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BL1P

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Posts posted by BL1P


  1. All clients need it. yes, it is implemented in our latest builds. We will be releasing another RC tommorrow (thursday PST time)

    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
    


  2. Does that include these features then ?

    Both can't be tweaked. The rain does not make any difference between in and outside a building and the inside air vehicles have a certain occludeSoundsWhenIn and obstructSoundsWhenIn values I cant change without making the mod a required mission mod.

    LJ


  3. It stays client side and will not be required in any way. Thats at least the goal! Currently it works, but I might oversee some updating base classes.

    And the new FINAL version sounds way different again. Volume, samples, scripts, many things changed.

    LJ

    sorry edited my post as you replied :)

    Will those features that cannot be implemented because of required mod become an optional thing ever ?


  4. We run this on clients

    player setVariable [ "VAcatch", [ "VAcatch", "onEachFrame", { 
       if ( !( isNil { _this getVariable "VAcatch" } ) && { !( isNull ( uiNamespace getVariable [ "BIS_fnc_arsenal_cam", objNull ] ) ) } ) then { 
           _this setVariable [ "VAcatch", nil ];
           _thread = _this spawn { 
               _uniform = uniform _this; 
               waitUntil { isNull ( uiNamespace getVariable [ "BIS_fnc_arsenal_cam", objNull ] )  }; 
    
               // Arsenal closed
    
               // Set unit insignia
               _faction = _this getVariable [ "Faction", nil ];
               if !( isNil "_faction" ) then {
                   [ _this, _faction ] call BIS_fnc_setUnitInsignia;
               };
    		//--- not on list
    		if ( isNil "_faction" ) then {
                   [ _this, "GUEST" ] call BIS_fnc_setUnitInsignia;
               };
               _this setVariable [ "VAcatch", "VAcatch" ]; 
           }; 
       };  
    }, player ] call BIS_fnc_addStackedEventHandler ];
    

    So... join server have insig

    open VA box insig there

    get new uniform insig goes

    close VA box and insig is back :)

    Obviously we are using the faction system, you can just use the [ _this, Test ] call BIS_fnc_setUnitInsignia; and remove the extra stuff.

    erm think this would work :-

    player setVariable [ "VAcatch", [ "VAcatch", "onEachFrame", { 
       if ( !( isNil { _this getVariable "VAcatch" } ) && { !( isNull ( uiNamespace getVariable [ "BIS_fnc_arsenal_cam", objNull ] ) ) } ) then { 
           _this setVariable [ "VAcatch", nil ];
           _thread = _this spawn { 
               _uniform = uniform _this; 
               waitUntil { isNull ( uiNamespace getVariable [ "BIS_fnc_arsenal_cam", objNull ] )  }; 
    
               // Arsenal closed
               // Set unit insignia
              [ _this, Test ] call BIS_fnc_setUnitInsignia;
               _this setVariable [ "VAcatch", "VAcatch" ]; 
           }; 
       };  
    }, player ] call BIS_fnc_addStackedEventHandler ];
    


  5. Running TS3 with admin priv set causes problems we found. For example the person with admin priv set on TS3 will show as "Arma connected no" in ts3 when they join the game server and be unable to communicate.

    running with no admin priv set on ts3 works fine :)

    Has anyone got this working with BIS Virtual Arsenal (whitelisted).

    For devs ACRE2 still causes a 5-7 cps drop on server.

    Can't get this to work either :-

    _ret = false;
    if !(isserver) then {
    _ret = [player, "ACRE_PRC117F"] call acre_api_fnc_hasKindOfRadio;
    };
    if (_ret) exitwith {systemchat "You already have a 117.";};
    
    player addItem "ACRE_PRC117F";
    

    that works for both 343 and 148 but isn't working for 117, no idea why ?

    its called via addaction.

    Nice update though thanks !

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