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blakeace

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Everything posted by blakeace

  1. blakeace

    Blake's PRADAR

    Awesome, not sure what was going on there but hopefully the changes worked. Unfortunately without being able to derive the icons positions, this was the best alternative I could think of. Depending on players names and what letters they contain can affect things, but at least there is an option for tweaking now. Hold down simultaneously lean left(Q), lean right(E), and force commanding(space). True. Not at the moment, but it wouldn't be hard to implement a menu option to toggle between on and while holding space. You welcome, thank you for all your great feedback and patience with this addon. It is very much appreciated. @Foxhound - Cheers for your patience with all the changes, and for hosting them.
  2. blakeace

    Blake's PRADAR

    Update: Version 0.3a Uploaded First post updated with new download. Fixed Menu items not properly resetting after rebooting PRADAR. Changed code to hopefully eliminate PRADAR not functioning after exiting a vehicle. Remove group numbering which didn't work if custom names were used. Moved Icon label position to below the icons. Added the ability to alter the group names positions. Added a quick abbreviated list of groups primary and secondary weapons or vehicle positions. Added menu item to toggle group labels and list on and off. Added option to allow Labels while in a vehicle. Added menu item to toggle labels on and off while in a vehicle. Menu not available in vehicle need to select prior to boarding. @Foxhound - As always thanks for hosting. @Variable - Thank you again for your great feedback.
  3. I think you need to use createCenter first, like when creating soldiers I believe. http://community.bistudio.com/wiki/createCenter E.g. _LogicCenter = createCenter sideLogic; _moduleGroup = createGroup _LogicCenter; Hope this helps Blake.
  4. blakeace

    Blake's PRADAR

    Cheers Variable, I appreciate the in depth feedback. I'll see what I can figure out. Edit: First findings, not sure re getting out of a vehicle, but made a couple of changes to see if that helps as I wasn't able to replicate at this stage. Group numbers was my fault, the only reference I could find was extracting from default unit names, which doesn't work if units have a custom name. Which I use a lot and should have known! Haven't found another way to get these values at this stage. Alignment, positon and the text boxs size, are a hard one as well. Problem is different people use different sized icons, and they are prob different between screen resolutions possibly. The list is just a single text. aligned with my personal icons positions. I haven't yet found a way of retrieving the position, number and type values from them which is really where I would like to gather the info from. So at this stage I can only really offer a player list.
  5. blakeace

    Blake's PRADAR

    Update: 0.1.2a Changed menus to allow dot visibility setting to remain whether dot are set to visible or only when names are displayed. Created a list of the group names with their corresponding group number to match the icons the leaders have at the botton of the screen. Created a menu item that toggles whether the group list is displayed when pressing force commanding. Updated First Post.
  6. blakeace

    Blake's Mirrors

    Update: I've uploaded an extended event handlers version in the first post. This version includes the ability to have the mirrors use a black and white camera effect. Players starting in vehicles don't have to get out and back in to gain functionality. Added a global array for storing positions. Meaning those vehicles listed automatically gain those stored positions without having to add code to the vehicles init area. It also allows non car and truck classes to automatically gain functionality without extra code if they are stored in the global array. This allows the positions to remain in control of the server and mission designer. Important only use one version. Note the module version is yet to be updated.
  7. blakeace

    Blake's Carrier Ops

    Update: Added an extended eventhandlers version to the first post. You only need one version. Module can be placed or not in missions. EE version automatically works for all aircraft, it also works if you begin in an aircraft. Spawned aircraft also automatically have this functionality. EE version requires extended eventhandlers from CBA. EE Version https://rapidshare.com/files/3138716015/Blakes_Carrier_Ops_EE_V0_1a.rar
  8. blakeace

    Blake's PRADAR

    Well I've pretty much finished the code, updated the menus for toggling this on and off. Also finished altering the menus so that you can select high and low dot brightness with an option for toggling the dots on and off. Though they will always appear with the force commanding button is held, but they retain the last brightness setting when visible. As to when I just need to play with it a little to ensure I haven't missed a problem anywhere before I upload it. I also need to test that the group list names and numbers update correctly when units either leave or die. Hopefully in a few days.
  9. blakeace

    Blake's PRADAR

    I don't see much of a problem setting this up, and the more versatile it is the better people can set to their own preference. I had a play with the names idea.
  10. blakeace

