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Everything posted by SnowSky
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ACE3 - A collaborative merger between AGM, CSE, and ACE
SnowSky replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Heya, I have a small question regarding the group management. is it possible to recruit other other soldiers, or, if it is the teamleader, make his group join my group? I thought I have seen it once long time ago? -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
SnowSky replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You mean I can trust all those emails that get pushed automatically in my junk-mail-folder :wacko: ? That would mean I really have so many brothers, sisters, friends, uncles and aunts that were in need of money because they were in trouble :D ? Oh and I won multiple times in lotteries I didn't play or even know, all around the world ^_^ . Nah sorry, I simply searched the forum and the alivemod site and didn't find any exact reference. I only read in the forum that there was (many moons ago) somebody else uploading it on workshop and at that time it wasn't allowed. I also have to say that I lost focus on arma (gaming general) and am not up to date anymore cheers -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
SnowSky replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Heya, i wanted to download alive by steam workshop now (I have seen in this thread it shall be available), but I only find it by the Author called "friznit". Is this the official version? thanks to all investing their time into this mod :) -
Module "Show Hint" (Explanation and module sync preview)
SnowSky posted a topic in ARMA 3 - EDEN EDITOR
In 2D Editor it was possible to see a switch button between help/options of a module. This way you could see an example of what Modules shall be synced for example. Where can I find this in the Eden Editor? Or how do you recognize what modules can/must be synchronized? Must I have another Monitor and google the modules? I tried to google for the Hint/Help button, but it seems no one is searching for it -
Module "Show Hint" (Explanation and module sync preview)
SnowSky replied to SnowSky's topic in ARMA 3 - EDEN EDITOR
I made a small 3den Addon that adds a ModuleDescription category to the module window. It shows thex Text, position/direction effect and the names of the modules/triggers able to sync. For more information check http://steamcommunity.com/sharedfiles/filedetails/?id=766677349 (more details on the subject in the future https://feedback.bistudio.com/T84295 ) -
Diary record for "Diary", not Briefing or Theme?
SnowSky posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Heya all, I'm playing around with Eden Editor and some modules, and now I came to the point of the Diary Record Module. I made it visible to synced Group, synced it to me and connected a trigger to it. The trigger gets triggered, and the Records is shown - but not in the Diary, but in the Briefing (or if I write a theme, than as theme (but if the theme is called Diary, its in the Briefing again). How can I get it into the Diary? -
It's in the original SP Scenario. I use the Enhaced Movement; Massis Nato & Rus Spetsnaz SF Weapons; RH M4/M16 pack; RHS AFRF & USF; And finally Shounkas Peugeot 308 GTI (does that one get used per random vehicle spawn?)
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Just a small question, today I played Ravage with a few mods on Tanoa, and it seems that hats, Shemags but also Map/Radio items get lost. Is this known due to some mods? Perhaps ArmA Bug? Or a Ravage bug?
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Feature Request: Help/Explanation of a module and it's sync capabilities (required | optional)The old editor had the possibility to show options or Help with a button at the bottom right next to close. The help explained what it does etc., above there was a picture showing other modules being required or optional to sync with this module.
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Module "Show Hint" (Explanation and module sync preview)
SnowSky replied to SnowSky's topic in ARMA 3 - EDEN EDITOR
Hi and thanks for your answer, I thought the old Editor would be the "Map" in eden, But I will try the Ctrl+O old editor. I will also post in the Feature request as you mentioned because I really think this is something very helpful for people not editing everyday. -
