Kolmain
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Everything posted by Kolmain
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I'm hosting this on my personal dedicated server. Info in the RC5 release post.
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Alright my final release candidate was published tonight! Please report back any bugs so we can get a stable release out. Available on GitHub Available on Steam Workshop I'd love to start collecting any videos and screenshots to add to the steam page, post em or PM them to me! I also have a dedicated testing server running the latest version now, check it out! I've got 150mb/s down and 40mb/s up so that should be fine for a couple players, filter for "ArmA 3 Evolution Testing | Joker" running (Co30) Evolution-A3. Happy Hunting!
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I can't unPBO the marksman stuff :/
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I couldn't find a classname I could use with playsound...
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BIS Dynamic Groups Not Working
Kolmain replied to Kolmain's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks neokika! -
Take a look at the strategic map. You can add "missions" that execute files. It can act as a fast travel script quite easily. Keep in mind its client side, but shouldn't be a problem for setPos'ing. Here's my code, its more modularized but you can set it easily. Just depends whether you want static points or you want to add to it. My script rebuilds my side missions each time so you can do that to detect which points they can travel to or just have a predefined point. [color="#FF8040"]availableSideMissions [color="#8B3E2F"][b]=[/b][/color] availableSideMissions [color="#8B3E2F"][b]+[/b][/color] [color="#8B3E2F"][b][[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#191970"][b]getPos[/b][/color] [color="#1874CD"]_obj[/color][color="#8B3E2F"][b],[/b][/color] EVO_fnc_sm_attackMil[color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"Reinforce NATO Recon Element"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"OPFOR squads have discovered our forward recon units. They're sending squads to seek and destroy our men, get out there and help them!"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]""[/color][color="#8B3E2F"][b],[/b][/color][color="#1874CD"]_img[/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]1[/color][color="#8B3E2F"][b],[/b][/color][color="#8B3E2F"][b][[/b][/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b]][/b][/color] [color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color][/color] [color="#FF8040"][color="#191970"][b]private[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"_randomMission"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_parentDisplay"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_mapCenter"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_ORBAT"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_markers"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_images"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_overcast"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_isNight"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_scale"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_simul"[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#191970"][b]disableSerialization[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_randomMission[/color] [color="#8B3E2F"][b]=[/b][/color] availableSideMissions [color="#191970"][b]call[/b][/color] BIS_fnc_selectRandom[color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_parentDisplay[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]call[/b][/color] bis_fnc_displayMission[color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_mapCenter[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#1874CD"]_randomMission[/color] [color="#191970"][b]select[/b][/color] [color="#FF0000"]0[/color][color="#8B3E2F"][b])[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_ORBAT[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_markers[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_images[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_overcast[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#191970"][b]overcast[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_isNight[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#8B3E2F"][b]![/b][/color][color="#8B3E2F"][b]([/b][/color][color="#8B3E2F"][b]([/b][/color][color="#191970"][b]daytime[/b][/color] [color="#8B3E2F"][b]>[/b][/color] [color="#FF0000"]6[/color][color="#8B3E2F"][b])[/b][/color] [color="#8B3E2F"][b]&[/b][/color][color="#8B3E2F"][b]&[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#191970"][b]daytime[/b][/color] [color="#8B3E2F"][b]<[/b][/color] [color="#FF0000"]20[/color][color="#8B3E2F"][b])[/b][/color][color="#8B3E2F"][b])[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_scale[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#FF0000"]100[/color][color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_simul[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#000000"]true[/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b][[/b][/color] [color="#191970"][b]findDisplay[/b][/color] [color="#FF0000"]46[/color][color="#8B3E2F"][b],[/b][/color] [color="#1874CD"]_mapCenter[/color][color="#8B3E2F"][b],[/b][/color] availableSideMissions[color="#8B3E2F"][b],[/b][/color] [color="#1874CD"]_ORBAT[/color][color="#8B3E2F"][b],[/b][/color] [color="#1874CD"]_markers[/color][color="#8B3E2F"][b],[/b][/color] [color="#1874CD"]_images[/color][color="#8B3E2F"][b],[/b][/color] [color="#1874CD"]_overcast[/color][color="#8B3E2F"][b],[/b][/color] [color="#1874CD"]_isNight[/color][color="#8B3E2F"][b],[/b][/color] [color="#1874CD"]_scale[/color][color="#8B3E2F"][b],[/b][/color] [color="#1874CD"]_simul[/color] [color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]call[/b][/color] Bis_fnc_strategicMapOpen[color="#8B3E2F"][b];[/b][/color][/color] Made with KK's SQF to BBCode Converter
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The way its being designed, it should work on any map. So once I release 1.0 stable on Altis, I'll release other maps as well.
