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tacticalnuggets

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Everything posted by tacticalnuggets

  1. "Rotation Menu System" seems to work with ACE3 without too much confliction. As far as I am aware, holding tab to bring up the quick personal menu in RTMS will only conflict with ACE3 when using the vector range finders tab keybind. But you can change the keybinds in both RTMS and ACE. https://forums.bistudio.com/topic/184976-rotation-menu-system-a-fluid-external-action-menu-system/
  2. tacticalnuggets

    Community Upgrade Project - CUP

    Just to let everyone know, my mod "Rotation Menu System" seems to be working very well on CUP maps, and from what I know it could be the only mod with incremental door opening that will work on them. It does a lot more, but check it out if you are having trouble with CQB. https://forums.bistudio.com/topic/184976-rotation-menu-system-a-fluid-external-action-menu-system/
  3. Found a door that wont display or has issues displaying sometimes? Just post it here! Place in Init line of your player: hint format ["%1", typeOf nearestBuilding this]; diag_log format ["%1", typeOf nearestBuilding this]; Look for the class name that popped up on your screen hint in the .rpt file And post this on the thread or PM me:
  4. Hey guys, I just want to inform you that some of the doors in AiA/CUP are a bit messed up. Basically, some have there selection positions embedded in the wall causing occlusion to always turn on (making the door icon not appear). Another issue is doors lods are an incorrect size, and intersecting to detect the door shows no door, which also makes occlusion turn on. I will try to build a list of these buildings and simply turn occlusion off on them.
  5. Update now available! VERSION 1.1.10.4
  6. Here is another preview video to prove AiA/CUP. I also tested this on ACE and it worked just fine (the vector range finder uses TAB which is personal menu in RTMS default). I also fixed a lot of issues with vehicles and distance recently. The actual sub menus (you know, the main part of the mod :P) will darken/disable if you are too far away from the vehicles surface now (for the default classes). The function you add to your conditions to enable this for your own menus is RTMS_InBoundingBox which is a bit misleading because it uses an intersecting screen (i will detail the use out later). Also, you can now set the _distance variable in the menu configuration scripts to a string "ADAPT", which compute the bounding radius of the object for displaying your menus main icon. You can set your sub menus to "ADAPT" as well.
  7. Many users have asked me if the system will work in AiA/CUP. Everything works except for the doors on those maps and beyond. BUT!!!!!!!!!! In the development version I currently have doors working on any map / custom building (in addition to finally respecting user locked doors). Above all other things, here is a list of truly awesome things that will be added in the next version coming this saturday (october 3rd) - Key bindings in controls options when running the mod version or the script module with CBA. - Quick Button (default is spacebar) added to execute whatever you are about to select (so doors, ladders, hatches will open/close when you press quick button! No need to select first) - Nice green circle added around what you would select or execute with Quick button, and lights up while pressing quick button - While holding the quick button on a door, scrolling will begin incrementally opening and closing the door. (sneak and peak). The door will not execute once it detects you do this (nice and quite) - A new personal menu when you hold tab by default, and then scrolling and hitting the quick button lets you select primary, handgun, launcher. You can add your own personal menus as well. - ALL features should work on ANY MAP OR BUILDING including AiA/CUP
  8. Preview! Quick Button and Incremental Doors Next update coming October 3rd (saturday PST)
  9. If you get it you should try using doors as cover by swinging them closed/open while you fire behind one
  10. Alright guys. I added the mod/addon myself tonight. You can now get @RTMS from the download. If you have looked over this addon, PLEASE DONT. You really can completely replace addaction with this system and will no longer have to worry about the default vehicle actions either. Once you get used to the arrow keys, interaction with doors, vehicles, ect becomes so much more fluid. It really helps to see what your interacting with rather than discern from a tiny, cramped, side menu that gets filled up when you look at or get near an object. GONE ARE THOSE DAYS.
  11. I figured it was the most important thing. Dysclexi and others have talked about needing viable replacements, so I decided to make this. With this, ACE or any other modding enthusiasts can easily bring in a contextual menu, and with the "sub sub" menus, they can have their own private rotation on any object. EDIT: And I believe doctor sheep tried to do something, and I would welcome joining forces with him to see about some other features. The main difference between his and RTMS, is that RTMS is completely 3D. I've tested this numerous times and it seems to perform pretty well.
  12. Advance The Flag (ATF) Beta Pack By Goschie Unedited informative video for those that are patient: http://i.imgur.com/Cv9VObJ.jpg (735 kB) http://i.imgur.com/cjLrzvC.jpg (559 kB) Description: Advance The Flag was originally made for the game Arma2, but today it is being released to Arma3! Advance The Flag is a dynamic, zone capture based game mode. Unlike other zone capture systems, however, ATF utilizes flags that you advance to the opponents base to win the game! There are 3 modes in different combinations to choose from. Standard ATF allows you to redeploy the flag closer and closer to the enemy base. Micro ATF allows you to actually pick up the flag instead, and then ultimately deploy it near the opponents base. To win: The general win condition is accumulating tickets by moving the flags closer toward the opponents base, but you could also lose tickets by respawning. Alternatively, in Round Mode, all you have to do is deploy the flag in the opponents end zone ring, which surrounds the enemy base. Next, and the most important fact, is that you can not move your flag passed the other opponents flag! When a flag is deployed it creates a front line across the battle field area, which in turn forces the opponent to destroy your flag by capturing it from 100% to 0%. The opposing team will then have go back to base and move their flag up again. Player Kits: A persistent kit system is available for all players to use; ATF calls it "The Armory". Any kit you grab from the armory GUI will stick to your client until you disconnect. The armory will prevent you from picking up other peoples weapons when at base, but as soon as you leave, you can pick up any weapon you want. Special Abilities for Weapon Kits: - Repairing - Healing - Building fortifications - Seeing entire sides player markers instead of just your squad - Many more to come! Installation: - Extract the .pbo file to your Steam/SteamApps/common/ArmA 3/MPMissions folder - To use as a template (make your own), put mission folders in Documents\Arma3\Missions, and load into editor Disclaimer: This is a beta, be prepared from some potential bugs and performance abnormalities! Changes: v0.9 (porting to A3 from A2) - Kit system GUI - Settings Menu GUI - Flag Beeping to warn that you are in area - Restricting flag carriers to battle area only - New vehicle respawn system geared towards performance - Improved security over Arma2 version (major updates) NO REQUIRED ADDONS! ;) Download Links: http://www.armaholic.com/page.php?id=28113 http://download1644.mediafire.com/aykcitaw4kxg/dzdd82n5frfmzfu/ATFBetaPack.zip
  13. tacticalnuggets

