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10t

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Everything posted by 10t

  1. I'm having the same trouble as eclaird, with the same error showing up in the RPT: I'm running stable branch. ARMA version details: Only mods running are @XEnMaPl (1.0.1) and @XLib (0.1.4-beta). Tried launching both from Steam and PWS - same behaviour. Also tried reinstalling both XLib and XEnMaPl; it didn't fix it. Also created a new player profile with the default keybindings to make sure it wasn't an issue there. Has anyone had this issue and resolved it?
  2. More news! Something being "true/factual" doesn't make it objective! Your review is based on your opinion and your personal weightings of the relative values of different features and flaws. It's subjective. Putting "objective" into your title to (I presume) give it an air of authority just distracts from the content and makes you less credible and me less interested.
  3. Breaking news! Saying something is objective doesn't make it so.
  4. Checked the server RPT logs? I'd hazard a guess that you're missing the userconfig folder.
  5. Edit - post now obsolete thanks to good news above
  6. The file exists already - it's called XMedSys_serverConfig.hpp . If you're playing multiplayer you can set those values in there and make sure it's in the server userconfig folder - that way it applies to all missions in the server. Or, if it's a mission you'll distribute or play singleplayer you can just set the value in a script (init.sqf would do) like Tinter said.
  7. Done, thanks. Of course :D but we have a few people who administer the server, so it's a handy one to leave in the file for them if they need to edit it.
  8. I promise to stop derailing this thread with this non-issue after making this post :p I'm actually pretty comfortable with the idea of the Beret being the thing that denotes a privilege that includes having the tablet. The two bits that get to me are: if he's smart the guy will be wearing a helmet, so the beret's stuck in his back pocket which is wacky. More importantly is the case where the officer gets killed and I find myself shouting to a mate "We need some arty over here right now! Quick! Grab his... uh... hat?" The tablet-sewn-into-a-vest concept isn't a bad one, and as a workaround neatly sidesteps the two issues I just raised. (I'd still be ecstatic to see an actual tablet item we could include in our inventory though...)
  9. Here's mine: Basically you can use it to set any of the variables you see on X39's wiki (look under External Variables) to do whatever you like. Setting things like timeouts, damage values, and icon displays is pretty trivial in there. Hope it helps.
  10. UAV terminal is perfect. Nice one, thanks. Haha, no, the idea of using the LRR was shot down. In an argument. In Teamspeak. There were no airborne casualties :D
  11. Sorry, I probably wasn't clear enough. I want to find something good to customise it to. Currently the guys I play with want to restrict access to the support modules to people playing the officers, and we're struggling to choose an appropriate item to link it to. The consensus so far is a béret (and then that'll be issued to the officer units). Bloody ridiculous if you ask me "hold on, I'll just change the batteries in my béret so I can call for a helicopter." I thought of assigning it to the TFAR long-range radio, but that was shot down for some reason. So I'm looking for an item that would do a good job of representing the support tablet - whether one that's in the game already that I might not have thought of, or one in a different mod we could use, or - failing those - somehow inspire you guys to get really enthusiastic about modelling a flattish grey rectangle and turning it into an item in the mod.
  12. Hey guys, this is a feature request I guess. Could we get (or even, does anyone know of another mod that contains) an inventory item that could do the job of the Alive tablet? Something we could use instead of LaserDesignator which would fit the purpose and kind of make sense? I get why it's linked to the laser designator right now, but we'd like to be able to issue that to some units and have the support modules separately controlled.
  13. I've dug myself into a hole with addLimitations and I can't get out. Is anyone else getting it to work? I have a script that called the following, and used to work: // Restrict MEDKITS to Medics only ["MEDKIT", "B_medic_F"] call X39_MedSys_fnc_addLimitation; ["MEDKIT", "O_medic_F"] call X39_MedSys_fnc_addLimitation; call X39_MedSys_fnc_pushLimitations; But now, since either 0.3 or 0.3.1, all units are able to use MEDKITs anyway. I've tried adding a third argument to the function call (["MEDKIT", "B_medic_F", 0]) but no joy. Even if I remove the script and just have the three XMed modules (Base, Enable Limitations, and the set Limitations one - with a medic synchronized to it) I can still use Medkits as a different unit. X39_MedSys_fnc_isAllowedToUse returns blank for any of the valid Limitation strings for any unit type or unit name (returns -1 for a nonsense limitation string). Does anyone see the stupid mistake I've made?
  14. Thanks again! Especially for XMedSys_serverConfig. That will make it much easier to keep all our missions consistent. A quick note: the example values on the wiki haven't been updated with the X39_MedSys_var_ change. Since setting up our own Play withSix repository? None. It's a bit tricky to get your head around at the start, but it's worth it - I'd imagine that with a group as large and lingustically spread-out as yours the payoff would be even better. If you want a hand or some info feel free to PM me.
  15. 10t

