Jump to content

toadball

Member
  • Content Count

    228
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by toadball

  1. I will look into the JSRS issue next week. Could you please clarify the issue you encountered with virtual arsenal. Specifically: The mods loaded at the time, magazine and container class names associated with the crash, if possible provide the rpt file for session leading to the crash. I will look into this if I can reproduce the error, but would appreciate the above information.
  2. Thanks for the mirror Foxhound, the OP has been updated. Thanks for the heads-up, unsure how I missed that, I'll push a hot fix before Monday for this and any other issues that crop up before then. Glad you like them, I do not use an in-game filter. Post processing done on levels and curves in GIMP in lieu of a copy of Photoshop (Using Photoshop at work and GIMP at home is rather annoying). It has been on the to-do list since early on in the project, though it's never been a priority. To ensure the replacement does not break the campaign I will provide two replacement options: "Full" replacement (replacement of equipment on units to ALFR equivalents) and a "Campaign" replacement (Replace only that which will not affect any mission content.) This will likely come with a planned later update to the units. Thanks for all the feedback, please report any errors you bump into here and I'll try to get them sorted as soon as my schedule allows.
  3. Altian Forces Rearmed (ALFR) ALFR is a relatively small MOD, the intent has been to create a more contemporary alternative to the equipment used by the AAF in ArmA 3. At present, the basic weapon set and a vehicle have been completed, the current aim is to complete the unit set (individual units and groups compatible with Zeus) prior to a first public release. I will leave you for now with an initial preview of some of the section/squad level weapons that will be included: Models: Based on MLOD content released by Bohemia Interactive, modified by Toadball. Configuration: Toadball, VKing Mk 21 Infantry Rifle: http://i.imgur.com/DbKRFbk.png http://i.imgur.com/LG2pAql.png Mk 23 Light Machine Gun: http://i.imgur.com/wRkrj93.png Mk 24 Light Machine Gun: http://i.imgur.com/wYFVzwG.png Mk 13 Short Range Anti Armour Weapon (SRAAW) : http://imgur.com/O4tej4M More information and in-game screenshots to follow in time.
  4. toadball

    Altian Forces Rearmed (ALFR)

    Some more teasers of the units. Gallery Link Shows the updated textures and the SOF uniforms for the 'Pathfinder' units that are to be included and the Mk 25 (SR25 EC by Kiory). Shall update the gallery with additional screen shots later tomorrow. Planning on a first release of the units and weapons for the end of the month. Vehicles are being worked on (Chinook is under going a config overhaul, Landrovers still require extensive work before I'm happy with them) and will be a considerable bit later.
  5. toadball

    ACRE2 Public Beta Release

    Nice, keep up the cracking work! Looking forward to racks and components.
  6. I have been working on updating a helicopter to use the new features brought in by the Helicopters DLC, specifically sling loading and RotorLib / the advanced flight model. As the helicopter is a chinook I figured I'd use the same settings as the Huron (why reinvent the wheel?). While the sling loading works nicely enough, I am getting a particularly interesting bug while I have the AFM/Rotorlib config included. Specifically the helicopter appearing half submerged in the terrain: http://i.imgur.com/rm4A9Jv.jpg while in the pilot or co-pilot position with the AFM enabled. Disabled the AFM and it pops back to the surface. Now, despite this the helicopter behaves as it should: wheel brakes work, and handling once you take off is as expected. Has anyone else encountered this issue and if so, have you figured out how to fix it?
  7. toadball

    Altian Forces Rearmed (ALFR)

    Last 3 months of the year are always quite busy for me so I've been working on and off on these things. A few small updates: I've made some progress (image gallery) with the Landrovers, I've still to implement FFV and make adjustments to the suspension and RVmats. I am also waiting on some tweaks to the unit textures + a couple of new ones which I hope to get some screenshots of soon. I've also been making progress implementing some of the new features from the Heli DLC particularly sling loading. http://i.imgur.com/BsDGZ8I.jpg http://i.imgur.com/PZJW8dp.jpg However, while I would like to get something released before Christmas, but due to some fun bugs with implementing the AFM realistically that's not likely to happen. What I can confirm will be included in the first release: I may be looking at including a Glock 17 port and weapon light I have done, though at the moment I'm not too sure if I'm happy enough with it to do so. As far as a replacement goes, I will likely include an optional config addon to replace the weapons and uniforms on the vanilla AAF units. I'm generally not particularly happy with my work on the weapon sight ports I have done so far outwith this project, at the moment I'm happy with the HAMR as the primary weapon sight. Another likely optional config I will be including is one for ASDG Joing Rails compatibility though it's not currently a priority.
  8. toadball

