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LarsAspra

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About LarsAspra

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  1. Those new water spill decals on dev branch tho.
  2. LarsAspra

    Project injury reaction

    Might be mistaken but it messes with certain scenarios does it not? When the unit's group leader has code in his init that can't be executed properly and vice versa when command of the squad is being passed around like in hot potato. Again, I might be mistaken, but that's my reasoning for it, along with the pet peeve of seeing AI squad leaders suddenly be the ones taking orders. Your mod though, I'm only giving suggestions. Unrelated and something that has already been brought up, but have you considered making a setting that modifies the chance of hit reactions triggering, along with taking armor into account? To simulate non-critical/low-reaction hits such as body armor saves, bullet grazing and plain adrenaline desensitization.
  3. LarsAspra

    Project injury reaction

    Coming along pretty well now. One thing I still hope you rectify is the group leader getting ejected out of command status when wounded AND not being returned to it when treated.
  4. C2 - Command & Control by Mad_Cheese has a feature similar to what you're going for with Duda's aforementioned script/mod as a dependency which also detects if the waypoint is on a building, might want to check it out to see how he does it, if you haven't yet.
  5. You can delete the bugged new lines 29-31from fnc_getArea.sqf located in Arma 3/Addons/functions_f/Misc and get rid of the error without any adverse consequences, as far as I've seen. It's an interim solution, but until the new format gets fixed it's better than nothing.
  6. It's defined in the preceding functions. To Larrow, I did indeed apply BIS_fnc_initModules_disableAutoActivation to each module, and to make double sure I tested your version of the script in a clean scenario (it worked without a hitch) and copied your BIS_fnc_initModules_disableAutoActivation syntax, adapted and tested it for DRO but again with just DRO it doesn't want to work. I don't know what to make of it.
  7. As you might already know, multiplayer functionality and BIS functions were not the only casualties of Update 1.86; the supports in the popular Dynamic Recon Ops scenario have stopped functioning since the update, with the sole exception of UAVs. Even if you select the pertinent options in the Lobby, you won't get the support options when the mission starts. Everything else in the mission still works fine however. Being an avid user of it and seeing how the author is on break currently, I took it upon myself to try and isolate the issue and fix it. Here's the code in question: addSupports.sqf diag_log "DRO: Initiating supports"; // Define supports centerSide = createCenter sideLogic; _logicGroupRequester = createGroup centerSide; requester = _logicGroupRequester createUnit ["SupportRequester", getPos (leader (grpNetId call BIS_fnc_groupFromNetId)), [], 0, "FORM"]; diag_log format ["DRO: requester = %1", requester]; //Setup requestor limit values { [requester, _x, 0] remoteExec ["BIS_fnc_limitSupport", 0, true]; //[requester, _x, 0] call BIS_fnc_limitSupport; } forEach [ "Artillery", "CAS_Heli", "CAS_Bombing", "UAV", "Drop", "Transport" ]; // Check whether supports are random or custom _dropChance = random 1; _artyChance = random 1; _casChance = random 1; _uavChance = random 1; if (randomSupports == 1) then { if ("SUPPLY" in customSupports) then {_dropChance = 1;} else {_dropChance = 0;}; if ("ARTY" in customSupports) then {_artyChance = 1;} else {_artyChance = 0;}; if ("CAS" in customSupports) then {_casChance = 1;} else {_casChance = 0;}; if ("UAV" in customSupports) then {_uavChance = 1;} else {_uavChance = 0;}; }; // Supply drop if (_dropChance > 0.7) then { diag_log "DRO: Support selected: Supply drop"; providerDrop = nil; if (count pHeliClasses > 0) then { _logicGroupDrop = createGroup centerSide; _suppPos = [getPos trgAOC,3000,4000,0,1,1,0] call BIS_fnc_findSafePos; diag_log format ["DRO: _suppPos = %1", _suppPos]; providerDrop = _logicGroupDrop createUnit ["SupportProvider_Virtual_Drop", _suppPos, [], 0, "FORM"]; diag_log format ["DRO: providerDrop = %1", providerDrop]; //Setup provider values { providerDrop setVariable [(_x select 0),(_x select 1),true]; } forEach [ ["BIS_SUPP_crateInit", " clearWeaponCargoGlobal _this; clearMagazineCargoGlobal _this; clearItemCargoGlobal _this; _this addMagazineCargoGlobal ['SatchelCharge_Remote_Mag', 2]; _this addMagazineCargoGlobal ['DemoCharge_Remote_Mag', 4]; _this addItemCargoGlobal ['Medikit', 1]; _this addItemCargoGlobal ['FirstAidKit', 10]; { _magazines = magazinesAmmoFull _x; { _this addMagazineCargoGlobal [(_x select 0), 2]; } forEach _magazines; } forEach (units (grpNetId call BIS_fnc_groupFromNetId)); [_this] call sun_supplyBox; "], ["BIS_SUPP_vehicles",[(selectRandom pHeliClasses)]], ["BIS_SUPP_vehicleinit",""], ["BIS_SUPP_filter","FACTION"] ]; [requester, "Drop", 1] remoteExec ["BIS_fnc_limitSupport", 0, true]; //[requester, "Drop", 1] call BIS_fnc_limitSupport; { //[_x, requester, providerDrop] call BIS_fnc_addSupportLink; [_x, requester, providerDrop] remoteExec ["BIS_fnc_addSupportLink", 0, true]; } forEach (units (grpNetId call BIS_fnc_groupFromNetId)); }; }; // Artillery if (_artyChance > 0.7) then { diag_log "DRO: Support selected: Artillery"; providerArty = nil; _artyList = pMortarClasses + pArtyClasses; diag_log _artyList; if (count _artyList > 0) then { _availableArty = []; { _artyClass = (selectRandom _artyList); _artyRanges = [_artyClass] call dro_getArtilleryRanges; _minRange = (_artyRanges select 0); _maxRange = (_artyRanges select 1); _trgArea = triggerArea trgAOC; _largestSize = if ((_trgArea select 0) > (_trgArea select 1)) then { (_trgArea select 0) } else { (_trgArea select 1) }; _minPlacementDistance = (_largestSize + 500); if (_minRange > 0) then { _minPlacementDistance = (_largestSize + _minRange); }; _artyPos = [getPos trgAOC, _minPlacementDistance, _minPlacementDistance + 500, 5, 0, 0.25, 0, [trgAOC], [[0,0,0],[0,0,0]]] call BIS_fnc_findSafePos; if (!(_artyPos isEqualTo [0,0,0])) then { _availableArty pushBack [_artyClass, _artyPos]; }; } forEach _artyList; if (count _availableArty > 0) then { _logicGroupArty = createGroup centerSide; _artySelection = selectRandom _availableArty; _artyClass = _artySelection select 0; _artyPos = _artySelection select 1; _markerSupports = createMarker ["mkrSupports", _artyPos]; _markerSupports setMarkerShape "ICON"; _markerSupports setMarkerColor markerColorPlayers; _markerSupports setMarkerType "mil_marker"; _markerSupports setMarkerText "Support Position"; _markerSupports setMarkerSize [0.6, 0.6]; diag_log format ["DRO: _artyPos = %1", _artyPos]; providerArty = _logicGroupArty createUnit ["SupportProvider_Artillery", _artyPos, [], 0, "FORM"]; diag_log format ["DRO: providerArty = %1", providerArty]; _artyVeh = createVehicle [_artyClass, _artyPos, [], 0, "NONE"]; _artyVeh setDir ([_artyPos, trgAOC] call BIS_fnc_dirTo); diag_log format ["DRO: _artyVeh = %1", _artyVeh]; [_artyVeh, playersSide, false] call sun_createVehicleCrew; _artyVeh disableAI "PATH"; [requester, "Artillery", -1] remoteExec ["BIS_fnc_limitSupport", 0, true]; [providerArty, [_artyVeh]] remoteExec ["synchronizeObjectsAdd", 0, true]; { [_x, requester, providerArty] remoteExec ["BIS_fnc_addSupportLink", 0, true]; } forEach (units (grpNetId call BIS_fnc_groupFromNetId)); } else { diag_log "DRO: Valid artillery support position not found"; }; }; }; // CAS if (_casChance > 0.7) then { diag_log "DRO: Support selected: CAS"; if (count availableCASClasses > 0) then { _availableCASClassesHeli = []; _availableCASClassesBomb = []; { _availableSupportTypes = (configfile >> "CfgVehicles" >> _x >> "availableForSupportTypes") call BIS_fnc_GetCfgData; if ("CAS_Bombing" in _availableSupportTypes) then { _availableCASClassesBomb pushBack _x; }; if ("CAS_Heli" in _availableSupportTypes) then { _availableCASClassesHeli pushBack _x; }; } forEach availableCASClasses; _chosenCASClasses = []; // Choose a random CAS type based on vehicles available _casType = ""; _limitType = ""; if ((count _availableCASClassesHeli > 0) && (count _availableCASClassesBomb > 0)) then { _casTypeChance = [0,1] call BIS_fnc_randomInt; if (_casTypeChance == 0) then { _casType = "SupportProvider_Virtual_CAS_Heli"; _chosenCASClasses = _availableCASClassesHeli; _limitType = "CAS_Heli"; } else { _casType = "SupportProvider_Virtual_CAS_Bombing"; _chosenCASClasses = _availableCASClassesBomb; _limitType = "CAS_Bombing"; }; } else { if (count _availableCASClassesHeli > 0) then { _casType = "SupportProvider_Virtual_CAS_Heli"; _chosenCASClasses = _availableCASClassesHeli; _limitType = "CAS_Heli"; } else { _casType = "SupportProvider_Virtual_CAS_Bombing"; _chosenCASClasses = _availableCASClassesBomb; _limitType = "CAS_Bombing"; }; }; _logicGroupCAS = createGroup centerSide; diag_log _chosenCASClasses; diag_log _casType; diag_log _limitType; _suppPos = [getPos trgAOC, 3000, 4000, 0, 1, 1, 0] call BIS_fnc_findSafePos; diag_log format ["DRO: _suppPos = %1", _suppPos]; providerCAS = _logicGroupCAS createUnit [_casType, _suppPos, [], 0, "FORM"]; diag_log format ["DRO: providerCAS = %1", providerCAS]; //Setup provider values { providerCAS setVariable [(_x select 0),(_x select 1), true]; } forEach [ ["BIS_SUPP_vehicles",[(selectRandom _chosenCASClasses)]], ["BIS_SUPP_vehicleinit",""], ["BIS_SUPP_filter","FACTION"] ]; [requester, _limitType, 1] remoteExec ["BIS_fnc_limitSupport", 0, true]; //[requester, _limitType, 1] call BIS_fnc_limitSupport; { [_x, requester, providerCAS] remoteExec ["BIS_fnc_addSupportLink", 0, true]; //[_x, requester, providerCAS] call BIS_fnc_addSupportLink; } forEach (units (grpNetId call BIS_fnc_groupFromNetId)); }; }; if (_uavChance > 0.7) then { [] execVM "sunday_system\player_setup\uavPatrol.sqf"; }; The solution still eludes me, but this is what I know so far from my attempts: Contrary to my initial suspicions, the multiplayer changes seemingly have nothing to do with it, since the issue still persists to 1.88, and according to the .rpt logs assignment of NetId and BIS_fnc_groupFromNetId work fine. All the code relating to the setting up of the support modules works fine according to the .rpt logs and visual inspection of the spawned artillery position ingame. (which itself is marked correctly on the map) {To make sure that the malfunction wasn't in that part of the code, on the advice of https://forums.bohemia.net/forums/topic/181264-sector-module-scripting/ I applied providerDrop/providerArty/providerCAS/requester setvariable ['BIS_fnc_initModules_disableAutoActivation',false]; after all bits of code with CreateUnit and tested it, to no avail.) Basically, all the supports spawn successfully and as intended. This leads me to believe that the issue lies with the supports somehow not being successfully linked to the player, but I'm kind of stumped since I haven't had problems with nor have I seen anyone have any issue with BIS_fnc_addSupportLink as a result of the recent updates except with this specific scenario. The syntax checks out, so why doesn't it work? Can someone wiser than I in the realm of Arma 3 scripting shed light on this?
