target_Swivel_01_base_F"], _distance]; // Target_Swivel_01_ground_F ??! Target_Swivel_01_base_F switch (toLower _execution) do { case "init": { { //isKindOf Swivel else isKindOf popup if (typeOf _x isKindOf "Target_Swivel_01_base_F") then { _x setVariable ["BIS_poppingEnabled", false, true]; _x animateSource ["terc", 1]; } else { _x setVariable ["nopop", true, true]; _x animateSource ["terc", 1]; }; }forEach _targets; }; case "setup": { //Make sure _targets are reset before running the setup phase (layerEightProtection) ["reset", _distance, _centerObj] call Fnc_popup; //Inform Instructor who asked for setup that the command was received "Command received - Targets are being setup" remoteExec ["systemChat", remoteExecutedOwner]; { if (typeOf _x isKindOf "Target_Swivel_01_base_F") then { //Is this target told to auto-pop? _x setVariable ["rePop", _popEnabled]; //Raise the target _x animateSource ["terc", 0]; //Add Hit EH and store the EH ID on the target _x setVariable [ "HitEH", _x addEventHandler [ "HitPart", { params [ "_target", "", "", "" ]; //If auto-pop was set if (_target getVariable "rePop") then { _target setVariable [ "rePopThread", _target spawn { sleep (1 + random 4); //_this animateSource ["terc", 0]; ((_this select 0) select 0) animate ["Terc",1]; } ]; //No auto-pop set } else { //Bin Hit EH //_target removeEventHandler ["HitPart", _thisEventHandler]; ((_this select 0) select 0) RemoveEventHandler ["HitPart",0]; //Clean Shit up _target setVariable ["HitEH", nil]; _target setVariable ["rePop", nil]; }; } ] ]; } else { //Is this target told to auto-pop? _x setVariable ["rePop", _popEnabled]; //Raise the target _x animateSource ["terc", 0]; //Add Hit EH and store the EH ID on the target _x setVariable [ "HitEH", _x addEventHandler [ "Hit", { params [ "_target", "", "", "" ]; //If auto-pop was set if (_target getVariable "rePop") then { _target setVariable [ "rePopThread", _target spawn { sleep (1 + random 4); _this animateSource ["terc", 0]; } ]; //No auto-pop set } else { //Bin Hit EH _target removeEventHandler ["Hit", _thisEventHandler]; //Clean Shit up _target setVariable ["HitEH", nil]; _target setVariable ["rePop", nil]; }; } ] ]; }; } forEach _targets; }; case "reset": { //Inform Instructor of action "Command received - Targets are being reset" remoteExec ["systemChat", remoteExecutedOwner]; { //If the target for whatever reason still has an active EH: if !(isNil {_x getVariable "HitEH"}) then { //if auto-pop is set if (_x getVariable "rePop") then { //Is the target currently waiting to rePop? if (!isNil {_x getVariable "rePopThread"} && {!isNull (_x getVariable "rePopThread")}) then { //If it is waiting, terminate the Thread terminate (_x getVariable "rePopThread"); }; _x setVariable ["rePopThread", nil]; }; if (typeOf _x isKindOf "Target_Swivel_01_base_F") then { _x removeEventHandler ["HitPart", _x getVariable "HitEH"]; _x setVariable ["HitEH", nil]; _x setVariable ["rePop", nil]; _x animateSource ["terc", 1]; } else { _x removeEventHandler ["Hit", _x getVariable "HitEH"]; _x setVariable ["HitEH", nil]; _x setVariable ["rePop", nil]; _x animateSource ["terc", 1]; }; }; //Lower the targets } forEach _targets; }; }; Kind regards Pax- 46 replies