Jump to content

outlawled

Member
  • Content Count

    90
  • Joined

  • Last visited

  • Medals

Everything posted by outlawled

  1. outlawled

    Mag Repack

    Update - 31 August 2015 - Version 3.1.3 Released Hey, this is my magazine repacking mod. It lets you consolidate your non-full magazines so that you don't just walk around with a bunch of almost-empty magazines all the time like an idiot. Description: - Allows the player to repack the ammo in his magazines. - Default keybinding to open the Mag Repack dialog is "Ctrl+R", this can be customized via the options menu in the Mag Repack dialog. - Pressing "Alt+Shift+Ctrl+Backspace" will reset the keybinding to the default setting (in case the player forgets what he changed his keybinding to). - The player may choose a magazine from a list of all of his magazines to be the "Source" magazine and then he may choose a magazine from a list of all of his magazines of the same ammo type as the Source magazine to be the "Target" magazine (or vice versa). As soon as the Source and Target are both defined, bullets from the Source magazine will automatically start repacking into the Target magazine. Notes: - The addon version requires CBA. - This is my first time creating any kind of UI, and I haven't tested it out on a screen that isn't 1920x1080, so if your monitor has a different resolution, you should let me know how it looks... - The mod lets you repack bullets from different kinds of magazines as long as the two magazines you're repacking use the same ammo. Unfortunately, there are some problems with the actual classnames of the different ammo types. - For example: - The '30Rnd_65x39_caseless_mag' and '30Rnd_65x39_caseless_mag_Tracer' both use 'B_65x39_Caseless' rounds (meaning you can repack between tracer and non tracer magazines). - The '150Rnd_762x51_Box' and '150Rnd_762x51_Box_Tracer' both use 'B_762x51_Tracer_Green' rounds. - And the '20Rnd_762x51_Mag' uses 'B_762x51_Ball' rounds (meaning you can't repack from either of the 7.62mm box magazines into the 20Rnd 7.62mm magazine). - I may release an update soon that will make the mod ignore the tracer part of tracer rounds so that you can repack any ammo type with its tracer counterpart. Or maybe BIS will fix the classnames, I dunno. Future Plans (should I ever return to ArmA modding): - Custom sounds - Custom animations - The option to keep empty magazines instead of automatically discarding them when you fire the last bullet. (Right now, I'm not sure this is possible. I created a script that would let you keep your empty magazines, but when you have a magazine with 0 bullets in your inventory, any scripting commands related to magazines don't work properly.) - Ammo boxes (like the ammo crates currently in the game but filled with bullets instead of magazines) which can be carried in a backpack or deployed on the ground. - The ability to repack from magazines in nearby players' inventories (with their permission). Changelog: Download (includes addon and script versions): - Version 3.1.3 - 31/08/15 - Version 3.1.2 - 07/08/15 - Version 3.1.1 - 05/12/14 - Version 3.1.0 - 05/02/14 - Version 3.0.2 - 08/10/13 - Version 3.0.1 - 04/10/13 - Version 3.0.0 - 14/09/13 - Version 2.1.3 - 22/06/13 - Version 2.1.2 - 15/06/13 - Version 2.1.1 - 05/04/13 - Version 2.1 - 04/04/13 - Version 2 - 04/04/13 - Version 1.3 - 22/03/13 Images: Video:
  2. Update - 16 February 2014 - Version 0.5.2 Released Hey, guys. This is a small mod that adds a button to the bottom right of the Escape Menu which, when pressed, runs the initialization code for any addon that uses CBA's Extended Pre/Post-Init EventHandlers for its initialization, allowing players to reinitialize their mods after loading a save-game. Notes: - The button is only enabled when CBA-dependent mods are in need of initialization. - While the mod is not CBA-dependent itself, it is intended to be used with mods that are CBA-dependent. - In order for Moduload to work on a particular mission, it must be installed before starting that mission. - Currently, the mod runs the init code for all mods that use CBA's Pre/Post-Init EHs. This can be a problem for mods that have their own system for initializing after loading a save-game as their mod will likely be initialized twice (once by their own system and once by Moduload). For now, addon makers may add "disableModuload = true;" to their mod's Pre/Post-Init EH config to exempt their mod from being initialized by Moduload. For example: class Extended_PreInit_EventHandlers { class outlw_magRepack { clientInit = "outlw_magRepack_Var = [] execVM 'outlw_magRepack\MagRepack_init.sqf'"; disableModuload = true; }; }; Depending on feedback from the community and other addon-makers, I may make it so that each mod has to explicitly allow Moduload rather than explicitly disallow it. Changelog: Download: - Version 0.5.2 - 16/02/14 - Version 0.5.1 - 11/02/14 - Version 0.5 - 08/02/14 Pictures: Video: Coming soon. Probably.
  3. Hey, guys. So I'm releasing this thing now. It is a mod/script that attempts to find a compromise between the first-person-only Vs. all-of-the-persons debate. Personally, I prefer to play first-person only, but I do understand the appeal of being able to look at your character in third-person to check out your awesome gear and/or totes hot bod. So, yeah. Essentially, the script hides enemy units that the player shouldn't be able to see when in third-person. If you are in first-person, and you can't see a unit, you will not be able to see that unit in third-person, either; he will be invisible. By default, this is true for all enemy units up to 100 meters. Enemy units up to 400 meters will be set to invisible if they are moving 5 km/h or faster. Units beyond 400 meters are completely ignored. So, yeah, that's the mod. It's not perfect, but it is a thing that exists. The following are all of the variables that server admins can adjust: _outDis = 400; /////////////////// Outer perimeter. Units outside this radius are ignored. (meters) _inDis = 100; //////////////////// Inner perimeter. Units outside this radius are ignored if they are moving slower than 5 km/h. (meters) _refresh1P = 0.04; /////////////// How often the script should check to see if the player is still in first person. (seconds) _refresh3P = 0.5; //////////////// How often the script iterates through the array of units inside the outer perimeter while in third-person. (seconds) _vMethod = 2; //////////////////// Method for how to treat the player if he's in a vehicle. (integer from 0 to 2, 0 = same as when not in vehicle, 1 = same as vanilla ArmA 3, 2 = no 3P while in vehicle) _refreshV = 0.1; ///////////////// How often the script should check to see if the player is still in a vehicle. (seconds) _hideFriendlies = false; ///////// Whether or not the script should hide friendly and civilian units. And here's a much-longer-than-it-needs-to-be video demonstration: Download (includes addon and script versions): - Version 0.7 - 8/12 Also, the first person to name the movie wins everything. Edit: That was fast. Bad Benson wins everything. Melancholia is the answer I was looking for.
  4. outlawled

