fn_Quiksilver
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Posts posted by fn_Quiksilver
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BIS has not had AI programmer in 5+ years. helis like ghosthawk and planes like armed blackfish have same 2011 vintage AI of forward-facing weapons
(in a few weeks we'll be able to say they havent had AI programmer in 6 years)
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1 hour ago, doctorbutts said:Will this be updated for ACE/TFAR compatibility?
not by me, only supporting vanilla + blastcore/jsrs
others are free to get it working with ace/tfar though, just fork the git repo
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30 minutes ago, johnnyboy said:I read the thread, but not sure it answers a need I have. I want to test a condition that if true, no new damage occurs, but if false, the normal damage occurs at whatever hitparts, etc.
How would I do that?
<entity> addEventHandler [ 'HandleDamage', { params ['_entity','','_damage','_source','','_hitPartIndex','_instigator','']; (if (true) then {0} else {_damage}) } ];
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2 hours ago, AlphaPill said:Hey Quicksilver, thank you for your time and effort creating this beautiful I&A framework. I keep getting this message in the server console, I can't load into the game itself, just sits there stuck on the role selection screen.
https://gyazo.com/3983c5bb7766616c200cdbcd4eb82d30
There definitely is whitelist.sqf in the @Apex_cfg folder. I even copied the virgin version back and restarted, but it keeps popping up. I also made sure that the startup parameter was -servermod (which fixed it for @acidus but not for myself).
File patching was also enabled for all at the server side in the server.cfg file:
allowedFilePatching = 2; // Prevents clients with filePatching enabled from joining the server (0 = block filePatching, 1 = allow headless clients, 2 = allow all) (default: 0, recommended: 1))
Search for -filePatching here:
https://community.bistudio.com/wiki/Arma_3_Startup_Parameters
Needs to be in startup parameters for server. the server.cfg options are for clients.
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Updated to 1.0.4
@-XFIRE- Give TFAR a try with this build. We had disabled the "callExtension" command, which may have prevented TFAR from working properly. That has been reverted, so callExtension should work again.
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there is no simulation event handler, though it would be nice to have
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These keypad lights can be seen from unlimited distance at night.
How to see them: On Tanoa, fly over Georgetown at night. All the little red dots are these things. I cant think this is healthy for FPS
Example of how it looks:
(all the little red dots are these keypad lights)
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4 hours ago, -XFIRE- said:Hi Quiksilver Can i remove radio addons and use TaskForceRadio on play . i don't know location file to remove.
the onscreen radio can be disabled by commenting out (or deleting) these lines
but there are also other radio things going on that would have to be removed or commented out as well.
set this variable to false: https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework_beta_103.terrain/code/functions/fn_clientCore.sqf#L1163
these lines would have to be commented out (or deleted):
Start with those ^
There may be other things that have to be done, I don't know, it was never intended to work with mods like TFR/ACRE
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Example of the AI Medics system built into the framework, for use with the Revive system:
And an in-game example (skip to end for the AI medics part):
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2 hours ago, acidus said:I keep getting this message in the server console. There definitely is whitelist.sqf in the @Apex_cfg folder. I even copied the virgin version back and restarted, but it keeps popping up:
17:08:12 Roles assigned.
17:08:12 Reading mission ...
17:08:12 Script @Apex_cfg\whitelist.sqf not found
17:08:13 Mission Invade & Annex: Apex Edition read from bank.
17:08:13 Roles assigned.
17:08:13 Reading mission ...
17:08:14 Script @Apex_cfg\whitelist.sqf not found
17:08:14 Mission Invade & Annex: Apex Edition read from bank.
17:08:15 Roles assigned.
17:08:15 Reading mission ...
17:08:15 Script @Apex_cfg\whitelist.sqf not found
17:08:16 Mission Invade & Annex: Apex Edition read from bank.
17:08:16 Roles assigned.
17:08:16 Reading mission ...
17:08:17 Script @Apex_cfg\whitelist.sqf not foundetc...
