conKORD
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Everything posted by conKORD
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My old training/debug mission, ported to ArmA3 http://i.minus.com/ib0qHya1vmfjl7.jpg More screenshots Button description Create vehicle. There is two options - create vehicle at core (helipad) and create vehicle front of player. Get weapon. Give to player any weapon, magazine or item. Targets. Target management. Realign core. Core will be moved at current player position. Delete vehicle. This command will delete vehicle/unit that player looking for. Get bot in team. Command will create man in your team. For example if you need gunner for chopper. Statistics. Proving ground will collect information about shots, kills, hits and calculate accuracy. Check yourself =) Close. It is. Autoheal. Player and player's vehicle will be constantly healed. Booster. For 10 second by pressing E you can immediately increase speed by 30km/h. Could be useful while you moving in tank to mountain. Teleport. Press this button and after it click on target place on map to teleport. Sattelite. Press this button and click on target place on map to aim sattelite camera. Bulletcam. It is. Hitmarker. Where player's bulled will hit something will be plased red marker on map. Status display. Toggle hint-like status window that shows class, damage and crew status of cursortarget. By default on. Console. Press enter to execute command, double click on command in history to past it to editbox. Righter is shortcuts to call additional features. Download http://code.google.com/p/armaserp/downloads/detail?name=Proving_ground_a3_fix.rar
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Yes, I can :) And you also can do it. Just remove string [] call PG_get(fnc_status); in file init.sqf. Line 130 ---------- Post added at 12:36 AM ---------- Previous post was at 12:34 AM ---------- Thanks a lot.
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[WARNING] "Hackers" using Mobile Proving Ground
conKORD replied to fuzi8n's topic in ARMA 3 - SERVERS & ADMINISTRATION
Do BattleEye script control works with Arma 3? If yes - you can add string 7 proving_ground to scripts.txt and mpg will be blocked. PS Of course unsigned addons should be restricted in server options if you don't want to play with cheaters. -
Proving ground a3 v2 [!] Compatible with beta [!] Fixed weapon filters [+] Add 2 new filter for wear and weapon attachment [+] Wear can be weared, weapon attachment can be added to inventory [!] Fixed vehicle filters [!] Fixed MP commnds in console [!] Proving Ground again available as addon http://code.google.com/p/armaserp/downloads/detail?name=Proving_ground_a3_v2.zip
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I am not sure, but looks like not every attachment can be mounted on weapon, same with outfit.
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ARMA 2: OA 1.61 (Release Candidate #1) build 94945
conKORD replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Is any news about MP optimisations? -
Great work. It will be very useful while developing addons. I'm surprised that Extended Dll miss interested by community.
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Yeah . . . enough. Thanks for your time.
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Thanks :) But, again ( :) ), for example MinErrorToSend = 0.001 means that min. error that will be sent at distance 1km is 50 meters. 2 km - 200 meters It's common enough distance for vehicles and, for my game experience, everything at this distance moves smooth and without 50m -200m jumps. Is here another hm . . . optimisation?
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So MinErrorToSendNear is not absolute value and to measure what minimal error (I mean position change here) will be sent we need MinErrorToSendNear multiply by 20? For example we have high loaded server with 150 players on it. 100mb/s bandwith is not enough to handle it with default server config. So we need to reduce data amount sent to players. I think that accuracy of position sent to players 0.1 meters is enough with new visual state interpolation. What value should I set in MinErrorToSendNear to be sure, that moves smaller than 0.1 will be not transmitted? Same thing with MinErrorToSend At which distance will we have minimal error to be transmitted greater than 0.1m with MinErrorToSend=0.001 ? Condition to be sent is (0.1m/dist > MinErrorToSendNear/20) 0.1m/x^2 > 0.001/20 2/x^2 > 0.001 2/0.001<x^2 x<(2/0.001)^.5 x<44m => so at distance greater than 44m error lesser than 0.1m will be not sent. Am I right?
