kuIoodporny 45 Posted November 23, 2008 (edited) =================================== ArmA Compact Fix Pack v1.16A =================================== Requirements: - ArmA 1.14 or 1.16 - Extended EventHandlers 1.93 by Solus and Killswitch (carried within package) - displayEventHandler by s-Hole (carried within package) or ace_sys_displayEH Release highlights: - MES: renamed to EjectionSeats, Ka-50 uses ejection seat - Launchers: fixed possible CTD, disposed tubes can be moved - NVG: night vision goggles simulation by s-Hole, adapted to fit VNV - Weapons: manual reload enabled for vehicle magazines, freeaim for binoculars - minor script improvements Thanks for reports and suggestions so far! Scroll down for download link! ==================== Contents of the pack ==================== Legend of MP compatibility markings: Clientside - install for client Clientside only - useless for dedicated servers Common - install both for client and dedicated server for full functionality ZGB_Collisions Clientside road accidents and overruns handling. You will be notified when you get ran over by another player's vehicle. Thanks for solution to Issetea and Fewo. Common. The more people use it, the better. ZGB_CommanderFix Enables radio commands menu for BMP-2 and ZSU-23-4 commander's position. Hold spacebar and press [F] to switch weapons, [R] to switch ammo type. Common. Affects locally created vehicles. ZGB_DeathCam "Death camera" effect. Fully optional. SP only. ZGB_EjectionSeats Adds ejection effect to BIS jets and Ka-50, disconnecting rotor blades for Hokum and three kinds of ejection seats for jets. Please read the license. Thanks to Mandoble! Clientside. ZGB_Faces_Civilian, ZGB_Faces_RACS, ZGB_Faces_SLA, ZGB_Faces_US RACS one excludes black faces from RACS soldiers, Civilians one does same, US one reduces their percentage to a more realistic level. SLA one adds them to SLA troops. Suggested combinations: Civilian-RACS-US or SLA only, as they act completely opposite. I've recently fixed the class bug. Thanks to Alienmad462 for doing the thing unstuck. Common. Affects locally created units. ZGB_getPosAlternate Only for conditions in scripting. Function detects height above ground with large positive error. When the function reports unit to be close to the ground, you're sure it is at least that close. BIS getPos has variously sized negative error issued by objects between ground and unit. Cannot be used to set object position relative to other's or even itself. Template of use: _getPosAlt = vehicle _unit call ZGB_getPosAlternate; _maxUnitHeight = (_getPosAlt select 0) select 2 ZGB_Grid 100/1000 grids and 6 digit military coordinates system for Sahrani, Southern Sahrani and Rahmadi. Thanks to Jinef! Common. ZGB_Grid_QG 100/1000 grids and 6 digit military coordinates system for Porto and United Sahrani. Thanks to Jinef! Requires Queens Gambit. Common. ZGB_Horn Adds horns to driver position for armed M939, HMMWVs and UAZs, disabling firing control from driver's seat. There's minor animation bug with UAZ driver swapping position with gunner. Common. Affects locally created vehicles. ZGB_Horn_QG Adds horns to driver position for Queens Gambit armed cars, disabling firing control from driver's seat. Requires Queens Gambit. Common. Affects locally created vehicles. ZGB_HUD Modifies position and appearance of GPS and IR Scanner. Clientside. ZGB_LanguageFix and ZGB_LanguageFix_Bin Multilingual vehicle and weapon designation fix. It's made similar way as my previous one Polish language fix. Languages affected: English, Czech, German, Polish, Russian, French, Spanish, Italian. Polish players would also gain some bonuses like better radio stringtable or Armory comments for civilian cars. Clientside. ZGB_Launchers Improved version of Inkompetent's Real M136. Uses bunch of scripts, config tweaks and tricks, and used M136 model. Thanks to Inkompetent! Common. ZGB_ModelFix Fixes Javelin tearing on some machines, adds new tractor animations, and probably fixes MP motorcycle flipping, if there's any significant flipping in ArmA 1.14. Comparision test between BIS and these ones is needed - up to You! Clientside