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regiregi22

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Everything posted by regiregi22

  1. Is it actually possible to make an addon to provide signatures to a different addon? I mean, there is an addon that is not signed on the Workshop. I have actually signed it locally and it works if I place the .bisign files are on the same folder as the original addon (I copy the key to the "keys" folder on the signed server) , but I have made another addon and uploaded it to workshop with just the signatures and the key, and with the same format of the naming of the original PBOs, but it doesn't work. What I suspect is that it is not possible to verify signatures of a pbo if they are placed in a different folder, even if the name in the .bisign file contains the pbo name and the public key to be used. Is there any way to upload an addon with just the signatures for another addon and upload it to workshop? I can actually download the original addon, sign it, and upload it again, but it could breach the license agreement of some addons that don't allow to re-upload them without permission (and sometimes the owner is MIA for so long). For a real example, this is the original unsigned addon: https://steamcommunity.com/sharedfiles/filedetails/?id=2684335735 And this is the addon I have made with the signatures for it: https://steamcommunity.com/sharedfiles/filedetails/?id=3346738114 Please ask me if I am not explaining well myself, english is not my native language. Thank you very much
  2. I have posted the original unsigned addon, and the addon I made with my signatures, but I am not able to troubleshoot what am I doing wrong. I will keep trying, but If you could check my modset it will help me a lot in going in the right direction. If I achieve success I will write an Steam guide with the steps performed, as using unsigned addons from the workshop on signed servers is a pretty common issue that leads to people breaking the TOS and reuploading them using shady names. Tha could be avoided by uploading an addon with signatures that just verify that "something" is just "something", even if I am "nobody" regarding signing authority 🙂
  3. regiregi22

    ACE3 Artillery calculator

    Hello, I hope you are having a great day! 😀
  4. Hello folks! I would like to share with you some work I've been doing lately. I am a big fan of mortars and artillery in general, so I have been quite pleased with the addition of the ACE3 Mk6 module and the 82mm mortar range table. It got even more interesting with the addon made by ruPal (http://www.armaholic.com/page.php?id=30042) which adds support for some artillery units from RHS. I got tired of having to calculate all the intermediate values and corrections due to enviromental factors (temperature, humidity....), so why not having the computer make it for me? So, I introduced the range table's values in an Excel sheet and all the calculus necessary to interpolate the results to make the process as fast, effective and precise as possible. All you need to do is input the proper values in the RED text boxes, and you'll get the results in the GREEN text boxes. The other cells show the corrections to be applied, just for the sake of curiosity. So when you are called to fire for effect, it's a matter of seconds to calculate and deliver those rounds on target. Just take care of writing the headwind or tailwind value as positive or negative signed. It contains the tables for the Mk6, M252 and M119. I am planning in adding the russian stuff at a later stage, if requested. Being an Excel file, it can be used in tablets, mobile phones or anything compatible! Artillery pieces included: -Mk6 -M252 -M119 -2b14 Podnos -D30 -D30 BK-6M -D30 BK-13 Download: https://drive.google.com/file/d/0BwbgX3YQhkNyYk5PWjlfWWpoREU/view?usp=sharing Best regards
  5. After some more testing, I've discovered it's because a Cookoff setting. When set as "Disabled" or as "Player only" the vehicle explodes on one hit. When set as "Players and AI", it doesn't explode even after a dozen of hits: Explodes: ace_cookoff_enable = 0 ace_cookoff_enable = 1 Don't explode: ace_cookoff_enable = 2 Don't know if it's a bug or it's intended behaviour... which should be quite strange. Best regards
  6. Hello guys, I have a question. When I shoot an Strider (Fennek) with an RPG-7 in vanilla, it just take one shot to go "boom". When I use ACE (plus CBA), it take quite some shots of it to mildly damage it. Do you know which module has to be removed from ACE in order to keep the same vehicle armor resistance as in vanilla? Edit: I just recorded a couple of videos with and without ACE: Without ACE: With ACE (same effect disregarding side of impact): Thank you, Best regards
  7. regiregi22

    [MP][CTI-COOP] Liberation (continued)

    Now that with the new Vietnam creator DLC, Liberation is going to be integrated in Arma's included missions, I would like to complete the Spanish language translation of it. Is is still the (quite a bit old) Github site the best place to do it? Is there any new updated site due to the new mission made for the new DLC? https://github.com/KillahPotatoes/KP-Liberation Best regards
  8. regiregi22

    ACE3 Artillery calculator

    Sorry for the delay. The standard Mk6 mortar is still compatible, as always has been. The issue here is related to RHS mortar compatibility. This was brought by this addon, which is not under development anymore. http://www.armaholic.com/page.php?id=30042
  9. I have a question regarding the AtragMX and the bore-to-scope height. Let's say I am using the M200 Intervention and the LRPS optic: LPRS: ACE_ScopeHeightAboveRail = 4.0; M200: This has not defined the " ACE_RailHeightAboveBore", so I assume it is used the default defined as: case 0: { _railHeightAboveBore = 2.0; }; // Rifle On the AtragMX gunlist Bore height value (default value 3.81), do I have to put in 6cm (4+2)? Thank you, best regards
  10. regiregi22

