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  2. lsk323941

    Black Powder

    Are you still working on it?
  3. Hey thats awesome man. care to share? Im also using Advanced AI command mod,and never thought about doing something like this.
  4. Any chance you could list the mods required as apposed to downloading 2.2GB to find out.
  5. ArteyFlow

    Ravage

    I also get the empty inventory bug sometimes too. It seems to not happen until I've searched a handful of loot objects, though. I also occasionally experience the bug where after you've held space to search an object, the inventory opens but then immediately closes...
  6. haleks

    Ravage

    Hi! I did make some changes; and after further testing on my end, it appears some of them weren't so judicious. I'm working on fixing the performance drop, thanks for reporting mate!
  7. I play 98% of my missions with the Advanced AI Command module. I assign waypoints to support/logistics unit to bring them to damages units; I do not use the support waypoint. With the help of another forum member I was able to add an action that would refuel, rearm, and repair vehicles.
  8. Vald77r

    Ravage

    I left the minimum required set of mods and try again. Thanks for the help.
  9. With the right weather settings, especially some low lying volumetric fog, will make for some atmospheric missions. Good luck with the project.
  10. What Im looking for is if there's a way to call artillery strikes when (and only when) a certain item is in inventory (example, lets say a "radio") of a player. Any ideas?
  11. Today
  12. gc8

    GcCTI [SP/MP]

    Fixed: gear/unit buy menu did not work on dedicated server
  13.  EO

    Ravage

    Unless your using the vests that were just recently added, there's no need to run Ravaged and Frithified Gear alongside Ravage as all the assets from R@F are part of the Ravage mod.
  14. Gunter Severloh

