Jump to content

BL1P

Member
  • Content Count

    1052
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by BL1P

  1. ARMA 2: OA beta build 93825 (1.60 MP compatible build, post 1.60 release) [93812] Fixed: Restrict gamma value set by profile [93809] Fixed: Restrict brightness value set by profile At one point we could lock the gamma and brightness on a server. But it seems it was removed any ideas why ? Or if its still possible to do in some other way now ?
  2. Thanks again but ... Actually this is already in the init.sqf Copied from init.sqf :- "filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic"; Should that stop it ? Because if so it isnt :)
  3. O I think I get what its doing now. It just stops people going above GUI settings of 2.0 for gamma and 1.5 for brightness ok sorry to bother you Ill go see if I can find a way to restrict it to defaults of 1.0 and 1.0 somehow So we can play nights knowing none are using high gama. Thank you very much for your help sorry I misunderstood the purpose of the feature.
  4. Maybe im missing the point of the addition to the beta. I was thinking it was so that servers can restrict the amount players can turn up gamma and brightness. as in the servers profile has the gamma and brightness settings of :- gamma=1; brightness=1; but even with them set at =1 you can still turn up your gamma to 2.0 and brightness to 1.5. Sorry if im being dumb just trying to figure this out.
  5. The version of beta on the server we are running is "Beta patch 102591" And gamma and brightness can be turned upto 2.0 and 1.5 How would we go about doing any tests to see if this function/restriction is working correctly or not ?
  6. Is there a way to stop people joining a channel in TS if acre isn't turned on ?
  7. BL1P

    Peripheral vision hints

    As far as I know. In the server.cfg add these lines. (Change dayz.Chernarus to whatever the mission name is ) class Missions { class Mission1 { template = "dayz.Chernarus"; difficulty="mercenary"; }; }; 2. Alter your ARMA2OAPROFILE to settings you wish in mercenery mode ARMA2OAPROFILE class Mercenary { class Flags { [color="#FF0000"]3rdPersonView=0; armor=0; autoAim=0; autoGuideAT=0; autoSpot=0; cameraShake=1; clockIndicator=0; [/color] deathMessages=0; [color="#FF0000"]enemyTag=0; friendlyTag=0; hud=0; hudGroupInfo=0; hudPerm=0; hudWp=0; hudWpPerm=0; map=0;[/color] netStats=0; [color="#FF0000"]tracers=0;[/color] ultraAI=0; [color="#FF0000"]unlimitedSaves=0;[/color] vonID=0; [color="#FF0000"]weaponCursor=0;[/color] }; skillFriendly=1; precisionFriendly=1; skillEnemy=1; precisionEnemy=1; }; Everything in red is hard-coded into mercenary mode and cannot be altered. That will give ya a single rotation and no peripheral dots. Hope this helps.
  8. BL1P

    Warfare BE

    Request: Add an ACE gear menu GUI. If none Ace then default Gear GUI. If Ace then use the Gear GUI with support for all ace gear and functions.
  9. Downloaded it 3 times now done the verification of files. tried running game and steam as admin. Still crashes when pressing play in steam
  10. Thanks for the reply Call_991 but reading some more you will see that it was a problem with ZoneAlarm. For me adding the Arma3 prog into the ZoneAlarm allowed progs and letting outgoing trafic through fixed it for me.
  11. try adding to ZoneAlarm and allowing the two outbound traffic ticks ?
  12. Fixed :- It was ZoneAlarm even though I thought it was off it wasnt. Added the Arma3 exe into the allowed progs and works now. Seems it is that little window that pops up saying "Arma3 wants to access the internet do you want to allow" was the culprit.
  13. Nps m8 any help is most welcome :)
  14. As per My sig you can see my specs and its not just a Nvidia driver related problem as I am not using a Nvidia card. but I also tried the DirectX setup from the game folder to no avail. I also doubled check that no other progs are running from startup the only one was ZoneAlarm. I shut that down and tried to launch but still no luck.
  15. tried :- re-dowloading 4 times. placing on diferent drives. Windows compatibility mode. Ran as admin both steam and the game. Updated drivers for GFX. Turned off AntiV and Firewall. Nothings worked so far.
  16. BL1P

    Arma 3 Alpha won't start

    same prob as the 3 above :) :(
  17. yup same event name and fault module name
  18. Here is a pic of the windows crash thing
  19. BL1P

    When are you buying Arma 3?

