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phoenix_za

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Everything posted by phoenix_za

  1. phoenix_za

    Arma 3 Units - Feedback thread

    Since the feature to have Applications be handled completely through an external link was added and the fact that there will be a truly massive body of players that are already members of often huge communities, I would like to put forward the following feature request: The ability for admins to add unique identifiers for their players common to both their own platform and Units (i.e: Steam User ID and\or Email address) to a list in the Units admin page that would mass invite those players to become members, such as with an email link. This way, you get consent from both sides, administrators can be more proactive in managing their members and syncing both platforms is much easier for said admins. It will also have the added benefit of pushing players to the Units platform, as if they don't have a BIS account, then they will be asked to make one and if they already do, they will be made more aware of the Units platform and have a stake in it with little to no effort or thought needed on their side To be clear, this isn't the same as asking those players to click on the 'Apply' button, but rather allowing the admin's to pre-approve new members and then allowing those players to accept and skip the Application process (or whichever part is being used on Units).
  2. phoenix_za

    Arma 3 Units - Closed Beta Feedback

    As long as there is an API (and from what I read there will be some kind of API) that allows me to create events on Units, then I'll be happy :)
  3. phoenix_za

    Arma 3 Units - Closed Beta Feedback

    Hello This system looks to be a much needed addition to Arma by making accessible what is essentially a valuable and key differentiating feature; Strong Arma Communities! I do have one or two questions regarding future plans: Will other sites be able to use Bohemmia accounts as an Oauth service (i.e to sign in with)? This would make integration with our platform much tighter. Also, we where going to use Steam login, in order to get the Steam user userid (and hence the in game user Id), however I don't see any evidence that a Bohemia account has that info. So are there plans on better integrating game IDs with Bohemmia accounts? And finally, out of curiosity, what kind of stack are you guys using :) ?
  4. Hello Thanks for the great work! I am trying to find information on the Logistics system so that I can tweak it beyond what the modules provide and I have difficulty finding info. I searched all over http://ace3mod.com/wiki/index.htmland I used the search tool for this thread and I can't find where the documentation is other than for wirecutters and uav batteries, so I'm going to ask here. Is it possible to prevent certain crates from being loaded and if so, how? Great start on the logistics system BTW!
  5. phoenix_za

    JSON Parser (in and for SQF)

    That's awesome, and makes sense considering that you use MongoDB IIRC. Though I would like to use this in a mission framework and make that as mod agnostic as I can.
  6. phoenix_za

    JSON Parser (in and for SQF)

    This is super awesome! I'll try it now. ----Edit I tried it and it still works beautifully! It will make life much easier implementing web integration for my group! Thanks so much for sharing!
  7. Awesome work! I'm about to make a python module that parses SQM code and returns the available player slots as a JSON object. I hope your code may come in handy when parsing SQM.
  8. phoenix_za

    ZAM - ShowNames

    Ahh, I see, that's a good suggestion! It is possible, although it involves parsing text in SQF, but it can be done. However, if your clan ranks matches the arma ones (which it necessarily has to in this case), then I would rather change the arma rank to match the player's rank outside the mission. Then your real rank will be known to all scripts and mods, not just Show Names. You can set the rank automatically when the player joins, perhaps by having a script read the player's rank that is stored in the remarks section of the Squad XML and setting their rank accordingly. There is a script command in Arma that can easily read the Squad XML, so it shouldn't be a problem. My group is changing our ranks to match the Arma ones and we will implement something like what I described above and I can share our code with your guys when we're done.
  9. phoenix_za

    ZAM - ShowNames

    Thanks for your comment! Do you mean instead of using the Sergeant icon to show the rank, the mod should add '-SGT-' in the name tag for example?
  10. phoenix_za

    ZAM - ShowNames

    Updated: V3.4.2 - 26-04-2015: - Fixed TFAR support by changing currentUnit to TFAR_currentUnit in fn_showNames_tfar_eh.sqf
  11. phoenix_za

    ZAM - ShowNames

    Updated to 3.4.1! V3.4.1 - 4-10-2015: - Added support for CBAs new keybinding function. https://bitbucket.org/zulualpha/zam-shownames/downloads/@zam_shownames_v3_4_1.zip
  12. phoenix_za

    ZAM - ShowNames

    At first I tried rendering two mono-space fonts, the first one larger and black in order to provide the outline. Then I looked more closely at how other people used the 3D Draw command and I noticed the shadow parameter. I was too comfortable with it as I had used it the same way for over 2 years. What I want to do next is perhaps add 10% white to the font at night only when someone uses NVGs, but then again I'm not sure how hard it is to ID people with those things IRL, so the complete black maybe more appropriate.
  13. phoenix_za

    ZAM - ShowNames

    I can't believe I only noticed the shadow option a few days ago for the draw 3d text function! I was wondering why the AGM name tag system looked so nice. So that is another community requested feature added.
  14. phoenix_za

    Bornholm, Denmark [Terrain]

    The last version of this island with the current version of ALiVE I believe.
  15. phoenix_za

    ACRE2 Public Beta Release

    I don't know if it's rude to technically plug my own mod, but I thought it would be relevant here, since it takes advantage of ACRE. I updated showNames to support ACRE 2, including variable volume curves so it works with mods like st_acre_volume: http://forums.bistudio.com/showthread.php?185380-ZAM-ShowNames On a side note when testing, me and another guy both noticed much lower direct speak volumes than we had with TFAR. I don't know if this information is useful right now but I thought I'd share it. Great progress BTW Nou and thanks for helping out with my mod!
  16. phoenix_za

