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Medals
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Medals
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Posts posted by BL1P
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We are releasing backpack radios, well that is to say we already have. There is an AN/PRC-117F and an AN/PRC-77. The only thing we do not have now is the ability to show the antennas sticking out. We are eschewing the way we did it in ACRE1, which forced us to have backpack models specifically for the radios (which was fine because the backpack actually was the radio) in favor of a more dynamic system in which a radio can be placed in any backpack.
Ok cool, I was hoping there was a way to make the 3cb backpack model functional with acre and not just.... meh stick a radio in it.
But nps all is cool :)
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BL1P from a 3CB standpoint has ACRE implemented backpack radios, we were under the assumption that they were yet to be released like the vehicle radios, this is the reason why we are yet to add the ability to use ACRE with our mod pack. I hope that helps and if the answer is yes we will definitely look at adding functionality into the pack.
Hi andy.
I was under the assumption that ACRE was not releasing Backpack radios.
I seem to remember reading that they where not but I very well could be wrong.
Loving the 3CB mod btw.
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Hello.
In my group we are looking at using the 3CB Equipment mod pack, we where wondering if its possible to make the backpack radios in this mod act as 117s, without just putting a 117 in it.
The models have all the visual components of a radio but not the functionality.
Is there an ACRE_API that covers this or is it possible via creating a small mod config file ?
No we do not want to use Taskforce, that's why I asked here.
EDIT : ooohhhh 1000 posts :)
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http://www.armaholic.com/page.php?id=25284
Opps wrong forum section sorry !! the link is for arma3 :)
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I wouldn't want to do that as it defeats the purpose of having a medic in the first place and really then makes the medic class a sort of ammo bearer class for medical supplies, instead of the go to guy when you're injured.
So there is no real slow way other players can revive without epi or blood?
We use Ace Adv Medical + Revive but also suffer from wanting the Medic to be revive-able without giving all non medics the ability to fully heal everyone with a PAK.
It would be nice if Non medics could stabilise and wake up the medic in order for him to fully heal himself.
Atm without having multiple medics the only class that cant use the revive function is the medic as non medics cant revive him.
Maybe something like Non medics can only use a PAK too revive ONLY a medic, when the Medics only for PAK is selected in the Adv Med system ?
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Hi guys great mod.
Is there anyway to use the BackPack radios as acre_117 radios without just placing the radio inside the backpack ?
Basically is it possible to make the backpack think its an acre_117.
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I think the way you're doing it with .hpp files like that will be fine (though personally I just write my configs all in the .cpp). I have cfgMods immediately after cfgPatches
Your cfgMods.hpp may want to look like this though:
class CfgMods { class Mod_Base; //External Class Reference class Falcons_Mod : Mod_Base { logo = "PAAAAAAATH!!!"; }; };
So that you get all the default parameters from BIS' Mod_Base base class and don't risk any "No entry config..." warnings popping up.
I think the dlc parameter might go in your "Falcons_CombatUniform_DPM" class though, rather than the soldier class. However I've not done any uniform modding since the game was in Alpha so I can't remember how they're configured as inventory items like the one selected from Arsenal
Thanks, all working great now, Thank you very much.
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You need a class cfgMods in your config, and in your item classes you need to add a parameter
dlc = "YOURcfgModsCLASS";
Your cfgMods class is the same format as a mod.cpp file that you put in the modfolder. There's an example of one of those in the "Presentation" folder that comes with the Arma 3 samples on Steam (Samples used to be bundled with the Tools, but now they're separate)
The mod.cpp is used to display information on your mod in the main menu, expansions window and the game's launcher, however the only thing that that cfgMods seems to do now is add logos to the Arsenal with whatever image is path is written in the logo = " "; line - so maybe you only need that one parameter.
