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BL1P

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Everything posted by BL1P

  1. As requested here is an example of how sometimes the vehicles dsynch. Watch the hunter from my perspective. also watch the automatic gate open for a hunter that hasn't moved for me. http://www.twitch.tv/bl1p/c/5804083 Hope this helps some. NOTE : This isn't related to the perf version only, this happens on stable for us and started 1or2 stable updates back.
  2. We have required build running now so I will get you some video proof over the next few days.
  3. BL1P

    ACRE2 Public Beta Release

    Is ReTransmit working yet ?
  4. No worries m8 Does this quote you missed of mine help ? Hope that clears it up for you m8
  5. Dude WTF. (give it a rest ?) WTF Just trying to get confirmation. As its seems maybe I am the only one getting this problem, I try to get confirmation. I know BIS is on hols. Dont get upset if I try to get confirmation. If I am the only one getting this prob then "Ill give it a rest". Until then Ill use a forum as a forum and air my concerns. A simpler Yes or No it happens to Me/Us As Well. would have been alot better than a "Give it a Rest reply".
  6. AI on the HC still do not hear players gun shots nor do they see impact rounds hitting near them whereas on a server they do. No matter how you end the task this still is true ;)
  7. For us we still have big dysch when two or more players are in the same vehicle following two or more layers in another vehicle. Apart from that yer its good (v4 that is)
  8. BL1P

