Eracles 0 Posted December 12, 2020 Hello Guys, I would like to know if it is possible to block mod on a dedicated server. If you know how to do it, please let me know. Personally, I like this mod, and we use it a lot, but every once in a while we would like to cut it but some of our members are trying to cheat us and for the moment we have not found a solution. I'm searching the same solution for another client-side mod (because they switch)... Btw Keep working on it !! Best Regards Share this post Link to post Share on other sites
diwako 413 Posted December 12, 2020 1 hour ago, Eracles said: Hello Guys, I would like to know if it is possible to block mod on a dedicated server. If you know how to do it, please let me know. Personally, I like this mod, and we use it a lot, but every once in a while we would like to cut it but some of our members are trying to cheat us and for the moment we have not found a solution. I'm searching the same solution for another client-side mod (because they switch)... Btw Keep working on it !! Best Regards For DUI, you can add the cba settings to disable its features inside the mission. Then just set it for the mission to overwrite the settings of the clients. Share this post Link to post Share on other sites
Eracles 0 Posted December 12, 2020 1 minute ago, diwako said: For DUI, you can add the cba settings to disable its features inside the mission. Then just set it for the mission to overwrite the settings of the clients. Perfect ty 👍 Share this post Link to post Share on other sites
blackburnrus 31 Posted January 9, 2021 What are the pros and cons, comparing to sthud? I see that you can choose how compass looks like, and that is all the difference? Or I missed something? Share this post Link to post Share on other sites
klima 54 Posted January 10, 2021 9 hours ago, blackburnrus said: What are the pros and cons, comparing to sthud? I see that you can choose how compass looks like, and that is all the difference? Or I missed something? Essentially, there are no cons as STHud has stopped development and refer to DUI Squad Radar as a replacement. So you're only shooting yourself in the foot by sticking with STHud. A slightly more detailed answer is: DUI seems to have fixed a lot of smaller issues from STHud, has the same features as STHud and more to boot, and is highly customisable compared to STHud. 1 Share this post Link to post Share on other sites
Rich_R 1087 Posted January 12, 2021 On 1/9/2021 at 5:48 PM, blackburnrus said: What are the pros and cons, comparing to sthud? I see that you can choose how compass looks like, and that is all the difference? Or I missed something? This is one of those mods you have to just get in and play with. There are different compass styles, font sizes for names, whether or not you want the names, the options goes on and on. Just as @klima said, DUI is supported, STHud isn't any longer. Supposedly DUI has less impact on performance, so there's another plus. As Arma players, we all come across mod that we feel should be part of the vanilla game, DUI is one of those. Share this post Link to post Share on other sites
diwako 413 Posted April 1, 2021 Hey everyone, 1.9.0 is almost ready. I need some people that use TFAR to test if everything is working as expected. One of the new features is, any TFAR old or new should work now! Change log is added to workshop item! https://steamcommunity.com/sharedfiles/filedetails/?id=1617125729 2 Share this post Link to post Share on other sites
diwako 413 Posted April 13, 2021 Without further ado Version 1.9.0 has been released Changelog: Added: General - Setting to show DUI during open dialogs (#175) General - Add TFAR 0.9.12 support (#167) by mikehudak Radar - Setting for Bearing outline (#174) Radar - Setting to show bearing numbers only when driver/pilot of vehicle (#177) Nametags - Custom Group name support (#170) by BrettMayson Nametags - Add LIS check to see names inside and outside vehicles (#172) by jokoho48 Fixed: Radar - Fix ACE EOD status when integer is used (#173) Nametags - Don't show on uav (#162) Nametags - Fixed issue with fast moving vehicles and new in vehicle LIS check (#177) by jokoho48 Changed: General - Add consolidated support for custom names (see: https://github.com/diwako/diwako_dui/wiki/Custom-unit-specific-(group)-names) (#176) General - Improve spectator detection for none ACE or EGS spectators (#169) by jokoho48 Radar - Increase Proiority of Medic, Engineer and EOD for Icons (#180) by jokoho48 Translations: Chinese Simplified and Chinese Traditional Translation (#161) by YRUSoPractised Download: https://github.com/diwako/diwako_dui/releases/tag/1.9.0 https://steamcommunity.com/sharedfiles/filedetails/?id=1638341685 4 Share this post Link to post Share on other sites
diwako 413 Posted April 17, 2021 Version 1.9.1 has been released. This is a bugfix release, as it looks like some issues snuck in Fixed: Radar - Fix speaking icon being stuck for TFAR beta (#182) Nametags - Fix not showing UAVs with names (#183) by @DomT602 Nametags - use fire instead of view for lineIntersectsSurfaces (#185) Download: https://github.com/diwako/diwako_dui/releases/tag/1.9.1 https://steamcommunity.com/sharedfiles/filedetails/?id=1638341685 2 1 Share this post Link to post Share on other sites
