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lsd

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About lsd

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  1. Please fix the typo in BIS_fnc_setDate, thank you. https://feedback.bistudio.com/T82819
  2. Yes. If you're using ZEI on a dedicated server as Zeus, you might have to remote control and release a unit before the modules are shown. For some reason Custom Addons (like ZEI) aren't loaded immediately with the Zeus Interface so it's a bit of a hack to get them showing.
  3. v1.4 * 3den Module Usage Fix (thx Shukari). * UI Parameters remembered for next use. * Zeus AI Placement Fixed. * Increased wait time for Zeus Interface for ZEI Modules.
  4. Yes - When it gets to the point where buildings have a large number of possible templates this will be needed. Currently it cycles the templates so if you don't like the one you've placed down, you can erase all the items and re-run the module.
  5. Yeah - It's no quick task putting these together but the ones you've done are absolutely perfect. They'll be included in the next version. Am trying to work out a way to spawn objects correctly over the water, so we can have ability to decorate the Static Ships.
  6. In Zeus or Eden and in any specific building type? All units besides the leader should be locked since I wanted some form AI reaction on contact besides all sitting there. Couldn't implement a toggle now all units form the one group. If you're filling houses with single units then it may not appear to be working as intended - I will see if I can add a check so the leader will always stay put if they're alone in a group. More templates are always appreciated as it means more variety for everyone. Hangars and pretty much any of the military buildings to make bases look more alive would be much appreciated.
  7. Does it have to be ACE? ace_interact_menu_fnc_addActionToObject If not, I often use this in missions; BIS_fnc_holdActionAdd I'd put the code into the objects init field, but init.sqf will work.
  8. v1.2 * Garrisoned Units are now grouped per instance. * Garrisoned Units hold position when spawned. * ZEI Modules should now appear when Zeus on dedicated host. * Interior option added to switch building damage (to allow for breaking windows etc). * User templates added. * Non-Eden/Zeus GUI options are now hidden where not relevant.
  9. Thanks for this, more warehouses/hangars are always appreciated as they are often used! Unfortunately, the Arma clipboard only holds up to 8000 characters which only looks to be about 1/4 of your warehouse. You can do one of the following: 1. Upload the mission file containing the build. 2. Split your build roughly in half and give each half as a separate template, I will combine them. 3. Upload your Arma report log, as ZEI will output all saved objects there when using the tool.
  10. v1.0 - Massive update time, shukari has kindly re-factored the functions and I've been learning how to make GUIs. New Layout: Rewrote the interior modules and added features according to feedback. Zeus now has the option of spawning editable interior objects to move/remove. Garrison module added with unit direction algorithm. Object Switch module added to convert Green Tanoa sandbags to Vanilla sandbags etc Development Section added to make it easier for people to help out. List Buildings module added to show missing templates. Save Template module added so no need to paste code now. Rotation on XY now supported in templates. For details about each new module, please see the first post in this topic. And a massive thanks to bapedibupa for their rotation scripts, after a long week struggling with vectors and angles these finally did the job.
  11. Thanks for the layout! With the help of @shukari who is updating some of the ZEI template functions, we should have a way to make this process easier in future.
  12. Thanks, it looks good. Unfortunately, the addon currently doesn't support rotation of objects on the X/Y axis unfortunately, just their direction -- I couldn't stop objects from snapping back after they were rotated so I forgot that dimenson existed! Will have to look into implementing that into the addon at some point.
  13. Encountering this issue with increased frequency - Desync-issues for clients with the setUnconscious command. player setUnconcious false; will 'revive' the player but to other clients the ragdoll model will remain on the ground 'dead'. https://feedback.bistudio.com/T126837
  14. Thank you! Hangars/Barracks/Offices/Warehouses or any that people would often use for locations would be the top of my list, the Hangars I've done aren't great. I'd planned to split the buildings by side, but most ended up very generic - There are limited side-specific objects in vanilla, or maybe I'm just not creative enough lol. Maybe instead have a module to convert an area from one side to another by just replacing side specific objects with another sides type (e.g West Camo Nets > East Camo Nets, West Ammo > East Ammo etc)? I've plans for one that converts Vanilla > APEX as having to replace all nets/sandbags/H-Barriers is annoying. Regarding other mods this is aimed as a vanilla only mod to keep things accessible for everyone. If there is enough demand I could do a new version, I often play on CUP maps so this would be my next goal. This will be fixed in the next version; didn't realise allowDamage was local, sorry! There is a module that already highlights the building positions so to just replace that with AI would be trivial... The main problem for me is creating a GUI to prompt the player to do so. My last one didn't go so well which is why the Zeus side of ZEI is really basic! :D Maybe I'll give it another go.
  15. The latest update should include most military buildings now. Won't rule out a CUP version in the future. :) If you want to populate all of Kavala, scripting is the only way to go, but this addon is intended for much smaller scale missions with no overhead or dependency. I might make a 'lite' version of the Civilian area, specifically for cities with reduced objects. If you want to adapt this addon into a script, feel free.
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