johan614
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Everything posted by johan614
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So I made a mission back in october (v1.32 or 34?) I my mission I have a respawnposition placed and in my description.ext the following. // Respawn respawn = "BASE"; respawnDelay = 5; // Respawn templates from CfgRespawnTemplates. You can combine any number of them together. respawnTemplatesWest[] = {"Wave","MenuPosition"}; // Don't respawn on start respawnOnStart = 0; This worked perfect. I.e the respawnOnStart made sure that units started on their editor placed position. However this is no longer the case. respawnOnStart doesn't seem to work. Am I doing something wrong or is this a bug? Also if I have more than 1 respawnposition modules placed the units go to a random position.
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So does this mean that SFP_Islands (with Sturkö) is no more?
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Santa Catalina Island, USA: Terrain
johan614 replied to gotdead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
There seems to be problem with the PWS release of this. If I install via steam workshop I can open the map in the editor (it complains about a mission texture (arma_home_01)) But with the PWS version I crash with the out of memory error -
ALiVE - Advanced Light Infantry Virtual Environment
johan614 replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Update the first Post aswell so that you directly see which version is the latest :) -
TFAx - International Units
johan614 replied to spectrersg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The insignias seems broken now since 1.40. They dont show up in the arsenal. Also my .rpt file spams this: 22:50:45 Backpack with given name: [] not found 22:50:45 Inventory item with given name: [] not found 22:50:47 Backpack with given name: [] not found 22:50:47 Inventory item with given name: [] not found 22:50:48 Backpack with given name: [] not found 22:50:48 Inventory item with given name: [] not found 22:50:49 Backpack with given name: [] not found 22:50:49 Inventory item with given name: [] not found 22:50:52 Backpack with given name: [] not found 22:50:52 Inventory item with given name: [] not found 22:51:00 Backpack with given name: [] not found 22:51:00 Inventory item with given name: [] not found 22:51:01 Backpack with given name: [] not found 22:51:01 Inventory item with given name: [] not found 22:51:03 Backpack with given name: [] not found 22:51:03 Inventory item with given name: [] not found 22:51:04 Backpack with given name: [] not found 22:51:04 Inventory item with given name: [] not found 22:51:05 Backpack with given name: [] not found 22:51:05 Inventory item with given name: [] not found -
ASCZ AiA TP Extensions and Fixes
johan614 replied to evromalarkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Wouldnt it be better to get this to be added to AiATp directly instead of having a separate addon? I mean if you contact .kju or whoever has access to that repo Im sure that you could get access to update it. That way people dont have to track 2 separate addons. -
@Ares - Modules expanding Zeus functionality - Release Thread
johan614 replied to antonstruyk's topic in ARMA 3 - ADDONS & MODS: COMPLETE
How about a Teleportsystem where you just click on the map where the unit should be teleported instead of having to play around with flagpoles? -
RHS Escalation (AFRF and USAF)
johan614 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sling-loading don't seem to work. I.e hover over an object and doubletapping R doesnt do anything.- 16574 replies
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
johan614 replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You really need to change the default "C" for interaction to something else or have an option to disable the feature (in init.sqf). These few days have been a real pain playing with MCC and since the MCC option is not always available you can't tell people to change the key once the mission is started -
Any chance of getting a nice GUI for the Teleport destination? E.g "click on map" or "click in the world". I kind of suck at getting good coordinates for it.
