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phoenix_za

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Everything posted by phoenix_za

  1. phoenix_za

    Line Drawing

    Since this does not show up anywhere else in Google and would be useful to anyone who needs it, you can now capture and create via SQF command (since February 23, 2021/v2.02) Arma polylines! https://community.bistudio.com/wiki/markerPolyline
  2. phoenix_za

    NR6 PACK - HAL Artificial Leader Evolved

    Does anyone know if Alice can be made to work with Headless clients? Just played a mission with 2 and the rest of NR6 worked great, but Alice appeared broken, as they appeared to clump together in large squads on the outskirts of the towns and sit there the entire mission, which is completely different behaviour compared to in the mission editor. If I could run arguments on civs at spawn like other NR6 modules allow, then I could set variables on them to disable the ACEX HC load balancing (which is what we are using).
  3. So the way I ended up using it in my mission was just by manually executing it globally via debug console, however, it ended up hovering over the table. We also noticed a massive performance hit (default resolution, 3.5x size and urban area about 1kmx1km, as seen in my earlier picture). Deleting it when done make a lot of sense, so that's what I did. I recommend to everyone using this to have it off by default, and turned on with an add-action menu option, with an option to also turn it off when not needed anymore. It was impressive though!
  4. Very clever usage of createSimpleObject! We are using it in our next mission, however adding mods to our mod line is non-trivial, so converted it to a plain script used with call compile, but it's not executing in an MP environment. Do you have any script version available that works for MP? Otherwise, I will put it into the functions framework and use it with remote exec, so then that should work
  5. I've used this script to link Arma text chat to Google's Diagflow for a hack day once and it was awesome! I'm going to be using it again for an arty script. Great work!
  6. Author: Phoenix of Zulu-Alpha Author Website: http://zulu-alpha.co.za/ Repo: https://github.com/zulu-alpha/zam_shownames Requirements: @cba_a3 Version: v3.5.0 Signed: Yes Short description: An advanced and realistic name tag system designed to simulate real world recognition conditions. Description: Shows the names of nearby players when you hold down the key. Factors such as time of day, fog, zoom, group membership, ranks, line of sight, optical zoom (factoring in simulated atmospheric distortion), thermals and voice are taken into account in order to make recognition as realistic as possible. This has been separated out of the ZAM mods collection and is where you should get zam_showNames. Features: Shows player names Displays ranks (optional) Name tag size corresponds linearly with distance Name tag fade's depending on distance and other factors (optional) Recognizes zoom (with any optics or no optics) and resizes name tags accordingly (optional) line of sight is considered by taking into account terrain and objects Passenger name tags are optimized Time of day taken into account to simulate the necessity for ambient lighting and\or NVGs to ID people Arma 3 enhanced fog is taken into consideration when determining ID range (optional) Smaller name tags are displayed for ruck sacks, named after it's last owner (optional) Fellow group member names are much bolder to aid in ID (optional) Knowledge system, allowing normally unknown men to be discovered (by approaching them) or already fully known (such as HVT\VIPs) (optional) Knowledge system also allows adding name tags to any object (such as crates and mission critical items) Players using TFAR or ACRE direct speak is indicated by a red name tag, with redness indicating how loud they are predicted to be (taking into account shout, whisper, etc) (optional) Performance demands of main loop and ACRE support configurable in userconfig (Arma scheduler permitting) Mission maker can force the enabling or disabling of optional features Key can be used as toggle or hold by setting in userconfig Detects if thermal is used and disables name tags (TI is bad at ID IRL). Show group names for other groups. Togglable with a key (default Ctrl-y). (optional) Show team names for current group (optional) Installation: Standard mod installation with @folder Included Files: zam_shownames.pbo Usage: Press t (or another key configured in Main Menu, Configure -> Controls -> Configure Addons -> ZAM -> showNames) to show the names of all players on your side and name tags of rucks used by players. Note that the key options will appear in that menu only 5 seconds into the game. Client side mod Multiplayer and single player support Media: * These screenshots demonstrate only a fraction of the available features. The video shows almost all of them. Credits & Thanks:LordHeart for assistance and early optimizations KillZoneKid for his zoom detection code License: Covered under APL-SA (http://www.bistudio.com/community/licenses/arma-public-license-share-alike) Feel free to use and modify this code, on the proviso that you post back changes and improvements so that everyone can benefit from them, and acknowledge the original authors in any derivative works. Download: https://github.com/zulu-alpha/zam_shownames/releases/download/v3.5.0/zam_shownames_v3_5_0.zip ChangeLog:
  7. phoenix_za