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Detect If Explosive Nearby
Kolmain replied to Kolmain's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Great, I'll try that out tonight thank you! -
I'm trying to make a radio tower only destructible via explosives. The latest update broke this code for me, but I'd like to change it to include, dynamically, all placeable explosives. Is there some config magic we could work to do so? [color="#FF8040"][color="#191970"][b]private[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"_radio"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_loop"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_bombs"[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_radio[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#000000"]_this[/color] [color="#191970"][b]select[/b][/color] [color="#FF0000"]0[/color][color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_radio[/color] [color="#191970"][b]allowDamage[/b][/color] [color="#000000"]false[/color][color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_loop[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#000000"]true[/color][color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_bombs[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#191970"][b]while[/b][/color] [color="#8B3E2F"][b]{[/b][/color][color="#1874CD"]_loop[/color][color="#8B3E2F"][b]}[/b][/color] [color="#191970"][b]do[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#191970"][b]sleep[/b][/color] [color="#FF0000"]1[/color][color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_bombs[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#1874CD"]_radio[/color] [color="#191970"][b]nearObjects[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"DemoCharge_Remote_Mag"[/color][color="#8B3E2F"][b],[/b][/color] [color="#FF0000"]10[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#191970"][b]if[/b][/color][color="#8B3E2F"][b]([/b][/color][color="#191970"][b]count[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#1874CD"]_bombs[/color][color="#8B3E2F"][b])[/b][/color] [color="#8B3E2F"][b]>[/b][/color] [color="#FF0000"]0[/color][color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]then[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#1874CD"]_radio[/color] [color="#191970"][b]allowDamage[/b][/color] [color="#000000"]true[/color][color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_loop[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#000000"]false[/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color][/color] Made with KK's SQF to BBCode Converter
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Good to see interest in Evo for A3. I've got an EVO project already up and running if you'd be interested in joining up! http://forums.bistudio.com/showthread.php?191210-CO30-Evolution-A3-(Sahrani)-WIP It started on Sahrani but I've since moved it to Altis, its coming along nicely.
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BIS Dynamic Groups Not Working
Kolmain replied to Kolmain's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks! -
BIS Dynamic Groups Not Working
Kolmain replied to Kolmain's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is there any way to force open the dialog via scripting? -
BIS Dynamic Groups Not Working
Kolmain replied to Kolmain's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That'd be great. What do you do to bring up the dialog box? -
Hi Gunter, Yes, all the parameters are working. I'd reccomend cloning the GitHub as it is now, I'm almost at a 1.0 stable release. I spent a few hours with a friend playing on a dedi so I know it works. As far as changing factions go, you'll need to manually change the group classnames where I spawn them in all the scripts. Not an easy task, but atleast for the targets look at fn_initTarget under the EVO folder. You'll see where I spawn units in there! I'll be starting a new release thread for the altis verion since I can't change this title to Altis, it still says Sahrani. :/
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I'm almost to a stable release as its working pretty well on local MP, but there seems to be some locality issues on dedicated servers I'm focusing on now.
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I haven't fixed the orcas yet. RC4 is out! https://github.com/Kolmain/Evolution-A3/releases/tag/RC4 Finally got VA working in multiplayer! Check it out!
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Just pushed RC3, plenty of MP fixes! https://github.com/Kolmain/Evolution-A3/releases
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How to use Virtual Arsenal like the Virtual Ammobox System?
Kolmain replied to Frankdatank1218's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've got the VA whitelisting working in SP, but oddly enough in MP it stops working. My code is available here on github: https://github.com/Kolmain/Evolution-A3/blob/master/EVO/fn_rank.sqf Can anyone take a look? EDIT: Yes, it is run clientside only. -
I'm going dark for the rest of the day and possibly tomorrow as I'm graduating I posted RC2.5 hotfix last night, you can get it here: https://github.com/Kolmain/Evolution-A3/releases I know now that the arsenal is broken in MP and am working on fixing it, most of the other bugs, including the orcas, should be fixed. See changelog for details.
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Sounds like you're not on RC2. Recheck that you're playing the version I released last night. I had assumed the player respawned on join, but that wasn't the case. So that's fixed. FARP/MASH functionality should be working in RC2 as well. You said the farp despawned, is that because you put another up or did it do that on its own? Your loadout saves when you leave the base. OH- I see its saving your loadout after ATM_airdrop puts on the parachute right? I'll make a github issue and address that. Thanks, keep testing! Yes, put that in player in editor, in SP just paste player allowDamage false; in the debug console when you press Escape and hit run. I was doing changelogs but I'm cranking out a release candidate each day so it got too much. When I start at 1.0 there will be changelogs. For now when you look at the GitHub issues, whatever says fixed or needs testing should be included. I'll try to be more clear on the release page, thanks for the feedback! EDIT: Added changelog for RC2.
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Just pushed RC2 check it out. https://github.com/Kolmain/Evolution-A3/releases
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Thanks again. Lets see. MASH/FARP does create a respawn point. It should however remove it when you build a new one. I'll look into that. The ammo is probably broken, I'll fix it tonight or you can clone the github master branch and compile it int he editor. The AI numbers need to be tweaked but they're fine for testing and performance is great. All groups/vehicles continue to respawn until the tower is out. After that its only para-drops I believe. I'll add that to GitHub too.
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Whoaaaa, I haven't experienced any of that. Thanks for the detailed response. The ammo crate is right where you spawn. A tan box with netting on it, I need to test the weapon progression when I get home though. It takes two minutes to spawn the "wreck", and when it does it deletes the actual wreck. Did you wait for (sleep 120)? Did you start the side-mission to defend the base? That's the only reason I can think that there should be OPFOR in the HQ. The Orcas paradrop OPFOR on the base when you select that side mission. You don't have to worry about that for the zones as it recalculates using whoever is in the zone. So if they leave they're not counted. The recruiting issue is interesting as well. I bet its a trigger list issue, I'll make a github issue for that. Thanks for your help! EDIT: You can track them on GitHub. Issue #27 , #28, and #29.
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Posted hotfix with MP respawn: https://github.com/Kolmain/Evolution-A3/releases/
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You should have the option to Modify Loadout when you're within 15m of the Armory guy behind the table.