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nomisum

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Everything posted by nomisum

  1. nomisum

    Ravage

    mod works great, thank you for your hard work. is there a way to make the infected react to gamemaster waypoints? or is there an alternative technique to have a bit more control where there are going / roaming to? edit: just read they should work. will test again, but at first try they seemed to ignore them. edit2: yeah, no reaction even with ai mod disabled 😞
  2. nomisum

    Soon(TM)

    Iirc there was communication going on when they scrapped the initial roadmap in favor of smaller updates. Since then some updates dropped even if not as frequently as hoped. Its safe to assume they are not happy with dev speed either but game development is a complex topic that can include setbacks. I like the current approach way more than (over)promising or announcing stuff they cannot guarantee. Just saying devs are 'lazy' is does not help anyone. I bet if they would communicate more openly they would be called 'incompetent' as they didnt magically foresee any and all issues they explain. And they do explain quite a bit already in their dev blogs. We know what was initially planned for Reforger and I still expect the missing features of the roadmap will release eventually. My biggest gripes that I expect won't be solved until A4 are the console inspired UI and the missing mission editor as workbench is not comparable to 3DEN in any way.
  3. No update since more than a month 😕 I feel like the experimental branch is more a stable branch.
  4. Title says it all. I want to reduce my Array of roads to only the bigger ones, not one of the tiny paths introduced in Tanoa. Anyone with ideas how to do this?
  5. nomisum

    Fallujah 2.0 by Shezan74

    I took a look into what I wrote back then and it was Serverside but replacing globally preinit. I suspect running it local only would work way better than what I did back in the days.
  6. nomisum

    Fallujah 2.0 by Shezan74

    Great project! I wouldnt worry too much about performance, on todays PCs Fallujah should run fine mostly, wouldnt it? Had the audacity to replace all palm trees and all buildings via script once (with same sized but newer assets). Worked out in Singleplayer - for dedicated it crashed the Server 😄 Any effort to replace those aged buildings with enterable versions would be greatly appreciated, even if it would require dependencies like JBAD.
  7. those opx buildings are gems. love to see a terrain making good use of them. cant wait to build missions on this map 🙂
  8. nomisum

    RHS: Status Quo

    Nice, thanks for the update!
  9. You could create any other control and just manipulate its background (ctrlSetBackgroundColor) and width (and another one behind it for the bg/empty color). E.g. even RscText should work. After all its just a colored rectangle, right.
  10. I am pleased to announce my first script release. GRAD Fireworks What it does Shoots rockets in the air. Takes input: Position Color (Random, Red, Green, Blue, White) Type (Random, Fizzer, Normal, Rain) Rain is always white. Sample Call (you can call from any client or server) [getPos objectname, 'normal','red'] remoteExec ["GRAD_fnc_callFireworksServer", 2]; Installation Copy GRAD_fireworks to your mission directory Put code below in description.ext Call the script via trigger, radio, script, whatever. Sample call above. class cfgFunctions { #include "GRAD_fireworks\cfgFunctions.hpp" }; class cfgSounds { #include "GRAD_fireworks\cfgSounds.hpp" }; How it works Uses Flares, Lightpoints and some sounds to achieve the effect. Therefore totally vanilla compatible. Computation is done on the server which then sends precalculated stuff to the clients. Those display the effects locally, but it should look the same on every computer. In usage example here: Download Script + Sample Mission https://github.com/gruppe-adler/grad-fireworks.Stratis Update 2022 Added Code Improvements by @sarogahtyp, updated + unarchived Repo Feedback welcome If you have any suggestions codewise or effectwise, let me know.
  11. Great! Good to know and glad it worked out in the end. I learned a lot more in the arma community than I could ever give back 😄
  12. Hey, sorry I didnt check forums for some time. @sarogahtyp I unarchived the repo and added your code, minus the SQM as it was binarized and I dont have access to my PC right now to see what changed. This also means any change is untested 😄 Updated the old SQM with the news calls. I also changed the way you executed remoteExec (why not calling the fnc directly?). No idea if this is what caused @SirBassi s problems though. Maybe he can try again with my changes added. I also pondered if remoteExec restrictions might play a role. If your server or mission has cfgRemoteExec configured @SirBassi you might need to add the function names to it (read more here: https://community.bistudio.com/wiki/Arma_3:_CfgRemoteExec). I could help if that is the case. Function names are now: GRAD_fnc_callFireworksServer GRAD_fnc_callFireworksClient
  13. sarogah already explained quite well 🙂 note this script is quite old, it still uses e.g. the deprecated bis_fnc_mp i currently have no intention of rewriting, should still work anyway. just a heads up not to take that code structure as a good example for anything, hehe.
  14. Sure, like most of anything our community creates it now lives on GitHub. https://github.com/gruppe-adler/grad-fireworks.Stratis Be aware I have no idea if it still works, didnt try in a long time.
  15. nomisum

