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columdrum

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Posts posted by columdrum


  1. Thx for script !

    It would be very cool if this is absolutely useful scripts would be an option for preservation of equipment after the revival. I mean, just under the ACE equipment when a player can be the gun in first slot, a grenade launcher in the second and a backpack with contents behind.

    That there was an opportunity to save his player outfit, if it is revived without a medic at the point of revival.

    it would be a script of my dreams and I think not only mine)

    Thanks in advance.

    EDITED: Forget what i wrote, you should always preserve your equipement(all, on back weaon, backpack wih contents and everithing else), except if you use the game respawn button... but you shouldn't never use it , just wait for the respawn buttons to appear(if enabled obviously). So or i have understood you wrong or what you request it's already implemented :S, ¿Or you are suggesting to make it optional?

    If that is the case i will try to implement something to penalize the use of the "game respawn button" or to preserve the equipement even when you use that button :P. If you lose the equipement without using the respawn button, post or PM me the repro steps and i will try to fix it.


  2. Hello.

    I've read the "feature" stuff on the ace website, searched the issue system and also searched the BIS forums for info on CPR.

    CPR is not documented as good as the rest of the wound system.

    I'm trying to figure out the priorities of the whole system and have made this list. Please comment and discuss if you have any information!

    1- CPR if unconscious and you can't do anything else.

    2- Stop the bleeding if any. (Bandage)

    3- Get the blood flowing if unconscious. (Epinephrine)

    4- Stop the pain if any. (Morphine)

    5- Heal (First aid by a medic with a Medkit (partial) or at a medical facility (full))

    CPR right now it's only usefull if you are using the revive feature( ace_wounds_prevtime = 600; http://ace.dev-heaven.net/wagn/Wounding_System+notes). If you enable it, instead of die you will put unconscious and a countdown will start, the CPR increases that counter so the wounded player can stay alive longer and gives more time to the medic to heal the wounded.


  3. Ive installed RTE but I get no @RTEditor Folder...Dunno what to do about that...

    You have UAC enabled and you are having problems with permisions 100%

    sure... so , or execute the instaler as admin or download the zipped

    version instead of the autoinstaler:

    http://rte.jonasscholz.de/files/RTE.1.56.523.523.533.532.7z

    And place each file where they should, in your case just copy the

    ION_RTE.pbo and ION_RTE_Dta.pbo that are in arma II folder inside the

    zip, and move it onto @RTEditor\addons\(so the file+patch :

    arma2folder\@RTEditor\addons\ION_RTE.pbo)


  4. Sorry for being late but the option to use RTE isn't there! Did I do something wrong?:

    http://img560.imageshack.us/img560/2116/11111111111111111111111e.png

    ---------- Post added at 11:28 PM ---------- Previous post was at 09:59 PM ----------

    http://img408.imageshack.us/img408/4559/arma2oa2010121323234321.png

    I see no RTE editor.

    Seems that you are missing @RTEditor, maybe you have accidentally deleted it :confused:


  5. Has anybody had an issue with items displaying when you pack them into ACE rucks?

    I can pack most items into most Rucks however when I try to retreive them I there's nothing too display/no option to open the ruck.

    P.s Stamina is enabled

    Frist, there is a ACE topic for this kind of question:http://forums.bistudio.com/showthread.php?t=109749

    Second, to know how to use ACE rucks:http://ace.dev-heaven.net/wagn/Rucksacks

    The "open ruck" option only works for default BIS rucksacks, ACE rucksacks uses the pack and unpack buttons, and the items on the rucksack are shown on the left botton corner.


  6. Question on the api functions; where should they be executed (clients, server, everywhere)?

    Mostly wondering about the retransmission points and spectator parts.

    Yep thats a good question, on the begining of the API documentation it says that all functions are client side... so i understand that for example the retransmision one should be executed on all clients, but it's not totally clear.

    Edit: wow that was fast hahaha thanks for the answer, and also thanks for adding the new spectate functions i will be testing it today :)


  7. this looks promising. I dislike vanilla arma2's collision system.

    Does this mod do collision for when you have your rifle up? Infiltration (ut 99 mod) had this where you'd never collide with the environment when hipped but would collide if you had your weapon aimed.

