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oktyabr

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Posts posted by oktyabr


  1. quick questions

    does ALiVE support JIP? I made a mission with it and while playing on a dedicated server, by some apparent fluke the players were able to join and play after the mission had started. I didn't add JIP into my mission, however. I feel it was either ALiVE or BTC Revive

    also, did support break for Fallujah? I keep seeing errors about no objectives and that I have to place the TAOR marker next to an objective, and I see some weird errors with the CQB module too

    I've never had issues with JIP and ALiVE. JIP is only possible if you have at least one free "playable" unit. As far as I know ALiVE does nothing to create playable slots.

    Fallujah is currently on the list of supported maps: http://alivemod.com/wiki/index.php?title=Supported_Maps

    I don't believe the last update had any focus on maps at all so I don't see how something could have been broken for a particular map. I recommend starting a new mission, just as an experiment, using only ALiVE, A3MP, CBA (make sure you have the latest version), and Fallujah and only on the Stable version of A3 (ALiVE doesn't support the DEV version yet)... no extra mods or scripts. Try just the CQB module and if that works as expected try adding an MP or MCP and see what happens. Try it with debugging "ON".

    EDIT: I don't usually run Fallujah but here is what I got using NO filters in a quick test (click thumbnail for larger image):

    ALL CQB locations (50%):

    245m.jpg

    Military Civilian Objectives:

    246m.jpg

    Military Objectives:

    247m.jpg

    MCP + MP:

    248m.jpg


  2. About the flares: The UH60M and UH60M_MEV can eject flares, you can hear the ejection sound and can see some smoke coming off the sides where the flares should be but there are no flares or to be specific: You cant see them glow.

    Another thing is that the mod itself doesn't seem to be compatible with the virtual vehicle spawner. As far as I know the VVS fetches all available vehicle-classnames from cfg/vehicles, dont know if that matters,

    Would it be possible to get this mod working with the VVS?

    This isn't a problem with this helicopter mod, it's that VVS is as yet unfinished. ;)

    This is what I did, to set up "custom" Air and Car lists... in the VVS/functions folder go into fn_filterType.sqf and change the two lines below so it will work with custom vehicle lists, including this mod:

    _vehicleList = switch(_filter) do
    {
    case "All": {(VVS_pre_Car + VVS_pre_Air + VVS_pre_Ship + VVS_pre_Submarine + VVS_pre_Armored + VVS_pre_Support + VVS_pre_Autonomous)};
    case "Car": {VVS_Car};
    case "Air": {VVS_Air};
    case "Ship": {VVS_pre_Ship};
    case "Submarine": {VVS_pre_Submarine};
    case "Armored": {VVS_pre_Armored};
    case "Autonomous": {VVS_pre_Autonomous};
    case "Support": {VVS_pre_Support};
    default {[]};
    };

    You will notice I removed the "_pre" bit from both the VVS_Car and VVS_Air lines... I have one spawn for each and this works perfectly using the following configuration.sqf:

    //Only display vehicles for that players side, if true Opfor can only spawn Opfor vehicles and so on.
    VVS_SideOnly = false;
    
    //Only set to true if you are making pre-made vehicle lists with VVS_x (i.e VVS_Car)
    //VVS_Premade_List = true;
    
    //If you are going to use Pre-set VVS Vehicles it is recommended to set this to true as it will not run through the config saving CPU resources on initialization, otherwise leave as default.
    VVS_Premade_List = true;
    
    /*
    								Pre-set VVS Vehicles
    	This is similar to VAS's functionality, using these variables will only make those vehicles available.
    	Leave them the way they are if you want to auto-fetch the entire vehicle config and list every vehicle.
    
