geloxo
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Everything posted by geloxo
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Hi, The old GX Addons have been updated and ported to Arma3. This script pack was formerly created for Arma2 and should be compatible with it as well, provided that you adjust the config in the scripts to use Arma2 vehicles and markers classnames. This pack is now including GX Zeus Advanced Script too. The old Arma2 version won´t be updated or supported any more, sorry. The updating was made to be used on our UST101 server coops but I decided to share it after we have fully tested it on MP. Please find the download link below: Current public version: v2.4 NOTE: due to changes in the Support Cfg module since v2.21, existing missions created using the old version of the module need to be updated for the support dialog to work properly. In order to do so simply reopen the mission in editor, delete the module, place it again, adjust its configuration parameters (if needed) and save mission again. http://www.filedropper.com/gxaddonsv24 (feel free to mirror it on your sites, no permission needed. Many thanks for that) Mirrors: http://www.armaholic.com/page.php?id=24783 http://play.withsix.com/arma-3/mods/nIm13lWc4xGO5wAVF72WTA/GX-Addons-V2 Requirements: CBA A3, UPSMON Script (only for missions using the population module) Please find below a small explanation about this addon: Main Features - Unified custom menu (press to orange arrows to switch between support and transport submenus) - GX Air formation module: allows creation of custom air formations with AI units and setting path and actions on the waypoints - GX Support module: this allows players to call support (arty and airstrikes) via radio - GX Transport module: extraction and transport vehicles can be configured and used by players in the battlefield - Support resources and transports configurable for each player side - Custom artillery sounds including guns firing from distance and shells flyby - MP and JIP compatible - Example mission and english documentation included - Native support to Unsung and Iron Front mods (includes predefined configuration of bombers when mods are detected) - Ambient radio and sounds added to support - Review of code and dialogs - Tested and compatible with All in Arma mod (supporting then Arma2 based mods) - GX Zeus advanced script included in the addon pack - GX Intel & Interaction module added - GX Population and traffic modules added In detail, the features available in the GX Air Formation module are the following: - Improved and smoother flight model calculations - Anticollision feature during turnings - New terrain avoidance system - Dynamic formation changes based on predefined templates - Missed waypoint avoidance - Navigation based on bearing via intermediate sub-waypoints Known issues - None Changelog v2.4: - GX Zeus advanced script included in the mod pack - Existing functions now available as editor modules - Intel & Interaction module added - Ambient and traffic modules added - Helicopter attack added to support dialog v2.31: - Native support to Unsung and Iron Front mods - Basic radio chatter and ambience sounds added v2.21: - Support cfg module variables changed - Support dialog improvement - Flight model calculations improved v2.0: - Initial release Usage 1. To allow the support the unit must own the GX_Supportradio Ãtem (343 alias). You can also set vehicles as radio stations for this purpose 2. Support parameters can be configured in mission via GX Support Cfg module 3. Unified menu is available on mouse wheel action Demo video I hope you enjoy it! Cheers
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Currently one of the limitations of Arma3 curator module (aka Zeus) is a proper exportation system to allow further editing and usage on other missions. Therefore I have created a simple script set to bypass this situation and also enhance the Zeus experience by allowing multi-editing tasks shared between several Zeus players in real time, online or offline. This script set is configured for Arma 3 by default but can be also used with other addons such as All in Arma, Unsung, Iron Front or any Arma3 and Arma2 based addons. The content is published as script instead of as an addon to allow an easy integration with any mission and due to it´s small size. In the future I may create an addon if needed or integrate it with GX Addons pack but currently it´s not needed. This adds a powerfull extension to the great Zeus module approach and I hope it helps editors and mission makers to develop intense missions until we can have a true 3D editor available in game. There