    I also remember infiltration when people speak of weapon collision, i think that that was the first time that i saw that in a videogame. And it was really well done, and it was a really good mod by the way,... good old times :rolleyes: hahaa.

    And back to the topic, yes, default arma2 colision detection sucks, but with this mod i think that allows some moves that shouldn't be posible, but as all things its just a personal opinion.

    Still great work, i hated that "evasive" movement :D. I hope someday BIS will fix all the movement thing :p. Maybe voting a CIT ticket like this one http://dev-heaven.net/issues/11758 would help that :rolleyes:


  8. Great island, i love the ones with so many paseable buildings.

    The only problem that i found it's that seems that it has some conflicting addons. RPT:

    Conflicting addon CABuildings in 'ca\buildings\', previous definition in 'cmr_ovaron\ca\buildings\'

    Conflicting addon A_Crane_02 in 'ca\buildings2\a_crane_02\', previous definition in 'cmr_ovaron\ca\buildings2\a_crane_02\'

    Conflicting addon CAHouseBlock_D in 'ca\buildings2\houseblocks\houseblock_d\', previous definition in 'cmr_ovaron\ca\buildings2\houseblocks\houseblock_d\'

    Conflicting addon Misc_PowerStation in 'ca\buildings2\misc_powerstation\', previous definition in 'cmr_ovaron\ca\buildings2\misc_powerstation\'

    Conflicting addon Ind_Shed_02 in 'ca\buildings2\ind_shed_02\', previous definition in 'cmr_ovaron\ca\buildings2\ind_shed_02\'

    Conflicting addon Church_01 in 'ca\buildings2\church_01\', previous definition in 'cmr_ovaron\ca\buildings2\church_01\'

    Conflicting addon Ind_Tank in 'ca\buildings2\ind_tank\', previous definition in 'cmr_ovaron\ca\buildings2\ind_tank\'

    Conflicting addon Shed_small in 'ca\buildings2\shed_small\', previous definition in 'cmr_ovaron\ca\buildings2\shed_small\'

    Conflicting addon A_statue in 'ca\buildings2\a_statue\', previous definition in 'cmr_ovaron\ca\buildings2\a_statue\'

    Conflicting addon Rail_House_01 in 'ca\buildings2\rail_house_01\', previous definition in 'cmr_ovaron\ca\buildings2\rail_house_01\'

    Conflicting addon CAHouseBlock_C in 'ca\buildings2\houseblocks\houseblock_c\', previous definition in 'cmr_ovaron\ca\buildings2\houseblocks\houseblock_c\'

    Conflicting addon Ind_Garage01 in 'ca\buildings2\ind_garage01\', previous definition in 'cmr_ovaron\ca\buildings2\ind_garage01\'

    Conflicting addon Barn_Metal in 'ca\buildings2\barn_metal\', previous definition in 'cmr_ovaron\ca\buildings2\barn_metal\'

    Conflicting addon CAHouseBlock_B in 'ca\buildings2\houseblocks\houseblock_b\', previous definition in 'cmr_ovaron\ca\buildings2\houseblocks\houseblock_b\'

    Conflicting addon HouseRuins in 'ca\buildings2\houseruins\', previous definition in 'cmr_ovaron\ca\buildings2\houseruins\'

    Conflicting addon CABuildingParts_Signs in 'ca\buildings2\buildingparts\signs\', previous definition in 'cmr_ovaron\ca\buildings2\buildingparts\signs\'

    Conflicting addon Ind_Shed_01 in 'ca\buildings2\ind_shed_01\', previous definition in 'cmr_ovaron\ca\buildings2\ind_shed_01\'

    Conflicting addon Farm_Cowshed in 'ca\buildings2\farm_cowshed\', previous definition in 'cmr_ovaron\ca\buildings2\farm_cowshed\'

    Conflicting addon CAHouseBlock_A in 'ca\buildings2\houseblocks\houseblock_a\', previous definition in 'cmr_ovaron\ca\buildings2\houseblocks\houseblock_a\'

    Conflicting addon CABuildings2_Misc_Cargo in 'ca\buildings2\misc_cargo\', previous definition in 'cmr_ovaron\ca\buildings2\misc_cargo\'

    Conflicting addon Shed_wooden in 'ca\buildings2\shed_wooden\', previous definition in 'cmr_ovaron\ca\buildings2\shed_wooden\'

