columdrum
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Everything posted by columdrum
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Revive script for ACE2 Wounding system [V1.5]
columdrum replied to columdrum's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Done, helis can be now by side, and you can enable its respawn ( respawn time configurable) Fun fact, from the first version there have been a module version of this script, and we are actually using it, but i never ended the integration with advanced modules(see my signature) that i wanted before public release. About the integration with ACE, i doubt it, i think that this script its a bit outside of the ACE's Goals and Scope, but i can release it as an additional addon anyways. Wow, nice to know, i never tought someone would use it with that settings :P About the next release, its almost finished for like a month or so, but i never got the time to end with the documentation of the new features and testing it :P -
Yep, i also had some isues but i tought it could be an addon conflict since we were trying with too many addons on. And i havent tested it with ace alone to confirm that is a real issue. Btw the harrier(AV-8) GBUs are working just fine for me, thats why i though it was a addon compact, but if it happens to more people it may be a real bug :S. Also the last change i know, was that the bomb need to have visual with the laser.
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Hell in the Pacific MOD
columdrum replied to mr pedersen's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
nice! i already have the 30th of this month marked red on my calendar ;) -
Revive script for ACE2 Wounding system [V1.5]
columdrum replied to columdrum's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I amd doing some changes on the medevac right now(now its fully PvP compatible, since each side can have their medevac), but no, i have never seem the issues you describe. The teleporting thing i may know what caused that, when the chopper lands at base, after a few seconds if the chopper lands too far from the initial point it gets teleported to the right position, since the AI sometimes landed on silly places and i thought it was better having a 1 second unrealistic teleport than a weirdly landed chopper at base :P. Also on lastest versions(meaning for example the current public release) the choopper should land without the smoke, but if you don't throw green smoke the chooper considers it a hot extraction so it just keeps hovering, while if you launch green smoke it totally lands and stops it's engine. Still you should have the return to base option in both cases. I will investigate what could be failing there, thx for the report. As its taking me longer than I spected, to end this final release, i may post a beta release soon so the final release could be as much bug free as posible. As i said i am thinking on implementing this last wave of features and leave this script till arma3/ACE3, but i will still always fix any bug that could appear with ACE or arma updates. Edit: it would help if you send me a way to reproduce those issues unless they where totally random, as i haven't been able to reproduce them -
Clafghan Map 20x20 Beta Release
columdrum replied to minimalaco's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Looking really nice robster, hope you can finally release the next version of the map soon :) -
Revive script for ACE2 Wounding system [V1.5]
columdrum replied to columdrum's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yep Harzach it's right, be aware that last ace version allows you to apply morphine and epi even if the wounded soldier doesn't need it ( Overdoses!) , so read carefully what the soldier needs on the top right corner description after hitting examine( bleeding= bandage, pain = morphine, unconscious= ephi). If you still have troubles to revive after that, you may have a addon/script conflict somewhere( all players are running same addons and versions?) :S Weird maybe there have been changes on the spectator script on lastest ace versions, i will check it and fix if needed on the next version( soon TM :P) -
Revive script for ACE2 Wounding system [V1.5]
columdrum replied to columdrum's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
When you are in the helo you should get an option on your mouse wheel menu to return to base. And the helo if doesnt see the green smoke( you should throw it BEFORE he arrives) it considers a hot extraction point and just hovers like 1m above ground, but you should be able to get in. If it sees the smoke, it will completelly land there. Btw i m still thinking on releasing a final version, it just that i never get in the mood to end it :) -
Revive script for ACE2 Wounding system [V1.5]
columdrum replied to columdrum's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
We usually play with the "only medics can use morphine and ephi" module, so if your medic its down you are f** unless you call a medevac and return to base(normally we have an AI medic there). Allowing access to the ruck/gear of unconcious units would need workarounds i dont want to add( because future ACE updates may broke them), so you may just post that suggestion on the ACE tracker, they may implement it for you :), seems a good suggestion since can be useful not only for this issue but also for a lot of other situations(btw are you sure about that? have you tried the ACE interaction key -->acces ruck option? i don't know if unconscious players really need to accept). On other news, i im trying to release a final version of the script(meaning that from that point i will only release bugfix releases if any bug comes out) next week but i can't give an exact date yet. So if you have any suggestions about something that can be improved it may be your last chance :P -
