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  • Bohemia Interactive Forums wrote:


    Can some one please test this example:

    Code:

    titleText ["Test 1", "BLACK FADED", 60];
    sleep 5;
    titleText ["Test 2", "BLACK FADED", 60];
    waitUntil {sleep 3; !isNil "fadeOutNow"};
    titleFadeOut 2;

    the first text will shown, but the second only popping up for 0.01 Sec and got removed without fadeOut. This only happend sice 1.40 :-(




    Quelle: forums.bistudio.com/showthread…0-Stable&goto=newpost
  • Bohemia Interactive Forums wrote:


    Hey guys,
    I don't know whats going on, I was able to play on another computer without problem with Opera 27.
    But at home - no matter if opera 12.17, 27 or Internet Explorer, it doesn't work.

    In the development area I get the message:
    GET http://data.dayz.com/jquery-2.1.1.mi...56asdf1a5s4df1
    play:38 GET http://data.dayz.com/pathfind.js?v=56asdf1a5s4df1
    play:39 GET http://data.dayz.com/c2runtime.js?v=56asdf1a5s4df1
    play:41 Uncaught ReferenceError: jQuery is not defined
    (if I open the javascripts, I get the message 403)
    This are the messages I reload the second time. The first time he only says 5 times Responded with a status of 403


    for me, data.dayz.com is pointing to cds.s3a2z2y4.hwcdn.net [69.16.175.42, 69.16.175.10]
    There are 2 differences between the two systems, the problematic one is x64, and there I have another internet provider.

    I really like the game, it's nice to play when I'm feeling too tired for a long game (I die pretty fast even in the noob mode^^)




    Quelle: forums.bistudio.com/showthread…s-of-403&goto=newpost
  • Bohemia Interactive Forums wrote:


    So im trying to move a existing insurgency mission over to Bystrica using both ALiVE and CSE with it, for the most part it seems to work, except for the main part of the random spawn of the cache, Now im not a scripter at all, as you see from some of my previous posts but i kinda know a little bit just enough to get myself in trouble, and im thinking that it has something to do with the lack of city names on the map. When i go to preview the mission in the editor there is always error message about Bis_fnc_position not finding anything from what i can tell. Below i will put the script in that spawns the cache and a piece of the RPT

    Please note that this same scripts works fine on Takistan, Cherno, and United Sharni, my buddy really likes Bystrica so thought i'd move it over for him and ran into this issue.

    Cache spawn script
    Code:

    if (isServer || isDedicated) then {
    private ["_markers","_x","_randomMarker","_dist","_pos","_m","_decrease","_wait","_cacheBuildings","_targetBuilding","_cachePosition"];

    INS_marker_array = [];
    publicVariable "INS_marker_array";
    INS_west_score = 0;
    publicVariable "INS_west_score";

    INS_fncache = {
    if (typeName _this == "ARRAY") then {
    cache = _this select 0;
    cache spawn {sleep 60; deleteVehicle _this};
    _killer = _this select 1;

    // check who killed the box
    switch (side _killer) do {
    case WEST: {
    INS_west_score = INS_west_score + 1;
    publicVariable "INS_west_score";
    _this call cacheKilled;
    };
    case EAST: {
    INS_west_score = INS_west_score + 1;
    publicVariable "INS_west_score";
    _this call cacheKilled;
    };
    case RESISTANCE: {
    INS_west_score = INS_west_score + 1;
    publicVariable "INS_west_score";
    _this call cacheKilled;
    };
    default {
    _this call cacheFake;
    };
    };
    };

    if (count INS_marker_array > 0) then {
    {deleteMarker _x} forEach INS_marker_array};
    publicVariable "INS_marker_array";

    _cities = call SL_fnc_urbanAreas;
    //_cacheTown = _cities call BIS_fnc_selectRandom;
    _cacheBuildings = _cacheTown call SO_fnc_findHouse;

    // Pull the array and select a random building from it.
    _targetBuilding = _cacheBuildings select (random((count _cacheBuildings)-1));
    // Take the random building from the above result and pass it through gRBP function to get a single cache position
    _cachePosition = [_targetBuilding] call getRandomBuildingPosition;

