ravenleg

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About ravenleg

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  1. I've found that the above method typically works, but isn't 100% reliable for reasons I don't understand. I'm also trying to figure out the best way to access compatible accessories (muzzle attachments, optics, pointers, bipods) and the cleanest complete way is using a built-in function (bis_fnc_compatibleItems) that came with the Arsenal (and is in: Arma 3\Addons\functions_f_bootcamp.pbo\Inventory\fn_compatibleItems.sqf). It's annoying because it isn't documented anywhere. I only found about it by reading through the BIS_fnc_arsenal code in the same directory to see how the Arsenal itself computes compatible accessories. You can use it like this though (where it takes a class name string as an argument and returns an array of strings): _className = 'LMG_Mk200_F'; // You can put any weapon class name here _compatibleItems = _className call bis_fnc_compatibleItems; { _scope = str getNumber (configFile >> "CfgWeapons" >> _x >> 'scope'); _itemType = str (_x call bis_fnc_itemType); _itemName = _x; conWhite(_scope + " " + _itemType + " " + _itemName); // Log out to text file } forEach _compatibleItems; and, if you're running CUP and RHS, that will return this laundry list (for the LMG_Mk200_F in this case): I included in the printout each item's scope, because only items with scope = 2 will actually be usable in the game. Also, the function bis_fnc_itemType is useful for categorizing what gets returned (since it returns all compatible items, not just a particular type).
  2. I know this was from a while ago (was reading back through the thread tonight), but if you're still having trouble with accurately counting vehicle passenger seats, this post I wrote a while back might help (BIS broke many of their vehicle slot query functions after introducing firing from vehicles in v1.34): https://forums.bistudio.com/topic/189522-how-to-find-vehicle-cargopassengerffv-seat-capacity/?p=3002293 And thanks so much for all your hard work in continuing to carry on the development of a fantastic and necessary mod!
  3. Would you make another video tutorial covering some of these new features? They sound really cool, but I can't quite understand what they do (or how to use them) just from the text. Thanks again for such a great mod!!
  4. All Eden does is give you a way to edit parameters of the description.ext file without (necessarily*) having to manually create one. But you still have to configure it from within Eden. Said differently, it doesn't do anything for you, it just makes doing the same thing easier. *However, there are still many aspects of the description.ext file which cannot yet be edited from within Eden and still require manually writing those aspects into the file. And if you have something defined both in Eden and manually in the file, what's in the file takes precedence.
  5. If I remember right, the Ares mod has Zeus modules which you can use to execute code on units while the game is running.
  6. It's likely because the Zeus "player" module is seen as its own side, so it's not going to be able to use the BLUFOR markers. I know this photo is in Cyrillic, but see how Zeus player(s) show up as their own side in the MP lobby? If your player shows up like that, then they're not going to respawn on BLUFOR markers (in the same way that OPFOR, Independent, or Civilian units can't use those same BLUFOR respawn markers either). But if all your doing is syncing the Game Master module to a BLUFOR unit, then you shouldn't have a problem. But if you want to keep the player as strictly a Zeus player only, then you might need a separate respawn marker for the "LOGIC" side (at least I'm guessing by this that that's what Zeus players will appear under). To be sure though, once you're in the game as your Zeus player, type this in the debug console and that's the side you'll need to add a respawn marker for. hint format ["%1", side player] To my knowledge though, there's no way to require certain players to initially have to use the respawn menu and others not.
  7. Has anything more ever happened with this? There are so many amazing features advertised on the site for the 2.0 release. Did any of that ever come to be?
  8. Since you say you're not very familiar with scripting, once you have more than a few lines of code, it's usually much easier to put that code into its own file to make it easier to read (and therefore easier to spot mistakes), especially once you have things like if statements. So you could take your code and using something like Notepad (or Notepad++) make a file called "addVehicleCargo.sqf" that contains: params ["_veh"]; // Since we're calling this code from a script file, we need to pass in the vehicle as an argument (the "_this select 0" part below) _veh lock 0; // And you can put in comments after a double slash to remind you what each line does if (bob == _veh) then { _veh addBackpackCargoGlobal ["B_Respawn_TentDome_F", 1]; _veh addItemCargoGlobal ["itemgps", 1]; // It's good practice to end each line with a semicolon, even if it's the last line }; // So another semicolon here too in case you add something after it later and save that file in your mission's folder (so it appears alongside your mission.sqm file in the same directory). Then instead of calling those lines of code verbatim inside the module's Expression field, you'd put this instead: [_this select 0] execVM 'addVehicleCargo.sqf' and the contents of that file will be executed just like the code you had in that field was previously.
  9. Download the Ares mod, start your mission, open Zeus, under Modules open the Utils section (will have the Ares logo next to it), select Add Objects to Zeus, drop the module near your player (or whatever other editor-places units you want to Zeus to recognize), set your detection radius, and voilà .
  10. eden

    Brilliant! The only suggestion I'd make is for the case when you have multiple selections. Rather than outputting an array with each unit's class and faction, I'm going to go out on a limb and say the unit class names aren't as important, so don't even worry about logging those. I'd simply loop over every unit in the selection, grab its faction config value, and then use pushBackUnique to build your array. This way, rather than having the two-dimensional array you posted above: [["B_support_AMG_F","B_APC_Tracked_01_AA_F","B_G_Mortar_01_F","B_Boat_Transport_01_F","O_Soldier_A_F","I_Soldier_AAR_F","C_man_polo_3_F","SignAd_Sponsor_ARMEX_F"], ["BLU_F","BLU_F","BLU_G_F","BLU_F","OPF_F","IND_F","CIV_F","Default"]] you'd just have this instead: ["BLU_F","BLU_G_F","OPF_F","IND_F","CIV_F","Default"]
  11. eden

    He's talking about the unit or vehicle's faction, not its side. All you'd need to do is pull the entity's faction config value, it would super simple to implement and very helpful for ALiVE players. davidzi's method works perfectly fine, but here's another way that doesn't require any scripting/naming of variables/debug console: Drop a unit or vehicle into the editor Right click on it -> Click Find in Config Viewer Scroll down to the faction entry, and there you go You can even click on that faction row and hit Ctrl+C to copy the value so you can paste it into an ALiVE module If you want to double check that you have the right faction class name, you can always go into the Config Viewer, double click on CfgFactionClasses in the left-hand nav, and now you'll see every faction currently available. You can then click on one, like rhsgref_faction_cdf_ng_b and you'll see its displayName value on the right (in this case: Chernarus (National Guard)), and that's the text you'll probably see that unit or vehicle listed under in the Eden Asset browser.
  12. soundmod

    Is this a question or a statement? I just tried the Armaholic link and it's working fine.
  13. Well more power to you, that sounds great. The stock one certain does leave a lot to be desired... Look forward to seeing what you come up with!
  14. How would this differ from the vanilla vehicle respawn module? Doesn't it support just that already? I will say one feature I wish could be added to the vehicle respawn module would be the (optional) ability to manually respawn a vehicle that's damaged beyond repair, but that you'd otherwise have to intentionally blow up to get it to respawn. Something that would just add a vehicle respawn action to each vehicle that's synced to the module.
  15. You can get them both from Armaholic the old-fashioned way: http://www.armaholic.com/page.php?id=27149 http://www.armaholic.com/page.php?id=27150 As far as torrenting goes however, one of the easiest ways to torrent (if you're not going to do it often) is just to download a torrent plugin for whatever browser you use, and it'll make it appear as though you're just downloading like normal. As far as torrenting programs go, uTorrent is the way to go and you can find a million videos on how to use it.