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rautamiekka

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Posts posted by rautamiekka


  1. 1 hour ago, EricJ said:

    ACE3 Documentation:

    https://ace3.acemod.org/index.html

     

    It's not hard adding ACE3 functionality, though I would recommend not making it a dependency, just my 2 cents though.

    'Arma 3' 2.14 added support for conditionally loading further code when a supported addon is installed, so adding a dependency, even if there's no such thing as a soft dependency, wouldn't hurt. ACE3, CBA, ZEN, just to name a few, are using it.

    • Like 2

  2. 1 hour ago, CarlSaganT3 said:

    Hello folks 

     

    I tried, with the help of a very kind person on this forum, to figure out how to make my own very simple mod. Unfortunately, I have a small pea brain and couldn’t wrap my head around it despite my best effort. 
     

    What I want to do is just change the default camouflage coefficient value for “man” in the game globally to 2.5 instead of 1. I don’t want to change the values for any vehicles or do anything else. 
     

    If anybody is interested in slapping this together for me, I’ll send you $200 on PayPal or Cash App (Venmo doesn’t like my card)

     

    It’s super odd watching two groups of AI just stare at each other on flat, unobstructed terrain from 300m apart xD

     

    With the camo coefficient cranked up, they regularly spot each other between 500-1,000+ meters the same way that you as a human player do. I understand that this may cause some undesirable effects and I’m aware this can be achieved with init scripts and 3den enhanced but those aren’t available to me when I want to play DRO/ other community made missions as far as I’m aware

    You could enable the debug console or use a Zeus module to execute this code on the Server (in the case of the Zeus module you need to use the Global option, but it won't be a problem regardless of Player count). Untested, but I don't see why it wouldn't work:

    if (isServer) then {
        {
            if (
                _x isKindOf 'Man' && {_x getUnitTrait 'camouflageCoef' isNotEqualTo 2.5}
            ) then {
                _x setUnitTrait ['camouflageCoef', 2.5];
            };
        } forEach allUnits;
    
        addMissionEventHandler [
            'EntityCreated',
            {
                params ['_entity'];
                if (
                    _entity isKindOf 'Man' && {_entity getUnitTrait 'camouflageCoef' isNotEqualTo 2.5}
                ) then {
                    _entity setUnitTrait ['camouflageCoef', 2.5];
                };
            }
        ];
    };

    Note:

    1) A mod or even the mission could modify the coef later, I know the TCGM Octocamo_Suit functions by this very command, changing 3 coefs on-the-fly. There was another mod but I can't recall what.

    2) The coef ain't monitored, so if it changes for any reason, it won't be changed back. Likely not happening often, though.


  3. 4 hours ago, tpw said:
    
    // HIDE RUBBISH
    _rubbish = nearestterrainobjects [position player, ["HIDE"],10000, false] select {["rubble",str _x] call bis_fnc_instring ||["junk",str _x] call bis_fnc_instring || ["garbage",str _x] call bis_fnc_instring};
    	{
    	_x hideobject true;
    	_x enablesimulation false;
    	} foreach _rubbish;

    I don't know how to make modules but the code is pretty simple.

    A good start but can be improved a lot.

     

    'hideObject'/'enableSimulation' is fine if the module is executed on every machine upon joining (which a map-editing module like this would have to be, equivalent to 'init.sqf'), otherwise always use the 'Global' variants 'hideObjectGlobal'/'enableSimulationGlobal'.

     

    If you ain't doing a case-insensitive in-string search, then use 'in'.

    // HIDE RUBBISH
    private _worldAxis = worldSize / 2;
    private _rubbish = nearestTerrainObjects [
        [_worldAxis, _worldAxis, 0],
        ['HIDE'], sqrt 2 * _worldAxis, false
    ] select {
        private _str = str _x;
        'rubble' in _str || 'junk' in _str || 'garbage' in _str
    };
    {
        _x hideObjectGlobal true;
        _x enableSimulationGlobal false;
    } forEach _rubbish;

     


  4. On 6/11/2023 at 6:45 PM, MoonieFR said:

    The preview version of the dog mod is now available on the Steam Workshop. Please note that it's just a custom model with custom animations, it's missing all the scripts. I encourage you to script it yourself and if you want to share it with the community, I'll add your scripts directly in the mod (and put you as a contributor).

    https://steamcommunity.com/sharedfiles/filedetails/?id=2912186689

    Good progress ! 😄

     

    Please ensure 100% no-tricks Linux compatibility 😉

    • I dunno where things differ in the context of BI's questionable undocumented systems, but the precise letter capitalization must always be used (unless specifically known otherwise) for starters.

  5. 5 hours ago, Poentis.K said:

    With them working mods on the Reforger, which is a sort of tech platform, by the time Arma4 comes out, it should be polished out DAY ONE without any problems. SHOULD BE. This applies to every other countless mod that will come.

    I sure hope so for all those ! And a real Linux support !!


  6. I might be interested to have new guns 😄 Hopefully this project does get somewhere 😉 

     

    The important question, though: what about ACE3 compatibility ?

     

    Specifically the Medical, but at the same time the ACE Arsenal cuz pretty sure the ACE Arsenal values influence Medical, not to mention things such as wind effect and overheating, just to mention a couple.


  7. 4 hours ago, omer_d said:

    Hi!
    I'd love to see a mechanics & recovery mod.

    In the vanilla all you have to do is come close to the damaged vehicle and it magically fixed. In ACE there are spare wheels / tracks. but that's it! no mechanic specialist needed, no tools needed, no spare parts needed.

    This situation is far from the real-life, when you see trucks with parts, repair vehicles, tools and mechanics around the damaged vehicles.

     

    I don't know how to model or script, only texturing, and have a lot of knowlege in this subject.

    ACE does have a conffable time-to-do for pretty much every action, and you can conf the requirements for even changing out tires.

     

    Also: ACE will have a tire patching feature, believed to be done for 3.16.0: https://github.com/acemod/ACE3/pull/8835

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