    // Create the cache at the random marker position
    cache = createVehicle ["Box_East_WpsSpecial_F", _cachePosition, [], 0, "None"];
    clearMagazineCargoGlobal cache;
    clearWeaponCargoGlobal cache;
    // Add event handlers to the cache
    cache addEventHandler ["handleDamage", {
    if ((_this select 4) == "SatchelCharge_Remote_Mag") then {
    cache setDamage 1
    } else {
    if ((_this select 4) == "DemoCharge_Remote_Mag") then {
    cache setDamage 1
    } else {
    cache setDamage 0
    };
    };
    }];
    cache addMPEventHandler ["MPKilled", {_this spawn INS_fncache}];

    // Move the Cache to the above select position
    cache setPos _cachePosition;
    publicVariable "cache";

    if (INS_west_score == (paramsArray select 1)) then {
    end_title = {titleText["All ammo caches have been destroyed!", "PLAIN"];};
    [nil, "end_title", nil, true] spawn BIS_fnc_MP;
    sleep 20;
    endMission "END1";
    };

    if (!isMultiplayer) then {
    //debug to see where box spawned is if not multiplayer
    _m = createMarker [format ["box%1",random 1000],getposATL cache];
    _m setMarkerShape "ICON";
    _m setMarkerType "mil_dot";
    _m setMarkerColor "ColorRed";
    };
    };
    true spawn INS_fncache;
    };

    RPT
    Code:

    17:33:19 Error in expression < _this select 0;
    _count = 0;
    while {str(_building buildingPos _count) != "[0,0,0>
    17:33:19 Error position: <_building buildingPos _count) != "[0,0,0>
    17:33:19 Error Undefined variable in expression: _building
    17:33:19 File C:\Users\Documents\Arma 3\missions\Insurg_CSE_ALiVE1.Woodland_ACR\core\modules\cacheScript\functions\cacheGetPositions.sqf, line 62
    17:33:19 Error in expression <(_count == 0) then {
    _position = getPos _building;
    } else {
    _position = random _>
    17:33:19 Error position: <_building;
    } else {
    _position = random _>
    17:33:19 Error Undefined variable in expression: _building
    17:33:19 File C:\Users\Documents\Arma 3\missions\Insurg_CSE_ALiVE1.Woodland_ACR\core\modules\cacheScript\functions\cacheGetPositions.sqf, line 80
    17:33:19 Error in expression <

    _building = _this select 0;
    _count = [_building] call getCountBuildingPosition>
    17:33:19 Error position: <_building] call getCountBuildingPosition>
    17:33:19 Error Undefined variable in expression: _building
    17:33:19 File C:\Users\Documents\Arma 3\missions\Insurg_CSE_ALiVE1.Woodland_ACR\core\modules\cacheScript\functions\cacheGetPositions.sqf, line 77
    17:33:19 Error in expression
    _cacheBuildings = _cacheTown call SO_fnc_findHouse;


    _tar>
    17:33:19 Error position: <_cacheTown call SO_fnc_findHouse;


    _tar>
    17:33:19 Error Undefined variable in expression: _cachetown
    17:33:19 File C:\Users\Documents\Arma 3\missionsInsurg_CSE_ALiVE1.Woodland_ACR\core\modules\cacheScript\cache.sqf, line 70





    Quelle: forums.bistudio.com/showthread…n-script&amp;goto=newpost
  • Bohemia Interactive Forums wrote:


    Hello,

    I have been having this problem for many years on current PC and all this time I dismissed it as the way RV engine renders graphics. I've had it in OFP, Arma 1, Arma 2 and now Arma 3. I always thought this is some legacy problem that all RV games have since I don't have this kind of glitch on other games. So now I decided to check with other people and it turns out I'm the only one experiencing Arma in this ugly way :D

    During evening, night or early morning the sky has all kinds of spots and stripes with washed out colors.

    I've had same issue after reformating entire HDD and reinstalling OS, drivers and Arma 3. I've changed every single setting in control panel and Arma (from lowest to Ultra). Changed brightness and gamma both in Arma 3 and OS/monitor. While lowering Gamma makes it less visible I can still see it.

    I have a feeling this is a GPU issue and I'm afraid it's unfixable but perhaps someone knows exactly what this is and maybe there's a way to fix it.

    Thank you

    Specs:
    CPU:Q9400 @ 3 GHz
    GPU: GTX 285 1GB
    RAM: 4 GB DDR2 800 MHz
    700W PSU
    7200RPM 1TB HDD




    Operation Flashpoint has a simiral issue but maybe it's just the default graphical fidelity of the old game. In Arma 2 it was much more visible.




