Jump to content

spliffz

Member
  • Content Count

    10
  • Joined

  • Last visited

  • Medals

Posts posted by spliffz


  1. Sorry for the late response. Sunny weather keeps me otherwise occupied.

    Thank you all for trying TacVision and posting your findings/feedback here.

    Thanks to that I can now squash bugs I didn't or couldn't find and it keeps me motivated to do more!

    Quick question, is this a client or serverside addon?

    Clientside

    I got this solved. when running at 5760x1080 and a triplehead setting of 16:3 the interface size has to be set to small or very small. on normal you encounter the problem that I was having.

    Ah good you found it out. It makes perfect sense now. Will look into how to make it work with the different interface sizes.

    Spliffz, do you use any other mods with this? Im using it with a unit repo and our heading works off and on. Wind direction has a > greater than symbol and GPS shows blank. Clock works just fine.

    I'm guessing if there is another conflict with mod it would be CBA3 related.

    Also has this been tested in multiplayer, are you up to comments and or grievances? Thanks.

    This was build in vanilla + cba_a3 and has been tested in a simple hosted multiplayer environment, without errors on my part. (But in my experience that doesn't mean somebody else won't have the errors, how stupid it may sound.)

    Comments and/or grievance are all welcome. It's simple: without both it's really difficult improve on something.

    Seems a little bit like XTacticalHud, and I guess both ideas here are sort of that Ghost Recon supersoldier idea with information. Pretty cool stuff. Might as well use the hypothetical technology considering the setting.
    would be cool to get the ghost recon type red diamond on the screen to locate soldiers - only ones that are known; as in showing on the player map.

    with higher difficulties where the map doesn't show enemies it might be a manual 'tag' target option like the command interface does with targeting commands.

    That was kind of what I was trying to do. The whole Ghost Recon target system (cuz, it is such an awesome game/franchise!) The markers, the code, it's all there already but couldn't get it to work properly :(

    But yes, that is the basic idea and will be implemented (am already working on a target marker transfer system, with the proper diamonds.)

    how does this work with Servers set to not show units ? Are they now visible with the magic glasses on ?

    Thanks

    SJ

    No, it's just the same.

    If you can see a unit, and the unit's distance to player is below 100, it will display the information about that unit.

    @X39:

    I am sort of curious what your stand is on this. As your XTacticalHud is also a Tactical Glasses Enhancement. What you're doing with the UAV stuff is really something!

    As I said before, I do not want to step on anybody's toes or something.

    And please don't get me wrong, I am not trying to copy something, we really just have the same ideas (this happens a lot with in this game I noticed!).

    That said: if you can use some of the code I used that on the bitbucket, it's there for the taking.


  2. uhmm what about upload some video or screenshots so we could see what is it about? Thanks! :)

    but it's a bit long.. just skip to 3:15 and watch from there.

    Downloaded your mod and been playing around with it and I really like it. I am however having two problems. GPS position does not show, it is just blank. I do have a GPS unit in my inventory. the direction, wind and clock all show fine. The other problem and this may be due to my screen resolution of 5760x1080 (running across 3 monitors) is on the target readout in the upper left corner the distance and speed are cut off about halfway through the text.

    Other than those problems I do thank you for putting the effort into getting some use out of the tactical glasses.

    I'm glad you like it. It could indeed be that is has to do with the resolution. It's build on 1920x1080 and aslong as the aspect-ratio is 16:9 it should work, but I've had other reports from other resolutions and aspect-ratio's too so I will look into it!

    Could you maybe provide me with a screenshot of said GPS problem? As I can not reproduce it here without buying 2 extra monitors...


  3. [information]

    This is something I made so that those nifty Tactical Glasses could finally be used.

    My original idea was to have something cool, something futuristic but realistic at the same time.

    Maybe playing in to the whole 2035 idea a bit, but then most things we consider cheating now, would be cool then.

    As we are still living in the 'now', and me not being able to code it properly, I've downtuned it a bit so it works. And pretty fancy too!

    Still, my to-do list is long and I hope that all the features can be implemented over time.

    But for now, enjoy this release. Hope you find use for it and any feedback is appreciated!

