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kerodan

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Everything posted by kerodan

  1. The new version works perfectly. Thank you very much!
  2. That is creat to hear and thanks for your nice converter tool! I started using it just recently and constantly run into the problem that the easting/northing parameter is ignored. Every other setting is applied just fine... Do you have any idea what the problem could be?
  3. kerodan

    ACRE2 Public Beta Release

    Now I am even more psyched for the next update!
  4. kerodan

    ACRE2 Public Beta Release

    That is great news! Thank you so much! :) Hope you can come up with a solution that is in line with your conception of what ACRE is supposed to be!
  5. kerodan

    ACRE2 Public Beta Release

    Thank you for your fast response! #1. We tried that however there is a limit to what you can do with that because at some point the sound overmodulates (i am not an English native speaker so the word could be wrong ;)). We experienced this with the radio sound of opening channels as well as with certain people who are louder in ACRE than others. #2. If you can it would be very much appreciated!
  6. kerodan

    ACRE2 Public Beta Release

    Concerning #1 is their a trick for such a setup? Because quite some people in my community are notourisly quite in ACRE but cannot boost their microphone capabilities anymore.... Concerning #2 While I totaly see your point, this is not an issue for COOP Groups. Would it maybe be possible to engange/disengage the build-in equalizing by a server/mission parameter? If this request is totaly out of the question just say it! ;) But if you take it under advisement it would help us (and probably some other all-coop communities) out tremendously!
  7. kerodan

    ACRE2 Public Beta Release

    I know that you are probably sick of people asking questions concerning sound issues but still I would like to know if it is possible for ACRE to apply the individually set boost settings of Teamspeak as well? As you are probably well aware Teamspeak allows you to boost the output of every user independantly, granting everyone the maximum controls over their individual sound setup. However, these settings are (to my knowledge/experience) completly ignored by ACRE. Is it possible for ACRE to "respect" these settings? Keep up the great work! I am really looking forward to vehicle racks! :D
  8. Are you serious? .... Damn I feel like an idiot now... Worked like a charm many thanks 1PARA! :D
  9. Thank you NeoArmageddon for this handy tool! It really makes Object Placement a lot easier than with Bulldozer. I, however, still struggle with importing my creations into TB. For testing purposes I just placed down two hangars and exported it to TB. Then I went into TB created a libary containing the hangar object (TentHangar_V1_F) changed the file ending on the .txt to .tv4l and imported that into TB (Objects -> Layers -> Import Layer). But nothing happens. Where do I go wrong? I tried this exact procedure with version 6.1 and 7.0 Btw. Either I was just blind or you forgot to include rocks and trees in your newest version on GIT :D
  10. kerodan

    ACRE2 Public Beta Release

    What is the point in simulating the radio (interface and all) if you can just bypass some of the key functionality? I am not sure what you are looking for but it is exactly this level of detail why some communities (at least we do :D) prefer ACRE over TFAR. I do not want a simple communication tool but an actual depiction of it. By the way, could you provide me a scenario where you have to switch wattage so fast that you actually need a key/shortcut to do that? This is actual possible if I am not mistaken. Check the alternative PTT buttons.
  11. kerodan

    Sarugao A3

    Hello Hotzenplotz, I am experiencing random crashes on your island with the latest installment of the AiA Terrain Pack. For example at the industrial area in the south of the north-western island/peninsula. Modstring: @CBA; @AiA_TP; @Sarugao RPT: https://dl.dropboxusercontent.com/u/1146298/arma3_2015-01-05_12-24-16.rpt All the best! Ps.: I have a similar issue with Icebreakr's Isla Duala wherefore I will also post this in the thread of the AiA Guys. Maybe its an issue with them ;) Pps.: Nvm. I see you already solved the issue!
  12. Hey Icebreakr, we want to report an issue with this map and the latest installation of the Terrain Package. If you visit the south-western most island Arma will crash/stop working. Modstring: @Panthera; @Isla_Duala; @AiA_TP; @CBA; RPT: https://dl.dropboxusercontent.com/u/1146298/arma3_2015-01-05_11-47-55.rpt Greedings and keep up the great work! Update: NVM apparently it is an "global" issue with the Terrain Package. Sorry for wasting your time ;)
  13. kerodan

    ACRE2 Public Beta Release

    Will put a postlet on my desk and provide you the RPTs as soon as the error occurs again. ;)
  14. kerodan

