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Posts posted by Tankbuster
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That's working Pierre, thank you. Still have to move it up a lift to show, but it doesn't fall any more. Thanks again!
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It's seen to move to the new height, but immediately falls underground
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Hi all,
I'm creating a weaponholder and putting a "Item_SecretFiles" in it via addmagazinecargoglobal so players can pick it up.
But the weaponholder falls just under ground level. The 'take File (top secret) action still appears, but players can't see the object.
I've tried setposing it above ground and creating it, but it falls under ground straight away.
How can I make it stay on the gound?//serverside nseinvobj = "WeaponHolderSimulated_Scripted" createVehicle [0,0,1000]; nseinvobj addMagazineCargoGlobal [retrobjgamename,1]; _np = newsearchobj nearEntities ["SoldierWB", 10]; _nps = [_np, [], {_x distance2D newsearchobj}] call BIS_fnc_sortBy; nseinvobj setpos getpos (_nps #0);
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Hi all,
I'm struggling a little here. I've no doubt locality is what's doing for me here, but after a day of messing with this, I'm here, out of ideas.
In multiplayer, each client can only see their own camera feed. They can't see anyone elses.
server: blubasescreen is the tri-screen computer Land_MultiScreenComputer_01_black_Fblubasescreen setObjectTextureGlobal [1, "#(argb,512,512,1)r2t(alpha_1,1.0)"]; blubasescreen setObjectTextureGlobal [2, "#(argb,512,512,1)r2t(alpha_2,1.0)"]; ["client\helmetcam.sqf"] remoteExec ["execVM", 0, true];
_myscript = "helmetcam"; { _cam = "camera" camCreate [0,0,0]; _cam setVectorDir (eyeDirection player); _cam cameraEffect ["INTERNAL", "BACK", (str player)]; _cam camSetFov 0.6; _cam attachTo [player, [0.10,0,0.17], "Head", true]; _cam camCommit 0; } forEach (allPlayers select {((toLower(headgear _x)) find "helmet") isNotEqualTo -1});
helmetcam make the camera locally on each player and names the rtt. But how does the rtt get from the cameraEffect command on the client to the setObjectTextureGlobal command on the server? Must each rtt be a unique name on the network?
Thanks everyone
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Minor update because I had nothing better to do 🙂
5047 Removed debug that was spamming client rpt
5048 Removed debug from spawnairdrop that was spamming server RPT
5049 Added new airhead objects and textures
5053 Better termination of paradrop script when primary target is ended by debug
5054 Build- 1
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Mission updated to 1.22.5046
5029 Fix for van falling from bridge in protest flight SM
5032 Mortar camp shooudl spawn further from playyers in kill mortar camp SM
5034 Rhino wheels take no damage now
5036 Barricade defend mission enemy waves should stop when mission ends
5037 Improved bighouses array. Better choices, mostly taller buildings
5038 Barricade defend and kidnap player now use new bighouses variable
5040 Fixed bug where kidnap player broke down
5041 Removed some smaller Tanoan towns from primary target roster
5042 Boat position system in nasty boat patrol should quit better after mission ends
5043 Removed deprecated code that looked for nasty boat bumping into destination pier
5044 Better positioning of roadblocks in primary target. Shouldn't be on bridges now.
5045 Fix for drones getting orphaned when their pilot dies at the controls. Fix by gc8
5046 Build- 1
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If you want a variable, you'll have to compile it...
call compile format ['blubasewhiteboard setObjectTexture [0,"#(rgb,512,512,3)text(1, 1,""EtelkaMonospacePro"", 0.05, ""#FFFFFF00"", ""#FFFFFFFF"",%1)"]', name alpha_1 + str getplayerscores alpha_1] ;
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addEventHandler ["handledamage", { if (((_this #1) find "wheel") > -1) then {0}}];
So ugly 😞
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I like the Rhino MGS, it's fun. Until you scrape it on a small civilian car and the wheels go red damage. Ugh.
