NemesisRE
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Posts posted by NemesisRE
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On 4/19/2020 at 10:20 AM, LJFox said:Awesome to see you are still around,
The first question that sort of leads into everything else is:
- How are you detecting what icons are used for different units? (e.g. Infantry, Helicopter, Motorized, etc.)
The remainder are requests based off the answer you give for above:
- Is it a bug or intentional for the marker to no be on the group leaders position but off to the side?
- Would it be possible to change those icons to another whilst playing, similar to the same system that ACE uses for Team Management in the Self Interaction Menu?
- Would it be possible to change the colour of the icons to another whilst playing, similar to the same system that ACE uses for Team Management in the Self Interaction Menu?
Cheers Mate
- For the icon I use a function that checks the vehicle class https://github.com/quies-in-proelium/qipBFT/blob/master/addons/bft/functions/fnc_getUnitMarkerType.sqf
- yes the offset is intentional so that you can still see the groupleader instead of being covered by the group icon.I should mention this applies only to your own group, groups of which you only see the groupicon do not have an offset on the leader. https://github.com/quies-in-proelium/qipBFT/blob/master/addons/bft/functions/fnc_createGroupMarkers.sqf#L30-L37
- I don't know what you mean with changing the icon like ace does, you can only change the color and that is already synced. If you or somebody else changes his teamcolor this will also shown on the bft
Currently the colors are hardcoded but I try to change the ace colors to use the ace variables (ace_nametags_nametagColor*) so they will be affected by a change too.
If you have wishes that can easily added I will try my best.
Cheers
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16 hours ago, LJFox said:G'day Mate,
Just stumbled across this as I was looking for a more customizable BFT to use for my community. I'd like to ask some questions about the mod if you are still around?
Cheers
still alive and kickin, shoot
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13 hours ago, Tankbuster said:Thanks for that.
Ref CBA. I don't use it, and the current version doesn't actually need it, there is a BI function that can replace the CBA function in the script.
There is no BI function that can replace CBA Settings not even close
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Added screenshots hopefully they are helpful.
Currently I am working on adding the tao folding map to the mod Issue #1- 1
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7 hours ago, .kju said:thank you!
would suggest to link some images and a demo video though to make it easier to grasp for those not familiar with BFT
Screenshots were definitely planned and should be ready over the weekend, I have to see if I have time for a video ^^
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[qip] BFT is born out of the idea to rewrite a BFT script into a Mod and ending up writing it almost completely from scratch.
Thankfully there is an open and helping community which made that possible.
BFT (Blufor Tracking or Blue Force Tracking) shows friendly units on a map. In this case this would be the map, GPS or any
other device which can display local markers. It's up to you what you want to track, almost everything is configurable.
Features:
- completely configurable with CBA settings
- group tracking for own faction, friendly factions and civilians
- dynamic diplomacy updates, show units based on the friend state
- group details on group icon hover
- unit tracking for own Group
- unit life state for several medical mods/scripts and vanilla
- unit assigned team color
Dependencies:
- CBA_A3
- ACE3 (optional)
Screenshots:
Links:
And for all of you developers out there PR's are welcome.
It is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
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48 minutes ago, Nichols said:@NemesisRE any plans to put this on the Steam Workshop? Will be checking these out in an upcoming mission I am working on.
Done :)
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A total overhaul of Talon's TFAR Radio Backpack Additions by Tablesalt
Features:
- The 3 classes of the original "Talon's TFAR Radio Backpack Additions" are still in there for compatibility
- Comes with the original 3 colors (green, coyote, and winter)
- There are now radios for every faction (west, east and independent)
- The mass of the kitbag was increased by 80 (Mass: 130) and the maximum load reduced by 80 (Max load: 200) to simulate the added radio
- Uses the respective base class from TFAR and replaces the model and mass/load settings
Requires:
TFAR 1.0-PreRelease (doesn't work with <=0.9.x)
Download:
Changelog:
1.0.0
- initial release
License:
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License
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I was playing around with different situations now I have some questions:
1. Do you draw the icons in special way on the map? I can't see them with the tao folding map or the MicroDAGR (ACE3), it worked for both with the ACE BFT this is why I ask. I noticed both get the group (but not the unit) icons as long as the full map is open.