    ACRE2 Public Beta Release

    I think I know what he is referring to. In our community we sometimes had the issue that the 343 would randomly switch channels with no actual input by the user. So out of nowhere you would, for example, start broadcasting on channel 4 instead of channel 1. We were, however, unable to actually trace that error. Seems to be occuring randomly and not even in every mission we played. At the top of my head I would estimate the occurence to maybe once in every five missions.
  15. I really like the new functionality you added to the Taru. Do you think about releasing it separately/standalone of the normal MCC mod?
  16. kerodan

    ACRE2 Public Beta Release

    Thank you very much for that update Nou! This low volume bug was really annoying! On a different note, is there already an ETA on a long range radio like a 117 or similiar? At the moment it is very difficult to organize CAS with jets as the range of effective communication is way too short....
  17. kerodan

    Ai seeing at night not fixed

    Sure its fixed. If you set up the AI properly they are not able to see anything at night. Just use setSkill, as Semiconductor already suggested, and set spottingDistance/spottingTime to something like 0.2 and you are fine.
  18. Owner of the Bundle here: Cannot confirm that. Am still "locked out"
  19. kerodan

    [WIP] Urban Patrol Modification

    Well as far as I understand the relation between HC and Server, the most important thing is that if a HC is present, he must be able to execute all relevant scripts for AI behavior. Therefore script criteria like "if (!isServer) then {exit with}" are counter productive. ;) This also applies for units which are spawned via scripts, so that the unit is local to the headless client and not to the server. An optional but nice-to-have functionality woud be that editor-placed units, which are using UPS, are automatically transfered to the HC if one should be present (probably via setOwner). Although my knowledge about the actual implementation of a HC is also very limited, I hope my "two cents" here where able to give you some pointers. ;)
  20. kerodan

    [WIP] Urban Patrol Modification

    Great Project oscarmolina and thank you for working on this! (of course also a big thanks to cool=azroul13 and monsada) As you are implementing UPSMON as an addon, I would like to know, if you will structure it to be compatible with a headless client? All the best and keep it up!
  21. I expected nothing less ;). Just wanted to mention the possibility. Keep up the great work!
  22. If your system is hard pressed to hold a constant 30 fps, this issues could also be due to the strain on your CPU. That is basically the reason many communities use a headless client for the AI. In the situation that a server or in your case your CPU is overwhelmed, the AI behaviour will deteriorate. Therefore the skills of the AI are in a way depending on the workload of the system which is responsible for them. Another possible reason for your experience could be the objects you placed in the editor. I am by far no expert on bCombat but it could be possible that the AI does not recognize them as cover, because they are not part of the orginal map.
  23. kerodan

    Zeus Discussion (dev branch)

    While running your mission in multiplayer does your Zeus sees the little icons above the individual players? I created a mission myself but I am not able to make these little identifications markers to work. Without them playing Zeus is really irritating as you do not see where the players are at... They are showing in the editor but the minute I start the mission in multiplayer mode they disappear.
  24. Hey their, I encountered the same problem and was able to fix it in my case. This error is probably due to custom Zeus missions within your mpmissions folder (personal documents) or the mpmission folder in your Arma main directory. Latter was the case for me. Moving every mission out of these folders fixed the problem and I was able to open up lobbies again. After looking into it a bit more, I found this line in one of the missions' describtion.ext: "#include "\a3\functions_f\Params\paramGuerFriendly.hpp". It is most likley responsible for setting the alliances of the Independent side via the mission parameters. Anyhow, removing the line from the describtion.ext solved the problem and made the mission useable again. Hope this helps you a little bit. ;)
  25. Hello eveyone, at the moment I am working on a Zeus mission for my community and running into some technical difficulties. The most prominent problem is that the gamemaster does not see the litte player icons in the interface. Therefore, he has no indication about the positions of the different players! Do any of you know how I can resolve this issue? For some reasons the icons are shown in the editor but not in a multiplayer sessions. My second question is concerning the "CuratorObjectPlaced" eventhandler. Their are two curator objects present and both objects get a "CuratorObjectPlaced" eventhandler attached to them in the course of the initServer.sqf. These eventhandlers are identical and used to get the Igiload script to work. However, the eventhandler does only work for the first curator instance and I have no clue what the problem is...
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