    Here is another question. Does it get released in all countries at the same time ?
  20. BL1P

    Warfare BE

    Thanks again Benny Ill keep trying but I think this is beyond my copy \ paste skills :)
  21. BL1P

    Warfare BE

    Thanks Benny The radios are classed the same as an ingame radio or a map etc. Ie a weapon \ item Ill need to read how the isKindOf or hasKindOf works as I am not sure where it is placed :) _target_weapons = [ iskindof weapons _target, "weapons"] Call WFBE_CL_FNC_UI_Gear_Sanitize; ??
  22. BL1P

    Warfare BE

    Hello Benny. I have been trying to get ACRE radios to work with the Buy Gear section of the menus but this problem keeps coming up :- ========================= Taken from this page :- http://tracker.idi-systems.com/projects/acre/wiki/Class_Names_and_API#Radio-Type-vs-Radio-ID ========================= Radio Type vs. Radio ID Inside of the ACRE engine, there is one major thing that occurs. Due to the need to have multiple radio's of the same type in the inventory, as well as being able to save radio states when they are dropped by any person, or on their body, these states need to be tracked uniquely somehow. This is done by ACRE continuously scanning your inventory and replacing "base radios" with "unique radio IDs". Additionally, these unique IDs are managed by the server only in order to maintain their uniqueness and avoid conflicts. Therefore, the following happens: 1. You spawn into game, and your player has "ACRE_PRC148" in its inventory 2. ACRE detects the "Base radio" in the inventory, deletes it, and requests a new ID for that type from the server 3. Your client receives this new unique ID, and adds a new radio to its inventory - ACRE_PRC148_ID_X, e.g. ACRE_PRC148_ID_4 This means that when performing API operations on a specific radio ID, it is best to make sure that it actually exists, has been propagated to the player, and is currently registered as a radio. The best way to do this, from an API perspective, is to monitor acre_api_fnc_getCurrentRadioList result until you see the desired radios in the list. Also - this means that any given player wont ever have the item "ACRE_PRC148" during gameplay, they will have a derivative of the radio type with the ID. This is why "isKindOf" and "hasKindOf" have been provided; they search for base radio types against ID types for you, saving you the time of writing the comparison code. ========================= I can add the Items to the list of buyable things but the Buy Dialog menu its self does not recognize that we already have a radio. Meaning that if you buy one then go back into the buy menu at any time you always need to re_buy a radio again as the system doesn't recognize you already have a radio. Do you think you could tell me where to place the isKindOf or the hasKindOf in the Buy gear Menus creation so that they realise that We have an Acre radio in our gear ? Yours en espérant BL1P
  23. BL1P

    Warfare BE: ACE Edition

    Anyone figured out how to fix this one yet ? Error in expression <n { _data = _item Call GetNamespace; }; _data }; _getItemDataByFilterType = > Error position: <_data }; _getItemDataByFilterType = > Error Undefined variable in expression: _data File mpmissions\__CUR_MP.Chernarus\Client\GUI\GUI_GearAce.sqf, line 141 Ok done some testing and its the ACRE radios that cause the Error just trying to figure out How to fix that.
  24. Do you guys have a working HeadlessClient version ? we can test or play ?
  25. BL1P

    Warfare BE

    v2_073 with modACE = true; in init gave an error in :- common\config\core\Core_ACE_RU.sqf line 67 was [_c select _z,_i select _z] Call SetNamespace; should it not be [_c select _z,_i select _z] Call GetNamespace; ? If so hope this helps Never mind when its changed it gives a new error on line 54 :) This worked though :- copied this from the Core_ACE_US.sqf into the Core_ACE_RU.sqf for '_z' from 0 to (count _c)-1 do { if (isClass (configFile >> 'CfgVehicles' >> (_c select _z))) then { _get = missionNamespace getVariable (_c select _z); if (isNil '_get') then { if ((_i select _z) select 0 == '') then {(_i select _z) set [0, [_c select _z,'displayName'] Call GetConfigInfo]}; if (typeName ((_i select _z) select 4) == 'SCALAR') then { if (((_i select _z) select 4) == -2) then { _ret = (_c select _z) Call Compile preprocessFile "Common\Functions\Common_GetConfigVehicleCrewSlot.sqf"; (_i select _z) set [4, _ret select 0]; (_i select _z) set [9, _ret select 1]; }; }; if (WF_Debug) then {(_i select _z) set [3,1]}; _p = if ((_c select _z) isKindOf 'Man') then {'portrait'} else {'picture'}; (_i select _z) set [1, [_c select _z,_p] Call GetConfigInfo]; missionNamespace setVariable [_c select _z, _i select _z]; ---------- Post added at 06:56 AM ---------- Previous post was at 06:33 AM ---------- Still isnt showing the ACE weapons though trying to figure out why :(
×