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TeTeT

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Everything posted by TeTeT

  1. I recommend to prefix your global variables with your ofpec tag or an invented mission tag. That is to prevent other addons from writing over your global variable and vice versa. An alternative to global variables, especially if there are plenty of them needed, is to make them local to an object with getVariable and setVariable. For example, the Nimitz scripts found in arma2 declare quite a few global variables in their scripts, like nimHang4, jdgNimArrestor, JDG_steamFX. I moved them into the 'jdg_carrier_spawner' object and now can use 'allVariables' to quickly read out the current state.
  2. This is a bug fix release for the SU-35E. The get in point for the pilot was fixed. Further support for a maps picturemap on the right MFD was added. KNOWN ISSUE: The left and right edges of the MFD with the map look distorted. The changelog for the SU-35: Updated Mirrors: Armaholic: http://www.armaholic.com/page.php?id=24024 PWS: http://withsix.com/p/Arma-3/mods/plgNZFxx4xGCkgAVF72WTA/Su-35S-Flanker-E Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=743108251
  3. My take is that it makes sense to raise a feedback tracker ticket on the crashes issues, with the mission, rpt and dumps attached. Maybe some kind developer can shed some light on these crashes.
  4. I just did a small test on this. In these lines the BI code iterates over getAllHitPointsDamage player select 1 The array returned by this command is different between vanilla and Unsung units in two entries: (vanilla)"face_hub" vs (unsung)"" (vanilla)"arms" vs (unsung)"" The empty string returned by that command is throwing the BI script off balance. Further investigation is needed if the empty string can be changed to the same values as in vanilla units via config or model changes.
  5. Here a short video showing the changeable numbers and a gangway created by Joe (who also did the bridge and other assets). While not set in stone, an update to 0.99 is aimed for around Easter.
  6. I don't think that's possible. For that reason I used say3d with remoteExec in the past and either destroyed the object or moved it to 0,0,0.
  7. TeTeT

    ATLAS Mod: LHD Plus

    Can you check the unit classname and then teleport the unit after the respawn to the correct spot?
  8. This is a bug fix release for the SU-35E. The LGB and rockets were fixed. Further support for texturing via vehicle customization in Eden was added. The changelog for the SU-35: Updated mirrors: PWS: http://withsix.com/p/Arma-3/mods/plgNZFxx4xGCkgAVF72WTA/Su-35S-Flanker-E Armaholic: http://www.armaholic.com/page.php?id=24024 Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=743108251
  9. Unfortunately not, we seriously lack the modelling capacities in the team to create a new island and flight deck (edges). The current approach is much more simplistic and aligned with what resources we have at hand.
  10. Hello Polyus, good news, we've made the numbers changeable and the aft mast hideable. For the numbers we use setObjectTextureGlobal and for the aft mast an animate. Both options are available through Eden right now. Hopefully thanks to Pookie we'll have lights on the numbers as well, very soon. Here some teasers: http://images.akamai.steamusercontent.com/ugc/171538996462047623/FC26A1118899F77B73E8C30D04FF869D3D1D2307/ http://images.akamai.steamusercontent.com/ugc/171538996458509228/58789659525AA1EFC0482D2712275BC37EACF78A/
  11. Thanks for the reply! I'm an Unsung developer and quite interested in seeing this mission fully supported :) If you run into probs, feel free to send me a PM and we can discuss details there. I hadn't seen the NAM_M16 around since Unsung 3 Alpha, but you're right: I found references to it in uns_uniforms, not in your mission. Hopefully we can fix this for the upcoming Echo release. On RUG_DSAI, would you mind adding a parameter to disable it? RUG_DSAI_TerminalDistance = -1; I agree further that it's not a single player mission and not intended to be run as one. I merely wanted to provide you some feedback on your port, this is why I set out on my own. It was not intended as a thorough play test, sorry if this came across wrong. Cheers, TeTeT
  12. A very valid post, thanks for sharing. With the incoming sensor overhaul and jet DLC around the corner, this is a somewhat pressing issue. As you wrote, realistic ranges for sensors will most likely destroy any gameplay with vanilla assets. We discussed this internally for the F/A-18, SU-35, EA-6B and Nimitz mod and came to the conclusion to adjust the values for those assets based on the figures found in the vanilla assets. This way players can freely add those assets to their missions and hopefully have a nice balance in their game. However, mods with a bigger approach, especially total conversions, will probably want their own 'scale'. It really not only depends on real life vs vanilla Arma 3 but also what the given mod aims for. Given that I doubt a common 'scale' will be found for any and all mods. What might work though is a 'factor' defined in a mission for each asset (class) for the sensors and missile ranges probably. Not sure how feasible that is engine wise, it might be impossible to implement in a timely fashion. Also runtime considerations need to be taken into account, as any config values would need to be modified by the 'factor'. A 'factor' could be something like 0.1 which means that the default ranges for all sensors and missiles for those class(es) are divided by ten.
  13. Just running this, here a log of my observations: I've just tried to run the mission, but get an error on start 'No entry '\bin\config.bin/CfgWeapons.NAM_M16`. I use the vanilla version. I then get spawned in a modern style soldier with one of the new guns. Re-equipping at the arsenal it seems all old and new weapons are available. There is a modern style fuel truck at base too. Also the RUG_DSAI seems to be enabled and the base is really chatty :) So I got a mission to take out some artillery pieces. Let's see how far I get. I pack some explosive from the arsenal first. The arty is close, so I take a pbr to make my approach. I see a single VC, shooting at me and win the long range duel. The next time I'm not so lucky, I get shot without seeing where it comes from. I decide to go for a Halo jump to get into the AO. I get all the RUG_DSAI chatter again on my way down. Coming from the other side, I spot one arty piece and some civilians. A short time later I halo jump again ;) After a while I make it to the first arty and place a charge. I blow it up, killing a civilian with it. There seems to be a bugged building, an NVA and VC are inside, but I cannot shoot them :( I use a explosive to tear down the building and kill the two. I cannot find any other arty, so I return to my patrol boat. The mission is not finished, but I decide to call it a day in my solo adventure.
  14. I've just checked and the attribute camo pick works for me: http://images.akamai.steamusercontent.com/ugc/171538555557045413/4425C8401E2FF1B8FADDEF35DBB59E22611EA1A6/ Masnooper's approach should work as well.
  15. Aniallator, check out the Eden attributes for the AI plane, there should be a selection of skins present.
  16. The problem has been solved. The model does not a texture applied with a alpha channel where the hiddenselection is... Thanks for the PM! I've started placing hidden selections for the 3 places with the numbers, but it doesn't work correctly: http://images.akamai.steamusercontent.com/ugc/171538338096368580/ED2A1657D4AB9813DE701B7ABD6FDE24E4A52C3C/ I've named the image number70_ca.paa and converted it from png and tga, the black background stays. If anyone feels like helping out, the mission is at http://tetet.de/arma/arma3/nimitz/experimental/missions/[sp]numbers.Stratis.7z and the latest experimental build at http://tetet.de/arma/arma3/nimitz/experimental/@Nimitz.7z Note that the experimental builds are just that, e.g. they are not meant for a stable playing environment. ss9, you may want to revisit the forum rules on update querying ;) The Nimitz has been on steam workshop for a good time now, whenever @rory_pamphilon gets to it, it will be updated to 0.98 eventually.
  17. This is release 0.98 for the Nimitz in Arma 3. Some sounds stopped working on the carrier: elevator, jet blast deflector, wire trap and wire break and engine sound. But for the engine sound the sounds were able to be fixed. Further the air defenses in Eden are using attachTo again and hence don't fall overboard when moving and turning the carrier in Eden. Note that some anomalies can still be observed in game, as the setPos of the air defenses is not that reliable. Thanks to Foxone/TheSn4k3 a new test engine stand was added to the Nimitz objects. The changelog since 0.97 is very short, the full changelog is available at http://tetet.de/arma/arma3/nimitz/Changelog.txt. Updated mirrors: PWS - http://withsix.com/p/Arma-3/mods/uNhyW95L4xGkDwAVF72WTA/uss-nimitz Armaholic - http://www.armaholic.com/page.php?id=23049
  18. TeTeT

