dystopian1
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Posts posted by dystopian1
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On 10/4/2020 at 5:16 AM, VEN0M.226 said:I want to include some much-requested CBA settings, like a slider to change the force values, a way to toggle vehicle collisions on and off, that kind of stuff
Hey @VEN0M.226. CBA Settings can't directly change config values. There are some workarounds but not in this case. PhysXParams values are read even before profile loading so settings can't be applied to them. Sorry but looks like your wish is not possible 😞
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4 hours ago, 0Y0 said:If someone else is working on a mod.
That's the mistake) I see it often enough.Could you describe it? Editor/SP/MP/dedi? Maybe some repro steps?
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19 hours ago, AirShark said:I'm here but unfortunately I'm out of arma for some weeks. I rarely can post, sorry, but I read this forum.
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@redarmy if your units have configured faction language they speak that language not from RUG_DSAI_SIDES array. You can override faction language only with `unit setVariable ["RUG_DSAI_LANG", "RUG_DSAIRUS"]` on group leader.
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2 hours ago, General Kong said:So what you are saying, is that each faction will shout their native language? like CSAT Pacific will shout Chinese, CSAT Mediterranean will shout Farsi etc.?
No, they will shout only if this language is supported language (arab eng ger rus spa ATM). Factions which are not supported don't speak. Configured vanilla factions: CTRG, NATO, FIA, Gendarmerie, NATO (Pacific), AAF (all are English).
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This VBS script notifies when Steam Workshop mod is updated. Windows only.
https://gist.github.com/Dystopian/17cf28480887cbe586b443574f751d94
Usage: put it in Arma folder and schedule it for regular run (as often as soon you want to be notified after update). It will check Workshop mods folder each run and if some of them is updated it will open update log text file.
Advanced usage: WorkshopUpdateNotifier.vbs [notify] [game_path]
If you want to be notified even if system was shut down and log was opened, add one more schedule on logon to run with notify param - it will check if log file is not empty and open it when user is logged on.
If you want to place script not to game folder, pass game folder path as argument or setup run folder in scheduler.
Script saves database with mods update timestamps (WorkshopModUpdateNotifier.txt) and update log file (ModUpdates.txt) to folder where it's placed.
Script was tested on Windows 7.
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Button fails if there are cached lines in servers listbox. This can happen if you have working LAN server and last MP page was LAN.
To fix it double onEachFrame after JOIN button pressing, it will skip 1 frame and clear cached servers:
ctrlActivate (_ctrlServerAddress controlsGroupCtrl %14); onEachFrame { onEachFrame { ((findDisplay %8 displayCtrl %13) lbData 0) call
Also
actionText = "$STR_disp_multi_join"
is most suitable localized string for config.
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Version 1.1 changes:
- update config for CUP Terrains;
- move optional addons to addon subfolders to simlify loading.
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On 13.10.2017 at 2:54 AM, venom.226 said:Hey all,
Sorry for the delay. Here's a patch for those of you that play MP- This should fix the flying vehicle bug.
https://drive.google.com/open?id=0B3lpmuzLj9UyUnhUU3JjUlFqNGc
I'm pretty sure the problem was caused by allowing ragdolls to collide with vehicles, which has been disabled in this version. I'm not able to test this, I don't have the game installed at the moment so if you guys could test this out and report back I would really appreciate it.
Hey @venom.226.
It looks like 0.4 version is broken. Its size is very small and it doesn't contain any config values.
Could you please fix it and upload?
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1 hour ago, torndeco said:You can disable animal life with sqf now
https://community.bistudio.com/wiki/enableEnvironmentI don't need to disable birds or insects. They are really pretty and not so noticeable like rabbits and snakes.
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8 hours ago, scimitar said:would you be open to suggestions for optional pbos for other maps?
yes, sure
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Because ambient life in Arma 3 is not multiplayer compatible, it can influence players differently. Most noticeable animals are rabbits and snakes - they are striking very much, especially in thermal vision. This mod disables them.
optionals directory contains addons for CUP Terrains, Lingor, Al Rayak.
Download: https://yadi.sk/d/-GYuHHzX3WNbSU
Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1092963019
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it looks like you broke
A3E_VAR_Side_Blufor = west; A3E_VAR_Side_Opfor = east; A3E_VAR_Side_Ind = resistance;
lines. Don't touch anything you don't know for what.
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TheSurvivorOfZeds
error in UnitClasses. Start arma with showScriptErrors, start Escape and check rpt for sqf errors. Any missing ',' or '}' can corrupt script.
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There're some changes in ACE cook off AI.Let them burn...
Okay I can have them not use it for cover if it's cooking off.
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do you plan on ever implementing the 9m79b, 9m79-1-k and 9m79-1-f from rhs as something the enemies can use? like this could be another option like the "death in fire" artillery setting.
NeoArmageddonThat is up to the people mantaining the RHS configs (AFAIK dystopian?).
I hope you understand that techrax is talking about tactical missile (including with nuclear warhead)?
About implementing: maybe someday. We'll have to rewrite artillery template and to have some work with RHS scripts. I don't have such plans at the moment.
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I don't think so. Often I see how AI units fall during run and hit. Also the code doesn't check if a unit is a player.Also ACE3 hiteffects are applied only to players
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We use TFR without any changes, works pretty well (RHS version).
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Maybe you should use CfgRemoteExec (doc). CBA_fnc_globalSay3d is deprecated....and on my server, and im sure many others. i run a mod that blocks all remot exec from...
...there is the new cba function globalsay3D...
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...the framerate will plunge into sub 20 fps...
...The only thing that fixes it is completely restarting the game...
...anyone else has been having a similar experience in escape...
We have similar experience last several months. After 2-3 escape hours we have FPS drop to 10-15 on each client. We have to find quiet place and then each client closes the game and then JIP.
We always play with mods (ACE, RHS and ASR AI are most significant for FPS).
But it was fixed somehow after APEX update (CBA/ACE was updated too). So I don't know exactly what fixed that FPS issue (if really did).
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new function fn_unit_sfx_say_hit and rewrite of fn_unit_sfx_hit
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Ragdoll Physics Plus+ v1.0
in ARMA 3 - ADDONS & MODS: DISCUSSION
Posted
At least ACE and CUP don't use PhysX parameters afaik so I doubt you can blame them. RHS are known to be not compatible with any mods so I would ask you to not try to be compatible with them.