are similar addons available which allow real time edition and exporting but the main advantage of this one is that it is compatible with any mission, as it does not require to have the script running on them due to the usage of native sqf format exporting instead of a propietary one. Current script version (discontinued): 1.02 Latest addon version included in GX Addons mod pack: http://forums.bistudio.com/showthread.php?173559-GX-Addons-v2 Download: http://www.filedropper.com/gxzeusv102 Mirrors: (feel free to mirror it, no permission needed) http://www.armaholic.com/page.php?id=27181 Required Addons: This addon requires CBA. Optionally jayarma2lib can be used (not required). Main features in current version - Advanced real time edition in SP and MP (including JIP), supporting native sqf language - Zeus players can access the content created or imported by other Zeus players in real time in MP - Real time data exporting to clipboard, game RTP log file (or jayarma2lib log file) in SP and MP (notice clipboard is disabled by BIS in MP). Use jayarma2lib mod for better performance - Real time data importing from multiple pre-saved scripts sources in SP and MP from player or server - Imported data can be loaded into Zeus variables to convert it into editable again - Configuration of available items for Zeus editors and editing options for side vs side missions - Standard, advanced, private and cooperative editing modes - Visual 3D markers to check which items are included in your exportable content - Example mission included - Most common elements edited by Zeus can be exported, but anything accessible via script commands can be added to the list in the future. Currently the following is exported: a) Units (including their squad members) b) Vehicles (including their crews) c) Static weapons (including their gunner) d) Buildings and other static objects e) Any unit/object/vehicle position, direction, vectorup, damage and fuel f) Soldiers UnitPos (eg: prone) and behaviour (formation, combat mode, etc) NOTE: Any script generated with version v1.0 can be still imported to v1.01 but load feature won´t be available with it. Use the advanced mode to edit those imported items again and export the resulting work. It will be formatted to v1.01 automatically in this new exported script. Changelog v1.02: -script initialization optimized -added usage of setposworld to export data at the exact items placement -added missing _sleeptime variable to generated exported script -added class thing to the exported objects list -explanatory note added to manual editing modes section -debug feature extended to include more info to log files -animals classes removed from allowed units list (they are not needed) v1.01: - faster script initialization - added load feature (imported script content becomes editable again) - added undo feature (delete last imported data) - added private and cooperative editing modes (see only your placed units) - added check exportable units (visual 3D marker) - changed import feature (can be also imported from player computer to MP running session) - changed export selected option from single object to multiple objects - fixed teleport script - fixed MP export and some export format errors - debug mode added and unnecessary configuration variables removed - configuration variables available for side vs side gameplays - added preconfiguration of unit classes or WWII and NAM modpacks - added unit behaviour, formation, etc to exported soldier parameters - reduced size of exported text (default variable values ignored) and version check included v1.0 initial release Waypoints are not saved, but this is not due to any limitation of the script. As the real time exporting process catches the current status of everything at the moment of exporting the units may be moving around instead of staying where you initially wanted. The former idea of this script was to help editors and Zeus during multiplayer cooperative game, and to decorate and pre-define main elements such as bases, enemy forces locations, ambient life, etc. During gameplay you can always take control of those units via Zeus interface. I hope you like it :D
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Adding firing from vehicles feature to existing addons
