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wynarator

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Everything posted by wynarator

  1. wynarator

    64 bit server

    Soooooo...?
  2. Can anyone help me out with setting up the BABEL module? I'm trying to have different langauges for different sides and also with translators possible. Here's my init.sqf: acre_sys_core_postmixGlobalVolume = 1; acre_sys_core_premixGlobalVolume = 1; acre_sys_core_spectatorVolume = 1; acre_sys_core_unmuteClients = true; acre_sys_core_ts3ChannelSwitch = false; acre_sys_core_ts3ChannelName = ""; acre_sys_core_interference = false; acre_sys_core_fullDuplex = false; acre_sys_core_ignoreAntennaDirection = true; acre_sys_core_terrainLoss = 0; acre_sys_core_revealToAI = true; f_available_languages = [ ["pl", "Polski"], ["pt", "Paszto"] ]; { _x call acre_api_fnc_babelAddLanguageType; } forEach f_available_languages; [] spawn { if (!hasInterface) exitWith {}; if (player != player) then {waitUntil {player == player};}; if (!alive player) then {waitUntil {alive player};}; _languagesPlayerSpeaks = player getVariable ["f_languages", []]; diag_log format ["The Variable f_languages is set to: %1", _languagesPlayerSpeaks]; switch (playerside) do { case west: { if (_languagesPlayerSpeaks isEqualTo []) then {_languagesPlayerSpeaks = ["pl"];}; }; case east: { if (_languagesPlayerSpeaks isEqualTo []) then {_languagesPlayerSpeaks = ["pt"];}; }; case independent: { if (_languagesPlayerSpeaks isEqualTo []) then {_languagesPlayerSpeaks = ["pt"];}; }; case civilian: { if (_languagesPlayerSpeaks isEqualTo []) then {_languagesPlayerSpeaks = ["pt"];}; }; }; _languagesPlayerSpeaks call acre_api_fnc_babelSetSpokenLanguages; }; Only PL language is added, doesn't matter if I spawn as a civ or blufor or indfor, it's not possible to cycle langauges for the translator too. His init field is like this: this setVariable ["f_languages", ["pt", "pl"]]; And he speaks only PL with no option to cyclelanguages. Is there any tutorial or a sample mission? Also I want it to be JIP compatible, hence scripting used (borrowed from some cool dude on reddit). I've read ACRE documentation and following steps didn't help me.
  3. wynarator

    3CB BAF Equipment

    Found a bug when using magnifying optics WHILE supporting weapon on the ground, probably has something to do with viewpoint of weapons: Any idea how to fix this?
  4. I really like this idea - since original splinter cell I felt like EVERY tactical game should have this option! The one thing that'd be really usefull is some kind of small indicator that will be using names, like sneak, walk, jogging, running, sprinting - simple bar wouldn't be enough. Why? Same mistake in ACRE with using voice volume - they are not nammed so instead of saying "guys, switch medium whisper" I'm like "guys, switch to medium whisper. what? you don't know what that is? Well, when the whisper bar is kinda orange but not quite. Y'know, two scrolls up from lowest level". It's superclucky, so using names would help coordination. Also, while you're tinkering with movement speed I'm begging you to switch movement speeds - while walking slowly it's different for forward, different for backward, different for sidestepping and different for diagonall walking. WTF, try holding diamond formation with that stupid speed differences, you need to catch up every few seconds if you're sidestepping while covering flank :/
  5. We're still running x86 because we love OCAP so much, if any group made a fix for it I would really appreciate sharing :)
  6. wynarator

    Enhanced Movement

    I asked because good sir Benson was here replaying to a bunch of other people here while leaving my questions unanswered - sure, it's his choice to answer or ignore, but then it kinda makes it fair to ask again, at least until I get any kind of reply ;)
  7. wynarator

    Enhanced Movement

    So what about those closed windows? Also will the mod be fixed and stop breaking acex sitting? AFAIK it's a known issue.
  8. wynarator

    United States Air Force( 2015)

    I wasn't trying to ask for a release date, I hate it too when people ask ;) I just wanted to know if this hasn't been abandoned by devs, so it's good news to hear that they are still working on this mod. Thanks!
  9. wynarator

    United States Air Force( 2015)

    @Mansnooper thank you for your answer, that saved me some testing time! Is the update really going to happen anytime soon? I think mod hasn't been updated since 2015.
  10. wynarator

    United States Air Force( 2015)

    Hey guys, quick question here: is this only me, or there is no actual impact/explosion sounds in multiplayer for AC130 weapons? I was testing it with my buddy and he was infantry while I was flying AC130 (using autopilot) and firing around him - he saw all the explosions, but he had absolutely zero sound. Also let me express, that how AC130 was executed along with the autopilot feature is a pure masterpiece.
  11. wynarator

