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columdrum

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Posts posted by columdrum


  1. 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


  2. 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

    For some reason i am not getting the Respawn Buttons , i have double checked the Markers are on the map but still no Respawn , then if i respawn using the ESC i spawn to 0,0,0 which looks like the marker does not exist ?

    It looks like the screen flashes after 10 sec but no buttons come up, have you any idea why or how to fix this?

    EDit:- OK worked it out if i set

    ace_sys_wounds_withSpect = false;

    I do not get the Respawn buttons anymore ? I did before I used the latest version!

    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)


  3. 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 :)


  4. Hi

    We have been using your nice script for quite some time now and there have been no problems. I have one question that may not be directly connected with your script but one that you may be able to answer as you know a lot more about the topic than I do.

    A medic carries most of the medical equipment in his ruck. When he gets shot, the ruck becomes "locked" so its contents become inaccessible to other players. Which means that if epi can only be found in the medic's ruck and there are none in the secondary weapon magazine slots, there is no way to revive the medic.

    I guess you use the ACE wounding system quite a lot so how do you get around this? The only thing I that can think of as a solution is to always put at least one epi in the secondary weapon magazine slots if you play as a medic.

    Thank you

    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


  5. Hi Columdrum. I find this module very useful indeed, for the reasons you already mentioned :)

    Sometimes though I like to put some statements in place of values, so for example instead of putting >400< in the town construction size field, I might decide to put >ceil(random 100) + 300<, to give some randomisation. There are two problems with this:

    1. I cannot put such statements in a field.

    2. When I manually adjust the displayed module statement with the above example, it works fine, But as soon as I need to adjust any other field using this addon, it removes the statement and places a number.

    So as a feature request can you either:

    Allow for statements in fields or

    NOT have the addon replace statements with numbers on re-edit.

    Thanks :)

    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


  6. How it should have been from the start; this is a life-saver for mission-making. Thank you!

    EDIT: There appears to be some issues with different UI sizes. Not a big deal, can easily be rectified by choosing a smaller UI size, but thought I'd bring it to your attention.

    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

    Simply awesome bro! I haven't had a chance to try yet but would love to see advanced options for secops, acm and wf :D

    Thanks for doing this, would be awesome if bis looked at this as a viable editor enhancement.

    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 ;)


  7. 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):

    class CfgPatches

    {

    class colum_advanced_modules

    {

    units[] = {};

    weapons[] = {};

    requiredVersion = 1.59;

    requiredAddons[] = {"colum_advanced_modules"}; //require advanced modules so you keep the class inheritance intact

    };

    };

    class Colum_AdvancedModule // Main class for modules config

    {

    class Test_advanced_Logic // this must be the same classname as your logic

    {

    dialogName="default"; // Use default dialog(auto generates on execution depending on the parameters), change to your custom dialog name to use your custom dialog

    diagParamsNum=7; // Total number of parameters

    DialogInitScript=""; // Path to the script that would be executed after advanced dialog options creation, only apicable if you are using a custom dialog

    class Params

    {

    class Param_1 // Important first parameter its 1 not 0

    {

    ParamVarName="Name_text"; // Variable name that would be set on your logic on init field: this setvariable ["VARIABLENAME",value]

    ParamTextName="Write your Name"; // Name shown on the config dialog

    ParamType="Text"; //param type, avaliable types are: TEXT,NUMBER,ARRAY,OBJVAR,SLIDER,COMBOBOX . Most selfexplanatory, keep reading for furder explanations

    DefaultValue=""; //Default value for the parameter, must be the same type of the parameter( for example this one that its a text, must be a string)

    ParamInfo="Extra parameter info"; //Extra info that would be displayed can be an extructured text

    };

    class Param_2 // second param

    {

    ParamVarName="Last_Name_text"; // Should be unique and a valid variable name, if not variables would override

    ParamTextName="Last Name";

    ParamType="Text";

    DefaultValue="";

    ParamInfo="Extra parameter info";

    DoNotSetDefault=1; // If set to 1 the value would be only writen on the init if its not the default value. If not, the value its always added to the init line even if its the default one.

    };

    class Param_3

    {

    ParamVarName="number_test";

    ParamTextName="Write a number";

    ParamType="Number"; // As it name implies, the parameter must be a number, if the user tries to imput anything else the imput resets to 0

    DefaultValue="0"; //Must be a number

    ParamInfo="Extra parameter info";

    DoNotSetDefault=0;

    };

    class Param_4

    {

    ParamVarName="Slider_text";

    ParamTextName="test Slider";

    ParamType="Slider"; // The user can see an slider that allows to chose a value between configured max and min values

    MinValue=1; // minimum slider value

    MaxValue=50; // Maximum slider value

    RoundValue=1; // If set to 1 it forces to integer values. If set to 0 the slider would return float values.