geloxo posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hi, I´m not sure if this has been documented completely yet (indeed there are other posts discussing it under this section like http://forums.bistudio.com/showthread.php?186260-FFV-GunnerActions) so just in case here we go... Probably we are wrong but this worked for us. Please feel free to correct us if we are wrong. Thanks to our UST101 parter Maur we tested this feature with existing models quite easily. The process indeed does only need a few tweaks on config and no modification to 3D model (provided it already had cargo proxies as usual): 1. Firing from vehicles sets those positions as extra "gunner" turrets, meaning that you either have to add new proxies to the model or just convert existing cargo positions in those new proxies. Therefore if your original model had 6 cargo positions and you want to convert 4 of them to be used as firing ones then you have to remove 4 slots from the cargo proxy and use them as 4 new slots for the firing feature. Example: The original model had 6 cargo positions, as follows: transportSoldier = 6; (total cargo of 6 people) cargo indexes --> 1,2,3,4,5,6 Then if in your new config you want to use positions 1 to 4 as firing ones you must have in your new config a total cargo of 2 people only (they will be the standard "ride in back" cargo) and they will use the original slots 5 and 6: transportSoldier = 2; cargoProxyIndexes[] = {5,6}; If you don´t do that you will have duplicated positions and the soldiers will be one on top of the other at those positions. 2. Add the cargo turrets class to the old config. Using the littlebird config entries as a reference: class Turrets: Turrets { class CargoTurret_01: CargoTurret { gunnerGetInAction = "GetInLOW"; // <-- animation for entry in the turret gunnerGetOutAction = "GetOutLOW"; gunnerAction = "passenger_bench_1"; // <-- action while operating the turret gunnerCompartments = "Compartment2"; // <-- cargo compartment existing on the original model memoryPointsGetInGunner = "pos gunner"; // <-- memory point to allow the getin action (can be anyone existing on the model of your choice) memoryPointsGetInGunnerDir = "pos gunner dir"; gunnerName = "$STR_A3_TURRETS_BENCH_L2"; // <-- the displayed name for that turret in the vehicle actions proxyIndex = 1; // <-- original cargo index that we are converting to new turret for firing maxElev = 45; // <-- elevation and rotation limits for the new turret minElev = -45; maxTurn = 65; minTurn = -95; isPersonTurret = 1; // <-- enables the feature ejectDeadGunner = 0; class dynamicViewLimits { CargoTurret_04[] = {-65,95}; // <-- viewlimits }; playerPosition = 4; soundAttenuationTurret = ""; disableSoundAttenuation = 1; }; class CargoTurret_02: CargoTurret_01 { gunnerCompartments = "Compartment3"; memoryPointsGetInGunner = "pos gunner_2"; memoryPointsGetInGunnerDir = "pos gunner dir_2"; gunnerName = "$STR_A3_TURRETS_BENCH_R1"; proxyIndex = 2; maxElev = 45; minElev = -45; maxTurn = 85; minTurn = -65; class dynamicViewLimits { CargoTurret_03[] = {-65,85}; }; }; class CargoTurret_03: CargoTurret_02 { gunnerCompartments = "Compartment3"; gunnerName = "$STR_A3_TURRETS_BENCH_L1"; memoryPointsGetInGunner = "pos gunner"; memoryPointsGetInGunnerDir = "pos gunner dir"; proxyIndex = 3; maxElev = 45; minElev = -45; maxTurn = 65; minTurn = -85; class dynamicViewLimits { CargoTurret_03[] = {-85,65}; }; }; class CargoTurret_04: CargoTurret_01 { gunnerCompartments = "Compartment2"; gunnerName = "$STR_A3_TURRETS_BENCH_R2"; memoryPointsGetInGunner = "pos gunner_2"; memoryPointsGetInGunnerDir = "pos gunner dir_2"; proxyIndex = 4; maxElev = 45; minElev = -45; maxTurn = 95; minTurn = -65; class dynamicViewLimits { CargoTurret_01[] = {-95,65}; }; }; }; Notice that we have assigned as proxyIndex the old cargoindex (1, 2, 3 and 4) that the original model had. The other numerical values define the moving angle and elevation limits for the soldier operation from that newly created firing from vehicle turret (cargoturret). 3. Add the needed cargoturret class to config. For example, for an Arma2 helicopter class based model (the simplified config is shown): class CfgVehicles { class Helicopter { class CargoTurret; // <-- new entry class Turrets { class NewTurret; // <--- typically used for original gunners turrets }; }; // ............ rest of your addon config }; So simple indeed. I hope you find it useful with your existing projects ;) -
Check documentation about cooperative editing and JIP. The behaviour of the script depends on how Zeus itself works. There you will find the answers.
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Do it, you can achieve great results thrust me. I remember a mission we played at our community for WWII (20 players I think). No AI was set on the map. 3 people played as Zeus: - 1 created ambience, explossions, planes flying, etc - 1 Zeus spawned AI to fight against players - 1 Zeus created friendly units as part of the roleplaying for players historyline I played as Zeus and really enjoyed it a lot.
