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roy86

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Everything posted by roy86

  1. So pumped, ACE3 announced. What was interesting was the wounding system featured in the teaser is visually similar to the new simple injury system in patrol ops 4. Main difference is PO4 is just click on body part to heal, no bandages etc... so I'll build support for ACE3 to give options around which system to use.
  2. Hi EvilJoven, Vehicle Restrictions will be a mission param (Default:Off) and injury/repair are outsourced to scripts to get around the use of specialised units. Custom version of Virtual Arsenal (aka. Armoury) will be included and Zeus + Headless Client are also included. There are also a few perks around how groups are managed. I'll tease at a later date. Soon is relative. My "soon" is sometime soon :p We've being testing the alpha, it is going really well and I'm revising some aspects to ensure good performance and experience. Cheers,
  3. roy86

    HAFM NH90 Helicopter

    Awesome work Aplion, It looks great and flies really well. Very useful. Thank you very much!
  4. #PatrolOps4 News Update Latest round of tests were completed successfully last week with great MP performance with >32 players. 1st Tier (Patrol) and 2nd Tier (Ops) generation all functioning correctly. Virtual Armoury for units is functioning correctly (maybe some more UI tweaks for aesthetics) Headless Client(s) support is fully functional and delivers considerable performance boosts (just need tweaking on load balancing between multiple HCs). There is no media from the tests however any updates I'll post here: https://twitter.com/Roy86Au Cheers,
  5. roy86

    Hafm nh90 wip

    You are a champ for being so community minded. It looks awesome Aplion, I look forward to flying it and getting an ADF version textured ;)
  6. I don't think you've calculated properly as that equation has been functioning properly for years. I just checked and when graphed, it should look like this: _b = μ*(ABS(LOG((μ/2)/64)))
  7. Update: Closed Testing of PO4 has begun :o If the videos/pics are good, I'll post them up.
  8. That looks awesome Silola. A great feature that is much appreciated.
  9. Legend! Thank you and the team.
  10. Lol not a problem and thank you too. Cheers,
  11. You are adding it incorrectly to the units. You don't need a "Fired" event handler as the script is adding one for you. Assuming you have added the script I wrote above to "protection.sqf" then this should be your code. { _x execVM "protection.sqf"; } foreach allunits; Then in the script, change "_vehicle" to "_this" and it should work. Cheers,
  12. Your calling a PO3 function (PO3_fnc_log) outside of the Patrol Ops mission. It will not work as the game has no idea what "PO3_fnc_xxxx" commands are outside the mission framework that PO3 was built on. Use the script I posted above as it has all PO3 functions removed for your pleasure ;) and should work with any object that shoots.
  13. Its just a little event handler that gets added to the vehicle you are in/get in. Just apply the code to what ever vehicle/unit/player. from fnc\eventhandlers\fn_setFiredEH.sqf (with some slight recent optimisation and removed patrol ops dependency) [color="#FF8040"]ENABLE_PROTECTION [color="#8B3E2F"][b]=[/b][/color] [color="#000000"]true[/color][color="#8B3E2F"][b];[/b][/color] ZONEMARKERS [color="#8B3E2F"][b]=[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"respawn_west"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"respawn_east"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"respawn_guerrila"[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_ehF[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#1874CD"]_vehicle[/color] [color="#191970"][b]addEventHandler[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"Fired"[/color][color="#8B3E2F"][b],[/b][/color][color="#8B3E2F"][b]{[/b][/color] [color="#191970"][b]if[/b][/color][color="#8B3E2F"][b]([/b][/color]ENABLE_PROTECTION[color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]then[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#1874CD"]_p[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#000000"]_this[/color] [color="#191970"][b]select[/b][/color] [color="#FF0000"]6[/color][color="#8B3E2F"][b];[/b][/color] [color="#006400"][i]// If player fires within restricted area[/i][/color] [color="#191970"][b]if[/b][/color][color="#8B3E2F"][b]([/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#1874CD"]_p[/color] [color="#191970"][b]distance[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#191970"][b]getMarkerPos[/b][/color] [color="#000000"]_x[/color][color="#8B3E2F"][b])[/b][/color] [color="#8B3E2F"][b]<[/b][/color] [color="#FF0000"]500[/color] [color="#8B3E2F"][b]}[/b][/color] [color="#191970"][b]count[/b][/color] ZONEMARKERS [color="#8B3E2F"][b]>[/b][/color] [color="#FF0000"]0[/color] [color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]then[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#191970"][b]hintC[/b][/color] [color="#7A7A7A"]"YOU ARE FIRING IN BASE"[/color][color="#8B3E2F"][b];[/b][/color] [color="#191970"][b]deleteVehicle[/b][/color] [color="#1874CD"]_p[/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color][color="#191970"][b]else[/b][/color][color="#8B3E2F"][b]{[/b][/color] [color="#006400"][i]// If projectile enters restricted area after being fired from outside the zone[/i][/color] [color="#1874CD"]_p[/color] [color="#191970"][b]spawn[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#191970"][b]waitUntil[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#191970"][b]if[/b][/color][color="#8B3E2F"][b]([/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#000000"]_this[/color] [color="#191970"][b]distance[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#191970"][b]getMarkerPos[/b][/color] [color="#000000"]_x[/color][color="#8B3E2F"][b])[/b][/color] [color="#8B3E2F"][b]<[/b][/color] [color="#FF0000"]500[/color] [color="#8B3E2F"][b]}[/b][/color] [color="#191970"][b]count[/b][/color] ZONEMARKERS [color="#8B3E2F"][b]>[/b][/color] [color="#FF0000"]0[/color] [color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]then[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#191970"][b]hintC[/b][/color] [color="#7A7A7A"]"YOU ARE FIRING INTO BASE"[/color][color="#8B3E2F"][b];[/b][/color] [color="#191970"][b]deleteVehicle[/b][/color] [color="#000000"]_this[/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#191970"][b]if[/b][/color][color="#8B3E2F"][b]([/b][/color] [color="#191970"][b]isNull[/b][/color] [color="#000000"]_this[/color] [color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]exitWith[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#000000"]true[/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#000000"]false[/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color][/color] Made with KK's SQF to BBCode Converter I love the community here. I'm flat out with work and its hard for me to attend to all these questions. I'd just like to say a BIG thank you to those who have been answering questions and giving good advise to people who enjoy Patrol Operations. It means a lot to have a great community supporting this. Update: Progress with PO4 is a little slow atm but I will not let you down. I'll have a sneak peak video of the new Loadout editor soon ;)
  14. There are a couple of scripts I modified (with permission) that introduced the restrictions. You will have to do a compare between the old/new versions of VAS and manually add those scripts back in. Cheers,
  15. Add this into the mission: http://forums.bistudio.com/showthread.php?180774-Bon-s-Infantry-Recruitment-Redux I have my own system in PO4 but that feature is not ready for release as standalone. At the time that system was written, there were no fixed wing aircraft in A3 so it doesn't run. Air combat is a feature in the next version. Cheers,
  16. Placing down the HLC unit used to be all thats needed but with the recent changes to HC, this is getting an overhaul for PO4. The attachments and magazines at this time can only be restricted globally without major re-coding. The new version has taken this into account. I'm preparing a video to show off the new Armoury. My priority is PO4 due to reasons posted earlier in the thread. PO3 shouldn't be broken, however internally at OCB it has received some small updates with each A3 patch. Cheers,
  17. roy86