    Ravage

    Vlad77r Good reply, provides a ton of info! If i may make another suggestion, ideally your report should be solely with Ravage itself, as you have alot of other mods running too. So your freeze issue could be another mod interfering/conflicting with something at a certain time when ravage executes something in its scripts/code. Basically what you need to do is eliminate one mod at a time, keep playing what you were playing just remove one mod you have running, and then if the freezing persist then again eliminate another mod til your down to ravage itself, now when your down to just Ravage itself and still get the issue, then post another rpt of the new test, and it will be more specific to ravage. Or just remove all the other mods and run ravage and if you get the freezing then again post an rpt like you did. Hope that helps.
  15. Oops missed a comma, fixed code in previous post. You could get rid of the need for triggers and modules altogether with something like.. Then you can reference every support just by the vehicle and get everything you need from this vehicle. eg. _slingloadGroup = group _passedSupportVehicle Then all you are passing around is the vehicle and the locations need for waypoints. Its really not that different for CfgFunctions, yes you have to restart your test mission for script changes to take effect, but 75% of the time you are doing this anyway to make sure all your variables, triggers, modules are reset to default values before testing.
  16. Hi all, I've made a script to check the visibility of positions on the map. An example mission is here I hope I've done this right. 1 min Video And the code is here for those interested. /* CheckVisibility.sqf Author: Atmo Date: April 2019 Version: 1.0 Params : None Description: Checks the visibility of a 2000m square around the position left clicked on in the map. It checks a position 2m off the ground to the test position. Checks 30m squares - could change the size if you want but it could get intensive... Running script toggles activation of the eventHandlers so running once turns it on, running it again stops it. Use: single left click (Default mode): - shows non-visible areas as red pressing 'alt' and left clicking: - shows visible areas in green. Some examples: 1) From an action in an players init this addAction ["Check Visibility", "fn_CheckVisibility.sqf"]; 2) compile the function from the description.ext and then call it - I'll let you do that. */ if (!hasInterface) exitWith {["fn_CheckVisibility only runs on client"] call BIS_fnc_error}; // Every time script runs toggle eventHandlers private _EHs = missionNamespace getVariable [format["BIS_stackedEventHandlers_%1", "onMapSingleClick"], []]; if (_EHs findIf {(_x select 0) isEqualTo "Atmo_CV_EH"} == -1) then { ["Atmo_CV_EH", "onMapSingleClick", { // _pos, _shift, _alt are parameters of onMapSingleClick EH private _positions = []; // Array of positions tested private _size = 30; // Size of squares (if you change this also change _size in Draw EH) // Set the drawing method for the ctrlEventHandler missionNamespace setVariable ["Atmo_CV_mode", _alt]; // Convert _pos to ASL + 2m private _origin = (ATLToASL _pos) vectorAdd [0,0, 2]; for "_i" from -1000 to 1000 step _size do { for "_j" from -1000 to 1000 step _size do { _testPos = ATLToASL (_pos VectorAdd [_i, _j, 2]); _visibility = 0; // Cast a line to the point _intersectPos = lineIntersectsSurfaces [_origin, _testpos, player, objNull, true, 1, "VIEW", "FIRE"] select 0 select 0; if (isNil "_intersectPos") then { // It didn't intersect anything = it is visible _visibility = 1; } else { // The line hit something - is thing it hit in the area we are testing? if (_intersectPos inArea [_testPos, _size, _size, 0, true, -1]) then {_visibility = 1}; }; if (_alt) then { if (_visibility == 1) then { _positions append [_testPos]; }; } else { if (_visibility == 0) then { _positions append [_testPos]; }; }; }; }; missionNamespace setVariable ["Atmo_CV_Positions", _positions]; }] call BIS_fnc_addStackedEventHandler; // Add draw EventHandler to the map display - Oooo, er, should I use displayAddEventHandler? private _map = findDisplay 12 displayCtrl 51; private _id = _map ctrlAddEventHandler ["Draw", { params ["_control"]; // Get the mode of drawing - false: 'alt' wasn't pressed show not visible in red, true: show visible in green private _mode = missionNamespace getVariable ["Atmo_CV_mode", false]; private _rgba = [[0.5,0,0,0.8], [0,0.5,0,0.8]] select _mode; private _positions = missionNamespace getVariable ["Atmo_CV_Positions", []]; private _size = 15; { _control drawRectangle [_x, _size, _size, 0, _rgba, "#(rgb,1,1,1)color(1,1,1,1)"] ; } forEach _positions; private _pos = missionNamespace getVariable ["Atmo_CV_cursorPos", [0,0]]; _control drawIcon ["#(rgb,1,1,1)color(1,1,1,1)", [0,0,1,1], _pos, 0, 0, 0, "Check Visibility (click +/- alt)"]; }]; // Save the EH id missionNamespace setVariable ["Atmo_CV_DrawEHid", _id]; _id = _map ctrlAddEventHandler ["MouseMoving", { params ["_control", "_xPos", "_yPos", "_mouseOver"]; _pos = _control posScreenToWorld [_xPos + 0.1, _yPos - 0.1]; missionNamespace setVariable ["Atmo_CV_cursorPos", _pos]; }]; // Save the EH id missionNamespace setVariable ["Atmo_CV_MouseMoveEHid", _id]; } else { // The event handler is already there - delete them all //remove onMapSingleClick private _removed = ["Atmo_CV_EH", "onMapSingleClick"] call BIS_fnc_removeStackedEventHandler; // remove Draw eventHandler on the map private _map = findDisplay 12 displayCtrl 51; _map ctrlRemoveEventHandler ["Draw", missionNamespace getVariable "Atmo_CV_DrawEHid"]; _map ctrlRemoveEventHandler ["MouseMoving", missionNamespace getVariable "Atmo_CV_MouseMoveEHid"]; missionNamespace setVariable ["Atmo_CV_Positions", []]; }; (Nice) Comments appreciated - scripters let me know if you see any glaring errors! Atmo
  17. Figured it out, the function had not yet been created in client when it was called from server. I thought it had to be something simple 🙂 But how do you deal with these situations? Maybe I do some client register call on server when client is ready
  18. ANZACSAS Steven

    WW1 Terrain - Ypres 1917 [WIP]

