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You need to ENSURE you have the 2 keys labeled:
#1 - Start The 'HelpMe Mod' - (Example, mine is ALT-HOME)
#2 - Terminate HelpMe Mod - (Example, mine is ALT-END)
DEFINED/SET!
To my knowledge, all mods are ALWAYS 'loaded'. They can be 'unloaded' though. Personally, I have not seen this, it CAN be done though.
What happens to my mod and others at times, is the menu(s) 'go away'. By using the #1 key listed above, you can 're-activate' the mod with NO LOSS in 'values' set by the mod, such as a gear load-out that you saved, or the 2 positions that you can 'remember', etc. They are still there. The #1 key is just 'loading the items into the Action Menu'.
Just use the #1 key and BAM! You're back in action! :)
This 'issue', is why you see in the 'Added Mods' menu items like the 'Reactivate The Ear Plug' or the 'Reactivate The Mag Repack'. These two scripts are NOT mine.
SOMETIMES, they also do not 're-start', thus why you can start them 'manually' if needed, and at times, I have to. Sometimes those 3rd party mods re-start, sometimes they do not. Without my mod, then you would have to play without those mods no longer working or start a new game...and that stinks and I got tired of that too! ;)
You also see this in mission where you can respawn or on missions where you can save/load a mission. This is a 'common' issue.
Just set and use the 'Start HelpMe Mod' key and you will be good to go!
As a note, I THINK you can resume a saved game which did NOT have those keys set.
Load the saved game, define those keys, they everything will work (I think).
Make sure you read the FAQ section as I did cover this problem because it is a common issue with many mods! :)
Any more issues, let me know and thanks for using it!
:)
*****************
When you 'turn it on', it will run until you turn it off. When ON, it runs the following:
SwimFastScriptHandle = [] spawn {
while {SwimHillActive > 0} do {
if (underwater player) then {
if (SwimHillActive == 0) exitwith{};
player setAnimSpeedCoef 5;
} else {
overLand = !(position player isFlatEmpty [-1, -1, -1, -1, 0, false] isEqualTo []);
gradAngle = [getPos player, getDir player] call BIS_fnc_terrainGradAngle;
if ((overLand && gradAngle >= HillUp) or (overLand && gradAngle <= HillDown)) then {
if (SwimHillActive == 0) exitwith{};
player setAnimSpeedCoef 3;
} else {
player setAnimSpeedCoef 1;
};
};
};
};
*****************
The script just checks to see if you're going up a hill and if so, set the units animation speed to 3 (5 for water).
'HillUp' and 'HillDown' are variables that are set when the mod is started:
Code:
HillUp = 10;
HillDown = HillUp * -1;
So if the hill is greater than 10 degrees (going up) OR less than 10 degrees (-10, going down), then and ONLY THEN is the script 'triggered' and then 'ran'.
The only ARMA command that is used that affects you/your team is the 'setAnimSpeedCoef' command. See: https://community.bistudio.com/wiki/setAnimSpeedCoef
The only other 'ARMA' thing is: 'BIS_fnc_terrainGradAngle'. This just gets the angle that unit is standing on. See: https://community.bistudio.com/wiki/BIS_fnc_terrainGradAngle
So if the angle is <-10 or >10 (such as -23 or 13), then and only then is the line executed: 'player setAnimSpeedCoef 3' = Run faster
And if the angle is between -10 and 10, then and only then is the line executed: 'player setAnimSpeedCoef 1' = Run normal
NOTHING ELSE HAPPENS.
My mod runs the same script for you and/or your team.
This is why I said this should NOT fix your problem. I put this stuff up to give you a glimpse of how things work as to better understand of things. :)
NOT saying you're dumb or anything like that, rather its an opportunity to enlighten you on this. :)
I am still suspect of a 'bad mod' that you're using. It SEEMS like SOMETHING is setting the 'setAnimSpeedCoef' to ZERO. While I have not tried this, I THINK a value of zero will 'freeze' the unit. This explains why when you run this script and turn it off, it starts working, as my mod 'resets' this value back to its default value of 1.
