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BL1P

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Posts posted by BL1P


  1. Is the only way to avoid the message of :-

    "ACRE has determined that players in this mission have an inventory that has desynchronized from the server, this is due to a bug in the mission or a bug in Arma 3, NOT ACRE. This message will not dissappear and is a warning that ACRE may no longer be functioning correctly in this mission. The players experiencing the bug are listed below:\n\nPlayer\n".

    To not allow players to change uniforms, vests or backpacks via BIS Virtual Arsenal, any other form of inventory manager and even ammo boxes of Items/Backpacks ?

    Would this also mean removing all Vests and Backpacks from ALL dead AI and Dead players in our missions, so that a player cannot pick them up ?

    Would we need to do all the above to use 569 ?

    I may find it disturbing seeing all the naked dead guys laying around :)


  2. when using CBA 1.09 I get these messages in client and server rpt :-

    Cannot delete class Eventhandlers, it is referenced somewhere (used as a base class probably).

    Cannot delete class Eventhandlers, it is referenced somewhere (used as a base class probably).

    Cannot delete class Eventhandlers, it is referenced somewhere (used as a base class probably).

    Cannot delete class EventHandlers, it is referenced somewhere (used as a base class probably).

    Cannot delete class Eventhandlers, it is referenced somewhere (used as a base class probably).

    Cannot delete class EventHandlers, it is referenced somewhere (used as a base class probably).

    Cannot delete class EventHandlers, it is referenced somewhere (used as a base class probably).

    Cannot delete class EventHandlers, it is referenced somewhere (used as a base class probably).

    Cannot delete class EventHandlers, it is referenced somewhere (used as a base class probably).

    Do not know if this is an issue just reporting it.


  3. Please get people to vote this bug up by the way, it is really frustrating!

    I will and yes it fucking is :)

    ---------- Post added at 10:43 PM ---------- Previous post was at 08:47 PM ----------

    Getting this error in mission atm.

    Error in expression <ta = (acre_sys_data_radioData select 1) select ((acre_sys_data_radioData select >

    Error position: <select ((acre_sys_data_radioData select >

    Error Zero divisor

    File idi\clients\acre\addons\sys_data\fnc_processSysEvent.sqf, line 22

    WARNING: Radio event handler function :getOnOffState is not defined!

    Error in expression <a = (acre_sys_data_radioData select 1) select ((acre_sys_data_radioData select >

    Error position: <select ((acre_sys_data_radioData select >

    Error Zero divisor

    File idi\clients\acre\addons\sys_data\fnc_processRadioEvent.sqf, line 13

    Not sure why, seems respawn related... probably because of our revive system, but unsure so posted here :)

    We do this in initPlayerLocal.sqf

    //--- check for acre mod on Client

    acre_enabled = isClass(configFile/"CfgPatches"/"acre_main");

    We do this when people are incapacitated in our Medic revive scripts :-

    //--- stop acre when player set as uncon

    if (acre_enabled) then

    {

    _ret = [true] call acre_api_fnc_setSpectator;

    };

    Then we do this when revived in our Medic revive scripts :-

    //--- acre when player revived

    if (acre_enabled) then

    {

    _ret = [false] call acre_api_fnc_setSpectator;

    };

    And we do this on respawn in onPlayerRespawn.sqf

    //--- restart acre when respawned

    if !(isNil "acre_enabled") then {

    if (acre_enabled) then

    {

    _ret = [false] call acre_api_fnc_setSpectator;

    };

    };

    Error happens when players respawn it seems.

    Reason I am posting so much is we can't play without ACRE its an integral part of how we play, so would love to help fix any bugs we can.

    Love your mod thank you very much for it.


  4. It's not a radio adding thing. You can add radios however you want, you just can't trip this bug: http://feedback.arma3.com/view.php?id=19829

    This bug breaks Arma 3. Not just ACRE. ACRE is just a very symptomatic system to this bug because it relies on the server and the clients knowing the same thing, but this bug will eventually cause your missions to start experiencing all sorts of unintended effects, and possibly server/client crashes.

