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Everything posted by alganthe
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Good job :+1:
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Intercept: A library for writing Arma Addons in native C++
alganthe replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Weeee it's heeeere !- 52 replies
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On the subject of tasks enhancements, does this mean that the functions are now in engine?
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Is it possible to make a custom attribute run globally?
alganthe replied to headswe's topic in ARMA 3 - EDEN EDITOR
Using my magical powers involving my wet finger, I would say soonTM -
MFFA 1.3.0.0 (More Factions For Arma3)
alganthe replied to alganthe's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Eeeeeh, I don't think so, I might redo the wood camo a bit (My PC died while I was uploading the .PSD files to my dropbox and my backup is pretty old) I'll also add some steam workshop compat, I need to look into that. -
MFFA 1.3.0.0 (More Factions For Arma3)
alganthe replied to alganthe's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Unfortunately the TRYK uniforms I was using for the civs / takistanis / russian rebels have improper hitpoints, and due to TRYK loosing the source unbinarized P3D they are unable to fix them. so in short: - TRYK and RHS won't be required anymore - the CSAT reskins will be ALIVE compatible - the russian rebels / takistanis / civs will be removed. The release is already available on github (1.1.134489) and requires CBA 2.3.0 minimum (should be released after 1.56) -
Community Upgrade Project - CUP Terrains
alganthe replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Good job on the release guys -
ACE3 - A collaborative merger between AGM, CSE, and ACE
alganthe replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@belbo: I posted this two pages ago: (self action) // Supposed to be ran in initPlayerLocal.sqf // Create the action _fixWalking = ["fixWalkingAction","Fix forced walking","",{player setHit ["legs", 0]},{(player getHit "legs" >= 0.50) && (player call ace_medical_fnc_isInStableCondition)}] call ace_interact_menu_fnc_createAction; // Assign it to the current player [player , 1, ["ACE_SelfActions"],_fixWalking] call ace_interact_menu_fnc_addActionToObject; If you wanted someone else to do the action this would look like this // Supposed to be ran in initPlayerLocal.sqf // Create the action _fixWalking = ["fixWalkingAction","Apply splint to leg","",{cursorTarget setHit ["legs", 0]},{(cursorTarget getHit "legs" >= 0.50) && (cursorTarget call ace_medical_fnc_isInStableCondition)}] call ace_interact_menu_fnc_createAction; // Assign it to the current player [player , 0, ["ACE_LegRight"],_fixWalking] call ace_interact_menu_fnc_addActionToObject; [player , 0, ["ACE_LegLeft"],_fixWalking] call ace_interact_menu_fnc_addActionToObject; Note; this takes into account the legs selection and not the hitpoints, meaning that fixing one will fix both. if you want to make the "leg fix" available in self on the legs: // Supposed to be ran in initPlayerLocal.sqf // Create the action _fixWalking = ["fixWalkingAction","Apply splint to leg","",{player setHit ["legs", 0]},{(player getHit "legs" >= 0.50) && (player call ace_medical_fnc_isInStableCondition)}] call ace_interact_menu_fnc_createAction; // Assign it to the current player [player , 1, ["ACE_SelfActions","Medical","ACE_LegRight"],_fixWalking] call ace_interact_menu_fnc_addActionToObject; [player , 1, ["ACE_SelfActions","Medical","ACE_LegLeft"],_fixWalking] call ace_interact_menu_fnc_addActionToObject; -
Grabbed abyss odyssey, thanks :D
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Very nice work ! As silentspike mentioned, will we also get a public API usable in other scenarios ?
