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ylguf

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Everything posted by ylguf

  1. i have tested it mp with a few people so it should work. im not sure if wind is a local variable tho so if the wind value is changed you might need to synchronize clients. feedback on what you like and don't like would be nice. I think atm its a bit to hard to autorotate into the wind, as it doesn't produces extra lift but kills speed. so ill fix that.
  2. big update. hopefully you guys like.
  3. in the sqf you can change the variable _div to about 20-25 if you want the wind to have less effect without messing with the wind strength in editor. also how is your trigger getting activated? the 3000 x 3000 means nothing. im assuming you have it on repeat when unit present or something. it only needs to get called once, and that's it. if its triggering repeatedly it will cause issues. maybe try creating a "init.sqf" file and put the execVM "applywind.sqf"; command in there. as that's how im doing it and am not having issues. and the heli effects is optional it only adds the vortex ring and settling with power effects. I have a updated version (ill release later) that has all my effects in 1 script so people looking at this in the future might be like what are they talking about multiple sqf's for.
  4. ill throw up a demo mission in a day or so when I get some of the other features I wanted in. can you please be more specific, because I don't have that issue. with the current settings with full wind and gust you can still fly into the wind(given the speed is decreased to about 130 max), I have also already said some numbers might need tweaking and have already provided an option that you can adjust the wind strength.
  5. im guessing they don't have any geometry LOD because they are simple 2d images, which are projected in a 3d environment to always be facing you. they aren't an actual models. just an overlayed image. that's my understanding. its kinda like goings here is a picture of this dude, make him work properly the image doesn't function on its own you need a model.
  6. going to add slight up and down drafts when flying near slopes. ill probably end up adding autorotation eventually, anyone have any suggestions on stuff to add. as for multiplayer this should work, the only thing that might need to be done is synchronize everyones wind, because its local to each client. so people probably would end up with different wind direction/strengths.
  7. thanks for the input zooloo it makes it a lot cleaner, ill update original post, I was tired and wasn't thinking about adding a negative number. I will update the original post with an updated version that should work with mp, haven't tested it mp yet tho. also videos will be put in the original post.
  8. ylguf

