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frankfranconi

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Posts posted by frankfranconi


  1. Reviving an old thread, but only because I found a solution that I think other people searching for this might appreciate.

     

    If you look into Arma 3\Addons\functions_f.pbo, you'll find a file paramRevive.inc. It contains all parameters for the revive system and you can simply copy those that you want to have inside your mission and add them to your description.ext.

    For example, if you only want to select what items are required for a revive, you do something like this:

    class Params
    {
        class ReviveRequiredItems
        {
            title = $STR_A3_RequiredItems;
            isGlobal = 1;
        
            values[] = {
                -100,
                0,
                1,
                2
            };
            texts[] = {
                $STR_A3_MissionDefault,
                $STR_A3_None,
                $STR_A3_Medikit,
                $STR_A3_FirstAidKitOrMedikit
            };
            default = -100;
            function = "bis_fnc_paramReviveRequiredItems";
        };
    };

    Because it uses only strings from the game, it will display them in the player's language, which is nice.

    I tested this on a dedicated server and it seems to be working well.

    • Like 1

  2. @St4hu As far as I know that's because another script already defines these classes for its user interface. Not sure if it's the best way to do it, but I solved that problem once by simply renaming all occurrences of the class name in the script I added to the mission (e.g. RscTitles -> RscTitlesCHSA). Of course you'll likely need to do that for more classes than just the one you mentioned, it's a bit tedious.


  3. 8 hours ago, Mr. Rad said:

    I love the custom virtual vehicle garage script. Its so nice to be able to spawn a vehicle, edit the livery and even set a dynamic weapon loadout for it. Is there a chance that it could be released as a solo script to be used by fellow mission makers? It would be so awesome to have it on custom made coop story missions.

    That's a +1 right here, it's so well done it's easily my favorite thing about the mission. There's really nothing like it and I've been excited about it ever since it was first shown. I would love to integrate it into a couple of missions and I've already taken a (very short) look under the hood to see if it would be possible to break it out, but in that time I haven't figured out what exactly would be needed to have it work in a separate mission.

    But since the whole framework is pretty modular and more documentation is coming eventually, I'm confident we're going to see this at some point.


  4. @PistFlyBoy Thank you. I did actually see it being partially discussed, including the proposed mod. I brought it up again because oukej has said something about a possible adjustment of the camera position/initial FOV, but we haven't heard anything since. That's what worries me, because the issue is so blatantly gamebreaking and a mod is not a solution.

    • Like 1

  5. I personally think that the third person camera is pretty good now and not too hard to get used to. Props to oukej for the quick fix. But what concerns me is the perspective you get when flying in first person.

     

    0nU89rW.jpg

    In the XH-9 family of helicopters it's as if the pilot was pressing his face at the windshield. You can't see a single thing on the dashboard, because it's outside of your field of view. Thanks to the generally clear windshield, there's at least still pretty good visibility, but this can't be right, can it?

     

    o0b9YKU.jpg

    The Orca now has the opposite problem. Here we seem to be almost cowering behind the dashboard, with it taking up the bottom third of what we see. Because you can barely see what's in front of you, it's almost impossible to land nicely without using 3rd person perspective.

     

    I would love to get a comment on this, because to me this is the most obvious problem with helicopters and I remember it used to be better.

     


  6. I tend to agree with you on the DAGRs. While the fact that they are almost equivalent to the Scalpel and Macer in terms of range is offset somewhat by their reduced effectiveness on hard targets, it also makes up for that by the huge amount of DAGRs that you can stuff in a single pod, compared to the 3-4 Scalpels you can carry on one hardpoint.

     

    And you're of course right about the view distance. I find that it has become much harder to engage ground targets with IR guided missiles from the air with the sensor overhaul (which is a good thing, don't get me wrong). This is due to the requirement for vehicles to actually be hot and the increased delay until the sensors pick it up. But while it is technically accurate and desirable for sensors to take a while to detect a target signature, I think it's problematic that (with the exception of radar) this is reliant on the player's object view distance.

