SavageCDN 231 Posted September 22, 2014 Really great mod thanks for the update :) Share this post Link to post Share on other sites
x39 101 Posted September 22, 2014 Really great mod thanks for the update :) With the next update i will add a name&rank displaying module ^^ then its rlyepic :F Share this post Link to post Share on other sites
SavageCDN 231 Posted September 22, 2014 Like a "look at the player, see their name and rank above their head" module? Share this post Link to post Share on other sites
x39 101 Posted September 22, 2014 Like a "look at the player, see their name and rank above their head" module? More like "50 meters and you see the names" module Join my a3 server for a propper example (just search unitedtacticalforces.de ) Greets x39 Share this post Link to post Share on other sites
SavageCDN 231 Posted September 22, 2014 Ah yes... ALiVE has a similar feature although you can select display when < distance or only when looking directly at the player Share this post Link to post Share on other sites
x39 101 Posted September 22, 2014 As im now at home i can share the script (no module required) variant with you guys: spawn { if(!isDedicated && hasInterface && isNil "X39_XLib_ShowFactionNamesAndRank_EH_Draw3D") then { FONTSIZEBASE = 0.1; X39_XLib_ShowFactionNamesAndRank_VAR_displayColor = [1,1,1,1]; X39_XLib_ShowFactionNamesAndRank_EH_Draw3D = addMissionEventHandler ["Draw3D", { { if(side _x == playerSide) then { if(!lineIntersects[getPosAsl _x, getPosAsl player, _x, player]) then { _dst = (_x distance player); _size = 1 - (_dst / 100); _pos = position _x; _pos set[2, (_pos select 2) + 2.25]; if(_dst < 50) then { drawIcon3D [format["\A3\Ui_f\data\GUI\Cfg\Ranks\%1_gs.paa", rank _x], X39_XLib_ShowFactionNamesAndRank_VAR_displayColor, _pos, _size, _size, 0, name _x, 0, FONTSIZEBASE * (_size * 0.5), "PuristaSemibold"]; } else { drawIcon3D [format["\A3\Ui_f\data\GUI\Cfg\Ranks\%1_gs.paa", rank _x], X39_XLib_ShowFactionNamesAndRank_VAR_displayColor, _pos, _size, _size, 0, "", 0, 0, "PuristaSemibold"]; }; }; }; false }count nearestObjects[position player, ["CAManBase"], 100]; }]; }; }; just throw this into the init.sqf and it is doing the trick ^^ to the customization of the module: yeah ... probably it will also receive a cursorTarget solution ^^ Share this post Link to post Share on other sites
Guest Posted September 23, 2014 Thanks a lot for informing us about the new version mate :cool: Release frontpaged on the Armaholic homepage. XLib v1.2.4 ================================================ We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
SavageCDN 231 Posted September 23, 2014 (edited) to the customization of the module: yeah ... probably it will also receive a cursorTarget solution ^^ Might be a good idea.. .with ALiVE there has been feedback with regards to this and some players found the floating names annoying and preferred the "only show when looking at player" option. :) Edited September 24, 2014 by SavageCDN Share this post Link to post Share on other sites
x39 101 Posted October 3, 2014 Release 1.2.5 Download http://cloud.unitedtacticalforces.de/public.php?service=files&t=8dcfc1a04c504fd8fac4f3374433ca9e Changelog 1.2.5 ADDED |- reduntant function X39_XLib_fnc_scalarToBool (exists also as X39_XLib_fnc_intToBool) \- "Display Name/Rank" Module --> Displays name (up to 50 meter) & rank (up to 100 meter) of any unit on the side of the player on the HUD FIXED \- InsurgencyModule groupRecreation if old group got deleted was not creating a RED;COMBAT group REMOVED CHANGED \- GarbageCollector module icon Additional notes New "Display Name/Rank" module has following parameters: Color - Sets how the color should be in the format: [Red,Green,Blue,Alpha] Allow Intersection check - Adds some immersion to the game (default no because armas intersect command is kinda odd ...) Disallow areal display - Only show rank/&name when directly looking at a faction unit Show Rank - Sets wether to display or not the rank Allow rotation of rank image - Rotates the image (fake rotation using 'abs sin (time * 100)') Name display range - Sets how far the name is visible (needs to be < rankDisplayRange) Rank display range - Sets how far the rank is visible (needs to be > nameDisplayRange) Share this post Link to post Share on other sites
sonsalt6 105 Posted October 4, 2014 New update v1.2.5 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
Drifter 167 Posted October 4, 2014 Hello. I have been testing this addon on our servers. Also in singleplayer and editor, the addon works fine, no problem. But when we try it on our servers, multiplayer with 2 or more players, the enemies are non-stop spawning in constantly unlike in singleplayer, (the enemies stop spawning when your in the grid or around buildings in singleplayer/editor and when your by your self in multiplayer), even when your right around a corner or in the same compound, and the grid won't turn green, we search for a while around the grid, all enemies are down, but again they respawn instantly in the same buildings over and over, and this only happens when theirs more than 1 person in the area in multiplayer. Not sure if this is a common problem, but I'm sure its a problem on my side, if anyone can help that would be great, I look forward to this addon. If anyone needs a video I can try to record us playing it. Thanks Share this post Link to post Share on other sites
Guest Posted October 8, 2014 Thanks a lot for informing us about the new version mate and sorry for the delay :cool: Release frontpaged on the Armaholic homepage. XLib v1.2.5 ================================================ We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
neodyn 14 Posted November 4, 2014 (edited) Is it possible to set the eq. "MUPP (Max Units Per Player)" option for the "X39 GM Insurgency Module" on mission start as option parmater like described on https://community.bistudio.com/wiki/Arma_3_Mission_Parameters? If yes how ca i do this? Thanks Edited November 4, 2014 by Neodyn Share this post Link to post Share on other sites
