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MAD T

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Posts posted by MAD T


  1. Hi

     

    There seems to be an issue with Helicopters from CUP Vehicles. When i am inside of the helicopter UH-1H and i try to run this code

    player action ["Eject", vehicle player];

    It does not work. It does not even work for other helicopters though i just tested it with one.

     

    When i use that command on vanilla helicopters everything works fine.


  2. Changelog:

     

    - Added: Hint based variable monitor which keeps running as a hint message when the GUI is closed
    - Added: Loading / saving and exporting of Zeus creations (only objects) 
    - Added: Placed / loaded objects via Zeus are shared amongst each console user for cooperative editing. 

    - Zeus: Every object gets saved even if another curator has placed it

     

     

     

    I love the updates, it's great that you are still working on this. I just can't imagine how much time it's saved me. But I do miss the ability to spawn vehicles like the old VVS. I know it could be done by using a createvehicle in the code box or even in the config browser but they aren't nearly as sexy as what we had before. I hope you can find a way to bring the functionality back.

     

    There is still the possibility to spawn vehicles via Zeus. I know it is kinda different though but It is unlikly BIS will break Zeus with an update but it happened often enough in the past that after updates community work is broken. It is already too much work to keep track of everything.

     

    And another feature request. :)

     

    The variable monitor; it monitors local variables. Sometimes when I'm testing in a server - client environment, I want to get the value of a server variable. Could the variable monitor be made to do that?

     

    Good idea. Could be easily added with a button switching local or server variables. I just added the variable hint monitor for now so i do not know when this will be ready.

    • Like 1

  3. Hi there!

    Great great update!!! And Thanks for the Zeus possibility!

    What about the "Freeze" option? i've make some try but Dialog and me aren't friends, and i'havent serv no more due to a global issue with the 1.56...

    Is the "disableUserInput true" not ok for that? Should this act on the selected player or on all player? or maybe the enablesimulation..

    And what did you think about a TP-to-Me option?

    Fusion use one in this admin menu (if you wanna have a look http://www.armaholic.com/page.php?id=23747)

    With this latest update, I think that adding these 2 points there, would propulse this great work more closer to perfection ...

    (Until a way could be found for admins :239: couples ..)

    Freezing a player was and is still planned since a long time. It will be done in the near future as the console is mostly complete now. It was abandoned as it was abandoned in the past as it was not that much of an important feature but is now back on the list. Disableuserinput true or enablesimulation false are bad ways to do it in my opinion. The first command does not allow the client to do anything anymore not even chatting or closing his game. I think about freezing him rather to its position by teleporting him back if he tries to move.

    Teleporting a player to the admin seems like a good idea especialy for training purposes. I add it to the list. Thanks for your suggestions. Btw i can not click on that armaholic link. It seems corrupt somehow.

    Nice update, but I´d like to sugest an option of keeping VVS...it works flawlessly for me, and it seems Virtual Garage doesn´t "sees" some modded vehicles and/or variants (like VVS can spawn ALL F-16C variants that Pinaz have created like Venezuelan F-16s, Aggressors, etc and VG only spawns default F-16c =P

    Anyways, thanks for keeping supporting this mod, it is a must have for me and many others! =D

    cheers!

    Sorry but VVS got already removed in the newest update. It first got replaced with the garage but even the garage was removed due to certain issues in multiplayer like others could not see the vehicles. To be true i rather never wanted to add other peoples work. They are good made but it is about having dependencies of other peoples work if an Arma update breaks something which happened in the past more than often. I would rather have own solutions added. Since i added the ability to open the Zeus interface i think the use of the garage is obsolete. I admit i do not even know if zeus recognizes all addons though. While testing zeus with some addons i noticed that they got added.

    And oooops. I forgot there was a little update recently which i forgot to post here.

    - Workaround to have Zeus interface working

    - Added functions viewer

    - Added config viewer

    - Added animations viewer

    - Added GUI editor

    - Removed garage as vehicles could not be seen by others


  4. nice - i look forward to implement this.

     

     

    i think also inidb will need filepatching on the serverside enabled.

     

    one suggestion for this: what if you query if a variable you name with an array of admin uids is somehow defined in the mission.

     

    if it is not stick with the login version.

     

    if it is defined use that for authorization.

     

    would be a nice and easy to implement addition

    That way the server owner got all possibilities to authorize admins:

    -load from extdb

    -load from inidb

    -load from mission pbo

    if nothing found:

    -load from external config file (requiring filepatching enabled, should be done with compilefinal).