    X-Cam prototype map

    Those latest shots look perfect Silola, very well detailed, well laid out and they absolutely amazing. You're a tease!! Really looking forward to map and X-cam release.
  18. Yep, PO3 development was rushed and I was never happy with it, so I'm doing a complete new build after discovering my old notes on the original scope plus all the feedback I've received has helped me prioritise features and balance things taking into account features, mod support and different maps. RL however keeps me very busy and developing missions/mods does not pay my bills. Any ETA for PO4 is very hard to accurately predict so all I will say is soon... :) cheers,
  19. I agree. This was in PO2 however I never got a round to it in PO3. I will hint that intel is one feature of PO4 to assist mission progress.
  20. roy86

    Rotating helicopters

    That's the torque effect of the engine turning the main rotor, causing the fuselage to rotate in the opposite direction. You need to counter this by applying the rudder proportionally in the opposite direction. This is not such a problem in the Taru and Huron that have two main rotors which counteract each other. Recommend reading the below. It covers the main principles of the effects of torque. http://www.copters.com/aero/torque.html
  21. roy86

    X-Cam prototype map

    You are the biggest tease Silola. All these shots look amazing. We all are eagerly waiting for the release.
  22. 3.2 was never officially released, it was only available on OCB servers which I'm sure some communities have re-hosted. Official links for 3.1 are in the first post of this thread ;)
  23. you may have a bit of a wait, I'm not at the stage of organised full scale MP testing yet let alone language translations.
  24. Next version will be released sometime after MANW. Sneak Peeks will be posted once I'm happy the feature is complete and tested. Some features will be released as stand alone as well, for use in others missions. Cheers,
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