    ZAM - Zulu-Alpha Modifications

    I'm separating our showNames from the rest of the package here: http://forums.bistudio.com/showthread.php?185380-ZAM-ShowNames&p=2814716#post2814716 It will be found separately on Armaholic and PWS as @zam_shownames. I made the name tags much smoother, fixed TFAR and improved it a bit and added support for ACRE, including variable volume curve with that (eg: @st_acre_volume). I couldn't fix the helicopter bug where the names go all over the place but I think I improved it. I'm not sure it is possible to fix unless I take a completely different route with the name tags. @ZAM will only include tap and res and I will stop working on them, unless there is still interest on them. Personally I'm using tap in AGM and persistence in ALiVE.
  17. phoenix_za

    ZAM - Zulu-Alpha Modifications

    In older versions, all the calculations where done in the frame event handler, which means everything updated really fast, but it caused a huge hit on performance when there was a large number of names to show. In the current version, all calculations are offloaded into a separate helper thread, whose rate is controlled by ZAM_showNames_var_pressLoop_delay. However that delay isnt realy listened to, as that helper thread is controlled by the Arma scheduler, which can be pretty strict. Ideally I would rewrite the helper thread into an FSM, which would provide much greater control over loop frequency (updating). In the mean time, I can separate the positional updating and put it into the frame event handler, which should help a lot without giving a noticeable hit on performance.
  18. phoenix_za

    ZAM - Zulu-Alpha Modifications

    No problem :) There are 3 good fonts I can choose from, each just different boldness levels of the same font (Purista). The font used for players outside of your group is the lightest one and the players inside your group the boldest one. I can use the middle one for people outside the group and hopefully the name tags for the people inside your group should still stand out. As for the outline, there is no direct way of doing that, however I do have an idea on how to do it that may add a small hit on performance. I'll look into adding it into the next version.
  19. Thank you for this mod! We've been using it for a couple of months now and the quality is awesome! Does this redefine the caf_ag weapons as the hlc ones, or does it change the load-outs of the caf_ag soldiers to use hlc weapons? Because we made a patch like that ourselves that did the latter, but I removed it for now because ASR AI also just released full support for caf_ag including ai handling configs for caf_ag weapons, so now I'm torn between nice guns and more realistic AI. --Edit Ive just read that the caf_ag weapons are much less accurate by default which is what asr_ai may have been fixing, so replacing those weapons with yours shouldn't be a problem for the AI actually :)
  20. phoenix_za

    ACRE2 Public Beta Release

    Thank you very much for your reply. I'm guessing that you are pretty busy, and since this is probably a low priority feature for ACRE, I can most probably just do it on my side. That model you provided will be very helpful. On that note, is the value passed to acre_api_fnc_setSelectableVoiceCurve simply a multiplier for a volume value in that model you gave? And is the "ACRE_CURVE_MODEL_SELECTABLE_A" the same with the selectable voice curve, but it just uses the inverse square law as the base model? Just for those that are interested, here is what the graph looks like based on the model NoberNou shared:
  21. phoenix_za

    ACRE2 Public Beta Release

    I'd hate to bump my post, as I'm not entitled to a reply, but since this is a busy thread I'm assuming that it was just missed :). And I hope you are not already in the process of replying, as if so then I apologize as its not urgent. http://forums.bistudio.com/showthread.php?182271-ACRE2-Public-Beta-Release&p=2758791&viewfull=1#post2758791
  22. phoenix_za

    ASR AI 3

    Right, then it must have been TPWCAS, which we disabled recently. They must have added that as a new feature recently as I was quite familiar with it's code a year ago and it wasn't in there IIRC. Thanks for the quick reply!
  23. phoenix_za

    ASR AI 3

    Thanks for ASR_AI! We've been using it for the last couple of months, and I think its brilliant how you handle AI skills, and it really makes life easier for the missions makers. I have a question though regarding a feature I suspect is from ASR_AI. When you start shooting at AI (it may or may not be from you mod, and if it's not then please confirm) the AI perform a dive animation. We would like to disable that feature, but my best guess on how to do that was by setting seekcover = 0; in the userconfig, and it seems to do the trick. Is that the proper way of disabling it? And does that also disable other cover related features that doesn't involve animations?
  24. phoenix_za

    ACRE2 Public Beta Release

    Thanks for finishing this up! I have a question regarding the mission API applied for one of my mods: In ZAM_showNames, the approximate loudness of a remote direct speaker from the local player's position is determined and represented as the color intensity of the name with the TFAR mod and also taking into account speaking mode (whisper, normal, shout). With ACRE I can't find a direct way of determining that using the mission maker API ( as in something like loudness(0 to 1) = [speaker, listener] call acre_api_fnc_loudness ). Is there any? TFAR doesn't have anything like that though, so I had to create my own event handler and function for that. The EH runs on each speaker's machine, where it monitors if someone is speaking, then if someone is speaking read from the plugin (callextension) the person's speaking mode and do a public setVariable on that player defining the speak state. It also destroys that variable if the player isn't speaking anymore. Then with a function that works just like the above acre one, you can get the perceived loudness of the speaker to any listener (including AI), by factoring in distance, the inverse square law, speaking modes and some constants tweaked from trial and error to make it accurate (though not completely). If ACRE doesn't do anything like this natively, then does this roughly look like a good way of doing it with ACRE as well (minus the callExtension)? Also if so, could you please provide some more info as to what the "ACRE_CURVE_MODEL_ORIGINAL" curve looks like (ideally the math function)?
  25. phoenix_za

    ACRE2 Public Beta Release

    I believe this answers your question:
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