    [MP] Advance The Flag (ATF) Beta Pack

    I have implemented 3 additional PARAMETERS: 1. If you so choose, enemy zones are hidden until less than 100% 2. If you so choose, zones can be locked down when less than 100% (cant move them) 3. If you so choose, flag carriers cant get in vehicles All can be overridden in the init.sqf like normal variable parameters as well. Basically, if you set an override parameter to true in the init.sqf, it will permanently be on for that mission. If false, then the parameter you set in MP character select is used.
  14. tacticalnuggets

    [MP] Advance The Flag (ATF) Beta Pack

    Hey everyone! Currently, Arma players at tactical gamer have taken an interest in the Advance The Flag game mode. I recommend anyone interested in trying out this system with more players visit: http://www.tacticalgamer.com http://www.tacticalgamer.com/forum.php This should make beta testing more enjoyable! Thank you! :)
  15. tacticalnuggets

    [MP] Advance The Flag (ATF) Beta Pack

    I remember a tournament actually doing this in a very very very early prototype of the system. Besides it being very different back then, I did not write the code hiding the flag map markers for enemy flags. I gave the tournament the prototype so they could modify it themselves. Looking at my code now, adding in such an option would be extremely easy, but I have no idea how the balance will be affected. One thing to note is that you can move the flag zones when they are being captured; they just keep their capture states so you cant exploit it. What may or may not end up happening is the inability to chase around an invisible flag zone as the opposing side is retreating their flag to prevent it from being destroyed. Basically, you may find it more balanced to leave it visible for the very fact you can retreat the partially "destroyed" flag. Kind of why its important to test the system. Its just hard to balance game play without testing.
  16. tacticalnuggets