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Proving ground v1.2.1 [!] bikes will be shown in "cars" section of vehicle creator [+] console improvements --button "Exec globally" to execute command on all clients --button "Exec on server" to execute command on server (result of command will be also shown) --button "Run tracker" means that command will be executed each 0.5 second until button "Stop trackers" is pressed Download http://code.google.com/p/armaserp/downloads/detail?name=Proving_ground_1.2.1.rar
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Proving ground This mission was designed for weapon training and testing/debug any weapons and vehicles. Compatible with ArmA2 and OA. More screenshots Features: Custom interface to create any existing in vehCfg vehicle. Custom interface to get any existing in weaponCfg weapon and compatible magazines. Also it shows classes of any found vehicles, units, weapons, magazines and items. Could be useful for mapmakers. Interface to create any target. Script will automatically replace dead targets and targets with dead / without crew. Here is 4 target modes Static land: targets in front at player at designated distance. Random land: targets will be spawned in front of core at random distance and will be moved with random speed. Distance and speed can be adjusted through target interface. AI land: targets will move on waypoints. Waypoints can be adjusted. AI air: by default air targets will fly around core. Waypoints also can be adjusted. [*]Simple SQF console with history. [*]Integrated HJ configExplorer. [*]Tool to play and get class of any existing in cfgSounds sound. All features now aviable as addon called @mobile_proving_ground MP version of mission - iMProving_ground, also exist in archive How to use it Load one of existing in archive mission. Or 1)Create new mission, place in editor player unit and turn him in needed direction. 2)Save mission. 3)Copy description.ext, init.sqf and folder proving_ground into mission's folder. 4)Reload mission and launch it. Ingame select "Proving ground" in action menu or press Ctrl+LeftWin to call interface. How to launch proving ground directly from shortcut. 1)Copy Proving_ground.utes.pbo from archive to your A2 "missions" folder. Example d:\Games\ArmA 2\Missions\Proving_ground.utes.pbo 2)Create shortcut and add -init=playMission["","Proving_ground.utes"] Example "D:\Games\ArmA 2\arma2.exe" -nosplash -world=none -init=playMission["","Proving_ground.utes"] 3) Launch it and have fun :) Button description Create vehicle. There is two options - create vehicle at core (helipad) and create vehicle front of player. Get weapon. Give to player any weapon, magazine or item. Targets. Target management. Realign core. Core will be moved at current player position. Delete vehicle. This command will delete vehicle/unit that player looking for. Get bot in team. Command will create man in your team. For example if you need gunner for chopper. Statistics. Proving ground will collect information about shots, kills, hits and calculate accuracy. Check yourself =) Close. It is. Autoheal. Player and player's vehicle will be constantly healed. Booster. For 10 second by pressing E you can immediately increase speed by 30km/h. Could be useful while you moving in tank to mountain. Teleport. Press this button and after it click on target place on map to teleport. Sattelite. Press this button and click on target place on map to aim sattelite camera. Bulletcam. It is. Hitmarker. Where player's bulled will hit something will be plased red marker on map. Status display. Toggle hint-like status window that shows class, damage and crew status of cursortarget. By default on. Console. Press enter to execute command, double click on command in history to past it to editbox. Righter is shortcuts to call additional features. Versions: Credits: conKORD (main UI, proving ground scripts) HeliJunkie (ConfigExplorer) Download http://www.sendspace.com/file/vchn3j Armaholic mirror: http://www.armaholic.com/page.php?id=11936 Written by conKORD, inspired by Kronzky's targetrange.
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Is it correct? For example MinErrorToSend = 0.001; Real error to send 20 meters: 0.001/((20/20)^2)=0.001m=1mm 1000 meters 0.001/((1000/20)^2)=0,0000004m=0,0004mm WTF? Or did you mean multiplied by (distance_in_m/20m)^2 ? But here is also something wrong Real error to send 20 meters: 0.001*((20/20)^2)=0.001m=1mm 1000 meters 0.001*((1000/20)^2)=2.5m 3000 meters 0.001*((3000/20)^2)=22,5m looks too big
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Red Hammer Studios 9K79-1 Tochka-U
conKORD replied to USSRsniper's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Not necessarily it must be a logic. Target can be any object. Also, if player is group leader and Tochka is in group, possible to assign target throught commanding menu. For example: ~(All) - 2(Target that) - 2(APC) -
Proving ground v1.2 [+] BalCa reloader included [+] New environment display where is possible to control weather [+] Satcam can be controlled with mouse [!] Infinite ammo can be turned off [!] Hitmarker can track multiple projectiles and shows their positions in flight [-] Hitmarker sometimes stops to track projectile Download http://www.sendspace.com/file/kiifey