    [Features]

    - current heading

    - wind dir/strength

    - GPS Coordinates

    - current in-game time

    - ATR (Automatic Target Recognition) - The Tactical Glasses & Shades are now able to scan your view for possible threats & targets (WIP, not in release/source)

    - MTR (Manual Target Recognition) - With the Tactical Glasses & Shades on you can scan what is directly infront of you, and pass it to the ETI for detailed information.

    - ETI (Extended Target Information) - Does what it says, Gives Extended Target/Threat Information

    [Personal note]

    Now, I know some of the members of this community have also done this, or are trying to.

    That's why this stuff is how you say it, Open-Source.

    It's all in the bitbucket, even the failed attempts for ATR.

    I don't want to step on anybody's toes, or want people to stop their projects, so sharing my code was the logical step to do. Now everybody can benefit from it.

    And yes, I know the code has room for improvement, by me or any other.

    [Known Issues]

    When in-game, wearing Tactical Glasses and using TacVision, Splendid Camera & Config Viewer are crashing upon opening.

    I've looked into this, but I've really no idea why. Maybe it has to do with the uiNameSpace, but haven't been able te repro it.

    So, if you need those things in-game while you're running TacVision, just take off the glasses first :)

    [Disclaimer]

    See readme.txt in mod/on bitbucket.

    I will update and maintain this for aslong as I feel like it. Don't expect hourly updates though ;P

    [Requirements]

    Community Base Addons A3 (@CBA_A3)

    [Download]

    https://bitbucket.org/Spliffz/arma-3-tacvision

    https://dl.dropboxusercontent.com/u/4379522/TacVision/%40TacVision_01.rar


  4. Hi TPW

    first, thanks for using my contribution, much appreciated! :)

    I posted them yesterday here too, after reading your pm.

    Guess some moderator doesn't like me...

    Anywayz, to specify:

    I made tpw_civs and tpw_park compatible with the OA buildings. Makes the A3MP maps much more lively :)

    Now you've got civilians running around and doing their stuff. I've tested it on Zargabad, Sangin and Reshmaan. They all worked there so I suppose they will work fine on other maps with the same buildings.

    And like TPW said, they should be compatible in some way (if they worked before, they will probably now too) with AiA.


  5. Has anyone done any work in getting the civ scripts to work on other maps, perhaps via AiA? If I knew what/how to look for building, vehicle and civ names I'd give it a go myself... even though I am no script wizard :)

    Here you go man: https://dl.dropboxusercontent.com/u/4379522/TPW.rar

    These work with A3MP, Sangin, Reshmaan and other, so my guess is they should also work with AiA.


  6. I found a bug!

    I allready posted this on the Tangodown forum, but here seems to be a good place too.

    We (TangoDown) updated the server last night with the new DAF.

    Me, being damn enthusiastic started updating our Patrol Ops only to find out the units don't work anymore!

    all the a2020 units are bugged, they're missing p3d files I guess.

    here's a picture:

    https://dl.dropbox.com/u/4379522/TDNL/arma2oa%202012-12-16%2015-22-32-256.png (2577 kB)

    I tested it on a empty map, got the same error.

    Then I disabled DAF, and the error was gone, so it has to be in the units.

    After a quick test we found out that is was only the a2020 units. When a other unit was selected (like Men > desert rifleman (hk416) ) or some sort, they would work fine.

    Hope this can be fixed soon, cuz it really breaks the game :(


  7. Hello,

    I just want to know this for sure before I waste my money..

    I bought ArmA 2 on DVD a year ago and now I'm considering buying OA from Steam.

    I found this thread on my google search on combining the DVD version with the Steam version, but it's still a bit fuzzy to me.

    From what I understand I can just download OA from Steam, patch it to 1.60 (I got Arma2 fully updated allready) and it will work?

    Or does the Steam version allready has the 1.60 patch in it? So when I install it, it will work automatically?

    If i'm asking the obvious please just say so, because this thread is giving me a headache.. after reading 20 pages and seeing people referring to other people with a lot of confusion it's starting to get confusing!

    if so, then a simple yes will suffice.

    if not, could I then get some explanation on how to get it fully working.

    Thanks in advance.

×