tcp
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Everything posted by tcp
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A.C.E. Advanced Combat Environment - Public Beta!
tcp replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Are any server admins getting a version mismatch on their server with 193 for JIP players even though they are fully updated on server and client? Please confirm the bug: http://dev-heaven.net/issues/show/7325 -
They renamed the base class. You'll have to look for them when editing the mission.
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Dynamic Sound AI - RUG DSAI officially converted for Arma 2!
tcp replied to Wolfrug's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Where can I find the RUG.bikey? -
[Dedicated] ServerSide settings, no grass and such
tcp replied to whisper's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I assume the problem is that you can't use sleep in the main server thread, use spawn to create a seperate thread. " [] spawn { sleep 3; titleText [format [""Welcome %1"", name player], ""PLAIN""]; sleep 10; while {true} do { hintSilent ""TS IP : xx.xxx.xxx.xxx:8767 , Password : no password""; sleep 10; hintSilent ""repeat message script thanks to whisper""; sleep 10; hintSilent ""DirTyDeeDs likes whores""; sleep 300; }; }; " call CreateLogicCode; -
A.C.E. Advanced Combat Environment - Public Beta!
tcp replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
It sounds like someone should make a youtube tutorial on how to use windows explorer and notepad. It's not just this thread that gets bloated and messy, this must be the most (ab)used official game forum ever and Bohemia doesn't even prune old topics AFAIK. -
restrict/remove primary weapon?
tcp replied to garbol87's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
There's an event handler for animation state changes. -
A.C.E. Advanced Combat Environment - Public Beta!
tcp replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Making the MHQ available is mission-related. Somebody would need to make the EVO missions ACE-compatible. I think it would only be included alongside the mod if the mission maker himself kept it updated. I agree there should be missions with different styles of play. However, respawning at an MHQ/FOB is no different from respawning at base. You are a reinforcement. It doesn't take supply lines and enemy interference into account, but it's more likely reinforcements would already have made their way towards a FOB rather than be waiting at base. Possibly making it take much longer to build a FOB or limiting the number of troops that can respawn there per minute based on how long the FOB has been in place would make it more realistic. Granted, completely removing it would work too, the island is not that big. If I recall correctly, you can airlift tanks in Evolution, while in Domination, you cannot. Realism is relative, game balance is more important. -
I agree that steadiness and mobility effects are done nicely and are good indicators. The wincing and grunting is OK, but the yelling of "My leg" is probably the part that annoys people the most. If you went through the trouble of creating a system to track and report injuries, I think you should just go all out and instead of a rudimentary HUD, create a camera view for examining your limbs and torso. It would be less disturbing to realism fans. Press a button and move your mouse as if you were looking down at your body. You would want to gauge the severity of each wound, but the current blood and wound detail textures probably wouldn't be worth changing. Actually, all you would need to do is flash the screen with a variable saturation of red when you looked at a particular wound. It would simulate the feeling of shock you get when you look at your own wound. If the medic system in ACE progresses and gets more advanced, maybe there could be a popup dialog to detail the extent of your injuries so that the medic knows what type of aid to provide. Or if you have to bandage yourself and had limited supplies, you could choose which site to treat. Possibly, your ability to stay in the fight would be determined by how attentive you are when controlling the initial and subsequent bleeding. However, I don't see how after receiving morphine or requiring a tourniquet, you could be be healed completely. For more grievous injuries, it should require constant stabilization until a medevac arrives (ambulance or helicopter). You would get loaded into the vehicle, and as a reward for saving a life, you would come back out fully healed and be considered a reinforcement.
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There's a youtube video tutorial, step-by-step instructions, quickstart guide, and a lazy method: http://dev-heaven.net/wiki/ace-mod2 As has been said, it is only beta, so don't expect everything to work.
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The 411 about .sqf script editing
tcp replied to Meatball0311's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Common mistake. Never use exec command on SQF files. They won't run properly. Your problem is that execVM command called from init lines require that you provide a return value for the script handle. Here's one example: Nul = execVM "script.sqf"; Nul doesn't have to be used, but it's a dummy variable. Obviously something like [this,5] can also be inserted if you need to pass something. There's various other rules about running commands from the main game thread (from the editor i.e. triggers, init lines). It sounds like you need to read a few guides and the wealth of information in the forums if you intend to get serious about scripting. -
Read deeper. The command action is a generic. Look at the list of actions for all the different things you are able to do, including toggling nightvision on or off. You could also use other commands to adjust lighting with ppEffects or display a screen overlay via cutRsc.
