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columdrum

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Everything posted by columdrum

  1. I was refering to missions and islands mostly, you can't port a island if you used A2/OA content since that content just doesn't exist on A3. Obviously all the units, weapons and vehicles can be ported to A3 "easily"( we don't have tools yet, nor news about them :p). Argg, seems like i am always whining about something in this thread. Just wanna say that i am sure that you have all the support from the comunity to go ahead Kju
  2. columdrum

    Secret SimulWeather commands?

    Technically there was a changelog that stated that the wind it's really synced now on A3, not that i have tested it, but... if not at least they tried :P. The full non weather/Wind/daytime sync it a bit absurd and generates weird situations, dunno why they didn't something about it long ago.
  3. I Personally don't like the way AiA loads just all the A2/OA addons or none, i would like a more modular approach to it, just to rearrange the addons in a better way, something like "OA maps","OA units" ,.... that would allow for a better control and avoid loading some addons that just mess everything(EG: loading A2/OA UI.pbos messes a lot of classes, would be better to just create an A3 one that doesnt' mess with A3 but still keeps the needed for A2, if any are needed). If not separate addons(that can fuck up MP compatibility if people just loads some addons and not all), at least exclude those than are problematic config wise, i just don't trust so many config hijacking, but maybe that's just me To do that, if as you say you get the permision from BI i would either create new pbos and distribute them( legal shit involved), copy some on the A2/OA addons into new folders in A3 dir( that would double the space required if you have both A2 and A3 installed) or a last approach would be create the new folders, BUT don't copy the files, just symlink them, that way you can have the pbos better organized( as i said separated by UNITS; maps or whatever). So i will love the do the first option( do new pbos that doesn't need that much config workaround), the problem would be the distribution, i guess it would be possible distribute it as a DLC, and maybe ( dunno if that would be possible under steam) give this DLC for free to A2/OA owners and make a lite one for non owners( too keep MP compativility). I don't totally get if thats your intention, i just got confused on the "AiA/A3 Rearmed" statement(thats how you would call the new full DLC?), but i guess that was your proposition. If that's not posible i would preffer the symlink approach than the current one. Btw i am in, if the proyect needs help with anything EDIT: i just rereaded the first post and i kindda think i missread it at first i got confused with the "AiA/A3 Rearmed", if thats the name you would give to the new DLC that includes all A2 content adapted to A3, just ignore the whole post because that's just what i would love to have and nothing against it. I just thought Kju was speaking about including the actual AiA as a DLC, thing that i wouldn't like at all( i don't have anything agains AiA, its a tremendous and great config work, it's just i don't trust arma to do so much config rewriting).
  4. if you do it properly( including correct required addons,correct config inheritance and just modding the loadout) shouldn't be any problem on doing that. The only thing it's that those weapon/ammo won't have ACE configs, so damage calculation and some other minor things won't be 100% acurate
  5. Actions are executed locally, remove the !isServer condition
  6. I would say it's more like "Rust" Arma3 :P Nice mod :)
  7. Technically i think it is not officially out, but the same version that worked on alpha release... works on beta. But as i said i think its not a official release. Only thing you need is to be sure to update the CBA since there were some important fixes related to the name change.
  8. It's as easy to solve as check for shift+click on the map with a "onMapSingleClick" and block it if you don't have a gps ( "hasWeapon"). onMapSingleClick "if (_shift && (player hasWeapon 'ItemGPS')) then {false} else {true}" Edit: that would only block placing waypoints, if there is any placed you will still see it if you drop the GPS. The only way to totally remove that would be modiying the game UI config interface, as ACE does, or just assing a IDD to the resource so you can edit it latter by script.