My mod used the command 'setAnimSpeedCoef' 12 times and all 12 are for the hill climbing script and nothing else.
So, you have some 'funky mod' somewhere causing this. My mod just 'fixes' an error caused by another person/script.
I hope this gives you some insight on how this works as well as some knowledge of ARMA scripting commands!
Thank you again for your kind words and I hope you enjoy the mod!
:)
I googled: "Armour Plate System" arma
And "Armour Plate System" arma steam
Nothing.
Second, the mod ITSELF, only puts the menu up and does NOTHING ELSE.
SO, if you're having an issue, you HAVE TO BE selecting a function to be run, such as 'god mode' or re-arming your side THEN the issue comes up.
There are no scripts within this mod that alters any type of UI, such as the ACE or any other mod. Almost all of the functions/features (98%+) are 'one time run' scripts. They do not 'linger around' running in the background, so again, I am a loss to what you state.
Third, I use ACE and have no issues.
If you could provide the link to this 'system' I will check it out. Also, download and test with this mission:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2441749355
Start ARMA with ONLY:
ARMA
CBA
ACE
And that 'system' thing
*NOTHING ELSE*
And then try to recreate, for this is all I will do too.
:)
I will be waiting on that link as well as your report on the above test!
Thanks!
I tested it with many mods, but only the combination "ACE+CBA+Armour Plate System+HelpMe" blocks options like placing explosives etc.
CBA+ACE+HelpME = Works
CBA+ACE+APS = Works
CBA+ACE+HelpME+APS = Not working
It appears you 'fixed this' yourself and it appears it is an issue with the plates and ACE.
My mod does NOTHING to ACE and the only thing it does with CBA is user defined keys. And since those are 'set up' by a unique name, this can not be the issue as well.
I noticed as well that there appear to be a LOT of issues with ACE too concerning this mod as noted by the comments for this mod.
If it is NOT fixed, please tell me what features of the HelpMe mod you're using when it 'fails'. Doing NOTHING will not cause ANY ISSUE IN ANY MOD.
I do use (as it is how it is supposed to be done) an 'eventhandler' for damage when you enable the 'god mode', so does this plate mod too, which can cause conflict. See his post, page 2: diwako [author] Nov 27, 2022 @ 11:46am - He is trying to lower it, my mod in 'god mode' is trying to reset it...so a 'battle' ensues... ;)
Also per the dev: "...This system gives each unit health points (HP) which will be reduced by incoming damage...". So, it appears you're using this along with 'god mode'. Without digging thru my code, there should be no usage of the damage eventhandler except on the player/vehicle in 'god mode'.
To be honest with you, I am lead to believe this is an issue with the mod itself. My mod just 'exposed' his bugs. Also, per the dev's own words: "...Just keep in mind the mod was created for a specific online group, it was tailor made...". This means, it was not made for 'everyone' and 'every mod'.
Good job on your solution too! How did you come up with that one as it is NOT a 'common' command! :)
If you're still having issues, let me know!
:)
As I stated, I have had no issues with the mod and ACE nor any reports concerning what you state with ACE. I am NOT saying that you are wrong.
As stated in the description: "...Now, I am not an 'ARMA scripting expert' by any means..." and this: "...This mod was started back in the days of 'Operation FlashPoint' (20 years ago). 'Loki', who wrote the first trainer for OFP, inspired me to create my own by looking at his code. Over time, every now and then, I would add 'this' or 'that' to the mod..."
Back in the days of OFP, there was basically zero documentation on how to do anything.
I know what you're talking about and that is assigning an ID for every 'add Action' command then removing such using that ID. And yes, that IS the best way. And that is why you see me say:
"Could the code be written better? YES!
It is the best way to do things? NO!"
I would have to re-write 3030 lines of code to 'fix this'...and yes, there are 3030 uses of 'addAction' in the mod. No one is paying me for this and not only would I have to rewrite all of those uses, I would have to modify other parts of the code as well. Then I would have to address 3030 different ID's too.
