16.10.2013, 11:21 | #761 (permalink) | |||
Registriert seit: 29.07.2013
Beiträge: 96
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Awesome lololol |
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16.10.2013, 11:24 | #762 (permalink) |
Registriert seit: 12.08.2013
Beiträge: 45
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We wondered about this too and we have some former BAOR guys who love their heavies. So, we put in the BLUFOR Mohawk via an addon and made it a heavy lift chopper, complete with helilift_types2 array. Now, it can lift any unwrecked vehicle (apart from the Scorcher which doesn't need to leave base), while the Ghosthawks can lift the light stuff.. MHQs etc. Yes I know a Merlin IRL can't lift an MBT. |
16.10.2013, 17:52 | #763 (permalink) |
Registriert seit: 29.07.2013
Beiträge: 96
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Can i ask a general question please...
In the Domi FSM files any file that is Fn_xxxxxxx in the normal folders and files is referenced in Domi FSMs as FNC.. How and Why? I cannot say i truly understand the way of the FSM but i get the gist of how it works to perfection, but this little bit is interesting.. Thanks Champy |
16.10.2013, 18:08 | #764 (permalink) |
Registriert seit: 03.01.2008
Alter: 84
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The function files (fn_something.sqf) are all precompiled before any inits run via the CfgFunctions thingie in Alpha3 (precompiled means, you can use those functions already in the init lines of editor placed units and init.sqf, etc). They are compiled to global functions/variables with the name convention d_fnc_something (revive is xr_fnc_something). Check CfgFunctions.hpp how this is done (must be included into description.ext for missions).
Inside normal scripts the macro FUNC(something) expands the parameter to d_fnc_something while in FSM files you would have to include the macro file in every state and every condition so it's easier to just use d_fnc_something. Currently you can't edit the FSM files with the FSM editor because I strip all relevant editor information from them (automatically). Once 2.99 is finished they will be part of the download again. One more thing, all Domina functions are compiled with compileFinal (because of CfgFunctions) which means they can't be changed by script kiddies during mission runtime anymore (it removes at least one security hole). Xeno
__________________
In arma everything is made of refined explodium, armored with wet paper towels. Geändert von Xeno (16.10.2013 um 18:11 Uhr). |
16.10.2013, 19:13 | #765 (permalink) |
Registriert seit: 12.08.2013
Beiträge: 45
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Xeno,
I notice that FUNC(weaponcargo) is in preinit and that there's also a BI command called weaponcargo. I realise functions and commands are different and are called in a different way, but was wondering of the existence of a command make it a reserved word? |
16.10.2013, 22:32 | #766 (permalink) |
Registriert seit: 21.07.2013
Beiträge: 17
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Hallo,
habe auch noch was festgestellt. Wenn man die Jets oder UAV (K40) am Jet Service wieder auflädt, lassen sie sich nicht mehr wegbewegen :-(. Dann werden bei mir auf der Karte (spiele normal) die Namen der anderen Spieler nicht mehr angezeigt. Wenn man Tod ist kann man die anderen Spieler nicht mehr anklicken. Nur noch sich selber!? Vielleicht kann mir der ein oder andere helfen! DANKE!!! |
17.10.2013, 00:45 | #768 (permalink) |
Registriert seit: 03.01.2008
Alter: 84
Beiträge: 6.552
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A macro gets expanded in the preprocessing phase, compiling comes after that, and in case of FUNC(weaponcargo) it will be d_fnc_weaponcargo when the script gets actually compiled and then it's not the same as weaponcargo anymore. Macros are always preprocessed before anything else happens. A simple example, you can write #something which will expand to "something" during preprocessing. Or check x_dlg\SquadManagement.hpp for a little bit more advanced macro usage (saves a lot of lines and together with __EXEC and __EVAL makes creating dialogs with a lot of controls, well, very easy). Jets oder nur das UAV? Hört sich nach einem Problem mit Deiner Internet Verbindung an (oder Du hast das aus versehen abgeschaltet). Ich denke Du redest von Markern!?! Meinst Du damit den Specating Dialog vom Revive? Die List der Spieler ist dynamisch. Sind andere Spieler zu weit weg, tauchen die nicht mehr in der Listbox auf. Xeno
__________________
In arma everything is made of refined explodium, armored with wet paper towels. |
17.10.2013, 00:54 | #769 (permalink) |
Registriert seit: 12.08.2013
Beiträge: 45
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Ah, I wondered when the macro is parsed. Now it makes sense that it's safe to have a macro and command use the same name. Looking forward to was P version brings. |