    Quelle: forums.bistudio.com/showthread…t-colors&amp;goto=newpost
  • Bohemia Interactive Forums wrote:


    I'm attempting to add in the new "initspeed" into the modded weapons that my group uses.

    However it doesn't seem to be working properly, when I compared my config to the ARMA 3 Weapons config, mine is set up exactly the same yet it still doesn't seem to work.

    Shooting the MX Rifle, the bullet travels MUCH further with better velocity, even though the Rifle's initspeed is set LOWER then my rifles.
    Initspeed of 800 whilst my rifle is set at 948.

    I've been doing testing using the color coding that shows a bullet's stopping power over travel distance. Red -> Yellow -> Green -> etc.

    Doe's it have to do with the magazines air friction causing problems?
    I ask because I'm wanting to have two rifles that both shoot the same magazine but one that simulates a shorter barrel then the other one, thus having slower bullet speed as a result.
    Think M16 and M4.

    Any suggestions?


    Example.

    Unmodified MX Rifle

    Quote:

    class arifle_MX_F: arifle_MX_Base_F
    {
    author = "$STR_A3_Bohemia_Interactive";
    _generalMacro = "arifle_MX_F";
    scope = 2;
    displayName = "$STR_A3_CfgWeapons_arifle_XMX0";
    model = "\A3\Weapons_F\Rifles\MX\MX_F.p3d";
    picture = "\A3\weapons_F\Rifles\MX\data\UI\gear_mx_rifle_X_C A.paa";
    UiPicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa";
    handAnim[] = {"OFP2_ManSkeleton","\A3\Weapons_F\Rifles\MX\data\ Anim\MX_afg.rtm"};
    class WeaponSlotsInfo: WeaponSlotsInfo
    {
    mass = 100;
    };
    inertia = 0.5;
    dexterity = 1.5;
    initSpeed = 800;
    class ItemInfo
    {
    priority = 1;
    };
    descriptionShort = "$STR_A3_CfgWeapons_arifle_XMX1";
    };
    Unmodified 6.5 Ammo CFG AMMO
    Quote:

    class B_65x39_Caseless: BulletBase
    {
    hit = 10;
    indirectHit = 0;
    indirectHitRange = 0;
    cartridge = "FxCartridge_65_caseless";
    visibleFire = 5;
    audibleFire = 8;
    cost = 1.2;
    airLock = 1;
    typicalSpeed = 820;
    caliber = 1;
    model = "\A3\Weapons_f\Data\bullettracer\tracer_red";
    tracerScale = 1.0;
    tracerStartTime = 0.05;
    tracerEndTime = 1;
    airFriction = -0.0009;
    Unmodified 6.5 CFG Magazine
    Quote:

    class 30Rnd_65x39_caseless_mag: CA_Magazine
    {
    scope = 2;
    displayName = "$STR_A3_CfgMagazines_30Rnd_65x39_mag0";
    picture = "\A3\weapons_f\data\ui\m_30stanag_caseless_CA.paa" ;
    ammo = "B_65x39_Caseless";
    count = 30;
    mass = 10;
    initSpeed = 800;
    tracersEvery = 0;
    lastRoundsTracer = 4;
    descriptionShort = "$STR_A3_CfgMagazines_30Rnd_65x39_mag1";
    };
    And here's my modified weapon and values.

    Quote:

    class MYRIFLE: MYRIFLEBASE
    {
    scope = 2;
    initSpeed = 948;
    inertia = 0.5;
    dexterity = 1.5;
    class WeaponSlotsInfo: WeaponSlotsInfo
    {
    class CowsSlot{};
    class PointerSlot{};
    class MuzzleSlot
    {
    displayName = "Muzzle SLot";
    linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE";
    compatibleItems[] = {};
    };
    mass = 71.4;
    };
    };
    Quote:

    class MYAMMO: B_556x45_Ball
    {
    hit=8.4;
    caliber = 0.855;
    model="\A3\Weapons_f\Data\bullettracer\tracer_red" ;
    typicalSpeed = 990;
    airFriction = -0.0012;
    deflecting=20;
    deflectingChance = 100;
    deflectingRandomness = 0.5;
    visibleFire=15;
    visibleFireTime=15;
    audibleFire=16;
    audibleFireTime=10;
    };
    Quote:

    class MYMAGAZINE: 30Rnd_556x45_Stanag
    {
    scope = 2;
    ammo = "MYAMMO";
    initSpeed = 990;
    count = 30;
    mass = 11.8;
    lastroundstracer = 3;
    };




