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columdrum

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Everything posted by columdrum

  1. You can set Uns_Radio_enabled = true or false to enable or disable the radio, but only on mission init. Once its initialiced changing that would do nothing. As a workaround, you can enable or disable the radio sound by modifiying the sound range: Uns_radio_MaxDistance=-1 Note that that would stop playing all the radio sounds, but not stop the ones that are already beeing played. Also note that this variable its local to each player, so you may need to broadcast it if you want a global efFect on MP. To enable: Uns_radio_MaxDistance=900; You can change the 900 by another value(900 its default), the value means the maximun distance from the player to the transmiter to make the sound really play. E.G. if you are 1km away from a unit with a radio, that sound won't start playing, so if you get teleported to the unit you won't hear that comm( the calculation its made at the start of the track), but if you are 800m away when the audio track starts, wen you get near the transmiter( unit, vehicle or whatever) you will hear it. The tracks have a variable leght and are played at random intervals, i think that the default 900m its the best setting but you may want to know what that number meant :P It's a workaround but may do what you wanted, maybe for future release we can add a function that really stops all the sounds instandly ;)
  2. To be precise the unit need to have a "UNS_ItemRadio" on their inventory. Or if other unit of your squad have it and you are the leader you can also go to that unit and you will have the option available :). (obviusly you need to have placed the support module, and config it for the side you want under the module "advanced options")
  3. columdrum

    3rd person view and difficulty levels

    No offense, but since you can change the difficulty options as you want, the pool its kinda pointles, you can make 3rd person enabled or disable don each difficulty as you want ^^
  4. Firt of all a bit of background: After years of been part of this comunity i have always noticed that there is a bit gap between some mission makers and scripters/addon makers. Obviously the perfect situation would be that someone that edits a mision knows about everything else in the game(scripting/config/addons) so they can do anything they want and do it the best way it can be done. To fill this gap i already posted some suggestion that i would love to see implemented on arma3, that would allow script/addon makers make their work abvaliable to mission makers on a more user friendly way: http://forums.bistudio.com/showthread.php?125819-ArmA-3-Community-wishes-amp-ideas-NO-DISCUSSION&p=2054977#post2054977 But some weeks ago i just thought to myself: "why would i need to wait for arma3 if i can do it myself, it may be possible to do on arma2", so i started this just as a proof of concept and before i noticed it i had it working, so thats why i am creating this post ;). Maybe its not everything i wanted but its something ;) Info about the addon itself: "Advanced modules" its just a small editor GUI modification that adds the ability to easy configure extra parameters on editor modules. As most of the modules that are out there weren't thought with this addon in mind, there isn't many configurable options on most of the released modules, still this addon its able to configure all the default BIS modules that are documenten con the wiki. But the true potential of this addon would be modules created with this configuration method in mind. Right now the features are: -For mission makers: Easy configure all the parameters of BIS modules without needing to constantly search on the wiki. Also added options to 2 ACE modules( air refueling and EASA) In the future i will add any other addon/module that its documented, or addon makers could do themselves ;) (UNS 2.5 will include at least one of those :) ) -For addon makers: You can easy create mision editor modules with configurable parameters. Also for advanced addon makers, you can create your own custom configuration dialog(i have planned to add some API funtions to make it easier on the future) Small video from the mission editor point of view: edit: seems that the audio didnt make it. If i have time i will create another one For addon makers here a small example of the config of a configurable parameteres for and addon(spoiler fucks up indentation :P but its to long): To access to the values, on your init script just use : _this getvariable "variablename"; //Note _this must be the logic object, and variablename its the configured "ParamVarName" of each parameter I will expand the documentation a bit when i have some free time Download link: http://www.mediafire.com/?8z9qubhdd6a5ccm http://www.armaholic.com/page.php?id=17429 No signatures included since it's only needed for editing, but i may include them on the next release(well if people really like the idea obviously :P).
  5. columdrum

    Advanced editor modules

    Since the idea got implemented on A3(dunno if it was because of my suggestion or just because it was planed) i decided to discontinue this addon, if anyone whats to keep improving it for A2/A3, feel free to do so, after all, it have always been just a proof of concept of what i would like to see on arma3 :)
  6. columdrum

    Supporter Edition - Steam activation key

    Yep same here, seems like the bistore its also in alpha state :P. I have send a email to the support service, y guess you should do the same and wait :(
  7. Seem we finally have a release time, there its a countdown at bistore, 22h 30 min remainig ^^. Edit, nvm MadDogX already posted it xD
  8. http://188.165.197.222/RepositorioAddonSycn/@UNS/addons/uns_ace_compact.pbo.7z That's the ACE patch i made long ago, it was on the old armanam website
  9. Thx a lot, a lot of servers admins where waiting for that confirmation :), will be a great workaround while we wait for dedicated server binaries
  10. Its a known issue and as most of the config errors will be already fixed on the next release, and i even released a patch for that( it also added more acurate weights to the weapons and mags) it was on the old armanam forum, i will post it here latter(not in my PC right now).
  11. columdrum