    Line Drawing

    ATM we do this with markers = []; { marker = [ _x, //0 markerAlpha _x, //1 markerBrush _x, //2 markerColor _x, //3 markerDir _x, //4 markerPos _x, //5 markerShape _x, //6 markerSize _x, //7 markerText _x, //8 markerType _x //9 ]; markers set [count markers, marker]; } forEach allMapMarkers; copyToClipboard str(markers); to serialize markers made by the CO in the editor when planning, then: { _mk = createMarker [_x select 0, _x select 5]; _mk setMarkerAlpha (_x select 1); _mk setMarkerBrush (_x select 2); _mk setMarkerColor (_x select 3); _mk setMarkerDir (_x select 4); _mk setMarkerShape (_x select 6); _mk setMarkerSize (_x select 7); _mk setMarkerText (_x select 8); _mk setMarkerType (_x select 9); } forEach markers; To put them into the mission at the start so they don't have to re-do them
  8. phoenix_za

    Line Drawing

    ^ This I would like to be able to serialize user made markers (including drawings) for later placement to ease pre-planning. Old markers are easy enough, but I can't find commands for drawings.
  9. phoenix_za

    Tanks DLC Feedback

    The commander and gunner should be able to talk about what the gunner is looking at in detail without having to make the commander use their independent sight to do so, thus losing the sector it was covering.
  10. phoenix_za

    Tanks DLC Feedback

    I saw it mentioned occasionally, but will there be the feature to allow the commander to override the turret to show the gunner the target he wants engaged immediately? In addition to this will the commander be able to see what the gunner is seeing in addition to their own independent view? These 2 features would be essential to get some realistic gunner commander teamwork.
  11. We use it for all our mission and training sessions and my guys love it! We miss it with some of the new unsupported terrains though, so any extra development you can put in will definitely be appreciated! Thank you for all you have done so far.
  12. If you are looking for ShowNames, go here: Overall description: This is a package of mods that my group has used to use. This is a modular package of independent mods with individual descriptions below. Author(s): Phoenix of Zulu-Alpha Thanks: ZAM Resume uses aeroson's loadout functions for saving and setting states. LordHeart for assistance and early optimizations Site: http://zulu-alpha.co.za/ Prerequisite(s): @cba_a3 Installation: Standard mod installation with @folder. This mod uses a Userconfig that must be put into the standard location (\userconfig\zam\zam.hpp). All PBOs are independent of each other and can thus be deleted without any issues. This allows the mod package to be customized. Mods can also be disabled by editing user-config or assigning the appropriate variables in a mission's init. Download (Latest, v1.0.6): https://bitbucket.org/zulualpha/zam/downloads/@zam_v1_0_6.zip License: Covered under APL-SA (http://www.bistudio.com/community/licenses/arma-public-license-share-alike) Feel free to use and modify this code, on the proviso that you post back changes and improvements so that everyone can benefit from them, and acknowledge the original authors in any derivative works. Repo: https://bitbucket.org/zulualpha/zam **************************| zam_tap |************************** File: zam_tap.pbo Prerequisite(s): @cba_a3 Description: Used to tap another player on their shoulder. You will be notified of their name and they will be of yours as well. Features: Tap buddies shoulder 'Tapper' name and name of 'tapee' hinted to tapee and tapper respectivelly Usage: Press t (or another key configured in Main Menu, Configure -> Controls -> Configure Addons -> ZAM -> tap) to tap the shoulder of another person within 2m of you and under your cursor. Note that the key options will appear in that menu only 5 seconds into the game. (Mission makers) Disable by setting: zam_tap_enabled = false Before 5 seconds into the game. Client side mod Multiplayer and single player **************************| zam_res |************************** File: zam_res.pbo Description: Saves the client's state to the server for their current game to allow restoring to near (if not absolutely) exact previous state, to provide protection against client crashes. Features: Gear including ammo count, postion, damage level, coarse postion in vehicle (if applicable), direction, captive state and animation are all saved on the server. Player restored to previous state if rejoining on same side, with same role and if was alive. Save frequency on server scales with server performance (5 to 60 seconds) Plays well with Alive player persistence, in that it disables itself automatically if it detects the alive player persistence module. Usage: (Mission makers) Disable by setting: zam_res_enabled = false Before 5 seconds into the game. Client and server side mod Multiplayer only -------------------------| ChangeLog |--------------------------
  13. Thanks, it worked perfectly! Strange it at least partially passed linting. It said that the structure was correct but that it wasn't accurate. I thought it was a standards nitpick.
  14. Hello We have a problem, where we used OCAP for our first full mission and exported it's AAR with [] call ocap_fnc_exportData; but the OCAP web app says that the file is not found when we try and play it back, despite the JSON file being in the correct place and passing linting tests and there being a correct reference to it in the DB. Our OCAP version is 0.5.0.1-beta and we tested before with simpler scenarios and with fewer people and it worked fine. OCAP is on the same machine as the Arma server and thus uses the non FTP method. Here is our OCAP URL: http://srv1.zulu-alpha.co.za/ocap/. The mission in question is co@24_Transporter_r#_HC. The error message we get is this: https://www.dropbox.com/s/3gvgdmucozuh9vy/ocap_error.jpg?dl=0 These are the OCAP files in our data folder: https://www.dropbox.com/s/enlsaxv0z0i07k2/ocap_data_file_structure.jpg?dl=0 Here is the OCAP recording file: https://www.dropbox.com/s/jc7awmdfoo9yt3c/co%4024_Transporter_r4_167.json?dl=0 Here is our OCAP DB: https://www.dropbox.com/s/4x83ogdahsha0rk/data.db?dl=0 Here is our OCAP log file: https://www.dropbox.com/s/9ta7v7tw46chuza/ocap_log.txt?dl=0 And here is our Arma RPT: https://www.dropbox.com/s/ctjpg73w5sf32xd/arma3server_2016-09-15_13-23-13.rpt?dl=0. The mission starts at 20:46. Hopefully all these links makes it easier for you to determine the problem (assuming it's a bug with OCAP and not a mistake on our side).
  15. We managed to install it and get it working on WIndows server 2012 R2 using IIS8. I tried to get it working with Apache24 but no matter what I tired I couldn't get gzip and php curl working. This is most certainly a problem on my side as we don't use a LAMP (or WAMP) stack on the server that we manage and I'm not familiar with it. Some notes to everyone who wants to use IIS8: I got PHP curl working out of the box when I installed PHP 7 from the Microsoft web platform installer To get GZIP working, make sure you have Web Server -> Performance -> Static Content Compression & Dynamic Content Compression server roles installed using the Add roles and features wizard. Then in the configuration editor in IIS Manager for your server, make sure you add application/json (and enable it) to system.webServer/httpCompression/dynamicTypes/ @mistergoodson: Is it safe to manually delete the events with a SQLite browser (in order to cleanup)? Also I think I noticed a bug where I exported twice (once at 4 mins and another time at 11 mins) and I got 3 recordings in the DB and on the site but with only 2 JSON files. 2 of the recordings where correct and expected, but the 2nd one (chronologically) said it was 11 minutes long but used the 4 minute long JSON file. Not sure if I should report this in the repo as I only tried this once. I am using a fresh install of Version 0.5.0.1 Beta.
  16. Thank you for releasing this! We will definitely make use of this for our community!
  17. phoenix_za