2. Is it possible to disallow BFT without a GPS, MicroDAGR (ACE3) or NaviPad (BW Mod), so if you only have a map no BFT and if you loose your GPS no BFT anymore until you get anotherone.
3. Is it intended that a Zeus remote controlled unit does not have the BFT, except for ACE injured only on GPS?
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Damn you'r fast! Appreciate it thank you
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Hey @fn_Quiksilver would it now be possible to include the team colors for own group members from CBA, ACE3 and STUI? We used ACE3 BFT but it still misses an option to show group members only in addition to groups and since I can not find which BFT/FFT @dslyecxi is using your script seems to be the solution, but I would love to have those team colors like in shacktac's BFT.
Anyway thanks for your work :)
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Hey rebel,
probably the Cigarette addon from SyNcRoNiCzZ would be the perfect match for you. It contains models for a closed, open and empty pack.
Would it be possible to replace the glasses/glasses shemag cigarette when finished with the actual glasses/glasses shemag instead of removing them completely?
I love this mod! In our missions is the lighter part of the default gear :)
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Definitely a problem that we have too. Placing a VirtualEntity - Zeus and syncing or setting ownership for the gamemastermodule used to work but now it doesn't. Giving the gamemaster a playable character will lead to problems with tfar as described by meiestrix. Our missions are all build this way which makes EDEN complete useless at the moment because we have to build our missions with the old editor :(
Yesterday I had do convert a mission to the old sqm format to make it work, but converting looses all player/playable states, markers and other stuff like virtual entities...
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Hey m0nkey,
great job me and my Clan love your snow! I wrote a script on your base for our upcoming winter mission. It is multiplayer/Zeus optimized.
https://paste.nrecom.net/view/996880e1#L8
keep up the good work :)
NemesisRE
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Every single effect you posted so far looks awesome! I love it!
We are running at the moment a winter campaign and I would really want to use your script in this missions, no I need it! Will you publish it in the near future?
Would it be possible to have it ARES compatible so that ZEUS can set the snow effects live while running the mission? Best case would be if you have the snowstorm and than change the snow effect to medium setting it will transition over a short period of time to the new setting instead of just switching to it.
Great Job really!
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Zade, I tried out ACE3 just to give this mod a go. Both addons are awesome! ACE3 has added new functionality to Arma. And BOC works perfect but only in SP for me. This is my only problem. I can't seem to get it to work in MP.
The only mods I'm using are: CBA (latest version), ACE3 (latest version), BOC v.21, mas (NATO, Spetsnaz weapons) and AIA terrain.
The script I'm using in the unit init is:
addedBackpack = [player,"B_Kitbag_rgr"["SatchelCharge_Remote_Mag","HandGrenade","HandGrenade","HandGrenade","HandGrenade","SmokeShellGreen","SmokeShellGreen","SmokeShellGreen","SmokeShellGreen","FirstAidKit","FirstAidKit","FirstAidKit","FirstAidKit","FirstAidKit"]] call Zade_BOC_FNC_AddChestBackpack; .
I've tried putting "true," in between the last brackets like in other examples I've seen but nothing changed. I also removed the unessential mods one at a time. Nothing changed. Any help from anyone would be great! I just want to get this to work in MP! I'm fairly new to mission making but not a complete noob, only partly lol.
There is comma missing
addedBackpack = [player,"B_Kitbag_rgr",["SatchelCharge_Remote_Mag","HandGrenade","HandGrenade","HandGrenade","HandGrenade","SmokeShellGreen","SmokeShellGreen","SmokeShellGreen","SmokeShellGreen","FirstAidKit","FirstAidKit","FirstAidKit","FirstAidKit","FirstAidKit"]] call Zade_BOC_FNC_AddChestBackpack;
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New version which adds eventhandler only once on init.
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@SaMatra
I add the action to the player not the body so it shouldn't appear on dead bodys and I have a event handler for respawn so it must be readded on respawn.
Do you have any revive scripts/mods running? Maybe something is messing with the respawn event?