    Arma 3 plans for 2013

  12. columdrum

    Arma 3 plans for 2013

    Stupid fast question, the alpha has dedicated server without needing steam or you must buy another copy for the dedicated?
  13. columdrum

    Another IED script

    Yes, its compatible with anything, since it just uses default arma stuff. The only requirement its CBA( that if you are using ACE, you must already have it) Thx for the mirror, i was wondering why suddenly this old post was upped, i just noticed it was on armaholic :P
  14. Well there are a lot of IED scripts around, i had done this one long ago, but now i got time to translate it to english so here it is. Features: 1- Fully configurable IED, radius, power, side, .... And you can use it on any object/vehicle/unit, even moving ones. 2- Wire cutting mini-game to disarm the bomb. 3- Frequency scanner( IED detector) and frequency inhibitor. Requires: @CBA Download(script + example mission): http://www.mediafire.com/?a4z8f7if4asdo4f (i will post more links later) http://www.armaholic.com/page.php?id=18638 How to include in your mission: 1- Copy the scripts folder into your mission. 2- Add(or create) to your description.ext this 2 lines: *This line could go anywhere, for example at the end of the descrition: #include "Scripts\IED\Bomba_Dialog.hpp" *This line MUST go inside the cfgsounds definition, if you haven't cfgsound defined on your descrition add this: class CfgSounds { sounds[] = {}; #include "Scripts\IED\Bomba_Sonidos.hpp" }; (if you have already defined cfgsounds, just add the "include" line into your cfgsounds. 3- Add this line to the IED obj: x= [this,70,50,30,2,false,1,3] execVM "scripts\IED\InitIED.sqf"; Parameters: 1- IED ob 2- chance of being IED . 100 always IED, 0 ¿¿never?? xDD 3- Dificulty to disarm the bomb. 100 easy, 0 imposible 4- Activation radius. If x(parameter 7) soldiers or a vehicle are closer than this meters, the IED explodes 5 - Explosive power, from 1 to 7 6 - Always show the IED action even if it is not an IED. If false only the active IEDs will show the action to interact. 7 - Max number of soldiers that can come close to the IED before explode. For example if 1, only 1 soldier can go near the IED, if 2 or more are too close it will detonate. 8 - Random time delay for IED explosion. 9 - Side who activate the IEDs, default its west. Posible values: 'west', 'east', 'resistance', 'civilian' 10- Terrorist. Must be the name of an existing unit. The IED will only detonate if the terrorist its alive. Example: x= [this,50,30,50,2,false,1,5] execVM "scripts\IED\InitIED.sqf"; 50% of being an IED, 30% chance of being disabled*,activation radius 50m, power 2(small), if not IED it won't show any action, if more than one soldier or a vehicle comes close to the IED it will detonate in 0-5 seconds. other ex: x= [this,70,50,30,1,true,2,1] execVM "scripts\IED\InitIED.sqf"; 70% of being an IED, 50% chance of being disabled*,activation radius 30m, minimum power(1), always shows the action even if not active, if more than 2 soldier or a vehicle comes close to the IED it will detonate in 0-1 seconds. * Note: It still depends on the reflexes of the guy who is disabling the IED, that is just a orientative value.
  15. columdrum

    Advanced editor modules

    Its editor only side :P. I mean you only need it while editing once done, you dont need to have it nor in server nor in the client ^^
  16. That have been always happening, unconscious players were always able to speak, but they dont hear anything, that isnt anything new :S. And as far as i know unless you modify ACRE yourself or wait for the a new versión, you can't do much about that ^^
  17. Yes, the mission needs to be escecially made to work with a HC, the only advantage of that new feature its that the HC would auto join on that slot so you dont need to move it around, also noone can take its slot. And no there is no magic way to implement it, you cant just setowner randomly since waypoints and other info would be lost. But it isn't that hard to just modify some spawn script to work on HC instead of server side.
  18. columdrum

    Advanced editor modules

    All the ones that are configured via setvariable on the module init are suppoted... that includes the UAV, and some others( see them here https://community.bistudio.com/wiki/Category:ArmA_2:_Editor_Modules). The main problem with the ambient combat and secop modules its that, as i already stated before, they are configured on a total different way. Thats why those are two of the few that aren't supported right now, but if i have some extra time i will make some workaround for them.
  19. columdrum

