Jump to content

Cheitan

Member
  • Content Count

    105
  • Joined

  • Last visited

  • Medals

Community Reputation

33 Excellent

About Cheitan

  • Rank
    Sergeant

Contact Methods

  • Website URL
    https://www.gsri.team

Profile Information

  • Gender
    Male
  • Location
    France

Recent Profile Visitors

3365 profile views
  1. Cheitan

    Ropes and parachutes

    What do you mean ? The first message is using this command : ropeCreate[vehicle player, [0,0,0], 6] So I'm already using the parachute, since ropeCreate only works with "transport" vehicles as origin for ropes : https://community.bistudio.com/wiki/ropeCreate/transport Soldiers are not a valid "from" object.
  2. Cheitan

    Ropes and parachutes

    Due to this affecting only a player's own sighting, I simply ended up locally hiding rope segments. It works like a charm and keep the code simple to read and understand, rather than messing around with proxy objects. We can even add a drawn line onEachFrame for the time of flying, so that the 3rd person view is not too weird. Good enough for my use case 👌
  3. Cheitan

    Ropes and parachutes

    I did not have much hope for that anyway. However amp' report allowed me to see that this problem is local only : only your "own" rope is glitched, but every other ropes created under other player's parachutes are rendered ok on your screen. So one can locally hide the rope and use https://community.bistudio.com/wiki/drawLine3D to render a visual link, and let other player around with their ropes. Or any other trick. Basically, only the local use case have to be dealt with. But it's definitely a weird glitch, for sure.
  4. Cheitan

    Ropes and parachutes

    I don't know how, I missed a previous task opened by @ampersand38 on the same topic : (https://feedback.bistudio.com/T157379) Mine (https://feedback.bistudio.com/T163601) is consequently a duplicate but I apparently can't merge it with amper's one. I'd say a moderator is needed here 🤷‍♀️
  5. Cheitan

    Ropes and parachutes

    There use to be some, relying on rigid body objects and attachTo, but since we have decent ropes and a parachute being considered as a transport vehicle, it would be a shame not to use it 🤷‍♀️ I never issued bug reports for A3, I think. I have to find how all this works. Thanks for double-checking after me !
  6. Cheitan

    Ropes and parachutes

    PS : might also worth mentionning that when the player hits the ground, the parachute is still displayed for a few seconds, falling to the ground. During this specific moment, the rope is correctly displayed, attached to the parachute and the box. And it behaves like a rope. When the parachute is deleted, the rope is deleted too.
  7. (already posted on A3's Discord, so sorry if by any chance you've already read that, but I wanted to reach to the forum's community to see if anyone has other clues) Hi there ! There is something weird going on with parachutes and ropes. I thought parachutes were basically aircrafts, plus they are listed in the "transport" list of vehicles : https://community.bistudio.com/wiki/ropeCreate/transport In fact, creating ropes from them "kinda" works : when using `ropeCreate[vehicle player, [0,0,0], 6]` when under a parachute, a rope is indeed created, with the correct length, hanging toward the ground. However, it does not follows the movement of the parachute. It stays right where it spawned, hanging down. Calling on the parachute works as intended : the rope object is returned correctly. But it still hangs in the air. Using `ropeCreate` to attach an object to the parachute is even weirder : the object behave exactly as it would if the rope was there, attaching the object to the parachute : it swing left to right when turning, hits the ground before the player, etc. However, despite the behavior being OK, the rope is still displayed at the spawn point, mid-air. Here you can see what I mean : the box is behaving normally, swinging behind the player, but the rope is stuck mid-air, not moving, not doing anything. I've so far failed to make it move in any way : reattaching it does nothing. Deleting it works however. Then, 2 questions : - is there anything I can do to make this work properly ? - is there any use to bug-report it now ? Thanks,
  8. Is reporting a viable option to help ? I reported those two stolen mods, giving the link to this thread (and especially this excellent investigation by @Gunter Severloh) in both reports descriptions. EDIT : answer already given, sorry
  9. Cheitan

