flexgrip
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Posts posted by flexgrip
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On 11/23/2017 at 12:14 PM, sky_line said:That it would work like it used to, several VTN builds ago.
Buuurn
I'm fairly familiar with the VTN damage event handlers. The code is written to try and accommodate all carriers and backpacks and stuff; however, it is geared to really only consider their gear. Basically, if VTN, if not. I'm assuming the one of the two mods is missing a parameter in the gear that the VTN scripts need. So the script is getting a string instead of an int.
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Does this actually change the number of hits needed to take out a vanilla AI?
We always have to do things to make the bullet hit values more realistic. Otherwise, arma 3 AI just wiggle 7 times before dropping from the 8 round out of a 5.56.
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Oh and one more thing. Our server is currently able to run 30 separate mods. Now that I have it working, I almost like having that limit, so the modpack doesn't get out of control. It forces me to make decisions about removing and adding stuff.
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So yeah, I've been through the ringer with this one.
It seems to all come down to the server's UDP packet size and the steamquery api. Basically, the more mods you add, the larger the packet. And I've been told there is an upper limit to the packet size.
The only workaround for now, if you want to use the steam workshop and get by this limit seems to be to combine insignificant stuff into one mod. Which is against some service's ToS.
I think I've seen another bug report on this, and it's doubtful it will be fixed any time soon.
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Hello!
We love this mod in our group. Great job!
Would you mind putting this on the workshop and giving it a proper meta.cpp and mod.cpp so launcher tools can properly name and attribute this mod in server lists? I would be super greatful :)
Thanks!
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Is there a license for this?
All I want to do is extend the medical system to keep people from being instantly killed. So they have a chance at being revived. I've looked through the scripts in the pbo. Looks like I could modify them. But I don't want to make anybody angry. If there's an easier way, please let me know.
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38 minutes ago, PredatorXXIX said:Is it possible to disable the "no zoom" function in game? Or change the key-bind for shouldering your weapon? These are two issues Ive noticed with the mod, especially since Arma doesn't render things very well when you dont do the zoom.
Are any of your custom user action keys bound to `?
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1 minute ago, PredatorXXIX said:When you press " ` " it puts your gun on your back. I like the mod other than those two things
Weird, ` doesn't do that for me. Are you sure you don't have a different mod that does that?
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32 minutes ago, PredatorXXIX said:Is it possible to disable the "no zoom" function in game? Or change the key-bind for shouldering your weapon? These are two issues Ive noticed with the mod, especially since Arma doesn't render things very well when you dont do the zoom.
Dude made a mod to fix the zoom thing. What do you mean "shouldering"? Does VTN have a button to "shoulder" your weapon other than the normal arma right-click?
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17 hours ago, strider42 said:This does seem to be a classic bit of ArmA.
We were getting a similar error to @flexgrip : Server can't transmit all data; some allowed mods might be missing or their signatures not recognized
We have tried a lot things to try an cure the problem but after reading the discussion with @wyqer we moved most of the mods from the -mod parameter to the -serverMod parameter.
That cleared the sever error but the -mod parameters are treated as Mods required by server. The rest being in the Suggested and additional mods. That is not how I was lead to believe it worked but hey, it works. S
I will test it, but I haven't seen that behavior. -serverMods are the mods that are not published to the client. I think the reason you are seeing the mods under "Suggested and additional mods" is because you have the keys in the keys folder. But hell, if it still works by putting some mods in -mods and some mods in -serverMods, then I can stop packing a bunch of mods together just to make shit work. I'll test it some more!
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Actually, I finally found the sqf inside the vtn_wounds.pbo. Trying to read through it all now. I noticed godmode :)
Any quick tricks on getting "prevent instant death" working?
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20 hours ago, DAP said:Right now it's just useless accessory. When all functions for them will finished, then they will be "turned on".
