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pSiKO

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Everything posted by pSiKO

  1. hi soldierXXXX, thank you very much, it's exactly what I looking for! you help me a lot!
  2. Hi coders, I need some help to make a function that return true if there is water between two position. (in straight line) I see "calculatePath", but it's not what I need. the function "lineIntersectsSurfaces" seem powerful, but I'm unable to use it correctly the same with "terrainIntersect" or "lineIntersectsObjs", I don't know how to use them for that purpose. is someone have an example of code I can use, I'd be grateful 🙂 Thanks in my mind it should look like: (bool) terrainIntersectwater [start, end]
  3. see that: it's confirmed for several sources, that an BI issue
  4. hi 11storm, thanks a lot for the useful info/link. I'll study them carefully. the mission is running on open (public) server and many players connect and disconnect during the day, and hopefully all players keep their squad!. anyway I'll try to reproduce your scenario and I'll ask others players for info, I tell you Thanks !
  5. hi 11storm, thanks for your precious feed back, just to be sure you know that the extra squad, the one you buy in build menu (at/aa/mix), in is not saved ! only your squad is saved (with rank and stuff) about these kind of messages, Server: Object 2:2326 not found xxx I have no clue 🙂
  6. glad it work fine ! about your second problem, it's quite strange ! how do you host the game, have you check yourarma rpt file for errors ?
  7. yes, but I disable it by design. the respawn is a part of the (bad) player experience! (I know 15 sec is a looong time to wait for respawn, but it's necessary to make the player aware of his death) penalty can be applied for high rank and the box grave is managed when you respawn by the LRX button. also, some player initialization can fail if you shortcut the respawn
  8. hear, hear, good people ! I'm really proud to announce the next version of the LRX framework. v1.9.x many upgrade and fix. the new ability to use FOB over water (and build vehicle, redeploy, airdrop over water) Enjoy !
  9. hi, thank for the info, I'll check! edit: seems to be ok in the last version (v1.8.52) can you retry please ?
  10. hi, that planned 🙂 just host local multiplayer session. the mission save by itself the state of the game when you logoff. you profile and state are loaded back when you reconnect to the mission. (do not use Arma3 Save/Load feature)
  11. v1.8.28 fix player marker, +ai name weather server side only (avoid desync) add little random in reward (kill enemy veh) fix trap ied sound add error msg for veh halo when loaded rework clean vehicles, no more vehicle despawn randomly (I hope!) fix empty parachutes fix priso flee when redeploy/halo taxi no trigger enemy sectors fix save cargo/inv for vehicles in support (hmtt med, etc)
  12. v1.8.26 is out! add UFP arsenal filter fix FOB reveal sectors fix protect static fix platoon & squad awarness info fix static spawn in water fix ai spawn in rock fix priso anims mp increase timer for despawn sector allow enter to (locked) static + new template in LRX_Template
  13. Mod template are now in a dedicated Mod named (LRX_Template) https://steamcommunity.com/sharedfiles/filedetails/?id=3014195090 load this mod on client and server
  14. hey, hey soldiers !! New LRX release is out: New alternative ending mission !! huge work on AI movements strategy global clean up vehicle/objects (faster) better end screens add allow_redeploy Parameters add Arsenal at FOB only Parameters fix load squad in cargo fix export game at start fix ..., so many little things !
  15. Hi buddy! you can edit and save ace features when you open mod settings in arma and choose ace component. if you want to make it persistent, export the ace settings and copy them in "cba_settings.sqf" file to disable only ace medical, I go through the @ace folder (for me in S:\Steam\steamapps\common\Arma 3\!Workshop\@ace\addons) and I delete all file starting by "ace_medical*"
  16. Hello Pierre, sorry for that,I translate right now ! "If you're familiar with astronomy, you can even recognize a true ceiling with true constellations and polar star is at North!", yep, this game is amazing ! I'll do the same for my mission, with a selectable factor for day or night thanks for sunOrMoon command, I I didn't know it.
  17. qu'on se comprenne bien. moi j’accélère le temps quand je decide (un peu au jugé) que c'est le debut de la nuit, sur une map donnée, à une date donnée, à une heure donnée. par observation in game. idem pour le jour. il n'y a pas de "declenchement de la nuit ou du jour" ca depend de la carte (de sa position géographique et de la date in game) et de l'heure (sur la montre in game) si tu veux que le jour se lève plus tot, il faut se mettre en été à l'équinoxe. mais tu pourras pas faire se lever le soleil a 3h du mat ! 🙂 si tu veux controller le debut du jour et de la nuit tu dois jouer avec "skipTime' pour avancer dans le temps. -------------------- that we understand each other well. I speed up time when I decide (a bit guesswork) that it's the beginning of the night, on a given map, on a given date, at a given time. by in-game observation. same for the day. there is no "night or day triggering" it depends on the map (its geographical position and the in-game date) and the time (on the in-game watch) if you want the day to rise earlier, you have to go to summer at the equinox. but you can't make the sun rise at 3am! 🙂 if you want to control the start of day and night you have to play with 'skipTime' to advance in time.