    Thank you.

    That makes more sense now thanks for clarifying we can use any addItem system.

    That also explains why using BIS Virtual Arsenal was breaking ACRE I think :)


  5. If that hint appears then there is something wrong in the mission. It is a pretty foolproof test that actually has nothing to do with ACRE in how it does the test, so really you need to check your missions for anything related to the bug that causes it.

    Some information on how YOU think we should be adding the radios would help to be honest.

    Rather than a general statement of there are multiple ways this will work.

    Setting up a looping message blaming Arma3 or the mission doesn't help anyone that wants to just add one of your radios to a player.

    Do you want us to use addItem, linkItem, or just place all _crate addItemCargoGlobal ["ACRE_PRC343",100]; _crate addItemCargoGlobal ["ACRE_PRC148" ,100]; ???

    A direct answer with the method you would prefer mission makers to use would be nice.


  6. BL1P, With the removal of scripted voices, i.e. you can't hear your buddies automatically pointing out OPFOR 5 klicks away *arrh* does it also stop you hearing the OPFOR talking to each other, because that's good - immerse and was the only issue with MBvoicestop or whatever it was called. Could you clarify ?

    Thanks

    It stops player only voices, all ai still talk. Hopefully :)




  7. l2B9Bs8.jpg

    Dedicated Rejects Coop Enhancement Pack

    Hello.

    These are some very small mods I made for the Dedicated Rejects community mod pack.

    http://www.dedicatedrejects.com/

    TS - voice.dedicatedrejects.com

    We predominantly play coop mission types on Elite mode difficulty and we felt these mods enhanced the Elite mode experience.

    All mods are signed and the server key is present.

    ---=== Features ===---

    Removes annoying icons.

    Removes ambient animal life.

    Removes player scripted voices.

    For more info and known issues please read the "Boring info thingy" inside the mod folder

    ---=== Server keys ===---

    Yes included

    --=== Version ===---

    Dr_CEP v1.0

    ---=== DOWNLOADS ===---

    DOWNLOAD Armaholic

    DOWNLOAD Mega

    DOWNLOAD Withsix

    DOWNLOAD Arma3.de

    ---=== Credits ===---

    Beazley for his UICorrections mod http://forums.bistudio.com/showthread.php?178303-UIcorrections-Suite

    Which gave me the inspiration and insight towards making the above mods.

    Larrow from BIS forums for help with the BL1P_NOPV mod script, along with many many other helpful scripts which are not in this mod but which are used in our missions.

    BIS for making THE game series.

    Dedicated Rejects for putting up with me being so anal and restrictive about everything !.

    Sebastien Artois for becoming the master brewer at Den Horen, and giving his name to the brewery in 1717, which then in 1926 created the beer I prefer Today... Stella Artois.

    Flipped and Fluit for lots of help with testing.

    Have Fun,

    BL1P.

    If you Enjoy this mod please feel free to click my signature and send me some cash for a beer.


  8. On further testing I have noticed that when using the " fullarsenal " in mp the face changes players make are local and do not show up for other players.

    so until that is remedied it would be pointless really to have a whitelisted face section.

    The main reason I am looking into this is because I have almost finished a custom face mod and it would be cool to change your characters camo ingame to suit the situation.

    Although insignias do change for all players in mp so that would be good to have added to whitelisting.

    But I see no point in voice changes but that maybe because I play coop and use my own voice and disable all player voices in mp via a mod.

    Anyway bla bla bla ill do a feedback at some point :)

    @ DnA are you in the Grenadier Guards ?


  9. I have noticed this issue also.

    We also noticed that the face of the player loading the loadout only changes for that person in the Virtual Arsenal Camera Mode.

    Other players do not see the face change in normal game mode.

    Example:-

    If I load a pre saved loadout from the VA I see my face change

    bob stood next to me ingame does not see my face change.


