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DAP

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Everything posted by DAP

  1. I don't talking about content :) I talking about missions and missions creation :) Only :)
  2. I don't want continue discussion :) Now it all clear for all. But one thing :) And I against it :) They create precedent :) Now any other modmaker can do something like this or even worst :) This policy can freeze community's creation ability. And this is bad for community. I can understand their feeling, but if you do something for free, if you do something for community, then let community decide how use this and how make this better.
  3. I'm talking about this: It prevent all mission makers from making missions with different gamemodes (warfare, domination, evolution, deathmatch, flag capture, sniper hunt and etc.) Also it prevent creating custom servers with PR mod and custom missions with this mod.
  4. Are you sure? I think it sounds little different. It says that they want to prevent replacing of their missions and their gamemodes with another. So.. I can't make crash'n'kill mission even if I want it. (for MP of course)
  5. This is correct for content. But for missions creating? Example: I like mod's features, but dislike mod's missions. And same for my friends. And some other ppl. What we must do? Wait until mod's team create special mission for us? You must be kidding. I agree with terms of using mod's content. But disagree with terms of using mission editor.
  6. Iron Front. If they want get paid for their work, then need move on Iron Front's route.
  7. Aaaand what? :D PR mod anyway will be free for download. Even if user, which will download this mod never seen editor before :D Here is no any connection. Any can download this mod and "get BI's BAF units for free". And this user can do anything with downloaded content. Because it free for download. Not like BAF from BIS. So why those restrictions for mission makers? Here is no difference. No connection. No sence. Only.. if they want protect their gamemodes. And PR community from spraying on different custom servers with custom missions ;)
  8. Disagree :) I can't see connection between BI's BAF content in PR mod and missions creating :) If I make mission for those units.. how someone can play in this mission if he have no those units? :) He must have PR mod for this mission. Where is problem? If someone download my mission without those units.. he can't get them from mission. He must download whole mod :) Right? :) So.. where is problem? :)
  9. I agree with content protection. But.. missions protection? Restriction to create new missions with unmodified content? This is something new. BIS EULA don't restrict free mission creating, but PR EULA does it. WTF?
  10. I think about this, but I have no enough time now :)
  11. I agree with "tons-of-addons" problem, but we already have simple solution - signatures. Allow PR addons and disallow all other addons. Is there any problems? Answer - no. So why those restrictions? Strange. And else one:
  12. Yes. If SLX_wounds not included in active addons, then my addon will work.
  13. Try manipulate with db+40 parameter (volume). Decrease number or just set this parameter to 1.0. Second parameter - pitch.
  14. Actually no one :) I just add condition which will disable my addon, when SLX is used, for avoid any conflicts.
  15. Here is your mistake: class CfgMusic { tracks[]={Music1}; class Music1 { name = "Music1"; sound[] = {\music\Music1.ogg, db+40, 1.0}; [b][color="Red"]};[/color][/b] };
  16. How and Why? Because intervention in the original script can cause serious bugs and lags on both scripts(especially if one of scripts was changed with update). This is not good, right? Also. Why? ACE Wounds and my addon works by different methods, if you like ACE Wounds - just add this module in mission, if you like my addon - then just remove ACE Wounds and add my addon (if it wasn't added before).
  17. ADDON UPDATED Version 4.6.1 Changelog: - Fixed: Some animation bugs. - Fixed: Addon not works with ACE2. - Added: SLX Wounds check. - Changed: Configs for script version. - Improved: Medic priority. (If squad have medic and they found allied wounded, then squad leader will send medic instead nearest squad memeber) Note: All links updated.
  18. I think better will be if gunner will don't turn his turret without order from commander. This option good for commander, which will do his job, but not for gunner. And only if crew in danger.
  19. In combat - yes, but not in safe. Changing vehicle's behaviour to "safe" or even "careless" have no effect.
  20. Seems this bug appears on all vehicles. I tested it on helicopters. Pilots turning heads too, like they search enemy. All pilots (gunners, commander, pilot).
  21. I found starnge AI behaviour. Now tanks aim at friendly units, when they have no targets. Also before this beta when you place tank on map via editor he just stay at this place. Now he turning his turrets (main and commander), like when he search enemy.
  22. This is exactly how it works in my addon :) Unfortunately in current state AI often "stuck" in combat behaviour and "heal" and "move" orders have low priority than "fire". About confusing: Version 4.6: I bring back this feature, so now they can heal you, if you are friendly. About distance: distance limitations works only for units not from your squad. Your squad always knows where you are and what happens with you. But friendly units from other squad must find you before. Also it works as "compensator" for better perfomance. And, of course, no one will run 100 or 200 meters under fire during combat. No. They don't works together. Or my addon, or ACE Wounds. Because they do same work but by different methods and it can cause weird collisions and bugs.
  23. DAP

    ACE for OA 1.11

    Ok. Ticket created. But I still think that is too easy feature for adding new ticket :)
  24. DAP

    ACE for OA 1.11

    This is not so good decision. Because not acceptable for MP. "Another additional addon only for this map" can cause problem for players. Exit from game, download and add else one addon, which will remove your ability join in another games with ACE... So then exit from game again, remove addon and run game again :) This is not good, I think you will be agree. So maybe add simple variable and check-condition, like: fnc_t72_catastrophicdestruction.sqf Main cause why I suggest this option: this script removes initial vehicle. And if this vehicle have some variables, which needed for mission, then it can cause serious problems and troubles for mission maker. Additional config is not a solution for MP, as I say before. So, that why I suggest add this method for deal with this kind of situations.
  25. DAP

    ACE for OA 1.11

    Is there any way to disable T72 "catastrophic destruction"? I tried to disable ace vehicle system, but no any effect.
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