    E-130J Guardian AEW&C

    Nice work! Out of interest, which refueling script suite do you use? USAF mod? Cheers, TeTeT
  19. Thanks, pointed to the right direction. Somehow the engine does not like the leading \ any longer, it seems. Stay tuned for an update.
  20. narrundo, thanks for the bug report. I just tested and haven't gotten any elevator or other sounds either. I'm not sure what broke it. The engine sound is actually a vehicle engine and the elevator is played back with playSound3D: playSound3D ["\JDG_carrier\sounds\elevator.ogg", _elevator, false, getPosASL _elevator, 20, 1, 300]; Somehow both do not seem to work any longer. I'm looking for ideas. Note that an earlier version of the Nimitz used say3d with remoteExec, but that made the sound heard unrealistically far away.
  21. I think it would be an interesting feature, at least the number might be made exchangeable. I once started on this, but couldn't figure out how to make the number on the island a selection so it could be used as hiddenselection. Maybe I should try again. Another option would be to hide the aft mast, as I believe the newer Nimitz class carriers have none anymore.
  22. That's a needed deviation from reality to support vanilla and other airplane mods that do not have a special suspension setup. Once the USAF F-35 class names have been published I'll check the plane and add them to the exception list to have a better looking take off. Some background: The cat launch script checks if a plane type is in an array and then lowers the vertical component of the setVelocity command. This way F-18 and other planes can take off using the deck. The other planes need to make do with a higher vertical component, so their gear and body is not damaged during the cat launch. The array in question is TTT_catCapablePlanes and stored in the nimspots object (_nimspots = ["nimspots"] call TTT_fnc_global;)
  23. These are renders, not arma3 screenshots... But agreed, they look great.
  24. Which boat and map are you using? When I did some testing of brown water patrols on Doung island (Unsung mod), I found that at times the AI just waits for a few minutes before it starts to the next waypoint. I was mostly interested in rubber boats and they were particularly keen to 'get stuck'. The faster speedboats seemed to do much better. Though whatever I tried, the AI did not navigate the main river on Doung reliably.
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