    Conflicting addon CABuildings2 in 'ca\buildings2\', previous definition in 'cmr_ovaron\ca\buildings2\'

    Conflicting addon CABuildingParts in 'ca\buildings2\buildingparts\', previous definition in 'cmr_ovaron\ca\buildings2\buildingparts\'

    Conflicting addon IndPipe2 in 'ca\buildings2\ind_pipeline\indpipe2\', previous definition in 'cmr_ovaron\ca\buildings2\ind_pipeline\indpipe2\'

    Conflicting addon Misc_WaterStation in 'ca\buildings2\misc_waterstation\', previous definition in 'cmr_ovaron\ca\buildings2\misc_waterstation\'

    Conflicting addon CABuildings2_A_Pub in 'ca\buildings2\a_pub\', previous definition in 'cmr_ovaron\ca\buildings2\a_pub\'

    Conflicting addon CATEC in 'ca\buildings2\buildingparts\signs\tec\', previous definition in 'cmr_ovaron\ca\buildings2\buildingparts\signs\tec\'

    Conflicting addon CAStructures_IndPipe1_todo_delete in 'ca\buildings2\ind_pipeline\indpipe1\', previous definition in 'cmr_ovaron\ca\buildings2\ind_pipeline\indpipe1\'

    Conflicting addon A_GeneralStore_01 in 'ca\buildings2\a_generalstore_01\', previous definition in 'cmr_ovaron\ca\buildings2\a_generalstore_01\'

    Conflicting addon Farm_WTower in 'ca\buildings2\farm_wtower\', previous definition in 'cmr_ovaron\ca\buildings2\farm_wtower\'

    Conflicting addon Ind_Workshop01 in 'ca\buildings2\ind_workshop01\', previous definition in 'cmr_ovaron\ca\buildings2\ind_workshop01\'

    Conflicting addon ind_silomale in 'ca\buildings2\ind_cementworks\ind_silomale\', previous definition in 'cmr_ovaron\ca\buildings2\ind_cementworks\ind_silomale\'

    Conflicting addon Ind_SiloVelke in 'ca\buildings2\ind_cementworks\ind_silovelke\', previous definition in 'cmr_ovaron\ca\buildings2\ind_cementworks\ind_silovelke\'

    Conflicting addon Ind_Pec in 'ca\buildings2\ind_cementworks\ind_pec\', previous definition in 'cmr_ovaron\ca\buildings2\ind_cementworks\ind_pec\'

    Conflicting addon Ind_Dopravnik in 'ca\buildings2\ind_cementworks\ind_dopravnik\', previous definition in 'cmr_ovaron\ca\buildings2\ind_cementworks\ind_dopravnik\'

    Conflicting addon Ind_Mlyn in 'ca\buildings2\ind_cementworks\ind_mlyn\', previous definition in 'cmr_ovaron\ca\buildings2\ind_cementworks\ind_mlyn\'

    Conflicting addon Ind_MalyKomin in 'ca\buildings2\ind_cementworks\ind_malykomin\', previous definition in 'cmr_ovaron\ca\buildings2\ind_cementworks\ind_malykomin\'

    Conflicting addon Ind_Expedice in 'ca\buildings2\ind_cementworks\ind_expedice\', previous definition in 'cmr_ovaron\ca\buildings2\ind_cementworks\ind_expedice\'

    Conflicting addon Ind_Vysypka in 'ca\buildings2\ind_cementworks\ind_vysypka\', previous definition in 'cmr_ovaron\ca\buildings2\ind_cementworks\ind_vysypka\'

    Conflicting addon CAData in 'ca\', previous definition in 'cmr_ovaron\ca\'

    Conflicting addon CAMisc in 'ca\misc\', previous definition in 'cmr_ovaron\ca\misc\'

    Conflicting addon CAMisc2 in 'ca\misc2\', previous definition in 'cmr_ovaron\ca\misc2\'

    Conflicting addon WarfareBuildings in 'ca\misc3\wf\', previous definition in 'cmr_ovaron\ca\misc3\wf\'

    Conflicting addon CAMisc3 in 'ca\misc3\', previous definition in 'cmr_ovaron\ca\misc3\'

