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MAD T

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Everything posted by MAD T

  1. I don´t know if it got already asked but can you add tracer ammo for the weapons please?
  2. Thanks. I will check it again. i just redownload everything as i might have something broken but dont know how i could have.
  3. Hi. Is there something wrong with the signatures and key file since the last update? I was able to connect fine to my server but after the update it does not seem to work anymore. Even when i create own signatures they do not work.
  4. I think i founda bug. When a player is unconciouss and gets arrested once he awakes he can start moving again though he should not. At least that is what i encountered.
  5. MAD T

    NSS Admin Console

    A very good idea. I will need to create a hud for it instead of using hint messages showing the variable and it´s output. But please don´t expect it happen too soon as i have to also spend some time on my other Arma project.
  6. MAD T

    NSS Admin Console

    I am still waiting for the Arma 3 update that will fix the serverCommandAvailable issue until i release a update as i want the login to the console still happening via server admin password for security reasons. Upcoming things are: - Fixed dialog errors and made console menu a bit transparent - Removed Kegetys spectator script as it has incompatibility issues with current Arma 3 versions and replaced it with the old camera.sqs free look - Workaround for CfgRemoteExecCommands restrictions in BIS_fnc_mp function (should be possible to execute every command over network now) - Switched from group chat messages to hint - Updated to newest VAS and VVS version - Possible bug fix with console spectator script with rarly happening that wrong person gets spectated Thanks to Dr Death JM again for providing a alternative version so far.
  7. MAD T

    NSS Admin Console

    Hi everyone. I am sorry for the delay in updates as i am very busy in real life and with other projects. However i am going to update the console fixing the dialog errors and update VAS and VVS soon. As for the CfgRemoteExecCommands issue i am thinking about creating a own code execution function which gets broadcasted to every client when the console is being used (first to the server and the server JIP´s it to new clients who connect). Sending a string over the network, compiling and executing it but i am not sure if that will work. Might be or might be not in the next update. As for the current problem with opening the console on dedicated servers i am concerned i will currently leave it as it is (also due to time issues and no other idea). A BIS developer said they will revert the serverCommandAvailable command to what it was before which means the console will work after the next stable branch update. As far as i know it should work on DEV already again. Thanks to Dr Death JM for taking time and fixing the console so far and Tankbuster for the heads up about CfgRemoteExecCommands. PS: If you guys think to make fork versions of the console when needed then please do so.
  8. Found a "bug". When i´m civilian i always have the use cellphone interaction even though i don´t have a cellphone. Can you please fix this? Thanks in advance.
  9. Title: MAD Fade To Black Author: MAD T Version: 1.0 Release: 27.8.2014 Requirments: Community Base addons A3, http://www.armaholic.com/page.php?id=18767 Download Link: https://drive.google.com/file/d/0B3o1kjNQR2sdT05OblJOa3h5Wk0/edit?usp=sharing Description: This little addon (script version for mission makers included) has the purpose that once a player died his screen turns black and all ingame sounds are disabled until he respawnes or (if there is no respawn) after mission restart. The main reason why i created this is for PvP missions that dead players can not use the death cam anymore to spot and report enemies to other players as they are dead and would not know what is going on. Apart from working in single player the addon works in 2 different ways for multiplayer: - The server admin can place the key file on the server and allow the players to decide if they want to use it or not. - If the addon gets loaded on a server (hosted or dedicated) it would broadcast the script to every player who joins without them needing to download the mod. It literally forces the script on every client. This would be the best option for PvP missions to make sure everyone uses it. Known issues: - After death the screen may get dirty for a second or flicker once. The first is a effect by BIS and why the second happens i don´t know yet. If you know why it does this and how to get it fixed any help is much appreciated. Disclaimer: Feel free to edit and modify to your needs but consider letting me know of your changes, they might be of interest ;)
  10. Found a bug. Once you opened the interaction menu of another player and he is moving away you can still interact with him over distance. Like using medical stuff or arrest him. Just a suggestion but it would be nice if arresting would be not that easy but you would need to do something first. Like getting stunned or getting incapacitated in other ways.
  11. Hello Community Today i´m releasing my Ambient Life scripts for the community which i made for an upcoming Insurgency mission by Mantis. Currently it features civilians wandering around and cars driving around. Animals will come soon as well as exclusion zones with triggers where you don´t want to have civilians walking or cars driving. It is a derivative work of TPW´s scripts and uses some code of it though the script works completly different in many ways and is dedicated server compatible. I want to thank TPW for his work without him this would not be possible. http://forums.bistudio.com/showthread.php?164304-TPW-MODS-enhanced-realism-immersion-for-Arma-3-SP Download Link https://dl.dropboxusercontent.com/u/15758816/MAD_Ambient_Life.altis.zip If you want to use the scripts in your mission copy MAD_civilians.sqf or MAD_traffic.sqf to your missions folder. You have to call them like this in your init.sqf. For civilians [10, 500, 10] execVM "MAD_civilians.sqf"; First parameter is numbers of civs around the player, second is the radius (used for spawning and despawning) and last one is for how many waypoints a civlian has. Script needs to run on both, client and server. For Traffic [5, 500, 1000] execVM "MAD_traffic.sqf"; First parameter is number of vehicles around the player, second is the min spawn radius (vehicles spawn that far from the player) and the last one is the despawn radrius. Script needs to run on both, client and server. PS: Function names are still a bit sloopy and it currently lacks some features. Parts of it might change in the future. Credits & Thanks tpw - for his TPW MODS which gave the impression of creating this Bigi, Nikonov and Mantis - for testing
  12. MAD T

