Jump to content
Sign in to follow this  
gonza

VTS3.5 - Live Multiplayer coop mission editor

Recommended Posts

Enjoy your holiday first gonza !

I just love all the work that you and L'etranger are putting in ..... thanks so much !

Edited by Kremator

Share this post


Link to post
Share on other sites

I seem to be having issues trying to addWeaponCargo or setFuel using the init line on any spawned vehicle, let alone set a name for the vehicle and use the command line to do it.

Any ideas?

Share this post


Link to post
Share on other sites
I seem to be having issues trying to addWeaponCargo or setFuel using the init line on any spawned vehicle, let alone set a name for the vehicle and use the command line to do it.

Any ideas?

I tryed a setfuel and it is working, here what i did step by step

-Switching in "Editor" mod to show name and init options,

-Created a empty hmv named : test ,place it in 2D on the map.

-Then in the command line i typed : test setfuel 0;

-I clicked "Ok" and then the vehicle fuel got down.

Let me know if you still encountered this issue or how did you get it. thank

Edited by L etranger

Share this post


Link to post
Share on other sites

Current version : VTS 3.5 Beta 6

Beta 6

-Fixed too much crew spawn on vehicle spawn

-Fixed trigger creation

-Improved GM interface

-Fixed GM base marker

Beta 5

-If running mission iwith ACE, ammobox will now have ACE necessity (earplug, gasmask etc...)

-Trying to fix the weird shadow bug on very high shadow setting

-Added Base compositions to the objects side

-Many bugs fix and improvements

Beta 4

-Compatible vanilla ARMA 2

-Else Full ACE II support

-Support ACE-X

-Support ACE-PLA

-Using ACE II functions if detected

-Support up to 105 players

-All Arma II side are now playable (West,East,Guer,Civ)

-New mission parameters to setup side's alliances (West allied with East etc...)

-Moveable respawn/Startpoint for each side

-Support Players versus Players operations

-Improved GM interface

-Added support for factions configs (it's now intuitive and quick to add units vehicles group or new faction to each side look at the "mods\config" in the .pbo)

-Various Optimizations

-Many bugfix

-And much more...

Island supported :

-Chernarus

-Panthera

-Isla Duala

-Everon

-Queshkibrul

-Podagorsk

-Utes

-Japahto

-Celle

-Namalsk

Edited by L etranger

Share this post


Link to post
Share on other sites
I tryed a setfuel and it is working, here what i did step by step

-Switching in "Editor" mod to show name and init options,

-Created a empty hmv named : test ,place it in 2D on the map.

-Then in the command line i typed : test setfuel 0;

-I clicked "Ok" and then the vehicle fuel got down.

Let me know if you still encountered this issue or how did you get it. thank

Setfuel worked using this method. Init line did not. However, if you or someone else enters the vehicle before you enter this command, the vehicle will no longer react to commands using the cmd line.

veh addWeaponCargo ["x",x]; Did not work with either methods.

Share this post


Link to post
Share on other sites
Setfuel worked using this method. Init line did not. However, if you or someone else enters the vehicle before you enter this command, the vehicle will no longer react to commands using the cmd line.

veh addWeaponCargo ["x",x]; Did not work with either methods.

-I will take look for the init field not initialized correctly.

-On my test my hmv was still reacting to my command if i was in and after i was out

-AddweaponCargo will not work at all in the cmd line, this is a local command that is not broadcasted to all client. I will take a look if it would not be better to run the cmd line stuff on all client instead of the server only

Share this post


Link to post
Share on other sites

Pip12345, you can adpat the VTS to any islands. Look at the first message of the topic for an explanation.

I actually use VTS beta 6 on Avgani and Afghan village and it s really a pleasure.

Good work L'etranger.

Share this post


Link to post
Share on other sites

I love this. Really nice work!

I might get yelled at here, but we use this in my team and we have alot of custom weapons. Usually, we just add a ammo script but it seems like you made it force default on any crate or something? Is there anyway to override an ammocrate, so we can play this wonderful work with our own gear?

But thanks! Really genious piece of work!

