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Heaney

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Everything posted by Heaney

  1. Can anyone help. Whenever a bunker gets slightly damaged in the latest betas on Domination, it no longer captures. Even if you shoot it a couple of times. Anyone know the issue? This didn't happen before!
  2. You've tried setting playback mode to direct sound, yes? ---------- Post added at 20:02 ---------- Previous post was at 19:15 ---------- I have a suggestion for ACRE. It is fairly simple in TS3 to make a sound replacement pack. Would it be possible to have ACRE disable the sound notifications by default, or change them to empty/fully quiet sounds? Or could this be done even when the pipe is open? So so many public players don't realise how to remove the "User joined your channel" etc...
  3. So with no modification to mission file, only change being update of betas & ACE, bunkers no longer capture? The dialog pops up, but the progress bar does not advance. Any input appreciated.
  4. Heaney

    ACE for OA 1.13

    @Nou and other ACE devs Since you are going to be adding working on the arty/mortar system more, I think there are 3 things that still need to be finished with the mortars. 1. Mortar Ballistic Computer This is the main one. Right now with indirect mortar fire you have to do some hefty calculations if you're under pressure. Also, the fact that the DAGR will only give bearing to a waypoint in degrees (not mils) means you need to convert that before you can do anything. Having the MBC, which could be basically the same interface as the AN/GYK-37 for the M109 (but for the 60mm, 81mm + 120mm), would make mortars so much better to work with. I really hope this can be done :) 2. CARDOM (Or Similar) System for the Stryker MC Couple of steps to this one, for mechanised mortars :cool: > Have the Stryker MC loaded through the ACE interaction with the same shells as the 120mm fixed mortar > Although it has an artillery computer, the BIS one is too ridiculous. Have the MC use basically the same dialog as the M109 Paladin mod 3. 60mm Handheld Fire on Load ------ If these 3 are done, ACE mortars will be complete. As for M109, for me it is already complete, except for cleaning the barrel. ---------- Post added at 01:04 ---------- Previous post was at 01:03 ---------- It was not. These were both added in the same series of commits.
  5. Heaney

    ACE for OA 1.13

    Diagnosing bandaging is easy. Bleeding or not? You can see in 5 seconds. Morphine is different. Knowing whether someone is in pain you need to ask them. Maybe this could be removed from SELF until you need it, but for other people I fully support this. +1 to this change
  6. I'm guessing this has been suggested before, but would it be possible to use a program to have a microphone voice activate based on mouth movement using webcam?
  7. Heaney

    M109A6 Paladin v1.1 (UPDATED)

    Oh okay, just feels weird in a battery to have the M119's with real objects (10 times more immersive IMO) and Paladin with magazines. But okay.
  8. Heaney

    M109A6 Paladin v1.1 (UPDATED)

    Are we likely to see this updated to be compatible with the new ACE artillery system? As in, interaction key to carry rounds and load, and other features.
  9. Heaney

    ACE for OA 1.13

    And now you can't. Because that's not realistic. In real life, ISAF forces do not use mortars to take out houses. Mortars are used as area effect weapons. Long term, inaccurate (as in, 50m CEP at something like 2km) fire on spread out groups of enemies. You're thinking of something like a LAW, demolition charge, JDAM, etc.. ---------- Post added at 23:37 ---------- Previous post was at 23:35 ---------- I have to say that finally making the mortar CEP realistic has been one of the greatest changes in ACE in the last months. Completely changes the dynamic of a game when one side uses support. ---------- Post added at 23:38 ---------- Previous post was at 23:37 ---------- @Iceman77 You have CO. That guide is outdated. If you want an up-to-date guide on installing ACE, check here: http://www.the-wrecking-crew.co.uk/page/installation
  10. Okay so I've attempted to add human opfor to a mission. We've played ACRE co-op for 1000s of hours on this server. However, now that I'm trying to use human opfor, the second they enter the same channel as blufor their TS3 client crashes. If I stay in another channel, it works fine. Any idea why this is? Or will OPFOR need to have their own channel?
  11. Does anyone know what ACE support in this mod is like? Does it have any issues with ACE? Work well with ACE?
  12. Heaney

    ACE for OA 1.13

    Oh hear all ye ACE fans. Move your cries to this post: https://dev-heaven.net/issues/1684
  13. Heaney

    ACE for OA 1.13

    Xeno we love you!
  14. Hi. So using a script like this: while {true} do { waitUntil {!isnull (findDisplay 49)}; _ctrl = (findDisplay 49) displayCtrl 1010; //respawn control _ctrl ctrlEnable false; waitUntil {isnull (findDisplay 49)}; }; It is possible to detect when the ESC menu has been brought up, and to disable the respawn control. However, I am wondering where this scripter got the numbers 49 and 1010? Is it possible to find this for other menus in the game? Where is there a list, if any?
  15. Heaney

    ACE for OA 1.13

    @Xeno Since you seem to be the authority on innovative Arma scripting, is it possible for you to have a look at the task of making the ACE wounds bandage/heal animations cycled/looping but still allowing the player to quit them at any time through Esc key (along with quitting from ACE focus). Seems like a small change that would make a huge difference in terms of presentation. (Source of this being the issue here: https://dev-heaven.net/issues/43193#note-5)
  16. Heaney

    ACE for OA 1.13

    Did a variety of scenarios on Chernarus where I'd be crawling through the grass and checked when the AI detected me (a simple script that gives a hint when they do). May have been a series of flukes, but from what I saw the enemies detected me in ridiculous places without the module enabled. Again, could be flukes, but this is what I've seen in testing. ---------- Post added at 00:18 ---------- Previous post was at 00:17 ---------- ACE is progressing amazingly. The features & optimisation as of recent have been great. However, the only issue I still see is the mortar dispersion. They land on top of eachother, and this kind of ruins the support role in missions which is very important. This is my ONE gripe with the mod.
  17. Heaney

    ACE for OA 1.13

    The AI grass view block feature actually works really well from my testing of it. Good job!
  18. Anyone know why when I try to use titleText or cutText in MSO it just flickers away? Works in editors. Works for other missions, but MSO seems to block it.
  19. Step 4 here for ACRE TS setup: http://www.the-wrecking-crew.co.uk/page/installation
  20. @sancron As the admin of a 38 player ACE/ACRE public server, I can tell you that the issues you are having are on your end only. No issues here.
  21. Awesome and timely work! Uploaded already to my server :)
  22. So I've been trying for a few days now to get a script working that executes script on a disconnecting client. I know that clients connecting still receive commands for a few seconds, since having a global chat message (using CBA global execute) in onPlayerDisconnected will show up after disconnecting. I know that the _id passed in onPlayerDisconnected is the same as the "clientID" because I've been testing, and they have always shown to be the same value. So after messaging Sickboy, I got some info about how to do this- but didn't want to bother him too much for testing so I'm posting here for the rest. So here is what I have in a really basic mission: if (local player) then { "onDisconnectEH" addPublicVariableEventHandler { //Script goes here; }; }; if (isServer) then { onPlayerDisconnected ' onDisconnectEH = 0; _id publicVariableClient "onDisconnectEH"; '; }; This however, does not work. And yes, the script in "script goes here" is valid.
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