    Nice m8.Pushing Arma 3 limits is always interesting.
  19. @mondkalb Iam already in love with this work. This will be fun for sure. Though I have some questions I may asked. In Steam its shows audio english and german. Did you customize the radio or ai voices into german ? Can we have some info about how many towns or villages we can see on that terrain ?
  20. Everything here is looking pretty cool so far! My personal wishes: • Tornado jet • Marder IFV • G11 Keep up the awesome work!
  21. HI I'm trying to set a single variable on client by calling a function in the client with remoteExecCall. but for some reason the function never gets called on client. Here's my server code: ["SENDING VEHICLE LEVEL TO CLIENT %1 %2 %3 (%4)",_level,_side, format["VehResLvl_%1",_side], call getPlayers] call dbgmsg; // Prints! _level remoteExecCall ["setVehicleResearchLevel", _side, format["VehResLvl_%1",_side]]; I checked that all variables are ok This function (client) never gets called: setVehicleResearchLevel = { ["GOT VEHICLE LEVEL %1", _this] call dbgmsg; // Does not print vehicleResearchLevel = _this; }; as you can see I'm using custom debug print function dbgmsg I think the problem maybe with the fact that I run dedicated server and then join client (JIP) Any idea what's wrong with my code? thx!
  22. jarrad96

    (SMA) Specialist Military Arms

    Just got into contact with the SMA team. Because of the amount of people involved in making SMA in the first place, not enough are still around/active/able to keep working on it and the team split. I was able to get into contact with a few of them including BlazenChambeR himself, who has since quit A3, and essentially the permissions from all the people involved would not be able to be obtained means that the mod will never continue mainline work, nor be able to be donated/used by any other mod teams, no matter how reputable. He gave permission for maintenance, config patches and other such support, but not anything involving modifying/taking SMA files themselves, and SMA is for all intents and purposes halted/cancelled. As of April 2019, if you want to keep SMA more compatible with other mods into the future, optional configs include the following- https://steamcommunity.com/sharedfiles/filedetails/?id=1650158104 https://steamcommunity.com/sharedfiles/filedetails/?id=1541682259 https://steamcommunity.com/sharedfiles/filedetails/?id=1620184241 Moderators may be contacted by Blazenchamber about this thread, not sure yet, but if not assume it's halted/cancelled.
  23. Frankly, it is on purpose that way, to let player know, there are new actions awaiting his decision, but if more people feel that way, as you do, no problem, can be changed. Fast roping seems working OK in my tests, precise positioning may take some seconds, but usually rather 10 than 20.
  24. Hi folks, new update out ! your vehicle colour is saved you can recapture prisoners (unlimited) a better menu manager a better halo jump dynamic squad size (increase with rank) dynamic message information (no display when in fight) a new build FOB manger (avoid duplicate) a price balance, new AI price compensation when AI is deleted some new weapons in arsenal (LIM-85,ADR-97,CAR-95) two new static weapon for base defence (Praetorian 1C & Mk45 Hammer) total clean-up of R3F database. and lots of bug fix 🙂 please enjoy !
  25. fn_Quiksilver

    Apex Framework

    Updated to 1.1.4 (Dev Build) Role Selection System This update brings us a 'beta' development build, primarily testing a new scripted system to replace the vanilla Role Assignment Lobby with an ingame alternative, alleviating the need to abort to lobby to change roles, and adding a lot of flexibility for custom missions involving changing roles, locking/unlocking of enemy/opfor slots, etc. - [ADDED] Role Selection System. - [TWEAKED] Replaced "select" with "#" in most active server/client scripted systems. - [TWEAKED] Micro optimizations to main client scripts. - [TWEAKED] Small optimization to player object namespace for UI data. - [TWEAKED] It was possible to use vehicle Manual Fire mode to bypass the base safezone protections. - [TWEAKED] AI skills boosted slightly for Regular and Veteran AI. - [FIXED] Easter Egg helicopters could de-spawn with players inside!
  26. Steam for broader audience, but since for a long time there are players experiencing "lost my save/can't resume" issue with Steam Workshop scenarios, I usually put there a link to BI Forums alternative and recommend to use it instead. Also I can't update some older content on Steam, so in total it looks convenient, but is not reliable enough to me.
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