Elgarion 0 Posted December 15, 2008 Amazing job! I've just played it with some mates and we spent a real good time. By the way, thanks for the credit. Share this post Link to post Share on other sites
delta99 34 Posted January 22, 2009 Any plans on a Merlin version that supports ACE? With ACE being as popular as it is and Merlin being as great as it is this would be fantastic. I'm not sure what breaks ACE but definitely as soon as you spawn anything or add any object in Merlin v1.2, some ACE features disappear. Most notably are any ACE key bindings like "J" for jumping for instance. Share this post Link to post Share on other sites
dr_eyeball 16 Posted January 22, 2009 It supports it for the most part afaik. It sounds like it may have a clash with DisplaySetEventHandler (for KeyDown) causing the ACE EH being erased. The project already includes SPON Core, so I can probably simply utilise it's key event handler which I think is based on the same system used by ACE. I'll investigate soon. Thanks for the notice. Share this post Link to post Share on other sites
delta99 34 Posted January 22, 2009 It supports it for the most part afaik.It sounds like it may have a clash with DisplaySetEventHandler (for KeyDown) causing the ACE EH being erased. The project already includes SPON Core, so I can probably simply utilise it's key event handler which I think is based on the same system used by ACE. I'll investigate soon. Thanks for the notice. Dr. Eyeball, That is fantastic news. Yes, ACE uses SPON Core and I believe a lot of mods that break are due to using a different key eventhandler that clashes or something. If you need additional feedback I can contact you by PM or something. My unit uses Merlin heavily so can probably get you a lot of useful feedback. Not that there should be any if this is fixed. Share this post Link to post Share on other sites
delta99 34 Posted January 30, 2009 Any plans on a Merlin version that supports ACE?With ACE being as popular as it is and Merlin being as great as it is this would be fantastic. I'm not sure what breaks ACE but definitely as soon as you spawn anything or add any object in Merlin v1.2, some ACE features disappear. Most notably are any ACE key bindings like "J" for jumping for instance. As a followup to this, I did more testing. It seems it is only when you place units in 2D or 3D that this breaks ACE. Otherwise, placing a unit by just clicking on the map does not break anything as far as I can tell. I've been going through most of the other menu options and nothing else seems to cause issues. As for SPON Core, it is included in ACE now so although it didn't seem to be causing any issues the recommended course of action is to remove it from the mission. I tested this works fine by commenting out line 12 of init.sqf of Merlin 1.2. Note, the reference to the SPON Core UI in description.ext is supposed to stay in. Share this post Link to post Share on other sites
kremator 1065 Posted February 3, 2009 I don't mind losing some of these functions for what Merlin brings to the table ! I love using the Merlin system (although I'm still a novice at using it properly ! [TAO] Kremator Share this post Link to post Share on other sites
delta99 34 Posted February 3, 2009 I don't mind losing some of these functions for what Merlin brings to the table !I love using the Merlin system (although I'm still a novice at using it properly ! Unfortunately there are a lot of key combinations in ACE so if you can live without all of them then great but you're missing a lot and you aren't going to be able to do a lot with ACE. And that is just what is obviously broken. Who knows what else although other stuff seems to be ok. Our Regiment loves Merlin as well but we can't use it because of this so hoping that it gets fixed soon. Share this post Link to post Share on other sites
mr.g-c 6 Posted February 4, 2009 This is such a awesome Mission/Sandbox..... Thanks so much for this. Now there is only one suggestion i have: The ability to create weapons+ammo. Shouldn't be so hard, Kronzky for instance has a script for it in which you could look into for ideas. Share this post Link to post Share on other sites
delta99 34 Posted February 4, 2009 This is such a awesome Mission/Sandbox.....Thanks so much for this. Now there is only one suggestion i have: The ability to create weapons+ammo. Shouldn't be so hard, Kronzky for instance has a script for it in which you could look into for ideas. What exactly are you trying to do? I assume you are not talking about creating ammoboxes because that is dead simple. I just don't see why you'd want to create weapons and/or ammo just laying about. Share this post Link to post Share on other sites
