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voiper

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About voiper

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  1. It seems that today's patch broke drawIcon using centre-aligned text. http://i.imgur.com/7GKbEj3.png (954 kB) http://feedback.arma3.com/view.php?id=24009
  2. Reloading while on a ladder deletes one of the magazines for your current weapon.
  3. Darter bug: http://i.imgur.com/LU7zwfw.jpg (426 kB) http://feedback.arma3.com/view.php?id=23694
  4. Are there plans to add a flashlight feature to the map? Wondering if I should start a fork of ace_map that includes features from my LIT module.
  5. class CfgSounds { [b]#include "vip_lit\resource\vip_lit_cfgSounds.hpp"[/b] sounds[] = {prison}; class prison { name = "prison"; sound[] = {"Rsc\Sounds\prison.ogg", 1, 1.0}; titles[] = {}; }; }; Should do it. :)
  6. Pretty big exploit: http://feedback.arma3.com/view.php?id=23555
  7. By default, it's bound to F, regardless of your profile settings. If you want to change it, you have to rebind it in the briefing notes (under voiper's modules). Let me know if that fixes it.
  8. v1.3 Released Changelog: -fixed: issue where map light position was not updating -changed: added alternate map cursor (optional) -changed: added option to disable looking down most optics with NVG on -changed: map light requires "acc_flashlight" to be in player's inventory or on weapon -changed: map light and map NVG key can be rebound in notes; once rebound, they're saved in profile for future sessions -changed: map light now affected by streetlamps, headlights, flashlights, pitfires, water depth -changed: rain drops make noise on map -changed: reorganised init scripts I haven't tested it at all with saving. I'll look into it when I can.
  9. Welcome. :) In vip_lip_mapLight.sqf, it checks if the island has mapSize defined in its CfgWorlds config entry. MapSize is just the length (or height; they're the same) of the island, in meters. If mapSize isn't defined, it then checks its worldName (the command worldName, not the config entry) against a switch list for the manual size of the island. So, to find any island's size, just load the island in the mission editor, zoom to the furthest top-right (where the map runs into the black void), and get the editor coords (centre-bottom of the editor screen) for the top-right edge. Again, use X or Y; they'll be the same. The number will be round and divisible by 1280. Then, modify the switch statement in vip_lip_mapLight.sqf, so it should look something like this: _mapSize = switch (worldName) do { case ("VR"): {8192}; case ("smd_sahrani_a3"): {20480}; case ("Takistan"): {12800}; case ("Chernarus"): {15360}; case ("Utes"): {5120}; case ("Imrali"): {/* size here */}; }; Once you get the value (and let me know if Imrali's worldName indeed returns "Imrali"), let me know it, so I can include it in the main release. :)
  10. Performance issues noted. Fixed for next version. It's not complete enough yet. Once I'm satisfied with how it's performing, I will release an addon version.
  11. I have my Windows sound on my non-dedi soundcard setup at 50% (headphone analog volume control at Windows' 100% is basically on/off...), and A3 at 25% because of the lack of dynamics. I've spent spent a few years doing amateur sound mixing, and I know the pain of the brick wall (I even wrote about the Loudness War in university). This idea and work so far is great, great, great! If you finish it, it would be, with 100% certainty, no questions asked, among my must-need Arma addons. Keep at it.
  12. v1.21 released. Done. Done. The way Arma checks keybindings is bugged (floating point problems). Hence why CBA has the keybinding system for mods. As a stopgap solution, flashlight is now permanently bound to F. Players can now be equipped with such fancy technology (i.e. Done.). Light source won't happen: not worth the network overhead with dozens of players opening and closing their maps. Should be fixed now. You'll need to be more specific and/or give me a way to reproduce this problem. Not sure what you mean by this.
  13. Nooope. I should probably rephrase that part of the documentation, since it's confusing people. The respawn parameter is just there to undo the script after the player permanently dies, since it could interfere with some post-death scripts (spectator, mostly). It does not affect respawn itself in any way.
  14. I misspoke (derp). Most of the elements are boolean (true/false). The fourth element of the array must be itself an array (first element being whether to have a flashlight, second being which size). Also, it's a good idea to avoid trailing commas. So for your example you need to use: [false,true,false,[true,1]] execVM "vip_lit\vip_lit_init.sqf";
  15. When exec'ing vip_lit_init.sqf: 0: Bool (optional); whether player can respawn during mission; default false (it's a good idea to set this to false if you use a spectator script). Example (leaving the other parameters default): [0] execVM "vip_lit\vip_lit_init.sqf";
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