    DefaultValue=5;

    ParamInfo="Extra parameter info";

    DoNotSetDefault=1; //can be used on any kid of parameter if not set, default value its 0

    };

    class Param_5

    {

    ParamVarName="Prueba array";

    ParamTextName="Prueba array";

    ParamInfo="otro mas a lo mejor es sin las putas barras hehehe asi si q va, mejor pongo un texto largo del <br>copon a ver que cojones pasa con esto y si sale el puto salnto de linea";

    ParamType="array"; //Array type. The value that the user input would be check for array type, if isn't an array default value would be set

    DefaultValue[]={1,2}; //must be an array, note that in config the config entry name has a [] at the end and {} are used instead of [] for the values

    };

    class Param_6

    {

    ParamVarName="Name_text2";

    ParamTextName="prueba mierda";

    ParamType="OBjvAR"; //Object /variable, this type its thoug for variablenames or any other type of value, tecnically it could be used to imput any of the previous param types, but without the spefici checks that they have

    DefaultValue="fracaso";

    };

    class Param_7

    {

    ParamVarName="combo_Test1";

    ParamTextName="test combo";

    ParamType="comboBox"; //Allows the user to select a value from a list

    ParamInfo="Extra parameter info";

    NumOptions=4; // total number of avaliable options

    DefaultIndex=0; //default option, note that its the number on the list, not te value itself

    class Option_1

    {

    Text="texto 1"; // text displayed must be a string

    Value="value 1"; // string as its a Text value type

    ValueType="Text"; // Text type. Posible values are all the previous ones escept slider.

    };

    class Option_2

    {

    Text="texto 2";

    Value=2;

    ValueType="NUMBER"; //Number type

    };

    class Option_3

    {

    Text="texto 3";

    Value[]={3,3,3}; //Note again that it must be an array

    ValueType="ARRAY"; //array type

    };

    class Option_4

    {

    Text="opcion fail";

    Value="trikitri";

    ValueType="objvar"; // object/variable type

    };

    };

    };

    };

    };

    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).


  8. Does ANYONE know any way to check by script whether the player's ACRE is connected to Teamspeak?

    I know it's impossible to check which Teamspeak server, but it's a start.

    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.

    -Psycho-;2195685']I think that isn't right since we have 1.62 cause we don't need longer a specified beta for it.

    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.


  9. greetings !

    another very content acre user here....up till lately

    after being cursed by steam to the latest version 1.62, six updater helped me to put all the versions back on track, and go through the jayarma2lib debacle.

    But now, something totally weird is happening. Playing with only one friend, and at the start of a mission, everything is working, we use "commchecks" every few seconds to see if it works. And it does. And then all of a sudden, the radio transmission button gets weird, so that we only hear eachother as if talking normally, but the squeekof the radio can still be heard (just the voice is not distorted). And then moments later, the teamspeak lady goes ballistic, saying error error error, and those red spam notifications flood our channel. After that we need to cool of for a few minutes, due to roid rage, because we both cherish our belongings.

    ANY ideas, please ?

    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

    What version of ACRE is compatible with the last arma patch (1.62 ) please ?

    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)


  10. Brilliant! I'll implement it tonight and let you know the results.

    Thanks so much!

    Quick question: when you say "exploit" the timer, does that mean that if they hit Esc -> Respawn, they die and are respawned? Or do they come back into the game?

    I'm not necessarily against players skipping the bleed out time by hitting Respawn if they just respawn at the side base.

    -Ian

    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;.


  11. Hi there,

    Can you please tell me how I can set up the following (I've tried and failed many times). I want this to happen:

    1. When player is killed, they are able to be revived for 2 minutes (120 seconds).

    2. When they bleed out and die fully after the revive time is up (after 120 seconds), they respawn at marker "respawn_guerrila" in the player base. Player units are side INDEPENDENT.

    3. Players can be knocked down and revived an infinite number of times.

    4. Players can die and respawn an infinite number of times.

    I have done the following:

    1. Revive script is initialized through my init.sqf script.

    2. There is a "boot_hill" marker, along with a "respawn_guerrila" marker. I have also placed "respawn1_GUER", "respawn2_GUER", "respawn3_GUER" and "respawn4_GUER" in the same point as "respawn_guerrila" to be thorough.

    3. I have modified configuration options, but please let me know what options need to be affected. I am confused by this file.

    Thanks!

    Ian

    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)


  12. 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.

    Cool! glad to hear it, will try it out when I play next time and hopefully it'll be fixed. It's strange that it never happened to me until like maybe the 4th or 5th latest release

    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 ;)


  13. 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 :)

    Oh no I don't mean like that I mean like, I have the Lifetime counter going and I'm unconcious/half-dead and instead of waiting it out because I know I'm not going to get revived I hit respawn to kill myself and it respawns me at boot_hill as per usual but the spectator script breaks. This is with the respawns turned off by the way, just lives and revives.

    Should be fixed on lastest version

    Edit: ops, corrected download link


  14. 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.


  15. 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


  16. Confirmed its broken after first respawn, maybe some of the last changes broke that :S. I will fix it ASAP

    A quick question I am using the ShackTac Fireteam HUD (STHUD) and noticed that when the leader dies i.e in a car or watrer we all lose the HUD could it be the
    Colum_revive_Death_LeaveGroup= true;

    Is there an issue if i chan ge it to False ? not sure what it does would it still show the killed corps in the group as well ?

    It only removes from the group the death players, dunno if that could cause the STHUD to fail O_o

    Yea it's stuck with a countdown and no buttons come up the second death, even with the number of lives set to 1000. If I let the countdown run out, the countdown starts over.

    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


  17. 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.


  18. yes thats it, "null = call Colum_Revive_Funcion_Reset_Data;"(you can change null for anythig that its not a constant/funcitonname or the name of a used variable :P) for a trigger or just "call Colum_Revive_Funcion_Reset_Data;" if its a script. It just deleted all the data stored, so if someone is death he should reconnect to become alive again, but the living ones would get their lives reseted to max value without needing to reconnect :).

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