Home   Help Search Login Register  

Author Topic: The bugged command thread  (Read 11452 times)

0 Members and 1 Guest are viewing this topic.

Offline THobson

  • OFPEC Patron
  • Former Staff
  • ****
Re:The bugged command thread
« Reply #15 on: 12 Sep 2005, 00:44:11 »
UNN:
Quote
Can result in the object moving a significant proportion of its own size sideways.


What sort of objects? Static objects work in multiples of 25 meters, when using setpos. But not when placed in the editor.

Any object that you can place inthe map..  Place a wire, an ammo crate - anything on the map.  Give it a name say thing  then run the code

thing setPos getPos thing

Keep repeating this and you will see it move across the map.

Offline Mr.Peanut

  • Former Staff
  • ****
  • urp!
Re:The bugged command thread
« Reply #16 on: 25 Sep 2005, 21:26:54 »
onMapSingleClick
This command is definitely bugged.

Try the following:
Put a marker on the map called "markPos" and a single unit.

init.sqs
Code: [Select]
onMapSingleClick {[_pos] exec "onMapClick.sqs"}
onMapClick.sqs
Code: [Select]
onMapSingleClick {}
_pos = _this select 0
"markPos" setMarkerPos _pos
onMapSingleClick {[_pos] exec "onMapClick.sqs"}
exit


Run the mission and start clicking on the map. Even with slow deliberate clicks, eventually it stops accepting single map clicks.
« Last Edit: 25 Sep 2005, 21:29:12 by Mr.Peanut »
urp!

Offline Tyger

  • Former Staff
  • ****
  • I was at OFPEC when it still had dirt floors...
    • OFPEC
Re:The bugged command thread
« Reply #17 on: 26 Sep 2005, 04:18:06 »
Actually mate, it must be your computer because I just used your code and got up to fifty clicks before I got bored and stop. Worked every time.  ::)
"People sleep soundly at night only because rough men stand ready to do violence on their behalf." - George Orwell

MSG Mike Everret - We Will Never Forget - '75-'08

UNN

  • Guest
Re:The bugged command thread
« Reply #18 on: 26 Sep 2005, 05:35:54 »
Quote
Any object that you can place inthe map..  Place a wire, an ammo crate - anything on the map.  Give it a name say thing  then run the code

thing setPos getPos thing

Keep repeating this and you will see it move across the map.

Yeah, only static objects. As you said ammo crates seem to move by X+0.3 & Y+0.2. Houses by 3.9 & -2.0. Regular units and vehicles are uneffected. The 25 meters I mentioned was with Hawks Nimtiz, sections. Not had chance to check the base class for these.

Offline THobson

  • OFPEC Patron
  • Former Staff
  • ****
Re:The bugged command thread
« Reply #19 on: 26 Sep 2005, 09:04:15 »
The amount of X and Y movement depends on the orientation of the object.  Objects actually move sideways so if you turn it through 90 degrees the X movement will become a Y movement and vice versa.
« Last Edit: 26 Sep 2005, 09:04:42 by THobson »

Offline Planck

  • Honoured
  • Former Staff
  • ****
  • I'm never wrong ....I'm just not always right !
Re:The bugged command thread
« Reply #20 on: 26 Sep 2005, 21:28:30 »
Quote
onMapSingleClick
This command is definitely bugged.

I tried your code today as well Mr Peanut.

Everything worked beautifully even after 501 clicks.


Planck
I know a little about a lot, and a lot about a little.

Offline Tyger

  • Former Staff
  • ****
  • I was at OFPEC when it still had dirt floors...
    • OFPEC
Re:The bugged command thread
« Reply #21 on: 26 Sep 2005, 23:22:55 »
501? Wasn't that taking it a little too far?!?  ;D

Dedicated loons  ::)  ;D
"People sleep soundly at night only because rough men stand ready to do violence on their behalf." - George Orwell

MSG Mike Everret - We Will Never Forget - '75-'08

Offline bdfy85

  • Contributing Member
  • **
Re:The bugged command thread
« Reply #22 on: 27 Sep 2005, 08:42:18 »
Commands "enemy" and "friendly" seem to be nt worky at all - but at least it mentioned in russian comref.
Besides I can't get commands : "sideEnemy","sideFriendly", "countEnemy" to work properly.
But countFriendly works...
See the  example attached.
« Last Edit: 27 Sep 2005, 08:43:04 by bdfy85 »
Liberation Mod scripts&balance

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:The bugged command thread
« Reply #23 on: 27 Sep 2005, 11:48:06 »
I don't think "enemy" is a command as such, it is the side of a renegade unit.    (One that has killed too many friendlies and is therefore enemy to all units.)   In other words it is a value returned by other commands.     I suspect "friendly" is similar, but opposite obviously.   Perhaps that can be achieved with setCaptive true, dunno.

sideEnemy and sideFriendly are not listed in the online comref.   However,

countEnemy
countFriendly
countSide

do exist.
Plenty of reviewed ArmA missions for you to play

Offline bdfy85

  • Contributing Member
  • **
Re:The bugged command thread
« Reply #24 on: 27 Sep 2005, 14:40:11 »
Quote
However, countEnemy countFriendly countSide do exist.

But do they work ?  That is the question :)
Liberation Mod scripts&balance

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:The bugged command thread
« Reply #25 on: 27 Sep 2005, 15:51:13 »
countSide works, I used it in a mission once.  
Plenty of reviewed ArmA missions for you to play

Offline Mr.Peanut

  • Former Staff
  • ****
  • urp!
Re:The bugged command thread
« Reply #26 on: 27 Sep 2005, 17:30:29 »
Must be my computer then... dammit...!
But it is still a bug to me.

501? Wasn't that taking it a little too far?!?  ;D

Dedicated loons  ::)  ;D
urp!

Offline Planck

  • Honoured
  • Former Staff
  • ****
  • I'm never wrong ....I'm just not always right !
Re:The bugged command thread
« Reply #27 on: 28 Sep 2005, 00:13:24 »
Quote
sideEnemy and sideFriendly are not listed in the online comref.

I do believe there is also a sidelogic, which is also not listed in any comrefs.

Don't ask me what it does, if anything.


Planck
I know a little about a lot, and a lot about a little.

Offline RujiK

  • Members
  • *
  • KoKo Puh-Fizzles!
Re:The bugged command thread
« Reply #28 on: 01 Oct 2005, 19:11:30 »
Setposing a unit off a ladder is bugged. As soon as you setpos him he goes away for a split second then goes right back to the ladder.

Also during a cutscene if you are on a ladder and you push up or down your unit moves around even though its a camera scene.
I like your approach, lets see your departure.
Download the New Flashlight Script!

Offline Planck

  • Honoured
  • Former Staff
  • ****
  • I'm never wrong ....I'm just not always right !
Re:The bugged command thread
« Reply #29 on: 01 Oct 2005, 19:37:27 »
Quote
Also during a cutscene if you are on a ladder and you push up or down your unit moves around even though its a camera scene.

Hmmm....Interactive camera scenes.   ;D


Planck
I know a little about a lot, and a lot about a little.