  10. I am using this script with no problems so far.

    called with :-

    this addaction ["Open Virtual Arsenal", "scripts\V_Arse\VArse.sqf"];

    From the objects init

    //--- BL1P thingy ma bob
    
    //--- check if player has an acre radio
    _ret = false;
    if !(isserver) then {
    acre_enabled = isClass(configFile/"CfgPatches"/"acre_main");
    if (acre_enabled) then 
    	{
    	_ret = [player] call acre_api_fnc_hasRadio;
    	};
    };
    if (_ret) exitwith {systemchat "You can not use the VR ammo system while you have an ACRE radio.";};
    
    //--- BackPacks
    [_this,[
    "B_Parachute",
    "B_FieldPack_blk",
    "B_OutdoorPack_blk",
    "B_TacticalPack_blk"
    ],true] call BIS_fnc_addVirtualBackpackCargo;
    
    //--- Mags
    [_this,[
    "30Rnd_45ACP_Mag_SMG_01",
    "30Rnd_45ACP_Mag_SMG_01_tracer_green",
    
    "30Rnd_9x21_Mag",
    "11Rnd_45ACP_Mag",
    "16Rnd_9x21_Mag",
    
    "30Rnd_65x39_caseless_mag",
    "30Rnd_65x39_caseless_mag_Tracer",
    
    "100Rnd_65x39_caseless_mag",
    "100Rnd_65x39_caseless_mag_Tracer",
    "200Rnd_65x39_cased_Box",
    "200Rnd_65x39_cased_Box_Tracer",
    
    "20Rnd_762x51_Mag",
    
    "1Rnd_HE_Grenade_shell",
    "3Rnd_HE_Grenade_shell",
    
    "NLAW_F",
    "Titan_AA",
    "Titan_AT",
    
    "Laserbatteries",
    
    "SmokeShell",
    "SmokeShellBlue",
    "SmokeShellYellow",
    "SmokeShellGreen",
    "SmokeShellOrange",
    "SmokeShellPurple",
    "SmokeShellRed",
    
    "HandGrenade",
    "MiniGrenade",
    "B_IR_Grenade",
    
    "1Rnd_Smoke_Grenade_shell",
    "1Rnd_SmokeBlue_Grenade_shell",
    "1Rnd_SmokeGreen_Grenade_shell",
    "1Rnd_SmokeOrange_Grenade_shell",
    "1Rnd_SmokePurple_Grenade_shell",
    "1Rnd_SmokeRed_Grenade_shell",
    "1Rnd_SmokeYellow_Grenade_shell",
    
    "3Rnd_Smoke_Grenade_shell",
    "3Rnd_SmokeBlue_Grenade_shell",
    "3Rnd_SmokeGreen_Grenade_shell",
    "3Rnd_SmokeOrange_Grenade_shell",
    "3Rnd_SmokePurple_Grenade_shell",
    "3Rnd_SmokeRed_Grenade_shell",
    "3Rnd_SmokeYellow_Grenade_shell",
    
    "3Rnd_UGL_FlareCIR_F",
    "3Rnd_UGL_FlareGreen_F",
    "3Rnd_UGL_FlareRed_F",
    "3Rnd_UGL_FlareWhite_F",
    
    "UGL_FlareCIR_F",
    "UGL_FlareGreen_F",
    "UGL_FlareRed_F",
    "UGL_FlareWhite_F",
    
    "APERSBoundingMine_Range_Mag",
    "APERSMine_Range_Mag",
    "APERSTripMine_Wire_Mag",
    "ATMine_Range_Mag",
    "ClaymoreDirectionalMine_Remote_Mag",
    "SLAMDirectionalMine_Wire_Mag",
    "DemoCharge_Remote_Mag",
    "SatchelCharge_Remote_Mag"
    ],true] call BIS_fnc_addVirtualMagazineCargo;
    
    
    //--- Weapons
    [_this,[
    //--- rifles 
    "arifle_MX_Black_F",
    "arifle_MXC_Black_F",
    "arifle_MXM_Black_F",
    