    Arma 3 Units - Feedback thread

    I noticed a potential bug. When I want to add a Slack URL for my existing Slack channel entry, then I get the error: Invalid data for comm_channels.[1].type, got: "Slack" The URL that seems to pass client side validation but fail server side validation is https://zulu-alpha.slack.com.
  18. phoenix_za

    Mine Detector

    Hello, great mod! I would like to know, is the PWS repo here up to date? It says v1.11.0.2 on the page and v1.17 when I use PWS, but it says it was updated on the 17th of July, so I am quite confused right now.
  19. phoenix_za

    Arma 3 Units - Feedback thread

    I like the update and the linking of Steam to BI Accounts! I would just like to know how the plans are going, if any for a public API? We built our own platform that automatically manages Squad XML, sign on with steam, slack integration and will soon have TeamSpeak server group integration, skills management and Google Calendar integration among other things and so I would like to have it also manage the Units page to synchronize members and ranks in order to reduce management overhead.
  20. phoenix_za

    roleDescription not working in SP

    I confirm that it doesn't work in Eden editor single-player. Annoying as I was going to use it to replace the init field as that doesn't work at all for JIP players now
  21. I made a short video tutorial for my community: I'm posting it here in case anyone else finds it useful.
  22. Just so there's no confusion, I meant I would seed the torrent with our server
  23. Thanks for the hard work! If you had a torrent version, then I would let it run on our server for a while ;)
  24. phoenix_za

    Santa Claus

    We had some fun with you mod! Great work:
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