    A-10C for Arma 3

    This might be a bit late, but it's quite simple to set up a custom repo for Play withSix. Our group manages one, which combines some mods we host ourselves with others we get from the PWS network. It works a treat.
  16. The very welcome side-effect, you mean? I'm just hanging out for TFAR to release some API controls in a new version so we can gag unconscious players from using direct speech, too. There's not much more ridiculous that hearing "Alpha, this is Bravo lead! I'm unconscious! I got hit by enemy infantry behind that shack to the north! Come and pick me up! I've got 410 seconds before I die!" Two posts above yours, the variables you want to change are shown in the quote. By default, you can't respawn until you're unrecoverably dead and - like Thor2k4 said - if you can just bypass that time by respawning, who'd bother? It's frustrating if you're testing a mission though - so you can set those variables down to 10 seconds or so.
  17. Yeah, I was surprised that it seemed to be causing the issue - since I know your opinion on CBA. I don't know that you have to worry about it too much - the problem only occurred when there was a different version of CBA on the server (1.0.0.4) and the clients (1.0.0.5). I don't know enough about how CBA works to know what handlers it has for different events, but my guess was that the old version triggered something that doesn't exist in the new one (possibly related to one of the effects called by KnockOut?), and that crashed everything. As long as people keep their mods up to date in general, XMedSys seems to be working fine. I wouldn't expect you to cope with instability caused by me running incompatible versions of an unrelated mod. Similarly with Bejmo's error when synching playable units with Alive modules - it's not your problem to fix when we use some other mod wrongly, and one of the symptoms is that it interferes with XMedSys (that was a long and confusing testing session). Thanks again for the resetEffects function, too!
  18. We had that issue too, until we realised we'd forgotten to update @cba_a3 on the server to the new version. The mismatch between client and server was making the transition from "passing out" to "dead" instant. Try updating to @cba_a3 1.0.0.5 beta on the server and have another go.
  19. 10t

    Dust Storm Composer WIP

    I'm using a script I tore out of the old NIM's old A2 weather mod (which I haven't even converted from .sqs to .sqf... I have no shame). Very keenly awaiting yours, Fabio_Chavez.
  20. 10t