    Blake's PRADAR

    Yep the action menu items. In it's current state, if you select off, the dots will only appear when you use the space bar. Which minimises when they appear at least. But still is able to give you quick feedback to units around you while the space (force commanding) is pressed. Well that's what it is supposed to be doing on that setting anyway :)
  11. blakeace

    Blake's Mirrors

    No from some stuff supplied by Brian Boyko, Link is at the bottom of this article by him. It's the one called Groovin. http://www.geeksaresexy.net/2010/08/24/how-to-finding-music-for-youtube-videos/ Cheers, working on it. Just finding time to get my teeth into it atm is the problem. No re ACE, it is only in an alpha state, and really needs a lot more feedback to establish if it can even be considered a stand alone completed addon.
  12. blakeace

    Blake's PRADAR

    Updated first post with a small fix. Cheers I didn't know that re the icons, I wasn't aware being the paper and pen dinosaur I am :P After your comment, I thought having a quick list of your group wasn't a bad idea, code was as a sample to gather feedback to see if it was in any way worth while looking at adding that into this addon? Plus the example is within my knowledge base too. Thanks, was hard trying to find a balance between playability and immersion lowering. I'll see about an option to turn them off. Have you looked at the different menu options to alter the dots visibility? There is three High, Low and off. Though on off they still appear when the names are displayed at high level. If you comments are with the latter setting, maybe where I set it to show the last visual setting of low and high so when set to off and the names selected the dots display on low? Thanks for the feedback too, much appreciated. Cheers Blake
  13. blakeace

    Blake's Mirrors

    Sorry I have updated the first page, after noticing I had incorrectly set part of the example code in both the front page and the readme file. I have updated the front page and will update the readme in the next version. The change only effects things in MP. I am currently working on a version that will automatically enable the mirrors. I have added a setting to give a black and white camera effect to be used as a reverse camera emulation if required. I experimented with the key inputs again, and found the custom keys to be ineffective most of the time. The only time I was able to get a response is when I also added a small spawn script into a vehicles init to hint at the inputactions result. It then also responded in the addon. So at the moment I am restricted to using the few keys I can get to consistently respond that don't effect driving components. eg why I use gear and hold breath.
  14. blakeace

    Blake's PRADAR

    @Foxhound Thanks. Tbh that is currently beyond my experience with arma to even comment. When I used to have the time to play, I loved leading, but I was old fashioned and used a pad that contained any important details. I have to admit I never used it while leading, especially with our group, the loadouts could change quickly depending on circumstances. About the only thing I could even suggest is adding something like the example code below that at least creates a current list of group members and their group number? Just drop the code snippet into your player character init, in the editor ensuring you are in a group. Preview it, then press and hold the watch key. Not ideal, and in the wrong area, but could be a sort of workaround?
  15. blakeace

    Blake's Mirrors

    Thank all for your kind comments, remeber this is only an alpha release and needs feedback on how it does or doesn't perform in mp. @Old Bear and Foxhound Thanks! Should be fine, just need to do some research into how, from this great community resource. Time is the only real hinderance I imagine. I should be fine, I did already have a quick play with that in mind a while ago, I just have to be in the right frame when playing with setVectorDirAndUp family of commands. Time is the biggest factor for me atm though. That is possible, just the usual time card being played again. I've got a couple of other things I am trying to organise to upload too. The problem is trying to find keys that work in the vehicle that aren't assigned to something else. Right mouse was chosen or hold breath as it is convenient if using the default keyboard mouse layout. The s key isn't valid as every time you looked into the mirror your vehicle would start going backwards. Not ideal if you are just waiting for the vehicle behind to catch up keeping an eye for him in the mirror. I just retested the custom commands, which in the past i wasn't able to get to respond when in a vehicle, worked tonight? Maybe that changed in the last patch or I was just having a brain fade when I first tested. I'll do some more testing, and change them if they seem to work ok. I think I answered everyone, apologies if I missed somebody, I'm really tired atm. If anybody tries it on a dedicated server with a number of players on I would the results thanks.
  16. blakeace

    Blake's Carrier Ops

    Sorry there really isn't enough information to help you, or me if it is something amiss with the module. Things to try: Have you started Arma2&OA and opened the editor. :eek: ;) Did you access the modules and place the carrier ops one onto the map. If the module doesn't appear in the list check you have setup all your addons and modlines correctly. Check Günter Severloh's tutorial Are you holding down whatever key/button you have assigned to gear. Are you using the controls assigned to Left/Right pedal & Nose Up/Down. Did you start the mission in an aircraft, if so you need to get out then get in, as the act of getting into the aircraft is what activates the modules functionality in an aircraft. Offtopic, I also find setting up my Auto-hover On and Auto-hover Off to the same button helpful. This way I can quickly toggle between the two states whilst taxiing helicopters that like to nose over or if I am not using a joystick and using keys instead.
  17. blakeace

