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Posts posted by Mr.jizz
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On 13/09/2017 at 11:03 PM, Corbinnator said:The project is at a stand still we are focusing all of our resources on the readable horse simply this mod is nothing without a horse and won't be released till we get a working version. The horse model and animations are complete, we are just trying hard to find someone to put them all together. So if you have any skills and think you could offer your hand to help us complete the horse please contact myself ASAP. I'll be posting some new pictures this weekend showcasing our new buildings that got completed this week.
Where can you find me
Steam: http://steamcommunity.com/profiles/76561198058455724/
Discord: https://discord.gg/H7CdEp7
Maybe contact this guy, app this mod will be updated by friday with a functional horse (3d animation/walking)
http://steamcommunity.com/sharedfiles/filedetails/?id=1135142517
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Prob pointless, but as far as i know the armaholic download (complete package) does not work no more, but i see on the github the files are newer (i also see a _x64.dll file in there, guess its 64bit ready?) and im takeing a big guess that the files (apart from the dialog/sqf) have to be made into a .dll file? (am i right or completely and utterly wrong?) to make this work as a mod?....i know maca is using this on the ccg servers so i know it works. This would be a great work a round instead of saving large music files in mod packs
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Just another note, i have a general understanding of the issues of syncing music multiplayer, but if you ever got nradio side of things working (mp3 live stream), technically you only need to play that say "station" locally (the player) as it will be grabbing a live stream, so one player will pretty much hear exactly what the next player will be hearing (maybe a slight desync with buffering?) but nothing making it unusable, would technically take some load off the server?
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Yah, alot of that i knew off, esp looking at the (nradio) mod files, unfortunitly i dont have the knowledge outside of say 'sqf' files/scripting, maybe/if you were to ever take this on you could check out the nradio files, i know they were able to live stream/format straight from an mp3 live stream, ie bbc radio live stream link (as far as i understand they can encode straight from any mp3 stream link , ie soundcloud, internet radio links), personally i was trying to get nradio to broadcast a radio channel through one loudspeaker takeing alot of the realtime play back stuff issue away, but i just didnt understand the hole dll file thing....in the bigger picture i thought it would be cool as say life servers could host their own live radio stations and if you intergrated your mod, theyed be able to listen threw car stereo..also being from a music background they could host songs written by unkown artists from their servers etc (imagine a band getting known through a life server haha), it would be a whole new angle on the life mod experience, well its cool you share some off the same thoughts, im just bumbed i dont have enough knowledge to work with dll files, i could probably help with the sqf side off things, but thats it, as far as i know nradio used encoders etc also. Ill definitly be following this thread anyway!
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Hey rebel, nice mod, theres really not much in the way of media intergration in arma ie,videos/music, i seen project life have youtube streaming working and someone was working on an internet radio streaming mod (nradio), i have some decent knowledge of scripting within arma, but lack knowledge when it cones to dll files etc. I was just wondering if you had any thoughts on makeing this or a seperate mod streamable or would even have the knowledge to do so?. The only draw back of this kind of thing is the file storage of media files, so streaming would eliminate this (ie put a stream link into a script internet radio or soundcloud etc or maybe several for diff stations like nradio tried)....i dont know maybe im asking to much here, but just wondering if you had any simalar thoughts?
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7 hours ago, darkfurby1 said:I posted else where about this, but this is probably more suited here, i know the update wasnt guaranteed more fps it was more to do with stutter etc, now...i do get way more fps on occasion after the update (100+ fps), but it goes up and down (mostly down) -25 fps
this is on standard arma and modded (i know mods will decrease performance)
In the campaigns i was getting an average of 50fps now i get 15-20 on average
my system
-i7 6700k 4.1ghz
-16gb corsair dominator 2666hz
-rx480 nitro oc 1450/2222hz
-500gb samsung evo ssd
not the best setup in the world but should definitly being getting more than 15fps average even with armas optimization issues.
