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zapat

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Everything posted by zapat

  1. I just found out, that you need to inherit LoadoutManager_Base as well to be able to reliably save the added loadout. Simply adding LoadoutManager_base does not save when I apply the added loadout to the prefab, I need my own entity inherited from the default one.
  2. Thank you Backheart_Six these vids are very welcomed! I remember you from the Arma2-3 days. "I am hoping we get more folks to step up to reforger. " - this moment arrived now for me but I am a little surprised by the basically missing official documentation and how low user involvement is. Or maybe people spread thin among all the different platforms. You basically need to hunt down/reverse engineer even the most basic stuff, although the workbench looks pretty good. We'll see.
  3. Arma 3 is about freedom and depth The GetTactical Interface is about taking these to new levels by enabling you to decide if you want to play: a full-fledged top-down tactical RTS, your well-known FPS enhanced, or the hybrid of the two all with a single keypress. FOLLOWING FEATURE IS ALREADY AVAILABLE (post v1.8) "Not gonna lie. This looks fucking amazing." - MacScottie "This "GetTactical View" looks like what would be needed to make SP mission were you command a team fun again." - Wiggum "In other words a game changing enhancement Like ACE was for ARMA 2." - Dr@gon "Holy crap zapat! This is wonderful mate!...I think I just 'gizzed in my pants'" - Kremator "such kind of team management should be BI's vanilla IMO. Very promising." - Rydygier "This seems to be one of the greatest for arma so far!!" - spangg "Wow, this is awesome, no, it is a true revelation! Very intuitive! " - Brainbug "This new command system is insanely awesome. Huge props to you man." - froggyluv "Love this project, Zapat! this solves exactly why I stop playing ARMA..." - Daabear "GetTactical makes Arma a whole new game for me....a thinking game." - sttosin LIMITATIONS SINGLE PLAYER ONLY! The mod supports 10 units maximum It may or may not work with a specific mission: I can't foretell. (There is witchcraft included in the sripts: you've been warned) It all depends on how [unit switching] and [changing the player unit] is handled in the mission. > The mod disregards unit-switching limitations within the players group. > The mod creates a hidden player unit and attaches it to your last real-player unit when in top-down view. (so you can command all units yet the triggers trigger) These can be enough to break a weaker mission. You shall note this: so you don't come crying. Vehicle handling is still WIP. Infantry works well. REQUIREMENTS The mod requires CBA. TUTORIAL Visit, download and play THE BLACK RAIN PROJECT mission's tutorial. WARNING! Mission itself is broken, but tutorial is fine. MANUAL A quick-manual for the reader types: Team Management Layer MANUAL NEW IN V1.8 SETTINGS Your default GetTactical Key is CapsLock. Press it the first time you enter a mission with this mod. Then you'll have a settings panel to customize your cam-controls, with persistant, global settings. THANKS To every member of this forums who've been helping me for the past 4 years. Especially: Rübe (he showed me that the editor is really for sissies only) KillzoneKid (I'd be nowhere around without his site) Das Attorney (The helpful smart man) Larrow (The other helpful smart man) iceman77 (The father of every UI orphan) kylania (One more helpful smart man) demonized (Another) deadfast (And another) Kremator (The great admirer of new releases. THE feedback giver) To my family and my two kids who were born in the meantime BIS for making not a game but a canvas you can paint on. Such addon wouldn't be possible in too many games. DOWNLOAD v1.12 Changelog:
  4. My question is the title itself. With this new beta we got this new "feature", but I cannot find any docs on it. With this new beta I get SOME errors, and I follow the same coding habits in all the 737 282 bytes of my sqf codes. (I should either get no errors, or a lot of them, shouldn't I) Some variables are flagged undefined, and I cannot make the error go.
  5. I know how to make an edit box multiline. (style= 16; that is style = ST_MULTI) However: is it possible to make a linebreak somehow? linespacing is added in the hpp, I've tried htmlControl = 1, but no linebreaks for <br> nor for \n (which usually work for style 16) Is there a way to do such?
  6. So I am slowly returning to Arma after a couple years. I found these two new commands. Do these work on units (like on player)? If yes how? I couldn't push the poor guys around so I must be missing something...
  7. The power of email notofications is strong within this one. :) Ive been firing up ARMA lately too but my version seems to work well. I don't even kow what is released but probably some 2 years old crap.
  8. Oh rly? I have a major update in the works which stalled in June (feels like last week how did we get to November?) at like 90%. But it works for me, so I didn't even know that previous release got broken in the meantime. I may release it soon in current state then: probably better than nothing. If someone gave me 50 hour days, lol. PUBG sucking me in doesn't help either.
  9. Now I've been having this issue for a very long time now, but it is starting to annoy me again. When I give a doMove order to a ground vehicle (the position is pre-checked and flatEmpty) like 70% of the time nothing happens. My workaround is ( I move them via FSM) is a loop that checks every 4 seconds if the car moved already. If not, give order again. After like the 3rd-4th order the drivers get their lazy ass and begin their journey (yea, into the woods, but thats another story). Sometimes they stop during their trip, ad the whole things starts from the beginning. What may cause this behaviour? Why do they start eventually? Why do they need the same doMove orders 3,4,5,... times? Is it a path finding issue? Has any of you guys found a solution to this? Or is mine working so I should be satisfied? Isn't the engine recalculating path every time I give a doMove order? ( I prefer doMoves over waypoints, I create them dynamically, and I found handling WPS a pain in the ass.) Thanks for reading
  10. I'd like to use custom setAperture in my mission. My problem is that it won't reset if I exit the mission: it stays the last value forever. Is it a bug? Is there a way around this? I couldn't find any EHs for ESCing from a mission so that I could set it to -1 myself...
  11. Is it possible to handle mouse middle click? The mouseButtonDown uiEvent only checks for left and right click and there is no DIK code either. Thanks
  12. My problem is the following: I am working on a bomb run script: Plane gets spawned, then fly towards target, if there: drop freefall bomb. For accurate bombing the plane needs to fly in a straight line. Therefore I set its direction, give it velocity, disable pilot's target, autotarget, set careless&blue, and finally give it a doMove order. Now it works fine, even if there are enemy units in the path. Until!! Until a plane that got shoot at can fly some more... :) (this is the only observation, really.) After that the next (and all future) spawned planes go off the straight line, and take a detour... What can cause this? Is it in connection with the enemy being revealed to the future planes by the plane that survived? Is there a way or workaround to turn this off? The problem is not this, but the planes stay on their detour path even if the enemies are destroyed... Once they start going off the straight line, there is no way to make them return...
  13. Thanks Solano! I've never known that I've been waiting for this until I actually enabled it. I thought the new lightning looked great, but then you removed that dull layer again. :) Exactly how one would re-touch a photograph too. BTW, I followed your installation steps, everything was where you wrote it would be and it went smooth and without any problems.
  14. I shoot a ray upwards from player. If it intersects a buildingobject, he is inside. I guess it's lot less calculations. Just an idea. And according to my experience, boundingboxes on some buildings are not too precise.
  15. Which version do you use? Or you meant the inventory key?
  16. So now after Tanoa hit beta and the 2d editor got removed, what is the official word on keeping the 2D/fast editor as a hidden/power feature?
  17. Well, I kinda work on it, although haven't fired it up for like two months now. Probably an update broke it then. I'll take a look sometime in the future, and there is a huge team handling revision in the works too. The inventory is a separate and unreleased mod, which will stay this way.
  18. Wow. Zooloo did something outstanding again! I've been playing shooters since Wolfeinstein 3D, and I never felt bad sooting an enemy. It was part of the fun. But damnI am embarassed now, this mod brought here something that was never presented well. I am even less triggerfriendly than I was yesterday. This really gives me the creeps. I don't think such should be hidden. This should be part of a simulator.
  19. zapat

