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columdrum

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Posts posted by columdrum


  1. ;2494186']

    @ columdrum

    If you run AiA properly' date=' there is no UI mess-up. So that must be a problem on your end.

    In terms of configs obviously the A3 team should have tagged all their new classes, and not changed inheritance for existing classes.

    Yet this is only something they can sort out. The only alternative I can see would be the ability to blacklist specific configs not getting loaded.

    New pbos is not an option. The way it works is that upgraded models and such will be in new containers/pbos part of AiA/A3 Rearmed and the path referenced to these set in configs. Symlink is way too low level to be feasible for this.

    [/quote']

    I never said i had UI problems, just that there are some A2 pbos that would be better not to load since they redefine classes that also exist on A3 and changes inheritance as you said. And i personally don't trust arma enough to have all that config overwriting(Updating base class and that shit as you know), it may just work perfectly... but you have been around long enough to know that you can expect anything weird from it :D

    I totally understand your approach and ,i guess it may be the only option, i just said i didn't personally like it much. And i would prefer that that new folders included new pbos, with correct configs, and not needing to load the whole A2/addons && A2/expansion/addons dirs. But i guess that would be a legal mess and a waste of current AiA config work.

    The important thing it's to get some kind of backwards compatibility so all the work done by the modding comunity for A2 could be used on A3( Not that it's a better option play A2 content on A3 , since A3 MP is fubar right now, but that's another topic :P).


  2. The non-synced weather in Arma 3 is just... funny. I really wish they would just make it so it syncs all the time. Anyway, I hope we get full control over the weather. Lots of cool things could be done with it.

    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. 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.


  5. 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.


  6. I've tried Kainy its not a stable solution - Splashtop THD is leagues better and puts it into playable territory.

    Once I have my Transformer Dock I won't need to map the buttons on screen - I'll have a full keyboard with USB port for a mouse... ooh yeah

    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


  7. 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.

    Im still using previous version so this config is from version pre 2.0. I think it shouldn't have changed, but I dont have much time to test it now.

    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)

    Hello, very good respawn script you've created!

    I have a few questions regarding how to use it, I was trying to get an easier approach on respawn. My unit uses casevac to take casualties out and I've yet found a way to set a timer on such, and that's how I found your script.

    What I'm asking is if it's possible to have the timer limit of this script and then when clicked on respawn they just respawn normally without any special spawning points and those things. What I really want is a clean respawn, so when hit in action you have a timer that's not shown when it runs out you die, when revived you become conscious and up and running say after a full heal with morphine and epi.

    I require it to be more simple as we try to remain slightly realistic and having spectator scripts and warnings and hints kind of ruins the immersion, is it possible achieve that with this script?

    If not, could anyone send me in the right direction?

    Regards OksmanTV

    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 :(


  8. You don't even need BIS_fnc_MP to execute any code you want remotely.

    I also wonder why clients can use any setPos command or setDamage on other clients player objects. Scripting commands like these should be limited to the local player object.

    Xeno

    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.


  9. Change exec to execVM (you are using sqf sintax)

    Change the script for this one:

    _plane = _this;

    _plane animate ["leftdoor", 1];

    _plane animate ["rightdoor", 1];

    sleep 0.5;

    _plane animate ["ladder", 1];

    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).


  10. Hey guys loving the changes so far, just a couple of quick questions...

    Are there variables in place to turn off the RTO ambient sounds aswell as the module? Would be nice to be able to disable/enable the sounds on the fly as it were.

    Also is there any way to increase the volume of the transistor radio sounds?

    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 ;)

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