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l etranger

VTS 4.0 - Live Multiplayer Mission Creating Tool for A3

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It is useful having it in .. so that you can see the whole squad at a glance, then if you want to be specific you put the centre of the circle on them.

Any luck on the PiP stuff that Gonza was looking at ? And further any thoughts on other user scripts being picked up automatically by the computer and put into globalconfig?

EDIT FOR FUTHER PLAYTESTING

The map flickers (gets bigger and smaller) when ctrl+mousewheel is used to get the radius bigger. Bug ?

Edited by Kremator

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It is useful having it in .. so that you can see the whole squad at a glance, then if you want to be specific you put the centre of the circle on them.

Any luck on the PiP stuff that Gonza was looking at ? And further any thoughts on other user scripts being picked up automatically by the computer and put into globalconfig?

The map flickers (gets bigger and smaller) when ctrl+mousewheel is used to get the radius bigger. Bug ?

-Pip is not reliable in multi camera switching environement

-There's currently no command to scan files, maybe a simplified file referencing the files could be added

-Unfortunately engine map control can't be disabled so you have to highjack it if you don't want to have the scale change on it

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As part of the 'leave no man behind' is it possible to also make it that ALL dead can be dragged/carried. Further COULD there be an option to revive dead AI soldiers too ?

PS Thanks for your answers above mate !

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Dragging is quite useful. Carried, I'm not sure about that one. Dragging frozen dead corpse, dude what are you thinking !? :butbut:

Why not. AI aren't player and dying to corpse object which are different than unit object, it becomes tricky if you want to get the loadout of a corpse, and you can't drag physx corpse. But what kind of operation it would be?

On good next feature would be a vts_ismobilespawn.

Edited by L etranger

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Shame on the dead AI that ragdoll! The reason I wanted to do it would be for authenticity of battlefield clearance.

Further playtesting: working on accurate placement of items. I'm finding the LMB/RMB and mousewheel turning/placing a little clunky (and not really accurate). Is there an alternative smoother placement? Perhaps a SNAP-TO floor/wall etc ?

Edited by Kremator

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I do love playing with corpse to.. wait what...

You can use shift key to have more precision.

If only we could have an intersect that give back the position where it intersect.

Next version change log WIP :

-Kill everything is now in 2D radius (so you can kill flying helicotper with a 5m brush)

-Improve groups data : Also show current selected unit in the group and health is now concatenated to avoid line jump with big class name.

-Reorganized folders inside pbo.

-Made customs scripts easier to be imported inside the mission (mods\scripts).

-Made it easier to change default used units per side ( see inside mods\, so you shouldn't have to change all the unit in mission editor one per one).

-Added a server benchmark on the gm interface.

-Improved : cloning, now clone group is handled by server and cloned units also obtain var name

-Fixed all interface texts stealing button focus due to a too large area.

-Improved buttons tool tip description.

-New feature : Group manager interface, to easily create group (active if Group change is allowed : true by default)

-Added a group count on the GM interface (for each side).

-Improved respawn system : Player should now be waiting for revive at the good Z position (before you were only on the ground even in building).

-Improved : All tools should now work in 2D radius on mini map (easier to manipulate flying vehicle or unit on roof with very small brush radius).

-Improved taxi system : Added a stop action inside the vehicle.

-Improved feedback message when successfully creating VTS object (such as VIP, target, ied etc...).

-Fixed : Starting the mission with no equipment, also remove NV goggles now.

Edited by L etranger

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Excellent mate! Good news!

Yeah it is a little morbid playing with corpses, but I think it will make it a little more milsim :) Is there any way to put the full UPSMON into VTS?

Many thanks for continuing to make this THE best tool in the ArmaVerse!

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-Made customs scripts easier to be imported inside the mission (mods\scripts)

Excellent ... I'll not ask how, but will wait until the next beta (can't wait !)

On the more precise placement ... I'm not seeing too much of a difference holding down shift L'Etranger. Could you have a look at that mate.

Also have you seen the inidb thread where you can now save everything without using MySQL? Is this something you could use ?

Keep coding, you coding guru god !

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Working fine, are you using left shift ? as said in the Help? Right shift doesnt work

Anidb is an interesting wrapper, I'm already using profile spacename to save shop loadout config. They are persistent through VTS session.

RTFM ;)

Btw if some help message are not accurate or outdated let me now.

Edited by L etranger

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A little video to show Load & save feature

I love this tool

if you want to create my example base this is the text file.