    	Example:
    	VVS_Car = ["C_Offroad_01_F","C_Quadbike_01_F"];
    	VVS_Air = ["B_Heli_Light_01_armed_F"];
    */
    VVS_Car = ["B_MRAP_01_F","B_MRAP_01_gmg_F","B_MRAP_01_hmg_F","B_Quadbike_01_F","B_mas_usn_Offroad_01_armed_F","B_mas_usd_Offroad_02_armed_F","B_mas_usd_Offroad_02_F","B_mas_usn_Offroad_01_F","B_Truck_01_Repair_F","B_Truck_01_medical_F","B_Truck_01_fuel_F","B_Truck_01_ammo_F","B_Truck_01_mover_F","B_Truck_01_box_F","B_Truck_01_transport_F","B_Truck_01_covered_F"];
    VVS_Air = ["B_Heli_Light_01_F","B_Heli_Light_01_armed_F","I_Heli_Transport_02_F","CH_47F","AH64D","UH60M"];
    VVS_Ship = [];
    VVS_Armored = [];
    VVS_Submarine = [];
    VVS_Autonomous = [];
    VVS_Support = [];
    
    /*
    								Vehicle restriction
    	Again, similar to VAS's functionality. If you want to restrict a specific vehicle you can do it or
    	you can restrict an entire vehicle set by using its base class.
    
    	Example:
    	VVS_Car = ["Quadbike_01_base_F"]; //Completely removes all quadbikes for all sides
    	VVS_Air = ["B_Heli_Light_01_armed_F"]; //Removes the Pawnee
    */
    VVS_R_Car = [];
    VVS_R_Air = [];
    VVS_R_Ship = [];
    VVS_R_Armored = [];
    VVS_R_Submarine = [];
    VVS_R_Autonomous = [];
    VVS_R_Support = [];

    Change yours to suit what you want to do.


  3. Had no time atm for it. My wishlist is Podagorsk, Fata, Fallujah, Thirsk, Thirsk winter and Namalsk <3 I will send them msg mby at march, or later.

    I hadn't realized that those really required much for A3? I know Fata has the same sort of pond error as Clafghan but the others? Meanwhile I stumbled across this:

    http://youtu.be/H2JAEyXyhTs

    Hell, they finalize a new Visitor and I might build an A3 Clafghan from scratch! :D


  4. I would love to make additional Addon for A3MP with 3rd party Maps, fixed for A3 but i would need creators permisions etcra.

    I know at least one of the original developers are still active on these forums (see the FATA thread) and I've personally tried messaging him both on the Clafghan thread and in IM but have had no response yet. Have you tried to reach them with what you propose Alduric?


  5. Is there any chance of making PBO's for just Takistan and Chernarus?
    hi guys, I am getting issues on clafghan

    http://i.imgur.com/UovBR7A.jpg (552 kB)

    http://i.imgur.com/KvbhPUk.jpg (569 kB)

    any ideas?

    edit - I found some posts on page 77 about the water line. will try the fix. as for the trees, that's not normal is it? it just feels like there is a light grey filter over the whole map, even mid range u can see it

    Yeah, this map (one of my all time favorites!) really needs some work for A3. The water line, you've already found. You can remove the "colum_vertical_pond.pbo" out of the addons folder and this will fix it but you'll get an error about it missing every time you run the mission (just click through it). The "haze" is just something you have to get used to. It helps to turn up your view distance but unless you are running a super computer you are going to pay for it with FPS loss. I've gotten used to the haze, myself. I run clafghan in the rain and/or fog a lot anyway so it really doesn't bother me. Crank up the wind and just tell yourself it's tree pollen mixed with dust ;)

    Seriously though, it would be great if someone, preferably the original authors, did a bit more work on this one. I absolutely love the feel and size of the map and it's hilly enough you can have fire fights between two opposing forces only 400m apart and still separated by a valley. :)


  6. NEW WORK IN PROGRESS UPDATE VIDEO!: Added a soundcone (thanks to Bigpickle for the help!) and started to edit things for the cockpit startup/external startup sounds.

    I think it runs a lot better now, yeah?

