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baermitumlaut

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Everything posted by baermitumlaut

  1. As Max255 already said, fastroping is not really made for AI pilots. They recognize the FRIES as something they could collide with, so they try to avoid it and fly straight up. I'd recommend only using fastroping with human pilots.
  2. Yes, like this: [_vehicle] call ace_fastroping_fnc_equipFRIES With _vehicle being your helicopter. This function should be called serverside and is not public API (yet), so it might change at a later stage. You can find the documentation on the ACE3 Wiki. There is also documentation for modders available that want to make their helicopter fast roping capable (note that there's a formatting issue right now which should be fixed soon). Every fast roping capable helicopter automatically has infinite ropes available. Having a limited amount of ropes that can be loaded through ACE3 Cargo is planned but might still take a while.
  3. A Zeus module is definitely planned, a module option to equip all helicopters could probably be done too. Another suggestion that came up today is to make them mountable during a mission, although I am not sure if that's a good idea yet (because of multiple reasons, realism being one of them).
  4. baermitumlaut

    [MELB] Mission Enhanced Little Bird

    If you need information on how to make the MELBs compatible with ACE3's fastroping, there will be documentation available in the ace3mod.com wiki right after release of 3.5.0. If you don't want to wait you can already view it here.
  5. baermitumlaut

    [MELB] Mission Enhanced Little Bird

    There's only two lines in the config you'd have to add to make it compatible ;) But as jonpas already said, it's neither finished nor integrated into ACE3 yet. It works perfectly fine in singleplayer for now, but still has issues in multiplayer (I've done some first multiplayer tests today). Those should all be fixable though.
  6. BlueHud is a new HUD enhancement for Arma 3. Its aim is to provide a better perception of teammates in your vicinity without giving you an infantry radar that provides a super human awareness of your surroundings. Features: Provides realistic periphal vision of teammates Completly customizable (see screenshots below) Subtle, immersive and well integrated into Arma's UI 11 different infantry roles can be displayed Features can be restricted by the server if so desired Screenshots: Installation: Keybinds: Credits: Download This mod requires CBA. Source available on GitHub.
  7. baermitumlaut

    BlueHud - Enhanced Periphal Vision HUD

    It's possible, but it would probably impact performance too much. I will do some tests once the new lineIntersectsSurfaces command comes to stable.
  8. baermitumlaut

    BlueHud - Enhanced Periphal Vision HUD

    Update - Version 1.12 Fixed HUD not initializing for non-dedicated host Fixed HUD not visible on mission start (added delay on startup) Fixed CBA key handlers returning nil Fixed missing IDC errors, restructured settings dialog (only internal, non-visible changes) You can download the newest version in the first post. I will add something like that, but I'm still thinking how exactly I will implement it, it will most likely replace the command bar squad leaders currently have. It will also be able to get restricted serverside (SQLs only, everyone or noone). This was an oversight by me, I've just fixed it. Thanks for the bug report!
  9. baermitumlaut

    BlueHud - Enhanced Periphal Vision HUD

    The HUD has been disabled in vehicles on purpose. Most vehicles provide you with a very narrow field of view, and you especially don't have any "feeling" for what is going on behind you. I am not sure, but I might add something like that.
  10. baermitumlaut

    Userconfig Vulnerabilities

    It does work, but there's no real way to set user defined values. Apart from that, you can of course store data in there.
  11. baermitumlaut

    BlueHud - Enhanced Periphal Vision HUD

    Thank you for letting me know. This can happen with a faulty addon or mission script, if a postInit function takes too long to execute it will kill all following postInit functions. Unfortunatley, there isn't much I can do about this with the way I currently initialize the HUD. I'll see if I can create a workaround so that that doesn't happen in the future.
  12. baermitumlaut

    Userconfig Vulnerabilities

    I took a quick look at the parseYaml function and it looks safe to me, thank you for the hint. I'll inlcude it in the OP.
  13. baermitumlaut

    BlueHud - Enhanced Periphal Vision HUD

    If you disable the player dot and compass, you will rarely see something on the HUD, which is on purpose. It should be as unintrusive as possible. I have thought about adding an outline to the icons though (optional of course). Additionally I will probably also add a list of squadmates showing on keypress.
  14. Putting restrained people into helicopters is a bit weird, you've got to get the right spot, but it definitely works.
  15. baermitumlaut

    BlueHud - Enhanced Periphal Vision HUD

    I'm not sure if this is a feature that would fit well in ACE, but I guess it can't hurt to ask them.
  16. baermitumlaut

    BlueHud - Enhanced Periphal Vision HUD

    But you see the HUD itself showing nearby players/AI? The compass has to be enabled in the settings.
  17. baermitumlaut

    BlueHud - Enhanced Periphal Vision HUD

    You're welcome! For those that are interested, the source is now available on Github, the link is right under the download link in the first post.
  18. baermitumlaut

    BlueHud - Enhanced Periphal Vision HUD

    Did you do the mission root thing I talked about? Because if you didn't, it's simply not finding the textures because you want to use it in a mission and not as an addon. For the mission root, make sure you define it in the fn_initHud.sqf for example with one of the methods I linked from KKs blog, then open up fn_buildEH and everywhere where it says something like (uiNamespace getVariable 'BlueHudMap') drawIcon [('BlueHud\UI\' + ... replace it with (uiNamespace getVariable 'BlueHudMap') drawIcon [(MISSION_ROOT + 'BlueHud\UI\' + ... The texHeaders.bin file should not be needed.
  19. baermitumlaut

    BlueHud - Enhanced Periphal Vision HUD

    It can show everyone from your faction, not just your squad. There's also a few more differences to the STHUD, the major ones being that it's restricted to 20m distance instead of 60m and that it can be restricted to only showing what's in front of you instead of what's behind you as well. In general, it's less of a "cheat" you could say. Youtube's compression is a big factor, but I can't really do anything about that. I'd suggest you just download it and try it for yourself. In theory, this could be put into a mission file, yes. You can just unpack the PBO (or check the source on GitHub when it's up) and tweak it a bit. Parts of the config will have to be put in the description.ext and the icons will have to be referencing the mission root. It's a bit of work but definitely doable. I will not make an official mission based version of this, but feel free to that yourself. I don't mind people tweaking it at all.
  20. baermitumlaut

    Linux Dedicated Server feedback

    Now that you say it, I have noticed more animals too. I saw 5 rabbits within a 2m radius recently. However, animals aren't synched in MP.
  21. baermitumlaut

    Arma 3 Headless Client

    I'm running a HC with Wine as well right now as it still is incompatible with AIATP for whatever reason. Performance seems pretty good for now.
  22. baermitumlaut

    Arma 3 Headless Client

    Did the headless client slot up? Because if he didn't a solution I have found is giving him a name in the editor. No idea why that's necessary (as it's nowhere mentioned on the wiki afaik).
  23. Nice, thanks for the quick reply.
  24. I'm not sure if this is the right place to ask but I think it fits in here. Can I take a texture from Arma 3, modify it (in this case I just want to change the color intensity) and put it in my own A3 mod?
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