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Lester

ASC - small addons

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Today the ASC Addon Team presents 3 small and helpful addons called:

ASC_Core

ASC_Markers

ASC_EU_Lights

The ASC_Core stands for our base routines and functionalities and will be extended from time to time.

Beside our internal stuff it contains the following helping hands:

(Please have a look in the example missions how to use them)

C130 'Module'

gives a easy but flexible HALO handling for MP Coop Games

Task Targets

allows you to define zones in there the players can see what targets are done/undone

Jukebox

is a small routine would play music from a playlist

Sound Media Player

is a helping dialog to test all the actual integrated sounds or music by any active addon

The ASC_Core needs Armed Assault II : Operation Arrowhead or Combined Operations

and also CBA (Community Base Addons)

<ASC_Core Download>

<ASC_Core Mirror - Armaholic>

The ASC_Markers brings you the following things

- all vehicle icons as marker symbols

- additional marker colors

- some special 'markers' (ingame invisible objects would can detected by commands)

- invisible targets

- a Playermarkers script to show Markers of all playable units in MP or the player group in SP (nice for Coop games), when in vehicle only the driver is shown.

- a Vehiclemarkers script to show selected objects with/without names whichcan be unshown via varameters or Trigger zones.

(Please have a look in the example missions how to use the scripts)

The ASC_Markers needs Armed Assault II : Combined Operations !

<ASC_Markers V1.01 Download>

<ASC_Markers V1.01 Mirror - Armaholic>

<ASC_Markers V1.01 Mirror - Combined Arms>

The ASC_EU_Lights is our solution for editor placeable lamps, you can drive or fire at them to turn them off.

All Lampholders are in there in two orientations, allways vertical or slope to the ground to give a vintage outfit.

Additional we've build a blue variant of the runwaylights like they are used on military NATO airfields.

ASC_EU_Lights_s.jpg

<Large Picture>

The ASC_EU_Lights needs Armed Assault II : Combined Operations !

<ASC_EU_Lights V1.01 Download>

<ASC_EU_Lights V1.01 Mirror - Armaholic>

<ASC_EU_Lights V1.01 Mirror - Combined Arms>

Edited by Lester

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Great stuff... Thanks for making and sharing!

/KC

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its always the small things that never get noticed :) ... great addition!

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I can hopefully soon finish my MP Mission that uses most things in it.

And with it the release of action hud that also gives stamina information when using ACE Mod.

-- ASC --

MCPXXL

Edited by MCPXXL

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Excellent set of mods. I like them all, particularly the asc weapons. Thanks very much for sharing.

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Tested the Lights in the editor - everything is working.

But on a server in MP the lights are on - but they don´t maky any shine or glow. Under the streetlight it is as dark as without any lights. Any suggestions or did i missed something?

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Tested the Lights in the editor - everything is working.

But on a server in MP the lights are on - but they don´t maky any shine or glow. Under the streetlight it is as dark as without any lights. Any suggestions or did i missed something?

:eek: After work i take a look about it.

I'm never tested it in MP of cause creating an objekt on the server should bring the object and all of the properties to all clients.

In that case i have to rethink my routines a bit and use another more extensive idea for the lights. ;)

Edit:

Problem found, a new version comes the next days. ;)

Edited by Lester

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Changed Versions online ( links in the first Post! ):

ASC_EU_Lights

V1.01 - fixed: no lightsources on clients in MP

ASC_Markers

V1.01 - minor changes in 'special markers' icons (for orientation)

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Hello,

Firstly, thanks for these good-looking lights!

Now, could someone explain how to tie these lights to a generator and disable them all by deactivating or destroying a generator? I'd be much obliged.

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Hello,

Firstly, thanks for these good-looking lights!

Now, could someone explain how to tie these lights to a generator and disable them all by deactivating or destroying a generator? I'd be much obliged.

The easy to use method is to make all lightpoles some damage like this following, i think a value of 0.1 should be help :rolleyes:
{ _x setdamage 0.1 } foreach [LP1,LP2,LP3,LP4,LP5];

If you want to know the complex method i have a look when i'm back @home. ;)

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Hmm, so make a trigger where destroying a generator ("!alive generator") will trigger that damage code. Nice and simple, im gonna try it out. Thanks! :)

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No doubt a stupid quesion, but Where are the lights supposed to be in the editor? I have added the addon, but can't find it anywhere.

I always played vanilla :)

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first off:

Thanks for creating this!

makes arma-life a bit easier :)

While playing around with the HALO template i got 2 small issues:

First:

My mission has 2 different groups of playable units.

One will halo in and the other one will start on ground at their outpost.

If i test the group starting on ground i get a hintC a few sec after missionstart. I have to klick it away and it kind of distroys the atmosphere.

That happens even if i put

this setVariable ["ASC_Halo", false, true];"

in the initlines of the ground-group.

Starting in HALO group works fine.

Second:

I noticed the random starting position of the c130 will only work if i put the ASC_C_HaloRNDPos variable on top in init.sqf.

First i got them below the following lines:

waitUntil { isServer || !isNull player }; 
waitUntil { !isNil "BIS_MPF_InitDone"}; 
waitUntil { BIS_MPF_InitDone}; 

//====Init BIS Functions -> Functions Module reqired==============================
waitUntil {!isNil "bis_fnc_init"}; 

and random HALO positions did not work.

Then i put the ASC_C_Halo vars on top in init.sqf and it worked fine.

Perhaps this could be writen in the comments.

I tested in editor preview and hosted game.

Not on a dedi by now.

Greetings!

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i have the same problem like MadMike ,but in SP.In editor exactly.The problem arises when i use attachTo for light to place it,but not always!??

example: i put attachTo [obj,[-10,25,10] -IT WORKS,but, attachTo [obj,[-100,25,10] -DONT.So when i change Y or X axsis for some value it stop to give light,just like MadMike says..Please help,four days editing is depend on this..

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