Can you look something up for me please: http://www.pcadvisor.co.uk/how-to/pc-components/how-set-default-graphics-card-3612668/
i couldn't find this setting in the amd radeon software anywhere and i couldn't detect my intel display adaptor via device manager so i could manually disable it, i will have a look in the bios and see if i can turn off automatic gpu switching or something.
i did notice though, now this didnt work all the time but it did most of the time, when im on the standard arma campaign (drawdown - for testing) i get 15-25fps but iv noticed if i hit esc to the pause screen wait a few seconds and my fps shoots up to 100+fps and then i hit esc again back into the game and my frames stay 100+ for a good bit then they drop back down to 15-25 and then i just repeat the same thing over and over (low fps, hit pause, high fps, then low fps, hit pause....), i can hear my fans ramping up to (specifically my cpu fans) i thought at first i was hitting a thermal throttle, but iv monitored the temps/frequencies and highest temps are 56'C at 4.1ghz (35% cpu usage), i could see where the frames went up each time on the temp/freq monitor, so now im thinking its something wrong with either my chip or as stated its just the update?
i have also tested switching to 32bit but in 32bit i dont get above 25fps in any scenario just stays really low.
i will try and disable my on-board graphics to rule that out now
...again i got on average 40-50 before the update.
UPDATE!
nope it was exactly what you said (the on-board gpu), disabled gpu from bios and now im getting a steady 90-190fps.....in arma terms this is amazing!!, hopefully thats my problems sorted, gona test some more, thanks for your advice man!!
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I posted else where about this, but this is probably more suited here, i know the update wasnt guaranteed more fps it was more to do with stutter etc, now...i do get way more fps on occasion after the update (100+ fps), but it goes up and down (mostly down) -25 fps
this is on standard arma and modded (i know mods will decrease performance)
In the campaigns i was getting an average of 50fps now i get 15-20 on average
my system
-i7 6700k 4.1ghz
-16gb corsair dominator 2666hz
-rx480 nitro oc 1450/2222hz
-500gb samsung evo ssd
not the best setup in the world but should definitly being getting more than 15fps average even with armas optimization issues.
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I know we werent promised any frames, it was more to do with stutter/lag and yes i am getting far more frames now at times but i go on the lows and im now getting worse low end fps than i was before, so higher fps yes but the low fps is worse so thats not good
before update 30-50 fps in most senarios mod/no mods
update - far higher fps but also far worse fps (even in the senarios i used to get steady 40fps now i get like 15fps)
could do with uploading logs but dont have time atm
my system
- i7 6700k 4.1ghz
-16gb corsair dominator 2666mhz
-rx480 1450/2222 hz
-samsung 750 evo 500gb ssd
i had a friend running same system except with an i56600k running standard clocks he was getting about 60fps and i was getting 20-30fps?
dont get me wrong, im not so much complaining just pointing out that there seems to be an issue, as in getting lower fps than before the update, i would be happy if i was stuck with 30fps for this game but getting below 25 at times iust makes it unplayable esp considering i dont exactly have a week ass system.
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haven't bench marked it yet, but im actually getting in and around 150fps on blank map, i used to get 40-50 max, but i have noticed it dips down a lot to 20s, so it fluctuates from alot better to alot worse for me now and thats standing still not moving and no ai around? quiet strange...if i was able to keep it above 30fps in the minimums this would be fantastic news for me!
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Updated!
added water bottles (water full/empty/dirty).
added tent
added sleeping baginteractions:
build tent
unpack sleeping bag
fill water bottle near water
boil dirty water near firegut dead rabbits with knife for meat
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On 08/01/2017 at 1:25 PM, Spatsiba said:I like the idea for water bottles and MRE's. There was a mod like this in ArmA2 which added some more depth to logistics etc for week-month long ops but I've not seen anything like it released for ArmA3 yet. I know one person in the current ACE3 group had something similar but scrapped it.
Like it so far though! :)
Glad you like it so far, i have alot more items to add, including water bottles (which are fillable from rivers etc). Theres a few mods out there that do the same thing as mine, but none really seem to have models to go along with thier inventory icons, which just didnt do it for me, so i learnt how to model and started this mod ;)
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Updated!
added few more models and worked on the item interactions
//inbuilt - item interactions.
