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Posts posted by ozdeadmeat
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Austin appears to have disappeared, I am still looking for a Dialogue developer.
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Is there a way to show your group members as a different colour like Orange?
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Hi guys,
I have been looking for a while on how to create an interface with textures as buttons. Can anyone direct me to a tutorial or utility I can use to create an interface like this?
Cheers,
OzDM
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Hi all,
I found a bug where if you have another player in the supply vehicle when you are resupplying the amount used is not recorded correctly. I would put this as a bug but the Feedback system seems to be in perpetual maintenance.
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It worked for like a day but now i cant access it anymore. BIS when will this be operational?
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yeah, how do I add EH for vehicles owned by the server for every person on the server?
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Hi Austin,
Thank you for adding me on Steam. Would like to discuss with you further as the code example you sent doesn't appear to work. When are you on Steam normally so we can discuss? Please include your timezone.
Cheers,
OzDM
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Does anyone know how to use it? I am getting this error.
Access Denied: ManiphestYou 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.
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Looking for dialogue dev's to help out creating interfaces for in game character sheets. Please contact me on steam or here.
http://steamcommunity.com/id/ozdeadmeat
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Add a custom action for to the cargo container.
player action ["Gear", INVENTORYOBJECT];
this will only work if the container is within 5m of the player so make sure your action has a condition for distance from the container. ie (position player) distance INVENTORYOBJECT < 5
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What a BRILLIANT bit of code. Nice work dude.
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what boat are you able to walk on?
I did a bunch of testing in Singleplayer with setvectorup and setvectordirandup running it oneachframe and as far as i can tell it doesnt look like it cant be done. If you find a solution please let us know.
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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.
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I have what some would class as an above average machine. I am looking at 30FPS and my CPU and Video Cards are barely above idle. I hope they work out why the game doesn't tax the system more heavily.
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I like the new font. Looks much cleaner.
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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.
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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.
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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.
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Lights at night don't seem to cast shadows correctly, always seems to be stuck in the one direction.
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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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Hi guys,
I am trying to modify the games in built stamina system and was wondering if there was a way to utilize the inbuilt BIS stamina UI with my own functions?
respawnTemplatesWest not working (Eden Editor)
in ARMA 3 - TROUBLESHOOTING
Posted
Yeah this seems to be broken. Would be nice if the doco on getting this working was a little easier to find.