Hey guys, while watching the division trailers, I thought something like the weapon/inventory display can be done also in ArmA and might look cool (well, it looks neat but isn't very comfortable perhaps)!​ Well, I made a simplistic script. It shows you the items on your back, and your gun, firerate, ammo (and compatible ammos) etc on your front right. There are some things that seem to be harder to manage ( for example some kind of 3D Text/Dialog perhaps impossible ). Other things like the position of the dialogs might be better if calculated also with the CamPosition or something like that (so that the dialog doesn't ghost through your body). For those who might be interested: ASS_GUI = player spawn { sleep 1; disableSerialization; _display = findDisplay 46; _display ctrlCreate ["RscStructuredText", 998]; _display ctrlCreate ["RscStructuredText", 999]; arm_logic = "logic" createVehicleLocal [0,0,0]; backpack_logic = "logic" createVehicleLocal [0,0,0]; arm_logic attachTo [player, [1,1.5,-.2], "Pelvis"]; backpack_logic attachTo [player, [0.1,-.2,.1], "Pelvis"]; [ "Arms", "onEachFrame", { _unit = _this; _display = findDisplay 46; _control = _display displayCtrl 998; private ["_wpn", "_mags", "_listed"]; _listed = []; _wpn = currentWeapon player; _mags = ""; { if (!(_x in _listed)) then { _listed = _listed + [_x]; if (_x in getArray (configFile >> "CfgWeapons" >> (currentWeapon player) >> "magazines")) then { private ["_mag"]; _mag = _x; _mags = format["%1<br /><img image='%2'/> %3 %4", _mags, getText(configFile >> "CfgMagazines" >> _x >> "picture"), {_x == _mag} count magazines player, getText(configFile >> "CfgMagazines" >> _x >> "displayName") ]; }; }; } forEach magazines player; _control ctrlSetStructuredText parseText format[ "<t size='0.8'><img image='%1'/> %2 <t align='right'>%3|%4</t><br />%5 %6 <t align='right'>%7m</t><br />%8</t>", getText(configFile >> "CfgWeapons" >> _wpn >> "picture"), getText(configFile >> "CfgWeapons" >> _wpn >> "displayName"), {_x == currentMagazine player} count magazines player, player ammo _wpn, currentWeaponMode player, getText(configFile >> "CfgWeapons" >> currentMagazine player >> "displayName"), currentZeroing player, _mags ]; _w = ( ctrlPosition _control ) select 2; _h = ( ctrlPosition _control ) select 3; //_pos2D = worldToScreen ( player modelToWorldVisual [1,2,1] ); _pos2D = worldToScreen (getPosATL arm_logic); if ( count _pos2D > 0 ) then { _control ctrlSetPosition [ (_pos2D select 0) - _w/2, (_pos2D select 1) - _h/2, 0.3, 0.4 ]; _control ctrlSetFade 0; _control ctrlCommit 0; }else{ _control ctrlSetFade 1; _control ctrlCommit 0; }; }, _this ] call BIS_fnc_addStackedEventHandler; [ "Backpack", "onEachFrame", { _unit = _this; _display = findDisplay 46; _control = _display displayCtrl 999; private ["_inventory"]; _inventory = ""; { { _inventory = format[ "%1<br /><img image='%2'/> %3", _inventory, getText(configFile >> "CfgWeapons" >> _x >> "picture"), getText(configFile >> "CfgWeapons" >> _x >> "displayName") ] } foreach _x } forEach [weapons player, items player, magazines player]; _control ctrlSetStructuredText parseText format["<t size='0.8'>%1</t>", _inventory]; _w = ( ctrlPosition _control ) select 2; _h = ( ctrlPosition _control ) select 3; //_pos2D = worldToScreen ( player modelToWorldVisual [1,2,1] ); _pos2D = worldToScreen (getPosATL backpack_logic); if ( count _pos2D > 0 ) then { _control ctrlSetPosition [ (_pos2D select 0) - _w/2, (_pos2D select 1) - _h/2, 0.3, 0.4 ]; _control ctrlSetFade 0; _control ctrlCommit 0; }else{ _control ctrlSetFade 1; _control ctrlCommit 0; }; }, _this ] call BIS_fnc_addStackedEventHandler; };
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[MP][CTI] WASP Warfare (RHS Edition)
SnowSky replied to WASP_Servers's topic in ARMA 3 - USER MISSIONS
Heya, I was playing yesterday on the server too. It went really well, but I had once a problem when an AI member of my team became the teamleader. I guess it was one of the situations where my members followed the truck because I was passenger. Then I died and he kept being teamleader. Going back to lobby and return into game solved the problem because AI was disabled I think. Problem might remain when AI is not disabled. Another question, artillery units get no ammo on beginning. Wanted to get artillery support while I was on the frontline, so I bought one. Trying the vanilla way was always negative (later on he said No ammo). The Support menu always said not possible or something like that. I love the RHS Warfare very much! Would be cool if AI could command and build one day too (I'm not a good commander, I always try it when nobody else is on the server, but without an opponent I don't know what my level is) Keep up the good work! -
