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l etranger

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Everything posted by l etranger

  1. l etranger

    Task Force Arrowhead Radio

    For example, in my case in the VTS, when player reach 0 life they move into a spectator script (still there body is alive) so I would like to set the spectactor mode On on the TFR. So he can act like that. I would like some command to detect when player are speaking so, I can make nearby AI to look at the sound source basically. Also it seems, when player die and before respawn (while Arma respawn timer go on) people talking can be heard by everybody is that a know bug?
  2. l etranger

    Task Force Arrowhead Radio

    Thanks Nkey, I can't found much documentation if there is a function library like TF_isspeaking, TF_isradiospeakin TF_setspectatoremode etc Is there one available somewhere ?
  3. Never seen that, but If you can have a repro I would take a look at ---------- Post added at 01:45 ---------- Previous post was at 01:30 ---------- Done for next version
  4. Do you use commands lines ?
  5. Never seen or any report of that, is it blood ? Nothing in VTS are doing this kind of stuff. Are you sure you did not used any special addons ?
  6. l etranger

    Task Force Arrowhead Radio

    Init fields are run on everybody machine and is also run when the unit with Init is JIPing. IE init field with : "rabbit" createvehicle getpos this; will create as many rabbit as there is players connected, around the unit with the init. To run the init localy to the player with the init use : if (player==this) then {"rabbit" createvehicle getpos this;}; everybody will run the init, but since only one player can be that unit, it will run one time localy on his machine. Nkey would you have a changelog to your next version ?
  7. l etranger

    VTS Duck Hunt

    Unfortunately this can't be achieved with scripting, which, design wise is opposite to sandbox friendly. (Because having a way to do it via script would have mean to be able to make stuff like that compatible to any addons, past, present and future)
  8. Related to last patch, AI beeing grouped with a logic has different behavior now. Know A3 bug and only happen on Player/Host environment (sometime vehicle even blow up even if it is invulnerable on spawn, maybe related to physx ), work fine with dedicated server environment but maybe I can hack something to improve that in Player/Host env.
  9. l etranger

    VTS Duck Hunt

    We are using it on this Combined OP, you can see @33:00 Server settings at AI 0.5 Skill
  10. l etranger

    VTS Duck Hunt

    Not really complicated now that I have the good tuned valued, just big pain since you have to update all weapons config :/ which make it unfriendly for customs addons or other stuff. I wish we could have a setskill "maxrangeratio" script command ... I plan to do a pass on static weapons and Vehicles turrets
  11. Seems to be lastest patch, I'll take a look. -Localized the issue, since the lastest patch logic in group seems to change group behavior somehow.
  12. l etranger

    Mouse stucks

    Got the same issue, to fix it go into Option > Control. Your game will look like to freeze (game reloading setup and refreshing control and input ?) wait a bit then get back ingame your mouse will stop having those freeze. Repeat if that happen again.
  13. l etranger

    @A3CM - ArmA 3 Chernarus Mod

    @Alduric : Do you plan to upgrade Chernarus map with more cover ? like rocks in woods etc
  14. l etranger

    VTS Duck Hunt

    Which distance were you fighting at ? They don't have the same accuracy as shooting from 300M than 600M, try in regular or veteran difficulty. I can wipe a fireteam by myself in veteran with RCO from 700M. There is 3 tier for AI, short range, medium and long range, this mod only change weapon to be used on the long range tier with bigger distance. Everything before is still handled by BIS settings.
  15. Was it on dedicated server ? Because skill command is local, if you try to get skill from unit handled by another computer, it will always return 1. VTS is setting a net variable on unit to make sure GM on other computer can read the skill correctly. So Alive unit beeing read at 1 on a dedicated server may not be truly at 1 (but you could not read it because the get skill command doesnt werk well over remote unit in vanilla arma).
  16. l etranger

    VTS Duck Hunt

    Just where the AI is handled (host or dedicated or headless client or all, not an issue)
  17. l etranger

    VTS Duck Hunt

    Actually It does not support mounted weapon / vehicle turret, only infantry weapons.
  18. What do you mean by modified ? the VTS Skill parma is only applied on VTS spawned unit. I didn't have time to check Alive, but with the new implementation of module handling in the VTS, I'll take a look.
  19. l etranger

    VTS Duck Hunt

    Where the ai is handled. So host or dedi and/or headless client Yes for now, the way BIS implemented effective range of weapons for AI is technically flawed and can even be heavily debated design wise. Right now if you fight AAF, FIA, NATO or CSAT or any units using their firearms the addon will make it works.
  20. l etranger

    VTS Simple gesture commo rose

    Actually the mod is using A3 animation, it would require to make new animation for it to work with.
  21. Strange, only unit spawned by VTS are using VTS setskill. I gues Alive use its own function. Default VTS skill is quite easy now.
  22. Vts setskill is only applied on VTS spawned unit, I guess spawned unit by Alive use their own skill adjuster ?
  23. Ho BTW there this new tips feature, showing up each time you open the GM ui, so if you have some good tips to share of basic function you use in someway to help yourself and want to share, pull them there so I can add them to the list.
  24. l etranger

    VTS Ballistic

    VTS weapon resting is giving such kind of indication (small indication of direction and strength of the wind). This mod is discontinued, please follow Galzohar "Wind ballistics" addon progress : http://forums.bistudio.com/showthread.php?169534-Wind-Ballistics
  25. l etranger

    VTS Ballistic

    Hi, This server side mod, make the wind affecting infantry projectiles. Clients doesn't need to run it (only if they want to use it in singleplayer). We were bored for the wind to be yet fully implemented in A3 :o , so as an appetizer I made this. All client joining the server with this addons will have to handle the wind on their projectiles. Because engaging enemies above 500 meters is not a good habit to be used to. Why the wind is so important ? Because the wind is a game changer. While bringing a new depth to the firefight it also bring balance to the game, it makes tracers bullets useful, increase the weather impact on a mission, and makes terrain usage more crucial and stop the high mighty power of players over AIs on long range. AI projectiles are not affected by wind (for obvious balance reason, with the current state of A3). The motion formula is not 100% accurate but the result are no so far from the the real life physic. Its still open for improvements and future updates, but keep in mind that this mod is more for waiting till BIS implemented the promised wind simulation on A3. It requires CBA for Arma 3. Installation : -Extract @VTS_ballistic folder into your Arma 3 server installation -Launch arma server with the shortcut -mod=@CBA_A3;@VTS_ballistic (-Optional you can use the vts_ballistic_test mp mission to try it out with different wind forces) Here a quick preview with different calibers and the debug mode activated to see projectiles trajectories (the green path are debug) with a cross path wind of ~20 km/h. (The mission is available for testing in the package) Release 01: -Initial release Available Release 01 here
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