only. The more people use it, the better. ZGB_NVG VNV-compatible and simplified a bit version of s-Hole's NightVision. Thanks to s-Hole! Clientside. ZGB_OFPEC_Lightbulbs Addon version of OFPEC Lightbulbs. Creates fancy effect for nearby street lamps. Thanks to Mandoble and Planck! Clientside. ZGB_WarfareSoundFix For people encountering "Missing sound..." when playing Warfare. Neutralized developer's bug of using OFP style array sounds[] in cfgSounds. Clientside. ZGB_WarfareTrucks New, unique models for salvagers and supply trucks. Clientside. ZGB_Weapons Core of Compact Fix. Contains commander optics fix class, improves 2A42 and Su-34's S8 launchers rate of fire, disables optics enforcement and IR tracking of static weapons. Common. ZGB_VNV Press your "Compass" key while doing night missions in armored vehicle or airplane. Use Page Up/Down keys to adjust brightness. Compatible with s-Hole's and based on s-Hole's NightVision. Thanks to s-Hole! Clientside. LeftOut: ZGB_AdditionalWeapons Adds weapon and magazine classes ready to be used by addonmakers. As a reward You get Su-34B with KAB-250L bombs. ZGB_Flares Unfinished SQF version. I've no time to make it work properly. Thanks go to Franze, william1 and Frederf! ZGB_Pontoons Life saving pontoons for all aircrews ejected over sea. Thanks to Mandoble! ========== Disclaimer ========== Don't blame me if Your computer blows up, Your fish dies etc. because of using my addons. Use them at Your own risk. Feel free to modify and release their contents, but credit & inform me about it and ask original creators for permission to use their content. Compact Fix 1.16A (6.1 MB) 06.06.2009 Download from ArmedAssault.info Download from ArmAholic.com Thanks for mirroring! Edited June 6, 2009 by zGuba Compact Fix 1.16A Share this post Link to post Share on other sites
oldbear 390 Posted November 23, 2008 New on front page at Armed Assault.info Link to updated mirror : Compact Fix for ArmA (v 1.14H) Share this post Link to post Share on other sites
Guest Posted November 23, 2008 New version frontpaged at the Armaholic.com homepage. The Armaholic.com download page can be found here: http://www.armaholic.com/page.php?id=3067 Share this post Link to post Share on other sites
i0n0s 0 Posted November 23, 2008 ZGB_getPosAlternate.pboOnly for conditions in scripting. Function detects height above ground with large positive error. When the function reports unit to be close to the ground, you're sure it is at least that close. BIS getPos has variously sized negative error issued by objects between ground and unit. Cannot be used to set object position relative to other's or even itself. Template of use: _getPosAlt = vehicle _unit call getPosAlternate; _unitHeight = _getPosAlt select 3 First: Please stay in your names space and rename it to ZGB_getPosAlternate. Then you call getPos 3 times, which is an overhead. And, what is much more critical: You forgot to use private. So please change that code to: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">private ["_pos", "_x", "_y", "_z0", "_z"]; _pos = getPos _this; _x = _pos  select 0; _y = _pos select 1; _z0 =  _pos select 2; _z = -((_this worldToModel [_x, _y, 0]) select 2); [_x, _y, _z, _z0, _z - _z0] Why is that private important? Example: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _x = "Hello World"; Player call getPosAlternate; Player sideChat _x; Will create an error since _x is number instead of string when trying to chat. Share this post Link to post Share on other sites
kuIoodporny 45 Posted November 23, 2008 ZGB_getPosAlternate.pboOnly for conditions in scripting. Function detects height above ground with large positive error. When the function reports unit to be close to the ground, you're sure it is at least that close. BIS getPos has variously sized negative error issued by objects between ground and unit. Cannot be used to set object position relative to other's or even itself. Template of use: _getPosAlt = vehicle _unit call getPosAlternate; _unitHeight = _getPosAlt select 3 First: Please stay in your names space and rename it to ZGB_getPosAlternate. Then you call getPos 3 times, which