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ozdeadmeat

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Posts posted by ozdeadmeat


  1. Does anyone know how to use it? I am getting this error.

     

     
    Access Denied: Maniphest
     
    You do not have permission to edit task status.
    Users with the "Can Edit Task Status" capability:
    • This object has a custom policy controlling who can take this action.

     

     

    Any help is welcome.


  2. Hi Everyone,

     

    I am sure there is a simple way to do this but I am stuffed if I can work it out. I am using the respawn module in Arma 3 and have the following expression for the vehicle respawn module

     

    param [0,objNull] call OZDM_RESPAWN_SUPPORT_VEHICLE

     

    The OZDM_RESPAWN_SUPPORT_VEHICLE is the following:

    OZDM_RESPAWN_SUPPORT_VEHICLE = {
    private ["_vehicle", "_vehicleType"];
    _vehicle = _this;
    _vehicleType = typeOf _vehicle;
    if(IsServer) then {
    	clearWeaponCargoGlobal _vehicle;
    	clearMagazineCargoGlobal _vehicle;
    	clearItemCargoGlobal _vehicle;
    	_vehicle setVehicleAmmo 0;
    	_vehicle setfuelcargo 0;
    	_vehicle setrepaircargo 0;
    	_vehicle setammocargo 0;
    	_vehicle setfuel 1;
    	};
    if (_vehicleType In OZDM_FUEL_VEHICLES) then {0 = _vehicle addEventHandler ["GetIn", {_this spawn OZDM_FUEL_SUPPORT_REPORT}]};
    if (_vehicleType In OZDM_AMMO_VEHICLES) then {0 = _vehicle addEventHandler ["GetIn", {_this spawn OZDM_AMMO_SUPPORT_REPORT}]};
    if (_vehicleType In OZDM_REPAIR_VEHICLES) then {0 = _vehicle addEventHandler ["GetIn", {_this spawn OZDM_REPAIR_SUPPORT_REPORT}]};
    if (_vehicleType In OZDM_REPAIR_VEHICLES) then {0 = _vehicle addEventHandler ["GetIn", {_this spawn OZDM_REPAIR_SUPPORT_REPORT}]};
    if (_vehicleType In OZDM_TRANSPORT_VEHICLES) then {
    	0 = _vehicle addEventHandler ["GetIn", {_this spawn OZDM_TRANSPORT_SUPPORT_REPORT}];
    	_vehicle setVariable ["CARGO","EMPTY",true];
    	_vehicle lockcargo true;
    	_vehicle lockcargo [0,false];
    	};
    exit
    };
    

    I have another respawn module for some quad bikes that respawn quickly around the base.

     

    OZDM_RESPAWN_BASE_VEHICLE = {
    private ["_vehicle", "_vehicleType"];
    _vehicle = _this;
    _vehicleType = typeOf _vehicle;
    if(IsServer) then {
    clearWeaponCargoGlobal _vehicle;
    clearMagazineCargoGlobal _vehicle;
    clearItemCargoGlobal _vehicle;
    _vehicle setVehicleAmmo 0;
    _vehicle setfuel 1;
    };
    If (_vehicleType == "B_Quadbike_01_F") then {
    _vehicle setObjectTexture [0,"\a3\soft_f_beta\quadbike_01\data\quadbike_01_civ_black_co.paa"];
    _vehicle setObjectTexture [1,"a3\soft_f_beta\quadbike_01\data\quadbike_01_wheel_civblack_co.paa"];
    };
    exit
    };

     

    I have another respawn module for some quad bikes around the base that respawn when players are outside of 50m away. 

     

    OZDM_RESPAWN_BASE_VEHICLE = {
    private ["_vehicle", "_vehicleType"];
    _vehicle = _this;
    _vehicleType = typeOf _vehicle;
    if(IsServer) then {
    clearWeaponCargoGlobal _vehicle;
    clearMagazineCargoGlobal _vehicle;
    clearItemCargoGlobal _vehicle;
    _vehicle setVehicleAmmo 0;
    _vehicle setfuel 1;
    };
    If (_vehicleType == "B_Quadbike_01_F") then {
    _vehicle setObjectTexture [0,"\a3\soft_f_beta\quadbike_01\data\quadbike_01_civ_black_co.paa"];
    _vehicle setObjectTexture [1,"a3\soft_f_beta\quadbike_01\data\quadbike_01_wheel_civblack_co.paa"];
    };
    exit
    };
    

    I have noticed when joining a dedicated server that the getin event handlers aren't executing on the client and the object textures are not set correctly. 

     

    For both modules the settings are as follows:

     

    Wreck: Delete

    Notification: Disabled

    Forced Respawn: Enabled

    Respawn when disabled: Enabled

     

    The code works 100% in singleplayer when tested in 3DEN but not in multiplayer Dedicated Servers. I would like this to be consistent for all players including JIP players.

     

     

    Any help would be greatly appreciated.

     

    Thanks for your time.


  3. rev  135665

     

    - "Lock UAV Turret" action (default LCtrl + T) now locks camera on position / target (if target is markable)

    - Num1-9 now also controls camera (num5 will return it to default direction)

     

    The camera motion seems to take into effect the direction of the aircraft too much. The Camera should have the vector and speed of aircraft subtracted from camera motion. When you move the camera slightly with ground lock on the camera does not go where you expect it too due to the velocity of the camera. I hope this something you can fix cause it the camera is almost useless for fine tuning camera position when flying parallel to a target at speed. The NumPad change does not move the camera gradually, they are like snap positions. The Numpad keys also don't work when the ground lock is enabled.(where as mouse control does).

     

    If you would like a video of what I am trying to describe please let me know and I will provide one as well as a comparison to the DCS TGP.


  4. Get in and out of vehicles. Default to Driver, if occupied go to Gunner etc etc. If you hold the enter button down on the  vehicle you can select the position type you wish to get into, driver / co-pilot , gunner, commander, cargo. same key should also eject or get out depending on what is available at the time. Having 2 options for essentially the same thing is redundant and should be removed.


  5. When is 135665 due for release. 135661 is current dev build available. An ability to save targets into the TGP would also be useful, something that would allow you to drop multiple munitions on a single pass similar to how the real one works. Also Target Sharing between aircraft would also be pretty cool.

     

    Having a twisting compass around the center cursor would also be handy for those who want to get rid of the radar one at the top of the screen. Making it look more like a real TPG could only help with immersion also.

     

    Looking forward to checking out the ground / moving vehicle lock for TGP in 135665 when it drops. Thank you so much for looking into this and making this element of the game more realistic and less over powered.


  6. Hi guys,

     

    I was wondering if it would be possible to set the MaxLoad part of an object's config also with this. I would like to have injured soldiers not able to carry as much as healthy soldiers and think this would be a fantastic addition to this command. I could also see this being useful with vehicles / ammo crates that people wish had more or less space rather than needing to create an addon to suite their tastes.

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