l etranger
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Everything posted by l etranger
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Public service announcment: CfgFactionClasses and CfgGroups configs interoperability
l etranger replied to arjay's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Not only helping Alive to work better, It will also help all missions/addons dynamically reading addons to work better :) -
VTS 4.0 - Live Multiplayer Mission Creating Tool for A3
l etranger replied to l etranger's topic in ARMA 3 - USER MISSIONS
B27 UP changelog : -Fixed : Unit in patrol building chasing you -Fixed : Param button to open the property panel, not selecting correctly the unit some time or unable to select player. -Improvement : AI Skill attribution : *Unit AI accuracy & aimspeed are now handled by VTS to avoid issue with custom difficulty profile *AI min/max Shake & accuracy & aimspeed are now capped to avoid high skill unit to have too much precision *AI skill formula attribution is now more coherent between low skilled AI and very high skilled AI *Default starting VTS spawn skill is now set to 0.5 (was 0.3 before) *Default VTS AI aiming precision set to "Medium - Trained Hand" (was Low before) *New Default parameters with the new AI skill formula difficulty, is close to old default difficulty (skill 0.3 & Low Aim precision) Please stress test the different skills settings and aim precision parameters, let me know how it work, It should be more smooth, spawning unit from 0.01 to 1.0 skill should be fully operational now. @ trick99 : I found out the param bug had an issue with the param button itself now picking correctly the target unit, everbody else was using the shorcut (ctrl + double click) which didn't have that issue ^^. It's fixed now -
VTS 4.0 - Live Multiplayer Mission Creating Tool for A3
l etranger replied to l etranger's topic in ARMA 3 - USER MISSIONS
B26 up CQB update -Improvement : Vehicle gunners doesn't leave vehicles when immobilized -Improvement : Increase accuracy of 3D spawning (should prevent some object to be badly positioned sometime with or without a load/save use) -Fixed bug: (BIS bug actually) Spawned vehicle with commander had blind commander hence not engaging correctly -Improvement : Fill cargo function now also add a gunner and a commander if they are missing of the vehicle (along with the driver) -Fixed bug : Sometime spawned UAV could not have a correct logic crew -Improvement : Fill road function doesn't call logic vehicle anymore to avoid last patch issue -Improvement : Fill building function doesn't call logic vehicle anymore to avoid last patch issue -Added : additive "custom_init_script.sqf" in the "mods" folder to increase ease of adding init script/addons to VTS -Fixed : Obsolete message on taskhint -Improvement : VTS loading progress also displayed on client now -Improvemnet : vts_property_revive function now accept an optional target parameter (when used outside the Param property panel) -New feature : Overcast is now separated from Rain (keep in mind Rain need a medium to high overcast to fall) -Improvement : Fill Building function, units, will not leave buildings in combat as often -Fixed : Following issue with Hostage & VIP from a different side than the player -Fixed : Sometime reopening the CPU had the spawn selecting a different unit than the one displayed in the list, hence making spawn the wrong unit -Improvement : Using the fill building function will now make the units patrol inside the building -
VTS 4.0 - Live Multiplayer Mission Creating Tool for A3
l etranger replied to l etranger's topic in ARMA 3 - USER MISSIONS
I still don't get why you don't use the Param button > Player Revive Fallen (which does call vts_property_revive) In B26 the function vts_property_revive will accept optional parameters then (so it can be used like [userX] call vts_property_revive) -
VTS 4.0 - Live Multiplayer Mission Creating Tool for A3
l etranger replied to l etranger's topic in ARMA 3 - USER MISSIONS
Krem you should be able to find anything in the VTS mods folder to hook this kind of stuff there should be a on_spawn script or something wich is run on a group or unit (dont remember) when they are created by VTS. -
XMedSys - Improved Medical System for A3
l etranger replied to sancron's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No problem, though I know a lot of people using your mod and being aware of that (critical) bug, but were too lazy to report it . . . -
XMedSys - Improved Medical System for A3
l etranger replied to sancron's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That's a strange behavior, using a playaction on a player make him fall though a building collision ? Can't test for now, but if you can try to getposasl before playing anim then, play the anim and setposasl ? Would it fixes that issue ? -
XMedSys - Improved Medical System for A3
l etranger replied to sancron's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@X39 is it a know bug that if you die in a building (floor or bottom) your corpse is on the ground below its foundation (hence you cant be healed) -