The external mod.cpp can point to images inside .pbo files, so you can keep all your picture = " "; logo = " "; logoOver = " "; and logoSmall = " "; images inside a .pbo rather than put them externally next to the mod.cpp in the modfolder
Thanks for this da12thmonkey, this cfgMods can be just a .hpp file defined from the config.cpp right ?
and in that I put... For example ? :-
in my config.cpp I add :-
#include "cfgMods.hpp"
Then :-
I create a cfgMods.hpp with :-
class cfgMods { class Falcons_Mod { icon = "\Folder\Image.paa"; }; };
Then
add the dlc bit to the items etc :-
class Falcons_DPM_Soldier_Base: B_Soldier_F { dlc = "Falcons_Mod"; scope =2; identityTypes[] = {"LanguageENG_F", "Head_NATO", "G_HAF_default"}; _generalMacro = "Falcons_DPM_Soldier_Base"; faction = "Falcons_Units"; vehicleClass = "Men_DPM"; nakedUniform = "Falcons_BasicBody"; uniformClass = "Falcons_CombatUniform_DPM"; hiddenSelections[] = {"Camo", "insignia"}; hiddenSelectionsTextures[] = {"\Falcons_Uniforms\data\DPM\Falcons_clothing_Wood.paa"}; linkedItems[] = {"ItemCompass","ItemGPS","ItemMap","ItemWatch","Falcons_DPM_Plate_Carrier_H","ItemMap"}; respawnlinkedItems[] = {"ItemCompass","ItemGPS","ItemMap","ItemWatch","Falcons_DPM_Plate_Carrier_H","ItemMap"}; };
Sorry I am just an old fat guy doing this as a hobby so my skills are some what crap :)
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I would like to have a custom Icon appear for gear in the arsenal much like the marksman dlc does.
Where would one put such a config entry ?
For example the backpacks mod I created has the following Configs :-
cfgPatches.hpp
cfgVehicles.hpp
config.cpp
I have tried icon = "\Folder\Image.paa"; in both cfgPatches and cfgVehicles but with no luck.
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You inherit your soldier classes from classes with scope 0, which most likely causes the issue. Please try changing the scope of your classes to either 1 or 2 (depending on if you want them available in the editor etc.).
Thank you very much, this fixed it for me.
Bonus image of it working :)
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Hello.
I am attempting to update a Uniform mod I created for the community I play with.
The mod used to work fine.
But now I get errors when trying to use the Tshirt or rolledup versions.
Here is a sample of my CfgVehicle for the uniform :-
//--- Woodland class Falcons_DPM_Soldier_Base: B_Soldier_F { identityTypes[] = {"LanguageENG_F", "Head_NATO", "G_HAF_default"}; _generalMacro = "Falcons_DPM_Soldier_Base"; faction = "Falcons_Units"; vehicleClass = "Men_DPM"; nakedUniform = "Falcons_BasicBody"; uniformClass = "Falcons_CombatUniform_DPM"; hiddenSelections[] = {"Camo", "insignia"}; hiddenSelectionsTextures[] = {"\Falcons_Uniforms\data\DPM\Falcons_clothing_Wood.paa"}; linkedItems[] = {"ItemCompass","ItemGPS","ItemMap","ItemWatch","Falcons_DPM_Plate_Carrier_H","ItemMap"}; respawnlinkedItems[] = {"ItemCompass","ItemGPS","ItemMap","ItemWatch","Falcons_DPM_Plate_Carrier_H","ItemMap"}; }; class Falcons_DPM_Soldier_01: B_Soldier_02_f { _generalMacro = "Falcons_DPM_Soldier_01"; faction = "Falcons_Units"; vehicleClass = "Men_DPM"; nakedUniform = "Falcons_BasicBody"; uniformClass = "Falcons_CombatUniform_DPM_tshirt"; hiddenSelections[] = {"Camo", "insignia"}; hiddenSelectionsTextures[] = {"\Falcons_Uniforms\data\DPM\Falcons_clothing_Wood.paa"}; linkedItems[] = {"ItemCompass","ItemGPS","ItemMap","ItemWatch","Falcons_DPM_Plate_Carrier_H","ItemMap"}; respawnlinkedItems[] = {"ItemCompass","ItemGPS","ItemMap","ItemWatch","Falcons_DPM_Plate_Carrier_H","ItemMap"}; }; class Falcons_DPM_Soldier_02: B_Soldier_03_f { _generalMacro = "Falcons_DPM_Soldier_02"; faction = "Falcons_Units"; vehicleClass = "Men_DPM"; nakedUniform = "Falcons_BasicBody"; uniformClass = "Falcons_CombatUniform_DPM_vest"; hiddenSelections[] = {"Camo", "insignia"}; hiddenSelectionsTextures[] = {"\Falcons_Uniforms\data\DPM\Falcons_clothing_Wood.paa"}; linkedItems[] = {"ItemCompass","ItemGPS","ItemMap","ItemWatch","Falcons_DPM_Plate_Carrier_H","ItemMap"}; respawnlinkedItems[] = {"ItemCompass","ItemGPS","ItemMap","ItemWatch","Falcons_DPM_Plate_Carrier_H","ItemMap"}; };
