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Posts posted by Alex2k
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Thanks, I had no idea that was a thing!
On that note, is it generally recommended to binarize mission files? -
Names of missions on the dedicated server list seems to randomly change between the mission name from the editor and the folder name.
Like this: https://imgur.com/a/8Vy4sXF
Anyone have a similar experience, and/or know what the issue is here? -
Been having some fun with the new stuff recently introduced, but I can't get the boat rack to recover any boats.
I have a rack placed on one side of the USS Liberty, when I drive up to it in a boat, it gives me the scroll-menu option, but nothing happens when I press it.
Anyone else had any luck?
EDIT: Turns out I just had to hold the button for a while. -
There still seems to be some sort of sound occlusion issue with the PKM/PKP in particular.
It seems to happen when the AI shooter is partially concealed/behind bushes etc.
I see tons of green tracer flying towards me, hear the snaps, but no actual sound from the weapon until the shooter moves.
Can't reproduce it consistently though, anyone else?v.0.4.3
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11 hours ago, rekkless said:Awesome man, I just tried it out and it worked a treat. We run permadeath on our server so no need for the respawn script.
However I do have one more question for you:
Do you have any idea what all the true and falses mean in the script line
["Initialize", [player, [], true, true, true, false, true, false, true, false]] call BIS_fnc_EGSpectator;In particular I'd like to get rid of the information box that appears when you select a player. You know the one that says all the statistics of a player when you select them to spectate them.
https://community.bistudio.com/wiki/EG_Spectator_Mode
That should tell you all you need to know. -
That's what it does for us.
You might want the reverse for onPlayerRespawn.sqf if you plan on respawning people.
["Terminate"] call BIS_fnc_EGSpectator;
[false] call acre_api_fnc_setSpectator; -
2 hours ago, rekkless said:You have to use the ACE Spectator Mode not the Vanilla End Game Spectator Mode
Not true, we've used End Game Spectator for a long time with ACRE.
onPlayerKilled.sqf
[true] call acre_api_fnc_setSpectator;
["Initialize", [player, [], true, true, true, false, true, false, true, false]] call BIS_fnc_EGSpectator; -
We're not adding radios with IDs.
ACRE2 classnames are being stored in a local variable and then added with addItem and addItemToBackpack.
Basically this:
_PRR = "ACRE_PRC343"
_p addItem _PRR;
The gear script distributes everything, including radios, perfectly without errors.
It's just that our radios will break down during a mission.
Thanks for the suggestion though!
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Hello!
We've been having some issues lately with 30-40 player coops.
Basically our comms seem to randomly break down during a mission.
We add radios with addItem and addItemToBackpack.
We get quite a few of these in the server .rpt:
- 22:58:12 13136.5 ACRE WARNING: Unacknowledged key not found in masterIdTable (acre_prc343_id_74)
- 19:45:31 1575.62 ACRE WARNING: Id object relation created independently of unique ID creation process (acre_prc343_id_8)
- 21:15:51 8765.19 ACRE Warning: Radio ID acre_prc343_id_38 was returned for a non-existent baseclass (ACRE_PRC343) in inventory, possibly removed by a gear script while requesting ID: ["ACE_VectorDay","hlc_rifle_osw_GL","ACE_CableTie","ACE_Flashlight_XL50","ACE_fieldDressing","ACE_packingBandage","ACE_morphine","ACE_tourniquet","ACRE_PRC343_ID_5",
"ACE_MapTools","ACRE_PRC152_ID_1","ItemMap","ItemCompass","ItemWatch","ItemRadioAcreFlagged","ACE_VectorDay"]The number of warnings regarding ACRE2 in the server .rpt was up to over 11k for the latest mission.
We really like ACRE2, anyone have any idea what our issues are all about? Is it just us?
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We're experimenting with ACRE2(2.1.0.811) now, and it's great, but we're having issues with JIP not being able to use radios, or even get into the radio interface, and a variation of not hearing direct voice, or not transmitting in direct voice.