    ACRE2 Public Beta Release

    IIRC that'd be the squelch kicking in. Depending on your channel settings (last entry in the menu) you can prevent signals below a certain strength from being output from the radio. If you need to hear weaker signals adjust the "SQLCH" setting until you get the desired results.
  9. Hello, I like a fair few others have been tinkering around getting to grips with the new features for weapons, I feel I've had some success with my efforts and figured I'd put forward the results. Using the ArmA 1 and ArmA 2 sample model packs I have cobbled together a plain jane M16A4 that is compatible with all the current Alpha weapon attachments and weapon sights*. I have also included the MLOD, model.cfg and config.cpp files used in the addon as a seperate download so that it could maybe be a bit of help to those looking at incorporating the new features into their weapon addon/s. The MLOD and config files are being released under the same licence that the donor sample models were. *Currently there is no ability to add Muzzle Devices to this, however the proxy and relevant space for adding this are present in the model and the config.cpp Screenshots: Album Link Download Link/s: MLOD & Config Files Classnames: Weapon: tb_arifle_m16a4 Magazines: Tracer: tb_30Rnd_556x45_T_Stanag Ball: tb_30Rnd_556x45_B_Stanag Credits Model & Textures: Bohemia Interactive Model Edits: ToadBall Config: ToadBall
  10. toadball

    M16A4 Example

    I've had some time to redo the example config files as the previous ones, besides being out of date, are absolutely atrocious. The updated example files (model, config.cpp, and model.cfg) can be found here: Link While this is now relatively redundant with the release of sample models and configs by BI, it should still serve as a rudimentary example of a very basic method for getting a weapon in game.
  11. toadball

    Altian Forces Rearmed (ALFR)

    I've been rather busy with stuff away from ArmA of late however, I have found some time to continue working on some light vehicles and continue the adjustments to the units on the config side of things. Below are some bulldozer screenshots of two variations of the landrover that will hopefully be making it into this project. I will likely look at giving them 'a fresh coat of paint' when I've got some more free time however I'm happy with the general layout. http://i.imgur.com/VKpBrlw.png http://i.imgur.com/DRSTTLL.png http://i.imgur.com/sX29OQt.png http://i.imgur.com/8TlqnoB.png Above were made using the parts from the ArmA 2 MLODs released by Bohemia Interactive and the ported work by Apillion and Grace. The vehicle commander's position will likely be left bare for the foreseeable future however, I do plan to work up a vehicle mount for the Mk24.
  12. toadball

    ACRE2 Public Beta Release

    sTv5ZsDsoMk A short (or as short as I can make it) video walk through on how to go about setting up babel in your missions will be up hopefully before this coming Tuesday.
  13. toadball

    ACRE2 Public Beta Release

    Very rudimentary steps to use in a script/ to ensure you don't save an ACRE radio with ID (these could probably be refined by a mind not just waking up without any caffeine): Get a list of the current radios on the unit: _curRadioList = [] call [url="http://tracker.idi-systems.com/projects/acre2/wiki/Mission_API#acre_api_fnc_getCurrentRadioList"]acre_api_fnc_getCurrentRadioList[/url]; Generate an array of the base radio classes (the ones we use to add radios) of each of the entries in _curRadioList: {[_x] call [url="http://tracker.idi-systems.com/projects/acre2/wiki/Mission_API#acre_api_fnc_getBaseRadio"]acre_api_fnc_getBaseRadio[/url]; _curRadioBaseClasses set [count _curRadioBaseClasses, _x]} forEach _curRadioList; Ensure you remove the contents of _curRadioList and replace with _curRadioBaseClasses when you save the list of items on the player/unit. How you do that is entirely dependent upon how you store the load-out data e.g items stored in an array: _saveItems = (items _unit) - _curRadioList + _curRadioBaseClasses Note: you will have to do a similar check on the assignedItems of a unit/player as these are not included in the return from: items object.
  14. toadball

    ACRE2 Public Beta Release

    The volume adjustment has been implemented by Dslyecxi in his addon ST ACRE Volume. Nou has already stated why he hasn't added this as a feature (admitedly in the discussion thread). With regards to setting up babel, please reffer to my prior post. Alternatively, here is a rudimentary implementation of a babel: demo mission file.
  15. toadball

    ACRE2 Public Beta Release

    With babel, once the languages a player can speak are set, you have to set their speaking language to one of the languages they can otherwise they will speak the first language in the types list despite not understanding it. I'll throw together the various bits and bobs I've found that are worth noting for mission makers when I have a spare moment however a step by step way to setup babel: Set language types Set spoken languages on unit, setVariable something that contains an array of the languages that unit can speak (required in lieu of a getSpokenLanguages function in the API) set speaking language to the first item in the above array.
  16. toadball

