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AlexVestin

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Everything posted by AlexVestin

  1. That helped alot, thank you! Now I just want the script to hide the gunner once the hatches closes. Otherwise he stands through the roof. I will look into it myself, but I'm unsure if I'll figure it out. -------------------------------------------------------------------------------------------- This is the SUVs init line, to make it be closed as it spawns: this addAction ["Open m134 hatch", "scripts\PMCSUVopen.sqf"]; this addAction ["Close m134 hatch", "scripts\PMCSUVclose.sqf"]; pmcsuv1 animate ["HideGun_01", 1]; pmcsuv1 animate ["CloseCover1", 1]; pmcsuv1 animate ["CloseCover2", 1]; I also added the two options to open/close the hatch if you're near or in the SUV. This is my open script: pmcsuv1 animate ["HideGun_01", 0]; pmcsuv1 animate ["CloseCover1", 0]; pmcsuv1 animate ["CloseCover2", 0]; This is my Close script: pmcsuv1 animate ["HideGun_01", 1]; sleep 1; pmcsuv1 animate ["CloseCover1", 1]; pmcsuv1 animate ["CloseCover2", 1]; There's a delay (sleep) in between there cause the hatch closed too fast, through the m134. -------------------------------------------------------------------------------------------- If you know a good way how, please do tell anyway :)
  2. Sorry to hear you had to remove it completely. Bags and puches makes their silhouette stand our more compared to defaults. This is the only one I've seen it on: A/1stMSOT Automatic Rifleman (TM1)WMARPAT (E-5) Sounds good then :)
  3. We've been playing a small group of people with these on a custom mission and noticed two more tiny bugs. 1. The bag hanging under units backpacks sometimes seems to be pitch black. 2. One of the units with helmets (I think it was the automatic rifleman?) was casting a larger triangle like shadow from his head. As if one of the proxys were casting a shadow? Graphically these units are one of the best ones available and we all enjoy playing as marsoc! You've thought about making each helmet more customized per unit? (if marsoc even does things like that) Small things like patches, flags, batteries, IR strobe, googles slightly different positioned, other colours or camo. Same for the vest with other tiny details like chemlights?
  4. Got to say there's been som great work put into these. Both units an m4s. Best m4 setup so far in my opinion. Small suggestion. As of now both desert and woodland units have the default woodland camo texture on their m4s. Would it take up too much space to have the desert units use the default desert camo texture on their m4s? Only got one real bad thing to mention, though. I've been playing ACE with these, and the only thing that seems to not work so great is the positioning of headgear. I don't really know how ArmA handles it, but I guess there's a proxy telling the game where to put headgear attachments that comes with ACE. The problem is that ACE headgear does not get correctly positioned on the units head. It's positioned slightly too much forward and low. For all the glasses, goggles, nvgs, gasmasks, balaclavas etc. I haven't seen anyone mention this small issue in the thread, so here it is. Chance of that getting fixed? :)
  5. Yes. It works for atleast 3 of us. We all followed the steps I just posted. Therefor all of us should have the same settings. All of us are using x64 bit and the x64bit plugin. We've been trying all day to get this to work fully. Can't really understand why it's working for some, and others get problem after problem. For the ones of us having problems it's either not working at all ingame, TS3 gives us the "error error error voice" after sometime ingame and the plugin ceases to work or we get to hear others in 3D but not speak in 3D for others to hear. If we all have to get the beta and use JayArma2Lib_new, I'd like to know exactly how that is supposed to go down. Where, what and how we should do to get the beta installed 100% correctly. /EDIT: Kay, so the server should disable that message? Then that bit might be irrelevant then. The plugin still freezes. btw, your signature linkes to an old version :)
  6. Teamspeak is freshly installed. Not really sure how it's supposed to be set up. I can disable the voice saying error, but the ACRE plugin will still fail to function while the chat is spammed and the error lasts. This is all I've done to make ACRE work. Step by step. Nothing else. All fresh installs. 1. I've installed Six-Updater. 2. I've installed Teamspeak3 3.0.5 3. I made Six-Updater download and install @ACRE, @JayArma2Lib and @CBA. The last two were automaticly put into the queue. 4. I allowed Six-Updater to install the ACRE plugin and dsound.dll. The ACRE plugin is enabled in TS3. 5. Added -mod=@CBA;@JayArma2Lib;@ACRE; to my launch options in steam. Is there more to make it work? Works for some, beta or not.
  7. It is working for some of us? None of us are using the beta. We are using the exact same settings/programs/versions all of us. The voice saying "error" is also spamming the TS chat with this: Action currently not possible due to spam protection. Please wait a few seconds and try again.
  8. No real improvements still, though. As I said earlier. The ACRE plugin is not working while it spams "error".
  9. Not running the beta. We are using the version steam gives us. Pretty sure that'd be the 1.60 It works for 3,5 out of 6 people so far, so that shouldn't be the problem. I'm the only one getting the "error". Dissapears for a while after re-installing TS. Comes back randomly after playing with others. Only happens once the plugin has been enabled. We use TS3 3.0.3 because of what it says in the first post: All help is appreciated!
  10. With the above^ We're 6 people trying to get this to work. I get a voice from TS3 3.0.3 saying "ERROR", ERROR", ERROR" now and then when in a server. While that happens they can't hear me ingame. Then it stops and they can hear me again. It comes and goes repeatedly. Swithing off the plugin in TS sometimes makes it stop. Two of us only get's "ArmA2 connected: no" in TS for the plugin. The rest of the text is: ACRE: version: 1.3.16 We are all playing Combined-Operations. All of us are using: Six-Updater 2.9.5pre Teamspeak 3.0.3 ACRE downloaded with six-updater. -mod=@ACE;@ACEX;@ACEX_SM;@ACEX_RU;@ACEX_USNavy;@CBA;@JayArma2Lib;@ACRE; All of us have the following folders and files: @ACE @ACEX @ACE_SM @ACE_RU @ACE_USNAVY @CBA @JayArma2Lib @ACRE dsound.dll (in correct directory)
  11. AlexVestin