[SP\MP] Dynamic Universal War System - Rebirth
SnowSky replied to fritogotlayed's topic in ARMA 3 - USER MISSIONS
Eo, a missing Preview button in the editor would mean that there is no playable/player unit. Another thing might be that the folder must be in the MPMissions folder instead of the Missions folder. Then you have to open the Multiplayer, host a lan server and call the mission from there. (I am not sure if that could be really a reason, but at least a little hint) -
[SP Campaign] Hunter Six: Special Operations Unit
SnowSky replied to lato1982's topic in ARMA 3 - USER MISSIONS
You should put it into the missions folder, not the Campaigns folder -
nice, I will give it a try (if my old computer gets it to run) :)
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[SP Campaign] Hunter Six: Special Operations Unit
SnowSky replied to lato1982's topic in ARMA 3 - USER MISSIONS
That's what I was looking for too. And I wanted to ask what the "aid requests" mean. I had several marked on the map. Drove there but didn't find anything Edit: Great work, I liked Manhattan and this sort of missions too! -
Hey guys, I don't know whats going on, I was able to play on another computer without problem with Opera 27. But at home - no matter if opera 12.17, 27 or Internet Explorer, it doesn't work. In the development area I get the message: GET http://data.dayz.com/jquery-2.1.1.min.js?v=56asdf1a5s4df1 play:38 GET http://data.dayz.com/pathfind.js?v=56asdf1a5s4df1 play:39 GET http://data.dayz.com/c2runtime.js?v=56asdf1a5s4df1 play:41 Uncaught ReferenceError: jQuery is not defined (if I open the javascripts, I get the message 403) This are the messages I reload the second time. The first time he only says 5 times Responded with a status of 403 for me, data.dayz.com is pointing to cds.s3a2z2y4.hwcdn.net [69.16.175.42, 69.16.175.10] There are 2 differences between the two systems, the problematic one is x64, and there I have another internet provider. I really like the game, it's nice to play when I'm feeling too tired for a long game (I die pretty fast even in the noob mode^^) Edit: Strange, today I retried it with opera 27, and while using Opera Turbo, it began to work. Afterwards it also worked when I removed the cache and disabled Opera turbo.
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Heya - so now I got it working, thanks for your signature @Gunter Severloh! But I still have some questions: I downloaded the lite Version of the DLC. It was reading 1.07 I deployed it as @LIB_DLC_1 to match the modstring. I applied the DLC patch 1.08, it was not able to patch anything (guess because it was the lite Version), but now I am reading 1.08. Am I okay this way? When Stopping the game, I get a message reading on wrong Memory (a pointer seems to be null somewhere, but doesn't hurt much because it only appeared on closing the game) Anyway, really like it :) Edit: Oh jeah - lot of fun - simply made a german, russian, and american group, all heading to a tank in the middle - very simplistic, but still very enjoyable :) But I noticed a problem with russian "Red Army" - "Assault Pionier" (in german the unit is "Rote Armee" - "Sturmpionier") which brings problem with missing .model_optic or so, had to remove them, otherwhise got kicked back to editor
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Hey guys, I have a problem starting IFA. So I installed arma 3 (made a System upgrade of win7->10, then did a reinstall to have a clean System). installed iron front. Applied the Patches 1.00->1.03->1.04->1.05 (boxed Version). Launched Iron Front, worked. Installed playWithSix, installed ifa3 and ifa3sa. This one applied some Patches etc. Launched ArmA 3 with the ifa3 and ifa3sa (and dependency cba3) in Play with six. Play With six did some more Downloads, and some more patching. Then, the game started. No error Messages, the Screen with the lines and the arma logos appears, and that was it. ArmA Memory consumption remains on ~ 300MB, process always running on 30% (on a quad core), signed as inactive. I have to stop the process then. Looking in my RPT file, ​ but it Looks more or less the same as when launching arma 3 without mods (the same attempts to override final function, SimulWeather etc.). What may I do to get more Information about my Problem?