     

     

     

     

    edit: and btw - concerning specating:

    have you seen the awesome new  specator mode from bohemia:

    https://community.bistudio.com/wiki/EG_Spectator_Mode

     

    I always try to have the console as open and accessible as possible. What i try to avoid most is having people edit their missions for it. However i currently struggle a little of getting a proper way for a login implemented. Also due to time and having other projects. Your suggestions are welcome.

     

    I am thinking about creating an own extension for it to prevent having the need to install dependencies just for a simple config file. But my programming skills lack alot so it would be some learning project. I´ve never realy done coding except one year C++ in school, some Autohotkey messing around and alot of Arma scripting which most is pretty much self taught.

     

    About filePatching i doubt that extensions are affected by it though i am not 100 % sure. At least i did not read that they could be affected.

     

    Anyway thanks alot for your suggestions. Especialy about BIS spectator mode. I was not aware about it. Seems to be a very good way to replace my old and crappy specator mode.

    • Like 1

  5. There was a little update to the console. after a very long time i got myself back to some scripting.

     

    - Replaced VAS with Virtual Arsenal

    - Replaced VVS with Virtual Garage

    - Added the possibility to enter the Zeus interface even if no curator module was placed in editor. It creates it on the fly during mission.

    - Rearranged alot of code and made use of cfgFunctions to make source code more read and understandable

     

    Having multiple admin support is kinda tricky currently. BIS disabled file patching in Arma by default which means loading data from an external file is still possible but it needs to be explicitly enabled with startup parameter -filepatching. However doing this means there is a security risk as hackers can read files on the server like ban list or admin password which are located in the Arma folder. Otherwise i would have done a login feature with a password and admin levels. But i am still thinking of a way to create something like this maybe in the future with the help of iniDB which allows to read and write to ini files. It would mean the console would then have a dependency to another addon which i tried to avoid. However i could maybe implement a check that if iniDB is loaded and the specific config file for the console is present it behaves different allowing password like login dialog and admin levels.

    • Like 2

  6. Hi Everyone

     

    I was long away from Arma but i slowly come back to it. I am not even sure if my console does still work as i have not tried yet but will do later today. My Plan is to sort things better inside the PBO as right now it´s still just a mess and see if anything is broken due to recent Arma updates.

     

     

    Hey MAD T, in case you´re still working on NSS Admin Tools/Console... (which I hope, cus I use it on a daily basis...) Tonic has updated both VAS and VVS  http://www.armaholic.com/page.php?id=19134  and  http://www.armaholic.com/page.php?id=23020 respectively

     

    I´ve tried to update my NSS myself using Depbo, but no joy =/

     

    Cheers!

     

    Thank you for the info. For VAS i was thinking to use the Virtual Arsenal and for VVS i am thinking about an own solution in the future maybe. Even though i credit Tonic´s work i rather want to be indepentend.

     

    Btw. I did not work to the console long ago. I only made it cause i needed a mission developing and administrating tool for our community server. So once it was done it served it´s purpose. Therefor i am sorry for any delays in updates.

     

    I don't get it how do I can install and use it on my dedicated server.
    - Installed it into my arma folder , added the @NSS_AC parameter on Arma launcer mod line;
    - Installed it into my server arma,  added the @NSS_AC parameter on server mod command line;
    - Installed it into server and arma folder both , added the @NSS_AC parameter both command lines.
    but when I tried to connect to server , can't connect and gettin' " seasion lost " message.

     

    There is a folder inside the @NSS_AC folder called keys. You copy the file inside of it to the keys folder located in your Arma root directory on the server. After restarting the server it should work.

    • Like 1

  7. Hi

    With the last update it seems animal life got added to the map. But it seems it is the same with snakes and rabbits which are only local to someones client. We develop a mission with an own animal script for hunting and we noticed that goats and sheeps were spawned not from our script. While someone else was able to see them i was not. So is it true that animal life got added to the map config? Is it possible to be synced in a mp environment? If not is it possible to be removed again as it is messing things up for us now. Not just maybe for us but even on other missions it might get confusing as people see things which are not there for others.

    Thanks for taking care.

    Regards.


  8. Many thanks for bringing this to Arma 3. I realy loved flying them back in Arma 1 alot. But there is one thing about them which i do not like. You can do hard 90 degress turns and keep doing them the whole time without loosing speed. In case of dogfights you do not have to consider your speed to keep that thing in air anymore and so does the opponent. While that might be funny and a laugh it is far from being a challange as it is leading to people just turning around each other in very close curves. If there is any possibility for a version which flies like back in Arma 1 were crashes due to pilot mistakes happened because right now i can do all crazy stuff with them and would never crash.

    Anyway, good work.


  9. Hi.

    While playing with the map i found some bugs or things that are not like the original Arma 1 Sahrani version.