17.10.2013, 00:58 | #770 (permalink) |
Registriert seit: 03.01.2008
Alter: 84
Beiträge: 6.552
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__________________
In arma everything is made of refined explodium, armored with wet paper towels. |
17.10.2013, 08:21 | #771 (permalink) |
Registriert seit: 30.07.2013
Ort: Chalon-sur-Saône (FR)
Beiträge: 21
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Hi All, Hi Xéno
Thanks for the new version of the Domination! (2.99p) and thank you for making us of this very good campaign be profitable. This version is on our server, currently with 4 mods (CBA A3, sthud, Fa/18 and R3F weapons and uniforms) and the VAS 2.0 (use of the VAS to avoid a multitude of Box) . Version very stable, no error for the moment. I would like to install the VAS on the box of the 'Call Drop', if i could have a little help. Thank you in advance to all for the assistance provided, and big thank you Xeno for all this work. |
17.10.2013, 13:15 | #772 (permalink) |
Registriert seit: 12.08.2013
Beiträge: 45
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I think I meant Q version. |
17.10.2013, 17:02 | #774 (permalink) |
Registriert seit: 29.07.2013
Beiträge: 96
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Can i ask are X reload and FN Reload both current or is it just FN reload that is used... We have searched and only x reload finds itself.. so guess its not? We are going to fashion our Farp script to use the functionality from this
Thanks Champy |
17.10.2013, 17:50 | #775 (permalink) |
Registriert seit: 03.01.2008
Alter: 84
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Yeah, hopefully next week, haven't found any time yet to work on it. RL is in the way Just fn_reload currently. I have no access to the mission files currently to tell you and I can't remember anymore if the box itself was a network object or a locally created client object (afair the latter). If it is the latter, check where the box is locally created and add the action there. Xeno
__________________
In arma everything is made of refined explodium, armored with wet paper towels. Geändert von Xeno (17.10.2013 um 17:53 Uhr). |
17.10.2013, 19:01 | #776 (permalink) |
Registriert seit: 30.07.2013
Ort: Chalon-sur-Saône (FR)
Beiträge: 21
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Hello everyone, hello Xeno
Thanks in advance to you for this help. I seal you these few information: The Vas 2.0 is implemented: in the description. Ext: #include 'VAS\menu.hpp' in the cfgfunctions. HPP: // VAS Implement // #include "VAS\cfgfunctions.hpp" in the fn_ create_ boxnet. sqf: _box addaction [ ' <t color ' # 0099FF' >Virtual Ammobox< /t> ', 'VAS\ open. sqf' )); PlayerAmmobox.fsm : "_box addAction [""<t color='#0099FF'>Virtual Ammobox</t>"", ""VAS\open.sqf""];" \n X_playerammobox.sqf : _box addAction ["<t color='#0099FF'>Virtual Ammobox</t>", "VAS\open.sqf"]; and the stringable. xml for language. The Vas is working on the virtualbox added, as well as the ammobox near the flag as well as the ammobox loaded on the ammoxbox point (trip MHQ, helis, ... ) But absent when i request a ammobox in Drop ( keys U and 2 ). The maximum of box in the description is set to 20 Geändert von Walt71 (17.10.2013 um 19:11 Uhr). |
17.10.2013, 21:09 | #778 (permalink) |
Registriert seit: 21.07.2013
Beiträge: 17
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Hallo, beide Jets und UAV K40 Die anderen sehen die Namen auf der Karte auch nicht? Ja Spect. im Revive ... Auch wenn andere Spieler nah sind kann man diese nichta auswählen? Danke Dir! lg Topper |
17.10.2013, 21:20 | #779 (permalink) |
Registriert seit: 20.07.2013
Beiträge: 7
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Inside x_setupplayer.sqf find this: Code:
[QGVAR(air_box), {_box = GVAR(the_box) createVehicleLocal _this;_box setPos [_this select 0,_this select 1,0];player reveal _box;[_box] call FUNC(weaponcargo);_box addEventHandler ["killed",{deleteVehicle (_this select 0)}]}] call FUNC(NetAddEventToClients); Code:
//[QGVAR(air_box), {_box = GVAR(the_box) createVehicleLocal _this;_box setPos [_this select 0,_this select 1,0];player reveal _box;[_box] call FUNC(weaponcargo);_box addEventHandler ["killed",{deleteVehicle (_this select 0)}]}] call FUNC(NetAddEventToClients); [QGVAR(air_box), { _box = GVAR(the_box) createVehicleLocal _this; _box setPos [_this select 0,_this select 1,0]; player reveal _box; [_box] call FUNC(weaponcargo); _box addAction ["<t color='#eeeeee'>Virtual Ammobox</t>", "VAS\open.sqf"]; _box addEventHandler ["killed",{deleteVehicle (_this select 0)}]; }] call FUNC(NetAddEventToClients); |
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domination, domination arma³, opa xeno, terpmussbwmodmachen, xeno dominus est, xeno wechseljahre, xeno weibliche hormone, xenoichwilleinkindvondir, xeno_goes_feminin |
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