    Mag Repack

    Version 3.1.3 Released Finally created the new outlw.bikey and signed the addon version. Changelog:
  5. I reinstalled Windows a few months ago and forgot to back up my private .bikey file, so I need to make a new one. My question is, should I use the same name as I did for the last one ("outlw") and inform server admins to delete the old server keys, or should I use a new name like "outlw2015" or something?
  6. outlawled

    Lost Private .bikey

    Yep. Wrong forum. My bad. Thanks for the response, though. And yeah, I'm not worried about hassle, I just dunno what I'm supposed to do here. I feel like it'd be a bad thing for there to be two keys with the same name floating around? Might lead to confusion? Would it be okay if each of my addons had its own key? Is that something that would annoy server admins?
  7. outlawled

    Scripting Discussion (dev branch)

    Can we please have "addWeaponItemsCargo" and "removeWeaponItemsCargo" commands with input that matches the output of the weaponsItemsCargo command? container addWeaponItemsCargo [weapon, muzzleAttachment, railAttachment, opticAttachment, [optionalMagazine1, bulletCount], [optionalMagazine2, bulletCount], bipodAttachment]; // adds the weapon with specified attachments and loaded magazines container removeWeaponItemsCargo [weapon, muzzleAttachment, railAttachment, opticAttachment, [optionalMagazine1, bulletCount], [optionalMagazine2, bulletCount], bipodAttachment]; // removes first instance of the weapon with specified attachments and bullet counts of loaded magazines Examples: (backpackContainer player) addWeaponItemsCargo [ "arifle_MX_ACO_pointer_F", //weapon "muzzle_snds_H", //suppressor "acc_pointer_IR", //laser "optic_Aco", //optics [ //loaded magazine "30Rnd_65x39_caseless_mag", //mag type 30 //mag ammo count ], "bipod_01_F_blk" //bipod ]; (backpackContainer player) removeWeaponItemsCargo ((weaponsItemsCargo (backpackContainer player)) select 0); It'd also be nice to have an "addWeaponItems" command to go with the weaponsItems command. This one is less important, though, as the only new functionality this would provide would be to give a unit a weapon with an already loaded magazine regardless of how much inventory space they have (don't get me wrong, this would be great, but it's not as essential as the "addWeaponItemsCargo" command).
  8. outlawled

    Mag Repack

    1. Yes, you can use it in a mod pack for a server, but you should probably wait until I update it and add a server key. 2. You need a server key if you plan on only allowing certain mods.
  9. outlawled

    Mag Repack

    I'll make sure to do it for the next small update which should be out later tonight or tomorrow. What would you like to see in an update for The Fourth Wall?
  10. outlawled

