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marceldev89

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Everything posted by marceldev89

  1. Hey .kju, Any chance of getting the PwS version updated? It's incompatible with the workshop version and most of the public servers (getting a "signatures don't match" message in Arma 3 Launcher). Unless that implies another new version, then I'm happy as well. :lol:
  2. Didn't test it but as far as I know they only fixed the lighting stuff which shouldn't affect anything else. I think?
  3. You could use the hueys from the CUP Vehicles or Medium Utility Helicopters mods for the time being, they work fine last time I tested. Noticed the same thing with the hueys from the 7cav Vietnam collection a while ago.
  4. You can use the config browser in the editor to find class/faction names. It won't work properly with ALiVE for now though because the CfgGroups isn't compatible with ALiVE (and other similar mods) yet. You'll have to wait until someone creates a custom faction mapping for ALiVE (http://alivemod.com/wiki/index.php/Declaring_Faction_Mappings) or the CfgGroups itself is updated. As far as I know the Unsung team is aware of it and it's somewhere on the roadmap.
  5. ALiVE indexing for the Da Krong terrain is done, grab it from https://dl.dropboxusercontent.com/u/38551057/alive_index_dakrong_bravo.zip. To get this working in your mission, copy the 'x' folder to your mission folder and ALiVE should pick it up properly. I'll probably do the Doung terrain tomorrow. :)
  6. For those waiting for ALiVE compatibility, I'm probably going to (re-)index Da Krong and perhaps the other new map this weekend. :)
  7. It seems to be updating properly now. Thank you for reaching out to the withsix guys. :)
  8. marceldev89

    ASR AI 3

    Well, it's telling you that there's an error in userconfig\asr_ai3\asr_ai3_settings_ss.sqf on line 44. Judging by the error message, there are 2 commas after each other (an empty array element) on that line between "Militia_Militant_D" and "Militia_Militant_E" which isn't allowed. The default ASR userconfig files don't have those values in them so the issue isn't with ASR.
  9. Here's a small bit of the config with a few comments about how things "should" be. Note that I'm basing all this on how things are configured in the alpha release. For further info it's probably best to take a look at http://alivemod.com/wiki/index.php/Unit_Mod_Config_Standardisation.
  10. Nearly there! Are there any plans to redo the CfgFactionClasses/CfgGroups so that they follow the BIS "standards"? That would make Unsung usable with ALiVE mod and a lot of other mods/scripts that depend on those classes.
  11. With the feedback tracker being down and all, I figured I'd post it here. While playing with some AI squad members the other day, I noticed that they stopped shooting for whatever reason. After "investigating" the issue, I noticed that they just didn't have ammo for their primary weapons but never reported this back to me (even the FX-5-5 command didn't report it). Basically the AI doesn't seem to report ammo states per weapon but based on a global magazine count. I've attached a mission that reproduces the issue below. Repro mission: https://dl.dropboxusercontent.com/u/38551057/low_ammo_repro.VR.zip Repro steps: start the mission, it's automated. Tested with 1.58 and 1.59.135908. How I think it should work in "pseudocode" (ideally it would even report ammo states per weapon like "No ammo for X"):
  12. This isn't caused by TADST. By default, the dedicated server will listen on all known IP addresses. When you're hosting the dedicated server locally and open the LAN server browser, it will show 2 servers with the following addresses: 127.0.0.1 & 192.168.2.2 (or whatever LAN IP you get from your router). To override this default behavior you can use the -ip parameter. For example: arma3server.exe -ip=127.0.0.1 [+ the rest of your server startup line...] Not entirely sure though, been a while. :)
  13. marceldev89

    ASR AI 3

    Just a heads up, those asr_ai3_caf_ag_c files are still part of the mod on PWS (v0.9.28.1).
  14. BattlEye Protocol Library and Client BattleNET is a C# (.NET) library and client for the BattlEye protocol written by me and Vipeax. BattleNET client The BattleNET client basically replicates the official BE RCon client but uses the BattleNET library to do all of it's work. Usage: BattleNET client.exe -host [ipaddress] -port [portnumber] -password [password] -command [command] Command line options: -host [ipaddress] RCon ip address -port [portnumber] RCon port number -password [password] RCon password -command [command] Sends command to RCon server and exits again Note: If no arguments are specified the client will ask for the login details. Examples: BattleNET client.exe -host 127.0.0.1 -port 2302 -password 123456789 BattleNET client.exe -host 127.0.0.1 -port 2302 -password 123456789 -command "say -1 Hello World!" BattleNET library Code example: https://github.com/marceldev89/BattleNET/blob/master/BattleNET%20client/Program.cs GitHub project page https://github.com/marceldev89/BattleNET Licence LGPL Changelog
  15. marceldev89

    Community Tools Updater

    Awesome! After all these years there's finally a tool to keep our other tools updated!
  16. Uhm yes, it's been down since forever. I'll remove the link. ^^
  17. https://github.com/ziellos2k/BattleNET/blob/master/BattleNET%20client/Program.cs <-- That's basically a full implementation of the library, all you'd need to know to use it. :)
  18. No need to compile anything. It should run fine out of the box with mono (if you get the binaries).
  19. Hi, I'm looking for the algorithm behind the safeZoneX/Y/W/H variables. I know there's a bunch of things involved in getting those values like aspect ratio, resolution, interface size, absolute positioning and probably more but I couldn't come up with how it's actually calculated. I'm convinced there must be someone here that does know this. :)
  20. It seems that I don't need the full algorithm anymore. :) For those looking for this info in the future: Apparently you can fully disregard safeZoneX/Y/W/H when positioning the controls using pixels.
  21. Ha, I guess not many are interested. :p
  22. I've noticed that the dedicated server is listening on UDP port 51656, any ideas what it's used for? EDIT: I guess it's used to report the server to gamespy/ign since it's connecting to 69.10.30.231 (IGN Entertainment). :)
  23. marceldev89

    WarFX : Blastcore

    Awesome, looking forward to it!
  24. marceldev89

    WarFX : Blastcore

    OS, any news on the sound mod? :D
  25. marceldev89

    WarFX : Blastcore

    What's your post processing set to? I think someone mentioned in here that it had to be lower then normal (mine also is lower then normal).
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