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Thread: GDCE related

  1. #21

  2. #22

  3. #23
    Forgot to tell about artillery. It will not be CoC UA, for simplicity. In conversions it may be included, BUT I made a new artillery support. It should be something inbetween the old VTD arty (improved the DMA stuff) and CoC UA. It doesn't have all the fancy stuff like UA, but:
    - the arty exists on map
    - if they're destroyed, arty won't be available until the base is resupplied
    - some basic calculations are implemented (time of flight of the shells, min/max range, and dispersion according to range)
    - smoke support is also done by the arty, so it works as arty strike. If I'll have the time and will, I'll improve this more (cuurently if you don't see them firing the shells, only the sound)
    - it's not perfect (yet ), but you can hear them from the distance firing the shells, and after a while the fireworks begin

    BTW After all, in this mission you're not a real spotter, you just need sometimes to call for arty support.

  4. #24
    hello kutya ***

    sorry for not responding earlier.

    as you are using dac you already have quite a good system for the vehicles, all defined in one place and are accessed via global variables.
    (VTD014.seb_iadrang\DAC\DAC_Config_Units.s qs)

    now there is also VTD014.seb_iadrang\main\globals.sqs
    which defines again units and vehicles for different use.
    maybe it would be best to use this as a base and let DAC_Config_Units access the actual vehilces from here.
    one place to define all things is rule number one to make it easy ***

    yet the same system would be great to have for weapons too. right now the classes are scattered in:

    VTD014.seb_iadrang\main\ammocrate.sqs
    VTD014.seb_iadrang\main\supplyheli.sqs
    VTD014.seb_iadrang\main\supplyplane.sqs
    VTD014.seb_iadrang\mission\rearmbase.sqs
    VTD014.seb_iadrang\mission\rearmsilent.sqs
    VTD014.seb_iadrang\spawns\weaponster.sqs

    if one uses arrays in one form or another to declare the classes (which makes things more complicated overall and there are ways to by-pass this), one can add a small "hidden" system, like a fixed different number of spaces between each column or tabs to be able to edit in excel - one more thing which helps a lot with a conversion!

    example:
    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">VTD_SongsN = &#91;&#34;VTE_whitershade&#34;, &#34;VTE_paintitblack&#34;, &#34;VTE_satisfaction&#34;, &#34;VTE_whiterabbit&#34;, ...&#93;[/QUOTE]

    hope you can understand it ***




  5. #25
    Thanks 4 the suggestions&#33;

    Quote Originally Posted by [b
    Quote[/b] ]sorry for not responding earlier.
    No prob., I just thought you forgot.

    I&#39;ll have to read your post several times to make everything clear clear .

    Some I can answer now:
    @DAC: I thought about what you said, but I wanted to keep separate DAC from VTD, to be able to implement a newer version of DAC when released. I also have many specific arrays for vehicle and unit names, and the 4 arrays defined by DAC are to general for this. I think the only way would be to put all my arrrays into DAC_confing.sqs which I&#39;d like to avoid (mentioned before).

    @weapons: that&#39;s a good idea, and I&#39;ll try to find a solution, altough for the rearming script it will be tought or I&#39;ll have to simplify it.

    @arrays: maybe I didn&#39;t really understand, but if you were speaking about spaces between array elements, like:

    arrary1 = [ el1, el2, el3, el4, el5 ]

    or another version:

    arrary1 = [ el1 , el2 , el3 , el4 , el5 ]

    Then it&#39;s done (the first version).

    Again thanks for help&#33;

  6. #26
    sorry it wasnt well described - for DAC configs i meant to exchange the classes there with global variables:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;
    _Unit_Pool_S = &#91;VTE_INFANTRY_1, VTE_INFANTRY_2, ..., VTE_INFANTRY_x&#93;
    _Unit_Pool_V = &#91;VTE_VEHICLE_1, VTE_VEHICLE_2, ..., VTE_VEHICLE_X&#93;
    _Unit_Pool_T = &#91;&#93;
    _Unit_Pool_A = &#91;&#93;
    _Unit_Pool_C = &#91;&#34;&#92;VTE_objects&#92;VC.pac&#34;,&#34;Ca mpEast&#34;,&#34;Shed&#34;,&#91;100,3&#93;&#93;[/QUOTE]

    and move their definition into VTD014.seb_iadrang&#92;main&#92;globals.sqs
    , so that this files contains all class definitions for infantry, vehicles and weapons.

    about array:
    its not very visible in the code block i posted,
    the idea is to have different amount of spaces between each object, like
    ...=["a"-,"b"--,"c"---, ...]
    so like always one more. as you can identify a specific column by this.
    (find me "something" followed by three spaces and a comma)

    yet maybe the tabs are the easier way to go.
    excel reads tabs as new column.
    so you can copy the whole column number X into another file.
    do the replacement and put it back into the file overwritting just that one column.

    hope its more clear now ***

    ps:
    the arrays i speak of not only contain a set of classes.
    then there is no need if the type is all the same, but take this for example:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_M60 = &#91; Localize &#34;STRM60MG&#34; ,30 ,zeusPrimary ,west ,&#34;WGL_M60&#34; ,2 ,&#34;&#92;dtaExt&#92;equip&#92;w&#92;w_m60&#34; ,&#34;WGL_M60Mag&#34; ,10 ,2 ,&#91;&#93; &#93; call fAddWeapon[/QUOTE]
    it contains the name, the weapon class and the magazine.




  7. #27
    Now I (hope I) understand

    For the DAC_config, I&#39;ll do it, but maybe better, to fill it by script, not by hand. I get the arrays, from my globals.sqs and fill them into appropriate DAC _Unit_Pool arrays. Well, not that simple, just a rough idea.

    About the arrays, I think now I get it, but not sure. It&#39;s beyond my (current) scripting ability (not the implementation but the "ps" part), but I&#39;ll look at it. I know that it&#39;s an example, but what does the Localize do?

    EDIT: a not so idea of mine about DAC _Unit_Pool, since the array will be reset to empty if I fill it only by script. You were right that I have to put some var in it. I can set, say:
    _Unit_Pool = some_other_array

    and I fill that array with what I want. A bit chaotic thinking, but hope understandable




  8. #28
    sorry again. it didnt wanna suggest or incourage you to use this kind of arrays - it was only to make the example more clear.
    if the classes are properly named (unlike BIS ones (m60 - tank, weapon, ammo - also used as marker name by some ppl)), there is no need to make the replacement context based.




  9. #29
    In the meantime, I understood what you meant to say about array spacing. It&#39;ll be done.

    Also will do the DAC units by reference.
    I&#39;m traveling today, so I&#39;ll continue after weekend.

    Appreciate your help

    EDIT: progress is going ok, but some nasty things remained, but I think I&#39;m able to handle all of it. Release hopeful in about 2 weeks.




  10. #30

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