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fn_Quiksilver

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Everything posted by fn_Quiksilver

  1. fn_Quiksilver

    Apex Framework

    thanks! unknown enum errors are a bohemia issue, nothing we can do. you can test this yourself in the editor. execute any valid syntax of “getUnitTrait” and an error will appear. best you can do is disable showscripterrors until its fixed. dont use vcom, there is an AI system built directly into the mission, it does most of what VCOM does. We'll document these things once she's out of beta.
  2. fn_Quiksilver

    Apex Framework

    https://github.com/auQuiksilver/Apex-Framework Update published. Main fix is the Campaign mode should actually work now. Next patch in 8-9 days unless something critical comes up that needs fixing.
  3. fn_Quiksilver

    Apex Framework

    i guess give it a try and report back you may have to disable the anticheat, as it will detect the tfr stuff. that can be disabled in the provided "@Apex_cfg\parameters.sqf" file
  4. fn_Quiksilver

    Apex Framework

    I dont know. Can you describe what normally needs to be done to make it work in other missions?
  5. fn_Quiksilver

    Simple but effective Magazine repack

    the above script just counts the bullets in same magazines (strict comparison), counts them, then removes both and replaces with an identical mag with the correct ammo count. is strict comparison by classname, doesnt check bullet type or tracer or anything, just simple mag repack. As a player, to execute we have [Lctrl] + [Reload key], and player goes into the familiar "heal yourself" animation, same anim that is used for other stuff like vehicle repair. feels very vanilla.
  6. fn_Quiksilver

    Simple but effective Magazine repack

    check my sig to see how simple a mag repack script can be https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework_beta_100.Tanoa/code/functions/fn_clientRepackMagazines.sqf ^ If BIS wants to implement that ingame as a script function they have my permission to do so :) mission makers could then call it where/when they want, such as key combo or menu button.
  7. fn_Quiksilver

    Apex Framework

    It would be possible, but certainly it would be some work. Nothing mission-critical is helo-based, you'd have to consider player transport options without helo's though, as there are no teleporters :) For the full-release (7-10 days) I'll be cleaning things up abit, improving folder structure and starting on documentation and How-To stuff.
  8. fn_Quiksilver

    Apex Framework

    Terrain and assets? Probably not feasible in the short term. A terrain port would take some time. For me, a polished terrain port (no bugs/glitches) takes about ~3 hours, for others who are less familiar with which files and lines to alter, it would be much longer until I document the process. We haven't published documentation for how to do that yet (still a good 7-10 days before we start doing that). and it was not designed for modded units/vehicles, lot of classnames are embedded in the files. I guess you could do a "Find and Replace" operation in a text editor though, but I have never given it consideration.
  9. fn_Quiksilver

    Apex Framework

    If you have any trouble with setup or unsure how to do something, let me know either here or on the posted discord server. Once it's out of beta in ~7-10 days we'll start posting some documentation based on what people are struggling with.
  10. fn_Quiksilver

    Invade & Annex: Apex Edition

    I'm creating a new thread to encompass the wider mission framework that I&A Apex Edition is in, please do not reply to this thread. DL links will be in that thread when its created. https://forums.bistudio.com/forums/topic/212240-apex-framework/
  11. fn_Quiksilver

    Invade & Annex: Apex Edition

    Soon ... (before the time posted at top of thread)
  12. fn_Quiksilver

    Invade & Annex: Apex Edition

    Its looking like we actually might meet the deadline! I have some RL obligations tomorrow evening so dev time is limited, and there are still a number of tasks to take care of, but that has shrunk dramatically in the last few days (the to-do list actually started getting smaller instead of bigger). There is still a chance we will miss the deadline, but if we do it will be by maybe a few hours. This chance is due to the extreme care needed to convert the dev build into a public build, and then I will have to look at things like license, where/how to publish and overhead tasks like that. In the meantime ... Configurability and customization is not a strength of this framework, but here are some of the high-level config options that will be available. Before release of the mission file, I'll publish all the required files and also some optional things.
  13. fn_Quiksilver