    Enhanced Movement

    How to prevent players from jumping through closed windows? :(
  12. wynarator

    Enhanced Movement

    Thank you for your update! Would you mind giving me your thoughts about an idea I've posted earlier? I'm really looking forward to see if community and mod creator are interested in such a feature.
  13. Is this only me that have an error every time I launch the cTab first time in a given game? I'm running bunch of other mods (RHS, ACE and some other minors that shouldn't interfere with cTab), also this looks like poiting to cTab itself.
  14. wynarator

    BackpackOnChest

    Hello, this mod is a great example how something simple can be brilliant - you made HAHO/HALO scenarios playable without a hassle for my clan, so you can add 30 more people that you helped to the list of happy customers. Keep up the good work.
  15. Freaking yeah! I haven't been on forums lately so I've just noticed your post about working on OCAP again. Let me answer it in this way: I'm in ~30 people A3 milsim group, we play really tight. Sometimes some fireteam screws up, we all have heated discussion on TS on what happen and then I'm like "aight, let's check on our OCAP" - and boom, everything is clear. I LOVE OCAP. It adds so much for milsim groups in so many ways - we can do better AAR, use it to analyse our mistakes, draw conslusions from it, it also helped with "you shot first!" dilemma. It's great and I love it, also lot of people in my A3 community are often reaching out to OCAP to replay old missions and spectate other elements and so on and on and on. Sadly right now it's usability limited, as sometimes it doesn't record missions for no reason, so it's really sad when after coop we're eager to check OCAP and there's no json, but when it works - it's great. Right now I'm working on adding about 6 new maps to it and will surely post it on github when ready. I hope you will continue to work on it and that I will be a joyful experience for you. Cheers, Wynarator
  16. wynarator

    Enhanced Movement

    Would it be possible to fix sideways movement speed? Like sometimes I'm playing Delta Force or something similar and we're all walking in a diamond formation and nobody can freaking keep up, because walking forward speed is different than walking sideways/backwards. It would be really really cool to add another pace - "superslow" for recon and such, that would have the same movement speed no matter the direction. What do you guys think? I'd love to see a mod like this for more milsim communities. I find it really annoying that every few other seconds I have to change my pace, turn 90 degree, run forward to catch up and then turn back again to my sector while walking sideways, it's superdumb in arma.
  17. I managed to fix fata, it turned out to be a matter of capital letters, I change this: { "name": "fata", "worldname": "fata", "worldsize": 10240, "imagesize": 16384, "multiplier": 1.6 }, into this { "name": "fata", "worldName": "fata", "worldSize": 10240, "imageSize": 16384, "multiplier": 1.6 }, Took me "a while" to figure it out :/
  18. Sorry, I'm just now moving files around trying to reinstall from the scratch for the fourth time :D I'll post when I'm done, thanks m8! edit: After reinstalling it's still giving me the same error :(
  19. @Rg-helios tried that already, map is being found anyway regardless of the name, so that's not the problem. Also it loads mission duration and places red bars on the timeline as for shooting, there's just no mapview. Maybe someone can share recording of fata mission so I can put it on my OCAP? I already reinstalled fata twice, still no joy. Or maybe someone can check mine? [link removed]
  20. I installed FATA extension (it worked previously) but now it's not loading maps Uncaught Error: Invalid LatLng object: (NaN, NaN) at o.LatLng (leaflet-1.0.0-rc1.js:5) at Object.unproject (leaflet-1.0.0-rc1.js:5) at Object.pointToLatLng (leaflet-1.0.0-rc1.js:5) at e.unproject (leaflet-1.0.0-rc1.js:5) at initMap (ocap.js:18) at Object.success (ocap.js:18) at i (jquery.min.js:2) at Object.fireWith [as resolveWith] (jquery.min.js:2) at A (jquery.min.js:4) at XMLHttpRequest.<anonymous> (jquery.min.js:4) in maps jquery: { "name": "PR FATA", "worldname": "fata", "worldsize": 10240, "imagesize": 16384, "multiplier": 1.6 }, Any idea why is that happening?
  21. Hello, I just finished reinstalling ocap on my server and I thought I'll give you a big THANK YOU for your amazing work - OCAP is freaking great! Cheers, Wini
  22. Yeah, I'm having same question but does anyone really know what's the connection between server slider and editor sliders? From above answer I don't really understand what's going on.
  23. wynarator

    Arma 3 Apex Linux Issues

    What a great new feture, filelimit...
  24. wynarator

    Arma 3 Apex Linux Issues

    Yes, ofcourse.
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