  18. merci mon copain! les heure de lever/coucher du soleil, sont particulier à chaque carte (et meme a la date saison) du coup tu trouvera ca dans le fichier: gameplay_constants.sqf de chaque map. et dedans: GRLIB_nights_start = 19.5; GRLIB_nights_stop = 4.5; soit, la nuit commence à 19h30 et fini a 4h30 vote on Steam !! ----------------------------------------------------- thank you my friend! sunrise/sunset times are specific to each map (and even to the season date) so you will find it in the file: gameplay_constants.sqf of each map. and inside: GRLIB_nights_start = 19.5; GRLIB_nights_stop = 4.5; that is, the night begins at 7:30 p.m. and ends at 4:30 a.m. Voting on Steam!!
  19. hi Garuda_, I'll take a look, I let you know I don't have nor the map nor the cdf mod here, so I just look at syntax or missing info. the edition you made seems good tome, nice work just one thing is missing: in the file mod_init.sqf, you miss an array: GRLIB_mod_list_name = [ ["A3_BLU", "ArmA3 NATO"], ["A3_OPF", "ArmA3 CSAT"], which define a "texte" description for a template. so maybe you just need something like ... ["CDF_GSFL", "Sea Foreign Legion"], .. note :since you have make the file for enemy side (classnames_east.sqf), you can also add it to enemy list (GRLIB_mod_list_east) test and tell me. just to be sure I understand correctly, you start the mission, you login as admin, choose to open settings at startup (mission parameter in lobby) or use the Mission settings when in game. you select CDF as your friendly side, then save the settings logout, exit lobby re connect (as normal player) and start the game normally. (you should spawn in the correct template) If this still fail, I need to read the server rpt file to diag the issue. (for better effect start the server with: -showScriptErrors) and send me the server.rpt file plz
  20. hi! thanks for kind words, disabling PAR when "Project injury Reaction (PiR)" is loaded? sound ok to me. btw, did you know the configpath of this mod ? like (configfile >> "CfgPatches" >> "task_force_radio") or (configFile >> "cfgPatches" >> "ace_main")
  21. Dog enhancement: dog bring back gun / launcher dog patrol and attack passively detect mines each dog have a unique voice/tone add dog marker (real time)
  22. Hi all people! I have committed two MODs recently: can be used as mod template creation too. cause, I face some lake of information, before I can build a working mod. - DogMod the dog logic (find enemies, warn danger, report wounded, bring weapons, etc..) support Dog model from MRF 🙂 can be used on any mission, just load the Mod. Steam WKS : https://steamcommunity.com/sharedfiles/filedetails/?id=2995881614 Github : https://github.com/tbox1911/LRX_MOD/tree/main/LRX_Dog - PAR Revive complete AI vs Player vs AI revive system based on the great work of "Farooq" and "Pierre MGI", (I own you you so much!, one day, I'll take a beer with you! ) heavily adapted ! can be used on any mission, just load the Mod. all units in your group will be protected. Steam WKS : https://steamcommunity.com/sharedfiles/filedetails/?id=2996342068 Github : https://github.com/tbox1911/LRX_MOD/tree/main/PAR Feedback welcome ! I played the classic missions with the mods and it was great! btw: last version of LRX add new fix / features: - Artillery support - TF Radio support (at least !) - ACE HC client fix - Side Mission localized ! ( thank Varkkan!) - Vehicles Air drop fix - New side mission "Kill the Officer" - RHS mod upgrade a fistful of bugfix! Have fuuuun !
  23. Hi thanks for kind words 🙂 I can take a look on this mod
  24. added Artillery Call in "Support" menu 7 kind of shell, include auto guided 🙂 wipe a military base in one go ! cost 1000 Ammo
  25. hi, there is no 'precise' individual enemy marker, but, if you have capture a radio tower nearby, you have a 'hint', a red circle with (?) to help you find enemies Yes, you need at least 20XP score to be saved (SP/MP) Radio tower can have multiple tower, you have to blow all of them Have fun!
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