    Blake's Carrier Ops

    Yes it will be, it uses a similar implementation to the carrier ops module, so just hoping for some feedback with that in regards to if it functions correctly in MP before releasing that one. Or if not look at what the problems are first. I don't believe so, all I am doing is adding some rotation and velocities correspond to the related control inputs. You would probably need to disable the ai and create some way of pushing the aircraft around to the specific points. That I forsee would require a bit of work to get right. Plus you would probably have to disable the ai while doing so which could have other implications within a dynamic environment.
  18. blakeace

    Blake's Carrier Ops

    Select Modules (F7) on the right of the editor. Double click anywhere on the map, then in the dialog that appears, open the drop down list titled Unit: From that list select the option named Blake's Carrier Ops. Press the ok button and the module icon should then be visible on the map. Edit: Altered the first post to make it a little more clear that it is a module :)
  19. blakeace

    Blake's Carrier Ops

    Thanks all for your kind words, though please remeber at this stage it hasn't had any real dedicated server testing sorry. @Foxhound Thanks. Yes at the moment you would. TBH I hadn't really thought about it, I would need to research it a little from this great community resource in the specifics of how, but it is possible. Time is prob my biggest hinderence. There are a few other things I would like to get organised to upload. TBH hadn't thought about it. Main reason for the module was having it being very simple for even beginner mission designers to use. If there is enough interest and desire for a script version, time permitting it should be doable. First I hope for some feedback on how it does or doesn't perform on dedicated servers, which would really dictate where I spend my efforts. Cheers all Blake. P.s. I had a quick play(in SP) using Gnats great Cessna 185 Amphibian today, and it seemed to work nicely with it on the water too. http://forums.bistudio.com/showthread.php?t=122351&highlight=cessna
  20. blakeace

    Recommended joystick?

    I have an X52pro myself which I use/d for many games and simulators. Personally I have been very happy with it. The only real limitation I have come across so far is only having a single throttle for the likes of the A-10, and that is only a very minor limitation everything considered for my use. I don't think it would be a large factor in TOH? For me it's basically a great all rounder. If I was looking for a new joystick for any helicopter game, I think the biggest parts would be smooth movement esp around the centre, and minimal spikes from the potentiometers to make the fine movements when hovering better. I think you would only achieve this via Saitek's profile editor (or similar type software) which is quite versatile. As an example for DCS A-10 i set it up so that when the pinky button is depressed like a shift key, I setup the mini mouse joystick to act like a three way switch. Good luck with your choice. Blake
  21. Cheers for the info, just thought it might work through having had results of players having different contents and able to grab them through an error in a script once where i was creating random contents in ammoboxes but trying to syncing them in mp. The global version would have been real handy back then. :P Thanks Blake
  22. Your script should work if you used the non MP synchronized commands which addWeaponCargoGlobal is. Try these ones http://community.bistudio.com/wiki/addWeaponCargo Check the see also section for links to the other commands Hope this helps Blake
  23. blakeace

    Angle of Attack Indexer

    I'm not an expert but checked my DCS A-10 manual, and the A-10 gauge range shows 0-30, referenced as units, in manual. So no indication of a negative value. Also this http://www.dynonavionics.com/docs/D180_Feature_AOA.html Hope these tidbits are helpful. Blake
  24. Try this, description.ext titleParam1 = "Extra Ammo ?"; valuesParam1[] = {1,0}; defValueParam1 = 0; textsParam1[] = {"Yes", "No"}; Place the extra ammoboxes on the map where you want them, and in each of their init place, if (Param1 == 0) then { deletevehicle this}; When you start the mission in mp, select the parameters options and select whether you want the extra ammo or not. Was tested with just myself on my little dedi server and seemed to work. Hope this helps.
  25. blakeace

    removeaction not working

    Ok I won't pretend to be in any way knowledgable about action menus. The only think I could think of though is looking at the scope of _inject From the example you have given it is first defined within the if control structure, which probably means it is still undefined outside of that, unless there is more code before this in which it is defined. You could try adding private ["_inject"]; at the start of your script, that will make the scope of the local variable defined throughout this script. Have a look at the below link at the scope section. http://community.bistudio.com/wiki/Variables Hope that helps. If not that then :confused:
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