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nomisum

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Posts posted by nomisum


  1. 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. 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.

    • Like 1

  3. On 2/15/2023 at 3:59 PM, ANZACSAS Steven said:

    I was thinking of using the script/mod myself todo that.Did your script run server side aswell?

     

    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.


  4. 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.

    • Like 2

  5. 23 hours ago, SirBassi said:

    @nomisum You made my Day!  You should have seen how I just grinned at the screen as everything worked on the Dedicated and mentally running my rest of the code I'm planning for our final mission.

     

    So confirmed. Script works in SP, MP and Dedicated.

     

    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 😄


  6. On 7/8/2022 at 3:19 PM, SirBassi said:

    Hello,

    I tested the changes the last two evenings and everything worked wonderfully in the self-hosted multiplayer, including the sounds that are now working. But it hasn't worked on the Dedicated yet. Had also tried with additional remoteExec. Will try again this weekend with the example mission. My tests were all via console because I will then start my final script.

     

    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

     

    • Like 2
    • Thanks 1

  7. 3 hours ago, SirBassi said:

    Hi @nomisum,

     

    The cfg sounds I can fill in like your github description.ext from your sample mission. But how about the functions?

    Inside of the grad.firewords Folder I find no .hpp Files which I can include in description.ext.

     

     

     

     

    1 hour ago, sarogahtyp said:

    this github version is just not integrated in armas function library. you should look into init.sqf to see that it is manually compiled there and also the addAction which starts the function is applied there.

     

    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.

    • Like 1

  8. 4 hours ago, SirBassi said:

    Hi @nomisum,

    that script looks amazing especial when successful finished missions.

    May you have a possibillity to share again since Armaholic is RIP?

     

    Thanks a lot und "Schönen Gruß an die Adler" 🙂

     

     

     

    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.

    • Thanks 1

  9. 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

    • Thanks 1

  10. 39 minutes ago, Madin said:

    oo, nice man! I will try it when i get to PC.
     

     

    so hideObject and hideObjectGlobal won't work, or what is that mean?

    its literally the first half of that sentence which gives context. you cant hide addons in zeus interface (tree structure on the right)


  11. 5 hours ago, ThePerpetual said:

    I hate to be that guy, nagging a creative for release time, but...

    Can we have hope for this releasing sometime this year, or would we be looking at another 6 months of development?

    This is the aircraft Arma always needed, the Littlebird of fixed wings!

    Its already in RHS Dev Branch. You can try it out. So probably next RHS Release, whenever that happens.


  12. 13 hours ago, LSValmont said:

    It is OK that maps are locked behind paid DLC so BI can make some extra revenue but the map's assets such as buildings and objects should be available to everyone who owns Arma so map makers can use those assets in their maps. 

    Thats the case already afaik.

    • Thanks 2

  13. On 7/30/2019 at 3:35 AM, EyeSpyU said:

    VR would require a lot of resources. I'd rather them just put their resources into Arma 4 and its new engine and then get VR on that game. Track IR should be acceptable for now

     

    This. VR needs not only steady 75/90+ fps *stereo* (i dont ever get that mono in MP) but also dedicated UI changes. BI stated multiple times there are only a handful of devs still working on A3, close to zero on an engine level.

     

    I kind of expect native VR support for A4 though, at least for vehicle control it would be a game- and immersion changer. For infantry you would need serious VR legs or a treadmill.

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