    Conflicting addon CARoads2Bridge in 'ca\roads2\bridge\', previous definition in 'cmr_ovaron\ca\roads2\bridge\'

    Conflicting addon CARoads2 in 'ca\roads2\', previous definition in 'cmr_ovaron\ca\roads2\'

    Conflicting addon CARoads2Dam in 'ca\roads2\dam\', previous definition in 'cmr_ovaron\ca\roads2\dam\'

    Conflicting addon CAStructures_IndPipe1 in 'ca\structures\ind_pipeline\indpipe1\', previous definition in 'cmr_ovaron\ca\structures\ind_pipeline\indpipe1\'

    Conflicting addon pond_test in 'ca\structures\pond\', previous definition in 'cmr_ovaron\ca\structures\pond\'

    Conflicting addon CAStructuresShed_Small in 'ca\structures\shed\shed_small\', previous definition in 'cmr_ovaron\ca\structures\shed\shed_small\'

    Conflicting addon A_TVTower in 'ca\structures\a_tvtower\', previous definition in 'cmr_ovaron\ca\structures\a_tvtower\'

    Conflicting addon CAStructures_Proxy_Ruins in 'ca\structures\proxy_ruins\', previous definition in 'cmr_ovaron\ca\structures\proxy_ruins\'

    Conflicting addon CAStructures_Mil in 'ca\structures\mil\', previous definition in 'cmr_ovaron\ca\structures\mil\'

    Conflicting addon CAStructures_A_BuildingWIP in 'ca\structures\a_buildingwip\', previous definition in 'cmr_ovaron\ca\structures\a_buildingwip\'

    Conflicting addon CAStructuresBarn_W in 'ca\structures\barn_w\', previous definition in 'cmr_ovaron\ca\structures\barn_w\'

    Conflicting addon CAStructuresLand_A_MunicipalOffice in 'ca\structures\a_municipaloffice\', previous definition in 'cmr_ovaron\ca\structures\a_municipaloffice\'

    Conflicting addon CAStructuresHouse in 'ca\structures\house\', previous definition in 'cmr_ovaron\ca\structures\house\'

    Conflicting addon CAStructures_Misc_Powerlines in 'ca\structures\misc_powerlines\', previous definition in 'cmr_ovaron\ca\structures\misc_powerlines\'

    Conflicting addon CAStructuresHouse_A_FuelStation in 'ca\structures\house\a_fuelstation\', previous definition in 'cmr_ovaron\ca\structures\house\a_fuelstation\'

    Conflicting addon CAStructuresLand_Nav_Boathouse in 'ca\structures\nav_boathouse\', previous definition in 'cmr_ovaron\ca\structures\nav_boathouse\'

    Conflicting addon CAStructures_A_CraneCon in 'ca\structures\a_cranecon\', previous definition in 'cmr_ovaron\ca\structures\a_cranecon\'

    Conflicting addon CAStructures_Rail in 'ca\structures\rail\', previous definition in 'cmr_ovaron\ca\structures\rail\'

    Conflicting addon CAStructuresHouse_HouseBT in 'ca\structures\house\housebt\', previous definition in 'cmr_ovaron\ca\structures\house\housebt\'

    Conflicting addon CAStructuresHouse_HouseV2 in 'ca\structures\house\housev2\', previous definition in 'cmr_ovaron\ca\structures\house\housev2\'

    Conflicting addon CAStructuresHouse_A_Office02 in 'ca\structures\house\a_office02\', previous definition in 'cmr_ovaron\ca\structures\house\a_office02\'

    Conflicting addon CAStructures_Nav in 'ca\structures\nav\', previous definition in 'cmr_ovaron\ca\structures\nav\'

    Conflicting addon CAStructuresHouse_rail_station_big in 'ca\structures\rail\rail_station_big\', previous definition in 'cmr_ovaron\ca\structures\rail\rail_station_big\'

    Conflicting addon CAStructuresHouse_A_Hospital in 'ca\structures\house\a_hospital\', previous definition in 'cmr_ovaron\ca\structures\house\a_hospital\'

    Conflicting addon CAStructuresHouse_Church_03 in 'ca\structures\house\church_03\', previous definition in 'cmr_ovaron\ca\structures\house\church_03\'