    Video:

    Change log coming soon to armaholic.com

    THIS one sounds MUCH better! Almost there. ;) I've always thought the F14 mod for A2OA had the best "distant" sounds: http://www.armaholic.com/page.php?id=9624

    Listen to the last half of this video. I love how you can hear the "turn and burn" of the one cycling in the distance, waiting for his wing man to catch up:


  7. I need some help please,

    I've been trying to make this work with new air units I found here > http://www.armaholic.com/page.php?id=24845 the "fast rope" option doesnt show when I'm in the air. But it does when I use vanilla air units.

    What can I do?

    I answered this same question from you in the ALiVE thread. I don't know about the chinook but as a work around for the blackhawks I found using the same coordinates from the vanilla A3 transport chopper will at least work. It's not pretty though and I haven't played around with it enough to know exactly what changes need to be made to the coordinates to make it *perfect*. Change the appropriate section of the fast rope script so it looks like this and you will be able to fast rope "insert" from a blackhawk:

    zlt_rope_helidata = 
    [
    [
    	["O_Heli_Light_02_unarmed_F", "O_Heli_Light_02_F"],
    	[1.35,1.35,-24.95],
    	[-1.45,1.35,-24.95]
    ],
    [
    	["B_Heli_Transport_01_F", "B_Heli_Transport_01_camo_F"],
    	[-1.11,2.5,-24.7],
    	[1.11,2.5,-24.7]
    ],
    [
    	["O_Heli_Attack_02_F", "O_Heli_Attack_02_black_F"],
    	[1.3,1.3,-25],
    	[-1.3,1.3,-25]
    ],
    [
    	["I_Heli_Transport_02_F"],
    	[0,-5,-26],
    	[]
    ],	
    [
    	["B_Heli_Light_01_F"],
    	[0.6,0.5,-25.9],
    	[-0.8,0.5,-25.9]
    ],
    [
    	["UH60M"],
    	[-1.11,2.5,-24.7],
    	[1.11,2.5,-24.7]
    ]
    ];


  8. I need some help please,

    I've been trying to make "ZTL Fast Rope" work with new air units I found here > http://www.armaholic.com/page.php?id=24845 the "fast rope" option doesnt show when I use transport support. I Don't know if I have to tell this to the script autor.

    This has *nothing* to do with ALiVE. :) If you check the fast rope script thread you'll see that I've already asked him to support this mod... A quick work around is to simply copy and paste the bit about the "B_Heli_Transport_01_F" in the fast rope script and rename it so the blackhawk uses the same settings. It's not perfect but it works, until zealot can maybe get the correct coordinates for these helis... I've included my changes below:

    zlt_rope_helidata = 
    [
    [
    	["O_Heli_Light_02_unarmed_F", "O_Heli_Light_02_F"],
    	[1.35,1.35,-24.95],
    	[-1.45,1.35,-24.95]
    ],
    [
    	["B_Heli_Transport_01_F", "B_Heli_Transport_01_camo_F"],
    	[-1.11,2.5,-24.7],
    	[1.11,2.5,-24.7]
    ],
    [
    	["O_Heli_Attack_02_F", "O_Heli_Attack_02_black_F"],
    	[1.3,1.3,-25],
    	[-1.3,1.3,-25]
    ],
    [
    	["I_Heli_Transport_02_F"],
    	[0,-5,-26],
    	[]
    ],	
    [
    	["B_Heli_Light_01_F"],
    	[0.6,0.5,-25.9],
    	[-0.8,0.5,-25.9]
    ],
    [
    	["UH60M"],
    	[-1.11,2.5,-24.7],
    	[1.11,2.5,-24.7]
    ]
    ];
    
    

    Also, when I set the "Apache" (for example) to be the CAS, or the Black Hawk to be the Transport Support, they won't respawn when destroyed.

    Any ideas? :(

    Are you SURE they don't respawn? I'm using them in the same capacity and they respawn for me just fine. Again, probably not an issue with ALiVE. Are you running the DEV build of A3 by any chance?