diwako 413 Posted April 27, 2021 Hey everyone, As Arma 3 2.04 just dropped it also added sqf byte code support. That means the sqf code can be packaged precompiled into the mod. Well that sounds alright so far but why do we want that anyways? It also means the code itself can run a little faster. In general a boost in ~10% performance can be expected. 10% does not sound much, but as DUI has components that run every frame, that is kind of a huge deal. SQF bytecode is still pretty "new" (testing was already done last Arma 3 version on the profiling branch), so I am cautious to just throw the update directly to the stable branch. So I am running small RC for DUI version 1.9.2. Downloads are here, as usual the mod is signed with the same key, so you can join any server that allows that key and is not running DUI itself (pbo file hashes are also checked to ensure same version): https://github.com/diwako/diwako_dui/releases/tag/1.9.2_rc https://steamcommunity.com/sharedfiles/filedetails/?id=1617125729 7 Share this post Link to post Share on other sites
Devastator_cm 434 Posted May 9, 2021 which setting will let the ace3 ranks and names appear as they should appear (above head with custom ace3 rank symbols)? I cannot find it.. 😞 Share this post Link to post Share on other sites
diwako 413 Posted May 9, 2021 6 hours ago, Devastator_cm said: which setting will let the ace3 ranks and names appear as they should appear (above head with custom ace3 rank symbols)? I cannot find it.. 😞 Not sure what this has to do with DUI, the CBA setting for this should be "ace_nametags_showPlayerRanks = true;" Icon gets retrieved here: https://github.com/acemod/ACE3/blob/v3.13.6/addons/nametags/functions/fnc_drawNameTagIcon.sqf#L37 3 Share this post Link to post Share on other sites
diwako 413 Posted May 21, 2021 Apologies for the delay. Seems like people created pull requests for features, fixes and translations. For this I will post a second release candidate. This time with those changes + sqf bytecode support. Another reason for a second RC is simply recompilation with latest fixes from the sqf script compiler. DUI - Squad Radar 1.9.2 RC 2 Changelog: Added: General - SQF Bytecode support Radar - Added setting to change priority for icons (#191) by @johnb432 Radar - Add an option to show bearing only if the player has a GPS (#186) by @Malbryn Fixed: Nametags - Fixed nametag display inconsistency (#190) by @derbismarck Translations: Japanese translations (#187) by @classicarma Clarification for "Fixed nametag display inconsistency": Whenever the user looked a unit, and their "cursor" was over a weapon no nametag was shown. This is now fixed in an MP environment, this fix sadly does not work in SP. Downloads: https://github.com/diwako/diwako_dui/releases/tag/1.9.2_rc2 https://steamcommunity.com/sharedfiles/filedetails/?id=1617125729 Share this post Link to post Share on other sites
diwako 413 Posted June 6, 2021 Version 1.9.2 Stable has been released This release enables support for SQF Bytecode introduced in Arma 3 version 2.04. Additionally in this release: Added: General - SQF Bytecode support Radar - Added setting to change priority for icons (#191) by @johnb432 Radar - Add an option to show bearing only if the player has a GPS (#186) by @Malbryn Fixed: Nametags - Fixed nametag display inconsistency (#190) by @derbismarck General - Fix incorrect blue color on radar for diwako_dui_colors >> tritanomaly (#193) @pennyworth12345 Nametags - Fixed LIS checks in fast moving vehicles behaving unexpectedly (#195) by @derbismarck Translations: Japanese translations (#187) by @classicarma Clarification for "Fixed nametag display inconsistency": Whenever the user looked a unit, and their "cursor" was over a weapon no nametag was shown. This is now fixed in an MP environment, this fix sadly does not work in SP. Download: https://github.com/diwako/diwako_dui/releases/tag/1.9.2 https://steamcommunity.com/sharedfiles/filedetails/?id=1638341685 Share this post Link to post Share on other sites
Devastator_cm 434 Posted June 6, 2021 where can I find the info regarding the bytecode? I saw in in steprep but there are no details what it is 😕 Share this post Link to post Share on other sites
diwako 413 Posted June 6, 2021 Just now, Devastator_cm said: where can I find the info regarding the bytecode? I saw in in steprep but there are no details what it is 😕 There is basically fuck all. The script compiler used: https://github.com/dedmen/ArmaScriptCompiler Arma tools Bisign has support for it as well now. HEMTT does not atm. Share this post Link to post Share on other sites
Devastator_cm 434 Posted June 6, 2021 I dont want to spam your modpage with this but do you know the benefits of it or what did you observe in your mod after switching to it? Gives better FPS? Share this post Link to post Share on other sites