Knife = Forage in small bushes for fruit (so far only apples, 50% chance of finding).
cans/bottles = drink.
food = eat (adding tin opener for tinned food so cannot eat beanz yet).
raw meat = stand close to a fire (classname "FirePlace_burning_F") to cook meat, fire has to be on. -
On 12/27/2016 at 1:54 PM, foxhound said:New version frontpaged on the Armaholic homepage.
hey foxhound, if you are going to update on armaholics could you update the tittle '
Beanz - Inventory Mod (with survive-mode)
' and description thanks ;)
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Updated!
added some new items and (currently still wip) survive mode, more info here
SpoilerClassnames:
Apple = "bnz_apple";
Tinned beanz = "bnz_beanz";
Cash/Money = "bnz_cash";
JD Whiskey = "bnz_jackoffs";
JD Whiskey (empty) = "bnz_jackoffs_emtpy";
MRE = "bnz_mre";
Knife = "bnz_knife";
Meat = "bnz_meat";
Raw meat = "bnz_rawmeat";*************************************************************************************************************************************************
*************************************************************************************************************************************************
//How to config your own interactions via 'description.ext'
//The config example *
class Cfg_bnz_interact {
class bnz_jackoffs //the classname of the object you want to interact with here
{
interactActions[] = {
{"alive player","Drink","[0,30] call fnc_survivemode_eat;"}, //{"boolean: true/false","Button text","what ever script you want here"},
};
};
};
*************************************************************************************************************************************************
class Cfg_bnz_interact {
class bnz_jackoffs
{
interactActions[] = {
{"alive player","Drink","[0,30] call fnc_survivemode_eat;"},
};
};
};
*************************************************************************************************************************************************
//How to add more fuctions/buttons to one item
//Example
class Cfg_bnz_interact {
class bnz_jackoffs
{
interactActions[] = {
{"alive player","Drink0","[0,30] call fnc_survivemode_eat;"},
{"alive player","Drink1","player setdamage 1;"},
{"inflamed (nearestObject [player, 'FirePlace_burning_F'])","Boil","player removeitem bnz_jackoffs"},
};
};
};
*************************************************************************************************************************************************
*************************************************************************************************************************************************
//Survivemode
//to activate survivemode, from the editor go to modules/others/beanz survivemode and place it down to start survive mode (hungar/thirts/object interaction)//Hunger & thirst
//set hunger/thirst example = [10,100] call fnc_survivemode_eat; ie hunger + 10%,thirst + 100%.[10,100] call fnc_survivemode_eat;
//Sickness
//set illness example = [true] call fnc_survivemode_sickness; ie player is sick[true] call fnc_survivemode_sickness;
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i have updated to V0.3
Steam workshop link - click here
Change notes:
added beanz.
added cash.
added MRE.
mod now signed.
...i have also changed the description
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Would you be able to add 'conditions' to this, (dayz example: if player has lighter and wood the dropdown menu/button appears 'craft fire'), i know it would be possible to handle this with an 'if' statement in scripts, but it would be much cleaner if you could add the conditions directly to the config
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4th!, ohhh very nice, irish mick was telling me about this, goood work sir's!!!
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Simply because Arma lacks inventory items that are pickable/dropable/useable.
Feel free to send me your item suggestions that you would like to see in game.
-----------------------------------------------------------------------------
you will find the items in the magazines, via edit unit loadout or i have included a .txt file with all the classnames in it and info on how to use.
W.I.P, Survive mode, gives you hunger/thirst status and the ability to add interaction menus/buttons to items (like old school dayz), find the attached instructions on how to use.subscribe to the mod on steam workshop here:
steam workshop - click here)...enjoy.