Anyone have a snippet (not a mod) that mitigate this a little?Thanks
Tankbuster -Paul-
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Does the workshop version support Tanoa? Only Altis is in the world cache. If I connect to host while in a Tanoa mission, it sits on pending for a while before erroring with "Is arma running/firewalled"
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if ( ((lifeState player) in ["HEALTHY", "INJURED"]) and ((( (str currentWeapon player) find "Laserdesignator" ) > -1) or (((UAVControl (getConnectedUAV player)) #1) isEqualTo "GUNNER") ) and (cameraView isEqualTo "GUNNER")) then { authtacping = screenToWorld [0.5,0.5];// << [x,y,0] unless resized publicVariable "authtacping"; nul = remoteExec ["tky_fnc_showauthtacping", 0,false]; }; if ( ((lifeState player) in ["HEALTHY", "INJURED"]) and (visibleMap)) then { authtacping = (findDisplay 12 displayCtrl 51) ctrlMapScreenToWorld getMousePosition;// << [x,y] authtacping pushBack 0; publicVariable "authtacping"; nul = remoteExec ["tky_fnc_showauthtacping", 0 ,false]; };
/* Code written by Tankbuster */ #include "..\..\..\includes.sqf" __tky_starts scriptName "fn_showauthtacping"; private ["_atpmapip","_atpuiid"]; private _st = serverTime; private _ctrl = findDisplay 12 displayCtrl 51; if ((goggles player in ["G_Goggles_VR", "G_Combat_Goggles_tna_F", "G_Combat", "G_Balaclava_TI_G_tna_F","G_Balaclava_TI_G_blk_F","G_Tactical_Clear", "G_Tactical_Black"]) and ((lifeState player) in ["HEALTHY", "INJURED"])) then {// player has received a ping, has the required gear and is alive // draw ping icon on map _atpmapip = _ctrl ctrlAddEventHandler ["Draw", { _this select 0 drawIcon [ "\a3\Ui_f\data\IGUI\Cfg\TacticalPing\TacticalPingDefault_ca", // Custom images can also be used: getMissionPath "\myFolder\myIcon.paa" [0.73,0.24,0.11,1], authtacping, 64, 64, 0, "Ping", 2, 0.03, "TahomaB", "center" ]; }]; // draw ping icon on game ui _atpuiid = addMissionEventHandler ["draw3D", { drawIcon3D [ "\a3\Ui_f\data\IGUI\Cfg\TacticalPing\TacticalPingDefault_ca", [0.73,0.24,0.11,1], authtacping, 1.5, 1.5, 0, "Ping", true, 0.03, "TahomaB", "center", true, 0, -0.06 ]; }]; playsound ["TacticalPing4",false]; sleep 30; removeMissionEventHandler ["draw3D", _atpuiid]; _ctrl ctrlRemoveEventHandler ["Draw", _atpmapip]; };
Note this is ripped straight out of my mission. You'll need to remove code that is specific to it.
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Yes, no problem. Give me a day or so.
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MIssion updated to 1.22.5028
5007 Fix for 950182 broken respawn markers
5012 Diag log now says if mission is restored
5013 Fixed undef'd var on respawn
5017 Hopefully fix for kill1man not finding buildings
5019 Fix for craterclear stalling when there's too many bobcats
5020 Fix for paradrop aircraft being too hard to shoot down
5021 Fix for paradrops arriving after primary cleared (we kill them)
5022 SPTU cycles less in big towns, should fix lag.
5025 Better cooldown for cruise missiles
5027 Predamaging MBT in primary to make them easier to kill5028 Build
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Yes, there are complications. Revive prevent death with an eventhandler and set the player to setcaptive true until they respawn or are revived.
I don't spawn players as a civ - it's not something I've thought of doing - I'm not sure why a designer would do that, probably functionality I'm unaware of.Perhaps when showing units of the same side, use faction instead of side.
Or remember a players true side, when they are incapacited, ignore their current side and use the remembered sideOr the app stops updating while player is incap'd? That's an ugly solution!
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Actually, this side thing - I'm going to push it up to bug level because when I'm incapacitated, awaiting revive or not yet respawned, I can see all the civs in the display because they are the same side as me.
