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Everything posted by Heaney
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Editing, Expanding and Modifying Domination
Heaney replied to Tankbuster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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! -
A.C.R.E - Advanced Combat Radio Environment - 1.4 Stable - Release Thread
Heaney replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
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... -
Editing, Expanding and Modifying Domination
Heaney replied to Tankbuster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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. -
@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.
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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
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A.C.R.E - Advanced Combat Radio Environment - 1.4 Stable - Release Thread
Heaney replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
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? -
M109A6 Paladin v1.1 (UPDATED)
Heaney replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
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. -
M109A6 Paladin v1.1 (UPDATED)
Heaney replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
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. -
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
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A.C.R.E - Advanced Combat Radio Environment - 1.4 Stable - Release Thread
Heaney replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
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? -
Does anyone know what ACE support in this mod is like? Does it have any issues with ACE? Work well with ACE?
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Oh hear all ye ACE fans. Move your cries to this post: https://dev-heaven.net/issues/1684
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Xeno we love you!
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List of IDs for BIS menu findDisplay and displayCtrl ?
Heaney posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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? -
List of IDs for BIS menu findDisplay and displayCtrl ?
Heaney replied to Heaney's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The what? -
@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)
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ARMA 2: OA beta build 98736 (1.62 MP compatible build, post 1.62 release)
Heaney replied to VictorFarbau's topic in ARMA 2 & OA - BETA PATCH TESTING
This isn't BE supported yet. -
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.
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The AI grass view block feature actually works really well from my testing of it. Good job!
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Multi-Session Operations v4.4 released
Heaney replied to tupolov's topic in ARMA 2 & OA - USER MISSIONS
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. -
A.C.R.E - Advanced Combat Radio Environment - 1.4 Stable - Release Thread
Heaney replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Step 4 here for ACRE TS setup: http://www.the-wrecking-crew.co.uk/page/installation -
A.C.R.E - Advanced Combat Radio Environment - 1.4 Stable - Release Thread
Heaney replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@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. -
A.C.R.E - Advanced Combat Radio Environment - 1.4 Stable - Release Thread
Heaney replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Awesome and timely work! Uploaded already to my server :) -
A.C.R.E - Advanced Combat Radio Environment - 1.4 Stable - Release Thread
Heaney replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Betas fix WAY more than they break. -
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.