Share this post


Link to post
Share on other sites
I love this. Really nice work!

I might get yelled at here, but we use this in my team and we have alot of custom weapons. Usually, we just add a ammo script but it seems like you made it force default on any crate or something? Is there anyway to override an ammocrate, so we can play this wonderful work with our own gear?

But thanks! Really genious piece of work!

If you are using ACE mod (wich in the mission, override the vanilla crates), you can just modify \mods\config\factions\addons ace_x_init.sqf

ace_goodies define what is put in the spawned crates.

if you don't use ACE, the crate will stay vanillone so you can edit them directly from the editor

Share this post


Link to post
Share on other sites

Gonza/L etranger, can you describe the nature of the shadow bug fix? I occasionally see this too even on scratch test missions, but I haven't noticed a common reason.

Share this post


Link to post
Share on other sites
Gonza/L etranger, can you describe the nature of the shadow bug fix? I occasionally see this too even on scratch test missions, but I haven't noticed a common reason.

I think (not sure) that was caused by spawning player too high in the sky (100 000 meters) no the players start lower (10 000) and it seam the bug is gone

Share this post


Link to post
Share on other sites

When respawning after revive times out or no one nearby to revive. "To base" respawn just goes down in left corner, in the water for west side. East side spawns on a empty island.

Share this post


Link to post
Share on other sites
When respawning after revive times out or no one nearby to revive. "To base" respawn just goes down in left corner, in the water for west side. East side spawns on a empty island.

On wich island did you encountered this issue?

Share this post


Link to post
Share on other sites

An update about the upcoming beta for those who was waiting for news.

-Added support for Bundeswehrs mod units

-Added support for Hexagone mod units

-Added support for Undead mod units

-Added a system to play any unit of your side without modifying the missions (just drop in go to a tent and select one of the available player unit class, and so you can do a Join op for exemple : between USMC, German & French Army against rebeles of Isla duala :) )

-Added a system to leave team or regroup with any players of your side.

a2f402d0ea3d4514458dca13053b1tt.jpg

Edited by L etranger

Share this post


Link to post
Share on other sites

Current version : VTS 3.5 Beta 7

Armaholic mirror:

- Virtual TrainingSpace 3.5 - ACE Co-25 (@) Beta7.0

Beta 7

-Added a system to play any unit of your side (go to a tent and select one of the available player unit class)

-Added a simple system to leave team or regroup with any players of your side. (In Communication menu (0-8)

-Added mission parameters to turn off group modification and class change.

-Added support for Bundeswehrs mod units

-Added support for Hexagone mod units

-Added support for Undead mod units

Beta 6

-Fixed too much crew spawn on vehicle spawn

-Fixed trigger creation

-Improved GM interface

-Fixed GM base marker

Beta 5

-If running mission iwith ACE, ammobox will now have ACE necessity (earplug, gasmask etc...)

-Trying to fix the weird shadow bug on very high shadow setting

-Added Base compositions to the objects side

-Many bugs fix and improvements

Beta 4

-Compatible vanilla ARMA 2

-Else Full ACE II support

-Support ACE-X

-Support ACE-PLA

-Using ACE II functions if detected

-Support up to 105 players

-All Arma II side are now playable (West,East,Guer,Civ)

-New mission parameters to setup side's alliances (West allied with East etc...)

-Moveable respawn/Startpoint for each side

-Support Players versus Players operations

-Improved GM interface

-Added support for factions configs (it's now intuitive and quick to add units vehicles group or new faction to each side look at the "mods\config" in the .pbo)

-Various Optimizations

-Many bugfix

-And much more...

Island supported :

-Chernarus

-Panthera

-Isla Duala

-Everon

-Queshkibrul

-Podagorsk

-Utes

-Japahto

-Celle

-Namalsk

Edited by L etranger

Share this post


Link to post
Share on other sites

L etranger,

When using VTE Beta 7 with the latest ACE addons you cannot put on earplugs, glasses, gas masks, etc after switching classes. You can use these items before you switch classes, but not after. You can also use the items if you die and respawn as your original class, but if you once again change classes you will not be able to use the items.

Thanks.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×