    JavaScript for ARMA

    Very good job. I was learning javascript before I started scripting SQF so this is extremely useful. I can see this being used for a database in the future, especially since javascript would be really easy to throw in a webpage and make it public. one limitation I was thinking of tho is, apparently _x = 1 + 2 _x == 3 will return true where as _x = 0.1 + 0.2 _x == 0.3 will return false. in javascript. now im not sure if that is fixed in googles v8 enginge. but if not would it be possible to get a function that checks for biggest decimal(lets say 0.01 is the largest decimal passed) then times every number passed by 100 and divide anything passed back by 100 to solve that problem. because what happens if I pass a units xyz with 2 decimal places and I do a check and it would always return false or something. it also might just be better to do that on our own but its still useful knowledge.
  9. this update will cause breakage. updates will come, be patient
  10. side changes happen after a few team kills. you can test it out yourself. throw some friendly ai in a map and start killing them until they start shooting you. this would affect triggers that are side dependent also lots of people are asking for stuff which is awesome. I want to know what others want. I have a extended todo list but these are probably the first things ill be working on. -seperate licences menus for legal/illegal/cop -weapon menu -item menu -inventory menu -add selling -drop/pickup item menu -save system -gang areas -wanted menu -repair/fuel station -factories(possible resource base) -improved water RP -pearl diving/ship salvaging -cop icons for other cops on map. -mayor system -extended police system -missions (like convoys, private contracts, escorts) This is a continuous project and so updates are common. //addon will be serperate so servers can decide if they want to run it. ADDON STUFF -vehicles custom vehicles/upgrades (started have working) (need modelers) keep in mind that alpha was only released a short while ago and lots of time has been put into this I hope you enjoy what is released already. im not sure when an addon will be released but I have set up a custom vehicle base and dropped a bmw engine in the truck and tuned it accordingly. I wish I knew more modeling, it would be awesome to get some custom/ real vehicles models ingame.
  11. here is the current version until its posted on the main page. I don't know how long this stays up http://temp-share.com/show/HKdPxz1qA this is updated with a fix for the new arma update(removed bouyes and changed action inventory to personal inventory be) also so other stuff
  12. here is a change log. currently the server has all the fixes here. the changelog posted with the release will just be the fixed version without the hotfixes listed. they are listed for people who have played in the last day and wanted to know if they are fixed.(probably forgot to list some stuff) -stun (messaages, sound, distance, restrain) -siren (sound loop reduced to 1 loop) -wire transfer (5min countdown to prevent abuse untill saving) -vehicle spawns (vehicles spawn at your location regardless side) -payouts (bank/patrol missions) -new bank (still needs improvment) -whale issue (weight) -apple issue (gathering) -price(lots)/placing ajustments(lots) -file size is alot smaller -rewrote alot HOTFIXED(these will all be included in the update posted and are already on the server. i just posted this for people that wanted to know if bugs from the last day have been fixed) -gun shop issue -prices(lots)/placement(boat)(lots) -heroin process issue -small errors (file missing,misplaced h in txt which is my ptt button, a few others) -some more fixes. -terror base -helis -separated licenses -removed stuff that was removed with arma update(bouyes) -changed inventory to personal inventory(arma updated changed gear to inventory when looking at a vehicle or crate.) -updated some menus to make them more readable(will work to make stuff look nicer in the future.) Known issues -buggy animations (vehicle, floating around) -medkit/attachments -side state change causing errors (enemy instead of civ/west) will keep updated PS: Radioman please stop posting. You are a Troll! you are NOT associated with us and keep answering peoples questions(which you don't have the answer to) in condescending ways. and ontop of that you are starting to post info for would be hackers. don't have anything more to say.
  13. the server is updated to 0.3.4. enjoy. I will get Caiden to post it on page 1 when he has time to put it up for others to host/edit. I added some hotfixes and will make a changelog for when its posted on the main page we have a long list of stuff to do. non persistant and persistant saves are on the list.
  14. ylguf

    How many man hours to make a map?

    Expect a steep learning curve and quite a bit of work. it can be done quite fast if you know what you are doing. but assuming you are new try following a couple tutorials before even starting on your own work and make sure you can get those working in game. this will help learn how the folders are set up, and what file does what and will help you greatly. that is my recommendation.
  15. I have also completed the stun for weapons so you can stun by shooting someone with your pistol, expect that soon. a solo prerelease version can be found herehttp://forums.bistudio.com/showthread.php?152064-Working-Stun-script&p=2359907#post2359907 I released the stun separately because I imagine others wanting to use a stun in other missions. Also Zannaza I think your computer is about to explode. I can almost boil water on you GPU that is at 81'C LMAO
  16. https://community.bistudio.com/wiki/Arma_3_Cars_Config_Guidlines found this. it has extra info like gearBoxMode is set to full-auto by engine moveOffGear defines what gear an automatic or semi-automatic gearbox will move off from stationary in. 1 by default.
  17. ylguf

    [MP] Stratis Life

    Life mod was originally from ARMA im not sure who the original creator was. but the idea of the mod works like works like blufor=police civ=civilian and depending on the mod/server there might be other sides. police would ticket/arrrest/kill civs for doing crimes. civs could make money legally or do illegal stuff like sell drugs/ rob the bank. thats the base idea of the life mod. most servers had lots of extra content, it reminds me of GTA or thats how i see it.
  18. ylguf

    Config Setup

    i think you were close before you reverted just missed some key points. im new to scripting but i think the fix was already posted. i think its what you want i might be wrong im still learning also also mess with the |model = "\tut\tut_objects\Land_Cncr_Blk_1.p3d";| at the bottom
  19. ylguf

