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fn_Quiksilver

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About fn_Quiksilver

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  1. fn_Quiksilver

    Apex Framework

    Vehicle simulation bug fix Hi all, to address the above mentioned issue that appeared in the most recent arma update, regarding spawned helicopters not being enterable... Here is a fixed copy of the file: https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework.terrain/code/functions/fn_core.sqf You must find that file in your copy and replace with that. Or if you'd like to fix on your own, you need to delete three lines: https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework.terrain/code/functions/fn_core.sqf#L3134 https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework.terrain/code/functions/fn_core.sqf#L3180 https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework.terrain/code/functions/fn_core.sqf#L3200 When I have some time I'll recompile those fixes into the downloadable PBOs
  2. fn_Quiksilver

    Apex Framework

    Hi, there is no way to do that, "Apex Framework" is everything under the hood, not used for server/mission branding.
  3. fn_Quiksilver

    AI Discussion (dev branch)

    thanks for the "getAttackTarget" command , really helps some combat scripts. feasibility of an "AttackTargetChanged" event handler? I want to adjust AI behaviour based on what their target is and this would alleviate the need for a monitor thread
  4. fn_Quiksilver

    [RELEASE] Flying tank physx fixer

    you need a saved position to restore the vehicle to. so you need to monitor the vehicle and poll its position every few seconds (in this case the rewind is 2 seconds). I have not run tests with epecontact events as its rather hard to reproduce the flying tank issue in many of the ways it manifests ... you would have to spawn a thread to check the velocities for a number of frames after each event triggering. I've edited it slightly to optimize it, so that it only runs the EachFrame component when actually in a tank.
  5. Have this code block sitting un-used on my PC , might as well publish. Mainly for scenarios with player-driven armored vehicles where flying tanks is an issue. Problem: - Tracked vehicles can go flying with unfortunate collision with other objects Solution: - Periodically save the tanks position - Detect when tank is flying - Restore tank to saved position Things to improve upon: - Detect if the previously saved position is still safe. If not , place nearby instead. // initPlayerLocal.sqf // Execute on client machine QS_tankFix_enabled = TRUE; QS_tankFix_safeScript = scriptNull; QS_tankFix_safeOrientation = [[0,[0,0,0],[[0,0,0],[0,0,0]]],[0,[0,0,0],[[0,0,0],[0,0,0]]]]; QS_tankFix_EH_EachFrame = -1; QS_tankFix_EH_GetInMan = player addEventHandler [ 'GetInMan', { params ['','','_enteredVehicle']; if (_enteredVehicle isKindOf 'Tank') then { QS_tankFix_EH_EachFrame = addMissionEventHandler [ 'EachFrame', { if (QS_tankFix_enabled) then { _vehicle = objectParent player;  if ( (alive _vehicle) && {(local _vehicle)} && {(isNull (attachedTo _vehicle))} && {(isNull (ropeAttachedTo _vehicle))} && {(isNull (isVehicleCargo _vehicle))} ) then { if (((velocity _vehicle) # 2) > 10) then { if (!isTouchingGround _vehicle) then { if (scriptDone QS_tankFix_safeScript) then { QS_tankFix_safeScript = [_vehicle,QS_tankFix_safeOrientation # 0] spawn { uiSleep 1; params ['_vehicle','_safeOrientation']; private _safePos = _safeOrientation # 1; _safePos set [2,((_safePos # 2) + 7.5)]; _vehicle setPosWorld _safePos; _vehicle setVectorDirAndUp (_safeOrientation # 2); }; }; }; } else { if (diag_tickTime > ((QS_tankFix_safeOrientation # 1) # 0)) then { QS_tankFix_safeOrientation deleteAt 0; QS_tankFix_safeOrientation pushBack [diag_tickTime + 1,getPosWorld _vehicle,[vectorDir _vehicle,vectorUp _vehicle]]; }; }; }; }; } ]; }; } ]; QS_tankFix_EH_GetOutMan = player addEventHandler [ 'GetOutMan', { params ['','','_exitedVehicle']; if (QS_tankFix_EH_EachFrame isNotEqualTo -1) then { removeMissionEventHandler ['EachFrame',QS_tankFix_EH_EachFrame]; QS_tankFix_EH_EachFrame = -1; }; } ]; QS_tankFix_EH_Killed = player addEventHandler [ 'Killed', { if (QS_tankFix_EH_EachFrame isNotEqualTo -1) then { removeMissionEventHandler ['EachFrame',QS_tankFix_EH_EachFrame]; QS_tankFix_EH_EachFrame = -1; }; } ];
  6. fn_Quiksilver

    Soldier Tracker ( Map and GPS Icons )

    yep, remove these 3 lines https://github.com/auQuiksilver/Soldier-Tracker/blob/master/QS_icons.sqf#L958-L960 if (_ve isEqualTo (vehicle _player)) then { _m drawIcon ['a3\ui_f\data\igui\cfg\islandmap\iconplayer_ca.paa',[1,0,0,0.75],(_po select 0),24,24,(_po select 1),'',0,0.03,_tf,_to]; };
  7. fn_Quiksilver

