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skruis

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Everything posted by skruis

  1. I have a YouTube video up about how to set one up. I believe the ACS is included in the Athena distribution on Steam. You just run it, port forward and connect to it. *EDIT* - link:
  2. Oooooh how 'elite' of you ;-) Well, you can run the app w/o running the mod, setup a community server and join the same room. That would allow you to share ink w/o tracking.
  3. Not currently. It's a planned feature to allow scripters to control what the visibility levels are. Out of curiosity, do you only want to see yourself, like a GPS?
  4. Yep, thanks for letting me know. The server that hosted the site was moved and I haven't republished yet.
  5. Thanks man, it's a huge project. Just about done ripping it apart and we're going to start putting it back together soon.
  6. Hey guys, sorry for lack of updates and response. I relied on notifications via email to let me know when someone replied to the thread or sent me a message and those notifications stopped working for some reason. The reason for lack of updates is: I bought a 100yo house and updating it and work is keeping me pretty busy. I have some updates that I want to get pushed out but it's not the whole package that I was hoping for. I'll decide what to do with these updates over the next week or so and let you know. Thanks! -bus
  7. I already have the 'cheat' finger pointed at me so I'm a bit sensitive to it. Re: server config option, absolutely.
  8. @looter It does not unfortunately. I'm a little leery of attempting to implement that because if I'm ever 'wrong', it makes it easier to paint Athena as a 'cheat' tool although, perhaps eventually, I'll enable it for single player only.
  9. Hey guys! I'm continuing to make progress. There have been some random changes and some somewhat larger ones but something that I've wanted to work on and introduce was a way for Athena to better support non-vanilla weapons and vehicles. The problem with each specifically is that the logic I used to determine whether or not a weapon was GL capable or if it was a machine gun was by checking the muzzle count and/or checking the player unit class. It wasn't very effective and when it came to mods, it was useless. RHS in particular has multiple muzzles (one of which being 'safe') for a lot of their weapons so everyone with an RHS weapon appears to be a RGL in Athena. As far as vehicles go, parachutes appeared as helicopters because they're essentially a subclass of helicopters and of course, it was somewhat difficult to accurately determine what was a car versus a truck, an apc from a tank and so on. To that end, I've added a 'dictionary' system for those two types that give the user, should they so choose, the ability to accommodate specific weapons and/or vehicles should they want to. For vehicles, there are quite a bit. I think between vanilla, RHS and CUP, there are 3000+ now keep in mind, some of these are placeholders or base objects that aren't actually available in game but there are still quite a bit. To help manage things, I added an initial step of acquiring the 'sub categories' from the editor. So you click "Request Categories" and it grabs all of them (CfgEditorSubcategories). You look through the list and flag the ones you want as 'Collectable' by placing the check in the 'Collect' checkbox. You can then also specify the 'Default' icon for the category. Once the category filtering is complete, you can click 'Request Vehicles' and it will grab all of the vehicles (CfgVehicles) that match the Categories you flagged as 'Collectable'. Those vehicles, when added to the dictionary, will be configured to use the default icon for the category that the vehicle was linked to. After the vehicles are imported, you can customize the icon per vehicle. For example, there is a 'truck' icon and the trucks are included in the 'car' category and 'parachutes' are included in the 'helicopters' category but the default icon would be accurate for most vehicles in that category ... but you can change them for the particular vehicles that are different. So there's a bit of customization available if you want to get nit picky. Once you've made all changes, you click the "Save" button in the top left. Ok, so for weapons, you can flag the weapons as either being a GL, MG, both or neither. Categorizing the weapons affects the 'icon' that is displayed for the unit. In the 'development' version: Units with 'engineer' in their class names have the engineer icon Units with 'medikits' use the 'medic' icon Units carrying MG's have the 'autorifleman' icon Units carrying any weapons in the secondary slot (AT Slot in their inventory) have the 'at' icon Group leaders use the 'leader' icon And the icon is determined in that order. An engineer with a medikit carrying AT but also the group leader will have the 'leader' icon. Additionally, the weapons will be used to determine the 'description' of the unit in the ORBAT so if the unit is carrying a GL capable weapon, the unit is listed as an RGL. To wrap up, Athena will be shipped with my version of these dictionaries but you'll be able to customize (or correct them because I have no idea what vehicles are what) them according to your modset if you so choose. There will be some minor performance increases (in game) because the scripts will have to collect less information. For example, the scripts currently run through a series of 'if thens' to determine what type of vehicle is in use or it queries the weapon types and capabilities repeatedly. From now on, it will simply grab the class names of the vehicles and weapons so it's slightly more streamlined...but not in any meaningful way. Also, the dictionaries are stored as text files in the My Docs\Athena\Data directory so you can change the dictionary values (with Athena closed) via a text editor or easily exchange them with other members in your unit. Making progress. -bus
  10. Not currently. Mind if I ask why you'd want to do that?
  11. Ok, I think we talked about this a looooooong time ago but I've revisited the Hot Keys again. I've dropped the Windows centric 'global hot key' support in Athena and re-engineered it to listen for the User XX actions in the ARMA "Custom Controls" menu. So, if you want to use Hot Keys in Athena, you can bind a key combination to a User Action in ARMA's Custom Controls and then specify the User Action number in the Athena "Hot Keys" window. So, there's a couple nice things about this change: The key combinations are now all centralized in ARMA so you don't have to compare between Athena and ARMA anymore The "Hot Key" activation is handled through ARMA and then distributed through the relay so a "Hot Key" pressed on your ARMA PC can now control Athena running on your 2nd PC. Let's say you're like me and you run Athena on 2 devices (I have a large monitor for a detailed zoomed in view and I use my Surface for my 'region view'). You can have two different User Actions for Follow, Zoom In, Zoom Out, Pan Left, Pan Right, Pan Up, Pan Down and configure each Athena to map to the relevant User Actions. That way, you can use the Hot Keys from one keyboard to independently control Athena on two different devices. And two bad things: Athena users will now permanently be limited to 20 hot keys at any given time and Athena may have to compete with other mods using those User Actions. You can no longer 'Start' using a Hot Key...because Athena has to be in 'Start' mode already in order to receive the Hot Keys from ARMA via the mod/relay. Here's what you see in ARMA: Here's what you see in Athena:
  12. Hey guys, just wanted to share a quick video demonstrating a couple of upcoming features:
  13. @Tankbuster None that I know of. You may want to close the Athena that auto opens and open one manually because I noticed that the Steam overlay (the FPS counter) appears over my Athena window if it's opened automatically (which it is by default now). So, either stopping that from happening or closing/reopening might help? Let me know.