is an overhead. And, what is much more critical: You forgot to use private. So please change that code to: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">private ["_pos", "_x", "_y", "_z0", "_z"]; _pos = getPos _this; _x = _pos  select 0; _y = _pos select 1; _z0 =  _pos select 2; _z = -((_this worldToModel [_x, _y, 0]) select 2); [_x, _y, _z, _z0, _z - _z0] Why is that private important? Example: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _x = "Hello World"; Player call getPosAlternate; Player sideChat _x; Will create an error since _x is number instead of string when trying to chat. OK, gonna be fixed in next release. Thanks for advice! Share this post Link to post Share on other sites
ck-claw 1 Posted November 24, 2008 Thanks for this! Tbh never used this before,but hey anything for free! Just had a blast on warfare and must say your Partizans are a welcome change to the normal RACS to shoot at! Share this post Link to post Share on other sites
william1 0 Posted November 24, 2008 great work with the pack Share this post Link to post Share on other sites
kuIoodporny 45 Posted November 27, 2008 So please change that code to:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">private ["_pos", "_x", "_y", "_z0", "_z"]; _pos = getPos _this; _x = _pos  select 0; _y = _pos select 1; _z0 =  _pos select 2; _z = -((_this worldToModel [_x, _y, 0]) select 2); [_x, _y, _z, _z0, _z - _z0] <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> private ["_pos", "_x", "_y", "_z0", "_z"]; _pos = getPos _this; _x = _pos  select 0; _y = _pos select 1; _z0 =  _pos select 2; _z = (_this worldToModel (_this modelToWorld [0,0,0])) distance (_this worldToModel [_x, _y, 0]); [[_x, _y, _z], _z0, _z - _z0] Check this code out - hope it'll work as I wanted it to work... Bugger me, I forgot that model space is rotating, turning and banking xD Ed. After first test I can say that it's almost 100% accurate for human units I did not expected it so far! Other vehicles have various error, which seem to be depending on model. Probably wise use of boundingBox can defeat it. Share this post Link to post Share on other sites
i0n0s 0 Posted November 27, 2008 Why are you using: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_this worldToModel (_this modelToWorld [0,0,0]) instead of "[0, 0, 0]"? Are there any objects where the above code differs (noticeable) from "[0, 0, 0]"? Share this post Link to post Share on other sites
kuIoodporny 45 Posted November 28, 2008 Why are you using:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_this worldToModel (_this modelToWorld [0,0,0]) instead of "[0, 0, 0]"? Are there any objects where the above code differs (noticeable) from "[0, 0, 0]"? Bugger me again, You're completely right... xD I had a nightmare last night, woke up, turned the PC on and here's the result xD I'm almost sure that size of error depends on model's dimensions, I'll make an example mission soon + upload the patch as soon as I get it to work in practice. Facts: using it you can setPos one object almost directly onto another, but setting unit's position depending on it's current will succeed only with BIS functions, our function will fail. Share this post Link to post Share on other sites
NoRailgunner 0 Posted November 28, 2008 Nice fixes, found that commanders view (in+out) in Shilka needs a bit more repositioning now its bit high and attached to the radar device. Those ofpec light bulbs could be bit weaker (bigger?). Great little compact fixes!! Share this post Link to post Share on other sites
i0n0s 0 Posted November 28, 2008 Edit: Error in server arma.rpt: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Error in expression <"], ["ZGB_US_Faces", "ZGB: US Faces"], ];> Â Error position: <];> Â Error Missing [ Then with ZGB_VNV: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if !(isNil "S_displayEventHandler_Keydown_add") then { ["ZGB_VNV", "_this call ZGB_VNV_Private_Keydown;"] call S_displayEventHandler_Keydown_add; } else { ... } What happens if that code runs previous then the displayEventHandler? So please check if the displayEventhandler is installed <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if (isClass (configFile >> "CfgPatches" >> "S_displayEventHandler_KeyDown")) then {...} and then waitUntil his code is initialized. This prevents your code from being override by his code. Also: Please use Extended_PreInit_EventHandlers from 1.9 for your init. Share this post Link to post Share on other sites