    Interactive Smoke

    Not really doubtful I'd say. A maybe. It's just a matter of making particles float in a different direction to keep it short. Doesn't have to use physics or anything. Altough if they'll implement it is another thing.
  12. AlexVestin

    Development Blog & Reveals

    @Max Power Leaked info, sure. Leaked as an Aprils fools joke, no? :p It's not really covered up that great if it were real. Just a locked thread, and the link to the actual video is still there.
  13. AlexVestin

    Preamble on Seat Belts

    It's not a bad idea still. Just needs working out what kinds of effects and penalties there would be for not using the belt. How to implement it in a good way. Ofcourse you wouldn't have to unbuckle yourself if you want to exit a vehicle. That'd be taking it too far in my opinion. It'll just be there if you want to insure you atleast a little better chance of making it when a vehicle somehow takes damage. Nothing else really. Having you take that little tiny bit more of damage if you go without it? I could live with that one extra feature. Not saying I'd neccisarily want it or need it, but it's okay. Having the game do it for you works right now, so.
  14. AlexVestin

    Preamble on Seat Belts

    Yes, physX is being supported this time around. It's going to change the game, altough not in the way as many people think. There's not going to be people flying around in cars. Vehicles getting dents by crashes, or houses collapsing into millions of pieces. Expect ArmA2 gameplay. All the way through, except for the newer nice features like: RTT, divers, ragdolls, vehicle physics, improved animations, volumetric clouds, weapon-sight-changing and better flight-models for helicopters and planes. That's all there is to ArmA3 in short. Not saying it's not much. It's alot of new things and just about all the fixes ArmA2 needed. The most reasonable and doable things added. Seatbelts as a mod? It's a doable feature, altough, will get made by the community later if anything. I could see it being used in something like ACE maybe. My best guess.
  15. To keep it short and simple. I've been trying out the Oxygen tool for some time. The way everything like layers and hit-detection is set up is actually really logical and simple. I can see how the tool could be really useful and easy to use. All is understandable. Everything but the language at some areas. The naming of memory points and such is mainly what I'm talking about. Memory point names for things like headlights, hinges, rotors, suspension, gauges, and flares. The list probably goes on long after those. I don't know what most of the things are if I look at a different kind of vehicle/model. Sure it's translatable by hand, but just for the sake of keeping it more accessible. Am I the only one? Can this even get sorted without breaking models already made?
  16. But the tool/game/config only recognizes names such as "vrtule" and others, correct? Aren't the specific names needed in some cases for it all to work?
  17. Yeah, I know what you mean. You can, and many others probably have learned that way. I just mean that it's not a viable point for it not to get translated. Not saying precisely that you are unable to understand why more should get translated. Have the tools frequently been updated more and more language wise?
  18. That off-topic discussion is still kind of off-topic? =) Answers like that misses the point of why the tools could benefit from translation.
  19. Is there a place with more content like this? I'm curious. Looks really detailed.
  20. Can the engine handle all weapons carried being rendered with the help of proxys or the like when they're holstered? It's not a big detail, but it might be a great visual helper. It's only natural to be able to see what's being carried, by you and friendlies, that's at your disposal. Now in ArmA2 you can't for example have a backpack and a AT-launcher visible at the same time as you carry your rifle (ACE). Not sure if they're there as proxys now, but there sure isn't enough 'slots' for displayed items. I'm thinking correct sidearm in holster, door-breacher on your thigh, marksman rifle on your back, rifle slinged over shoulder, AT strapped to the backpack. Lot's of places to carry stuff. If it were possible you'd just have to add that extra proxy when you're modelling.
  21. AlexVestin

    3RD-person viewed character weapon proxys?

