-
Content Count
1714 -
Joined
-
Last visited
-
Medals
Everything posted by [GLT] Legislator
-
The AI Disabled 1.49g works perfect! No errors, no problems. But I did one tiny change. I've changed the marker of died players to _mrkr setMarkerType "DestroyedVehicle"; which was introduced in ArmA 1.14 and set the markersize to 1 again.
-
I'm using this for the FFAA insurgents: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_NORRN_can_revive = "soldierEB"; //array no.19 _NORRN_can_revive_2 = ""; //array no.20 _NORRN_can_be_revived = "soldierEB"; //array no.21 _NORRN_can_be_revived_2 = ""; //array no.22 and it works fine.
-
The funny thing is that I found this animation while checking all avaiable animations for my video project. I found some really cool things and it's a shame that they're not used by the AI in combat. I know there's one suppressive fire addon that changes the animations but somehow it caused a deep impact in fps. It's a little bit offtopic, but check this out. Place a soldier and call it Test. Then create a trigger and put this in the activation line: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Ex1 = "M_Sidewinder_AA" createVehicle [(getpos Test select 0), (getpos Test select 1), 0]; Test setVelocity [5,5,15]; Test switchmove "AmovPercMstpSlowWrflDnon_ActsPpneMstpSlowWrflDr_GrenadeEscape"; An explosion appears, the unit is thrown through the air with the proper animation for it This may be cool for some cutscenes or maybe even for hard ingame combat?
-
As you can see the Bohemia Wiki the animation is Queens Gambit content. I don't know what happens if the player has no QG installed. Maybe there should be an option which animation to be used. As far as I understood only the folder revive and spect are in the server side addon. The revive_init.sqf is still within the mission folder and only the path to the revive code has to be changed. This way every mission can be set with random parameters. Tomorrow I'll try to figure out how to set this. If I don't get it, Xeno must help me One thing is sure ... You can't use AI Disabled and AI Enabled within the same server side addon
-
Hmmm after respawning the ActsPpneMstpSnonWnonDnon_Injured2 isn't good. The player is lying too long. Guess the old anim has to stay there after respawning at a marker. Does anyone know where the animations are that will be started after respawning at a respawn marker and after getting revived? I'm up to some try and error tests but a quick answer could spare some time Edit: Never mind, I finally found it: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> //move body NORRN_X_respawn = true; waitUntil {alive player}; _name = player; _name playMove "AmovPpneMstpSnonWnonDnon_healed"; sleep 0.5; Line 186 to 191 of r_killedhandler.sqf have to stay untouched. Otherwise it'll take a very long time until the player can move again. Edit2: Now you can watch the final modification here. I've added the grouplink voice array so the injured player will shout out more things. Edit3: Ok, revive works, drag & drop and respawning at the markers works as well. The only thing I'll have to fix is to put in the old animation after a player is revived by somebody. It's definately not good to replace all animations.
-
How'd you do that? Could you please write a tutorial? I'm supporting 70 missions so this would be a huuuge help!
-
Yeah you're. Just scanned the code with baregrep. I'll replace all entrys and look up for the dedi test.
-
OMG Norrin, you must add this to all revive versions! Just watch this small video I made! You only have to replace the animation AmovPpneMstpSnonWnonDnon_healed with ActsPpneMstpSnonWnonDnon_Injured2 in the r_killedhandler.sqf! We'll do some dedicated server tests this evening but I'm very confident everything will work. Best thing is ... no addional addons are needed It's one of the ArmA animations.
-
Well ... the player died at the huge ruins at Mercalillo. It's very rocky there. I guess that could be the reason. Guess I'll have to update every mission again I've noticed some strange, but non-critical things, too. There are some spectating problems with some community addons. For now I know that with: - FFAA insurgents the spectating sometimes works - RHS Weapon-Pack soldiers (reconfig of Queens Gambit east mercenarys) it doesn't work - PKW mercenarys the spectating doesn't work Revive works fine, drag & drop and mobile respawn too. I'm using soldierEB to allow reviving for FFAA and RHS. Should I try soldierPB? For the PKW mercenarys I'm using soldierGB.
-
Last evening we had an usual issue in AI Disabled 1.47 I've never seen anything like that before. We were 4 players on the server, the other 3 players were inside of a T-72. One of the players was somehow killed, but the player respawned in 1 km height. At the ground there was the blood and the butterfly, the fake (or maybe the player?) corpse only remained 1 to 2 seconds. Revive didn't work, there were no error messages. I'm not sure if this can be replicated again as it is the first time I've ever seen it.
