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About Asaayu

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    Private First Class

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    New Zealand
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    Technical game design

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  1. Asaayu

    Prarie Fire discussion

    Unfortunately the restrict module does not restrict the death sounds. In the current build there is no way to stop a unit from playing a death noise, but I've added that functionality in the internal build. You can do one of the following to get the unit to not make a death sound, Per unit you can set the variable vn_sam_disable_death_noise on the unit to true Per class you can add the attribute vn_sam_disable = 1; to the units class in the config OR In your missions run the following after the modules have finished loading vn_sam_blacklist_classes pushBackUnique "unit_classname" Run this on each client or publicVariable the array, although I'm not sure when publicVariable runs on a JIP compared to the modules. This will stop your unit(s) from making a death noise the next time the CDLC receives an update.
  2. Asaayu

    Prarie Fire discussion

    The module is indeed broken, I've fixed the issue in the internal build so it will be fixed in the next bug fixing update. The correct format is the one you are using, ["classname_01","classname_02"]
  3. Asaayu

    Can you disarm traps on prairie fire?

    You'll need to 'mark' them first so they appear with the red triangle over the mine, then you'll get the option to disarm them. It can be quite difficult to 'mark' them so you might have to try looking at different parts of the mine until you get it. The I believe default button is the "Reveal Target" key in the "Weapons" category of the controls Here's an example from a YouTube video of the mission.
  4. Asaayu

    3Den Stringtable Viewer

    @M1ke_SK Good catch, I've updated the GitHub so they should be included tomorrow morning (+ 11 hours from now) when I update the mod on the Steam Workshop.
  5. After countless times going through stringtable files trying to find what I was looking for I've finally made a mod to make life easier. Introducing 3Den Stringtable Viewer a very simple mod which allows people to view a list of localized text inside the 3Den editor. Features An easy to understand UI. A list of localization keys and their respective localized text. Language options available straight in the interface, allows the user to switch between different languages on the fly. A list of stringtable origins, currently only includes default Arma 3 but in the future looking to implement other mods stringtables for creators to use. Simple search function which searches through the list of keys and their localized text. A copy button which will copy just the localization key - for easy implementation in configs. An export button which will copy the localization key inside a localize command - for easy implementation inside scripts. Contribute If you would like to contribute your mod's stringtable files to the project so users using your mod can use your localized strings when your mod is loaded feel free to contact me and I will get it implemented. Screenshots Links Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2073243184 Github: https://github.com/Asaayu/3Den-Stringtable-Viewer Youtube Video:
  6. I will edit this post with bugs/issues/feedback that I find while playing. The text under the pictures when mousing over markers on the map is very hard to read, could it be possible to increase the size of the text? https://gyazo.com/2985e0fffca9d138441e264fc512634a First time arriving at my house and the laptop appears to be clipping with the table - After waking up from the first sleep the laptop was back in the correct position https://gyazo.com/ff516ac272a4422dc0d6d9d4b8ad2237 This might just be an artistic choice but the font for the time in the map almost feels a bit off compared to what would be expected. https://gyazo.com/e24787b8e495f5f5e09843c71379778c Localization and spacing issues on the insurgent assaults map panel https://gyazo.com/6b9fc9215cc76f9b2f9d223b69adbe19 Map marker tooltip titles cut off due to length https://gyazo.com/01fc1a4335dd48cdae24d78e3efed137 .inc file errors, mainly missing characters at end of line, Script error after getting the first airport task https://gyazo.com/3d335ea8b6f02c95137652c4c005b917 RPT spammed with the following messages Subtitle font does not have symbols for french characters, leaves a blank space in words https://gyazo.com/29e02036bdfd05d25724c1cdaca0a066 Selling items can cause a backlog of notifications which take a long time to go through. This is especially a problem when selling items which may be in large quantities e.g ammo/grenades etc. https://gyazo.com/247ee0303bad82b44b97fa796c9685b2 Missing localization strings ============================================= 12/17/2019 @ 9:05pm (UTC) - End of first playthrough Issues found in future playthroughs will be added below =============================================
  7. @poweredbypot The script does not remove items placed by players when they disconnect. JIP should be able to tear down objects previously placed. The script uses the variable "customCover_credits", you can add/remove from that number to change the number of credits for each player.
  8. Funnily enough there are also items in the virtual arsenal that are labeled as being vanilla when they are from a DLC, they even show adverts when worn.
  9. Asaayu's Custom Cover Asaayu's Custom Cover is a mod that allows player to create personalized cover with a predefined list of models that can be placed by players while in a mission. This mod uses 'credits' which are gained / lost through the creation and deconstruction of objects stopping players from creating an immense amount of objects. This mod also creates object as simple objects to allow alot of objects without a large effect on server and player performance. Server admins and mission creators can add the following to their description.ext to customize the items and credit amounts for their mission. Each line includes a comment explaining the use case of that variable. class CfgCustomCover { startCredits = 15; //== Number of credits per player when they join the mission items[] = {{"Land_BagFence_End_F",1},{"Land_BagFence_Corner_F",2},{"Land_BagFence_Long_F",4},{"Land_BagFence_Round_F",4},{"Land_BagFence_Short_F",2},{"Land_BagFence_01_end_green_F",1},{"Land_BagFence_01_corner_green_F",2},{"Land_BagFence_01_long_green_F",4},{"Land_BagFence_01_round_green_F",4},{"Land_BagFence_01_short_green_F",2},{"Land_SandbagBarricade_01_half_F",5},{"Land_SandbagBarricade_01_F",10},{"Land_SandbagBarricade_01_hole_F",9},{"Land_Plank_01_4m_F",1}}; //== Use an array with the item & the credit cost eg. {"item_className",3} allowPlacedItemPickup = 1; //== 1- Any object placed in the mission and is in the list can be collected for credits //== 0 - Only player placed items can be collected for credits }; More info about the mod an to contact me have a look at the Steam Workshop item. https://steamcommunity.com/sharedfiles/filedetails/?id=1618663060 Please let me know if you have any suggestions or have found a bug.
  10. Asaayu