Edit: I have branched a possible fix for that I need to test it in the evening, if it works I will merge it.
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Updated translation and fix to prevent MP / JIP issues :)
Thank you :)
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Hi there,
I'm currently working on a mission template for my clan [qip] and wanted to include earplugs because everyone is complaining about the noise of the helicopters :P
I looked at several scripts, some of them didn't suit and some didn't work. Maybe it would have been easy to fix but as I wanted to learn sqf scripts anyway I
started to write my own script.
The earplugs work everywhere so they are not bound to a specific location, like inside a helicopter or so. Everything is translatable and currently in english and german.
Setup:
- Create a "scripts" folder in your mission and put the main script in there (or update init.sqf and NreEarplugsPath variable in the main script)
- Create stringtable.xml (or add to existing) the language strings
- Add "execVM "scripts\NRE_earplugs.sqf";" to your init.sqf
- Have fun with your earplugs :)
regards
NemesisRE
NRE_earplugs.sqf:
/* Script name: NRE_earplugs.sqf Created on: 03.06.2015 (06/03/2015) Author: NemesisRE Author website: http://nrecom.net Description: Adds action to insert/remove Earplugs (toggles). Inspired by A3Wasteland132DSOv14.Altis kopfh script License: Copyright (C) 2015 Steven "NemesisRE" Köberich This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>. Manual: Call from init.sqf via: execVM "scripts\NRE_earplugs.sqf"; Add following to your stringtable.xml: <?xml version="1.0" encoding="UTF-8"?> <Project name="NRE Earplugs"> <Package name="NREEarplugs"> <Key ID="STR_NREEP_IN_HINT"> <Original>You have insert the earplugs!</Original> <English>You have insert the earplugs!</English> <Russian>Беруши вÑтавлены!</Russian> <German>Du hast die Ohrstoepsel eingesteckt!</German> <Spanish>¡Te has puesto los tapones!</Spanish> </Key> <Key ID="STR_NREEP_OUT_HINT"> <Original>You have removed the earplugs!</Original> <English>You have removed the earplugs!</English> <Russian>Беруши вытащены!</Russian> <German>Du hast die Ohrstoepsel rausgenommen!</German> <Spanish>¡Te has quitado los tapones!</Spanish> </Key> <Key ID="STR_NREEP_IN_ACTION"> <Original>Insert earplugs</Original> <English>Insert earplugs</English> <Russian>Ð’Ñтавить беруши</Russian> <German>Ohrstoepsel einstecken</German> <Spanish>Ponerte los tapones</Spanish> </Key> <Key ID="STR_NREEP_OUT_ACTION"> <Original>Remove earplugs</Original> <English>Remove earplugs</English> <Russian>Вытащить беруши!</Russian> <German>Ohrstoepsel rausnehmen</German> <Spanish>Quitarte los tapones</Spanish> </Key> </Package> </Project> */ waitUntil {!isNull player}; //to prevent MP / JIP issues NreEarplugsPath = "scripts\"; if (isNil "NreEarplugsActive") then { NreEarplugsActive = 0; 1 fadeSound 1; _id = player addAction [("<t color=""#00FF00"">" + (localize "STR_NREEP_IN_ACTION") +"</t>"),NreEarplugsPath+"NRE_earplugs.sqf","",5,false,true,"",""]; player setVariable ["NreEarplugsAction", _id]; // Handle respawn player addEventHandler ["Respawn", { NreEarplugsActive = 0; 1 fadeSound 1; _id = (_this select 1) getVariable "NreEarplugsAction"; (_this select 1) removeAction _id; _id = (_this select 0) addAction [("<t color=""#00FF00"">" + (localize "STR_NREEP_IN_ACTION") +"</t>"),NreEarplugsPath+"NRE_earplugs.sqf","",5,false,true,"",""]; (_this select 0) setVariable ["NreEarplugsAction", _id]; }]; breakto "firstInitFinished"; }; if ( NreEarplugsActive == 1 ) then { NreEarplugsActive = 0; 1 fadeSound 1; hint format [ localize "STR_NREEP_OUT_HINT" ]; _id = player