Advanced editor modules
columdrum replied to columdrum's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Never thought about that one. The problem there its that i forced that field to be a number, so if you write anything else it turns to 0, same goes for the array input fields, is just an way to avoid people to enter wrong values. But its true that you could always enter expresions instead of numbers, so i will take that on account when i release the addon update -
Revive script for ACE2 Wounding system [V1.5]
columdrum replied to columdrum's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
LOL totally true, in PvP we always use human pilots so we never had that issue. I will release a update soon fixing that :P -
Esbekistan Map v.1.0 20x20
columdrum replied to Greenberet40's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Great work GreenBeret, i'm glad you finally finished the map :D ------- --- --------------- ------------- ------------ Ya te pasaras algún dia a pegar unos tiros con nosotros en el :P. -
Grafic Glitch 1.62
columdrum replied to Nephris's topic in IRON FRONT: LIBERATION 1944 - TROUBLESHOOTING
Happens to everybody btw, and it's more like orange not yellow :D https://dev-heaven.net/issues/38096 -
Advanced editor modules
columdrum replied to columdrum's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thx will look into that for the next update (probably next month), i will try to make it look nicer on bigger UI sizes. I think that i may forgotten to use UI safe zones somewhere :S Im afraid that ACM and specops and others that havent options enabled with this addon, are configured by functions or init lines on the players and things like that, and that would need major and specific changes, that wont be usefull for future modules would be just for those modules. The main goal of this addon was never add support to the BIS modules or any other existing modules, main goal have been always just offer addon makers a easy way to offer mission makers configuration for their modules in a user friendly way. Said that... i may consider implementing that on future versions, but will be never the main goal ;) -
A.C.R.E - Advanced Combat Radio Environment - 1.4 Stable - Release Thread
columdrum replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
There is no oficial API function to do it but you can use: isNil "acre_sys_io_pipeHandle" Will return true if Arma its not connected to the TS, false if connected. But as you say its no way to know the TS server or any other info acre_sys_core_ts3id != -1 Same as avobe but note that once it gets connected for the first time you would get an ts3id and would be still !=-1 if the player disconnects/closes TS. As any "non API coding" this can change on any future version of ACRE, so use as your own risk :P. What? what does it have to do use six updater with beta? O_o as Heaney said six updater its the best way to get the lastest jayarmalib' date=' same goes to any other mod. Doesnt matter what version/beta or whatever. Lastest version of jayarmalib( 1.4 v2) uses the new command [b']callextension[/b] instead the dsound.dll hack to connect arma2 and TS. So it needs 1.62 version to work( or also 1.61 betas that had callextension included). To have both old version of jayarmalib and new one, six updater renamed to @jayarmalib_new the 1.4 version that used the new command and left the older version that used the dsound.dll as @jayarmalib. So to make it simple you need lastest jayarmalib, may be called @jayarmalib (lastest ACRE version), or @jayarmalib_new (six updater), but the important thing its that its the version that uses the new command and not the old hacky dsound.dll method. So just get the version of @jayarmalib that doesnt include a dsound.dll and that has a jayarma2extension.dll inside it and you will be fine. -
A.C.R.E - Advanced Combat Radio Environment - 1.4 Stable - Release Thread
columdrum replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
http://forums.bistudio.com/showthread.php?133891-A-C-R-E-Advanced-Combat-Radio-Environment-1-4-Stable-Release-Thread&p=2186627&viewfull=1#post2186627 or add b_client_ignore_antiflood to your server group permisions Any version of ACRE works with 1.62, you only need the lastest jayarmalib and, if you still have it on your arma folder, delete the dsound.dll(you wont need it anymore) -
ShackTac ACRE Volume Control
columdrum replied to dslyecxi's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Really nice addon :D -
Revive script for ACE2 Wounding system [V1.5]
columdrum replied to columdrum's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
They would respawn in the first spawn point you defined, that should be the base( or where you put "respawn_marker" marker), but without waiting the timer. So if you dont mind that, leave Colum_revive_RespawnButtonPunish=false;. -
Revive script for ACE2 Wounding system [V1.5]
columdrum replied to columdrum's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Place a marker called respawn_marker where you want the respawn point and use this settings(note, yellow = comments ¬¬): //infinite lifes Colum_revive_Conf_Lifes= 1000; //120 uncons time ace_wounds_prevtime = 120; //enable respawn Colum_revive_Respawn=true; //not really needed because its not shown Colum_revive_RespawnButton_text = ["respawn"]; //name of the marker Colum_revive_RespawnMarkers= ["respawn_marker"]; //200 seconds to show the respawn buttons, so they will never be shown ace_sys_spectator_RevShowButtonTime = 200; Note, players would be able to exploit(instant respawn) the timer by using game respawn(esc menu) button, so you may want to penalize that by enabling: Colum_revive_RespawnButtonPunish=true; But that would make the one that uses the respawn button out of the game forever ;) so warn the players about that if you enable that setting. Also note that the infinite settings its still not finished so under some circustances the lifes may start to go down( not really important due that its almost imposible to use 1000 lifes :P) -