    ACRE2 Public Beta Release

    I use this Probably wrong but one of the team can correct it maybe :) ran on client init acre_enabled = isClass(configFile/"CfgPatches"/"acre_main"); ran when unconsious if (acre_enabled) then { _ret = [true] call acre_api_fnc_setSpectator; }; ran when revived if (acre_enabled) then { _ret = [false] call acre_api_fnc_setSpectator; }; in the onPlayerRespawn.sqf if !(isNil "acre_enabled") then { if (acre_enabled) then { _ret = [false] call acre_api_fnc_setSpectator; }; }; Hope that helps ALSO does anyone have a working AI can hear players using ACRE script that they can share ? I've asked before but nobody had a working shareable one then, maybe now they do ?
  9. Thats nice :) Is that the number you get when you do right click properties version and its the number 1.36.0.128713 using the bold as the number required ?
  10. Thanks. From wiki :- requiredBuild = xxxxx; requiredBuild = 1; or requiredBuild = 128713; which ?
  11. We have a working version of the insignias script I will post details when I am sober some time soon :)
  12. So nobody else has noticed the AI do not hear shots fired when on headless ?
  13. Here is a short video of the script working Larrow. Twitch - http://www.twitch.tv/bl1p/c/5731834 Youtube :- Was done on a dedicated server. It sometimes freaks out when using load for gear but a quick swap of uniform fixes that. Thanks once again Larrow !
  14. You, are a scholar and a gentleman sir. Once again you supply the goods, Thank you Larrow. Haven't tested it but I know your work, I have faith :) This is how we call the Virtual Arsenal Whitelist btw. in the init of the object (Land_Pallet_MilBoxes_F) _Ammo = [this] execVM "scripts\VA_Ammo\VA.sqf"; VA.sqf //--- Ammobox Start _DRBox = _this select 0; ["AmmoboxInit",[_DRBox,false]] call BIS_fnc_arsenal; [_DRBox,[true],true] call BIS_fnc_removeVirtualBackpackCargo; [_DRBox,[true],true] call BIS_fnc_removeVirtualItemCargo; [_DRBox,[true],true] call BIS_fnc_removeVirtualWeaponCargo; [_DRBox,[true],true] call BIS_fnc_removeVirtualMagazineCargo; [_DRBox,[ "classname", "classname" ],true] call BIS_fnc_addVirtualBackpackCargo; [_DRBox,[ "classname", "classname" ],true] call BIS_fnc_addVirtualMagazineCargo; [_DRBox,[ "classname", "classname" ],true] call BIS_fnc_addVirtualWeaponCargo; [_DRBox,[ "classname", "classname" ],true] call BIS_fnc_addVirtualItemCargo; Dont know if this is the best way or not but seems to work ok for us. Although sometimes it freaks out, greying out loadouts etc. Also sometimes it seems to be the cause of some red chain dsync. But since last update we have been having massive problems with dsync, especially in vehicles. Anyway once again Thank you.
  15. Player .rpt 9:50:10 Warning: cse\cse_sys_medical\equipment\tourniquet.p3d:0 Error while trying to generate ST for points: 64, 79, 78 Also Backblast doesn't seem to be doing anything.
  16. Hello Relianor. I think you mean the inhouse factions right ? Step : 1 create a file in a folder in the SERVERS Arma3 root folder. We called our folder dRnF (Dedicated Rejects and Friends) and place an .sqf in there. we called ours dRFriends.sqf Our list is obviously quite a bit larger than this example I show below. private ["_players", "_player"]; _players = []; _player = ["PlayersUIDGoesHere",1,"Falcons"]; //--- BL1P - lvl 2 - Falcon _players set [(count _players), _player]; _player = [""PlayersUIDGoesHere",0,"Eagles"]; //--- ANOTHER MEMBER - lvl 1 - Eagle _players set [(count _players), _player]; _player = [""PlayersUIDGoesHere",0,""]; //--- ANOTHER MEMBER - lvl 1 - NO FACTION _players set [(count _players), _player]; _players; Step : 2 In the main mission Init.sqf we have this snippet. //--- Check if player is a dR member or friend (ran by players and server) _handle3 = execVM "core\dR_N_Friends.sqf"; waitUntil{scriptDone _handle3}; Step : 3 Create the insignias :- Place the insignia images in a folder in your mission Ours is in Core\Images Add the insignias via the description.ext. class CfgUnitInsignia { class Falcons { displayName = "Falcons"; // Name displayed in Arsenal author = "BL1P"; // Author displayed in Arsenal texture = "Core\Images\Falcons.paa"; // Image path textureVehicle = ""; // Does nothing currently, reserved for future use }; class Eagles { displayName = "Eagles"; // Name displayed in Arsenal author = "BL1P"; // Author displayed in Arsenal texture = "Core\Images\Eagles.paa"; // Image path textureVehicle = ""; // Does nothing currently, reserved for future use }; }; Step : 4 We have a folder called Core in the mission root folder with a script called dR_N_Friends.sqf inside it. This script will sort out :- Who is allowed to take command slot Who can take pilot slot Who gets which insignia Who gets which type of random welcome message ////////////////////////////////////////////// // dR_N_Friends.sqf // by Fluit n BL1P // execVM "dR_N_Friends.sqf"; ////////////////////////////////////////////// private ["_dRFriends","_IamAdRFriend", "_isAdmin", "_welcome", "_welcomeadmin", "_isFalcon"]; _IamAdRFriend = false; _isAdmin = false; _welcome = [ "Welcome back %1", "Hello %1!", "What's up %1!", "Hey its %1!", "Wotcha %1", "Ay-up %1", "Welcome home Lord %1", " %1! Thou hast returneth", "Delighted to see you %1", "Golly gosh...! if it isnt %1", "My word %1 is that a gun in your pants or are you pleased to be back?", "%1 Today try to remember G is not for Gear !!", "Accessing Bank details for %1", "player %1 Connected dangerous weapons removed", "Its a bird ! ... Its a plane !... NO its %1", "OMG! Yay! its %1", "Ladies and Gentlemen.... I present to you... %1", "%1.. %1.. %1.. hip.. hip.. hooorah", "Jolly hockey sticks its %1", "Well slap me in the face with a wet kipper... if it isnt %1", "Shhhh %1s back", "%1 connected ..... accessing password details .... password taken from %1", "The people await your orders %1." ]; _welcomeadmin = [ "Welcome back %1", "Hello %1!", "What's up %1!", "Hey its %1!", "Wotcha %1", "Ay-up %1", "Welcome home Lord %1", "%1! Thou hast returneth", "Delighted to see you %1", "Golly gosh...! if it isnt %1", "My word %1 is that a gun in your pants or are you pleased to be back?", "%1 Today try to remember G is not for Gear !!", "Accessing Bank details for %1", "player %1 Connected dangerous weapons removed", "Its a bird ! ... Its a plane !... NO its %1", "OMG! Yay! its %1", "Ladies and Gentlemen.... I present to you... %1", "%1.. %1.. %1.. hip.. hip.. hooorah", "Jolly hockey sticks its %1", "Well slap me in the face with a wet kipper... if it isnt %1", "Shhhh %1s back", "%1 connected ..... accessing password details .... password taken from %1", "The people await your orders %1." ]; systemchat "dRnF is running on this Server."; if (isServer) exitWith { dRFriendsArray = call compile preprocessFile "\dRnF\dRFriends.sqf"; publicVariable "dRFriendsArray"; }; if (isNil ("dRFriendsArray")) then { waitUntil {!isNil("dRFriendsArray")}; }; sleep 1; { if ( (getPlayerUID player) == (_x select 0)) then { // Player UID is in friend list => he is our friend _IamAdRFriend = true; if ( (_x select 1) == 1) then { // Player is an admin _isAdmin = true; }; //--- set faction Insignias player setVariable["Faction", (_x select 2), true]; switch ((_x select 2)) do { case "Falcons": { [player, "Falcons"] call BIS_fnc_setUnitInsignia; systemChat format ["Welcome %1 Fellow Falcon", name player]; }; case "Eagles": { [player, "Eagles"] call BIS_fnc_setUnitInsignia; systemChat format ["Welcome %1 Fellow Falcon", name player]; }; }; }; } forEach dRFriendsArray; player setVariable["friend", _IamAdRFriend, true]; player setVariable["admin", _isAdmin, true]; _playerType = typeOf player; if ((_playerType == "B_officer_F") && !(_isAdmin)) then {failMission "END6";}; //--- bl1p sent back to lobby if ((_playerType == "B_Pilot_F" || _playerType == "B_Helipilot_F" || _playerType == "B_helicrew_F" || _playerType == "B_soldier_repair_F") && !(_IamAdRFriend)) then {failMission "END7";}; //--- bl1p sent back to lobby if (_IamAdRFriend) then { if (_isAdmin) then { //--- level 2 systemChat format [_welcomeadmin call BIS_fnc_selectRandom, name player]; } else { //--- level 1 systemChat format [_welcome call BIS_fnc_selectRandom, name player]; }; } else { //--- level None systemChat format ["Hello %1 you are not a dR registered Friend or Member",name player]; systemChat "Contact info is in the map info... or on a Sign in base"; systemChat "Enjoy your stay"; }; Step : 5 If you plan on using the Slot restrictions you will need to create the following :- (if you dont comment that part out) In the description.ext add the following. //--- Slot restrictions #include "core\Debriefing.hpp" In the core folder add a file called Debriefing.hpp Put this in the file class CfgDebriefing { class End6 { title = "WARNING"; subtitle = ""; description = "Level 2 Access required. This slot is reserved for dr members and trusted friends. More info at http://www.dedicatedrejects.com"; pictureBackground = "core\signs\NoEntry2.jpg"; }; class End7 { title = "WARNING"; subtitle = ""; description = "Level 1 Access required. This slot is reserved for dr members and trusted friends. More info at http://www.dedicatedrejects.com"; pictureBackground = "core\signs\NoEntry1.jpg"; }; }; I have two image files in core\signs that are pictures of no entry with the level number on them. I think thats all ? Use as you wish m8, alter however you want :p Credit would be cool... dont forget Fluit :) Hope that helps m8. BL1P P.S Credit --- this method was created from a script created by TG Unk.
  17. Because the AI on the headless do not hear shots fired at them or see impacts that land near them the AI on HC are just about useless, we have stopped using HC because of this. For now :)
  18. BL1P