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A.C.E. Advanced Combat Environment - Public Beta!
tcp replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
There's a client-side config for crosshair: /*////////////////////////////////////////////// CONFIG SETTING FOR : ACE 2 MOD - CROSSHAIRS -------------------- FEATURES: Disables/Reduces crosshairs --------- Possible selections as documented in ACE2 Wiki //////////////////////////////////////////////*/ #define ACE_NOCROSS -
Not currently possible. Try searching. Many threads on this already. Poll in the suggestions forum: http://forums.bistudio.com/showthread.php?t=89489 An external program could do this, but it would be complicated.
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there's a camera script. http://community.bistudio.com/wiki/Camera.sqs
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Realism matters, help with placing markers facing wind direction
tcp replied to Meatball0311's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Change 0.5 to 0 and see if it works: EXLZ1 setPosATL [_posx + sin(_avgang)*50,_posy + cos(_avgang)*50,0] EXLZ2 setPosATL [_posx + sin(_avgang)*60,_posy + cos(_avgang)*60,0] EXLZ4 setPosATL [_posx + sin(_avgang)*70,_posy + cos(_avgang)*70,0] -
Realism matters, help with placing markers facing wind direction
tcp replied to Meatball0311's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just in case you don't understand the script: EXLZ1 setPosATL [_posx + sin(_avgang)*50,_posy + cos(_avgang)*50,0.5] EXLZ2 setPosATL [_posx + sin(_avgang)*60,_posy + cos(_avgang)*60,0.5] EXLZ4 setPosATL [_posx + sin(_avgang)*70,_posy + cos(_avgang)*70,0.5] Puts the helipads 50, 60, and 70 meters out from the original marker in the opposite direction on the wind. I don't know which are the starting and ending helipads so this may need to be changed. It will work if the helicopter goes to EXLZ3 first, then goes to towards the other EXLZs to land. I don't know if you need all three extra EXLZs, unless its to help him follow that exact vector when landing. The following code align the angles of all the helipads, including the original one to the opposite direction of the wind. EXLZ1 setDir _avgang; EXLZ2 setDir _avgang; EXLZ3 setDir _avgang; EXLZ4 setDir _avgang; -
A.C.E. Advanced Combat Environment - Public Beta!
tcp replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You're supposed to spawn with the backpack in domination if you are engineer. It's called MOLLE Assault Pack. -
A.C.E. Advanced Combat Environment - Public Beta!
tcp replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I think you need to manually update your userconfig files, they were updated but six-updater leaves the old ones in place. Also, it seems like: glasses="None"; speaker="Male02"; pitch=0.95392585; are no longer needed in the identity section. -
Interaction menu only pops up when you are looking directly at another player or AI and press the assigned key. It will give you options to examine, access gear, search, arrest, and so on depending who you use it on. To prevent spacebar and V button conflicts, you need to remap those controls as well. As it is now, BI default controls are not affected by shift,alt,ctrl,etc. modifiers. You will have to find an unused key.
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A.C.E. Advanced Combat Environment - Public Beta!