getVariable "NreEarplugsAction"; player removeAction _id; _id = player addAction [("<t color=""#00FF00"">" + (localize "STR_NREEP_IN_ACTION") +"</t>"),NreEarplugsPath+"NRE_earplugs.sqf","",5,false,true,"",""]; player setVariable ["NreEarplugsAction", _id]; } else { NreEarplugsActive = 1; 1 fadeSound 0.4; hint format [ localize "STR_NREEP_IN_HINT" ]; _id = player getVariable "NreEarplugsAction"; player removeAction _id; _id = player addAction [("<t color=""#FF0000"">" + (localize "STR_NREEP_OUT_ACTION") +"</t>"),NreEarplugsPath+"NRE_earplugs.sqf","",5,false,true,"",""]; player setVariable ["NreEarplugsAction", _id]; }; scopename "firstInitFinished";
stringtable.xml:
<?xml version="1.0" encoding="UTF-8"?> <Project name="NRE Earplugs"> <Package name="NREEarplugs"> <Key ID="STR_NREEP_IN_HINT"> <Original>You have insert the earplugs!</Original> <English>You have insert the earplugs!</English> <Russian>Беруши вÑтавлены!</Russian> <German>Du hast die Ohrstoepsel eingesteckt!</German> <Spanish>¡Te has puesto los tapones!</Spanish> </Key> <Key ID="STR_NREEP_OUT_HINT"> <Original>You have removed the earplugs!</Original> <English>You have removed the earplugs!</English> <Russian>Беруши вытащены!</Russian> <German>Du hast die Ohrstoepsel rausgenommen!</German> <Spanish>¡Te has quitado los tapones!</Spanish> </Key> <Key ID="STR_NREEP_IN_ACTION"> <Original>Insert earplugs</Original> <English>Insert earplugs</English> <Russian>Ð’Ñтавить беруши</Russian> <German>Ohrstoepsel einstecken</German> <Spanish>Ponerte los tapones</Spanish> </Key> <Key ID="STR_NREEP_OUT_ACTION"> <Original>Remove earplugs</Original> <English>Remove earplugs</English> <Russian>Вытащить беруши!</Russian> <German>Ohrstoepsel rausnehmen</German> <Spanish>Quitarte los tapones</Spanish> </Key> </Package> </Project>
GITHUB: https://github.com/NemesisRE/NRE_earplugs
Download: https://github.com/NemesisRE/NRE_earplugs/archive/master.zip
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- Create a "scripts" folder in your mission and put the main script in there (or update init.sqf and NreEarplugsPath variable in the main script)
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For the Huron
[["B_Heli_Transport_03_F"], false, [ [ [0,-2,0], IL_c_red, IL_attenuation, IL_intensity ], [ [0,0,0], IL_c_red, IL_attenuation, IL_intensity ], [ [0,2,0], IL_c_red, IL_attenuation, IL_intensity ], [ [0,4,0], IL_c_red, IL_attenuation, IL_intensity ] ],true], [["B_Heli_Transport_03_unarmed_F"], false, [ [ [0,-2,0], IL_c_red, IL_attenuation, IL_intensity ], [ [0,0,0], IL_c_red, IL_attenuation, IL_intensity ], [ [0,2,0], IL_c_red, IL_attenuation, IL_intensity ], [ [0,4,0], IL_c_red, IL_attenuation, IL_intensity ] ],true],
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Hi, is it possible to start with expert mode enabled?
[qip] BFT
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
It should be possible to change the color but there are two limitations to that, one you can only use https://community.bistudio.com/wiki/Arma_3_CfgMarkerColors
(or CfgMarkerColors from Mods) and second since they represent by default the faction colors in my opinion it should have an addon option to be disabled by the
server or mission maker. So to make it useful, we would need to have the colors to choose from defined somewhere like in
https://github.com/quies-in-proelium/qipBFT/blob/master/addons/bft/CfgMarkerColors.hpp
Changing the Icon is almost the same problematic we would have to define a list of the the icons to choose from that are needed.
Oh and all markers are local markers so the change would only apply to the client that changed it.
I am not a programmer so there might be other better ways.