  8. This is something on my mind I've been meaning to ask about for a while, but is there a possibility of adding the "MarkerLight" type light source property onlyInNVG to directional "reflector" type light sources in the future so we could have IR Illuminators? Or will it be too much of hassle for reasons beyond my simple understanding of code at this point of development for what is arguably an superfluous feature what with the quality of vanilla Arma 3's night vision? I just don't get why this seemingly simple feature that's already modeled on the game's NVGs and PEQs and was apparently perfectly doable in Arma 2 that sees ubiquitous use IRL hasn't yet been implemented so I'm assuming there are actually some significant hurdles involved in making it happen. Really I ask this because ACE3 night vision in conditions like torrential rain inna Tanoa suck total ass (like near zero visibility) and it'd be nice if you threw us masochists of the Arma 3 community a bone and gave our NODs and PEQs full functionality.
  9. Not him but the delay you describe is likely caused by TPW Radio. From my experience whenever a radio message plays it delays both ingame dialogue and orders to your teammates until it ends, which can definitely be a problem if you add in long .ogg files like myself to it like say radio samples from GK.
  10. I use this mod with those two and myriad others without issue, granted I do make sure that none of my loaded mods conflict. Might want to check the others in your modlist m8. And next time try to find a personal solution first. (sometimes as simple as a quick google search or just checking your loaded mods for conflicts) Don't make it a habit of immediately asking in a thread when you encounter a mod issue before you've exhausted your possibilities.
  11. You could've just asked this in the TPW Mods thread m8 or preferably just googled it, what use is a search engine if you don't use it? No need to make an account and a thread just for this. Make a userconfig folder in your main Arma directory and put the appropriate .hpp file there. From then on that's where TPW Mods will get its settings from, regardless if file patching is turned on or not in the launcher settings, if I'm not mistaken. Best turn file patching on as well just in case. And make sure to actually tweak the settings to your liking through Notepad++, if you haven't already.
  12. Yo tpw. Just wanted to chip in and say that I am also having the same bug as Sam Fisher, and I can verify that my installation is all in proper order. The message only appears when you first aim in a mission and not on any subsequent aiming actions, and only appears again if you reload from a save, but apart from that the new sounds are working fine as far as I can tell. And I might be going out on a limb here, so please do pardon me if I am about to do so, but I also want to ask about the possibility of perhaps incorporating certain JBOY scripts used in his excellent Property of Mabunga mission into your mod? (With his permission of course) To give an example, his fix for rooftop AI being stuck in the air when buildings are destroyed and his dead AI fall from vehicle scripts would be right at home at TPW Fall, and his Birds of Prey, Fish Jump, Turbo Chicken, wild dog packs and his seagulls flying in V formation scripts would be excellent additions to TPW Animals. Perhaps even his Patrol Chatter and Lights On/OFF script might fit in with TPW Mods, though I must admit I don't see for it a place in any of the existing modules. Again, forgive me if I stepped outta line there as a simple user, its just been something on my mind that I wanted to speak out, thinking of additions to suggest to this most awesome mod.
  13. Yo tpw. I'm curious to know, will it be feasible to add any more terrestrial animals to the current tpw_animals lineup? I've been digging around a bit, and it turns out that two dedicated animal mods for arma 3 did exist. http://www.armaholic.com/page.php?id=28402 The first one hasn't been updated since 2015; it seems the author ran into permissions issues and has stopped posting since. And looking at the comments the mod is broken anyway. http://www.armaholic.com/page.php?id=33236 This latter one is much more recent, but considering that the Steam workshop entry for the mod has been removed, this probably has permissions issues as well. This one works though, from what I've seen.
  14. Hey mate. I know you're busy with life and all, but I gotta ask; do you have any plans to expand upon TPW SOAP? By expand I mean spicing up the different regional sounds, like bells ringing at the appropriate time for European maps or Tanoa's churches similar to the Azan ambience already in the mod and things like wolves howling, owls hooting at night and the dawn chorus when near/in temperate forests, to give a few quick examples. For that matter, do you have any plans to expand TPW ANIMAL's repertoire of critters? It was quite something to have been pleasantly surprised finding out TPW had support for Feint's shark mod when I had been eyeing it only to find that it was a module, so thanks for that a ton!
  15. I believe it's this: Along with TPW Mods and a couple of other things, this is proving to be an irreplaceable immersion booster for me. For @redarmy.
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