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Yes. It has nothing to do with those addons, don´t worry
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Create things as Zeus, then export them with my script and then copy the exported content (it has sqf format) to a script that you have to run after mission starts or when you want it to happen. The exported stuff is available at your windows clipboard or in the jayarma2lib log file if you use that addon. Is quite simple but ask if you have more questions. Manual explains the steps as well. Cheers
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How to make addon dependent on another addon?
geloxo replied to milosv123344's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
https://community.bistudio.com/wiki/ArmA_3_Replacement_Config_Tutorial You should follow the config replacement approach. The sounds entries in RH pistol should be defined in your config. So, when his addon is loaded yours would be loaded afterwards and yours will be calling your sound files. Take a look to that link ;) -
How to make addon dependent on another addon?
geloxo replied to milosv123344's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Just add to your cfgpatches class the entry: requiredAddons[] = {"addon name"} The addon name (must be between commas) will be the cfgpatches class name from the addon you want to require (in your case the one where the RH pistol is included). If you are not sure just open the pbo that contains the pistol and look for the very first lines of its config. You will find the cfgpatches entry there. Use the name that is next to the word cfgpatches and that's all. -
Hell in the Pacific 0.5 beta release
geloxo replied to Waxbutter's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Foxy, I have sent to you a PM. Sorry for the delay :o -
Hell in the Pacific 0.5 beta release
geloxo replied to Waxbutter's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yeap no problem. Just send a PM to me. I can give the resulting addon to you so that you can publish it on your own or include it on the modpack for the future if you prefer so. I just intend to avoid that the work done is not lost. -
Can I use Zeus 3d editor to build nonzeus missions?
geloxo replied to Gunter Severloh's topic in ARMA 3 - ZEUS EDITING
Take also a look at GX Addons which include a Zeus advanced script. It allows you to import and export to a script that can be called by any mission later. I have also seen that someone recently published in armaholic a script to export content to sqm format to integrate things into 2D editor. -
Hell in the Pacific 0.5 beta release
geloxo replied to Waxbutter's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi guys. I would like to know if you would allow me to port the M2 Flamethrower to work under Arma3. I have seen it was quite easy to do it after some small changes to its config. I'm also testing a new fire script with it so if it works fine (currently it does) I would probably like to make it public. Is that ok for you? -
Thanks for mirrors guys ;-)
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The Unsung Vietnam War Mod v2.6 Released !!!
geloxo replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi, I was experimenting with unit reskins and prepared a small A3 resking pack, for seals and marines. The problem I have is that I can´t model anything in 3D and therefore I can´t make any vests or helmets. Currently I used the vests from VTE mod for the pictures. The model materials where changed so that no undesired shadows on clothes appear. The units also show proper blood textures. If you are interested on them for an eventual A3 release, please contact me, as I can give them to you ;-) Currently the seals use two tiger camo variations, as they used in real life. See example pic below: -
New version v2.4 released. Now including also GX Zeus Advanced Script. Documentation and example mission included too.
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Hi, I will discontinue the script version and include the script into GX Addons mod pack: http://forums.bistudio.com/showthread.php?173559-GX-Addons-v2 The next GX Addons release (shortly next week) will include the v1.03 of this Zeus script. No modifications where done to the code, except the integration with original GX Addons mod pack.
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Vietnam: The Experience, ArmA 3 Preview
geloxo replied to Snake Man's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, The vietnamese units have a problem with skin textures: hands and feet textures are mapped in such way that some hair from the selected face texture appears on them. You can check it by going into the virtual arsenal and selecting a vte uniform and changing the face to, for instance "Ximi". You will see your soldier having "black hands" due to this texture error. When you zoom in to the hands you will see that the black effect is indeed some hair for Ximi´s head. Change the face to any other to see how it changes. Please try to address it in future updates ;-) -
UPSMON Updated to ArmaIII
geloxo replied to cool=azroul13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, If you can take also a look at the retreat module. It´s missing "upsmon_doretreat" variable ;-) I found it by just enabling the retreat variable in the UPSMON init (UPSMON_WEST_RETREAT = 10, for instance) and spawning units in a town: Undefined "upsmon_doretreat" variable in "UPSMON\COMMON\Group\fnc\UPSMON_IsRetreating.sqf, line 28", according to arma RTP log -
Really nice to hear that! About your comments: 1) Take into account locallity in MP. To avoid that is why I suggest in the manual to work with empty vehicles an move troops on it. 2) I guess this is due to memory usage. Zeus itself can turn very resources demanding by itself and adding 4 scripts that monitor all mission objects to this scenario can put your pc to the limits. On my tests I experienced some of them while exporting more than 100 items on a running mission with other 200 objects/units (my pc has 16Gb RAM and 12cores). I could export them but you see a clear delay till a so huge selection is done. Everything has a limit... I suggest working with smaller sets, export them, save this to scripts and clear variables to start new project. 3) Not planned yet. Only the items types which are included in the manual list are supported.