There is no any special requirements for units or factions. Only for their gear. Here is simple template for bulletproof vest with ammo pouches:
class MyVest
{
class VTN_VESTINFO
{
primarymagazines[] = {maximum_number_of_magazines,maximum_ammo_capacity_of_each_magazine}; - pouches for primaryweapon magazines
handgunmagazines[] = {maximum_number_of_magazines,maximum_ammo_capacity_of_each_magazine}; - pouches for handgun magazines
uglmagazines = maximum_number_of_magazines; - pouches for UGL magazines
grenades = maximum_number_of_magazines; - pouches for hand grenades
};
class ItemInfo: ItemInfo
{
armor = 30; - III class armor. Formula is simple - armor_class x 10
class HitpointsProtectionInfo
{
class Neck
{
hitpointName = "HitNeck";
armor = 4;
passThrough = 0.5;
};
class Chest
{
hitpointName = "HitChest";
armor = 16;
passThrough = 0.3;
};
class Diaphragm
{
hitpointName = "HitDiaphragm";
armor = 16;
passThrough = 0.3;
};
class Abdomen
{
hitpointName = "HitAbdomen";
armor = 16;
passThrough = 0.3;
};
class Pelvis
{
hitpointName = "HitPelvis";
armor = 16;
passThrough = 0.3;
};
class Body
{
hitpointName = "HitBody";
passThrough = 0.3;
};
};};
};
Also, does VETERAN add eventHandlers for damage at all? I would like to keep players from going down on the first shot. Since we can't use ACE with your med system, we don't have a prevent instant death option. Wondering if you have any ideas on how we could prevent death using the VETERAN mod. If not, I'll get to scripting I guess.
I looked through the _core_ pbo's in VETERAN and didn't see much regarding the HandleDamage event handler.
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6 hours ago, DAP said:Right now it's just useless accessory. When all functions for them will finished, then they will be "turned on".
There is no any special requirements for units or factions. Only for their gear. Here is simple template for bulletproof vest with ammo pouches:
class MyVest
{
class VTN_VESTINFO
{
primarymagazines[] = {maximum_number_of_magazines,maximum_ammo_capacity_of_each_magazine}; - pouches for primaryweapon magazines
handgunmagazines[] = {maximum_number_of_magazines,maximum_ammo_capacity_of_each_magazine}; - pouches for handgun magazines
uglmagazines = maximum_number_of_magazines; - pouches for UGL magazines
grenades = maximum_number_of_magazines; - pouches for hand grenades
};
class ItemInfo: ItemInfo
{
armor = 30; - III class armor. Formula is simple - armor_class x 10
class HitpointsProtectionInfo
{
class Neck
{
hitpointName = "HitNeck";
armor = 4;
passThrough = 0.5;
};
class Chest
{
hitpointName = "HitChest";
armor = 16;
passThrough = 0.3;
};
class Diaphragm
{
hitpointName = "HitDiaphragm";
armor = 16;
passThrough = 0.3;
};
class Abdomen
{
hitpointName = "HitAbdomen";
armor = 16;
passThrough = 0.3;
};
class Pelvis
{
hitpointName = "HitPelvis";
armor = 16;
passThrough = 0.3;
};
class Body
{
hitpointName = "HitBody";
passThrough = 0.3;
};
};};
};
Thank you thank you thank you... sooo much. I'm going to make a shit load of factions for this.
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1 minute ago, DAP said:UPDATE
VERSION 0.4.5 BUILD 3310
CHANGELOG:
Improved: M249 lods, animations, muzzle effects, sound supressors
Improved: M224A1 mines fuse
Improved: 1P77 telescopic sight
Improved: BN-1 binocular texture
Improved: Flare brightness
Improved: Some stringtables
Improved: Damage system and first aid system (NPA for semiunconscious patients)
Fixed: Game crash during cable attach to FARA-PW
Fixed: Error message while firing from ZU-23-2 static weapon
Fixed: Error message while firing from KORD static weapon
Fixed: Error message while firing from NSVS static weapon
Fixed: NV goggles grain effect
Fixed: Missing fire mode switch sound for AK105 with rail
Fixed: PK-A reflex sight parallax
Fixed: Rakurs-M reflex sight
Fixed: Wrong ISIL ATGM crew side in ZeusARMA3SYNC autoconfig url
ftp://193.19.118.182/Updater_WOG/ArmA3Sync/VTN_A3//.a3s/autoconfig
OPTIONAL ADDON
VTN CBA INTEGRATION
VERSION 1.0
This addon allows to Community Base Addons and VTN work together properly.