    Advanced editor modules

    Small update, i added some more parameters that where missing and also removed the limitation of some fields, now you can enter statements not limited to numbers like before as DMarkwick suggested. Download link: http://www.mediafire.com/?8z9qubhdd6a5ccm Still need some fixes so it can be used on all dialog sizes, i hope i can fix that on the future.
  20. This one, i hope, will be the final release. 2.0rc2 changelog: *Small spectator related bugfixes. *Some parameters wheren't correctly read from the init field on the addon version. +Added addon version documentation +Added rusian translation to the addon version ( thx to =A2SM= Vladd) Download link: http://www.mediafire.com/?9fya3n0x0094105 If you find any other issue please report it. I also accept translations for the addon version to any of the languages supported by arma. The script version its also easily translatable if you edit the "revive\Data\language.sqf" file, but would be a bit messy to include them on the release so you can also share your own translated version of this file and i will include then on the first post.
  21. Alt+tab shouldn't afect the script at all, still dunno why that could have happened. About the other errors, even with spectator disabled its working perfectly for me, both with spectator disabled or enabled. Y can't repro the issue. I would need more info like what addons are you loading including wich ACE version are you using(only 1.13 stable and dev one, the one on six updater, are supported), and maybe also the mission you reproed it. I have been checking everything and even found some minor unrelated bugs, so i am going to release a hotfix soon(1-4 days), and i will try to add some basic documentation and an example mission for the addon version.
  22. Here you have a Release candidate for the 2.0, i am only missing the documentation. I had this finished like a month ago and i never get the time to finish the documentation, so i am going to make a release so you guys can test it while i finish the documentation. Please use the advanced modules addon( only required to load it for editing the mission) for now, as it includes ingame documentation that can help you. The only module that needs syncronization its the medevac one, sincronice with it any IA medic or heli that you want. Apart from that the addon version its pretty much undocumented :( till i have some free time to finish it. I have also done some additions and improvements on the script version. Download (includes addon and script version): http://www.mediafire.com/?3188njseu589vrn 2.0 rc1 changelog: * Optimized all the login sequence, by the use of the new publicVariableServer/client * Fixed respawn buttons, should work on any ACE version. + New option that enables saving each X time. + New option that allows to save backpack data. I forgot to document the waverespawn but yes, the [0,0] disables it. Colum_revive_RespawnOffset all those are Z coordinates corresponding to each spawn point. For example if you have 2 respawn defined: Colum_revive_RespawnOffset= [Z1,Z2]; Z1 its the height of the first spawn point and Z2 the height of the second spawn point. The x, y are already defined by the markers. Its just spanish, same as other variable names :P. I tried to keep most of comments in english, but i left some variable/function names in spanish ^^. Mobile respawn aren't on the TODO of this revive script. You can already achieve it by creating a script that just moves a marker attached to a vehicle. Also on this last release you can add unitnames instead of markernames as respawn locations, e.g.: Colum_revive_RespawnMarkers= ["respawn1_marker", "respawn2_marker", YOUR_MOVILE_RESPAWN, "respawn4_marker", "respawn5_marker"]; And call your movile respawn unit YOUR_MOVILE_RESPAWN. Note that marker names are quoted and object respawns aren't. Its a bit late for sugestions since 2.0 this it's going to be the last release, so i hope thats enough for you. Obviously that line its just and example you can define any number of respawn points and mix as many objects and markers as you want ;). e.g.: Colum_revive_RespawnMarkers= [YOUR_MOVILE_RESPAWN];
  23. columdrum

    ACE for OA 1.13

    As some other medical stuff the IV bags are useless right now :P. And the nuke, yes it was removed long ago.
  24. Confirmed there have been some changes in the spectator dialog on @ACE Build 577 that fucked up the buttons but i forgot fo fix them also without spectator active. I suppose that i will release a quick hotfix for that, maybe next week. Or maybe i just wait till the full 2.0 final release, will see
  25. And here it its a release 1.9.8: Download: http://www.mediafire.com/?czxlz8b7fbxejan <> Changelog 1.9.8: * Fixed various bugs on medevac scripts * Fixed respawn buttons not working correctly on @ACE Build 577 or above(just a visual annoyance, if you had more than 4 respawn points) + Both AI medics and medevacs can be asigned to a side, so now its totally PvP compatible + Added a new option to enable medevac heli respawn, respawn timer configurable. + Added wave respawn(experimental), the results should be similar to what you get with games like the old battlefield's games. Instead off based on the time of player death there is respawn each X time. + You can enable mission ending if everybody on X side its death or unconscious. Also you can enable a option to kill players/force respawn if there is no way he can be revived( no other alive player IE) I pushed this instead of 2.0 final because it was taking too long. I still hope to release the final version + module/addon version this month, so please if you find any bug report it ASAP ^^. Also the documentation right now its a bit WIP. I will try to improve it on the final release ;). The only missing feature its the new option that will allow to improve user-data saving, right now it only saves it on user disconnect, but because of this bug https://dev-heaven.net/issues/35827 (btw this would also help not only me but a lot of other persistance scripts: https://dev-heaven.net/issues/39421) its not totally reallyable under heavy server load. Final version will have an option to save the data on a configurable interval, and will store backpack contents. It would be only for JIP, so it will be stored on server variables( no database) just as the current implementation, and since it will increase the trafic a bit, it will be just a configurable option ;). Besides that and the module version i don't have much more to do with this addon/script. Hope that you like all the new features :P Its already fixed.
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