Jump to content

tachi

Member
  • Content Count

    339
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by tachi

  1. Basically I want to create an addon, that allows any logged on admin to use full Zeus abilities, without manually placing any modules in redactor. In redactor to do this all i need to do is: Place Game master module with: Owner:#adminLogged In mission.sqm it looks like this: class Item1 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={3792.4976,5,4174.27}; azimut=0.1; class args { items=4; class Item0 { value="#adminLogged"; parentCls="ModuleCurator_F"; typeName="Owner"; }; class Item1 { value="Admin"; parentCls="ModuleCurator_F"; typeName="Name"; }; class Item2 { value="3"; parentCls="ModuleCurator_F"; typeName="Addons"; }; class Item3 { value="0"; parentCls="ModuleCurator_F"; typeName="Forced"; }; }; id=1; side="LOGIC"; vehicle="ModuleCurator_F"; leader=1; lock="UNLOCKED"; skill=0.60000002; text="bis_curator"; }; }; }; So how do i make an addon that always spawns this module? Or maybe i can spawn this module via some function that i will insert in every mission?
  2. Will it work on Linux servers or only on Windows?
  3. I felt that arma lacks some functionality in terms of detecting mines. Red rhombs that show you every mine in a big radius, even if you don't see them don't seem realistic to me. So i've asked AGM team if they can do something about it, and i found some script while discussing the functionailty. It was made by gpgpgp, so i've took it and slightly modified. Then i showed it to a great guy - Blender and he added a lot of cool stuff to it. So basically this addon adds sound element for mine detection. If you are close enough to the mine and you are looking at it, and your minedetector is turned on, it starts beeping, the closer you are to the mine the faster it starts to beep. All you need is a default mine detector in your inventory How it looks: v1.1 - lowered distance for mine detection from 10 to 5m. - fixed issues with sounds looping. - fixed issue with minedetector not working after respawn. Download from Dropbox - latest verion 1.1
  4. Why equipment that I assign to units is being replaced with vanilla one after respawn? Is it fixable?
  5. tachi

    RHS Escalation (AFRF and USAF)

    Well, at least you could include them in your own updater, that runs throw bat file.
  6. Can someone upload a server key? This link is not working:
  7. tachi

    RHS Escalation (AFRF and USAF)

    Were can I get server keys for the mod?
  8. tachi

    RHS Escalation (AFRF and USAF)

    Wow, i don't even. Well i guess it's because russian gear is unique and adds magical aura that protects soldiers, by making them 40% more resistant towards any damage. #неимеетаналогов
  9. How it was made? What is the logic of the back-end?
  10. tachi

    RHS Escalation (AFRF and USAF)

    Can anyone explain me why hitpoints on russian and us soldiers differ in favor of ru soldiers? Hitpoints inside russian soldiers: class HitPoints: HitPoints { class HitHead: HitHead { armor=1; }; class HitBody: HitBody { armor=2; }; class HitHands: HitHands { [u][b]armor=1;[/b][/u] }; class HitLegs: HitLegs { armor=2; }; }; armor=2; [u][b]armorStructural=7;[/b][/u] US soldiers hitpoints class HitPoints: HitPoints { class HitHead: HitHead { armor=1; }; class HitBody: HitBody { armor=2; }; class HitHands: HitHands { [u][b]armor=2;[/b][/u] }; class HitLegs: HitLegs { armor=2; }; }; armor=2; [u][b]armorStructural=5;[/b][/u]
  11. What are the reasons for the doubts? Duplex is a realistic feature that is present in most of the radios, and it would add nice gameplay aspect to the addon. Or maybe you are doubting about technical realization of duplex? Or if you want, you can't make it configurable via config file, so it can be controlled by the server
  12. Hello, nkey. Do you have any planned features for TFAR? Something like duplex, or advanced 3d positioning(z-coords)?
  13. What files have been changed? Only pbos or ts3 plugin as well?
  14. yep. we get the same error
  15. Well the plugin for ts3 can't even recognize that arma is running...
  16. Tfar can't be working with latest version of cba(the one for developers), reasons are described in my post above - look at the details of VipersMaul post
  17. tachi

    RDS A2 Civilian Pack

    Probably you are using agm am I right?
  18. tachi

    ASDG Joint Rails

    No i didn't, had no idea it even existed :)
  19. It doesn't seem to work with this version of CBA: http://forums.bistudio.com/showthread.php?178224-CBA-Community-Base-Addons-ARMA-3&p=2912612&viewfull=1#post2912612
  20. tachi

    ASDG Joint Rails

    I'm getting this: Error: Weapon[arifle_MXC_F]: max attachments slots count reached(maximum = 5)! Attachment slot[asdg_OpticRail_MX] for weapon's proxy[\A3\data_f\proxies\weapon_slots\TOP] Using latest version from armaholic
  21. What damage system are you talking about? And what do you mean by saying "binary penetration"? I have a strong feeling that you've used someones else work, tried to adapt it into your mod, it works, but not as intended, there are tons of problems with it, and i hope you can come up with something better then is right now in the mod, because in current state it doesn't deliver "a more accurate and "simulation" game", it delivers frustration when you are using it. ---------- Post added at 06:38 AM ---------- Previous post was at 06:11 AM ---------- What i basically wanna say, i'm not judging RHS. It's just strange for me that every other Category has 3 places with money spread between places, and we have Total Modification category. For me Total Modification addon - is addon that improves and enhances gameplay of the game, adds new gameplay elements and so on. Yes, i agree that RHS does that at some point, yes there is some kind of improved armor system for some vehicels.p3d models and some FCS for vehicles. But that's basically it. It doesn't add any new gameplay features or improves vanilla ones. It adds alot RU and US millitary content, but again it's just a content. And there are mods like AGM or CSE, that improve vanilla gameplay, add alot of new features , improving and expanding basic vanilla gameplay in different directions, and also adding new gameplay elements. That's what i call a total modification. A mod that totally changes original gameplay of the game, by adding gameplay elements and changing the vanilla ones. So if we are talking about gameplay - RHS adds FCS and Armor System for some vehicles. Yes it's changing gameplay in a specific way, but it doesn't change the way game is being played. In every other aspect it's still vanilla game but with new 3d content, that doesn't enhance or improves basic gameplay of the game. But on the other hand if we will look at the side of how much work RHS have put in their mod, and how much content it adds, it's probably deserves a win, but still i am convinced that there should've been 3 places in total modification category, not only one. But whatever, I can't say that RHS don't deserve the win, but in my opinion some other mods deserver it a bit more :p The reasoning for me is, that it seems like BIS agreed that they've made a mistake by making A3 in a futuristic setting, and they've needed something like RHS to bring back the cold war era conflict content, to please the community, so here we go :)
  22. tachi

    RHS Escalation (AFRF and USAF)

    Not only on rc build but also on stable branch, and it looks like its because of agm, not rhs tho
  23. I'm gonna ask again about ragdoll and ACE. Have you managed to use ragdoll instead of unconscious animation? It would be awesome, i've just noticed that it's made in TacBF mod, look how people are getting revived after being ragdolled:
×