    ACRE2 Public Beta Release

    I won't comment on serverside setup as I've never personally had to deal with it, though I do know you do not need any special channels for ACRE to work. However, no audio is transmitted between channels on teamspeak. Anyone who wishes to be heard by another person still has to be in the same channel as them, be they 1m away or 100m away. If you have multiple game servers you will require an "in-game" channel per game server. This applies both to direct audio and audio 'transmitted' by the radios.
  17. toadball

    ACRE2 Public Beta Release

    While it is good that this works, be careful. The only class names that should be used when adding radios to units are (for the time being) acre_prc343 and acre_prc148. Addition of radio items with classnames including an id suffix will cause problems, especially if the radio ID is already in use. As the recent Arsenal and Zeus features both include scope 1 content in their lists, it is very easy to add these other radios by mistake. ACRE 1 and ACRE 2 both support custom frequencies, the video Nou linked in the OP and the accompanying in use demonstration video both show this in ACRE 2. I've personally been meaning to do this since it was introduced however, I'm both rather busy at the moment and easily distracted. Regardless, I'm sure somebody better at such videos will beat me to the punch however, if they don't I'll see what I can do. As far as I know, this is a known issue and is a result of the various event handlers associated with receiving radio traffic (Nou can likely expand or correct me on this). iirc: The observed FPS drop is proportional to the user's frame rate: Higher frame rates will suffer a greater drop than lower frame rates. As an aside: It's also worth noting, that the 148's internal speaker will work fine whilst in your inventory as well as on the ground.
  18. toadball

    Altian Forces Rearmed (ALFR)

    AFPAT Uniforms and PPE In Game Texture work: Deathstrike Full Album
  19. toadball

    Altian Forces Rearmed (ALFR)

    I've recently received the new textures for the uniforms and PPE, screenshots of this in game will follow in the near future. To tide you over until then, some pictures of the livery that will be used on the Buzzard.
  20. In place of providing the actual function I use, unsure if I have permission from the authors to redistribute it here, the simplest implementation would be: A PFH which will use acre_api_fnc_isSpeaking to determine if a player is speaking, then using the duration they have been speaking and distance over which a player can be heard determine the AI units that can hear them. Using the reveal command and the list of units drawn from above you can artificially make the AI aware of the player's presence. You could also go on to check the enemy AI for radios using acre_api_fnc_hasKindOfRadio to determine if they can report the contact and who they can report it to allowing for more AI to be made aware of the threats in the area.
  21. While already possible to do with the API in both ACRE 1 and 2 , it is not currently a feature of the mod, given Nou evidently does not want to force mission makers to use specific features I doubt it will be.
  22. toadball

    Altian Forces Rearmed (ALFR)

    Some in game screenshots: Full album
  23. toadball

    Altian Forces Rearmed (ALFR)

    There will be a couple of new vehicles, as I said, I've got one done that's based on the ports Apilion released. At the moment I'm focusing on light role infantry, as I've not got my head around all the physX and new config stuff for ground vehicles those will be slow to come as I'm current doing my CCNA while working on this and my job (not a whole bunch of free time). Short answer: Yes there will be new vehicles. Wiith regards to uniforms and load bearing kit, at the moment I'm looking at a possible new pattern option, info will become available depending on how that goes. However for now, I'm quite partial to the AAF pattern and will likely keep it until something else becomes available. For vehicles, I'll be looking at single colour or two colour jobs akin to that used by the British Army. There are very few cases where an infantry camo pattern is used on vehicles while in service. As I'm not a texturer(?) or graphic designer this sort of thing is a bit out of my depth (configs and scripts) I rely heavilly on other bodies for their help in that regard, so work is often slower than I'd like. An optional replacement config will be made available however, it will likely be a replace X with closest option Y from the units in the unit pack. On the note of optional configs. I'm aware there are lot's of popular sound and attachment mods out there, I personally don't use them so I'll be unlikely to do any in built compatibility for them. That being said, once the public release is out I would have no problems with external config addons patching in the compatibility for various things providing credit is given where due.
  24. This is the result of the virtual armoury including all content that is not scope = 0, only one of those radios is the plain acre_prc343 or whichever. The other radios are all possible radios and their ids. This is arguably an issue with arsenal and not ACRE. I would be inclined to believe the hang you experienced to be related to the addition of one of these scope = 1 radios to the unit inventory. Unfortunately I won't be able to confirm this until later tonight.
×