    General Discussion (dev branch)

    this happens when there are other people in your group if you're in your own group it doesn't happen. just arma things ... maybe @armored_sheep would know why, I think he has worked on flight model things. for sheep, the issue is: when you're flying a VTOL blackfish, if there are other people in your group (dedicated MP), when your wheels touch the ground (such as when taxiing) the throttle goes to 100%, causing you to bounce up and down, often violently.
  14. fn_Quiksilver

    banned by infistar

    cliffs: - OP is rather young - OP likes to play competitive/trolly modes - OP got in with the wrong people - OP downloaded a cheat from a cheat website between 6 months and 3 years ago - OP got rekt by infistar - OP re-buys game recently, probably on sale - OP tries to join server - Still banned - OP gets furious and comes to forum to rant about arma. - OP tries to refund arma - OP gets rekt by Valve - OP now has two copies of arma but still banned from all his favorite servers.
  15. fn_Quiksilver

    banned by infistar

    Have you tried the editor OP? there's a whole other world out there.
  16. fn_Quiksilver

    Carrier turrets

    ill try the setmass idea. i dont really want to be spawning 'babysitter' logic entities but that sounds like it could work too.
  17. Hi lads, Having an issue with turrets on the aircraft carrier, and I only see two options (the issue described with both) 1. Use setPosX to place the turret in the correct spot. - Problem: When the turret spins to engage a target, including recoil, it can dislodge itself and move around. 2. Use attachTo - Problem: Turret inherits carriers simulation properties and no longer moves smoothly. stutters around with its movement. I have an idea of something to try but it is quite hacky. I am wondering if anyone has ideas? Seems like we're stuck with two bad choices.
  18. fn_Quiksilver

    General Discussion (dev branch)

    Any word from the devs on this "foreign enum" stuff? is causing huge error spam, for example when there is a "getUnitTrait" evaluation inside an addaction condition. not acceptable when we discovered it many weeks ago, and not acceptable now
  19. fn_Quiksilver

    AI Discussion (dev branch)

    if given a choice I would prefer AI to shoot at enemy vehicles instead of not shoot, even if just for fun/target practice.
  20. fn_Quiksilver

    General Discussion (dev branch)

    i can produce a game crash by executing something like this: { [_x,TRUE] call BIS_fnc_replaceWithSimpleObject; } forEach (allMissionObjects ''); Is that something like what you are doing?
  21. fn_Quiksilver

    Invade & Annex: Apex Edition

    We put in a marathon dev session yesterday. Result is that Malden will be fully supported for all mission types, and a surprise (wasnt on the to-do list) port of a special “Georgetown MOUT” (Tanoa) mission to Kavala (Altis). Malden wont have great quality assurance due to time constraints, so anomalies and glitches might shake out eventually and is something to watch out for. Ive added my discord server to the top post, that will be the place to reach me, as i dont check the forums here often.
  22. fn_Quiksilver

    Invade & Annex: Apex Edition

    Into the last few days now, finishing up development of the new mission type and working on polishing up all mission communications (how the mission communicates to the player). Going to have a late night tomorrow to try to get a Malden port sorted out. A lot of the mission is already configured for Malden but its lacking a base still, and all the configuration that comes with that. A couple things i wanted to get done have been dropped off the back due to time constraints to get it published on time, but maybe i can do them after. It was a pain in the ass to get the aircraft carrier working properly and how I wanted it (as an optional thing that can be spawned dynamically at any position, and integrated into all the missions systems), but it ended up alright. I never used the carrier but I expect if people run this mission it would be a requested feature, so better to do it right in the first place.
  23. Why not employ another player to drive? AI are not able to provide accurate communication & coordination. If you are after realism you can only really get that with other players as crew.
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