    //--- GLs
    "arifle_MX_GL_Black_F",
    //--- mgs
    "LMG_Mk200_F",
    "arifle_MX_SW_Black_F",
    //--- snipers
    "srifle_EBR_F",
    //--- smgs
    "SMG_01_F",
    "hgun_PDW2000_F",
    //--- launchers
    "launch_B_Titan_F",
    "launch_B_Titan_short_F",
    "launch_NLAW_F",
    //--- pistols
    "hgun_P07_F",
    "hgun_Pistol_heavy_01_F",
    //--- binoc types
    "Rangefinder",
    "Binocular",
    "Laserdesignator"
    ],true] call BIS_fnc_addVirtualWeaponCargo;
    
    //--- Items and Stuff
    [_this,[
    //--- stuff
    "ItemCompass",
    "ItemGPS",
    "ItemMap",
    "ItemWatch",
    "NVGoggles",
    "FirstAidKit",
    "Medikit",
    "ToolKit",
    
    //--- scopes
    "optic_Aco",
    "optic_Aco_smg",
    "optic_Holosight",
    "optic_Holosight_smg",
    "optic_Hamr",
    "optic_MRCO",
    "optic_Arco",
    "optic_MRD",
    "optic_Yorris",
    "optic_DMS",
    "optic_NVS",
    
    //--- suppresors
    "muzzle_snds_acp",
    "muzzle_snds_H",
    "muzzle_snds_L",
    "muzzle_snds_M",
    "muzzle_snds_H_SW",
    
    //--- attachments
    "acc_flashlight",
    "acc_pointer_IR",
    
    //--- uniforms
    "U_B_CombatUniform_mcam",
    "U_B_CombatUniform_mcam_tshirt",
    "U_B_CombatUniform_mcam_vest",
    "U_B_CTRG_1",
    "U_B_CTRG_2",
    "U_B_CTRG_3",
    
    //--- vests
    "V_BandollierB_blk",
    "V_Chestrig_blk",
    "V_PlateCarrier1_blk",
    "V_PlateCarrierH_CTRG",
    "V_PlateCarrierL_CTRG",
    "V_TacVestIR_blk",
    
    //--- berets
    
    //--- Helmets
    
    "H_HelmetB_camo",
    "H_HelmetB_light",
    "H_HelmetSpecB",
    
    "H_HelmetCrew_B",
    "H_PilotHelmetHeli_B",
    
    //--- caps n hats 
    "H_Cap_blk",
    "H_Cap_oli_hs",
    
    "H_Bandanna_khk_hs",
    
    "H_Booniehat_dirty",
    "H_Booniehat_khk_hs",
    
    
    //--- glasses
    "G_Spectacles",
    "G_Combat",
    "G_Lowprofile",
    "G_Shades_Black",
    "G_Tactical_Black",
    "G_Balaclava_lowprofile",
    "G_Balaclava_combat",
    "G_Bandanna_beast",
    "G_Bandanna_shades"
    ],true] call BIS_fnc_addVirtualItemCargo;	
    
    ["Open",false] spawn BIS_fnc_arsenal;
    
    
    

    Sorry for the gaps but I removed the Clan modded stuff for you.

    O yer there is an acre check which just exits you from using the system if you have a radio.

    Just put that in there to stop cloned radio ids


  11. Dear Beazley.

    I have done a small mod that Removes the icons for but leaves the functionality in Action menu with the following :-

    OpenBag

    Rearm

    Refuel

    Repair

    Gear

    GetInCommander

    GetInDriver

    GetInPilot

    GetInGunner

    GetInCargo

    GetInTurret

    TakeItem

    TakeWeapon

    TakeMagazine

    This allows players to use High-Low corner cover without some gay ass "Open BackPack Pink Carryall" message in your face, also means you can take cover behind vehicles and objects without get in or rearm icons in your face.

    We use this along with your mod and some other Gameplay Enhancement mods on our server.

    If you want the files you are more than welcome to them, just pm me.

    PS. your signatures or Key for your pbos isn't working last time I checked so I did my own key and sigs for your files hope thats ok with you ?

    PPS. I am still trying to remove Player voices and Radio subtitles via mod, No luck so far. any idea why autospot = 0; doesn't work in mp or what files I can have a read of to try fixing it ?

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