-
Schmalfelden, Germany Map
[GLT] Legislator replied to Nicholas Bell's topic in ARMA - ADDONS & MODS: COMPLETE
Ahm ... well ... with my 8800 GTX I got 20 fps at the forrest edges (no enemys, no scripts, only me standing there) I'll see if I can reassemble the two missions I have for Schmalfelden. Otherwise I'll have to use the other version -
Schmalfelden, Germany Map
[GLT] Legislator replied to Nicholas Bell's topic in ARMA - ADDONS & MODS: COMPLETE
@Nicholas: Thanks for your hint. Everything is fine now But I've spotted something weird on the Schmalfelden with extra heavy vegetation. There are some buildings lonely on the fields, watch it here. I guess they don't belong there. You can find them at the south-west/western corner of Schmalfelden. -
Norrin, I guess there's a huge JIP problem with the non-vehicle mobile respawn. Yesterday the following happened: - my internet connection was disconnected while playing on the server, I was p1 = the mobile respawn unit - after I disappeared from the server nobody could respawn at the mobile respawn marker (the respawn button had the name of respawn marker no.1 instead of the mobile respawn marker name) - after reconnecting to the server, I was renamed by the server [GLT]Legislator --> [GLT]Legislator(1) - the tent and the fire were at the position where I set the mobile respawn up - the mobile respawn marker disappeared - I couldn't stowe the tent and the fire anymore - I couldn't set up a new mobile respawn - the non-vehicle mobile respawn wasn't avaiable anymore - every other feature worked fine (spectating, reviving, drag&drop) even after this incident I've taken a screenshot of an error message, but I'm not sure if it's related to the problem.
-
lol Life can be so simple sometimes. Thanks, Norrin. A lot of work lies behind me so I think tomorrow I'll have time again to test something for you. Let me know when you're ready for a new AI Enabled Revive version. Unless I got some strange new ideas I'll consider AI Disabled done now. There were no more bugs during the last weeks.
-
Line 29 is ScopeName "NORRN_r_init"; It's the first time ever this message appeared.
-
I've got an error message in AI Disabled 1.49c, watch here. All I've done was replacing your values with my own one's. Can't imagine why a ; should be missing. As a result, the revive script isn't initialized. Map is Desert South Sahrani and the player are using civilians. You know the mission, it's Con Bus - my eternal trouble map. I've deleted some of the old code so the players are 100 % civilian now. Can I send you the revive_init or would you like to have to whole mission?
-
Schmalfelden, Germany Map
[GLT] Legislator replied to Nicholas Bell's topic in ARMA - ADDONS & MODS: COMPLETE
Hmmm something is weird with the latest version ... Picture 1 Picture 2 -
Good to know, thanks I've sent you a PM with all neccassary information regarding my problem, a new bug report, a new feature request and an information that will get you happy.
-
We've encountered some problems with the vehicle mobile respawn of AI disabled 1.47. You only can deploy the point if you directly enter the vehicle's driver seat. You won't get the action menu entry if you try to go from the gunner or passenger to driver seat. When you're having an armed mobile respawn point (like BMP2), the gunner can mess around with your deploy-respawn-point-action-menu-entry. I think that's because of ArmA. If you move the turret, the motor is getting started automatically thus disabling the possibility to deploy the respawn point. Still had no time to test the pre-version of AI enabled Shame on me, I'll try to box it in this weekend. Last thing I would like to mention is a problem caused by yet another addon, the FFAA Insurgents Pack. Norrin, you'll find them in the ffaa_terrorista.pbo in our mod package. Would be nice if you can give me a hint how to set them up in the revive_init.sqf So far I can tell you _NORRN_can_revive = "soldierEB" didn't work. I hope it's not the same problem like the African Insurgents having it.
-
Schmalfelden, Germany Map
[GLT] Legislator replied to Nicholas Bell's topic in ARMA - ADDONS & MODS: COMPLETE
Get in line, buddy You and 12 others, plus a few mod groups! But can you one up Legislator, who has offered to walk the actual ground and send me photos? (another area of Germany) lol I knew I wasn't the only one, but I never imagined the line would be so long I could offer low res videos as well. But I can't travel back in time so the 80's design would be hard research I'm eager to see your next map, whatever terrain it will be and whenever the release will be. -
Schmalfelden, Germany Map
[GLT] Legislator replied to Nicholas Bell's topic in ARMA - ADDONS & MODS: COMPLETE
Nicholas, take a break and play some Warfare on Schmalfelden You are invited to play on our server, just leave me a message It's a non-public server so there are no cheaters, lamers and base rapers. Warfare on Schmalfelden rocks better than on Sahrani. Because of the terrain the fights become more intensive. I think in july I'll create a fictional borderland mission on it. -
Search for the string "NORRNCustomExec3" in the revive_init.sqf. It should be around line 238. Be aware that it will be executed each time the player hits a respawn button. That way the player will always be teleported into the cargo of the m113. I still hope our current revive script problems are only a config error of myself.
-
There's no hurry, Norrin But thanks for the offer. I can wait for the next official release. It's not critical anyway.
-
Well until your mobile respawn there was no medic tent near the players to use - mostly
-
Bug report of AI Disabled 1.49 Beta: I found two small issues: - the spectating script was messed up when I respawned at spawn point 1 (non vehicle mobile respawn) and was shot down by the AI in the moment of respawn; though the spectating script was loaded I couldn't change the camera angle, changing the spectator view to other players worked - after getting hit there's the entry "Heal" .. so far so good ... but I'd choose healing at a medic tent instead and the entry didn't disappear Everything else worked excellent! No performance problems, no errors, non vehicle respawn worked fine. But I have to admit it was just a simple test with players on east side. Guess we'll have to see how it works with stranger combinations (civilians, civilians under east-leadership, players under changing friendly/enemy side conditions)