    I've noticed when playing on a locally hosted server the average number of sqf scripts running is between 360-415ish. When investigating further there appears to be a lot of "BIS_fnc_WLSectorsSetup" and "BIS_fnc_WLSectorsCommonInit" functions running. Is this considered normal for Warlords as it seems like an excessive amount of scripts? Here's a pastebin of the active scripts returned: https://pastebin.com/DKCkPppA I'm also getting a lot of RPT spam with "soldier[XXX]:Some of magazines weren't stored in soldier Vest or Uniform?" This is mainly happening for units with the Independent prefix aka. I_Soldier_AR_F, I_Soldier_AA_F, I_Soldier_GL_F etc. There is also the following spammed when starting the mission. "Inventory item with given name: [XXX] not found" and it appears to go through every gun available in the game including guns with attachments. Finally I'm getting the following "mission.sqm/Mission/Entities/XXXXXX/Entities/Item3.type: Unknown enum value SeekAndDestroy" when starting. XXXXX rising from item 315-483.
  11. This mod adds announcer audio for the following languages, CZECH, ENGLISH, FRENCH, GERMAN, ITALIAN, KOREAN, RUSSIAN, SPANISH & TURKISH. This mod will automatically work once enabled in the launcher and will work on all servers with the correct key installed! https://steamcommunity.com/sharedfiles/filedetails/?id=1576121350 If you encounter any errors in translation or audio please contact me ASAP (The key can be found in the workshop files)
  12. Asaayu

    Arma 3 SwitchMove DLC

    This mission has had multiple updates since release. Main updates include: Players can now use custom keys through an option in the settings menu. Players can use the Arrow keys or WASD and an option in the settings to show the arrow keys rather than WASD. These updates are from suggestions from players. If you have a suggestion feel free to let me know.
  13. Show off your skills with Miller, Kerry and James in this original remake of the 2017 April Fools SwitchMove DLC! Based off the 2017 April Fools reveal . This mission brings the enjoyment of Just Dance & Guitar Hero to Arma 3. Originally based off the April Fools reveal this mission contains 35 different songs for players to enjoy. Challenge your friends to get 5 stars and share your progress with me and other players through integrated twitter sharing. This mission contains over 1 hour and 36 minutes of music to play along with. https://steamcommunity.com/sharedfiles/filedetails/?id=1551815726 Can't wait to see some high scores. If you encounter any issues please let me know on the Steam Workshop
  14. Thanks for the info, I've edited the script to move the main functions from the while loops to functions defined outside the wh. Hopefully, this fixes the issue. I can't say that I saw this issue when testing but hopefully, it won't happen anyway. If you have any more info on stuff I may not be aware of please let me know.
  15. The main reason for the mod was to allow players to use it optionally especially those with not the best of computers, but having it as a script will make it set & forget. Anyway, I've made it into a script that can be added to the mission file. It's pretty self-explanatory hopefully. Github: https://github.com/Asaayu/Immersed-Weather Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1516153601