SpoilerSpoilerSpoilerSpoilerClassnames:
Apple = "bnz_apple";
Tinned beanz = "bnz_beanz";
Cash/Money = "bnz_cash";
JD Whiskey = "bnz_jackoffs";
JD Whiskey (empty) = "bnz_jackoffs_emtpy";
MRE = "bnz_mre";
Knife = "bnz_knife";
Meat = "bnz_meat";
Raw meat = "bnz_rawmeat";coke can = "bnz_cokecan";
sprite can = "bnz_spritecan";
vodka = "bnz_vodka";*************************************************************************************************************************************************
*************************************************************************************************************************************************
//How to config your own interactions via 'description.ext'
//The config example *
class Cfg_bnz_interact {
class bnz_jackoffs //the classname of the object you want to interact with here
{
interactActions[] = {
{"alive player","Drink","[0,30] call fnc_survivemode_eat;"}, //{"boolean: true/false","Button text","what ever script you want here"},
};
};
};
*************************************************************************************************************************************************
class Cfg_bnz_interact {
class bnz_jackoffs
{
interactActions[] = {
{"alive player","Drink","[0,30] call fnc_survivemode_eat;"},
};
};
};
*************************************************************************************************************************************************
//How to add more fuctions/buttons to one item
//Example
class Cfg_bnz_interact {
class bnz_jackoffs
{
interactActions[] = {
{"alive player","Drink0","[0,30] call fnc_survivemode_eat;"},
{"alive player","Drink1","player setdamage 1;"},
{"inflamed (nearestObject [player, 'FirePlace_burning_F'])","Boil","player removeitem 'bnz_jackoffs'"},
};
};
};
*************************************************************************************************************************************************
*************************************************************************************************************************************************
//Survivemode
//to activate survivemode, from the editor go to modules/others/beanz survivemode and place it down to start survive mode (hungar/thirts/object interaction)//Hunger & thirst
//set hunger/thirst example = [10,100] call fnc_survivemode_eat; ie hunger + 10%,thirst + 100%.[10,100] call fnc_survivemode_eat;
//Sickness
//set illness example = [true] call fnc_survivemode_sickness; ie player is sick[true] call fnc_survivemode_sickness;
*************************************************************************************************************************************************
//inbuilt - item interactions.
Knife = Forage in small bushes for fruit (so far only apples, 50% chance of finding).
cans/bottles = drink.
food = eat (adding tin opener for tinned food so cannot eat beanz yet).
raw meat = stand close to a fire (classname "FirePlace_burning_F") to cook meat, fire has to be on.-
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You cant save those functions (ie additem, removeitem), you need to use for example 'get' fuctions
Something like
getPlayeruid player;
profilename;
Then make the variables ie,
_myuid = getPlayeruid player;
_myprofilename = profilename;
Then make them into an array ie,
_myplayerarray = [_myuid,_myprofilename];
Then save your array to inidbi2 ie,
["write", ["MYINFO", "Myplayer", _myplayerarray]] call _inidbi2;
Theres onviously a little more to it, this is just a quick example....
Edit
Didnt read your question fully,
Using my example it should work something like ie,
_readmyarray = ["read", ["MYINFO", "myplayer", ""]] call _inidbi2;
_myuid = _readmyarray select 0;
_myprofilename = _readmyarray select 1;
Hopefully this makes sence....
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Im going to take a wild guess and say this mod is dead in the water?
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Im not sure i havent looked at this function myself, i will be digging the functions out for saveing player health with ace3 though so i will have a look...Any way you know where to put it in the code I have the Ace 3 function?
Edit.
I found this may do the job
this setVariable ["Ace_medical_medicClass", 1];
Edit.
Ok this a bit of guess work as im currently at work.
I think,
0 = no medic class set
1 = general medic (cant rember names)
2 = full medic (cant rember names)
CODE:
//saving script
//this will return 0 as default ie no medic class set - returns 1 or 2 depending if medic class already set
_whatsortofmedic = player getVariable ["Ace_medical_medicClass", 0];
["write", ["MEDIC", "Class", _whatsortofmedic]] call _inidbi;
//loading script
_readmedicclass = ["read", ["MEDIC", "Class", 0]] call _inidbi;
player setVariable ["Ace_medical_medicClass", _readmedicclass];
------------------------------
This may not be accurate and is untested but from what i gather it should work, if your using it on a dedi server for example you will need to look at my previous noob post to be able to set it up server side
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my unit just found that inidbi 2 no longer works with ace 3 units that are assigned as medics in ace no longer are one after the first time u join the server dose anyone had this ?
you could set inidbi2 to apply this to your unit on joining, you would need to find the function for this from ace3, that should solve your problem.....maybe its something that happens with ace3 not inidbi?
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for any newbies looking a quick setup!!
http://www.armaholic.com/forums.php?m=posts&q=35771&n=last#bottom
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KLPQ Music Radio
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Hey rebel, iv released this on steam workshop, finally got it to compile to 64bit, id say if you could work round the bugs, it would be a great addition for this mod.
http://steamcommunity.com/sharedfiles/filedetails/?id=1139621607