On the client, the role selection comes up, select a role, click join... load screen comes up for a second, then back to the role selection screen. Meanwhile the whitelist.cfg message scrolls.
UPDATE: Startup parameter was -mod instead of -servermod. Whoops. Working fine now.
nice !
also remember startup param: -filePatching
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20 hours ago, -XFIRE- said:How to turn of restricted Vest and Uniform?
Nice Framework fn_Quiksilverthanks
there is no easy way at the moment. until we clean that up youll have to do a folder search for SQF commands like “removeVest” or “removeUniform” “forceAddUniform”. there will be ~3 file locations at the moment until i can tie it all back to 1 file
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OP updated with screenshots of custom vehicle & uniform skins available (on github) for use with the framework.
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OP updated with a "features" section
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Due to time constraints (we're a couple days behind schedule) and risk of screwing something up, I'm not going to publish the custom base build kit until after holidays, so first week of January sometime. It'll take a couple days to get it right and there is always the risk of introducing more errors and bugs, so i cant really rush it. heading away on holidays in a couple days and dont want to stress about it today and tomorrow.
so we'll stay at 1.0.3 beta until then unfortunately. It is pretty much complete, so it is beta in name only, + 1 more patch to come.
in the meantime, here is some info for anyone interested in tinkering with custom base and stuff. Many things are interactive and scripted, the equivalent of using its init box in the eden editor, something to be mindful of.
Base data
Marker data
Generated in here
Merry Christmas
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4 minutes ago, Timothy Franz said:Yea just realized that, sorry to many hours awake the little things are getting overlooked. :P Thanks for the help and love the work your doing.
ill put a readme.txt into that mission file for future build to take care of this sort of thing.
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1 minute ago, Timothy Franz said:It's missing the mission.sqm
the SQMs for each terrain are stored in the folder titled "SQM". paste the correct one into the root, beside description.ext
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4 minutes ago, Timothy Franz said:Would appear its actually an issue in the "Apex_framework_beta_103.terrain" folder included. I just unpacked one of the PBOs provided made the changes to the fn_config.sqf file and repacked it from that and no issues.
the .terrain folder needs .terrain renamed to .altis .tanoa or .malden, and the correct SQM added.
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11 minutes ago, Timothy Franz said:No luck. After doing the removal of those lines get spammed with "Mission Apex_framework_beta_103.Altis read from bank." in the server log.
Thats a general server setup issue. You've done something incorrectly with PBO packing or where you placed the edited file. Google "arma read from bank" for support.
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1 minute ago, Timothy Franz said:Was just about to do that after I posted that. I'll let you know how that goes.
yeah i added in Linux exception here
but missed that other line
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2 minutes ago, Timothy Franz said:Still no luck on Linux. Now faced with the same black screen as before but instead stating "Real_date extension must be running."
delete these lines
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Updated to Beta 1.0.3
https://github.com/auQuiksilver/Apex-Framework
Assuming all is well, next update should be full release and end of beta.
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18 months of this
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oh lawd i remember that cod map.
S&D was about who controlled the mound in the middle
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and you have completed step 1 in the above post? that code block (which the post says to remove), is generating that onscreen text
in any case, ill build in autodetection for linux in next patch to smooth this out.
next patch (beta 1.0.3) within 24hr, and full release in ~ couple days
Apex Framework
in ARMA 3 - USER MISSIONS
Posted
Updated to 1.0.5
Change log:
[ADDED] Some documentation files.
[ADDED] Custom build kit (Editor compatibility). It should now be easy to make custom main base.
[TWEAKED] AI skill function ("code\functions\fn_serverSetAISkill.sqf"). * Tweak this file to tune your AI to your liking.
[TWEAKED] Landmine concealment and placement improved.
[TWEAKED] Classic AO defend mission, for increased enemy aggression.
[TWEAKED] Surrender interaction.
[TWEAKED] Carry interaction to fix "stuck walking after carried unit dies on my back" bug.
[FIXED] Robocop anti-troll system could sometimes trigger on player connection.