mr.g-c 6 Posted February 4, 2009 Yes weapons and magazines, just like i want to do... Or do you know a way for crew-served weapon from ACE teaching, to spawn a tripod and main weapon independently? Share this post Link to post Share on other sites
delta99 34 Posted February 4, 2009 Ok, fair enough on the weapons and ammo since you can add just about anything else one can think of. It seems like it would be easy to do if the "Advanced Class Creation" under "Crates/IED/Environment" menu item didn't limit to certain types. If in fact it has to do that then should add the type that Weapons and Ammo fall under. Tripods can be found under Vehicle search but the main weapon I don't see. Share this post Link to post Share on other sites
b1sh0p 0 Posted February 11, 2009 I didn't see this in your list of known bugs, and I skimmed over this whole thread and didn't see it mentioned... When you spawn in an AI squad and select the option for having them randomly occupy buildings, their markers don't disappear off of the map like they should. So the end result is that if you use this option, all AI who take up positions in buildings are marked on the map for all to see... Any plans on fixing this? Or is there something I'm missing here? Share this post Link to post Share on other sites
dr_eyeball 16 Posted February 12, 2009 @b1sh0p: [ Edit (13 Feb): I think I've found that issue (and it is likely to occur on SP or non-dedicated servers only). ] I can't replicate that issue. Is this in SP or on dedicated MP server? The markers should only appear for the caller, who will be the admin. They should only appear for 30 seconds. There is a command 'Reveal all object markers' which will redisplay them for 90 seconds but I think that's manually initiated only. @mr.g-c: There will now be a simple option to create a weapon (or parts of a multi-part weapon) along with a sample of it's default ammo. There is no separate option to create ammo at this stage. Some weapon types, (like 'Phone' ) will crash arma though. Update: Sorry for the delay. Next update is pretty much ready to go. No major functionality updates unfortunately. Main focus was the display event handler compatibility with ACE and similar addons, plus ensuring it still works without any addon dependency (such as display EH). Plus support for several more islands. Share this post Link to post Share on other sites
sas troop 0 Posted February 12, 2009 I want to train with my cult, but many of them dont have Queen's Gambit. Can I run your mission somehow anyway? I wasnt cheking it inside yet, but should it work? Share this post Link to post Share on other sites
delta99 34 Posted February 12, 2009 @Dr_Eyeball - I can reproduce the marker thing on an MP server (non-dedicated). I will try and get around to testing it on a dedicated server though. It is specifically when you place units randomly in buildings option. REALLY looking forward to a new version. @Sas Troop - Merlin works fine without Queens Gambit. Share this post Link to post Share on other sites
kremator 1065 Posted February 12, 2009 Update: Sorry for the delay. Next update is pretty much ready to go. No major functionality updates unfortunately. Main focus was the display event handler compatibility with ACE and similar addons, plus ensuring it still works without any addon dependency (such as display EH). Plus support for several more islands. I second what delta99 says - can't wait to get it on my dedi server !! Is christmas coming early this year ? [TAO] Kremator Share this post Link to post Share on other sites
b1sh0p 0 Posted February 14, 2009 I only tested it in SP. If it's working fine in dedicated server, it's not a problem for me, as that's what the end use would be for my unit. Hey Delta, this is BigMac btw. Share this post Link to post Share on other sites
delta99 34 Posted February 14, 2009 I only tested it in SP. Â If it's working fine in dedicated server, it's not a problem for me, as that's what the end use would be for my unit. Â Hey Delta, this is BigMac btw. I have tested on MP Server but not dedicated so still needs to be tested properly. And I'd like to test it with multiple people so that there is no confusion about who is logged in as ADMIN and not etc. Share this post Link to post Share on other sites