    I have my view distance on 10'000 and the object view distance on 2300, which has been a good balance for me. But now, attacking a vehicle with a jet and Macers for example has become almost impossible, even in ideal conditions. The main problem is that the IR sensors only get a chance to see the vehicle once it is within my object view distance of 2300. After that, they take a while to detect the target. But since the jet itself is quite fast (of course I could fly slower, but that's more dangerous), I'm way too close to the target, basically above it, before I can even lock on. In effect, this often forces me to fly circles around targets and do slow and dangerous low passes to lock and fire in time, which is definitely not a good experience.

     

    I could probably raise object view distance a bit at an acceptable cost of FPS, but I think we can agree that an object view distance of 6000 is not realistic for most players. But yeah, I'd be interested to hear what others are using.

    • Like 2

  7. 2 hours ago, -ToR-TheCapulet said:

    ...  I don't really think developing features to the tune of a single community really has the future longevity of the mission in mind. It'd be awesome if the devs and tweakers of the mission could get together and brainstorm ideas to bait those players back without focusing on a single community. 

    Couldn't agree more. If there was at least a basic, common codebase that everybody would commit fixes to and that could easily be extended to suit the tastes of different communities without tightly coupling those additional features with the rest of the code, development would be considerably faster. I understand that what Benny currently has on his GitHub is going in that direction, but from what I've heard in this thread it's not ideal because he's had to rip out a lot of OFPS stuff, which has introduced new issues.


  8. Since you've already tried both ways, I don't think I can help you much. But what I can tell you, is that the "weird" file structure is certainly wrong. The idea is to have the @Mod folder as the root directory of the mod, containing a folder named addons which has a lot of *.pbo files in it.

    • Like 1

  9. I just realized that the log only shows the first mod, CBA_A3 in the list of loaded mods. Maybe something's wrong with my startup script that makes only the first mod from my -mod parameter list load.

    #!/bin/bash
    
    cd "Steam/steamapps/common/Arma 3 Server"
    ./arma3server -name=server -config=server.cfg -mod=@CBA_A3;@cup_weapons;@cup_units;@cup_vehicles

    Since I've mostly been playing missions only requiring one mod at a time, that's probably why I haven't noticed until now.


  10. Just now, Muecke said:

    What are the folder named on your server ? If like @CUP Terrains - Core then it dont work well or dont work at all.

    Linux goes crazy with gaps. Maybe that your problem as your rpt says

     

    I know that gaps are best avoided if you want something to run anywhere, so I made sure not to have any and renamed the modfolders. You can see how I named them from the -mod parameter I'm using.

    -mod=@CBA_A3;@cup_weapons;@cup_units;@cup_vehicles

    I'll go and grab the RPT quickly.


  11. Absolutely, I was able to play the mission with no problems at all. And I've made two attempts at the whole thing, including transfering the files, making everything lowercase, the whole deal. Ended up with the exact same error. That plus the fact that file transfer via SSH (SFTP) technically cannot lead to corrupted files pretty much rules that out.


  12. 12 minutes ago, Chairborne said:

    Are you sure you loaded the mods correctly, and that it's actually complete/uncorrupted?

    Because that stuff was certainly not removed by us.

    Quite sure, because I copied over the mod folder exactly as I have it on my client, and that is exactly what is automatically downloaded from the workshop. Of course I had a look at the files via SSH as they currently are on the server, and I think I found the files corresponding to the classes that are supposedly missing.

     

    Here's part of what I have in the units:

     BrYFyCL.png

     

    And this is from vehicles:

    TBLAJ80.png

     

    It all seems to be there.


  13. Thank you guys a lot for all the work you've put into this project. Especially with the rise of the Steam workshop, using mods has become a great experience and yours is already used in countless missions and greatly appreciated by the community.