    [MP] Stratis Life

    good job. im happy to see a ground up build already. ive been a fan of life rp style games since i started playing arma2. something that i would love to see added to the todo list would be a car mod/tunning shop. take a look at http://forums.bistudio.com/showthread.php?149027-Primer-for-new-vehicle-simulation the model for cars has improved alot. maybe you could buy better tires or replace your engine/transmision......im not sure if its straightforward to implement. maybe have multiple configs it could load from or change a cars values individualy. im not to sure how it could be accomplished but i think it is something that would be cool to implement into the life
  20. i have recently been looking indepth into the .lco files from chern, takistan, and stratis. and it seems that in arma 2 the color scheme worked like |black,red,green,blue,brown,|alpha0| where the colors have a alpha value of 255 for the main texture and a value of 128 for a secondary texture ect based on the rvmats. and alpha 0 was just a texture that didnt change where as in the arma 3 .lco i havent found alpha 0. i might be wrong but atsche's post makes me believe this is the difference. the brown value is |170,85,0| btw
  21. ylguf

    Bugs so far...

    im posting my bugs found here so i dont start another bug thread. 1. i was testing landing on stuff in heli's and i found that the "DPP Tank (big)" when landed on, the heli will float a meter or so in the air. other similar objects dont have this issue. 2. when pressing the switch unit button (default 'u') there is large drop in fps. 3. this isnt really a bug but i hope it gets improved. i find you can fly inverted in heli's for a ridiculous amount of time regardless of raised or lowered collective and forward speed. it seems like you just dont fall out of the sky.
  22. i released the code. ill edit it as neccecary right now this is the first release. if there are issues with images not overlapping let me know your y1,x1 numbers. its fine if they overlap more then you want im working on it being less extreme.
  23. ill add the lat/long values i guess as a text grid so that you can use the values as your gps values if wanted. altho i would probably just stick with a basic numerical system as lat/long range from -90 to 90/ -180 to 180 with 6 decimal places and on a map all that would change would be the decimals. and this will allow you to use real street names if wanted. here is a quote from BI following that whole greece incident. this kinda sticks to that quote because what im trying to do is recreate an area without it being 100% realistic. what it is useful for it for is creating city layouts that have masks to go with it based on real world locations. for example what if you wanted to have the ruins of new york in 2100, you could load in the city layout and masks and put a whole bunch of destroyed buildings or whatever. so yes you will be able to use street names(and i think it has a built in translator, ill check it out so you wont have a issue go to i dont know how to say this and i dont know how to say this street)
  24. that was one issue that i was having also. google earth pro is like a 400$ program yearly if you are using more then the trial. and also i was tired of looking in multiple places for maps and whatnot. so i started creating a alternative that will make maps, semicomplete masks, satallitle images, and possibly basic heightmaps(could be useful for cities). a big goal of mine was to make all the layers line up nicely. msg if interested, i will post a thread in future with non-alpha version.
  25. k im original poster sorry i went to go edit and orginal post got deleted. ill reposted pics becasue apparently the host i used only keeps pics for like 12 hours. basicallys im thinking its a path issue k so my paths looks like this <a target='_blank' title='ImageShack - Image And Video Hosting' href='http://imageshack.us/photo/my-images/542/15496482.png/'><img src='http://imageshack.us/a/img542/1162/15496482.png' border='0'/></a><br>Uploaded with <a target='_blank' href='http://imageshack.us'>ImageShack.us</a> and then ill import sat+mask choose layers.cfg, text, then the sat+mask ico then i get this <a target='_blank' title='ImageShack - Image And Video Hosting' href='http://imageshack.us/photo/my-images/854/82098825.png/'><img src='http://imageshack.us/a/img854/4289/82098825.png' border='0'/></a><br>Uploaded with <a target='_blank' href='http://imageshack.us'>ImageShack.us</a> with a blank path i get this <a target='_blank' title='ImageShack - Image And Video Hosting' href='http://imageshack.us/photo/my-images/37/77311215.png/'><img src='http://imageshack.us/a/img37/1961/77311215.png' border='0'/></a><br>Uploaded with <a target='_blank' href='http://imageshack.us'>ImageShack.us</a> <a target='_blank' title='ImageShack - Image And Video Hosting' href='http://imageshack.us/photo/my-images/706/91597482.png/'><img src='http://imageshack.us/a/img706/7545/91597482.png' border='0'/></a><br>Uploaded with <a target='_blank' href='http://imageshack.us'>ImageShack.us</a> with a blank p
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