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Steve 161st

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Posts posted by Steve 161st


  1. Has anyone managed to get AtragMX presets to work for additional mods? I've attempted to use it based on the template mentioned here: Link

    (In the config viewer within the Editor, I do see the new 'ACE_ATragMX_Presets' class with the contents I was expecting from my config file)

    However, I don't seem to see any of my new entries in the AtragMX.

    One concern I had is that I'd previously made additional entries to the AtragMX manually so was wondering if this could affect whether this class works. (I've made quite a lot so I don't want to delete these just to test if this is the issue!)

     


  2. Has anyone else noticed that when playing in high wind strengths, (directly interrogate server for wind info shows 10m/s+) Shift-K or Kestel readings at ground level are always close to zero yet the effect of the wind on smoke is very noticeable? We first noticed this with sound mods like JSRS where it sounds very windy despite Kestrel readings being zero. (And yes, this is standing in the middle of a big, empty field, not directly downwind of a big building or hill!)

    I'm guessing that what we're seeing is the ground roughness effect and obstacle effects are influencing Kestrel readings(or Shift-K wind displays) but are not influencing smoke effects or the wind strength being fed to sound effect mods.

    Interestingly, I'm not able to re-create this in a single player mission so suspect it's something related to our server settings...

    • Like 1

  3. The wind sounds could be related to some things we're seeing with ACE weather at the moment. If we query the server for wind strength, we often see it 10m/s+. Throwing smoke grenades shows them acting as if there is a 10m/s wind strength (i.e acting as if there's a very strong wind). However, shift-K or Kestrel measurements at ground level report a wind speed of zero. (Climbing a hill will start to result in measurements above 0 on the Kestrel)

    So I suspect JSRS is using the 10m/s for wind strength at altitude. 

    It might be we've got some settings incorrect in ACE but it feels like it's handling the atmospheric boundary layer incorrectly in how we've got it setup. 

    (But these symptoms do seem to tally with Armagedonas)

    Annoyingly, I'm not able to re-create this in a single player scenario so again hints at something specific to our server settings...

    • Like 1

  4. Absolutely love JSRS and am an even bigger fan of the new Beta! 

    It seems the supersonic bullet cracks are a hot topic for discussion... I'm sure you'll already have good reference material but for what it's worth, these two links are very much along the lines of how I remember things:

    https://www.youtube.com/watch?v=d-Fu_4iDOLQ

    https://www.youtube.com/watch?v=hdzdXExRrSM

     

    Arguably, these go against the general trend for wanting the cracks to have more base. 

     

    I'm finding rounds have to be very close before getting this kind of effect with JSRS Beta and it tends to be more of 'pop' than a crack.
    I think this is the one area where I prefer the 'current' JSRS to the new Beta. However, as you've pointed out many times, these things are very subjective and what one person prefers will not suit everyone.

     

    I'm sure however you tweak (or not!) supersonic cracks, the end product will be superb. Just thought I'd send the links in case they are in any way useful.

     

    Keep up the great work!

    • Like 1

  5. Hi Neddles,

    Would you mind if I made a small 'compatibility' mod for your ATVs? Our unit absolutely LOVES your ATVs! The only slight issue we have is that for the levels of mobility we want, it's a touch slow, especially up hills. If, like you say, your mod is based on the Polaris, as this only has about 45 bhp, I think what you've done is extremely realistic. So my 'compatibility' mod would basically be an addon that added additional classes of the ATV that had a bit more power. (E.g. something along the lines of dropping the SPORTSMAN TOURING XP 1000 motor into the 6x6.)

    I fully accept this is it less realistic but to make it fit the style of play we'd like to use it in for our unit, this would be ideal.

    Let me know what you think - and outstanding work on the mod - incredible that this is your first attempt at ARMA3 mod making!

     

    • Like 1

  6. Hello, 

    I'm relatively new to mission making and generally use the Eden editor so might be being caught out on what order things get initialised when starting a mission. 

    I'm trying to set only some AI units so they always go into the revive state when being 'killed'. (E.g. escorting an HVT and ensuring they can't die easily.) The closest post I found was below:

    On 18/05/2017 at 10:10 AM, belbo said:

    _unit setVariable ["ACE_medical_enableUnconsciousnessAI",1]; _unit setVariable ["ACE_medical_enableRevive",1]; _unit setVariable ["ACE_medical_preventInstaDeath",true];

    So trying this in the AI's init box seems to have no effect. I've tried a few other things that at least seem to get ACE medical to go into the 'fnc_setDead.sqf' but I was wondering if the code has been changed now so that this does not work if the 'unit' is not a player. All my other attempts seem to get an ace script error at what I'm pretty sure is this line in the setDead.sqf:

    if (((_reviveVal == 1 && {[_unit] call EFUNC(common,isPlayer)} || _reviveVal == 2)) && !_force) exitwith {....

    I suspect this is really trivial to fix and it's just my general lack of understanding but any help/advise would be greatly appreciated.

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