    Apex Framework

    I've launched a public Development server while we work on adding support for the CDLC Prairie Fire. Currently hosted at: 108.61.114.81 2302 If you test it out, please report any bugs/glitches here or on the discord.
  8. fn_Quiksilver

    Soldier Tracker ( Map and GPS Icons )

    Thanks for the suggestions! 1 - We don't have much control over the Group Icons, there is an offset argument in the function but it is what it is, there is no fine-grain control. Only what is afforded here: https://community.bistudio.com/wiki/setGroupIcon 2 - Which icon shadow are you talking about? Map or GPS? 3 - It would be possible to modify your version to change the color of the player icon, but there is more to consider. Did you want the different color also when the player is in a vehicle (changing the vehicle icon color)? Color for unit/vehicle icons is entirely set in this section: https://github.com/auQuiksilver/Soldier-Tracker/blob/master/QS_icons.sqf#L254-L331 For a quick fix to change color of the player-on-foot icon, we would insert a line between these two with the players color https://github.com/auQuiksilver/Soldier-Tracker/blob/master/QS_icons.sqf#L315-L316 _c = [_c,[1,0,0,1],[0,1,0.5,1],[0,0.5,1,1],[1,1,0,1]] select _teamID; _c set [3,_a]; So we would change the player color like this: _c = [_c,[1,0,0,1],[0,1,0.5,1],[0,0.5,1,1],[1,1,0,1]] select _teamID; if (_u isEqualTo player) then {_c = [0.5,0.5,0.5,1];}; // Sets the player icon color to Grey. _c set [3,_a]; To change the players group default icon color, just a couple lines above that, you would do this: if (_s isEqualTo CIVILIAN) then {_c = _QS_ST_X # 12;}; if (_u in (group player)) then {_c = [0.5,0.5,0.5,1];}; // overwrite the above values if the unit is in the players group. Sets the players group color to grey, unless they are in a Team. _c = [_c,[1,0,0,1],[0,1,0.5,1],[0,0.5,1,1],[1,1,0,1]] # _teamID; _c set [3,_a];
  9. fn_Quiksilver

    Apex Framework

    Small news update Discord locked my account and is requesting me to send them an IRL photo + photo of my drivers license to re-access my account. As such I won't be using discord until they sort their shit out, so I won't be able to view or respond to queries on our discord server. To contact me, do it here or in PMs.
  10. fn_Quiksilver

    Make all DLC Maps Free

    The issue is, I will never play Livonia with more than 20 people on a public server, because not enough people own Livonia for a public server to retain a steady server pop of 20+. So despite owning this nice DLC map, I'll never really get to enjoy it aside from singleplayer or maybe 2-4 player coop. Ditto to Weferlingen and creator DLC terrains. They will never hold a steady server pop, basically private match only. Who would even work on singleplayer content for terrains that nobody owns? If you spend 500 hours creating nice missions for a terrain, which will you choose if you actually want people to play it and get feedback from it? Altis, or Livonia? For creators, there is close to zero incentive to work on content for DLC terrains, unless your content is procedural and can be deployed on any terrain. Even then, the time/effort spent porting from Altis to Livonia is largely wasted time since nobody will bother to play it. Only DLC terrain that has enough customers to fill a server, is Tanoa. Even then, its only 3-4 servers worldwide. For these reasons, I support DLC terrains being free access, even if I paid and others did not. I paid for Livonia and don't really get to enjoy it beyond the campaign. Allow for a 6-12 month commercial period for the DLC terrain, then unlock it.
  11. fn_Quiksilver

    Mission Idea - need help. RTS mission making

    Sounds huge. 1500 hour project for someone who knows what they're doing, to create all from scratch.
  12. fn_Quiksilver

    Apex Framework

    Hey, glad you enjoy. Which mods are you trying to install?
  13. fn_Quiksilver

    Apex Framework

    PM me a copy of your servers RPT file Also easier to get in touch on our Discord, linked in the original post.
  14. fn_Quiksilver

    Apex Framework

    Updated to 1.1.9 Removed real_date.dll extension dependency, AI tweaks, bug fixes - [ADDED] New script commands (systemTime, getAttackTarget, etc). - [TWEAKED] Vehicle Active Protection System to improve player-vehicle protection from enemy AI-fired projectiles. - [TWEAKED] AI awareness of hostile (player occupied) buildings. - [TWEAKED] Added civilian Tractor to easter eggs - [TWEAKED] Enemy MG towers no longer spawn on roads, probably. - [TWEAKED] Server security to A3 2.00 compatibility. - [FIXED] Friendly AI vehicles could spawn at some enemy objectives. - [FIXED] Custom terrain structures will no longer delete at the start of Defend missions/end of AO when players are nearby. - [REMOVED] real_date.dll extension dependency Server admins no longer need to use the real_date.dll extension to have built-in mission restart functionality. In addition, some AI improvements and general bug fixes. Next update will introduce player sandbag deployment, AI brain improvements, and some mission content. ETA 4 weeks.
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