    Blood pool removed?

    I would agree except for the fact they kept 3rd person
  19. Thanks m8 but... I cannot find what to use to find out if the Arsenal is opened or is closed. there doesn't seem to be any information on those variables. PS. We dont want to open the Virtual Arsenal anywhere but at base. Elite difficulty no 3rd too easy etc etc :)
  20. Has anyone else Noticed that when AI are on the Headless and you shoot next to them but don't hit them, they do not react to the shot/impact. Once you put the same AI on the server they will react to the shot/impact. It seems to us that the reaction parameters of impacts or sounds are not working on the headless. Maybe some type of locality thing ? Can anyone confirm this ?
  21. I play AT mostly ... try Sprinting up the stairs at 45kg :)
  22. Yer Sorry, I miss read you at first m8, I thought you said Combat Pace weapon lowered is same as Combat pace weapon up ;) I can understand why They did combat pace weapon up is more tiring than jogging weapon up though. Combat pace weapon up = weapon up and ready, whereas Jogging is weapon up = not ready. anyway Sorry I misread you :) 2 boring videos about what we just talked about :) Combat pace http://www.twitch.tv/bl1p/c/5699222 Jogging http://www.twitch.tv/bl1p/c/5699262
  23. I dont think thats correct. Will test and get back to you.
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