twisted 128 Posted February 14, 2009 @b1sh0p: [ Edit (13 Feb): I think I've found that issue (and it is likely to occur on SP or non-dedicated servers only). ] I can't replicate that issue. Is this in SP or on dedicated MP server? The markers should only appear for the caller, who will be the admin. They should only appear for 30 seconds. There is a command 'Reveal all object markers' which will redisplay them for 90 seconds but I think that's manually initiated only. @mr.g-c: There will now be a simple option to create a weapon (or parts of a multi-part weapon) along with a sample of it's default ammo. There is no separate option to create ammo at this stage. Some weapon types, (like 'Phone' ) will crash arma though. Update: Sorry for the delay. Next update is pretty much ready to go. No major functionality updates unfortunately. Main focus was the display event handler compatibility with ACE and similar addons, plus ensuring it still works without any addon dependency (such as display EH). Plus support for several more islands. merlin sounds interesting. put it off cause of ace incompatibility... interested to try the new version out when you release it. Share this post Link to post Share on other sites
dr_eyeball 16 Posted February 15, 2009 (edited) Merlin version 1.3 is now available. See first post for download links. This is a minor version update. There are no major changes to functionality. It's mainly a compatibility update for addons and terrains. Thanks to all for various reports and requests. Version 1.3 Change Log: Major changes: [list][*]display event handler compatibility with ACE and similar addons, plus ensuring it still works without any addon dependency (eg: a display EH addon). [*]Support for several more terrain addons: Afghan village, FDF_Isle1 (Podaga), Tatawin & upcoming Unsung mod. PM me if I've missed any major interesting islands. [*]Fixed hostage menu bug. (Was looking for 'captive' spelling.) [/list] Minor changes: [list][*]Markers for Spawned AI were not disappearing (reported by b1sh0p). [*]Create standalone weapons and ammo via menu (Crates/IED->Advanced Class Creation->Find Weapons) [*]Simple Export data types button on Create dialog. Still WIP. Just a tool to export type names. Intended for crates only. [*]Grid ref coords (pos2grid.sqf) offset corrections for the extra terrains/islands. [*]Added ACE & Unsung addon crates/medic boxes to "Crates" menu [*]Added ACE Bandages to crates & soldiers if needed & ACE detected, otherwise uses old 'Use/Take field dressing' actions. [*]Client/server (LocalityInit.sqf) modified to recognise non-dedicated client/server. [*]Fixed Heli HUD to (usually) work with Mandoble scripts. [*]ICE Command Interface (still WIP) now includes the basic workings of a squad to squad comm's log & dialog (orders, requests & acknowledgements, including rejection). Arma 2 will already have a new command system, but I'm not sure if they've handled this sort of comm's yet. [*]Internal restructuring, plus some JIP changes. [/list] I keep wondering whether this sandbox mission could somehow be designed as a 'template' rather than requiring separate island specific missions being created. Arma 2 talks about having a much more advanced template system being developed. I hope it handles these kinds of cases, or at least MP mission sub-folders. Using an addon might be better but it would not be as flexible. Edited April 17, 2009 by Dr_Eyeball reformat Share this post Link to post Share on other sites
oldbear 390 Posted February 15, 2009 New on front page at Armed Assault.info Link to mirror : Merlin - Training System (v 1.3) Share this post Link to post Share on other sites
Desrat 0 Posted February 15, 2009 Does anyone have any plans to create a simple user guide for the basic functionality of this? , I noted Dr Eyeball has said something may come from him but he's concentrating on improving fucntionality for the time being. I only ask as at the moment I'm looking to use this myself and whilst I think it's an amazing addition I find my re-setting over and over as I'm unsure how to get any real results. Basically I'd like a walkthrough of setting up a very basic scenario (preferable CO-OP oriantated) with any of the the default objectives (vip escort/destroy target etc) as I end with units not really doing all that much and with no real purpose to the whole thing. I don't need much, just enough to get me really going.. So is anybody up for it? Â Share this post Link to post Share on other sites
twisted 128 Posted February 16, 2009 wow gave this a shot and the potential is awesome. not sure about how to change waypoints, etc but maybe i missed the info somewhere great release. thanks! Share this post Link to post Share on other sites
Stavanger 0 Posted February 16, 2009 Mirror updated by ePrison.de Merlin - Training System v1.3 by Dr_Eyeball Regards, Stavanger Share this post Link to post Share on other sites
sas troop 0 Posted February 20, 2009 I got trouble. I tried to play with my Clan, but after some time (and spawning) game... crashes? No error message, ArmA just freeze. Only way is to restart computer or ctrl + alt + del. You know maybe what causes this bug? Share this post Link to post Share on other sites