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Had a little play last night in my mission using an iPad as output. Great fun.
Nothing terrible to report, just a couple of minors;
When players are incapacitated, the game makes them setcaptive true so the enemy doesn't continue to shoot at them. This means Athena shows them as purple civilians. Maybe an option could show incapacitated players in a more useful way?
The slider switches for follow player and icons are too small and/or too close to screen edge. -
3 minutes ago, skruis said:Hmm, ok. I was able to join a mission in progress as well but I had problems starting one. I'm testing on a new server I put up so I wasn't sure if it was the server or me. I'll investigate a bit further. Thanks!
Mission starting fine. No issues.
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39 minutes ago, skruis said:@Tankbuster Have you run into issues using it in multiplayer? I can't seem to start a mission with it enabled.
I've joined an existing mission without issue, but Athena browser just gets a blank screen
*edit, blank screen fixed by refresh
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I wasn't sure if I needed to so I exported all the maps again. I've not had an opportunity to test it in multiplayer with other players yet.
That android tablet I was talking about earlier - it's junk. I'm using borrowed iPads at the moment. All good. -
6 hours ago, skruis said:There's a key in the keys folder in the zip. Have you added that key to your servers keys folder? I might be signing it wrong but I'm pretty sure that's all there is to it.
Yes, I moved the bikeys. It's not a real problem, my server is passworded so only my players get on and they know which addons to use.
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8 hours ago, skruis said:Not sure if you’re familiar with that but in the workshop distributed version, theres a sever component used to share ink. This could be a feature integrated into the new version of the ACS and that would give communities control over what users have this kind of access.
The SQF for it would be rolled into a different addon, like @athenaacs, and then server admins could allow @athena without implicitly allowing the possibility of remote AI control since that is a distinct feature from rendering a copy of the map the player already has … most likely.Which leads me to ask; Could this be a server side thing, so the browsers connect to the game server rather than a client? I realise this would mean some funky port forwarding and similiar issues, but I reckon that's well within the capabilites of most server admins.
Oh, forgot to mention, I'm still getting signature rejection. It's entirely possible it's something I'm doing wrong, so it'd be smashing if someone else could have a go at this too. -
9 hours ago, shadowfita said:My friend group has a person who doesn't game and just watches, I'd love if he could be an "overwatch" of sorts and guide AI with the Athena map. Almost zeus-like, but without needing the game.
It occurs to me this would be a great tool for Zeus'. Having a wider overview of the map and units could be useful.
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30 minutes ago, skruis said:Depending on the age of the tablet and it's OS, it may not work. Web standards have been in flux. The signalR component may not work on it. Let me know.
Even rooted, the Lenovo A10-70 Android 6 is too slow. We might try to ram a lightweight Linux on it. Forecode is enjoying the challenge. 🙂
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4 minutes ago, skruis said:Depending on the age of the tablet and it's OS, it may not work. Web standards have been in flux. The signalR component may not work on it. Let me know.
It's Android 6, we rooted it, @Fire_Codeis still toying with it
Authority 20 player coop.
in ARMA 3 - USER MISSIONS
Posted
MIssion updated to 1.24.5086
2 new secondary missions, both replacing the disguise infiltration mission which was too complex to maintain, play and write.
Counterattack secondary only plays on Altis because of route finding isses for the enemy troops. Might come back to this.
5055 Fix for restoreflag variable potentially undefined on virgin run servers
5057 Removed some debug
5058 Fixed typo in do_counterattack
5060 Added some helmetcam stuff
5061 Added new SM. Patrol enemy town
5067 Added new SM. Recover deaddrop
5068 Reworked prize arrays, ordered them and removed some RHS prizes
5070 New prizes choosing system. More valuable prizes given when fewer SM's have been failed
5073 Counterattack SM doesn't play on Tanoa or Nam
5074 Improved landmine SM. Minefiedl bigger, more mines and better checking of mines spawning inside objects
5081 Added 556 magazines to forward loadout
5086 Build