  9. The problem with burning chest is a result of collisions with other objects. From the tests I know that chests: "B_supplyCrate_F", "IG_supplyCrate_F", "O_supplyCrate_F", "I_supplyCrate_F" have incorrect BoundingBox - height 25 meters. If one chese tip over and you put another chest in this area this can cause a collision.

    This is a BIS problem with object??? Is there a ticket on this anywhere? Maybe they would fix it if they knew about it :)


  10. I want to say just how much I'm enjoying your civilian version too! While they may still not look quite like the civs many might expect to see wandering around a city somewhere (some still use shemaghs to cover their faces and/or have backpacks, etc.) in my mission they are GREAT as I wanted to reinforce the idea that the only difference between a civilian and an insurgent (in my mission) is that the "civilian" hasn't picked up his weapon... yet ;) It makes clearing buildings VERY risky, if ROE not to shoot "civilians" is maintained. Just what I wanted. Only missing "old man" (village elder) type civilians and some civs wearing burqas to feel truly complete.


  11. I feel silly for not being able to figure this out on my own... but I give up! How do you do customized lists? And why does configuration.sqf refer to VVS_Premade_List twice? This is what I'm trying to get to work:

    //Only display vehicles for that players side, if true Opfor can only spawn Opfor vehicles and so on.
    VVS_SideOnly = false;
    
    //Only set to true if you are making pre-made vehicle lists with VVS_x (i.e VVS_Car)
    VVS_Premade_List = true;
    
    //If you are going to use Pre-set VVS Vehicles it is recommended to set this to true as it will not run through the config saving CPU resources on initialization, otherwise leave as default.
    VVS_Premade_List = true;
    
    /*
    								Pre-set VVS Vehicles
    	This is similar to VAS's functionality, using these variables will only make those vehicles available.
    	Leave them the way they are if you want to auto-fetch the entire vehicle config and list every vehicle.
    
    	Example:
    	VVS_Car = ["C_Offroad_01_F","C_Quadbike_01_F"];
    	VVS_Air = ["B_Heli_Light_01_armed_F"];
    */
    VVS_Car = ["B_MRAP_01_F","B_MRAP_01_gmg_F","B_MRAP_01_hmg_F","B_Quadbike_01_F","B_mas_usn_Offroad_01_armed_F","B_mas_usd_Offroad_02_armed_F","B_mas_usd_Offroad_02_F","B_mas_usn_Offroad_01_F","B_Truck_01_Repair_F","B_Truck_01_medical_F","B_Truck_01_fuel_F","B_Truck_01_ammo_F","B_Truck_01_mover_F","B_Truck_01_box_F","B_Truck_01_transport_F","B_Truck_01_covered_F"];
    VVS_Air = ["B_Heli_Light_01_F","B_Heli_Light_01_armed_F","I_Heli_Transport_02_F","CH_47F","AH64D","UH60M"];
    VVS_Ship = [];
    VVS_Armored = [];
    VVS_Submarine = [];
    VVS_Autonomous = [];
    VVS_Support = [];
    
    /*
    								Vehicle restriction
    	Again, similar to VAS's functionality. If you want to restrict a specific vehicle you can do it or
    	you can restrict an entire vehicle set by using its base class.
    
    	Example:
    	VVS_Car = ["Quadbike_01_base_F"]; //Completely removes all quadbikes for all sides
    	VVS_Air = ["B_Heli_Light_01_armed_F"]; //Removes the Pawnee
    */
    VVS_R_Car = [];
    VVS_R_Air = [];
    VVS_R_Ship = [];
    VVS_R_Armored = [];
    VVS_R_Submarine = [];
    VVS_R_Autonomous = [];
    VVS_R_Support = [];

    And this is an example of what I'm using to call it (copy/paste from my mission.sqm, hence the double quotes):

    this addAction[""Virtual Vehicle Spawner"",VVS_fnc_openVVS,[""AIR_SPAWN"",""VVS_Air""]];

    But I keep getting an error about no vehicles being found???