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Mission Template Stand Alone GAIA - Make missions FAST by using MCC GAIA engine
johan614 replied to spirit6's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Are these parameters recognized when using the script version of GAIA? MCC_AI_Skill MCC_AI_Aim MCC_AI_Spot MCC_AI_Command I.e I can just add them to init.sqf and all AI will behave accordingly? Is Headless Client supported? And If so how would I go about configuring GAIA to use it. Also. Regarding the Caching. It would be nice if there was a possibility to adjust the GAIA_CACHE_STAGE_2 in the init. So that I can for example have a very short spawn for the whole group but let the group leader be an active part from a greater distance. Or maybe even better an option to not spawn units when planes are flying over so that Pilots can fly about without risking the statbility of the server. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
johan614 replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So how does the access restriction work? I have added the module to the mission and synced it to the unit I want to be able to login to MCC. It works when I am hosting locally but when I use a remote dedicated server All users seem to be able to use MCC (as in login and use the mission editor) How can I prevent this. I can not define specific PIDs since it should be bound to the specific role/unit not an actual player. -
The alternate PTT-keys doesnt seem to work. I can transmit with CapsLock just fine and switch between radios with ctrl+alt+caps. But nothing happens when I use shift+caps or the other 2. Also if I quit Arma when Im dead I will be muted in TS. I'm running both TS and Arma in admin-mode on Windows 8.1
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Spin-Off Release: Simple Conversation System
johan614 replied to IndeedPete's topic in ARMA 3 - MISSION EDITING & SCRIPTING
But I realise this might be a consequens on how dialogs are created in the game? I.e the other scripts file is essentially identical. Could it be that the mission needs one global define file for everything? -
In the dialog file (common.hpp) you are using the base class names instead of your own. This causes conflict with other scripts doing the same thing. Please update :) Edit: But I realise this might be a consequens on how dialogs are created in the game?
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Spin-Off Release: Simple Conversation System
johan614 replied to IndeedPete's topic in ARMA 3 - MISSION EDITING & SCRIPTING
In the dialog file (defines.hpp) you are using the base class names instead of your own. This causes conflict with other scripts doing the same thing. Please update :) -
A.C.R.E - Advanced Combat Radio Environment for Arma 3
johan614 replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Ok I agree Caller ID is maybe not an option for radios who dont have it. But if you are talking locally to someone (ie not via radio) I assume that ACRE still know about it (since its range limited) and then you are not using radio protocolls. -
Battlefield Re-spawn System (BRS)
johan614 replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is it possible to have different spawn (tickets, time, locations) for different players with this script? Or would it be possible to implement? -
A.C.R.E - Advanced Combat Radio Environment for Arma 3
johan614 replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
So I was thinking. Since ACRE basically knows which player is actually talking wouldn't it be possible to implement an overlay that adds who's talking on the radio in the small radio-box (maybe not realistic) and a small overlay (with the name) over the user who is talking locally. The problem this would fix is that one doesnt always know the voices of the people talking and seeing the name is a good way to learn that. There is ofcourse overlays for teamspeak but they are not always functioning and also might not be compatible with the same TS release as ACRE -
So what's the plan now after release? Will dev-branch continue as normal and release-version continue as the new beta?(i.e patch every two weeks or so) If that is the case there really needs to be alot more [dev] servers out there. Otherwise the dev-branch is going to be rather boring
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Regarding this: For us using 64bit and have enough memory is the IMAGE_FILE_LARGE_ADDRESS_AWARE flag set? If I understand http://msdn.microsoft.com/en-us/library/aa366778%28VS.85%29.aspx#memory_limits correctly 64bit OS only "reserves" 2GB for 32bit applications. But if the flag is set we can use 4GB. I guess it would be an even bigger performance boost then. /Johan
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I have XP64 with 4GB RAM and it works as expected. I would say your problem is either driver-related, vista related or on of your memory sticks is broken. Have you tried running any memcheck programs?
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Evolution V1.0 Large scale respawn coop
johan614 replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
What is this server so I can avoid it? If its a modded version OF 1.5m then I cant help you but if its version 1.5m then I can say that the server is probably www.suicidesquad.co.uk and they are hosting the "developmentversion" from KilJoy so there is no cheat/hacking going on there. -
Im running a: E6600 2 GB RAM X1950Pro 512Mb (7.3 Drivers) and this is what I got from the latest beta http://img523.imageshack.us/my.php?image=indoorxt1.jpg http://img254.imageshack.us/my.php?image=daysr5.jpg http://img261.imageshack.us/my.php?image=nightvg7.jpg
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Evolution V1.0 Large scale respawn coop
johan614 replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
I was initially thinking of an additional set of action menu options alongside the existing ones, purely for setting flight view distance, but thinking now, it would be better to add the action menu options somewhere closer to the jets/choppers themselves. You almost need a new dialog just for all your configurable options! There was/is a set of scripts for OFP that at mission start calculates the lowest average (or something like that) for all connected users. works really well. it was made by daddldiddl or joltan or daddl (or whatever he calls himselfs) he usually hangs out at www.suicidesquad.co.uk