x39 101 Posted November 4, 2014 Is it possible to set the eq. "MUPP (Max Units Per Player)" option for the "X39 GM Insurgency Module" on mission start as option parmater like described on https://community.bistudio.com/wiki/Arma_3_Mission_Parameters?If yes how ca i do this? Thanks Currenlty? No but i could extend the module (or to be more precise, add another module) which makes that possible greets X39 Share this post Link to post Share on other sites
neodyn 14 Posted November 5, 2014 Currenlty?No but i could extend the module (or to be more precise, add another module) which makes that possible greets X39 Wow, this would be great. This feature would give us more individuality for running an Insurgency. If you need a tester for this feature, i'll do that for you. :cool: Share this post Link to post Share on other sites
Guest HellGhost Posted January 21, 2015 Hi, That's surely a nice mod, but I must say I can't know it. Actually, I try to use the XLib + XTactical Hud, but having always the same error at launch : "Arma 3 include file X39_MS2_Scripting\Functions\HitZones\hitZones.hpp not found" So, I can't even launch the game with the mods. Too bad, the TacticalHud seems to be really usefull. Share this post Link to post Share on other sites
x39 101 Posted January 30, 2015 (edited) Hi,That's surely a nice mod, but I must say I can't know it. Actually, I try to use the XLib + XTactical Hud, but having always the same error at launch : "Arma 3 include file X39_MS2_Scripting\Functions\HitZones\hitZones.hpp not found" So, I can't even launch the game with the mods. Too bad, the TacticalHud seems to be really usefull. very strange will check it asap (about today) issue located seems like i forgot to remove some XMS2 artifacts while updating the debug.hpp im very sorry for the late reply on this issue (fix is currently being built and will be released today!) Edited January 30, 2015 by X39 Share this post Link to post Share on other sites
Guest HellGhost Posted January 31, 2015 I see that you find how to fix the problem I reported. That I find strange, is that apparently, it happens to me but not specially to others, right ? Even using the whole library of your mod, that I forget to informed you. That's great, I'll download again and test this. Thanks for your work. Share this post Link to post Share on other sites
x39 101 Posted February 5, 2015 I see that you find how to fix the problem I reported.That I find strange, is that apparently, it happens to me but not specially to others, right ? Even using the whole library of your mod, that I forget to informed you. That's great, I'll download again and test this. Thanks for your work. as said ^^ it was XTacticalHud which is baerly used if you spot another bug, simply report it to the forum or (better as i get a mail then and not checking the forum on a that regular base anymore) at the github page of the specific mod (visit https://github.com/X39?tab=repositories for the repositories) Share this post Link to post Share on other sites
handsmahoney 10 Posted February 8, 2015 I'm having an error now when I try and start ArmA - it's saying "Include file X39_XLib_ModProperties\modPropertiesIncludes.hpp not found" How do I correct this? I can't launch the game. Share this post Link to post Share on other sites
x39 101 Posted February 8, 2015 I'm having an error now when I try and start ArmA - it's saying "Include file X39_XLib_ModProperties\modPropertiesIncludes.hpp not found"How do I correct this? I can't launch the game. download the mod again X39_XLib_ModProperties is a pbo in XLib so either your XLib installation is corrupt or you use another mod using XLib as ref. but having an outdated installation Share this post Link to post Share on other sites
handsmahoney 10 Posted February 8, 2015 Thanks. I completely deleted all my XLib folders and did a fresh install Share this post Link to post Share on other sites
SavageCDN 231 Posted February 25, 2015 Been a while but had a chance to play around with this again.. love the Insurgency module stuff. A suggestion - instead of a module to prevent INS objects from spawning in an area have you considered the opposite? A module that spawns INS objects ONLY in that area? I ask because for certain maps it would be easier to whitelist one or two areas instead of blacklisting a bunch. Thanks again for this great mod! Share this post Link to post Share on other sites
x39 101 Posted February 25, 2015 Been a while but had a chance to play around with this again.. love the Insurgency module stuff. A suggestion - instead of a module to prevent INS objects from spawning in an area have you considered the opposite? A module that spawns INS objects ONLY in that area? I ask because for certain maps it would be easier to whitelist one or two areas instead of blacklisting a bunch.Thanks again for this great mod! problem with that idea is how the module has been created in its concept (it scans the ENTIRE map in first place ... so the "add" module can be kinda tricky) ((the funny thing is ... the module was just a "proove of concept" module :F also not many know about it so its kinda "insider" thingy ^^)) it will be rewritten in close future anyway ... tickets for that might be rased after next XMS2 release Share this post Link to post Share on other sites
SavageCDN 231 Posted February 26, 2015 (edited) You're right about not many people knowing about it (compared to say XMS) I'm amazed it's not used a lot in missions. Another question for you.. I noticed after a few squares spawn in the units seem to move to formation as if they were part of a group (the one I saw had 8-10 members in the group). So units spawn in the buildings but then move out to form up in a wedge behind the leader. It doesn't seem to happen all the time (or at least I haven't noticed if it does). Is this normal behaviour? It seems to me the units should be in 1 man groups instead? edit: now that I think of it I may have had ASR_AI enabled as well... which might affect the grouping Edited February 26, 2015 by SavageCDN Share this post Link to post Share on other sites