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ARTEMIS - Hunting Instinct AI mod
geloxo replied to Rydygier's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This script is really nice. I have tested it in some jungle and deep forest missions and it´s really frustrating to get killed by those bastards and not even noticing them approaching till it´s too late :D -
Version 1.02 released at first post. I was planning to release it this weekend but, due to Divaya post, I share it now in case his problems still persist. Main correction was the usage of setposworld in the generated scripts. This allows super precise replication of objects positions (e.g: when placing objects elevated near rivers). @Divaya: I have added extra debug info to this version. In case problem still reproduces we could see some more info on the logs ;-)
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Hi, I'm so sorry about you having those problems. I can't see where the problem could be in the code... Did you see one side chat message "zeus ready for player" for each of the players connected as zeus role? Arma3 could take several seconds to initialize the module and detect it as a zeus player. Till this does not happen my script won't do anything. After that my initialization starts and then the blue chat appears. At that point you are ready to share your work among editors. Please check if you see then 4 messages. Also take into account that refresh cycle for detecting new placed units by other zeus is 10s and Zeus script may need to go from standard to expert modes or from private to coop modes to detect those newly placed units. Please check this switching of modes too. Anyway probably we reached a limit with number of posible Zeus module players, who knows... We tested with 3 people in our server including JIP and worked. I will take a look again but I can only imagine the problem is caused by missing data packets in the network or players desync.. When you edit you exchange variables with server and players, allowing you to access other people data. If this data is lost then nothing can be read.. I suggest you try advanced mode meanwhile as it grants access to everything available in mission (even other editors units) and if it fails then please check RTP file for any error on gx zeus script or use showscripterrors launch command to see them on screen. Also please repeat test with no other addons loaded except CBA and optionally Jayarma2lib to discard any external influences over network data exchange ingame. You can report any findings here if you could check those things. Again sorry for the unsuccessful result
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The Unsung Vietnam War Mod v2.6 Released !!!
geloxo replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
One suggestion for future work: please consider to allow mission makers to enable or disable the scripts which are auto executed by the vehicles inits. You can create a single module with several fields on it that editor can place in mission to activate all the desired features in one click, but please leave active by default only the mandatory ones for the mod to work. We currently play Unsung via All in Arma in our server (as we moved to Arma3 only) using our custom Arma3 NAM units (not released yet) and this is really a problem for Arma3 compatibility although the idea was good for Arma2. Worse case are sctipts such as the hot lz one included in the hueys. It spawns Arma2 units which are replaced by modern era ones by AiA... We had to disable that on our own directly to get rid of this side effect. If you need help with scripting just let me know. Probably I can take a look on it when you have doubts -
I have made a small and not relevant correction as the exported sqf script was lacking one line containing _sleeptime variable, which is just used to add a small delay when generating objects upon running the script in a mission (eg: at init.sqf). It does not affect your work or the behaviour of GX Zeus at all, but eliminates the warnings at Arma3 RTP log file when executing such script. I don´t want to add more lines to such log file, you know... Now the first lines in your "gx_zeus_script.sqf" should read, after the header: if (not(isServer)) exitWith {}; gx_curator_load = []; gx_curator_loadversion = 1.01; _sleeptime = 0.01; You can also add it manually to the generated script if you prefer so. I have updated the first post with a new zip anyway. Foxhound, if you don´t mind please update the zip at the mirror too ;-)