    Picutres showing the issues - http://imgur.com/a/ydACR#0

    Apartment Buildings in Bagango are not proper alligned like they were in Arma 1. the ground is showing that they are a little bit not facing their proper direction. Also one apartment building is completly missing.

    In Obregan at the facility complex there is a building which does not show its internal textures anymore when looking through the windows.

    South of Bagango at the military complex is a stop gate which faces strangly in the air once it got destroyed.

    Just a feature request but south of Ixel there is a military complex looking like some kind of prison. So far i did not found an option for the gates to be opened or closed. Is the any chance this can be done in future updates?

    Thanks in advance and Thanks alot for the great work so far the team has put in. I will most likly not use any other map anymore since Sahrani is back in the game :D


  10. Hi.

    I accidently made a thread for a addon request and would like to have the idea posted here before it gets deleted. Sorry i am not that much into all that forum stuff.

    http://forums.bistudio.com/showthread.php?185978-Request-Flashlight-Battery-torch&p=2826233#post2826233

    [Request] Flashlight / Battery torch

    I would like to please someone to make a flashlight just like the attachment for the pistol but without the need to have it on the pistol. It should be in the pistol slot. Sometimes it is very dark and having every civilian running with night visions is not very realistic. Holding a pistol just to have the light is not an option as it means a threat to others. I would do it myself but have almost zero knowledge of creating addons and it would probably take me weeks to get it done.

    Thanks in advance and if anyone can get this done it is much appreciated.


  11. Hi

    I would like to please someone to make a flashlight just like the attachment for the pistol but without the need to have it on the pistol. It should be in the pistol slot. Sometimes it is very dark and having every civilian running with night visions is not very realistic. Holding a pistol just to have the light is not an option as it means a threat to others. I would do it myself but have almost zero knowledge of creating addons and it would probably take me weeks to get it done.

    Thanks in advance and if anyone can get this done it is much appreciated.


  12. Updated console to version 1.6

    Download Link

    Changelog V1.6

    - 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


  13. ;2811739']Hi Mad T' date=' I ALREADY have (and use it in every single mission I play, lol) NSS AC (v1.5 from Dec 2013), I´ll wait for your official update, v1.5 is working ok, it gives the VVS error, but I can use the VVS functions, it isn´t just the latest version, but it is alright =)

    The updated v1.6 (and future) version will still log in using shift+F1 command (at least for SP/MP listen when I´m the server) right?

    cheers![/quote']

    Yes the login will be still with shift +f1. It also does work the same if logged in as admin on a dedicated server. I will keep it like because i currently dont know any mod conflicting with it.


  14. I am thinking about to work on the console again and add stuff like whitelist, variable monitor pinning and a GUI to execute server commands and if possible a ban list feature. But today i will release a fixed version of the console once im from work as BIS finally released a new arma version. For new features everyone will have to wait a while.

    ;2811056']Hey Mad T' date=' you´re still working on the NSS AC update or Dr Death JM´s update is accountable for? I´ve tried his, but couldn´t log in with Shirft+F1 command on SP missions as before, or his code only works on MP?dedicated server not for SP?listen servers?

    cheers![/quote']

    Hi. I am responsible for the official release. His version is just a fork attempting to fix the loggin problem but there shouldnt be a problem anymore because as far as i know the console does work again with current arma update. Go to the first page or armaholoc and download it from there. I cant provide a link right now as im on work.

    Hi,

    could you possibly upload a complete package?

    With clear instructions?

    Thanks in advance!

    I will try to work out a readme file explaining the buttons and their functions.


  15. Maybe add possibility to whitelist player GUIDs in a userconfig file on the server? :)

    The idea is nice but i do currently not have the time to add new features to it. It would also mean the console needs to be loaded on the server making its use a bit more complex. I created the console first as a debugging tool and therefor its use needs to be quick and simple. Currently either server admins use the public signature files or are able to create their own if they do not want every admin with the password to use the console.


  16. So am I using this admin panel but I am having an issue,

    when I log into the server and try to open the menu it says I am not an admin even though I logged in? Is there anyway to fix this? Do I need to edit any files etc?

    So far this looks like the best option for me to use so i'd like to get it working

    EDIT: Just to let you know I am running this as a normal addon, i.e I am launching it on the server and also on my pc. Do I need to add it to the mission file instead?

    Hi. The problem of the logging in is is known. It has something to do with that bohemia changed the way a certain scripting command works. Why they did this i dont know but they are changing it back to what it was before with the next stable branch update which should be at the 8th of this month. So without fixing anything it will work with the next arma update again. However im bringing out a updated console once the arma update is out. Console is as far as i know working on dev branch already again. I could remove the logging in but i dont want to do that because of security reasons.

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