    EDIT -----

    I got custom vehicle pools to work! I'm not sure it's the "right" way but at least it gets the job done. :)

    I have two vehicle spawns, one for "Cars" and one for "Air". I wanted specific vehicle pools for each, including the new A2 heli port mod. Finally to get it to work I changed the line #18 and #19 in VVS/functions/fn_filterType.sqf from:

    case "Car": {VVS_pre_Car};
    case "Air": {VVS_pre_Air};
    

    to

    case "Car": {VVS_Car};
    case "Air": {VVS_Air};

    ... removing the "_pre" bit in both lines.

    This is what my VVS/configuration.sqf looks like:

    //Only display vehicles for that players side, if true Opfor can only spawn Opfor vehicles and so on.
    VVS_SideOnly = false;
    
    //Only set to true if you are making pre-made vehicle lists with VVS_x (i.e VVS_Car)
    //VVS_Premade_List = true;
    
    //If you are going to use Pre-set VVS Vehicles it is recommended to set this to true as it will not run through the config saving CPU resources on initialization, otherwise leave as default.
    VVS_Premade_List = true;
    
    /*
    								Pre-set VVS Vehicles
    	This is similar to VAS's functionality, using these variables will only make those vehicles available.
    	Leave them the way they are if you want to auto-fetch the entire vehicle config and list every vehicle.
    
    	Example:
    	VVS_Car = ["C_Offroad_01_F","C_Quadbike_01_F"];
    	VVS_Air = ["B_Heli_Light_01_armed_F"];
    */
    VVS_Car = ["B_MRAP_01_F","B_MRAP_01_gmg_F","B_MRAP_01_hmg_F","B_Quadbike_01_F","B_mas_usn_Offroad_01_armed_F","B_mas_usd_Offroad_02_armed_F","B_mas_usd_Offroad_02_F","B_mas_usn_Offroad_01_F","B_Truck_01_Repair_F","B_Truck_01_medical_F","B_Truck_01_fuel_F","B_Truck_01_ammo_F","B_Truck_01_mover_F","B_Truck_01_box_F","B_Truck_01_transport_F","B_Truck_01_covered_F"];
    VVS_Air = ["B_Heli_Light_01_F","B_Heli_Light_01_armed_F","I_Heli_Transport_02_F","CH_47F","AH64D","UH60M"];
    VVS_Ship = [];
    VVS_Armored = [];
    VVS_Submarine = [];
    VVS_Autonomous = [];
    VVS_Support = [];
    
    /*
    								Vehicle restriction
    	Again, similar to VAS's functionality. If you want to restrict a specific vehicle you can do it or
    	you can restrict an entire vehicle set by using its base class.
    
    	Example:
    	VVS_Car = ["Quadbike_01_base_F"]; //Completely removes all quadbikes for all sides
    	VVS_Air = ["B_Heli_Light_01_armed_F"]; //Removes the Pawnee
    */
    VVS_R_Car = [];
    VVS_R_Air = [];
    VVS_R_Ship = [];
    VVS_R_Armored = [];
    VVS_R_Submarine = [];
    VVS_R_Autonomous = [];
    VVS_R_Support = [];
    

    I also changed my addaction call for both pools to something like this (copy/pasted from my mission.sqm which is why there are two sets of quotes instead of one!):

    this addAction[""Virtual Vehicle Spawner"",VVS_fnc_openVVS,[""AIR_SPAWN"",""Air""]];


  12. Hoping someone can get these working with this script too! :)

    http://forums.bistudio.com/showthread.php?173822-ArmA-2-US-Helicopters-Import-to-A3

    And zealot, I took a look at how your script works but I am no scripter... I LOVE the way that if I am commanding some AI in my group that they will "follow" me down the ropes when I fast rope out of a chopper! I've been trying for some time now to get the same behavior with any of the numerous HALO scripts out there too and hoped I might identify the method which you used to make this happen so maybe I can get them to jump with a parachute the same way (when I do). If you have time would mind pointing out the relevant bits that makes this happen in your script?

    Thanks in advance!

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