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VictorFarbau

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Posts posted by VictorFarbau


  1. otherwise I would probably just keep going for another year..

    That's how a lot of Arma projects end up on local harddrives these days I suppose :) It's a hobby after all.

    And the environments you created are just fantastic; such love to detail. The colours are also well chosen; I never had such a clear perception of the environment in any of the stock islands.

    Cheers,

    VictorFarbau


  2. I for one would certainly appreciate your work to be continued. Don't forget there might be many users out there whose machines will lag considerably when running ACE.

    Personally, I rather select my addons one by one. Nothing against ACE but I simply don't like to be bombarded with 100 tweaks when all I want is 2 or 3.

    Your list allows users to choose addons by description and functionality while being sure they work the way they should as they have been tested by many users before. Very valuable!

    Also, we will need the same when ARMA2 hits the shelves... :)

    My 2 cents,

    VictorFarbau


  3. Finally back from business travels I got around to test this. Be it because called as a function or because the local variable space is updated in realtime - but it works. Only one instance remains in the end and all works fine now. Thanks guys!

    I guess I'll wrap one of my functions into an addon now and throw it onto the market for others to use...

    Cheers,

    VictorFarbau


  4. Doh  huh.gif Thanks for the heads up. Well, I can have the addon run once on each machine (like it would be when using a normal addon object). Based on role in an MP environment it will quit or run (isServer statement). But to spawn multiple instances on the same machine would mess up things for sure.

    That's why I was wondering if this is possible; so far I only know the concept of tying custom scripts to addon objects on the map so they're run at mission start. Problem is that I want my addon scripts to be run during each mission on each island w/o having to explicitely modify any mission files.

    Thanks,

    VictorFarbau


  5. Using the global var method wouldn't work here - too much risk that still a couple of scripts would run simultaneously due to latency in var distribution.

    However, that XEH PostInit stuff sounds awesome. I knew I should have checked and installed the latest version - it is still in my inbox (using 1.8 at present) smile_o.gif

    Thanks for the tip, I'll give it a shot asap.

    VictorFarbau


  6. biggrin_o.gif I must say that I deleted some text in my post before submission where I stated "...without abusing XEH and have the script run by each man" smile_o.gif

    Honestly, I think this could be problematic. Because I am mostly using a combination of server / client scripts. The point is to run the scripts once on each machine at mission start and not by each man -> this could lead to running the same server script 100 times if 100 men are local to the server e.g.

    VictorFarbau


  7. What I want is simple. I got some scripts I need in every SP/MP mission. I thought I'd wrap them into an addon and off they go during each mission.

    So far no luck with my config.cpp. I formerly created addons which were put to use by placing game logic objects or invoked through event handlers. But how do I go about creating an addon where the init script is run each time a mission is started?

    CfgPatches is done but to which class or object do I need to attach my class so it is run automatically? Is this possible at all?

    Thanks for any ideas,

    VictorFarbau


  8. Jeez people have no nerves these days  smile_o.gif There used to be a time when there was cooperation between addon makers and it happened you would find the same parts in mutiple addons. I didn't mean to say you stole anything at all!!!

    Only recently there seems to be a real frenzy with people accusing each other of stealing even the smallest details. As you correctly pointed out lots of models and textures can be found on the internet anyway. To me it just looked as if you were using the same laptop and some console parts and I won't start counting pixels since I don't care.

    All I was and am still wondering about is whether you will bring these items to life somehow or if they're more on the decoration side.

    Cheers,

    VictorFarbau


  9. also....

    a gentleman contacted me a lil while back about optimizing the sounds within our mod....

    i unfortunately lost all my saved PMs somehow. If you are still out there buddy please get in contact with me.

    Since i am going back and applying all of our newly learned addon knowledge to our older addons...... why not go all the way.  smile_o.gif

    Quote[/b] ]a gentleman contacted me a lil while back about optimizing the sounds within our mod....

    Hm, you're not referring to my changed Mig23/27 engine sound, are ye? "Optimizing the sounds" would be way exaggerated I guess. Anyway, let me know.

    Regards,

    VictorFarbau


  10. Hey wld427,

    dunno, have you seen my post in the release thread? As you mentioned you were going through RPT issues:

    Hello,

    BUG REPORT - I got an error in arma.rpt:

    Quote[/b] ]

    Warning Message: Cannot load texture pracs_mig21\tex\pylona.paa.