    ACE3 Artillery calculator

    Recently, I have noticed that the only compatible artillery piece with the ACE advanced mortar system is the vanilla MK6. I don't know is ruPal compatibility patch is still supported, but the last tested I have done show that they are not working with the advanced system.
  11. regiregi22

    [MP][CTI-COOP] Liberation (continued)

    Keep the development going, you are doing a great job rehauling the (IMHO) best dynamic mission ever made for Arma 3. Thank you
  12. regiregi22

    [MP][CTI-COOP] Liberation (beta)

    I made this RHS version for Altis. Give it a try. https://drive.google.com/open?id=0BwbgX3YQhkNyeGdlQXVzU1BZQ00
  13. regiregi22

    [MP][CTI-COOP] Liberation (beta)

    Hi guys, This is the last updated Iron Front modification for Liberation. I hope you enjoy it. https://drive.google.com/open?id=0BwbgX3YQhkNyelZ3Sk1MLXhOSWs
  14. regiregi22

    [MP][CTI-COOP] Liberation (beta)

    I just edited the missions.sqm file. I just replaced all the soldier's classnames with the desired ones. I got a very nice working RHS mission where the russians are the friendly side, USA are the enemies. I may upload it if you are interested.
  15. regiregi22

    [MP][CTI-COOP] Liberation (beta)

    I don't know, its the Altis estandard version.
  16. regiregi22

    [MP][CTI-COOP] Liberation (beta)

    This is my heavily modified Iron front version. This is the classnames_extension.sqf, which has a ton of workhours on its own. A very refined version IMO: http://pastebin.com/aVmqyY5z And this is the complete mission, ready to play. Of course, the initial respawn point is changed (there are no helicopters in WWII to make the initial flight from the island!). Only thing still not done is the whitelist, so you could be able to pick up an MX rifle. I am not planning to do it, a lot of work for a mission our clan won't play anymore. Version 2 (Stable and tested): http://www77.zippyshare.com/v/WWnRZ2ZG/file.html I even made a Version 3, with WWII music, removed markers (GPS position on a map 100 years ago?), and some more changes. I haven't tried it yet, but should work OK: http://www114.zippyshare.com/v/PGhWDsg4/file.html
  17. regiregi22

    [SP/CO8] A 3 - Antistasi Altis.

    We just finished it! It ain't that impossible to achieve once you get patient and know how Antistasi works. We played it coop, between 1 and 6 players depending the time of day. We really enjoyed it, we will come back to it after some time. Maybe we'll try to port it to RHS. PS. I am part of the clan that had those problems related to saving the mission while the headless client was down. In the end, some mates managed to make it work. Thanks for all your support Barbolani.
  18. regiregi22

    [MP][CTI-COOP] Liberation (beta)

    Take a look at like 183: "if ( isNil "elite_vehicles_extension" ) then" Delete those units. And remember, for the elite vehicles to properly show up in the map, you must restart the mission.
  19. regiregi22

    [MP][CTI-COOP] Liberation (beta)

    You have to modify the classnames_extensions file for most of it. You have to modify too the missions.sqm if you want to change the main base assets, vehicles and player's slots roles.
  20. regiregi22

    [MP][CTI-COOP] Liberation (beta)

    I have heavily modified the mission as we played it. Mainly the classname_extension file. We in fact ended playing it as opforces (russia). So have it in mind if looking for potential bugs.
  21. regiregi22

    [SP/CO8] A 3 - Antistasi Altis.

    Thank you! We are having a great time playing this mission again. I will join your public server one of these days. As you know, the personal stats are cleared once you die. Is it possible to mantain the stats even if you die? Now we are all ranked "Private", but there are some people that have played for a long time, and we would like it to be counted.
  22. regiregi22

    [SP/CO8] A 3 - Antistasi Altis.

    I have a couple of questions, as we have recently started to play Antistasi again. -When unloading backpacks with content in them to the ammo box, is it advisable to take the items out of them before? Or are they counted the same way if the objects are inside a backpack or a carrier rig? I have the same question regarding scopes and weapons accesories. -How is the HC feature finally implemented? I remember to hear that it was originally intended to work with up to 3 HC instances, one for each faction (which is too much cpu power for our dedi server). Are less IA spawned if less HC are running? We would like to run as much as one HC instance, and keep performaces at reasonable levels at all time. For example, we run a low amount of civilians and set the low FPS option to the maximum 27 level allowed.
  23. regiregi22

    [MP][CTI-COOP] Liberation (beta)

    We are done!
  24. regiregi22

    ACE3 Artillery calculator

    Version 3 of this calculator is out. https://drive.google.com/file/d/0BwbgX3YQhkNyYk5PWjlfWWpoREU/view?usp=sharing Added: -2b14 Podnos -D30 -D30 BK-6M -D30 BK-13
  25. regiregi22

    [MP][CTI-COOP] Liberation (beta)

    I agree with you. But that's why you have got two different difficulty settings to spice things up a bit.
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