Thanks for the release... But please... give us some documentation. How do we use earplugs? What cfgs do we need to make a custom faction work with VTN? Love your work so far :)
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I actually found a medic guide finally. For those interested:
Would still love to know how to put in ear plugs and use a lot of this stuff. Also, if there's a way to tweak any mission settings like bleed-out time, prevent instant death, etc.
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Is there anywhere we can find documentation on this mod? I've looked on your website, in the readme files and I'm starting to actually depbo the files just to figure out what's going on. For instance...
1. What are the User Action keys bound to?2. How do we put earplugs in?
3. How do we use the medical system? (Pale skin == ?)
4. How do we use the advanced grenade throwing?
5. Are there any clackers for explosives or is it just the vanilla explosives?
...
I have so many questions. If you could even point me in the right direction, I wouldn't mind making manuals or PDF's.
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On 12/23/2016 at 8:58 AM, Mickyleitor said:We haven't taken that point into consideration but you should able to do that with the following command (_bam is the ship unit), execute it in an external script (via execVM) not in the inicialization unit:
waitUntil {!isnil {_bam getvariable "BuildFinished"}}; ((_bam getvariable "componentes") select 1) animateSource ["compuerta",1,true];
Hello,
I've tried doing exactly this and it doesn't seem to work. I used addaction on a laptop to fire execvm which contained a script with that code block in it. I've replaced _bam with the variable name of the bam I'm using "boat1". But it doesn't work. I've tried calling it directly like boat1 animateSource ["compuerta", 1, true]; etc etc.
Any other tips on getting this to work?
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Hey man,
I'm seeing slightly similar issues on dedicated servers. So I can setup the mission loadouts and test them from multiplayer in the editor. They work great. However once I throw that mission onto our dedicated servers, people can see them all, but when they use them they are naked.
Any ideas?
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It ended up having nothing to do with an individual mod, it's that the UDP stream can only send so many bytes before it gets truncated. So you can't have more than, say, 15-20 mods before it fails.
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You know what? Someone else mentioned that it might be too long too. I'm going to test that in the morning.
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Haha yep! Well, I appreciate your help. The TL:DR to the question is still, "What is it that makes a workshop mod shows up in the 'required' section of the vanilla launcher?"
Many people say that any mod listed in the -mod parameter will show up there. But it's just not working for me. And there aren't many docs about this :(
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No, those numbers in the mod string are the folder names, not the workshop id. Well... actually they are the workshop id as well.
Basically, I'm using steamcmd to get the mods from the workshop onto the server. They are downloaded to the arma 3 server directory. So for instance, my @ace directory is named 463939057. So it's not that I was trying to load the mods via their workshop ID, it's that my mod folders are named 12345 instead of @mod. Get it?
The server loads fine and is running all of the mods. I can create a mission, put it on the server and then launch with the modpack and direct join. But the entire point of using the workshop is so that I can have my team join through the "Server" tab in the launcher and be told what mods they need to subscribe to.
Make sense?
Things would be so much easier if the workshop downloaded mods using file names instead of ID's :)
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Also yes, I'm seeing all kinds of UDP ports around 2302 open and the server console doesn't have any of those "can't connect to steam query yada yada" lines in it. The firewall is disabled, but I can check the network settings to triple confirm. Is there a weird port that the server pings steam on?
It would be super helpful if the docs or someone who coded this gave us just a basic understanding of how this works... like... "The dedicated server looks at the mods.cpp inside of each mod, gets the steam file id and pushed that to steam query port over udp 1234". I can't find any mention of this stuff anywhere.
Ragdoll Physics Plus+ v1.0
in ARMA 3 - ADDONS & MODS: DISCUSSION
Posted
Does this mod need to be run on client and server or can it be specified as a -serverMod and be optional?