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Ballistic Calculator by conKORD Features: No more need to have precalculated ballistic tables. Does not produce any manipulation with shell. It flying as is. BalCa automatically calculates needed azimuth and elevation to hit place selected on map. OA compatible. ACE compatible. Weapons with enabled ballistic calculator: Automatic grenade launchers (static and mounted): AGS30, AGS17(BTR90), Mk19. Mortars: M252, 2B14. Cannons: D30,M119,2A70(BMP3). To enable it for 3rd party weapons add "ballistic_calculator = 1;" to weaponconfig. Example: class CfgWeapons { class CannonCore; class M119 : CannonCore { ballistic_calculator = 1; }; } If vehicle should have built-in ballistic calculator, add "ballistic_calculator = 1;" to vehicleconfig; Example: class CfgVehicles { class Tracked_APC; class AAV : Tracked_APC { ballistic_calculator = 1; }; }; Usage: Get in vehicle. Select weapon with enabled ballistic calculator (if needed). Select "Use Ballistic Calculator" in action menu. Open map and click on the target place. Point the gun at the target using azimuth and elevation indicators on BalCa display. Fire!!! Changelog: Version 1.3: Smoke, illum, laser-guided shell works as intended. Now it is not just sabots. New BalCa reloader. It is tool to customize ammo loadouts on vehicles. Generally it was designed to give a second life to commonly unused advanced arty shells, but it can much more :) For example it can load Su-34 with only FAB-250. Or 10 R73. Or 10 Kh29. Or various combination of them. Usage - get close to warfare ammo truck or warfare supply point and select in action menu "Change loadout". In OA version is possible to change loadouts in each turret separately. Also in this release included two demo missions. Missions are based on KRONzky's targetrange. Version 1.2: Azimuth and elevation markers now calibrated. Extreme position of them means deflection 200 meters. Deflection 200 meters. Horizontal and vertical axes now have marking, so possible to shoot, for example, 50 meter righter designated target location. Deflection 50 meters Be aware that those adjustment do not assumes altitude changes of terrain. To minimize deviation, caused by it, use high solution. Calculations optimized. BalCa now is item. To add it to inventory write in unit init this addWeapon "ItemBalCa"; To use ballistic calculator you should be inside vehicle (cannon, mortar, grenade launcher) and have BalCa in inventory. Also some vehicles (AAV,BMP3,BTR90) have built-in ballistic calculator, so no need to have BalCa in inventory. Version 1.1: Multilanguage support. Now BalCa provides fire solution in entire range of elevation angles => we have high solution for cannons, mortars can shoot for their maximum range. UI fixes. Restrictions: Nothing. Download http://www.sendspace.com/file/roarqr http://www.armaholic.com/page.php?id=11266 http://www.armedassault.info/index.php?game=1&cat=addons&id=1514
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It's supposed, that reloader works "as is" with every vehicle, so strange, that here is problems. Can you send me your adoon to trace it?
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Where is problem? In real life roads is very valuable because they are only things that can provide to wheeled vehicles enought speed. Counter to it in A2 vehicles can drive everywhere at full speed without chances to stuck. Common afgan road What does this addon? 2 things: 1) Increases terrainCoefficient in cfgVehicles for all basic class to make vehicles more sensitive to off road. 2) Increases "rought" parameter in cfgSurfaces. With those changes off road speed of APC becomes about 40km/h, that's corresponds to the specifications. In forest and in mountains vehicles moves slower. For example Before: Roads? Nah. Drive everywhere :) After: You can place in editor module "QS show terrain rought" to get same picture. Affected vehicles: All wheeled vehicles. Tracked vehicles ignores terrain type, but much slower in hills and mountains. So here is new balance: wheeled vehicles very fast at roads, tracked - cool at plains, and both of them slow at hills and mountains. Islands currently suppurted: Quicksand core : all default A2+OA+BAF+PMC islands + Namalsk, Podagorsk, ToraBora, Fallujah Additions: qs_lingor - Island Lingor qs_duala - Isla Duala Looks nice, but how to force players to use it? In multiplayer, no one would want to limit their possibilities. Use addon seeker http://www.armaholic.com/page.php?id=14025 cfgPatches: quicksand, qs_lingor, qs_duala Download http://www.sendspace.com/file/beo65f
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T90 and MUD :eek: mym3p_zTpQw
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-tfHoTLDoXc
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Nice idea, thanks :don 16: I'll take a look on it.
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Can't. Only chanse - script, that constantly checking terrain and weather, and slowing vehicles. Not too good solution.
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Addon_seeker intended that-be to force players to play on server with the required addons. What it does? Addon_seeker will kick players without required addons into server lobby. It should be installed only on server. Requirements: CBA HowTo install 1) copy @addon_seeker into A2 server diractory 2) copy userconfig into A2 server diractory 3) edit userconfig\addon_seeker\addons.hpp and register required addons. For example here is cba_main and Extended_EventHandlers 4) run server with key -mod=@addon_seeker; or copy addon_seeker.pbo into folder with existing addons 5) ... 6) Profit!!! What to write in userconfig\addon_seeker\addons.hpp ? addon_seeker checks addons by entries in cfgPatches How to get it? 1) Download and install Proving Ground http://www.armaholic.com/page.php?id=11936 2) Run game with required addons and start mission proving_ground.utes 3) ctrl+LeftWin 4) select CfgExplorer (right column) 5) select cfgPatches 6) write required entries into userconfig\addon_seeker\addons.hpp Download http://www.sendspace.com/file/oz6xsq
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Updated link http://www.sendspace.com/file/roarqr
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BalCa 1.7 [+]Marker on map in targeted location [+]Now here is 2 basic edition of ballistic calculator balca_CE - common edition - works as before balca_SE - serios edition - requires BalCa in inventory to work (exept AAV, stryker, BTR90, BMP3), automatically disables BIS arty computer [!]Attention!! signs and server keys are changed [!]Minor UI fixes [-]If distance to target is close to maximum range, elevation marker didn't work. [-]Sometimes target elavation didn't assumed in calculations. [-]Minor issues with 1.59 OA update. BalCa reloader [!]A2 version no more supported, here is reloader only for OA (CO) [-]RPT errors Download http://www.sendspace.com/file/roarqr