  9. Since I44 needs CBA, you can use : https://dev-heaven.net/docs/cba/files/network/fnc_globalSay3d-sqf.html#CBA_fnc_globalSay3d [player, "Clicker2""] call CBA_fnc_globalSay3d; Obviously as you say, you can also do it by creating a custom PVEH but if you are using CBA itsn't needed. Didn't knew that I44 included the clicker sound, i created a similar ""script"" long ago just for this, we used it on some missions, it was really cool :P. I can share it if anyone wants it it included the clicker object( needed for the action) and the sound.
  10. There shouldn't be no problem on that(use the attachto command), but dunno, haven't tested it
  11. this thread its about SteamCMD: https://developer.valvesoftware.com/wiki/SteamCMD And "+app_update 107410 -beta development" its something you add to the commandline not steam_appid.txt O_o.
  12. Nice :), yeah i know Splashtop THD its way better, the only problem its that low-end mobile devices have hard times to keep up with full resolution streaming( for example i can't use it on my mobile, its just too laggy), and with Kainy thx to the rescaling, you can do it from almost any device. But on Kainy crashes a lot, has worse image quality... i just explained what i used sucesfully before, not that it was the best :P
  13. You can do it with Kainy ( http://www.kainy.com/) for a while, other thing the delay its not bad, i mean its playable, what isn't playable its to map the number of buttons arma3 needs on a touchscreen :P
  14. Final release(unless last ACE version breaks something): 2.0 final changelog: *Small general corrections(mostly messages not properly displaying). +Added a option to kick to the lobby to the players that run out of lifes. Download link: http://188.165.197.222/colum_revive_20f.rar Thx everyone for the support and feedback, hopefully soon i will get on an A3 port :P.
  15. Don't worry then, :P i think its gonna be late for the beta ^^, i hope there will be a way to test it if i already own RO2
  16. Anyone have another Beta key?, i know that the release it's soonb but i want to test it before buying it, i loved RO2, so i guess this one will be at least as good, but i need to check the maps because that's a big part of how good the game really is :)
  17. It's: "+app_update 107410 -beta development" Not: +app_update "107410 -beta development" and: "+app_update 107410 -beta" for stable branch. At least for me that works a lot better, and never fails to change between stable and development
  18. Nice to see UNS missions :). I just wanted ot clear 2 things: 1 Unsung traps its not needed, as far as i know those traps are already on the mod for a long time :S, 2 Also i recomend to load the @UNS_ACE_compact if you load UNS and ACE, it just fixes some minor issues that can happen.
  19. As it seems like the last ACE stable version its taking its time, i am gonna release the final version this weekend. It will just include some minor fixes and a new option to fully disable the spectator after totally death, if you disable it, the player without lives will be kick to the loby. As always any old config file are compatible with new revive versions. It's done that way so its easier to update old missions( if you use the addon version, you will never need to update your missions for this, just the addon :P) I don't fully understand what you are asking, but you can remove all the spectator and messages if you config it properly. I don't fully understand what you mean with "respawn normally" :P. If you only want the countdown, look at ACE PMR ( http://wiki.ace-mod.net/Wounding_System+notes , ace_wounds_prevtime = XXX) Sorry i took so long to answer but i haven't been arround for a while :(
  20. Yep and only the server should be able to execute them on non local objects, and for example createvehicle should be only be able to be executed on the server( maybe we should have a way to also make an execption with HC, but with the current implementation may be difficult), that would be a real security improvement, but also a great retro-compatibility impact, so any change like those should be always optional, since a lot of closed comunity servers doesn't need those new security features for anything.
  21. columdrum

    How to De-PBO Files

    In the "Common" folder. Btw i strongly recommend mikero tools for unpboing, by far the best and the only that its still getting updates and improvements :)
  22. Change exec to execVM (you are using sqf sintax) Change the script for this one: profit The main problem its that you were passing the object as it was( this exec ....) and then on the script you used it as it was an array ( _this select 0).
  23. I noticed that last release isn't correctly binarized and because of that the signatures are wrong, at least aren't working for me and i can't sing it without modifying the pbo, hope you can fix it :)
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