    I don't have the Mig21 addon installed so I guess that's the only reason I saw this. I traced it back to the following files which contain illegal references to your Mig21 addon:

    Quote[/b] ]

    PRACS_MiG23.p3d -> pracs_mig21\tex\pylona.paa

    PRACS_MiG23_CAP.p3d -> pracs_mig21\tex\pylona.paa

    I guess that requires a minor fix by the model editor some day?

    Regards,

    VictorFarbau


  11. Hello,

    BUG REPORT - I got an error in arma.rpt:

    Quote[/b] ]Warning Message: Cannot load texture pracs_mig21\tex\pylona.paa.

    I don't have the Mig21 addon installed so I guess that's the only reason I saw this. I traced it back to the following files which contain illegal references to your Mig21 addon:

    Quote[/b] ]PRACS_MiG23.p3d -> pracs_mig21\tex\pylona.paa

    PRACS_MiG23_CAP.p3d -> pracs_mig21\tex\pylona.paa

    I guess that requires a minor fix by the model editor. Continuing to test this bird; having lots of fun smile_o.gif

    Regards,

    VictorFarbau


  12. Lower your weapons. I didn't come to piss on anybody here today. If so you would know by now wink_o.gif

    Quote[/b] ]never recived a minute of help form anyone.....

    That makes me wonder whether there was a problem with the board mailing system. I checked into my messenger again; found your and my PM back from Dec 20th and that's all from your side. I still have the reminder msg to you in my sent items from Jan 2nd.

    Who were the others and have you checked whether they received your mail at all?

    Quote[/b] ]steal all my MLODs and do as they please afterwards

    Well, I understand by now you assume nobody spends a minute to help you but takes the liberty to modify your work. But in my case you're freaking for no reason. And I won't steal anything. I modified this for my personal liking and as I said:

    Quote[/b] ] If not then I'll keep it for my personal version.

    Since you didn't react to my PM this was just meant as a suggestion. I hope this clarifies my intentions. No patronizing or stealing intended.

    Anyways, the offer's of course still there. If you're interested in the soundfile or any other help on the Flogger I am still here. Not sure about PMs; anyway I will send you a test PM now just to check.

    Cheers,

    VictorFarbau


  13. Hey wld427 - I don't understand huh.gif I offered my help to you a while ago. You wanted to send me a download link which I never received. I sent you a reminder whether I am still on with testing. Never received an answer to this as well and now I saw you just released those planes. So I assumed you decided against any such help / suggestions...

    Cheers,

    VictorFarbau

    EDIT: Meathead, is this necessary? mad_o.gif


  14. Awesome work. As you know I was holding mt breath for the Floggers smile_o.gif I admit I modified the addon rightaway. The engine sound was too scratchy for my taste and the inside sound level was too high when using VOIP.

    I recently captured an Su27 sound from Youtube, cleaned, cut and looped it for later use. Seems to me this is the right addon to put it to use. Let me know what you think; if you like it I could send it to you by mail. If not then I'll keep it for my personal version.

    Also added a insideSoundCoeff line into the config with a moderate volume setting (0.4).

    Flogger changed sound and inside coeff

    Cheers,

    VictorFarbau


  15. Good to see there's still budget for this branch of the company smile_o.gif Personally I had some problems with readability (light yellow text on light grey background and some other unfortunate color combinations). I'm coming to an age where I depend on more contrast apparently and I don't want to lean forward all the time  biggrin_o.gif  Thus I hope the forum software will allow for custom color schemes or skins.

    Thanks for considering this, VictorFarbau


  16. Hey Delta,

    I read you have some time constraints as of next year? Well, it would be a pity if those models never get released. I think we don't have enough cars in Arma yet so every vehicle counts smile_o.gif

    If you could be more specific on what needs to be done (only scripting?) this would make the bait probably look bigger for the folks you need. Including myself, even though I cannot say I got experience with addon scripting particularly.

    Regards,

    VictorFarbau


  17. Well, both behaviours are intentional.

    About ammo levels: units will not snitch supplies until they're fully loaded. Only if they hit the bottom threshhold (4 or 5 mags) they will take action. I implemented this to avoid one unit robbing all available mags whereas others don't get any (and that will happen otherwise). It is a balance descision which in general works out and does not disrupt gameplay too much.

    Dropping mags: this is a routine within VFAI.Equipment. In earlier versions I observed that RPG/AT soldiers couldn't take rockets as too many magazine slots were occupied. Hence I have them drop mags until they have room for at least 2 rockets. I will see whether this can be optmized.

    Cheers,

    VictorFarbau

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