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goliath86

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Everything posted by goliath86

  1. I've solved it! The compass size (and watch and GPS!) is overrided by the CCP (Community Configuration Project) introduced with one of the latest patch. So, we can override the compass (and/or GPS and/or Watch) size with this simple code: class CfgPatches { class remover { units[] = {}; weapons[] = {}; requiredVersion = 0.100000; requiredAddons[] = {"CA_CommunityConfigurationProject_E_Gameplay_ImprovedSizeOfCompassAndGPS"}; }; }; /*extern*/ class RscObject; class RscCompass: RscObject { scale = "1 * 0.675 * (SafeZoneW Min SafeZoneH)"; // scale = "0.5 * 0.675 * (SafeZoneW Min SafeZoneH)"; --> Default positionBack[] = {0, -0.020000, 0.075000}; }; ;) Goliath
  2. I'm trying to figure out these issue. I've found that in ui.pbo there's a redefinition of class RscCompass that set the scale to 0.44000. In bin.pbo there is another definition (maybe the first) of class RscCompass that set the scalte to 0.22000. Maybe, the code I've posted earlier, don't work because try to patch a patch of the class RscCompass. Anyone can help? Goliath
  3. goliath86

    Mod launchers

    hi lawndartleo! I'm actually working on a simple mod launcher for ArmA 2 CO that will works even on Steam versions of A2OA. Maybe I will release it ASAP :D
  4. I too was worried about the error of the Function Module so I've created a little patch for it in form of an addon. Inside it I've inserted the code suggested by Varanon and the error seems gone! I don't have tested it in depth but it seems to work! For anyone who want to try here's the pbo file which patch the original Functions Module: https://www.dropbox.com/s/3h5hxfe7u38htb4/CorePatch.pbo?dl=0 I've called it CorePatch.pbo Install it as any other addons ;)
  5. MEDEVAC MODULE Hi guys!! I've developed a Medevac module that works in this way: - Put the 'Medevac Module' in the editor and synchronize it with the player; - The player will receive a 'Call in Medevac' action in its menu ("Call in Medevac"); - After a while a chopper (or another in-array specified vehicle) will arrive next to the player's position and ask him to throw a smoke to identify it; the player can even abort the mission by simply selecting the "Abort medevac" action appeared after calling in the chopper; - The player must throws a red smoke to permits the chopper (or vehicle) to identify the player's position and land (red smoke added via scripts so you don't need to add the smoke to the player's unit in the editor); - Two units dismount and secure the landing zone and stay near the chopper's position; - A third unit (corpsman) runs near the player's position and joins the player's group; - The player can heal himself and all his units; - When the player decides he can sends (via the action entry "Medevac RTB") the order at the corpsman to Return To Base (RTB); - Otherwise the player can use the option "Reinsert" to be reinserted anywhere in the map by simply click on it (the "Reinsert" option is available from the mission's beginning so the player can use it even if he's near the Medevac's vehicle and if he hasn't already called the Medevac); - After selected the "Medevac RTB" menu action, corpsman remounts the waiting chopper; - Only after the corpsman mounts in chopper, the other two units will mount (this is a correct military procedure); - Chopper returns to base and after a while you will re-receive the action to call another medevac chopper ("Call in Medevac"); RsUYGwgF1Zc Video by Thirdup (Thanks!) You don't need to put choppers or units in the editor but only the Medevac Module and synchronize it to the player. I've managed all the eventually accidents that may occurs during the medevac operation (chopper heavily damaged/destroyed, corpsman's dead before/after dismounted etc.) and if the chopper is hit during its manouver and lands (it don't crash/blow up), a little optional rescue mission will start. INSTALLATION 1. Extract the Medevac zip folder; 2. Put the folder @Medevac in your ArmA2's directory; 3. Put the folder 'userconfig', that you can find inside the @Medevac folder, in your ArmA2's main directory 4. Modify the desktop's shortcut with this line: -mod=@Medevac 5. Enjoy IMPORTANT You can modify the units that spawn (ie the vehicle of the Medevac) by changing the unit_array.hpp file inside the userconfig\MM folder (!!!that it must be put inside the main directory of ArmA 2!!!). You can even activate or deactivate some sounds present in the Module by modify the MM_SOUNDS global variable inside the unit_array.hpp file. Features - Now if you put in editor a Game Logic and synchronize it with the Medevac Module the chopper will spawn at the Game Logic's location. If you call in the chopper it will take off from the Game Logic's position, come to you, make all the things above and when you send it the order to RTB it will return to the Game Logic's position and land so you can use the Medevac call not only to healing you and your teammates but even to return to base via the Medevac chopper. The Game Logic can be putted, for example, in a base camp. - Now you can use the Medevac vehicle to be reinserted, by simply click on the map, from the beginning of the mission. You can even abort the reinsertion whenever you want. - To add your own units to be spawned instead vanilla's one you need to modify the corrispondent array in the ArmA 2\userconfig\MM\unit_array.hpp - Now you can activate/deactivate sounds (thanks Thedog88!) of the Medevac module by changing the corrispondent global variable in the unit_array.hpp - If you use the Medevac Module without the Game Logic synchronized to it, you can put, in the mission editor, a marker named MM_MKR1 so the chopper (or vehicle) will spawn (and disappear when it return after the Medevac action) in that position instead