    Quelle: forums.bistudio.com/showthread…-weapons&amp;goto=newpost
  • Bohemia Interactive Forums wrote:


    Hello, fellow brothers in arms!
    I have come to the conclusion that I am sick and tired of running out of buttons on my keyboard to accommodate for all the actions that Arma has to offer. Considering that I am playing with upwards of 25 to 30 mods, I am getting pretty swamped with keybindings. In order to relieve some of the strain on my keyboard I have started to think about buying an MMORPG mouse, such as the Logitech g600. However, I am not sure if the buttons are compatible with Arma 3. By that I mean if you can actually program the individual keys for individual actions in both vanilla and modded arma.

    Based on this, I would highly appreciate all information and advice that I can get concerning this issue. I would also appreciate alternatives to the g600 if anybody has any experience with other alternatives. Thanks in advance :)




    Quelle: forums.bistudio.com/showthread…ech-g600&amp;goto=newpost
  • Bohemia Interactive Forums wrote:


    Hi
    I've been trying to learn the way A3 handles conversation. Each time I run the map and activate _null = "start" spawn BIS_fnc_missionConversations in the editor I get this warning:
    Quote:

    [BIS_fnc_kbTopicConfig] Class 'MissionFolderName' not found in cfgSentences
    I'm not sure how to fix this. :confused:

    Here's the description.ext cfg entry:
    Code:

    class CfgSentences
    {
    class Mission
    {
    class Conversation
    {
    file = "kb\chattering.bikb";

    class 01_Start
    {
    class unit1_Eat_01
    {
    text = "No women on this island. Just men
    speech[] = {"\voice\unit1_women_01.ogg"};
    actor = "unit1";
    variant = "";
    variantText = "";
    class Arguments {};
    };
    class unit1_02
    {
    text = "Are we on Mykonos or Altis? One looks like the other upside down"
    speech[] = {"\voice\unit1_island_01.ogg"};
    actor = "unit1";
    variant = "";
    variantText = "";
    class Arguments {};
    };
    class unit2_03
    {
    text = "Christ! Someone read the map the wrong way up.";
    speech[] = {"\voice\unit2_map_03.ogg"};
    actor = "unit2";
    variant = "";
    variantText = "";
    class Arguments {};
    };
    };

    class Arguments {};
    class Special {};
    startWithVocal[] = {hour};
    startWithConsonant[] = {europe,university};
    };
    };
    };





    Quelle: forums.bistudio.com/showthread…cConfig)&amp;goto=newpost
  • Bohemia Interactive Forums wrote:


    Hey all. I've slowly started wrapping my head around these config files, and all this modding business. So far its been okay, but I've hit an issue I'm guessing has to do with inheritance but goes beyond my current level of understanding. I'm hoping someone can shed some light on it for me so I can understand it better.

    Some background: I like the Canadian Armed Forces Modification quite a lot, and I noticed that the CAF weapons don't show up in the BIS Arsenal so I decided to try and use the opportunity to 'recreate' the weapon based off an existing BIS weapon as a training tool to teach myself all this stuff.

    I started by cloning a Katiba and more-or-less started swapping in values from the mod's weapon config. The weapon is in-game, showing up in Arsenal correctly (woo!), and its working (more or less - I'm sure some of the animations don't perfectly match, but I'm not worried about the minutiae. I just want to get the basics down.) but I can't seem to change either the firing sound, or modify the list of weapon attachments (right now when I view the weapon in Arsenal it includes all the optics from the CAF mod, as well the default Katiba scopes).

    I tried to just swap in the values from the Mod's gun but that hasn't changed anything -- it still sounds like the Katiba. I also tried creating a Rifle_base_f class inside the config with the same set of sounds defined, but didn't have any luck. I also have the source of the sounds in the cfgPatches ("caf_c8a3").

    So my questions are -- why isn't the sound changing? Is there another dependency somewhere, am I missing something, or do I have some sort of syntax wrong? I'm guessing if I get an idea of how to solve the sound problem it would help me solve the optic problem too. Is there something further up the line that is being loaded before my dummy weapon that is locking in the rifle sounds?

    Here's my config file for the weapon. For fun I decided to call it the "C10" - which was supposed to be a C7 training variant before DND canned it. Any advice would be awesome, and appreciated.

    config: http://pastebin.com/LJUrb8kh




    Quelle: forums.bistudio.com/showthread…g-config&amp;goto=newpost
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