    [MP] Advance The Flag (ATF) Beta Pack

    The ATF Beta has been officially added to armaholic, please download, test, and discuss balance with the beta here or at armaholic: http://www.armaholic.com/page.php?id=28113 All bugs should be discussed in this style: Bug: description.. Date: date Version: version number Reproduction steps: list
  17. tacticalnuggets

    Dynamic Settings UI

    I released a useful in-game settings UI for mission makers. Comes as a script module/template so you can customize your settings without including another addon. http://www.armaholic.com/page.php?id=26058 Needs more testing in arma 3!
  18. I'm not spending too much time looking over everything, but this is what i think your doing wrong. Addaction is local, so you have a different action on each persons machine with the same information. When you assigned p1 = player; basically everyones p1 got assigned to their own person. So changing a variable on your guy, and then broadcasting it, will basically have no effect because THEIR p1 is different then yours (their player instead). So you have to realize that each machine has its own player and own action when you run this script. Next you need to understand that handling state changes (the ability to see the action in this case) over the net will be subject to race conditions. If everyone does something at the same time their packets will take time to travel across the net (packets being the variables in this case)
  19. tacticalnuggets

    Ukraine General

    Its not even being picky, they are being selective. The last post I made I quoted "most" officers to counter that particular fact. There are known russian operatives in the ranks of the rebels, but to state that "most" of the officers are operatives is a blatant assumption. EDIT: Please do not take offense to this, but dont you guys think, as Arma players, that you might be a little hyped on this? Its "thrilling" to believe that Russia could be engaging in a total war, or maybe "romantic" by others standards, but the reality is very simple and scary. Wars start because everyone assumes everything about their opponents, while the real fighters have to know the truth about their opponents to win the war. It is frustrating for those who have fought real battles on front lines to hear this propaganda after they clean up collateral damage.
  20. tacticalnuggets

    Ukraine General

    Most of the news sources claiming that "most" of the pro-russian rebels are professional military quote sources from other news sources so it becomes a circle of nothing. If you do finally reach the last source, its just a promise from the government. Thats called propaganda by historical standard. RT and all the russian news agencies are doing the same damn thing. But whatever side you mentally choose is the one everyone seems to be trusting. Next, just because they might be able to fight in the way YOU deem morally right does not mean its the right thing to do. The rebels are hiding wherever they can because that is how a guerrilla war operates, and it actually better fits my hypothesis than professional military in mass. Why? Because they are mostly civilians that just lost something in the war, taking up arms, and mindlessly fighting with others of the same nature. That is the most simple theory with proof from youtube and on the ground journalists. Most of the weapons and clothing are coming from russia, which is immorally using the ethnic-russians to gain political control. Next, and the most important, is the fact that we are seeing the tip of an iceberg. Those rebel "officers" are in no way representative of the majority of ethnic-russian rebels/civilians. Most would even agree on this in a half hearted attempt side with the Ukrainian military, but if you watch how the unarmed civilians are taking casualties from total war strategies (like the artillery strikes on markets) then you know what the civilians probably think, or at least are beginning to think.
  21. tacticalnuggets

    Ukraine General

  22. tacticalnuggets

    Kiribati General

    Today, I ran out of coconuts, and I had to walk to the store. The UN wants to investigate the matter, as it could be related to economic terrorism.
  23. tacticalnuggets

    Kiribati General

    This has been going on since 2012, but some think it could be a hoax: http://www.huffingtonpost.com/2012/03/09/kiribati-global-warming-fiji_n_1334228.html
  24. tacticalnuggets

    Dynamic Settings UI

    Updated to version v0.9.2 v0.9.2 - Fixed rpt error when compiling (more like warning) - Fixed more dialog errors for arma 3 (hopefully!) - New color scheme and slightly different layout - New optional "on new saved value" event for settings (runs when new value is saved to the setting variable) Download: http://download1517.mediafire.com/zfp6s5ea2xbg/7ihwkc368wojxi3/Dynamic+Settings+UI+v0.9.2.zip
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