[[2,true,"OBJECT","Object","Building","Land_Mil_WallBig_4m_F",9,"AWARE","LIMITED","",0.3,"NO CHANGE",22,50,[2998.79,1893.93,-0.530365],[2999.04,1894.59,-0.595871],"",""],[2,true,"OBJECT","Object","Building","Land_Mil_WallBig_4m_F",9,"AWARE","LIMITED","",0.3,"NO CHANGE",22,50,[3002.44,1892.48,-0.545868],[3002.63,1893.13,-0.719467],"nom_v_s1",""],[2,true,"OBJECT","Object","Building","Land_Mil_WallBig_4m_F",9,"AWARE","LIMITED","",0.3,"NO CHANGE",67,50,[3004.94,1890.41,-0.777527],[3005.44,1890.54,-0.740692],"nom_v_s1",""],[2,true,"OBJECT","Object","Building","Land_Mil_WallBig_4m_F",9,"AWARE","LIMITED","",0.3,"NO CHANGE",56,50,[3006.56,1886.74,-0.94519],[3007.23,1887.17,-0.28093],"nom_v_s1",""],[2,true,"OBJECT","Object","Building","Land_Mil_WallBig_4m_F",9,"AWARE","LIMITED","",0.3,"NO CHANGE",67,50,[3008.24,1883.67,-1.09483],[3009.11,1883.75,0.14061],"nom_v_s1",""],[2,true,"OBJECT","Object","Building","Land_Mil_WallBig_4m_F",9,"AWARE","LIMITED","",0.3,"NO 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CHANGE",34,50,[2990.65,1901.56,-0.0971527],[2991.04,1901.93,0.0313873],"nom_v_s1",""],[2,true,"OBJECT","Object","Building","Land_Cargo_Patrol_V2_F",19,"AWARE","LIMITED","",0.3,"NO CHANGE",214,50,[3001.96,1889.32,-0.593826],[3001.27,1888.28,-0.593826],"",""],[2,true,"OBJECT","Object","Building","Land_Cargo_Patrol_V2_F",19,"AWARE","LIMITED","",0.3,"NO CHANGE",214,50,[2988.14,1900.97,-0.961395],[2987.45,1899.93,-0.96138],"nom_v_s47",""],[2,true,"OBJECT","Object","Building","Land_Cargo_Patrol_V2_F",19,"AWARE","LIMITED","",0.3,"NO CHANGE",135,50,[2964.54,1884.71,-0.499496],[2965.42,1883.83,-0.499496],"nom_v_s47",""],[2,true,"OBJECT","Object","Building","Land_Cargo_Patrol_V2_F",19,"AWARE","LIMITED","",0.3,"NO CHANGE",360,50,[2990.48,1850.58,-0.492813],[2990.49,1851.83,-0.492813],"nom_v_s47",""],[2,true,"OBJECT","Object","Building","Land_Cargo_HQ_V2_F",15,"AWARE","LIMITED","",0.3,"NO CHANGE",157,50,[2964.77,1858.74,0.69986],[2965.21,1859.76,0.699875],"",""],[2,true,"OBJECT","Object","Building","Land_Cargo_House_V2_F",11,"AWARE","LIMITED","",0.3,"NO CHANGE",270,50,[2958.53,1870.1,0.90358],[2959.51,1870.1,0.903564],"",""],[2,true,"OBJECT","Object","Building","Land_Cargo_House_V2_F",11,"AWARE","LIMITED","",0.3,"NO CHANGE",67,50,[3007.32,1877.12,1.15094],[3006.42,1876.74,1.15092],"nom_v_s52",""]]

Edited by gonza

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Cheers gonza. Are you also coding this with L'etranger still ?

This mission just keeps getting better and better. And this is with it being AWESOME in Arma2!

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No, I have doing nothing on this version for arma 3

L etranger take the lead of the development since a long time now.

And I'm really happy for that.

He made an incredible work (far much better than i could made --> No time (three children and big work))

For now my work is just to play VTS with him.

Bug-report, propose (just propose) some new features, and made little videos...

With our team we like to play arma coop missions but for one good mission found, how many poor missions tested (bug, balance the AI power...), and how many boring time spend...

Mission making is great but it s to long to create goods missions (just to play on it one time), and it's difficult to balance the AI power.

So VTS is our solution to spend good time every time we start Arma with a minimum investment (for the gamemaster not for L etranger ;)).

With VTS you can spend less than 10 minutes to create a good complex mission and play on it during 3 or 4 hours with your team. (efficiency)

Edited by gonza

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I have to agree that VTS is the best mission I have ever played! I just love the flexibility.

Here is an idea then.... Is it possible to restrict a slot as a BASE BUILDER slot, so that they can not spawn troops, but only buildings and items? Or even to extend this idea to the shop idea and set a limit of money for the base items.

EDIT: I've been posting in the forums about Domz's High Command Extension and it is wonderful for players to use, however it seems to overwrite the 0-8 menu for players :( Is there another method that players can access these settings? An addaction perhaps ?

EDIT2: Been thinking about respawn protection (so that players have SOME safety) and found this in another thread.

_shield = "ProtectionZone_Invisible_F" createVehicle _position;

Possible to add this to respawn marker L'etranger ?

Edited by Kremator
further playtesting

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-Removing the communication menu, mean having it in an interface...

-No base builder slot. Maybe a build menu from the shop in a far Future. And it would require : Building with icons & picture (like the warfare one).

-Those areas are a cool feature from Bohemia. And as building type, they can be spawned by GM. I don't thinks its a good idea to bind them to spawn point as it would force players to put the spawns away from combat due to the size of those shapes and the drastic effect they can have on some kind of sceneria.

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I was thinking more of a base respawn. For the mobilerespawn you wouldn't have the protection on it.

No problem on the other ideas. They are just ideas. The base builder was just using partial GM functionality, with just the troop spawning parts hidden. Regaring the comms menu, I don't know how hard it would be to put it onto 0-9 custom menu.

I'm going to have to get a new keyboard as my F5 is being worn out looking for updated versions of VTS :)

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New patch gives errors, tasks do not work. hopefully it will be updated.

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New patch gives errors, tasks do not work. hopefully it will be updated.

By task, do you mean the GM placeable Tasks for side ? or the "Loading Data" information ? In case of the lastest, ignore the message about this being obsolete.

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Yes it does have weather control, however the weather in the alpha is still screwy so it's not working to its fullest extent.

Waiting with F5 on next batch of goodies :)

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it gives the new error about not using the old method of setting tasks, but then you cannot complete the tasks (success/fail) it gives an error. worked fine pre patch. Ive been working very alot with this on our serevr over the past few days and thats the only one i noticed that was patch related.

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it gives the new error about not using the old method of setting tasks, but then you cannot complete the tasks (success/fail) it gives an error. worked fine pre patch. Ive been working very alot with this on our serevr over the past few days and thats the only one i noticed that was patch related.

I don't have any issue with setting Task to Success or Fail, they change color and are updated. Can you give me a step / step repro?

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