    Mag Repack

    Version 3.1.2 Released Hey, guys! Sorry I'm really shitty about updating/replying to stuff/being a human being! GiPPO, who is a super great person, took the time to update my broken scripts and send me the updated script version a few days ago, and I finally sat down and re-figured out how to turn scripts into an addon. Hopefully, everything is working now. I didn't sign the addon version because I reinstalled Windows a while back and forgot to backup my private .bikey thing, but I dunno if any servers even use the addon version. They generally use the script version, so the addon version is really just for singleplayer. And you don't need a key for singleplayer, so...yeah. Also, thanks to everyone for the emails and PMs of support and feedback! I really do appreciate it, even if it takes me a while to reply! Here's hoping BIS never updates ArmA 3 again! Changelog:
  11. outlawled

    Mag Repack

    Hey, guys. Sorry for the radio silence. I'm not dead, I just gave up waiting for the scripting commands I wanted the devs to implement and moved on to other games. 8( The original reason I didn't release an update quickly after the RPT error was brought to my attention was that I was planning on releasing a large update and didn't want to release too many updates too quickly. But then I got frustrated about the scripting commands thing and uninstalled ArmA 3. And then the reason I didn't update the mod was because I was unable to test it, and regardless of how small the change, I didn't want to release something without making sure it worked properly. So yeah, long story short, I'm a terrible, lazy person and I'm sorry and here's version 3.1.1 and hopefully it works and I'll try to fix things quicker from here on out and maybe I'll even come back to ArmA modding in full at some point in the future and if you're really lucky I might even learn what run-on sentences are and stop using them, I dunno. Anything is possible.
  12. outlawled

    Mag Repack

    There's an addon version for clients and a script version for servers, Lordprimate. serjames, are you talking about the error mentioned by UK_Apollo, or is there another error I don't know about? I haven't launched ArmA 3 in quite a few months, so I'm sorry to everyone who's been hoping for an update. I'll try to work up the motivation to get an update out to fix that missing semicolon soon.
  13. outlawled

    Mag Repack

    Do you have any other mods enabled?
  14. I don't believe it will work in missions that were started before you had Moduload installed, so if you aren't already sure that that's not the problem, you should try starting up a fresh mission. Otherwise, I'm not sure what to tell you. Maybe disable all your mods except Moduload and Mag Repack and start a new mission and see if that will work. If it does, start enabling the rest of your mods one at a time (and start a new mission each time just to be safe) until Moduload stops working. It would also probably be helpful to just list all the mods you have enabled right now. Also, more specifics about the problem would be nice. Is the Moduload button always greyed out when you press escape after loading a mission, or does just nothing happen when you press the button? Does the button not show up? Are you definitely playing ArmA 3 and not Take On Mars or perhaps Frog Fractions? Is your computer even turned on? What is a horse shoe? What does a horse shoe do? Are there any horse socks? Is anybody listening to me?
  15. Hm. It's still active even after you've clicked on it? Are you having this issue with other missions or just that one?
  16. Thanks! And as always, you have my permission to edit any file you want! Thanks for the heads up! I'll look into it. And no problem, man. Glad I could help. So, instead of clicking on the button in the escape menu, you want to be able to just press a keyboard key? Is that what you're asking? If that is what you're asking, I'm sorry, but that won't ever happen. All keyDown eventHandlers (which you need in order to have code run when a certain key is pressed) do not get saved along with the mission. That's why this mod exists in the first place. You can define a keyDown EH in the config of the main display, and I don't think that that keyDown EH ever goes away, but those don't stack, so if two mods did that, one would overwrite the other. Which would be bad. So no one should ever use that.
  17. Huh... Well, okay. Here's the thing, Moduload is essentially two mods packaged together. The first mod is CBA-independent. It adds a button to the escape menu which should always be there no matter what. When this button is pressed, code is run which iterates through all of the CBA Pre/Post Init EH config entries and runs the initialization code for any mods therein. The second mod is CBA-dependent. It adds a keyDown eventHandler to the main display (this is what any mod that you have to press a key to activate does). That keyDown EH waits for the escape key to be pressed. Once it has been pressed, code is run which waits until the escape menu is active, and then a line of code that disables the button is run. That line of code to disable the button A.) only works if the escape menu is the active display, and B.) has to be run every time the escape menu gets opened up again. The button doesn't stay disabled when the escape menu is closed. So if the button is disabled when you enter the escape menu, that means that Moduload's keyDown EH is still working. If Moduload's keyDown EH is still working, all keyDown eventHandlers should be. The second Moduload mod is just like any other CBA-dependent mod; it stops working when they stop working. In theory, if you start a mission, CBA mods should be initialized by CBA. So the second Moduload mod gets initialized which means that the Moduload button is disabled. If anything happens to where CBA mods stop working, the second Moduload mod will stop working, but the first won't. So the button will still be there, and it won't be disabled. If you press the button, all CBA mods will be initialized by Moduload. So the second Moduload mod gets initialized again which means that the button is disabled. That is how the mod is supposed to work. Obviously, this is not the case for you guys. I don't play much singleplayer (or multiplayer for that matter) myself, I mostly just hang out in the editor writing scripts and jerking my knob, so I haven't really tested this out with a whole lot of mods. The mods I'm using right now are CBA, Mag Repack, Tao Folding Map, Blastcore, JSRS, and Moduload. To test out some of the situations you guys mentioned, I just started up the Armed Assault showcase, played for a couple minutes, saved, exited, loaded, and had to reinitialize my mods as Mag Repack and Tao Folding Map weren't working. I hit escape, the Moduload button was not disabled, I pressed it, all mods got reinitialized. I continued to play the mission and a few minutes later, I was killed. I hit the "Load" button and selected the most recent auto-save. I didn't need to reinitialize anything, though, because Mag Repack and Tao Folding Map were still working. The Moduload button was also still disabled. I waited a few minutes and hit the escape key and hit the "Load" button again (without dying this time), and selected the most recent auto-save. Again, what I found was that all my mods were still working. So if there are problems with loading a previous save from within the mission, it might have to do with the specific mods you guys are using. If you guys could give me a list of all the mods you are using, and let me know which of those mods you are sure aren't working after loading a previous save from within the mission, that would be tits. And I would appreciate it as I appreciate all things that are tits. And again, thank you for your kind words and for bringing these issues to my attention. Also, if any of this sounded condescending or anything, that was not my intent. I just want to make things as clear as possible.
  18. Wait, is the button grayed out or not showing up? If it's grayed out, that means the mod is working but that your mods aren't in need of initialization. I mean, you should always have to go back to the menu and resume the mission...because that's what the mod is for. It allows you to reinitialize your mods after you've loaded a save-game. If ever the button is grayed out, that means that the mod is working as intended. If the button is not showing up at all or nothing happens when you press it, then there is a problem. Thank you for the continued feedback.
  19. Hm. Did you start the mission fresh after updating, or had you started the mission while using a previous or no version of Moduload?
  20. What exactly is the problem? Is the button not appearing or is just nothing happening when you press it? Or is it running (i.e. after pressing the button, the "Moduload Initializations" hint appears) but TMR doesn't work? Are you using any other mods? If so, are they also not working? Are you playing singleplayer or multiplayer? Is Moduload the only mod that you've updated recently? Are you on ArmA 3 Stable or Dev Branch?
  21. Thanks, Foxhound and Sonsalt6! I haven't tested it on a dedicated server, but it should work.
  22. Version 0.5.2 Released Changelog:
  23. Hm. I'm not sure why it wouldn't work in multiplayer. I'll have a look-see when I get home sometime this weekend.
  24. outlawled