Any thoughts on what this might be?
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It seems the "pond issue" is there when introducing fog, at least on Chernarus.
It goes from being a little dark to pitch black when adding fog and looking towards a pond.
The colors on the pond also goes weird.
Tested with @CUP_Terrains only.
Thank you so much for the hard work!
Looking forward to more!
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I also see editor-placed AI get a waypoint maybe 120m away from where they start once they're moved to the HC by WHM.
I do a mix of editor-placed and scripted AI, and those who are scripted directly on to the HC works just fine and get no waypoint.
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roleDescription seems to be broken in Singleplayer with the Eden update.
Still working in Multiplayer and on Dedicated server.
Tested without any mods.
Can anyone confirm?
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Sounds great!
Something else came to mind while doing a ~30 player coop session.
An option to hide group markers for groups with < X amount of players, or groups with just 1 soldier.
Is that feasible and something you'd ever consider?
We've enjoyed the flexibility of this system so far, and look forward to the next release!
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Is there a way, or plans to incorporate a way to have individual colors for group members on the map?
We tend to divide squads in, for instance green/red teams, and it would be great to see those colors represented on map as well.
Appreciate the good work, thanks!
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FOV is still different from vanilla, at least for the AK family.
Only running @hlcmods_core(v0.9), @hlcmods_ak(v1.9), @CBA_A3(v2.0)
Got them from Play withSix
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Someone else get a script error?
No one has the smaw equipped but there is a script failure.
Tested on a dedicated server.
21:15:15 Error in expression <apons this))) && (((currentmuzzle this) == "tf47_smaw") || ((currentmuzzle this)>21:15:15 Error position: <== "tf47_smaw") || ((currentmuzzle this)>21:15:15 Error General error in expressionYes, get it very often when I go up to a dead unit.
Only running @tf47_launchers.
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Looking forward to it!
Thanks!
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Using this great script for all missions, but get this error when I die, and it stays on screen for the duration of the mission: http://img42.com/jviWM
And we cannot spectate anyone but the leaders of groups, no other names show up in the left panel.
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My wish for next dev cycle: Being able to hear alive units speak in spectator channel, when cam is near. Maybe even show a list of all frequencies used to listen to. Listening only of course. That would be a killer feature :)Yes! Being able to hear living players when you are near them as a spectator would be awesome!
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I have been using this great script in all my latest missions, they are regularly played by 20-30 players.
Looking forward to new updates and features!
Thank you!
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==============MRT accessories setup
==============
From the readme:
"To setup MRT accessories simply go to Configure\controls\configure addons\MRTAccessory Functions
And set your prefered Keys to the next and previous optic state. Now enjoy the new functions."
The MRTAccessory doesn't show under configure addons with me. Anyway to set the keys manually?
I use the latest 1.9 PWS version.
MRT isn't set as a dependency on PWS, you need to download it manually.
At least that's what happened to me.
Great work btw, love the optics.
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Is there a way to track an object once it has been loaded into a vehicle?
I have a crate with an updating marker.
Once it has been loaded in a vehicle the marker disappears.
Also, I have an end trigger with !alive crate. It doesn't fire if the crate is loaded in a vehicle and the vehicle is destroyed.
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Hello, I'm making a player vs player mission, and when trying to use the Blueforce Tracker module it shows markers, but not with my custom groupnames, just the default "Alpha 1-1" etc.
This is on a dedicated server.
if I load up the mission in editor it all works fine.
JSRS SOUNDMOD - CE.20.0419
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
We've really enjoyed JSRS with support for RHS and NIARMS for many months now.
Do you plan to cover the MG3 and MG42 in NIARMS and/or the new MG42 in RHS as well?
Also, the 3-burst mode on the AEK from NIARMS seems to have its default sound.
Thanks for the great work, it really adds something!