VTS 4.0 - Live Multiplayer Mission Creating Tool for A3
l etranger replied to l etranger's topic in ARMA 3 - USER MISSIONS
The VTS UI never shutdown, joining out and in as GM seat could help if the GM UI broken up though. Did you use battleeye ? There could be two possibility I can think of : Battle-eye is stopping some function (you can see battleye report in the same folder where RTP are) or the Engine Scripting Thread is overloaded / stuck in loops (which mean any script execution can't run or run ultra slow). I think the param revive doesn't call a function, it could just reinit the variable and anim. I could wrapp a function instead, it would be cleaner and be called later. But I don't see why the param revive would not work, I didn't had any issue with that one. Keep in mind the revive param only work for the VTS revive system. Are you using another healing/medic system ? This could lead to the second possibility explained above if the mod is badly scripted. Try without if you still have Issue. Basically if your GM UI is becoming slow or unresponsive it means the script thread is overloaded -
VTS 4.0 - Live Multiplayer Mission Creating Tool for A3
l etranger replied to l etranger's topic in ARMA 3 - USER MISSIONS
In VTS the Accuracy skill is separated from the unit skill. Then the spawning skill influence the overall AI aiming and everything else (ie : a hollywood accuracy unit a with skill 1.0 could aim better than a Shaky hand unit with 0.3 skill). -
VTS 4.0 - Live Multiplayer Mission Creating Tool for A3
l etranger replied to l etranger's topic in ARMA 3 - USER MISSIONS
Hm since they are both different system apart, I don't want much them to be tangle together for maintenance sake. UPSmon is updated often by its creators and it would be too much effort to update it each time. I'll rather have no decency between VTS and external system I don't own much control. -
VTS 4.0 - Live Multiplayer Mission Creating Tool for A3
l etranger replied to l etranger's topic in ARMA 3 - USER MISSIONS
Interesting, I don't know anything that would delete a npc in VTS, my guess is it's related to UPSmon only. Is that big deal? -
VTS 4.0 - Live Multiplayer Mission Creating Tool for A3
l etranger replied to l etranger's topic in ARMA 3 - USER MISSIONS
B26 version : -Improvement : Vehicle gunners doesn't leave vehicles when immobilized -Improvement : Increase accuracy of 3D spawning (should prevent some object to be badly positioned sometime with or without a load/save use) -Fixed bug: (BIS bug actually) Spawned vehicle with commander had blind commander hence not engaging correctly -Improvement : Fill cargo function now also add a gunner and a commander if they are missing of the vehicle (along with the driver) -Fixed bug : Sometime spawned UAV could not have a correct logic crew -Improvement : Fill road function doesn't call logic vehicle anymore to avoid last patch issue -Improvement : Fill building function doesn't call logic vehicle anymore to avoid last patch issue -Added : additive "custom_init_script.sqf" in the "mods" folder to increase ease of adding init script/addons to VTS -Fixed : Obsolete message on taskhint -Improvement : VTS loading progress also displayed on client now -Improvemnet : vts_property_revive function now accept an optional target parameter (when used outside the Param property panel) -New feature : Overcast is now separated from Rain (keep in mind Rain need a medium to high overcast to fall) -Improvement : Fill Building function, units, will not leave buildings in combat as often -Fixed : Following issue with Hostage & VIP from a different side than the player -Fixed : Sometime reopening the CPU had the spawn selecting a different unit than the one displayed in the list, hence making spawn the wrong unit -Improvement : Using the fill building function will now make the units patrol inside the building -
VTS 4.0 - Live Multiplayer Mission Creating Tool for A3
l etranger replied to l etranger's topic in ARMA 3 - USER MISSIONS
-IED can blow of if damaged (via the para menu of a setdamage 1) -I don't see any need for the VTS to use that one (you can create shop specific to side on vehicle or other object), it's up to mission designer then to add this if they want it (yes it require a bit of scripting knowledge) -The rest weapon is a standalone mod, VTS only have the gesture (low rez version) implemented, for the sake of the mission compatibility with any addons -
VTS 4.0 - Live Multiplayer Mission Creating Tool for A3
l etranger replied to l etranger's topic in ARMA 3 - USER MISSIONS
Try : If you want to add more in the list increase the array like : Array -
VTS 4.0 - Live Multiplayer Mission Creating Tool for A3
l etranger replied to l etranger's topic in ARMA 3 - USER MISSIONS
Helicopter upgrade part 1 : -Fast rope from helicopter cargo Helicopter upgrade part 2: -Helicopter lifting -Hook, cable and cargo collide with world (beware the trees) -
VTS 4.0 - Live Multiplayer Mission Creating Tool for A3
l etranger replied to l etranger's topic in ARMA 3 - USER MISSIONS
Can't help you :/ I didn't tested much this kind of thing. -
shouldn't be ?