    Visual Upgrade – Feedback

    And if we are talking about visual enhancements: could we get a GetCurrentAperture command please?
  20. zapat

    Visual Upgrade – Feedback

    If you are tweaking contrast: with the contrast settings which look good daylight (100-110) the full moon nights are way too dark. They need 85-90 contrast to be able to see something. IMHO contrast settings affect the brightness of the night too much, I personally would balance it a bit more. Anyone else loving to play without NVGs and missing some "power" of the Moon?
  21. BaBe: are you planning to update the textures once the dust settles around the new visual system? I really love this tweak of yours, but it doesn't seem right with the new lightning. Thanks man. Edit: actually the lite looks quite good. But it's lite. :)
  22. from the faq: http://sh8.videopilo...t-v6/faq-rl-v6/ CAN I CHANGE THAT KEY? You can change the Key to toggle ReShade in the „Common.cfg“-file at line 14. It goes like this:#define RFX_ToggleKey VK_SCROLL Change the „VK_SCROLL“ value to your key of choice. F12 would be VK_F12 for example. You can find a list of all key mappings here.
  23. Solano: Your mod created a huge difference compared to the original-vanilla game (which had this washed out purplegreyish layer), so in my eyes you are a visual magican. :) What do you think of / how do you like the new vanilla lightning?
  24. My biggest hiccup is exiting: 3DEN takes 3 secs, exiting 2d editor is instant. This is where I take my 3 secs from.
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