    Conflicting addon CAStructures_Proxy_BuildingParts in 'ca\structures\proxy_buildingparts\', previous definition in 'cmr_ovaron\ca\structures\proxy_buildingparts\'

    Conflicting addon CAStructures_Castle in 'ca\structures\castle\', previous definition in 'cmr_ovaron\ca\structures\castle\'

    Conflicting addon CAStructures_Wall in 'ca\structures\wall\', previous definition in 'cmr_ovaron\ca\structures\wall\'

    Conflicting addon CAStructuresHouse_Shed_Ind in 'ca\structures\shed_ind\', previous definition in 'cmr_ovaron\ca\structures\shed_ind\'

    Conflicting addon CAStructuresHouse_A_Office01 in 'ca\structures\house\a_office01\', previous definition in 'cmr_ovaron\ca\structures\house\a_office01\'

    Conflicting addon CAStructures_Nav_pier in 'ca\structures\nav_pier\', previous definition in 'cmr_ovaron\ca\structures\nav_pier\'

    Conflicting addon CAStructuresHouse_a_stationhouse in 'ca\structures\house\a_stationhouse\', previous definition in 'cmr_ovaron\ca\structures\house\a_stationhouse\'

    Conflicting addon CAStructuresHouse_Church_02 in 'ca\structures\house\church_02\', previous definition in 'cmr_ovaron\ca\structures\house\church_02\'

    Conflicting addon CAStructuresHouse_Church_05R in 'ca\structures\house\church_05r\', previous definition in 'cmr_ovaron\ca\structures\house\church_05r\'

    Conflicting addon CAStructures in 'ca\structures\', previous definition in 'cmr_ovaron\ca\structures\'

    Conflicting addon Ind_SawMill in 'ca\structures\ind_sawmill\', previous definition in 'cmr_ovaron\ca\structures\ind_sawmill\'

    Conflicting addon CAStructuresInd_Quarry in 'ca\structures\ind_quarry\', previous definition in 'cmr_ovaron\ca\structures\ind_quarry\'

    Conflicting addon CAStructuresHouse_HouseV in 'ca\structures\house\housev\', previous definition in 'cmr_ovaron\ca\structures\house\housev\'

    Conflicting addon CAStructures_Railway in 'ca\structures\rail\railway\', previous definition in 'cmr_ovaron\ca\structures\rail\railway\'

    Conflicting addon CAStructuresLand_Ind_Stack_Big in 'ca\structures\ind\', previous definition in 'cmr_ovaron\ca\structures\ind\'

    Conflicting addon CAStructures_Ruins in 'ca\structures\ruins\', previous definition in 'cmr_ovaron\ca\structures\ruins\'

    The island works great but it modifies some buildings and creates posible problems with other islands. I don't know much of modding but maybe missing requiredAddons?

    Or nobody else have this RPT mesages?

    Edit: ok i have found that in page 8 GossamerS had similar issues :( . http://forums.bistudio.com/showpost.php?p=1705534&postcount=76


  9. First of all, most of the code that uses this revive script it's inside ACE2, so most of the credits goes to ACE team and specially to Xeno && Sickboy for his great wounding module.

    Features:

    - Fully compatible with ACE wounding system, to be precise it doesn't work without it.

    - Persistent lifes stored server side. So if you leave with X lives even if you reconnect you will have the same amount of lifes. Also other info like player position and gear can be saved on disconect.

    - PvP ready, you can limit the messages, death markers, ... by side

    - Mesages and map markers for wounded(configurable)

    - Tested sucesfully in a lot of coop missions up to 50 players, and pvp misions up to 60 players.

    - Integrated IA medevac. IA hospital zone, and medevac by heli.

    This script only controls the number of lifes the messages and the markers, everythings else it's controled by ACE wounding system, so read ACE manual for more info about healling carrying wounded and all that stuff.

    It has a lot of configurable options, read the readme and the comments on the config file for more info. Still it tries to use the less resources posible, there is no loops server-side and only one globalvariable used, so it's a really light revive script.

    Download link:

    http://188.165.197.222/colum_revive_20f.rar

    http://www.armaholic.com/page.php?id=12937

    (mirrors are welcome, includes english and spanish version).

