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#1 Posted at 2015-01-18 12:38        
     
So i really want to use the BIS_fnc_getUnitInsigia and BIS_fnc_setUnitInsignia commands to place unit patch's in my mission. the problem is they will show up for a second then disappear on there own for no reason or if some one uses VAA or BIS_fnc_arsenal function to get gear.

I don't know if its the way i am calling it or not, i have tryed setting the command in the units init i have tryed to place it in a radio trigger to call it both crap out in MP don't know of a work around does anybody ells have any ideas?

in the description.exe i have something like this


and i am currently firing it by a radio trigger with this in the on act

this next part is not tested yet but may fix part of the problem
[[Reaper1,"2MDlogo"], "BIS_fnc_setUnitInsignia", nil, true, true] call BIS_fnc_MP;

so is this command just buggy or broken?

here is the links i have found on this subject for those wanting to do this as well
https://community.bistudio.com/wiki/Arma_3_Unit_Insignia
https://community.bistudio.com/wiki/BIS_fnc_getUnitInsignia
https://community.bistudio.com/wiki/BIS_fnc_setUnitInsignia

any help on this will be GREATLY APPRECIATED!

This post was edited by shadowmarine578 (2015-01-18 14:28, 1004 days ago)


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#2 Posted at 2015-01-18 13:15        
     
As the person who probably struggled more with BIS_fnc_xxxUnitInsignia than anyone, I'm going to tell you that yes, the insignias are very broken because BIS taking the same system they already have in squad urls since Arma 2 and implementing it whould be too much work(!).

There are also some mods that break insignias for no reason (MCC and some other mods). Though these mods don't let them appear at all unlike your problem. If they disappear couple seconds after being put you might have just found a whole new bug to them!

For the Virtual Arsenal thing, there is a thread about that in the BI forums, you can get the solution there.

Sometimes I like to think as I started the whole "earplugs" thing.

W0lle: The only advice I can give you is: Do not try to understand BI. You will not succeed and it only makes your brain go boom. I would even go so far and say that not even they understand their own actions :-D.

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#3 Posted at 2015-01-18 14:51        
     
I have been issues recently with BIS_fnc_setUnitInsignia, it worked perfectly before but as you have said now it seems to be completely broken.

Also it would be nice if BIS had some kind of dedicated engine implementation for this, the squad url might work as you were saying although I think that is really in need of a revamp as well :-P

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#4 Posted at 2015-01-18 14:56        
     
this next part is not tested yet but may fix part of the problem
[[Reaper1,"2MDlogo"], "BIS_fnc_setUnitInsignia", nil, true, true] call BIS_fnc_MP;

It's effect is global, so doubt this will make any difference.

Sometimes I like to think as I started the whole "earplugs" thing.

W0lle: The only advice I can give you is: Do not try to understand BI. You will not succeed and it only makes your brain go boom. I would even go so far and say that not even they understand their own actions :-D.

#define getDamage getDammage

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#5 Posted at 2015-01-18 17:43        
     
# 654wak654 : As the person who probably struggled more with BIS_fnc_xxxUnitInsignia than anyone, I'm going to tell you that yes, the insignias are very broken because BIS taking the same system they already have in squad urls since Arma 2 and implementing it whould be too much work(!).

There are also some mods that break insignias for no reason (MCC and some other mods). Though these mods don't let them appear at all unlike your problem. If they disappear couple seconds after being put you might have just found a whole new bug to them!

For the Virtual Arsenal thing, there is a thread about that in the BI forums, you can get the solution there.

hey thanks 654wak654 and BrotherhoodOfHam for the link and info i am gonna keep playing with it till i get it working the right way hopefully it wont be as complex as the link is making it out to be LOL. it didn't even dawn on me that mods could be a problem :) but like i said in the first post i got it working perfectly in SP but on MP it craps out hard.

was thinking about making a loop script to call it for the units every 1/2 second but if i did that the LAG would kick our buts haha and probly make the patch flash like a strobe light.

or do u all think there would be a way to use BIS_fnc_getUnitInsignia to detect if the insignia is not in use or !alive? then just set it to call the script for each units in an array?

i don't really understand what BIS_fnc_getUnitInsignia does, i think its checking what insignia an object is useing?


Im stupid!!!!!!
lol this is what i get for not reading everything on the wiki :) ok this is what i found
this will fire the BIS_fnc_setUnitInsignia on all all machines (incl. Join In Progress)
[[player]], "111thID"], "[[BIS_fnc_setUnitInsignia]]", nil, [[true]], [[true]]] [[call]] [[BIS_fnc_MP]];

then i need to set up a Eventhandler for respawn to apply the code again to all machines. (im not sure how to do this)

so if a player joins/dies or access there Virtual Arsenal thing it will remove the insignia from ALL MACHINES. so as you can guess in a MP game the events above happen ALOT so it make since that it will render my insignia then disappear.


This post was edited by shadowmarine578 (2015-01-18 18:23, 1004 days ago)