Jump to content

Belbo

Member
  • Content count

    1445
  • Joined

  • Last visited

  • Medals

  • Medals

Community Reputation

312 Excellent

2 Followers

About Belbo

  • Rank
    Sergeant Major
  1. Well... technically you can't. You can have a fullscreen nvg or the new one, there's no actual middle ground without completely removing ace_nightvision.pbo. "ACE_NVG_Wide" is currently the only nvg object that offers a playable experience for those who disagree with the idea behind dslyecxi's nvg concept.
  2. ADV - ACE CPR

    In that case you made some other mistake. You have to change the probabilities in the fn_init.sqf anyways. Just set your own probabilities there.
  3. ADV - ACE CPR

    As per the GPL-2.0 licence you can modify away - as long as all requirements by my applied licence are met.
  4. The Biki is a really great place: https://community.bistudio.com/wiki/Category:Commands_requiring_server_side_execution
  5. setVariable has the great perk of giving you the option to both define or change a variable value and broadcast it at the same time. missionNamespace setVariable ["var",1,true]; does the same as var = 1; publicVariable "var"; But you can as well grab the original value with getVariable and change it - getVariable offers the additional option to define a standard value if the variable is not yet defined: missionNamespace setVariable ["var",(missionnamespace getVariable ["var",0])+1,true]; That still doesn't change anything in regard of network traffic though, so you still have to consider whether or not you want a variable to be broadcasted. To be a little more helpful: There are very few commands that don't work on a dedicated server. There are certain commands that have to be executed on the dedicated server only in order to work globally (like setFog - you recognize those commands with the green sE-icon at the top of their page in the biki). The only thing you have to keep in mind for scripting for dedicated servers is that you don't have a player on the server - in hosted games the server is the client of the host, so player is defined as the host's player unit. That is not the case on the dedicated server. But that aside there's fairly little that has to be changed for something to work on both hosted and dedicated environments. Locality is always an issue.
  6. ADV - ACE CPR

    Updated to version 1.4.9: https://github.com/Pergor/ADV_Mods/releases/download/1.4.9/adv_aceCPR.zip FIXED: removed superfluous animation start on CPR or AED action. I've heard some reports about problems with IVs being deleted upon completion of the AED action (but only with ACE³ version 3.12.0). I could not yet recreate the problem, but I'm looking out for it. As T.Fork said: Create a file called init.sqf in your mission folder and put it in there. And the code is not meant to be strings. These are global variables. You don't actually need adv_aceCPR_onlyDoctors if you're using adv_aceCPR_probabilities. Just put this in there: adv_aceCPR_probabilities = [40,0,0,85]; That way only doctors have a chance to resuscitate.
  7. Ah... completely missed that section. Thank you.
  8. I got a little question regarding this quote from https://ace3mod.com/2017/12/20/cba-settings.html Does that mean that using the old framework's way changing the ace options with a mission config within description.ext will still be usable or do we now have to do everything all over again?
  9. "Car More Left" and "Car More Right" have a completely different behaviour than "Car Left" and "Car Right". You have a much more proper input. "Car More XYZ" give you a kind of delay between mouse movements and vehicle steering. But with direct controls it's no longer suitable. Additionally: "Car More Left" and "Car More Right" should just as much be direct ai commands as "Car Left" and "Car Right" or "Car Left Analog" and "Car Right Analog". There's no reason to include the one and exclude the others. It's as if noone has even thought about this direct control mess before implementing it. There should simply be an option if you want direct control or not - because it breaks so many systems (like controlling your vehicle with mouse commands).
  10. Set "Mouse Left" for "Car Left" and "Mouse Right" for "Car Right". You can no longer turn your turret without moving the whole vehicle in the commander seat. Or additionally enable freelook and go in 3rd person: You can't look around without moving the vehicle. That's what I'm going on about.
  11. Still: Moving vehicles with the mouse (eg. not using vehicle free look) heavily interferes with the new system. As a commander you can't rotate your turret without moving the vehicle.
  12. ADV - ACE CPR

    Nope, still working. You probably use a version older than 1.4.8. Update to the current version of ADV-ACE CPR.
  13. First (and best way): Write a mod with a unit config that provides the units with the equipment you need. Second (and only second best way): Safe your custom arsenal builds as sqf-files in your mission folder, compile these file names as functions (so you don't have to type in the whole path everytime), and call these functions in the execution field of the units in the zeus interface. Third (and least best way): Add the build manually in the arsenal for every unit. There are no other ways to do this.
  14. The direct control HAS to be disabled as soon as vehicle freelook is disabled. I can't believe how this could have been overseen - even after according feedback in the tracked vehicles thread. With vehicle freelook disabled you turn your turret with the mouse if you're commander and your vehicle if you're driver - now you turn both your turret and your vehicle as a commander which leads to completely uncontrollable behaviour. I have the feeling that the vehicle freelook option has not been taken into consideration at all with direct control.
  15. BWMod

    There's no link between TFAR and BWmod. This kind of question solely belongs in the TFAR thread. The answer thouh is: yes, as every LR radio from TFAR can use an additional channel. This is also true on every vehicle LR radio. If the vehicle hasn't got a radio on its own, use this code in the init-line of the vehicle: this setVariable ["tf_hasRadio", true, true];
×