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Kerc Kasha

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Everything posted by Kerc Kasha

  1. ACE Ruckless feature, either set the required addons to include 'ace_settings_external' or turn it off.
  2. It's not redundant unless acre 2.0 is shipping with high quality identical microphones for every user. Microphone quality, volume etc all factor into how 'loud' a person is, turning off the teamspeak auto balance and using the curve model will lead to a lot of people constantly shouting(while they're talking quietly) and others having to shout to be heard more than 3m. It's a neat idea but it isn't practical. I don't think any changes to the model will actually fix this
  3. Kerc Kasha

    J.S.R.S. 1.5

    It's already been found: https://dev-heaven.net/issues/70268 It's like jarhead said, it's caused by the ace wound system. It's been fixed but hasn't been released yet
  4. Kerc Kasha

    J.S.R.S. 1.5

    I believe so, haven't seen the error since update 2.
  5. Kerc Kasha

    J.S.R.S. 1.5

    Try wrapping the -mod line in quotes, like this: -nosplash -world=empty -maxmem 8192 -exThreads=7 -noPause "-mod=@rMod;@CBA;@CBA_A2;@CBA_OA;@JSRS 1.5" the space between @JSRS and 1.5 is probably breaking it
  6. Kerc Kasha

    J.S.R.S. 1.5

    I got this in my RPT file (plus popped up while playing) Warning Message: Sound snip2_tail3 not found seems one of the sniper distance noises is missing a config entry/typo'd this was with ace + jsrs + jsrs_ace EDIT: 'cause i was looking through the distance config for adapting my mod to it I found out what's causing it, was a lee enfield class snip2_tail2 exists but no snip2_tail3, just a missing config - sound is there.
  7. Kerc Kasha

    J.S.R.S. 1.5

    That's good to know! I have no intention on tearing apart the mod in fact I was trying to avoid it as much as possible as i'd rather config my private mods to work with jsrs rather than the other way around.
  8. Kerc Kasha

    J.S.R.S. 1.5

    I plan on using JSRS when 1.5 is released but I was wondering how difficult is it to allow custom weapons to use the distant etc scripts? I already have the sounds for the weapons in question (including distant versions) but I'm wondering if I have to do some massive work around or if it's just the matter of a config entry?
  9. Kerc Kasha

    ASR Appendix

    I'm also having this issue, both in SP and on a multi dedicated(with the exact same config) It seems that the overrides are being done too early or something as if I put the exact same code into my debug console it works without a hitch. I'll post a ticket about it
  10. Kerc Kasha

    Jungle Wars: Island of Lingor

    Oh that's why Lingor always loads up the last mission.sqm played. Always bugged me
  11. I'm having a pretty bad issue with my Sixupdater. Right now I'm running the latest version of the beta patch but six updater is considering it 'out of date' even though it states the version is 1.62.0.100257. This wouldn't be an issue but now it's trying to make me use jayarma2lib instead of jayarma2lib_new. I tried to force sixupdater to use _new with my custom repository but it still considers it incompatible, this issue goes away if I don't use the latest beta.
  12. Sixupdater launches with both jayarma2lib and jayarma2lib_new for me now. Not sure if this will cause any problems
  13. The ammobox stuff is happening because the script is reinitializing when the player rejoins so it goes back to the default loadout. To fix this you'd only run the ammobox script on the server and use addmagazinecargoglobal + addweaponcargoglobal, this way it only gets executed when the mission first starts and never again.
  14. EDIT: I found your actual issue class CfgPatches { class EXA_RG31_Replacement { units[] = {}; weapons[] = {}; requiredVersion = 1.54; requiredAddons[] = {"CAData", "CAWheeled_E", "CAWheeled"}; }; }; class CfgAddons { class PreloadAddons { class EXA_RG31_Replacement { list[] = {"EXA_RG31_Replacement"}; }; }; }; class CfgVehicles { class HMMWV_Base; /*extern*/ class HMMWV : HMMWV_base { model = "\ExA_RG31\ExA_RG31_50"; displayName = "RG-31 (M2)"; HiddenSelections[] = {"camo", "camo1", "camo2", "camo3"}; HiddenSelectionsTextures[] = {"ca\wheeled_e\hmmwv\data\hmmwv_body_canvas_co.paa", "ca\wheeled_e\hmmwv\data\hmmwv_hood_canvas_co.paa", "ca\wheeled_e\hmmwv\data\hmmwv_canvas_1_co.paa", "ca\wheeled_e\hmmwv\data\hmmwv_canvas_1_co.paa"}; }; [color="#FF0000"][b]};[/b][/color] class HMMWV_MK19 : HMMWV_base { model = "\ExA_RG31\ExA_RG31_mk19"; displayName = "RG-31 (MK19)"; HiddenSelections[] = {"camo", "camo1", "camo2", "camo3"}; HiddenSelectionsTextures[] = {"ca\wheeled_e\hmmwv\data\hmmwv_body_canvas_co.paa", "ca\wheeled_e\hmmwv\data\hmmwv_hood_canvas_co.paa", "ca\wheeled_e\hmmwv\data\hmmwv_canvas_1_co.paa", "ca\wheeled_e\hmmwv\data\hmmwv_canvas_1_co.paa"}; }; }; [color="#FF0000"]}; [/color] Remove the extra '};' it's closing the cfgvehicles class so the HMMWV_base class isn't being defined anymore.
  15. Kerc Kasha