  14. @Joocebocks Yep, I've figured out a solution and will include it in the next release.
  15. @Joocebocks Let me know if that interval doesn't work and I'll investigate for you. Actually, now that I think about it, on playback, Athena will still try to play it back at 1 fps. So you'd have to increase the playback speed to 4x in order to play 4fps. I'll have to come up with a solution to that. Ammo/health tracking: it's definitely something I could do but I'm not sure how detailed I want Athena to get exactly. Some users might think that kind of detail goes too far so that's something I have to be aware of. Modded weapon classes: there's some stuff that's difficult to parse programmatically. For example, a lot of the modded rifles will cause the unit to appear as RGL instead of R because the script interprets weapons with 2 'muzzles' and for some reason, a lot of modded rifles do ... even if they aren't GL's. I've been trying to come up with a solution for some of this stuff and I think I'm going to end up creating some sort of interface that allows users to categorize weapons, vehicles, units, etc. Obviously, Athena will ship with some by default but users will have to categorize them on their own for the lesser known mods....or for mod updates that change class names.
  16. @Joocebocks Sorry for the delay in responding. I've been busy with a home improvement project. That's great to hear! I've seen subscriptions for the AAR tool increase but I never really got any feedback so it's nice to hear from someone that's using it. 1. Kill Feed - Yes. The actual 'death' list will simply be a list consisting of the time of death, killed by and perhaps the weapon used. 2. Player Equipment - Type of weapon, perhaps. I already have the weapon classes. Not sure if I have the descriptive names but I don't think I'll show the ammo quantity. That might be going a little too far into the 'too detailed' category for the 'realists'. 3. Real time - I haven't actually tried this but if you set the capture interval to 0 in the logger, it 'should' capture in real time. Additionally, you can set it to 0.25, 0.5, etc. to capture 4 per second, 2 per second and so on. 4. Fire Indication - I have a plan for adding this 5. Vehicle positions - That could get quite nutty. Perhaps I'll add logic to track vehicles that had, at one time, been occupied.
  17. I think I've nailed it down. At least, I've tested it with Western Latin 1 (1252) and it's worked properly. We'll see how it works for other languages.
  18. Yea, so, I believe ARMA uses UTF-8 but my extension is immediately decoding the incoming UTF-8 as UTF-16 and then it's being re-encoded in UTF-8 afterwards. So I have to fix the initial incorrect UTF-16 decoding. Simple fix ... if that's the problem.
  19. Divot, yea, I see what you mean. That's actually been a persistent issue for a while and I believe it's a text encoding issue. I'll see what I can do to resolve this.
  20. Oh, also, change in plans: I'll be merging the logger into the ACS. Not sure how many of you use it but in retrospect, having the two in the same application will make some things easier. Also, one of the features that I've wanted to add to the ACS, in addition to AAR playback, is a remote 'live' view. So basically, the @athenasvr mod runs on the armaserver, it pushes data to the server's relay and the relay pushes the data to the ACS/Logger app. Then someone can point their Athena to the ACS and watch the mission without having to actually be in ARMA. I wasn't sure how well that would run but ... I had an informal test with another Athena user. They opened up their relay port (TCP 28800) to the net and I connected remotely (File->Settings) to their public IP and I watched his mission in Athena. It actually ran pretty well too (10-20 fps). So, that's also a feature that will be included in the merged logger/acs. It's in development now.
  21. @Divot Hey! Ok, so... 1. Yep or you can setup an ACS and share the maps via that application 2. Um, post them to dropbox or something and send me the links? 3. Will investigate @Tankbuster I received the replays. I'll take a look at them and get back to you!
  22. @Tankbuster Dammit. Do they appear like that immediately? This is in your mission, right? And the markers don't change size, correct?
  23. All, BattleEye whitelisting has gone through. We're compatible. Great timing on BIS' part.
  24. All, I've posted the latest version to the Workshop. BattleEye whitelisting is pending.
  25. All, I've submitted a new version for whitelisting. I'll update the workshop as soon as I confirm it's been whitelisted. Here's the change log: 1. General 1a. Corrected issues in protocol preventing reliable use on 2nd PC (Map exports failing, disconnections, etc). 2. ACS 2a. Added server password support 2b. Corrected issues with rooms. 2c. Added ability to disconnect from ACS 2d. Improved connection status notifications 2e. Appended (world) to callsigns in the Session list 2f. Added 'Display Name' support to worlds 3. App 3a. Add 'shadow' to all 'icon' markers 3b. Italicised 'player' units in ORBAT to help differentiate between AI and humans 3c. Corrected issues with markers not allowing you to draw on them 3d. Added support for saving and loading saves 3e. Added window that will provide additional details about connection status 4. Relay 4a. Added support for specifying pipe name 4b. Reworked status form to show additional information per connection 5. Extension 5a. Added support for auto starting logger in same fashion as auto launching app, relay 5b. Added support for specifying pipe name
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