    Americas Army 3 gives you the possibility to see how many mags one got by counting them in the pouches, but that's a very limited game overall. It'd have to be defined in the modelling program wich pockets can carry what and how many of them. With proxys grenades could be hung on the vest on several spots and such. Maybe if a new LOD layer to models were added specifically to keep proxys of holstered weapons. A few proxys for grenades, one for an AT-launcher, one for an IR-strobe, some for chemlights. Maybe you could also add such proxys to a backpack model. So if you carry a backpack, you could for example make things attach to it instead once a certain backpack max-storage is reached. Lots of things could be done if this would work. One can dream. Holsters working properly are probably my main reason for this thread, though. All kinds of holsters. I think it'd be a nice addition.
  22. AlexVestin

    3RD-person viewed character weapon proxys?

    Not really a discussion about realism over how much you could carry. I'm not saying it it would be nice to carry around the entire army's arsenal at the same time, just more spots for weapons that you're actually carrying to 'rest'. Working pistol holsters has been missing for a long time now. AND it is possible to have one rifle, one AT and one backpack at the same time, sure, but to have that, you're just using a soldier model with a backpack already on. Not a backpack you can select yourself. Therefore one proxy less was needed for that to work. Currently with ACE, the equipable backpacks they take up an extra inventory weapon slot, so it's either the AT-launcher or the backpack visible. Even if you're carrying both. Now when I think about it. There should be one proxy more on the head too. If I use a addon wich adds soldiers with seperate helmets that you can equip in your character user menu, these helmets get overrided when you turn on your NVGs. So then ingame your character viewed from a 3rd person perspective will loose his helmet, as it get's replaced, and get's a flying NVG on his head instead. So NVGs could also benefit from having their own proxy that's always rendered on your helmet or on headstraps if you're carrying NVGs.
  23. I tested it and this is what came to mind. I'm having serious performance issues on this map. Else I run ArmA2 on Medium-High, no aa, with 4k view distance, but on this map I don't think I can even get a decent 20fps with only 1k view distance. I mean, the city looks like one of the best so far, but it's kind of flat. If I look towards the horizon my fps drops way too much as almost all buildings are on the same height above sealevel. The game engine needs a serious optimization overhaul to be able to handle these kinds of maps well. Here's just some suggetions. Less enterable building might be a good thing here. Like the red flats that's used in large rows. A model of those without it's interior could be handy. It's over repeditive anyways, with the interior being the same empty looking rooms, like in almost all ArmA buildings. Also, varying the height (not by much!) of cityblocks, parks, and backyards is one good tip. Variation in height can give you certain advantages and/or just be there for the sake of more realism. You say you're making custom buildings? Try some real simple but good looking box like offices and such, without interiors. Nothing overly detailed. Mostly a box with window textures, so it's simple and great just for the purpose of having a few modernized buildings. Then you might not tire yourself out in the process of trying to make fully enterable buildings when you could make lots of more different ones in less time. It's the fighting on the streets that get's interesting, for me anyways. Maybe more tall buildings. Give's the city some interesting heights and makes it seem less like just another town. The city could still be very good if a block or two were removed. It's about double the size it could be to still be a very detailed city. If I may say, keep up the good work too! It's got alot of potential and I hope this was helpful.
  24. I get the error: No entry 'bin\config.bin/CfgWeapons.Alex_m8_carbine'. if I place a soldier in the editor with your provided init line and try to preview the mission. Here's how my folders look like: Alex_XM8/config.cpp Alex_XM8/m8_carbine/m8_carbine.p3d Alex_XM8/m8_carbine/data/m8_grey_co.paa Here's my config: class CfgPatches { class Alex_XM8_patch { units[] = {}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {}; }; }; class m8_carbine; class Alex_m8_carbine : m8_carbine { model = "\Alex_XM8\m8_carbine"; picture = "\CA\weapons2\data\W_m8_carbine_CA.paa"; UiPicture = "\CA\weapons\data\Ico\i_regular_CA.paa"; displayname = "My XM8"; }; On all addons I've checked, there's a "Config.bin" file. My config is just a "Config.cpp". Could that make any difference? I did use a hex editor to change te texture paths to the new one in the .p3d model file. Do I need to provide any other kind of info to make it easier to help? /EDIT I just noticed my Config was a .ccp instead of a .cpp Going to fix that, but I don't think that is the problem.
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