the default position (at the bottom left of the map). In this way you can make a faster Medevac arrival. DOWNLOAD MIRRORS (v1.0): Medevac Module v1.0 ------------------------------------------------------------------------- OLDER VERSION: (FILE OUTDATED v0.995 beta 2): Assault Mission Studio: MEDEVAC Module [0.995 beta2] by goliath86 ------------------------------------------------------------------------- CHANGELOGS Changelog (v1.0): - Fixed: MP issues. Now the Medevac Module is fully MP compatible; - Fixed: bug at player's death (you receive multiple "Call in medevac" entry menu action); - Fixed: invisible actions present at the beginning of the mission; - Changed: removed the RTB Radio trigger and changed with an entry action menu ("Medevac RTB"); - Added: server's key and signed addon; Changelog (v0.995 beta 3): - Fixed some little bugs - Added: ability to use the "Reinsert" option form the beginning of the mission when near the chopper. - Added: ability to abort the Reinsertion and RTB - Changed: now the chopper don't RTB if the corpsman die. In this way you can already use the "Reinsert" option. Changelog (v0.995 beta 2): - Solved: Strange behaviour when chopper is under attack when it is landed near the player - Solved: Problems if you mount the MM chopper and then call the RTB radio - Added: Try to 'force' landing on Medevac choppers - Added: Make a unit_array.hpp file instead the currently unit_array.sqf file to be in line like all the other ArmA2's MODs - Added: sounds by Thedog88 that can be ativated or not via the unit_array.hpp file - Changed: if you use the Medevac Module without the Game Logic synchronized to it, you can put, in the mission editor, a marker named MM_MKR1 so the chopper (or vehicle) will spawn (and disappear when it return after the Medevac action) in that position instead the default position (at the bottom left of the map). In this way you can make a faster Medevac arrival. - Changed: new module's icon - Changed: now if you return at FOB via Medevac with your squad you don't lost it and you can make a reinsertion via the Medevac. In this way you can return via Medevac at the base to heal or rearm and then be reinserted via Medevac with your mates. Changelog (v0.99 beta): - Added: unit array to permit players to spawn their units instead vanilla's ones - Added: Reinsert action to permit the player, if returned on FOB via medevac, to be reinserted via medevac vehicle by clicking on the map - Fixed: many little bugs in the medevac vehicle waypoints - Changed: new module's icon - Changed: all global variables now will start with MM_ prefix Changelog (v0.48): - Fixed: when player's units mount the Medevac chopper then the corpsman and the gunners won't remount the chopper (thanks DMarwick!) - Fixed: problem with synchronization without the Game Logic (thanks CyOp!) - Improved: now helo, even under fire, will land correctly (thanks CyOp!) Changelog (v0.30): - Added: when player dies and teamswitch is enabled, all the Medevac actions are passed at the new player's unit (thanks DMarwick) Changelog (v0.28): - Fixed: CTD when the helo explode during its mission (thanks DMarwick!) Changelog (v0.25): - Added: now you can abort the Medevac Mission, when the chopper is flying, via action menu (thanks DMarwick for suggestions!). When the medic dismount, you can send the RTB order via the usual Radio Bravo trigger (0-0-2) - Fixed: bug that prevent the main script to terminate correctly Changelog (v0.20): - Fixed: error message 'cannot load the mission, missing addon medevac' when loading a saved mission (thanks Manzilla for report!) ChangeLog (v0.18): - Module now supports all the ArmA2's sides (USMC, russians, civilians and resistances) - The module can now be synchronized with a game logic to make it permanentely present in game ChangeLog (v0.13): - Changed: now you have a red smoke instead purple smoke (thanks CyOp!) - Changed: now you don't have the action menu to throw the smoke; instead you have to normally throw the red smoke (thanks CyOp!) - Added: when rescue mission is active and player go near the crash site, the alive soldiers/pilots join the player's group - General optimization at the code ChangeLog (v0.11): - Added: corpsman, when dismount, join player's group for more control over it's capabilities (the corpsman will return in the helo, for RTB, when called Radio Bravo) - General optimization at the code Test it and if you encounter any bugs or if it can need some modify just post it and I will modify the module. I need your help to improve it to the max! :cool: Hope you enjoy! Credits: Thanks BANDIT2338 for the support Thanks CyOp for the idea and support Thanks DMarwick for the supprt and tranlsation in sidechat text Thanks Thedog88 for his incredibly sounds Thanks Thirdup for the fantastic video "Medevac Test" Thanks all the ArmA 2 community Thanks BIS for ArmA series
  6. Hi NouberNou! If yo want I can try to help you in updating the ACRE's library (I'm a programmer)
  7. Hi! The API error happen because you have the latest version of TS3. You have to install a previous versione like 3.0.12 or 3.0.11. Here's the link: http://ftp.4players.de/pub/hosted/ts3/releases/
  8. Is there a possibility to update ACRE to make it compatible with latest version of TS3 and it's API?
  9. Exactly, same bugs that prevent the ah-64 training mission of OA to complete when you have been ordered to fire Hellfire missiles on targets (you can't hear the beep of locking targets). Without beta the mission is ok.
  10. I think that ArmA 2 is much better than ArmA 3. Beyond the graphics (ArmA 3 is far superior than ArmA 2) the gameplay of ArmA 3 is worse, in my opinion. It seems that nowadays software houses primarily dot the visual aspect and not the substance of the game itself. I personally would have gladly paid for one or more patches of ArmA 2 rather than buying ArmA 3 :j:
  11. goliath86