And just quickly thinking, I would have to remove/check 3030 ID's each time, as I would not know which would be in use or not, as some of these menus are dynamic. (This is why I checked for certain characters in the menu name.) One time, there will be 5 items, next time there may be 20. So, it would not be 3030 ID's, I would set the max to 3500. And every time a HMM menu is changed, I would have to check 3500 ID's...and this would be SLOW. I would SUSPECT it would be unusable due to the massive delays by checking 3500+ ID's every time. Just a QUICK thought on this... And why? Today I have 10 items in a menu, tomorrow, I am may have 15. Then, I would have to update things that now I do not have too now. Also, as mentioned in the 'Update Notes' before, though not 'done' yet, is the ability for YOU to add your own menu/menu items, thus making this even more of a 'mess'. Yes, it is NOT the best. ;)
Yes, I could set flags saying Menu 1 uses ID's 1-100, Menu 2 uses ID's 101 - 199, and so on. This is hard coding things and that also can make a mess. What happens when you have 105 menu items? Whoops! BIG PROBLEM! Just like I thought who would want to 'remember' more than 5 outfits? So I HARD CODED this into the mod. ONLY to find out that 10 is better than 5. BIG MESS. And now, I would like to have 25! Too much stuff to 'clean up', so I just left it at 10. I usually always avoid hard coding of anything to allow for ease in expansion - ie, planning ahead. ;)
The main problem is that HMM was never started out to be this. Things were just added over the years. If I had to start over, would I do it this way? Nope! Since this is not a job, it will have to stay the way it is.
I am sorry that you're having this issue and not using unique ID's CAN be an issue. In the 20+ years of me using this mod, in one form or another, and the 1 year it has been on Steam, you are the first to have this issue. And it is just 'too big' to go back and correct things from 20+ years ago.
Since I have no idea of what you're actually doing, I can not recreate this error. A video OR 'step-by-step' instructions using the directions from the post: Jan 28 @ 2:54pm, is needed.
If you do, and I can recreate said issue, I will attempt to 'fix' that line (or whatever I may see) and see what happens.
What concerns me is what you said:
CBA+ACE = Works
CBA+ACE+HelpME = Works
CBA+ACE+APS = Works
CBA+ACE+HelpME+APS = Not working
Fact: HMM works with ACE.
Fact: There are also many known issues with APS and ACE per the APS's own page.
Just load those mods listed above by me, and give me step-by-step instructions/video of the error happening and I will do my best to 'find a solution' if it is within my skill set... :)
Without that being done, I can not address the issue sadly...and I want to, if it is an error that I can recreate on my end.
Again, I do appreciate your time and effort in this! It is very much appreciated!
I also commend you on your skills too! Good job! You appear to be better than I am! :)
:)
https://gist.github.com/diwako/f9fce8001b61ed3c7404280f32ae430a
Once you load into the mission start clicking your left mouse button and you will see a chat message that you have clicked and you gun will not fire. After your mod has loaded you will start firing upon clicking. You will also notice on start up that there are many scroll wheel actions, and once your mod has loaded that are simply gone.
Thank you for your link.
When you add those 'keywords' to the addaction menu, yes, it will whack them as most of these are dynamic menus and I am NOT using ID's as this started over 20 years ago when basically zero documentation existed. It was all 'trial and error'.
Unless you have a simple one or two line fix, as you are WAY better at this than I am, I am afraid that it will have to be what it is.
I have over 3000 addAction items and I can not re-do the entire mod for incompatibility with one mod sadly.
If there is an 'easy fix', I would be happy to put it in, but I do not know of one.
For example:
One time the menu will be: * 123
Next time it might be: * xyz
Then: * 123xyz
It 'fluid', thus why I did what I did. As stated before, ID's are the BEST way, but this mod did not start off this way and no one has an issue, including me in 20 years.
So, again, if there is a 'easy fix', I will do it and give ya credit for it! I am not opposed to it, just opposed to a lot of work when I am not being paid for it...
Thank you for your effort as well as posting that init file too!
Let me know if you have any solutions! I am always willing to better myself as well as learning from others!
:)