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(SMA) Specialist Military Arms
alganthe replied to blazenchamber's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Those type of errors are copied to the clipboard, just CTRL+V in this thread when the errors pops up. Good job on the hotfix guys :D -
ACE3 - A collaborative merger between AGM, CSE, and ACE
alganthe replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
CUP has ACE3 native support, no need to use the compat. No idea on this one. While in game escape > options > controls > bottom right corner That was never available in the first place, if you're speaking of basic that is. In advanced everyone can use Epi, morphine and atropine. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
alganthe replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
As Far As I Know = AFAIK -
RHS Escalation (AFRF and USAF)
alganthe replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think he's speaking of those config entries http://ace3mod.com/wiki/framework/- 16577 replies
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ACE3 - A collaborative merger between AGM, CSE, and ACE
alganthe replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@stice What map markers are you talking about ? If it's the normal ones (the ones you place by right clicking somewhere on the map) then you have a drop down menu asking you in which channel you want to place them. @CyDoNgr Still being worked on AFAIK. For the others, if you encounter the "walking issue" I have a piece of code that might help you. // Supposed to be ran in initPlayerLocal.sqf // Create the action _fixWalking = ["fixWalkingAction","Fix forced walking","",{player setHit ["legs", 0]},{(player getHit "legs" >= 0.50) && (player call ace_medical_fnc_isInStableCondition)}] call ace_interact_menu_fnc_createAction; // Assign it to the current player [player , 1, ["ACE_SelfActions"],_fixWalking] call ace_interact_menu_fnc_addActionToObject; This is ran once per machine (thus why it's initPlayerLocal.sqf. It will add an ACE3 interaction checking if the player has took high amount of damage to his legs and if he's in a stable condition. If both requirements are met the interaction will be visible, and will allow the player to "fix" the walking issue. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
alganthe replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That's a vanilla bug, pretty much the ammo vehicles have a rearming limit in their current state, this has been fixed on dev branch and will "probably" be included in 1.54 -
Toadie's SmallArms and Animations for Arma3
alganthe replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just do what you feel right toadie, at the end of the day it's your choice. Whatever you do I'll be happy to use your content, it's very high quality and I know you put a lot of time and effort creating it. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
alganthe replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You need a github account and a properly set up fork, everything should be explained in there (click me) if you need help with git hop in slack :) -
ACE3 - A collaborative merger between AGM, CSE, and ACE
alganthe replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Note that I'm NOT speaking for the whole ACE3 team nor any contributors, someone might get around to update the compat pbo, but don't get your hopes too high :D -
From those informations you need to: 1: Rephrase the start of your post: from to 2: Cite the source of the 3D model. 3: Add a download link to your mod.
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ACE3 - A collaborative merger between AGM, CSE, and ACE
alganthe replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@arkhir The compat pbos were more of an example, the RHS one wasn't updated in months and the other ones are now mostly included in other mods. @alexsegen Your mod need to be XEH compatible, this can be achieved pretty easily, check the three links below: https://github.com/CBATeam/CBA_A3/wiki/XEH-adapter-guide https://github.com/CBATeam/CBA_A3/wiki/Opportunistic-XEH-guide https://github.com/CBATeam/CBA_A3/wiki/Native-XEH-guide @pptim Are you sure you're using 3.3.2 and CBA version 2.0 and above ? If the issue persist please post on the issue tracker. -
Toadie's SmallArms and Animations for Arma3
alganthe replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
An osprey is in the guide, that doesn't mean either are going to be available, the only code related to shotguns in the game atm is legacy from Arma 2 and some config testing. -
(SMA) Specialist Military Arms
alganthe replied to blazenchamber's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The ACC does fire at a 90 degrees angle for me too (CBA_A3 2.0 and SMA 2.0) The zoom levels on your scopes are off, they are pre 1.48 making them having weaker zooming capabilities than the naked eye. -
Scripting Introduction for New Scripters
alganthe replied to Ranwer135's topic in ARMA 3 - MISSION EDITING & SCRIPTING
First of all using execVM or spawn is bad practice, it clogs up the scheduler and can be avoided in 100% of cases. Putting your scripts / functions in init.sqf is also very bad practice since it runs on all machines. If you want to run a script / function use preprocessFileLineNumbers or cfgFunctions and make sure it's not executed globally unless it's needed.- 97 replies
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