kuIoodporny 45 Posted November 29, 2008 Error in server arma.rpt: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Error in expression <"], ["ZGB_US_Faces", "ZGB: US Faces"], ];> Â Error position: <];> Â Error Missing [ What does it mean? It seems to be mission error. Then with ZGB_VNV: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if !(isNil "S_displayEventHandler_Keydown_add") then { ["ZGB_VNV", "_this call ZGB_VNV_Private_Keydown;"] call S_displayEventHandler_Keydown_add; } else { ... } What happens if that code runs previous then the displayEventHandler? So please check if the displayEventhandler is installed <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if (isClass (configFile >> "CfgPatches" >> "S_displayEventHandler_KeyDown")) then {...} and then waitUntil his code is initialized. This prevents your code from being override by his code. Also: Please use Extended_PreInit_EventHandlers from 1.9 for your init. Well... I'm off for a while. I've got to clean up those little risky errors one by one. Thank you i0n0s for Your great advices! Share this post Link to post Share on other sites
i0n0s 0 Posted November 29, 2008 What does it mean? It seems to be mission error. Forget about it. It was an error in my script where I make sure that every player has load the same min-set of addons. Share this post Link to post Share on other sites
kuIoodporny 45 Posted January 28, 2009 New version is avaiable, released in "as it is" state. Download More detailed information in the first post of this topic. Share this post Link to post Share on other sites
.kju 3245 Posted January 28, 2009 Thanks. I's appreciated! Share this post Link to post Share on other sites
manzilla 1 Posted January 28, 2009 zGuba, When you say the flares are "left out" will they not work at all if I move them back to the AddOns folder? Just curious since I use them a lot. And if those files don't work can I still use the flares from the previous version with the most recent grown up Compact Fix? Share this post Link to post Share on other sites
kuIoodporny 45 Posted January 28, 2009 You can still use my flares from 1.14H (sprite version, I apologise for the fact that I forgot to sign it in 1.15, also I don't remember if I didn't spoiled it up there). I left Flares out due to the lack of time to finish sqf environmental version, so I thought it could draw more crowd to think about it Share this post Link to post Share on other sites
manzilla 1 Posted January 28, 2009 Good stuff, thanks! Share this post Link to post Share on other sites
Guest Posted January 29, 2009 Thanks for informing us zGuba Frontpaged at the Armaholic.com homepage. The Armaholic.com download page can be found here: http://www.armaholic.com/page.php?id=3067 Share this post Link to post Share on other sites
oldbear 390 Posted January 29, 2009 New on front page at Armed Assault.info Link to updated mirror : Compact Fix for ArmA (v 1.15) Share this post Link to post Share on other sites
Stavanger 0 Posted January 29, 2009 Mirror updated by ePrison.de Compact Fix for ArmA v1.15 best Regards, Stavanger Share this post Link to post Share on other sites
kuIoodporny 45 Posted May 14, 2009 Compact Fix 1.16 is up. More info in first post of this thread. Share this post Link to post Share on other sites
vengeance1 50 Posted May 14, 2009 Sorry zGuba but I have not used this before so stupid question; 1. Does the DTA1.16 folder contents go into the ARMA default DTA folder or does it go into the @zCf1.16 folder as a subdirectory DTA1.16? Thanks Share this post Link to post Share on other sites
Guest Posted May 14, 2009 (edited) Release frontpaged at the Armaholic homepage. Compact Fix v1.16 [edit] FIXED PACKAGE (15.05.2009) Edited May 15, 2009 by Guest Share this post Link to post Share on other sites