Here are the errors I get :-
16:05:30 In class "Falcons_CombatUniform_DPM_vest" is abstract config class "Falcons_DPM_Soldier_02" and can't be used with uniform.16:05:30 In class "Falcons_CombatUniform_DPM_tshirt" is abstract config class "Falcons_DPM_Soldier_01" and can't be used with uniform. -
Yer this has been ignored so we just stopped using HC as it doesn't work.
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Because it's information that isn't readily avaliable for the server browser. It'd either need to read and parse the entirety of the server profile for each server, which would drastically slow it all down. Or it'd need a description.txt variable made for it, that the mission designers set themselves, similar to the way gametype is used.Where does it currently read the Veteran setting from then if it isnt the .profile ?
Just wondering.
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Damn Ratszo your arguments are sound :(
O well there goes my plans to do a public server for another year or so.
Back to private mods or Passworded servers it is for me, too many dicks on public to even attempt a public server.
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I really like the tutorial and all the help it gives.
Though I disagree with one thing in particular :-
"You should typically be aiming to achieve 25 to 30 FPS"
Too many servers do this and it causes client side fps loss, 40-45 is what you should be aiming for in my experience.
with 25-30 only coming into play when large firefights are underway and it should return to 40-45 as soons as the large fight is over.
Not a big deal but too often I have heard people say yes its running great... its at 25 fps
heres how I look at it when I test my missions on our dedicated box.
00-10 - not working.
10-20 - bad something is broken.
20-30 - ok but needs looking at. or as my teachers used to say back in the stone age "good try but you can do better" :)
40-50 - good we can use this.
Like I say, the tutorial is great and I appreciate the amount of hard work that must have gone into this. I am just being anal as always :)
BL1P.
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Thanks Ill give option 2 a try.
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If you'd excuse me, I have another story to show a bit of perspective from player side.Without false humility, I can say I am good (600 hours good) at ArmA 3. I'm commonly playing on Veteran or Elite so Regular is a bit of a breeze.
Once I was bored and came to a public server which was running a standard "Defend Kamino" mission. The difficulty was regular, and the guys were pretty inexperienced. So, I was ramping up kills much quicker than the rest of them.
After 20 minutes, I have noticed that one guy started to jump (literally 10 of meters into the air) around. I'm pointing him out to admin, he bans him... And after 30 more seconds, I find myself banned too.
Reason? I had score of ~40 while the rest of the guys combined had around 20. In their opinion I could only achieve that result using cheats.
Now, I'm permanently banned on their server - and I don't regret it, honestly. But with a "global ban" system - I would have been banned on ALL of the servers using it. Feel the difference? Just because of some idiot admin (or some troll who would have usurped the admin privilege) someone would be banned from a significant number of servers.
For the reference - I have never used any cheats; I have intentionally teamkilled only a few times where the players were cleanly trolling/TKing themselves. But if such a thing as above happens, I will not be begging to unban me from the "global list" - and any self-respecting player will not. Everyone would just start boycotting those servers, that's all.