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Hey guys, I wrote a little addon/script that gives you the possibility to keep teams in an advance/flank/stay back capability with their own formation. Dependency: CBA Download : https://dl.dropboxusercontent.com/u/40940714/%40ASS_FormationSystem.zip Usage: Select squadmembers and order them to move somewhere with the middle mouse button. Keep the button pressed for more then 0.4 seconds. You will get a Hint if the unit remains in formation or holds at the expected position. Let me explain more detailed what I want to achieve: Situation: You have many AI members (for example 20) and are a teamleader. You want some members (for example 2, 8, 15) flank right. How it is in vanilla: You order them through the advanced movement menu. what happens? They will get an offset from you, but they will keep the formation. The more units you have and the more distance they have between each other, the more the effect is visible. The AI that still follows you, won't stick together. For me it was especially distracting when I made the AI capable to treat each other medically with AGM. They had the capability to help each other when they were closer then 5meters, without me interventing. More then 5m distance and I had to give them the order to move there to help. When I used the flank and advance options, and they got under fire, they weren't able to help eachother, even when I wanted to see them as one subtroop. How it is with this addon: You order them to moveTo where you want them to be, and keep the middleMouseButton pressed for more then 0.4sec. what happens? Normally they would hold that position. If you kept the middleMouseButton pressed for more then 0.4sec. they will move if you move. The selected team will stick together (Attention, I noticed also that higher squadnumbers will still have larger distances to each other, but not as large as without this script). The soldiers that follow you, will stick together, closing the gaps. Problems I had: Sometimes, if you give the orders, they won't move or only the formation leader moves to the expectedPosition until you move a little bit. This seems to be a timing problem I don't fully understand yet. Like Igitur, also in this example the units will have the waiting status. The units need this state, otherwhise they won't react to the doMove commands and the whole system won't work :(. Problems that will come: Other systems that order AIs to do something, might be affected. If ACE adds AI Treatments, there will be some priority problems with the doMove/doStop orders which the system will use (that's how it was done in AGM and I won't know any other possibility). If nobody works on it, I will try to do it and in that case, I would try to make also some kind of priority management for future mods. Edit: I have seen ACE won't use scripts for AI in order not to cause problems with AI mods. It's similar to Igiturs Custom Formation script. But it doesn't change AI Behavior regarding safemode! Other differences are, that you can order multiple units at the same time and the AI will stay also in relation to the formationDirection. Also I used more appends/deleteAt and no eval, which should harm less performance (at least on my old machine I didn't notice anything even with Igiturs script) I'd like to thank Igitur for his script, I found his work when I had trouble with my system at the first steps and saved me a lot of time! ( http://forums.bistudio.com/showthread.php?176872-Custom-formations-system&highlight=Custom+Formation ) Also if someone is capable to work with FSMs, I'd have some questions: Would it be possible to achieve what I did, with an FSM? I guess yes, but would it be possible to inherit from the base FSM? Or would I have to rebuild all the functionality of the AI and then add my conditions and commands in order to have something useful? Please let me know how you like the idea, realisation and what other features regarding AI you'd like. I'd really appreciate your feedback and support! I am no way experienced and always enjoy to see how others would solve the problems. Will I resolve reported problems? Maybe, but because of lack of talent/intelligence/experience I might not be able to do it. Also because of my old systems I can't do any multiplayer tests but there should be no locality problems as the script is only used on your group and only if you are the teamleader (in which case they are local to you - exclusive ai which sits in vehicles with drivers of external localities, but then they even won't be needed).
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Medical Details would be nice. Or bring at least the state of ArmA 2 back. With this I mean the possibility of becoming unconscious, able to drag and carry wounded guys. And fix HandleHeal, so modders can provide a better (at system-scope) Medical implementation.
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Authentic Gameplay Modification
SnowSky replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, did you add any modules too? or is a plain clear mission with just you as player? If there is more than just your player, could you tell us, what exactly is in there, or upload the mission? A shot in the dark - can you try to download the mod again and overwrite all files - or can you make a checksum of your downloaded file to verify it's not corrupted by something? Did you use also older versions, or are you new to AGM? Did you install / update the mod manually or for example through Play With Six? -
Authentic Gameplay Modification
SnowSky replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, regarding the AI guys of other squads not healing, check out https://github.com/KoffeinFlummi/AGM/pull/1693 it might be included in 0.96, the problem is, I am not able to do a multiplayer test. -
Dear Mod Makers, Sign your Mods.. Its easy....
SnowSky replied to lordprimate's topic in ARMA 3 - GENERAL
More detailed: Administrators can set up their server to allow only clients with mods which are signed and allowed. This way they (the clients) can't use their own mods/hacks. -
I don't understand this much either, but some of my thoughts: While moving, terrain data has to be copied from the hard disk to your memory, and from the memory to the videocard. The wider your view distance is, the more data it has to load and process (even if it is just loading and copying from hard disk to memory to video memory). Think of it like a differential gear. The difference of data amount from 500 to 600m is much less then 2500 to 2600m. This needs to get compensated by loading less details. Also if it is static data, it always needs to get transferred up and down. In fact, many other things need to be simplified too in order to render just a "fluid" 20 fps. Another example: Source: http://en.wikipedia.org/wiki/Avatar_(2009_film)"]http://en.wikipedia.org/wiki/Avatar_(2009_film)[/url] A movie with its predefined camera angles, animations etc. isn't variable either, but they try to calculate correct rays, photon movement, diffusion, translucency, reflections, refractions, opacity etc. So in order to give us the possibility to play with such a high framerate, seen realistic, almost every thing has to be simplified to reach that task, and we are still on the edge. Please note my first sentence, I don't know much either. All I wrote is my opinion, my thoughts and guesses.