    Required Addons:

    ACE2

    Thanks to CHS comunity(no longer exist :() && UST101 for using it on all his missions and Arma2LA for all that feedback :D

    Also thanks to =A2SM= Vladd for the russian translation.

    Warning: This script only works fine in MP with IA disabled( i refer to "playable IAs", it works fine in coop missions :P), any other case it's not suported so you can have issues.

    As always use at your own risk! :p . Any feedback would be welcome, sorry if the used english isn't totally correct, but as you can imagine it's not my language :P.

    Original threath(spanish, no longer working):http://www.simulacion-esp.com/v3/topic/21106-script-de-revive-para-el-ace-ultima-version-16/


  10. Just had a quick flick through the readme - perhaps for a next version, if you plan on one, you could have a choice between metric and imperial weights?

    I understand lbs and kgs, and it'd be nice to have a choice between the two.

    Totally agree about that. I thought that only americans where "out of" the international metric system, that means that France turned into the dark side? :D

    From my point of view kg should be default as it's the international unit, but if don't at least an option like CameronMcDonald says :rolleyes: would be apreciated.

    Edit: forget it , i just read :

    @MadRussian, you can force lb ou kg in the R3F_Weight_Stringtable.csv.

    Change this STR_R3F_WEIGHT_English, "lb", "Kg" by

    STR_R3F_WEIGHT_English, "kg", "Kg" to force in Kg and

    STR_R3F_WEIGHT_English, "lb", "lb" to force in lb

    Pending a future release.

    Nice to hear that :)


  11. Hmmm...is it really the released version ? I am confused. I see several unfinished vehicles on all sides, missing textures and stuff...

    Isnt it a public beta maybe ?

    It's enought to be playable and it has a lot of jungle islands to recreate whatever you want. I haven't seen any mod that includes so many maps :O. The textures could not be the best that i have seen, but still it helps to keep the fps hight, even on these huge jungle maps.

    For me the worst bug that has this mod it's that all bridges and some other buildings are well... you must see it to understand :

    omgek.th.jpg


  12. If I am not carring a RADIO is it possible to stand next to someone with one of the large (117/119) radios on his back and be able to use theirs ? If yes.. I guess I am doing something wrong..

    thanks...

    That was disabled in 1.0.13, if you want to try it use 1.0.11 or 12, but they have a lot of bugs :rolleyes:. Just wait till it's fixed and enabled in a future version ;)


  13. Is this mod compatible with the 31st Mod ?

    Also - is there any plans to make a Marder III SPG ?

    Would be great to recreate the city fight from SPR.

    Thanks for the hard work - mod is fantastic.

    Chapman

    i have tried invasion + 31 st... and yes it works, sadly the map ( i hope it's just really WIP, it's big... but kinda desertic) and the models of 31st are... well... OPF style :rolleyes:

    Event invasion + 31 st + ACE( you can get some errors from ACE because invasion comes with a old version of extended eventhandlers, that are included in CBA, just delete/move it and use only CBA for ACE). Still, i don't think that that is really recomendable, but it works :P


  14. There are a number of issues in the latest version and we have been searching furiously for the last 3 days and can not figure out what the issue is, nor do we have the testing resources to reproduce them (we need 20 some players to get consistent issues).

    It seems to be something in the latest plugin that we just cant put our finger on, or even worse it is exacerbating the already present issues in TS3.

    Well we(CHS) have been testing 1.0.10 till today an we have done some games with 50-60 players. The hard thing is to have everybody with ACRE well instaled, once you have this and the TS3 with affinity to only one core, the issues are less frecuent. But yes, there is still some crashes and some muting issues. We will start testing 1.0.12 tomorow.

    As i already said to you nou, if there is anithing that we can do to help testing we will try to :). Still is hard to get the dumps from the freezed TS3 because in the middle of a game the players always want to close it fast an reopen it :P.

    One question, that means that 1.0.10 is still more stable than lastest? :(


  15. Just join a clan or a community that play that kind of missions. Coop missions can't be done well with random people, at least it's what i think. A good coop mission need organization, comunication( through TS3 for example), mantain the same people for all the game( it's not serious if you need to explain the mission 10 times each time that someone joins),.... and all that can't be done in a public server.

    For example i am still playing coop missions almost every day(10-20 people) on our comunity private server. Just search and you will find ;).

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