    Real Warfare Soundmod

    This is the best sound mod I've ever tried! Sonic cracks are really beautiful! Good work Konrad1!! Keep it up!!
  12. goliath86

    Medevac Module

    Thanks vengeance1! The MP scripting is very hard! I'll try to fix the RTB issue and add the Heal action for the medic for the next version! I really want to eliminate all the bugs!! :D
  13. goliath86

    Medevac Module

    Ok thanks Monster XXX! I know about the medic that don't heal you (I have to write a simple script for it). For the second bug I've corrected it ;) Thank you!! :D ---------- Post added at 11:50 PM ---------- Previous post was at 11:05 PM ---------- Ok! Can anyone, please, try this newer beta on dedi server?? :D @Medevac_beta_8.7z It still the medic that can't heal but I'm working on it. I've (hopefully) solved the n.2 bug discovered by MonsterXXX and other many bugs mentioned by vengeance1 ;) Thank you all!!
  14. goliath86

    Medevac Module

    Thanks vengeance! Can you try this please? @Medevac_beta_7.7z
  15. goliath86

    Medevac Module

    Thanks vengeance1!! I'll take a look! ;) ---------- Post added at 03:37 PM ---------- Previous post was at 03:31 PM ---------- So, if I understand, you don't get the action when you have already used it. Or is it a problem of JIP (you don't get the action when enter a game already started)?
  16. goliath86

    Medevac Module

    Can you, please, explain better this occurence? Is it in SP or MP (dedi or not)? So I can figure out the problem. thank you very much vengeance1!! :D
  17. goliath86

    Medevac Module

    Thanks vengeance1! I know the medic doesn't join you: for the "heal action" I will add a scripted healing action (maybe the medic, without joining your squad, will check it injured members of player's group and automatically heal them). For FlyInHeight no problem: I've added it for testing purposes ;). For now the helo do not respawn; the Reinsert action is a little bug :S Thanks for your report! thank you very much! Really appreciated! :D
  18. goliath86

    Medevac Module

    Thanks kremator for your support!! :D
  19. goliath86

    Medevac Module

    Hy huys! It seems that there is a problem of locality on "join" command. Now, I've deleted the command so the medic doesn't join your squad anymore. Now all works fine (Reinsert etc.). For the Medic I'll add a scripted "Heal" action to the medic to better manage the healing of your squad mates ;) For now you can test the latest version: @Medevac_beta_6.7z
  20. goliath86

    Medevac Module

    Ok guys! I will take a look into this problems! ;) Thank you very much!!!!!
  21. goliath86

    Medevac Module

    Thanks BANDIT2338!! :D
  22. goliath86

    Medevac Module

    @RedCanoe: do you have tested the Module in MP or SP? @hellsgate9999: the only reason that you receive that kind o ferror is because you don't have the file unit_array.hpp in the ArmA 2/userconfig/MM/unit_array.hpp directory. @all: can anyone, please, confirm the bug report of vengeance1 on dedi server?
  23. goliath86

    Medevac Module

    Thank you vengeance!! really appreciated! Strange behaviour! So the beta 5 is near to be "perfect" :D
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