    LHM Parachute Fix

    This is a good idea for an addon. Parachutes are super annoying. I wouldn't use onEachFrame, though, because of the possible conflicts. If you really need to have your code run every frame, I've written a function that has essentially the same effect as onEachFrame. outlw_fnc_onEveryFrame = { private ["_code", "_condition", "_pFrame"]; _code = compile (_this select 0); _condition = compile ([_this, 1, "true"] call BIS_fnc_param); while _condition do { _pFrame = diag_frameno; waitUntil{diag_frameno > _pFrame}; call _code; }; }; You just give it the code you want to execute and an optional condition, both as strings. ["hintSilent str(damage player);", "alive player"] call outlw_fnc_onEveryFrame; That will post a hint every frame with the player's damage value until he's no longer alive. If you just call the function with the code you want executed every frame and omit the condition parameter, it will act just like onEachFrame. Maybe onEachFrame has better performance or something, though. I dunno. I'm really not sure what the benefits of onEachFrame are. Honestly, though, I don't think your code really needs to run every single frame. Maybe you could have a loop that checks every 10 seconds or so to see if the player's parachuting, and if he is, then start checking if he's reached the ground every frame. I dunno, these are just some thoughts. In any case, this is a helpful addon. Thanks for sharing it.
  25. outlawled

    Mag Repack

    Well, the thing is, though, the purpose of this mod isn't just to make everyone's lives easier; it's meant to add something to the game that can be done in real life. Making everyone's lives a bit easier is just a bonus. Adding an automatic repacking system is something that has been suggested several times (especially after v3 came out, when everyone was still used to v1 and v2 where there was only automatic repacking), but I don't think it's something that I will ever implement. Sorry 8( Thanks for the feedback, though. Haha. Thanks, man! Glad you were not annoyed by the long intro! I created another addon called Moduload which attempts to solve this problem. As Jackson Snow said, if you're using the script version, you can adjust how long each individual bullet takes to repack. If you're using the addon version, you're stuck with the default of 0.8 seconds/bullet.
×