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bhaz

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Posts posted by bhaz


  1. Tinkering around with BIS' missions, this is how they did theirs:

    [_pos, leader BIS_OP_group3, BIS_player] call BIS_fnc_liveFeed;
    
    (assuming BIS_liveFeed is the name of the module? looks like camscripts work with them too)
    BIS_liveFeed camPrepareFOV 0.02;
    BIS_liveFeed camCommitPrepared 0;
    
    (this one switches thermal on and off respectively)
    2 call BIS_fnc_liveFeedEffects;
    [] call BIS_fnc_liveFeedEffects;
    
    (close the feed)
    [] call BIS_fnc_liveFeedTerminate;

    All this was pulled from the .fsm in the infantry showcase.


  2. Not exactly media, more like the result of it and the amount of hype this game is receiving, well done BIS. :)5 minutes ago:

    There are currently 1502 users online. 282 members and 1220 guestsmost users ever online was 1,551, mar 21 2010 at 22:36.
    now:
    There are currently 1761 users online. 300 members and 1461 guestsMost users ever online was 1,772, Today at 20:18.

  3. * Fix the radio manipulation functions

    Are the current ones broken? I've been using acre_api_fnc_setRadioState to switch channels at the start of a mission, it works but doesn't update the radio GUI.

    Is there something internal I can call or change to force this to happen?

    {
       _frequency = [_x] call acre_api_fnc_getRadioState;
       _radioType = [_x] call acre_api_fnc_getBaseRadio;
    
       if ((_frequency select 0 != _squadFreq) && (_radioType == "ACRE_PRC343")) then {
           _trash = [_x, _squadFreq, 50] call acre_api_fnc_setRadioState;
           sleep 0.1;
           _trash = [_x] call acre_api_fnc_setCurrentRadio;
       };
    } forEach _radio;
    

    edit: I figured it out, bit messy but it works:

    // Pick a frequency
    _squadFreq = 2401;                                                // Able 1 - Ch. 1 (Default)
    if (group player == able2) then {_squadFreq = 2402};            // Able 2 - Ch. 2
    if (group player == ableMortar) then {_squadFreq = 2403};        // Able Mortar - Ch. 3
    
    
    // Check radio freq. and change
    {
       _radioState = [_x] call acre_sys_data_fnc_getRadioState;
       _frequency = _radioState select 0;
       _radioType = [_x] call acre_api_fnc_getBaseRadio;
    
    
       if ((_frequency select 0 != _squadFreq) && (_radioType == "ACRE_PRC343")) then {
           // Change to new frequency
           _frequency set [0, _squadFreq];
           _radioState set [0, _frequency];
    
           // Update radio knobs to match (volume default max)
           _radioState set [1, [_squadFreq - 2401, 1.0]];
    
           // Save changes
           [_x, _radioState] call acre_sys_data_fnc_setRadioState;
           [_x, _frequency select 0, _frequency select 1] call acre_sys_core_fnc_setTxInfo;
       };
    } forEach _radio;
    


  4. As of the most recent beta (101334), there is a new rule that can be placed in the mission.sqm file: forceHeadlessClient=1;

    See Suma's post on dev-heaven.

    Basically, you can edit the mission.sqm file and put this directive inside the unit definition of your HC entity. If I understand Suma correctly, this will reserve the slot exclusively for a headless client and auto-assign the HC to that slot when it joins the server. (Meaning it no longer needs to be manually placed there by an admin.)

    This should make HC-usage fully automated.

    Does the mission still need to be compatible? (setOwner to the HC etc.), or is it literally fully automated now, that it can just take control of the AI from a server?

    Plus, is there a really simple way to implement this into an existing mission, like a one line init field to setOwner every unit or something.


  5. Thoroughly enjoyed this mission, looking forward to new features and updates! :)

    One piece of criticism - I was surprised at the amount of damage zombies can do to vehicles. The way I see it, vehicles are a form of protection and should last a little longer than just 3-4 hits. Currently, a single zombie can disable and pull the player out of a vehicle in a matter of seconds.


  6. There's an 11.5a hotfix available over here that you could try, but there's no mention of this problem.

    The general idea with drivers, is that newer does not always mean more stable. Testing for every possible hardware combination on every existing game is impossible. The best you can do if it continues is a complete uninstall and reinstall of the drivers. Failing that, rolling back to a version which worked properly for you, then reporting the problem to both AMD and BIS.


  7. I honestly can't say i've ever had this issue on any other game aside from ArmA and ArmA2. I've been using Steam since 2003 with hardly any difficulty whatsoever. I'm not trying to be a downer or anything to BIS but honestly I don't understand how this has been the only game that has had this issue on Steam. I own atleast a hundred plus games on Steam and overall the patching system on it has been smooth as silk.

    Steam updates by matching files to the server one by one, if a file doesn't match it will re-download it. I've lost my modified CO launcher twice because of this. Once their representative at Steam gets around to posting the update it will 'trigger' an auto-update. (Found this on a dev post in the NS2 twitter / forums.) The huge delay with patching the ArmA series is a bit weird though.

    The retail patch will work as long as you don't go anywhere near the verify button or update tab, because it will just revert you to 1.57 - which I just found out the hard way.


  8. I'm trying to make it work now. I just dont know if there is a generic DEAD AI soldier classname.

    Adding the classname for soldiers would include both dead and alive, which I imagine would be a bad thing.

    Here's a script I wrote for R3F logistics a while back that lets you put any given objects in a specific vehicles cargo. It's by no means complete for what you're trying to do, but definitely a head start.

    To get where you want to be, you would need to add:

    • Detection for the nearby truck which will hold the bodies
    • Actions that are added to dead soldiers to let you load them in

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