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phoenix_za

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Posts posted by phoenix_za


  1. 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).


  2. 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!

    • Like 2

  3. 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.

    Ai3Rv4s.jpg

    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

     


  4. 3 hours ago, john1 said:

    This should be pre-planned and you drop it in there to save time .

     

    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


  5. 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.


  6. 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.


  7. On 9/19/2017 at 11:23 PM, mistergoodson said:

    Apologies for being MIA since the last OCAP update. I've been busy with finishing studies, graduation, moving house, and landing my first (proper) job (woo!).

     

    So, I've been wondering what to do with OCAP. It's currently in a broken state (since the A3 64-bit update) and requires a bit of an overhaul on the backend. However, before I get things working again (and continuing with general development on OCAP), I want to know whether this is actually something worth investing my time into, as I don't have as much time as I used to.

     

    Please let me know (either here or via PMs) if you're a fan of OCAP, and if you'd like to see continued development. I'll make a decision based on the responses.

     

     

    Cheers guys!
    MG

    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.


  8. 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.

    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).


  9. 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.

    • Like 2

  10. 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.

    • Like 1

  11. 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).

    • Like 1
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