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Everything posted by BL1P
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Excellent News. Really loving all the changes. Thanks for all the hard work.
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q1 : How are you testing? q2 : What do you mean? q3 : How is it exhibited? a1 : On a Dedi server using various mission examples with scripted and none scripted AI. with various examples of acre modules and none module missions. a2 : No matter how much we talk the AI do not change from unaware a3 : I do not know what else to say other than the AI do not alter their awareness from unaware. no matter how much we talk near them. (near = <1m behind a wall). Amendm : In a1 i mention scripted AI, In that example i mean Ai created via script and using scripts, whereas none scripted refers to AI added via editor with no init commands.
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Default does not work. We set it, that does not work. Any help is greatly appreciated as we are trying but failing to get this working ! Also thanks very much for the reply !!!
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It seems the AI do NOT hear us on our first test. do we need to enable something ? this is what we are testing script wise :- //--- check for acre mod on Client acre_enabled = isClass(configFile/"CfgPatches"/"acre_main"); //--- acre setRevealToAI if (acre_enabled) then { _status = [true] call acre_api_fnc_setRevealToAI; systemChat format ["Acre reveal to AI: %1", _status]; diag_log format ["Acre reveal to AI: %1", _status]; }; so far systemchat and server rpt report that the function returns false
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Oh golly gosh, I am so excited, I think I just peed a little bit ! Thanks very much for all the hard work. Cant wait to get this on our server.
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Yer what he said !
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Getting this error m8. http://i.imgur.com/meGX8CU.jpg (304 kB) hope that helps sorry if reported.
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Nice pics Evil Organ :) and hello btw
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Ok I am probably wrong then, I am not a big user of Zues so it maybe doing something different. Sorry I didn't help.
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As far as I know, you can't have a whitelisted arsenal and have the last 3 options. I guess you're using a whitelisted arsenal. By whitelisted I mean an arsenal where you say which things are available to the clients.
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Thats so cool thanks !!!
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Once again thanks for the reply and I am looking forward to the update. Thank you. BL1P ps. Just checking .... when this comes out tomorrow, I set _status = [true] call acre_api_fnc_setRevealToAI; only on Clients not on HC and Not on the Server... right ?
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Thanks for the reply Jaynus. Are you saying it will be released with the upcoming RC or it already is released because :- When I run this on clients :- //--- check for acre mod on Client acre_enabled = isClass(configFile/"CfgPatches"/"acre_main"); //--- acre setRevealToAI if (acre_enabled) then { _status = [true] call acre_api_fnc_setRevealToAI; }; I get this error :- 3:39:24 Error in expression <e_enabled) then { _status = [true] call acre_api_fnc_setRevealToAI; }; STGI = i> 3:39:24 Error position: <acre_api_fnc_setRevealToAI; }; STGI = i> 3:39:24 Error Undefined variable in expression: acre_api_fnc_setrevealtoai 3:39:24 File mpmissions\__CUR_MP.Altis\Client\Init_Client.sqf, line 25
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Is this implemented :- acre_api_fnc_setRevealToAI ? and who needs this as true the server or client or both ?
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I have recently noticed that the onPlayerRespawn.sqf is ran on a player joining server and not only when a player respawns. is this intended, am i doing something weird, or is it a bug ?
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A question about onPlayerRespwan.sqf
BL1P replied to BL1P's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks thought it was me freaking out there for a bit :) -
Does that include these features then ?
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sorry edited my post as you replied :) Will those features that cannot be implemented because of required mod become an optional thing ever ?
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Does the scripted version contain any new effects that were previously not included because of the Required MOD problem ? if !(above) will you include or create a version with the extra effects that is required as an optional folder download ? :)
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"Opening up Arma 3 to paid user-made content" - How?
BL1P replied to gammadust's topic in ARMA 3 - GENERAL
Thank (insert your preferred deity) for that I thought BIS had gone crazy for a bit then. -
How about this then Create an Optional_Required Folder with all the bug fixes and cool stuff in. The stuff that can only be done when it is a required mod and allow the mission makers / server owners to choose if they use it or not.
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Make it required.
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"Opening up Arma 3 to paid user-made content" - How?
BL1P replied to gammadust's topic in ARMA 3 - GENERAL
Is this a hypothetical thread about paying for mods ? Or did BIS loose there minds and agree to this ? -
We need it to be as it was in ACE. until then it won't be in any missions I make as its too easy OP.
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Taking a uniform from Virtual Arsenal removes insignia
BL1P replied to BL1P's topic in ARMA 3 - MISSION EDITING & SCRIPTING
cool glad its working for you now