tcp replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Corrected keyboard layout for US keyboards: http://dev-heaven.net/issues/show/6826 -
Realism matters, help with placing markers facing wind direction
tcp replied to Meatball0311's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
; create LZ map markers _exlz3 = createMarker["EXLZ3marker",getPos CARNAGE] _exlz3 setMarkerShape "ICON" "EXLZ3marker" setMarkerType "mil_triangle" "EXLZ3marker" setMarkerSize [.5, .5] "EXLZ3marker" setMarkerColor "ColorGreen" "EXLZ3marker" setMarkerText "3" _exlz1 = createMarker["EXLZ1marker",getPos CARNAGE] _exlz1 setMarkerShape "ICON" "EXLZ1marker" setMarkerType "mil_triangle" "EXLZ1marker" setMarkerSize [.5, .5] "EXLZ1marker" setMarkerColor "ColorOrange" "EXLZ1marker" setMarkerText "1" _exlz2 = createMarker["EXLZ2marker",getPos CARNAGE] _exlz2 setMarkerShape "ICON" "EXLZ2marker" setMarkerType "mil_triangle" "EXLZ2marker" setMarkerSize [.5, .5] "EXLZ2marker" setMarkerColor "ColorYellow" "EXLZ2marker" setMarkerText "2" _exlz4 = createMarker["EXLZ4marker",getPos CARNAGE] _exlz4 setMarkerShape "ICON" "EXLZ4marker" setMarkerType "mil_triangle" "EXLZ4marker" setMarkerSize [.5, .5] "EXLZ4marker" setMarkerColor "ColorBlue" "EXLZ4marker" setMarkerText "4" ~0.5 player sideChat "- Carnage this is Spartan.... Over." setfire=true ~3 CARNAGE sideChat "(CARNAGE)- This is Carnage... send your traffic. Over." ~2 titleText ["CLICK ON MAP TO SET HELO EXTRACT GRID","plain down"] ~1 ; set extaction LZ onMapSingleClick "EXLZ3 setPos _pos; setfire=false; onMapSingleClick ''; true" @!setfire ~1 ; set H (invisible) objects in Y formation _pos = position EXLZ3 _posx = _pos select 0 _posy = _pos select 1 _posz = _pos select 2 _ang1 = -((wind select 0) atan2 (wind select 1)) ~0.01 _ang2 = -((wind select 0) atan2 (wind select 1)) ~0.01 _ang3 = -((wind select 0) atan2 (wind select 1)) ~0.01 _avgang = (_ang1 + _ang2 + _ang3) / 3 EXLZ1 setPosATL [_posx + sin(_avgang)*50,_posy + cos(_avgang)*50,0.5] EXLZ2 setPosATL [_posx + sin(_avgang)*60,_posy + cos(_avgang)*60,0.5] EXLZ4 setPosATL [_posx + sin(_avgang)*70,_posy + cos(_avgang)*70,0.5] ; moving LZ markers to H (invisible) positions ; "EXLZ1marker" setmarkerpos getPos EXLZ1 "EXLZ2marker" setmarkerpos getPos EXLZ2 "EXLZ3marker" setmarkerpos getPos EXLZ3 "EXLZ4marker" setmarkerpos getPos EXLZ4 onMapSingleClick ""; titleText ["", "plain down"] ~3 player sideChat "- Request Helo Extract... at grid X...X...X...X...X...X. Over" ~2 CARNAGE sideChat "(CARNAGE)- We copy grid X X X X X X... Helo's on the way. Out" ~0.1 -
A.C.E. Advanced Combat Environment - Public Beta!
tcp replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You can actually carry 3 weapons and a backpack (1 weapon will be inside the backpack), but don't expect to run very far. The key is to first get a launcher and put it on your back. Then, get a backpack and put the launcher in your hands. The backpack will end up on your back, with both primary weapon slots available. The backpack doesn't seem to want to go to your back by itself. Also, I don't think you can just drop the backpack without having ammo for your 2nd slot primary weapon drop in the process. -
Realism matters, help with placing markers facing wind direction
tcp replied to Meatball0311's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
_ang1 = -((wind select 0) atan2 (wind select 1)); sleep 0.01; _ang2 = -((wind select 0) atan2 (wind select 1)); sleep 0.01; _ang3 = -((wind select 0) atan2 (wind select 1)); sleep 0.01; _avgang = (_ang1 + _ang2 + _ang3) / 3; EXLZ1 setPosATL [_posx + sin(_avgang)*50,_posy + cos(_avgang)*50,0.5]; -
Realism matters, help with placing markers facing wind direction
tcp replied to Meatball0311's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm bad at math so you should verify this with someone else. _angle = -((wind select 0) atan2 (wind select 1)); EXLZ1 setPosATL [_posx + sin(_angle)*50,_posy + cos(_angle)*50,0.5]; By the way, I switched to setPosATL so that new position is 0.5 meters above terrain level since the old height won't work for the new location. -
*UPDATED* v07 Changelog - Fixed incompatibility due to set instead of add display event handler