P.S.Sorry for OT, but I wanted to point out that one needs to consider consequences of everything, not just of being a dick ;)
I understand where your coming from.
But I don't think that type of admin group would last long in the group of admins that share the bans list.
I would imagine that if too many people complain about 1 set of admins from 1 particular server then that group would get removed from the global list and all bans they made would be removed from the global bans list.
Well thats how i would see it working :)
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@MDCCLXXVI:D That's some genius use of trolls :P
On a side note my first two names irl are lee martin :)
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I would like to use two keys folders how is this done ?
We have a dedicated box.
On the dedicated box Arma3 is installed.
We use .bats to run the instances called Alpha, Bravo and Charlie of the server from inside Arma3 root.
Each has its own Server_Name folder inside the Arma3 root with its own .profile and configs etc.
the .bat code is :-
start /high /W arma3server.exe -port=2346 -config=Server_Charlie\serverCharlie.cfg -cfg=Server_Charlie\ArmA3Mod.cfg -profiles=Server_Charlie -name=Server_Charlie -enableHT "-mod=@ASM;@CBA_A3"
But each server instance uses the same Keys folder.
We would like to not allow any mods on Charlie except ASM and CBA obviously for the server itself.
Which we cannot do because Alpha and Bravo use mods.
Any help would be great.
BL1P.
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The Arma3 community I play with is very small and is getting smaller.
We normally play on a server which runs in-house addons not available via normal public methods.
Every now and again we think about running a public server along side our modded one.
To try and increase our numbers.
Alas though, from past experience none of our admins can be arsed to deal with the Troll fest that is Public Arma3.
We lasted all of 10-15mins once when we opened a server to the public.
Example :-
We use a Registered list of people who are allowed to fly the choppers in our missions and do other various important jobs in the mission.
The mission will kick you out of the chopper if you're A. not a pilot or B. not on the Register.
The base area has a No Shooting at base script running which remove the bullet, nade, explosive etc when used at base.
-==LoLIamL33T==-- joins the game
runs to the nearest chopper.
Gets in
Gets ejected
Gets in
Gets ejected
Gets in
Gets ejected
Gets in
Gets ejected
-==LoLIamL33T==-- Rejoins as a pilot
runs to the nearest chopper.
Gets in
Gets ejected
Gets in
Gets ejected
Gets in
Gets ejected
Gets in
Gets ejected
Gets out goes to ammo crate gets a gun and ammo
Runs back too chopper and stands there shooting chopper with blanks.
As admin at the time I am talking to him via chat trying to explain :)
He eventually realises this and runs over to me and shoots me with blanks.
All this time more of the general public are joining the server doing the same thing or worse.
One dude is taking Quadbikes and trying to blow up other vehicles with them because he can't shoot the base vehicles.
Another is placing endless explosives that keep being removed when placed.
One dude found the Service trucks on the runway and is ramming them into each other to explode them.
TeamSpeak is going nuts with regular players complaining about people driving right into the AO while they are setting up the FOB etc etc etc.
One guys is asking serious questions that make sense but is lost in all the "WTF no 3rd... this server sucks... do you have Altis Life ?" messages.
I am now a gibbering mess on the verge of exploding.
So the server gets closed and we play our normal modded server for another year.
So for me and my continued sanity (or lack of) YES a shared Global ban system is needed.
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Welp, now that ACE3 is confirmed... I think that EUTW laced with ACE would do wonders. Could you guys imagine that? The most realistic PvP game mode. Would be interesting.Doesn't EUTW still have teleport to town ?
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I feel this is appropriate :-
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There is the mod low grass on steam workshop, making it well, smaller. Works just fine.interesting thanks
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Im So excited
:yay:
With all the Controversy over A3Life why !!!
in OFFTOPIC
Posted
Why is it featured on your steam page bis when we all know they stole the majority of the content used in A3life.
With Bis openly awarding people who copy mods or just down right stealing them, I am not sure where I stand on the current tolerance of Bis towards copy or steal is fine.