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VTS 4.0 - Live Multiplayer Mission Creating Tool for A3
l etranger replied to l etranger's topic in ARMA 3 - USER MISSIONS
B25 version : -Shop update : ACRE and TFR radios are now better supported when bough from a Loadout -Shop update : Improved loadout load / save functions -New feature : 3D Attach (from 3D spawning or 3D Displacement) -Improved spawn performance -Fixed : Filter based on name instead of class name -Fixed : 3D spawning overlap on Host/Player environnement -Optimization : String functions used by filter and other stuff (thanks to Killzone Kid) -Fixed : GM being visible again after Using "Take Control" while being invisible -Helicopter Upgrade : Large transport helicopter can now lift object -Helicopter Upgrade : Transport helicopter now have winch for rappelling down -
@Nou : Thanks for the info. I still encounter ID issue with ACRE on A3, people loading saved loadout sometime seems to share the same radio ID. I'm not sure yet if this is the symptom, but when some player are switching channel, the channel is also switched on another player's radio (of the same kind). @NKey : I noticed that when you die and respawn (simple mp mission with description.ext respawn=3), it seems you get a new radio, and so each time you die (ex: I start with an/prc-151 (1), then as I die it increment (2) (3) etc...). Is it something normal ?
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Cool, no problem for the next version :) BTW I rode the message you wrote to make Radio compatible with VAS. I'm using my own gear systems and I was wondering if I understood correctly how TFR work. If you have a the basic radio in your inventory TFR will replace it by the correct radio depending on your side ? But can you still create the TFR radio directly on the player without problem ? (By reading your message on VAS topic you mean ACRE and TFR are using the same method to switch the default Radio by their short range radio?)
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@NKey : Without going into the "serious" mode, "Lightweighted" is great and used for coop, the issue arise when using respawn mode in a coop mission to use special revive system (BTC, etc...). Players still go through a !alive state (for X seconds) before the respawn event and revive script kick-in. With big coop game you can then regulary hear somebody dying on the other side of the map for X second (which is basically : Arg, Damn, F**k"). 30 Players hearing another one during his dead state without spatialization or filter. Would it be possible to not release the player in TFR spectator mode if the mission allow respawn ( and maybe if mission allow respawn with respawn time lower than 10 secs) ?
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VTS 4.0 - Live Multiplayer Mission Creating Tool for A3
l etranger replied to l etranger's topic in ARMA 3 - USER MISSIONS
It's in Object > Module, but only work for module that doest need param (like xmedsys for exemple) -
VTS 4.0 - Live Multiplayer Mission Creating Tool for A3
l etranger replied to l etranger's topic in ARMA 3 - USER MISSIONS
For now it only support module who doesn't require param, nxt version should support module with default param set. -
VTS 4.0 - Live Multiplayer Mission Creating Tool for A3
l etranger replied to l etranger's topic in ARMA 3 - USER MISSIONS
B24 is out (check first page) or the workshop B24 version : -New feature : Module spawning (so you can enable special addons directly in the mission, like Xmed or Alive). -Improved distance at which VIP / Hostage follow player to getin vehicle -Captive / Invisble GM can now see player names -Loggin as admin even if not in a GM slot now give GM interfaces. -Improve GM UI to better display Spawn scripts. -Added a black curtain during the Initialization. -Show text feature now doesn't shown up on Dedicated / Headless client. -Added a confirmation request on Mission Success / Fail action -GM Kill logs now display distinction between killed by AI or PLAYER -Added clean world buttons for Bodies / Items / Wrecks -Moved "Point the map" button on the top left of the mini map for more clarity -Hostage now use sit down animation to allow smoother transition to freedom and fix the locked surrender animation state -Using "Game Basic respawn" as respawn mission parameter now also restore loadout on respawn. -Fixed : 1.08 patch making the unit to move away when spawned without move order. -Fixed : Men & Vehicle spawns to create an empty group -Added support for additive custom spawn script : mods\custom_functions.sqf -Added support for additive custom Command Line preset : mods\custom_precommandline.sqf -Fixed : Skill info in the Property panel now doesn't show 1.0 when the unit skill can't be read (to avoid confusion on skill level when units are spawned outside of the VTS on dedicated server). -New Shop feature : Server loadouts (modifiable only by GM connect as server Admin) -Shop : Increase players Loadout capacity to 20 -Added new mission param for shops : "Loadouts unlimited and free to buy" which allow loadouts to be buy for free, even if the items are not in available in store. -Updated spectator script by Ollem -Fixed : AI Units going sometime all in the same building -Native support for Task Force Radio mods with following param : No radio encryption, no automatic long range radio backpack on unit.