    Arma3 - AGGRESSORS

    Hey KingoftheSandbox, this is what I've used: Hope it helps...
  21. Hey X39, Sorry to bug you with this again, but I can't for the life of me get this to work. I can't remove the pain effect from the spectator camera (after respawning to spectator). [player, 0] call X39_MedSys_fnc_setUnitPain; Works fine on a living unit, but not on the spectator camera (while in spectator, I've checked and player getVariable ["X39_MedSys_Pain",0 ]; equals 0). I can't see a way of calling XMedSys functions on the Spectator Camera itself, and I can't see where the functions I can directly manipulate the pain effects. I've tried messing with these functions too, but got nowhere. X39_MedSys_fnc_MedSysOverlayCreateDisplay X39_MedSys_fnc_MedSysOverlayHideAll X39_MedSys_fnc_MedSysOverlayInitOverlay X39_MedSys_fnc_MedSysOverlayOverlayThread X39_MedSys_fnc_MedSysOverlayUnloadOverlay Thanks again.
  22. Not to interrupt the "How not to ask for help effectively" demonstration, but... Is there a variable or function I can call in a script to mute a player? Something I could use to simulate being bound and gagged, or unconscious? To add to 87th_Neptune's reply: > Upload @task_force_radio and @cba_a3 to your server. Put them in the same folder as the arma3server.exe executable. > Make sure the folder structure is correct (@task_force_radio\addons\***.pbo and @cba_a3\addons\***.pbo) > Find the userconfig folder in your main Arma folder. If it isn't there, create it. > Make a new folder in userconfig called task_force_radio > Move or copy serverArmaFolder\@task_force_radio\userconfig\radio_keys.hpp to serverArmaFolder\userconfig\task_force_radio\radio_keys.hpp > Make sure that your command line or launcher (this will be different if you're using a rent-per-slot or dedicated virtual desktop server) launches both @cba_a3 and @task_force_radio. You should end up with something like this: -mod=@cba_a3;@task_force_radio; (@cba_a3 must be before @task_force_radio). If it still doesn't work, look for your RPT logs on the server (they should be called something like arma3server_2014-MM-DD_HH-MM-SS.rpt). Most errors are recorded in there and can help you diagnose the issue. I hope some of that was helpful, and not too much was a repetition of what you've already tried. Without any information about what you've done, it can be difficult for others to know where to start and what level of support is appropriate (though this comment isn't really directed at you, CrowUSMC).
  23. Helpful hint: 1. Place player down in editor 2. Hit Preview 3. Hit Escape key 4. Press Camera button 5. Look at map really quuckly and easily (Shift and Alt make you move Fast and Superfast)
  24. Hey X39, thanks again for the help. Got it - I went down that path after doing a Team Switch to an (uninitialized) AI player and initializing on him made the overlay vanish. I thought perhaps the spectator cam would be uninitialized too, but no such luck. I tried this but couldn't get it to make the red/blur go away. Setting these variables to false before getting injured prevents the red and blur - but that defeats the purpose of XMedSys. Setting them to true when already wounded makes the overlay effects appear. But setting them to false after being wounded has no effect (the red blur is still there). I also experimented with the following functions: X39_MedSys_fnc_MedSysOverlayCreateDisplay X39_MedSys_fnc_MedSysOverlayHideAll X39_MedSys_fnc_MedSysOverlayInitOverlay X39_MedSys_fnc_MedSysOverlayOverlayThread X39_MedSys_fnc_MedSysOverlayUnloadOverlay (yes, the ones you say in the comment "DONT use if youre not sure what you are doing!", even though I have no idea what I'm doing) Because I have no idea what I'm doing, I couldn't get that to help at all. Any ideas? That's a bummer that they don't support it. I guess I'll try and hassle them then. I wouldn't (personally) bother with trying to support the current release of ACRE. Most people I know are moving to TFR, and if I've judged NouberNou right he'll include a sensible handle to use in ACRE2 anyway. Thanks again!
  25. Hey X39, or anyone who's tried something similar, Another question: How do I manually remove the red and blurry "in pain/hurt/bleeding" overlay? I'm using the built-in Arma 3 spectator mode (which is awesome using "respawnTemplates[] = {"Spectator"};" in description.ext), which is fine, but my camera keeps the pain/bleeding overlay the whole time. I tried using onPlayerRespawn.sqf with the following: // Parameters: [<newUnit>,<oldUnit>,<respawn>,<respawnDelay>] // onPlayerRespawn.sqf // See https://community.bistudio.com/wiki/Arma_3_Respawn for details _player = _this select 0; [_player] call X39_MedSys_fnc_initializeUnit; but had no joy. Anyone have any ideas? ---------- Edited to add: Another question I haven't seen answered (likely because I haven't looked hard enough) - is there a variable I can use to tell Task Force Radio that a unit is unconscious (e.g. mute or treat as dead)? I know that integrating the two mods is way beyond X39's scope, and I wouldn't want him spending time on that, but if theres something I can query to check and then send info to TFR myself I'd be pretty ecstatic.
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