diwako 413 Posted June 6, 2021 Just now, Devastator_cm said: I dont want to spam your modpage with this but do you know the benefits of it or what did you observe in your mod after switching to it? Gives better FPS? In general, each script has roughly 10% faster run time. If you use a lot of "params" it helps even more. It basically is "free performance" if your mod has to run each frame. If your mod is just running a script each few seconds then the run time benefit is not as much in the grand scheme of things. 1 Share this post Link to post Share on other sites
lukio 18 Posted October 2, 2021 Hey diwako we are experiencing an odd issue. After some point everyone in a group has "Error: No Vehicle" on the names list and we don't see anyone in gps any more. It seems to happen when people re-spawn, then it starts to bug out. We are using Base respawn with a timer, CBA, ACE, CUP / RHS plus F3 type of system to re-equip loadouts on respawn. Share this post Link to post Share on other sites
diwako 413 Posted October 2, 2021 4 minutes ago, lukio said: Hey diwako we are experiencing an odd issue. After some point everyone in a group has "Error: No Vehicle" on the names list and we don't see anyone in gps any more. It seems to happen when people re-spawn, then it starts to bug out. We are using Base respawn with a timer, CBA, ACE, CUP / RHS plus F3 type of system to re-equip loadouts on respawn. It is an issue I have seen many report but I have yet to figure out what causes this. In my unit I do not have the issue throughout many different mission makers. So can you answer me a few questions? Do you have DUI running on server? Which namelist sorting mode are you using? when it happens can you exec this ON THE PLAYERS MACHINE and tell me what it returns? [(group player) getVariable ["diwako_dui_radar_syncGroup", "nothing"], units player] 1 Share this post Link to post Share on other sites
lukio 18 Posted October 4, 2021 On 10/2/2021 at 10:42 PM, diwako said: It is an issue I have seen many report but I have yet to figure out what causes this. In my unit I do not have the issue throughout many different mission makers. So can you answer me a few questions? Do you have DUI running on server? Which namelist sorting mode are you using? when it happens can you exec this ON THE PLAYERS MACHINE and tell me what it returns? [(group player) getVariable ["diwako_dui_radar_syncGroup", "nothing"], units player] DUI is running in normal mod string on server Our setting is "force diwako_dui_radar_sortType = "none";" IDK if it plays any role but we set "all" settings for DUI. CBA settings are basically just an export of one guy clicking everything together how they think it's best, many settings are default it seems, few have been changed. // DUI - Squad Radar - Indicators // DUI - Squad Radar - Main // DUI - Squad Radar - Nametags // DUI - Squad Radar - Radar If it happens again - it happens almost every time we play, we'll try to get hold of that variable for you. Share this post Link to post Share on other sites
shereen 0 Posted October 8, 2021 Hello, I am new to Arma 3 and i need help how to change position of DUI-squad radar at the HUD please. Share this post Link to post Share on other sites
diwako 413 Posted October 9, 2021 14 hours ago, shereen said: Hello, I am new to Arma 3 and i need help how to change position of DUI-squad radar at the HUD please. DUI has 2 modes. First and default is it will auto calculate where to put things. Second is use with conjunction of the Arma3 layout editor. If you wish to use a custom position, first go into the Addon Options (you may need to load into the editor for this), go to the DUI Squad Radar - Radar drop down and check the checkbox called "Use A3 Layout Editor Position". Now you can open Arma's regular options menu. There you can use the UI editor to either resize or put UI elements where ever you want. Once you have done that, restart the mission and it should apply. 3 Share this post Link to post Share on other sites
diwako 413 Posted October 16, 2021 Update for version 1.9.3 Added: * Add Nametags Rank Name Style by @jokoho48 in https://github.com/diwako/diwako_dui/pull/200 * Added setting to sync units in a group by @diwako in https://github.com/diwako/diwako_dui/pull/205 Fixed: * Attempted fix for Error: No Object by @diwako in https://github.com/diwako/diwako_dui/pull/205 Translations: * Russian translation updated by @estim in https://github.com/diwako/diwako_dui/pull/204 * Add Turkish Translations by @654wak654 in https://github.com/diwako/diwako_dui/pull/203 * Update Spanish Translations by @diaverso in https://github.com/diwako/diwako_dui/pull/202 Downloads: https://github.com/diwako/diwako_dui/releases/tag/1.9.3 https://steamcommunity.com/sharedfiles/filedetails/?id=1638341685 1 Share this post Link to post Share on other sites
lukio 18 Posted October 20, 2021 Hey diwako just wanted to let you know that we've played with the updated version on Sat Evening and Sundays as ell and so far haven't encountered the "Error: No vehicle" issue. HTH thanks for the mod 1 Share this post Link to post Share on other sites