    Reverse Engineering EOS

    Hey @dreadpirate, I recently had similar concerns, and I ended up thinking that it would be easier to redesign a brand new occupation system from scratch. So that's what I did. You can find a very basic version of it right here : https://github.com/team-gsri/GOS (GOS standing for GSRI Occupation System, not related to the team named GOS). Frankly, it's not as polished as I want it to be. Ultimately I will probably ship it as a mod, mainly for my team's needs, but for now I lack time to work on it. I don't forget it though, I really plan to perfect it at some point. For now, feel free to take inspiration from it, fork it, or eventually open a pull-request following the generic Contributing guidelines of our organization. Have fun !
  10. Could you please share the values used to make this work please ? I can totally deal with attaching the chopper to the platform, but making the platform a towable object is giving me headache. I added the needed values to it, but when trying to tow it, the platform is immediately rotated by 90° and automatically detached. I tried playing around with wheelOffset values, but when changing this value, it only affect the rotation direction (clockwise or counterlockwise) but still refuses to stand still and be gently towed. EDIT : I might have found the values that you used : https://bitbucket.org/Leshrack/leshtowing/src/master/testconfigs/config.cpp. Can you confirm ? I'll give it a try today or tomorrow. EDIT2 : I can confirm that there is still this strange problem when trying to tow the landing platform, even with @leshrack values. Anyone having a solution for this ?
  11. Tried with a very simple "diag_log 'gabuzomeu'", but there is nothing in the log file either. It seems not to be executed, and I don't understand why
  12. Quick question there, I have a custom Eden attribute defined that way : class GSRI_frigate_attribute_addWeapons { displayName="$STR_GSRI_frigate_addWeaponsTitle"; tooltip="$STR_GSRI_frigate_addWeaponsTooltip"; property="GSRI_frigate_addWeaponsProperty"; control="Checkbox"; expression="_this setVariable ['toto',_value,true]"; defaultValue="true"; }; It works just fine in Eden, as the checkbox is properly displayed with the correct name, tooltip and default value. Similarly, displaying this class with the in-game config viewer shows that the attribute is correctly added. However, when I run the mission, there is no variable "toto" in the object's namespace. I'm probably missing something very obvious but I can't put my finger on it. Any idea ?
  13. Cheitan

    GSRI Zeus Manager

    GSRI Zeus Manager has been updated (original post edited), and is now only maintained and distributed as a mod ! This way you do not need to add or update it to every single mission you are using. If you still need it as a script, you are free to get the source code on Github and use it as-is in your mission, or modify it the way you want under the conditions of the MIT License.
  14. Initial project Hey there ! I'm glad to introduce you a brand new mod : GSRI Zeus Manager ! This component was first developped in order to provide GSRI mission editors a complete template relying on the USS Liberty destroyer. It is meant to quickly start a new mission without having to deal with our usual stuff such as having a few basic vehicles, ship's weaponry, arsenal, and of course Zeus modules automatic management. This last part is now a separate project, as we ended up thinking that it can be beneficial for the whole A3 community. 😀 What GZM can do Once GZM is installed it can take care of any Zeus module placed via 3Den, without requiring you to configure each module with a proper owner. 💪 It relies on a serverside stored whitelist of players considered as allowed to get a Zeus privilege. The granting process check for the whitelist before linking the requester to an available curator. Any interaction with GZM is made through "command line like" user interface : just open your multiplayer vanilla chat and enter #zeus help to get a quick reminder of what each command does : Usage : #zeus <command>, with : whitelist : show whitelisted players slots : display (un)assigned slots request/release : get (un)assigned to an available slot promote/revoke <player> : (un)register <player> as zeus-allowed With GZM, you can add as much Zeus modules as needed without getting worried by how to be sure that your team's members will be able to use it. 👌 The whitelist is stored in the server's profile, meaning that it is available to all missions running on a given server. Just log in as admin on your server, promote players as you wish, and let GZM deal with the details ! 👮‍♀️ How do I get it ? Literally everything you need to know about GZM is available on the Github repository of our project. Just have a look to the included Readme. Also, you can simply click here to go instantly to the release page on Github. Please mind that this mod requires the always excellent CBA mod, otherwise you will not be able to interact with GZM (which is sad... 😥). If you have any question, feel free to ask here, on Github, or on our Discord server !
  15. Bloody hell, I get it. There is a missing / for the closing tag for 3 of the entries. Probably due to a missed copy-paste. This might have confused the XML parser of the game, leading to a fully unexpected behaviour but without any kind of warning/error message. I spotted it by re-typing the whole file from scratch and having everything working at first try. I then performed a strict comparison between both files with a dedicated tool and the magic happened. How dumb I may be, from time to time...
×