    [MP] [TvT] BreakingContact

    Updated Download Link + Version to 1.9.2 Should be compatible with ACE medical again.
  16. Find here one evergreen of Gruppe Adlers TvT Missions: Breaking Contact. Well suited for groups from 20 but living to its full potential with much higher player counts. Supports up to 112 players and many maps (CUP TP and more). Very high replayability value - free spawn selection. Best played in a roughly 2:1 attacker defender ratio. Dependencies CBA, ACE3, ACEX, RHS Escalation, TFAR, optionally RDS_CIV Mission Concept Russians have to protect their radio truck from destruction from US forces. At the same time they have to deploy antennas (send radio message) a preselected total amount of time to win. When deployed the radio truck is marked on the map for US. If US manages to neutralize the truck or kill all Russians, the game is over. At their start vehicle both factions can buy a limited range and number of vehicles with a preselected amount of credits. US forces have air superiority whereas Russians can field a little bit more raw fire power. Rules no respawn, no play area restrictions, ACE spectator, no scopes, basic medical, fixed loadout, quick start Parameters Time, Weather, US Spawn Distance, Money, Deploy time to win, Time Acceleration, Ingame Replay Accuracy, JIP time, BFT toggle, Civilian Traffic Toggle (needs RDS_CIV!) Setup Info * Doesnt work locally, you need a Dedicated Server * Opfor Commander Slot is mandatory, otherwise you are stuck in a waiting loop * For testing purposes with only one player you might fill up Blufor with AI Additional info * Admin slot is Zeus to help out teleporting JIP and fight bugs * Russians might redeploy, the sum of deployed time counts for winning - makes for very dynamic gameplay * Russians might buy a mobile radio box, which takes the radio truck as a relay. Sending on its own it only has half the power (or if the distance is above >500m from radio truck). This enables more static positions if necessary (destruction of radio truck does not lead to win anymore but only destruction of mobile box, if bought). * Its highly recommended to use the predefined amount of money * For every player there is a little bonus in money * Check the mouseover in the buy menu to get info about what you will purchase (Ammo Truck/Ammo M113 comes to mind) * You can eradicate the helipad in the buy menu when you are fully equipped to hide your spawn * Mission is localized in English and German * BIS dynamic group system can be used with <U> * US Camo automatically chosen (hardcoded for every map) * NVG are to be found in the start vehicles (HMMWV/radio truck) * Arrows above heads will disappear after 5mins ingame. They hint on Teamleads and SQLs to increase start time * There might be features I forgot to mention here 🙂 Known issues in this version * JIP players will spawn in strange places. Use Admin Zeus to teleport them Currently supported maps Altis, Beketov, Bornholm, Chernarus, Chernarus Summer, Clafghan, Esseker, FATA, Gorgona, Capraia, Kunduz, Namalsk, Panthera, N'Ziwasogo, United Sahrani, Stratis, Sugarlake, Takistan, Tanoa, Taviana, Thirsk, VT5, Bystrica, Zargabad Download (ZIP, rename PBO to any island suffix you need. supported suffixes in compatibleIslands.txt) https://github.com/gruppe-adler/TvT_BreakingContact.Stratis/releases/tag/2.9.0 Source https://github.com/gruppe-adler/TvT_BreakingContact.Stratis (conversion for other maps than stratis is done with build script) I will continue to tweak and balance the game mode and release stable versions when I see fit. Please report any issues or make proposals to github. Screenshots http://imgur.com/a/QNhju
  17. nomisum

    AI reacting confused to Attachto objects.

    iirc this does not depend on the amount of objects but how they are colliding with the model. try attaching some small helper and attach all other objects to that helper.
  18. I am by all means a noob in this topic, but check this documentation in regards of surface types: https://community.bistudio.com/wiki/Arma_3:_Sound:_SoundControllers It seems surface related sound adjustment is possible. Check this thread for a good start how to implement those factors:
  19. nomisum

    GRAD Trenches

    The latest change from position to animation based digging should make visuals much more consistent and smooth in multiplayer. (Instead of a laggy setPos command the whole trench now has an animationSource from underground to fully built). However as the technical foundation is completely different now there might be unexpected new issues. One new report is related to bipods not deploying or deploying in weird positions. Please create a github issue if you encounter any unexpected behaviour: https://github.com/gruppe-adler/grad_trenches/issues
  20. Add your own action to an object and start a loop that calls the fireworks repeatedly. Its a great first task to get started with scripting 🙂
  21. nomisum

    Arma Zeus Cache

    its literally the first half of that sentence which gives context. you cant hide addons in zeus interface (tree structure on the right)
  22. Its already in RHS Dev Branch. You can try it out. So probably next RHS Release, whenever that happens.
  23. nomisum

    Rosche, Germany

    sounds like you didnt load/start rosche on the dedicated server.
  24. nomisum

    Kujari

    Yesterdays OP. We replaced some structures in the city with Lythium Buildings and scripted in some rotorwash/sandstorm FX to spice it up. Thanks for making it possible with this beautiful map! https://imgur.com/a/OM7VRcg#7ceR7Sy
  25. nomisum

    Cham

    Had a Tankhunting session the other night - had a blast. Always great to have detailled microterrain, even when some roads can get quite bumpy 😄
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