Revive script for ACE2 Wounding system [V1.5]
columdrum replied to columdrum's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
New bugfix release 1.9.5 Changelog: *Fixed some remaining spectator issues Download: http://www.mediafire.com/?1w5o8wssop4xpcl As always the older config files are compatible :) The last release didn't include all the fixes, sorry, this is just a minor release that fixes some spectator issues , last minute changes are never good ;). Also add that this is the last release before 2.0 that its going to be the final version of the revive, at least until arma3 or if any major bug comes out. Yeah i think on 1.8 and some previous versions included a spectator workaround that i removed from 1.8.x and above thinking that it was fixed, but seems that it wasnt the case. New version includes a similiar workarround so it should be fixed ;) -
Revive script for ACE2 Wounding system [V1.5]
columdrum replied to columdrum's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
New bugfix release 1.9.4. Changelog: +Added a new config option, enabled by default, that adds extra time if you are near medical vehicles/facilities. That should make medevacs easier if made on a medical vehicle ;) *Fixed, you should no longer get stuck on spectator under any circustances. *Some other minor fixes and optimizations. Download: http://www.mediafire.com/?z7eijkjz57nj17c As always the older config files are compatible :) Should be fixed on lastest version Edit: ops, corrected download link -
Revive script for ACE2 Wounding system [V1.5]
columdrum replied to columdrum's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
i know what you mean, it happens when you respawn just when the spectator its starting. Its a "bug" on the spectator script and i cannot fix it( or at least i think its not possible, would investigate anyways). As i said the respawn button on the "esc menu" should never be used, and if used, never do in the midle of an action(passing out, starting spectator,....), wait some seconds before hit it, that its why the respawn button its not recomended, most scripts doesnt spect it to be hit on the midle of the execution and can bug everything. I dont understand why would yo need to hit it... just show the respawn button sooner if you want to allow fast respawn. I am working on a new option to show the respawn buttons on different timers, for example you will be able to show 1 button just when you die, next past 40 seconds and another past 60.... that would make the game respawn button useless, because the only use that i can think to use it its to force first respawn point if you dont wait for the respawn buttons. -
Combat Medical System
columdrum replied to raptor 6 actual's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Sounds terrific, thats system would be perfect from my point of view. Even if the timer its not realistic, the main problem of the wound systems its that usually or the soldier its ok, a bit wounded( need small heal), or death, and there is no intermediate state( for example on ACE wounding , yes you can be really injured and black out... but you will be death 99% of times because you will die before any medic reach you). Right now we usually play with ACE wounding + only medics can use morphine + my revive(only 1 life, no respawn). All that makes the medic really important, also causes some situations where you need to evacuate wounded people... But your system would be even better. I dont have much time right now, and the time i have i usually work on other projects (mainly some scritps and UNS mod). Once i finish those projects i would be really pleased to help you out :D -
Revive script for ACE2 Wounding system [V1.5]
columdrum replied to columdrum's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
New bugfix release 1.9.3. Changelog: *Fixed respawn buttons not shown after first respawn if spectator was enabled. Download: http://www.mediafire.com/?7sber3f1b5r7yk7 As always the older config files are compatible :) Edit: forgot to mention, but thx for the feedback, we usually always use the same settings, so this kind of bugs are hard to find ;) -
Revive script for ACE2 Wounding system [V1.5]
columdrum replied to columdrum's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Confirmed its broken after first respawn, maybe some of the last changes broke that :S. I will fix it ASAP It only removes from the group the death players, dunno if that could cause the STHUD to fail O_o NOTE: when you run out of time the timer sets to 1000 for 10 seconds and then autorespawns(if not revived on those 10 extra seconds) if you have lifes left, thats a workaround for low fps situations, to allow people that its about to run out of time to be revived -
Revive script for ACE2 Wounding system [V1.5]
columdrum replied to columdrum's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
when you say stuck on spectator, you mean with countdown?(if no coundown it means that you have no lifes left). Be sure of setting the "Colum_revive_Conf_Lifes" to the number you want :). Also, you should never use the escape--> respawn option (it would allow exploiting thats why its penalized with -1 life), if you want to allow fast respawn, just lower the time to show button(ace_sys_spectator_RevShowButtonTime). If nothing of this solves it, just send me your mission or just the revive config file you are using so i can see whats wrong there.