     

    I was recently thinking of trying a small mission with my friends and tried setting it up on my dedicated Linux server. Now the mission only uses CUP Weapons, Units and Vehicles, no terrains or anything fancy. So I went about installing those (CBA I already have). I'm aware of the capitalization "issue" on Linux, but running 

    find . -depth -print -execdir rename -f 'y/A-Z/a-z/' '{}' \;

    on the CUP mods solved that alright. Then I started the server with all the mods properly loaded

    -mod=@CBA_A3;@cup_weapons;@cup_units;@cup_vehicles

    and tried to load the mission after logging in. Unfortunately I was greeted by a blank lobby/slot selection screen. And sure enough, the server log showed

    14:15:07 Mission co13_Leaving_Tanoa.Tanoa read from bank.
    14:15:08 Warning Message: mpmissions\__cur_mp.Tanoa\mission.sqm/Mission/Entities/Item1016.type: Vehicle class CUP_C_DC3_TanoAir_CIV no longer exists
    14:15:08 Missing addons detected:
    14:15:08   CUP_Creatures_Military_PMC
    14:15:08   CUP_Creatures_Military_USMC
    14:15:08   CUP_AirVehicles_DC3
    14:15:08 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.CUP_Creatures_Military_PMC, CUP_Creatures_Military_USMC, CUP_AirVehicles_DC3

    I don't think the offender here is the mission, as I've been able to play it without problems by hosting it on my main Windows machine from the client. Naturally, I run the exact same (the latest) versions of CBA and CUP on the server as well as my client. Also I'd like to add that I've hosted missions requiring addons such as CBA or FFAA on my dedicated server before, and haven't run into that sort of problem yet.

    I know there's most likely something weird going on that you can't really help me with, but I'm just putting this out there, hoping somebody maybe saw something like this before and might be able to point me in the right direction.


  14. I tried connecting to your server, and while I didn't get into the lobby (stuck on loading screen), I wasn't thrown out with an error either. But I think it's normal that I didn't get into the lobby, as the server was in "creating" state, which I think means no mission is currently selected.

    But as far as I can see, the server is fine. There are also no server-side mods visible, so I think your problem might be client-side. As law-giver stated, maybe a mod you've loaded or something.


  15. 13 minutes ago, -ToR-TheCapulet said:

    After this weekend, I'll use next week to wrap up on the green A2 islands, and then move on to RHS. 

    Looking forward to that! Now that RHS is on the workshop too, it has become even more compelling. And I love myself a clean mission with as few dependencies as possible.


  16. 10 hours ago, law-giver said:

    And one feature i really thought was neat was hearing the chainsaws and seeing obstructions being removed when the base is being built ie: trees, fences. I just stood their watching for a while before realising........"f*ck better help my guys cap that town". Very cool. :f:

    Right, I was so surprised to hear all the construction sounds all around me and it took me a while to just check it out :icon_biggrin:

    • Like 1

  17. law-giver's post in another thread helped me discover your flavor of CTI and I just wanted to say that I absolutely love it. I was happy to find that it's mostly bug-free and even features third-party faction support (which is huge for RHS, now that it's in the workshop), although there are some issues with that. But that's understandable considering you didn't have time to work on the mission in the past few months.

    I can sympathize with your current predicament, because I often find myself lacking the time and energy for my sideprojects besides normal work. Anyway, I really appreciate what you've done with the mission and have gotten a fair share of enjoyment out of it, so thank you!

    • Like 1

  18. 10 hours ago, jingols said:

    The BECTI missions always had terrible FPS for LAN and Solo play.

    Yeah, I've always been frustrated with CTI back in the A2 days, because hosting and playing on the same machine lead to terrible performance degradation after 30 minutes. But since I've started hosting the missions on my old PC turned dedicated Linux server, I began loving it again. CTI really is an underappreciated gamemode, just perfect for when you don't have anyone to play proper ArmA with.

    • Like 1
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