Jump to content

Search the Community

Showing results for tags 'paths'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
  • DayZ
    • Discussion
    • Public Servers
    • DayZ SA Resources
    • Q&A Section
  • ArmA 3
    • Epoch Survival
    • Community Projects
    • Q&A Section
    • Terrain Discussion
    • Resources
  • Arma 3 Resources
  • ArmA 2
    • General Discussion.
    • Q&A Section
    • Resources
    • Legacy Resources
    • A2: Community Projects
    • A2 Community Servers
  • Space Engineers
    • General Discussion.
    • Public Servers
  • Other Games
    • Discussion
  • Off Topic
    • Off Topic

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 2 results

  1. Hi all, Thought I'd post this up here as I spent the morning looking for a solution to this issue whilst trying to add some extra roads to my server but eventually found a work-around to the problem buried somewhere on the internet so wanted to share with others (as a lot of other people seem to give up with the frustration) The problem: So unlike placing objects and buildings in the Arma2 map editor, when laying down roads, dirt tracks and side walks the user is unable to select them to move them/align them correctly. The solution: To do this simply add a "draggable" object next to the road item (I added a bush) , using the left mouse button drag over the road item and the "draggable" item (both will then be selected), hovering over the "draggable" item and then dragging or rotating that will work for both the road and the other item. - Place your road into the correct location then "Save" - This is important as I've noticed that the map editor after saving moves the road slightly out of position the first time that so simple move it back and then save one more time! - After the second save the road will stay there, then you can delete the "draggable" item (the bush in my case) and your done! Hope this helps out some other people in future... Cheers, Bobby
  2. Hello guys, currently busy working on boring real life project always looking forward to rest time with DayZ Epoch. And because I'm lazy and doing stupid things like moving addons root folder up and down during my experiments - and always asking why my smart computer do not update path itself :)) - I decided support my lazy nature and write simple function which helps with paths a little bit. To be more precise, I wrote two variants - basic and extended. Well, will see if basic version will be found usefull. So here it is... === But first - big Thank you to these guys: DayZ Epoch developers, collaborators and contributors (thank you guys for your excellent work!) Karel Moricky from Bohemia Interactive for his simple and clever idea how to extract mission root. === Changelog: [2017-06-19], v1.0 | Initial release === Read "Goodbye". Wish you the best guys! === How to install: It's completely up to you. Pick one way to load it to fits your needs: as a separate file in your custom compiles; in the beginning of your addon compiled init code; just #include fnc in header of your addon compiled init code; use your custom fnc library (using config); === Why could be usefull? In my opinion, it's in every addon developer best interest to make addon as much as possible usable for user without extra steps. Not because you are user's slave :)), just because you save yourself answering questions leads to well known discovery - user didn't update the path (because he/she/it don't want to have this addon in mission root, but in customized server pack structure - this is usually my case). Using this fnc you can make your addon 'portable' like (I mean in mission folder boundaries). === How to use it? Remember 1 - this function returns first parent folder path relative to mission folder. Remember 2 - you can use "zero based" option as second argument, which means, you can decide if you want to include "\" at the end of your path. Remember 3 - you can uncomment '__IDEBUG__' and see some usefull info in your RPT logfile. Remember 4 - you are developer - so again - choose your way that fills your needs the best. === Let's take some practical examples: = Example 1: service point remake by @salival //src: service_point.sqf, line 39 - original // ---------------- CONFIG START ---------------- diag_log "Service Points: loading config..."; // general settings _folder = "scripts\service_points\"; // folder where the service point scripts are saved, relative to the mission file // Now you can change it to: _folder = [__FILE__,true] call fnc_IBEN_base_ROOTer; // this addon needs "\" at the end of path, so we set second argument (zero based option) "true" = Example 2: your custom addon (or more structured addons uses default Epoch files) // Create global variable: MyAddonROOTfolder = call { // ... code from fnc - see bellow }; // ... or MyAddonROOTfolder = [__FILE__] call fnc_IBEN_base_ROOTer; // and just use it as a root base for your addon. Good news is it's compiled fnc so you can use it anywhere, right? === How it looks like? // =========================================================================== // FUNCTIONS LIBRARY >> PATH MANIPULATION >> fnc_base_ROOTer.sqf // =========================================================================== // @Function name: fnc_IBEN_base_ROOTer // =========================================================================== // @Info: // - Created by @iben for DayzEpoch 1.0.6.1+ // - Version: 1.0, Last Update [2017-06-19] // - Credits: // * DayZ Epoch developers, collaborators and contributors // (thank you guys for your excellent work!) // * @Karel Moricky from Bohemia Interactive for his idea how to extract // mission root. // @Remarks: // - This is basic version of IBEN_ROOTer, which means, it's able to find // first parent folder path related to file calling this function. // Output path is relative to mission folder. // For more options look for extended version: 'fnc_IBEN_ext_ROOTer' // @Parameters: // - current file (use __FILE__ macro) | string // - zero based (true == "\", false == "" at the end of path) // zero based is optional parameter (default false) | boolean // @Prerequisities: // - none // @Example: // - #Example01: File in 'mission\a\b\file.sqf' // * [__FILE__] call IBEN_fnc_base_ROOTer; // output: path: 'a\b' // - #Example02:File in 'mission\a\b\file.sqf' // * [__FILE__,true] call IBEN_fnc_base_ROOTer; // output: path (zero based): 'a\b\' // @Returns: // - string // =========================================================================== // @Parameters Legend: // * _a = _fil // * _b = _cfg // * _c = _ext // * _d = _zeroBased // * _e = _filArrRev // * _f = _start1 // * _g = _end1 // * _j = _bs // * _k = _start2 // * _l = _end2 // * _r = _result // =========================================================================== // IBEN_fnc_base_ROOTer = { // #define __IDEBUG__ private ["_a","_b","_c"]; _a = toArray (_this select 0); _b = toArray (str missionConfigFile); _c = count (toArray "description.ext"); private "_d"; // _d = false; _d = [false,_this select 1] select ((count _this > 1)); // Reverse _a array, shorten it for speed by cutting virtual path private ["_e","_f","_g"]; _e = []; _f = ((count _b) - _c); _g = ((count _a) - 1); private "_i"; for "_i" from _g to _f step -1 do { _e set [count _e, (toString [_a select _i])]; }; // Find first backlash character position from reversed arr (_e) private "_j"; _j = _e find "\"; // Manage zero based find by user decision _j = [_j + 1,_j] select (_d); // Exit script if backslash wasn't found (already in root) if (_j < 0) exitWith { diag_log format [ "=== [DEBUG] 'IBEN_fnc_base_ROOTer' refused path export! You are loading file [[ %1 ]] from MPMissions root - you don't need to use this function." ,__FILE__ ]; }; // While we know last backlash position (or first in reversed file array), // export string with clean first parent folder path (relative to MPMission folder) private ["_k","_l","_r"]; _k = _j; _l = ((count _e) - 1); _r = ""; private "_y"; for "_y" from _l to _k step -1 do { _r = format ["%1%2",_r,(_e select _y)]; }; #ifdef __IDEBUG__ diag_log format [ "=== [DEBUG] Addon relative root: [[ %1 ]], 'IBEN_fnc_base_ROOTer' output typeName: [[ %2 ]]. [[ File: %3, line %4 ]]" ,_r ,(typename _r) ,__FILE__ ,__LINE__ ]; #endif _r // }; // === :: FUNCTIONS LIBRARY >> PATH MANIPULATION >> fnc_base_ROOTer.sqf :: END === That's it... Have Fun, stay cool! Cheers... ===
×
×
  • Create New...