    Arma's Nature

    Many thanks for this. I´ve been waiting for this since the arma 3 release.
  13. MAD T

    NSS Admin Console

    I´m very sorry about the broken link. I accidently deleted it from my dropbox public folder not knowing (better said i forgot) that it was still linked here. My intention was not to take it away. I will fix this once i´m back at my PC but this might take a few days as i´m currently not at home. The current version of the console might conflict with missions who have Tonic´s Virtual Vehicle Spawner and Virtual Ammobox System implemented. I´m thinkin of removing it as it is not realy needed. Also my spectator script has a bug. Rarly it happens when you spectate someone that the wrong person gets spectated. I currently don´t know why it is doing this and have very little time to fix it but will do it eventually one day when i got the time. I suggest clicking on Free in the spectator menu and use the kegety´s spectator script instead which will come up then. Edit: Alternative download link added to first post. Thanks Tankbuster.
  14. Per location. If two players are in the same area there will not spawn more civilians or cars when the limit is reached. Hmm that is strange as far as i remember traffic worked for me in SP as well. I will have a look at it later.
  15. I could do that but AI drivers are tempted to leave their vehicle when it has little damage. I can do that for parked cars but i currently try to make some code optimisations. The next update will have these optimisations and animals which i´m releasing today or if not then still this week. I´m currently also trying to figure out a good way for exclusion zones but as it´s weekend now my time to work on it might be a bit limited. So better don´t expect an update today.
  16. I´m glad it worked for you. Can you provide more info on that? Any script errors.? Have you tested the demo mission and did that one worked for you? Did at least civlians worked for you? Traffic might be rare do to my standard settings. Try changing the car amount to maybe 10 and take a helicopter to fly around. --------------- Currently the scripts are working because i use the same on a dedicated server. I do also not know of any bugs currently. If some of you still can´t get it to work then send me your mission files and i will take a look at it.
  17. Yeah stupid me. It was late and i forgot to declare the _count variable for single player. Download link got updated and is working now. If you used my standard parameters and only changed the amount of cars then you have 2 cars in 1000 meters and spawning at a minimum distance of 500 meters away from the player. They also do drive a bit different. Instead of randomly choosing a road they drive to randomly choosed locations like towns and villages and search for a waypoint there. Once they arrived there they begin to drive to another location.
  18. Civilians and vehicles are spawned for each player individually. But if two players are in the same area there are not spawning more than set in the parameters. So if you set 10 civs there will be only 10 civs in the area even if there are more players in it. Civs and cars are also only spawning on the server to take away bandwith problems which i had before when they spawn on the client (having only a 2k internet connection and a few civs and cars raised my ping to over 900). On the other side it means you need a good server or if you don´t then set the civs and cars value to a lower amount. Edit: The only reason the script needs to also run on the client is because the client calculates if there are roads or buildings near the player to spawn stuff. The information will be send to the server by simple setting a variable to true or false if the condition ever changes. With that information the server decides if he has to run distance checks for the player on spawned units or even has to use other further commands.
  19. I took only very little code from tpw. Most is written from scratch and works in a different way. There will be no red balls.
  20. Hi tpw You said in your script everyone is free to use and modify your code so i took some of it and created an own derivate of it. I post it here so everyone can benefit from the changes but i don´t know exactly how much it does as it almost works completly different. I was doing this because im more interessted in MP gameplay and needed a working dedicated server version and was unable to modify yours in the way i wanted it to be. Thanks so much for your work and the impressions it gave me. http://forums.bistudio.com/showthread.php?166896-MAD-Ambient-Life-(SP-MP)
  21. We currently use the tool in our community and it works as it should. But i got one question. Will it in the future have rsync so only changes in the file are transfered and not the whole file again?
  22. I noticed that cars stop after a while and in the rpt file of my server is written C Golf 2-2: Cycle as first waypoint has no sense While looking at your code i also noticed that you give the first waypoint a "CYCLE" type when i think it should be "MOVE"
  23. Thank you so much for the animals too. Now i can add hunting to my mission. Will animals also have ownership in the future to prevent them from spawning too much in an area full of players?
  24. What i noticed when playing with your script is that if i destroy a car and turn around and turn back it gets removed even when still in range (but above 100 meters min distance). This had to do with the speed check which i had to remove to not have cars dissapear that quick.
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