    ACE for OA 1.13

    It mostly makes it easier for developers as they can release their mods in bite sized pieces through sixupdater as through six patching it can update large files without requiring you to download the entire thing again because someone changed a single line of code in a single .sqf file. for the end user it means instead of downloading a couple gigs worth of update you only download a few megabytes
  16. Is there any chance of the humvee's doors having animations? as in being able to open the doors etc?
  17. Is there any chance of the addon editor being able to pass config.cpp instead of only CFGWeapons.hpp etc? I use a lot of addons that have all their weapons inside the config file
  18. In scripting when something is put into [] brackets it becomes an array. In your example you already created an array by doing _CG = [CG, CG2, CG3, CG4, CG5]; therefore, _CG is an array. So you don't need to put it into brackets unless you're making a complicated 2d array, so forEach _CG is correct.
  19. Oh damn! I didn't know this existed, I'll definitely try this out This one is interesting but I think it manages the smoothness mostly with the short sleep command, which caused issues in multiplayer for me. EDIT: Thank you very much! It worked flawlessly I had to change how the bearing was worked out but that was easy to work out. Here's the finished code if anyone else needs something similar: if (!isServer) exitwith {}; _vehicle = _this select 0; _light = _this select 1; _olddir = 0; sleep 5; _grp = createGroup west; _inv_man = _grp createunit ["InvisibleManW_EP1",getpos _light,[],0,"none"]; _inv_man allowDammage false; _inv_man addEventHandler ["handleDamage", { false }]; _inv_man moveingunner _light; _dir = _vehicle weapondirection "M2"; _dir_veh = getdir _vehicle; _dir_degrees = round ((_dir select 0) atan2 (_dir select 1)); _inv_man setFormDir _dir_degrees; while {true} do { if (isnull (gunner _vehicle)) then {player sidechat format ["No Gunner in %1", _vehicle];waitUntil {!isnull (gunner _vehicle)};}; _dir = _vehicle weapondirection "M2"; _dir_veh = getdir _vehicle; _dir_degrees = round ((_dir select 0) atan2 (_dir select 1)); if (_olddir == _dir_degrees) then { player sidechat format ["%1 equal to %2", _olddir, _dir_degrees]; sleep 2; } else { _inv_man setformdir _dir_degrees; _olddir = _dir_degrees; //player sidechat format ["Gunner in %1, setting %2 degrees", _vehicle, _dir_degrees]; sleep 1; }; };
  20. Right, I wrote a script for one of my missions that basically attaches a search light to a patrol boat - this is simple enough. However, I wanted to make it so this search light would follow the front gunners facing so it will always be pointing in whatever direction the gunner was facing. This would be simple enough if I had an AI manning the search light but that isn't possible as it looks rather silly having this guy standing in the hull of a boat. I figured out a way to do this with the weapondirection command and I got the script working, as per below: _vehicle = _this select 0; _light = _this select 1; _olddir = 0; sleep 5; while {true} do { if (isnull (gunner _vehicle)) then {player sidechat format ["No Gunner in %1", _vehicle];waitUntil {!isnull (gunner _vehicle)};}; _dir = _vehicle weapondirection "M2"; _dir_veh = getdir _vehicle; _dir_degrees = round ((_dir select 0) atan2 (_dir select 1) - (_dir_veh)); if (_olddir == _dir_degrees) then {player sidechat format ["%1 equal to %2", _olddir, _dir_degrees]; sleep 5;} else { _light setDir _dir_degrees; _olddir = _dir_degrees; player sidechat format ["Gunner in %1, setting %2 degrees", _vehicle, _dir_degrees]; sleep 1; }; }; However, the issue is if I have the script update the direction of the weapon too often it clogs up the scripting engine and causes all sorts of problems so I instead have to have it update slowly which makes the light seem incredibly jerky as it basically 'teleports' into the rotation rather than move smoothly. I was wondering if there was a better way of going about this that A) wouldn't clog the script engine so much and B) allowed for smoother movement.
  21. Yeah that would work but I believe it requires the searchlight to be manned and that isn't really possible in my case unless I can hide the soldier while he's on it but hideobject or deletecollection will only work when he's outside the searchlight - and using it on the search light keeps the actual beam of light but hides the physical light it self
  22. I tried to play the BAF version of this on a dedicated server running ace and the screen stayed black with intro on or off and the helicopter started on the ground + the recon unit started next to the helicopter. None of that last stuff actually mattered though because like I said,the screen stayed faded to black.
  23. It may not be related but make sure their teamspeak isnt set up to play mono sounds over the center speaker, it's an option in TS3 output settings and it does the exact same thing for me if I turn it on
  24. Just a little bug that doesn't really effect anything but in multiplayer the base radio music gets 'doubled up' it only happens after the first mission
  25. Kerc Kasha

    ACE for OA 1.13

    Can a function or module or something be added to turn off the 'locking in place whenever you have a progress bar' change? I can understand why it was added but it's implemented rather poorly as while it'd be very hard to bandage someone without looking at what you're doing the fact you can't look away for even a split second is silly and adds nothing to the game. edit: Is it intentional to not allow non-medics to bandage friendly units? Because I just tested it out then and I could only bandage myself and nobody else - that seems counter-productive considering every soldier from nearly every armed forces is taught first aid and even if they weren't I think they'd be able to work out how to put a bandage on someone
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