Jump to content

lsd

Member
  • Content Count

    125
  • Joined

  • Last visited

  • Medals

Everything posted by lsd

  1. lsd

    EDEN Editor BUGS

    Am I the only one who has difficulty placing down waypoints using SHIFT+Click? Clicks are not always registered. Also I can't see any markers in 3D view when using F6, Markers. Makes syncing to random spawns a bit difficult to guess on the map. Lastly I've not been able to find any way to select a group and all its waypoints? CTRL+Click on the group used to work in the 2D Editor. I'm on version 1.59.135439 but still having the above issues.
  2. Just been testing 1.59.135439, the below issue is still present. https://forums.bistudio.com/topic/189095-bis-fnc-egspectator-issues-with-setgroupid/ EDIT: Now fixed, thanks.
  3. lsd

    Eden Editor snaps everything

    Toggle or set the translation grid, you'll have it enabled (sometimes the icon doesn't highlight to say it's active). Shortcut is ';' https://community.bistudio.com/wiki/Eden_Editor:_Toolbar
  4. Yes, this is already covered under the 'Notes' in the first post. This is BIS issue, you will see the same errors when using their premade templates. I cannot fix and error should be ignored. EDIT: Just been testing 1.59.135439 and this is resolved in there now.
  5. Working on a few more items to add to this, will update in the next few weeks, hopefully update the screenshots too (addon is only 1mb with no dependenceis, give it a try if you make missions). If anyone has made any decent templates they'd like incldued, PM me with the download links. CUP version is making good progress.
  6. We do make use of CUP Terrains, so a variant of this pack is definitely on the 'to do' list. Look out for ZECCUP in the future!
  7. Thankyou! Generally the smaller compositons are more reusable so these types are probably best to focus on; I often like to use small outposts/bunkers in my missions. No immediate updates are planned from myself as I've a few other projects to get on with since the hotfix.
  8. This issue is still present after the recent hotfix and just as annoying. Copy/pasted units between missions shouldn't have the '_1' suffix if they don't already exist in the mission.
  9. What addons are you running? If the issue is consistent time you preview, you can find the answer quickly yourself by disabling each addon in turn and testing. Start with any sound/graphics addons (Blastcore/JSRS etc). Used to get this same error issue long before the recent update, but it was very rare and only in certain missions - Not seen it for a while, but I no longer use any graphics/sound addons... Might just be a coincidence...
  10. As others have already mentioned, the kerning (space between letters) is terrible on small/very small interface sizes. No arguments with the font being an improvement, but it is difficult to read long lines of text when allthewordsmergeintoone. You get the idea - Same font size, different kerning.
  11. lsd

    .

    Might be worth checking the 'remark', the wiki states max length is 128 char.
  12. I'm sure an infected file could easily be incldued in a mission folder and packaged into a pbo hosted on a server. The file would then be detected by AVG scanners, but I'm not sure how that file could be executed or pose any direct threat, maybe you could find a way if you were determined enough. False-positive heuristic detection from AV software is another possibility - If these people were all running the same AV software. Any connection to the tracker incident would be pure cooincidence, unless you downloaded the pbo from there or something. Love your addon btw, nice work.
  13. Get the same issue in MP (no icons show), in SP icons show as normal next to the weapons.
  14. I think it depends on the UI Size settings, which don't appear to scale too well. I use the small UI and the tight kerning makes it a real struggle to read. The previous font was by comparison, well spaced and much easier to read making the recent change so much more jarring.
  15. 1. As Elite said, that code should work just fine, I've had no problems using that method to display briefings. Anything in your error logs? There may be an earlier error which is preventing the briefing being loaded. 2. The '_' underscore signifies a LOCAL variable in Arma. You should be referring to the GLOBAL variable name for the unit (no starting '_', which the editor would warn of anyway if you tried), this is the name you entered in the 'Object: Init > Variable Name' field. If you didn't enter a name you can also use 'this' to refer to the current object in its Init field ('this allowDamage false'), but if you're going to refer to the unit elsewhere e.g for triggers you'd obviously need a global name to refer to the unit.
  16. lsd

    Opening Mission.sqm as text file

    Missions are now binarized by default. Go to; Settings > Preferences > Binarize New Scenario Files Untick the option, then re-save the mission.
  17. lsd

    Farooq's Revive

    Following the nexus patch a few extra locations have been added, this results in allowing instant kills under some instances, which while interesting, defeats the purpose of a revive script! Making the following corrections below will fix the issue. I'm not 100% if all the parts below are necessary, but they were passed in the EH. FAR_HandleDamage_EH = { private ["_isUnconscious"]; params ["_unit","_bodyPart","_amountOfDamage","_killer"]; _isUnconscious = _unit getVariable "FAR_isUnconscious"; if (alive _unit && _amountOfDamage >= 0.9 && _isUnconscious == 0 && _bodyPart in ["","head","face_hub","neck","spine1","spine2","spine3","pelvis","body"]) then { // 1.54 Changes _unit setDamage 0; _unit allowDamage false; _amountOfDamage = 0; [_unit, _killer] spawn FAR_Player_Unconscious; }; _amountOfDamage; };
  18. Havena has already logged this with BIS; http://feedback.arma3.com/view.php?id=26798 It has been assigned so I assume the devs are aware of it and looking into a fix.
  19. The easiest way would be to modify the 'f_wound_blood' parameter ('getVariable ["f_wound_blood",100]'). Set it to 200 and the unit will have double the 'blood' to bleed out and so increase the downed time. This parameter also looks to be set in the 'init.sqf' in the same folder location, so you have to change it in at least two places.
  20. lsd

    Farooq's Revive

    Someone in this thread mentioned players taking 1 hit and going into an unconscious state. After playing on another server without this script I realised what they were meaning and investigated further. This is due to the 'FAR_HandleDamage_EH' function checking for > 1 damage to any part of the body, specifically legs and hands which normally in arma would not kill a unit. Updating the function to the following will allow your players to live a little longer! FAR_HandleDamage_EH = { private ["_unit", "_killer", "_amountOfDamage", "_isUnconscious","_bodyPart"]; _unit = _this select 0; // Unit the EH is assigned to _bodyPart = _this select 1; // Selection (=body part) that was hit _amountOfDamage = _this select 2; // Damage to the above selection (sum of dealt and prior damage) _killer = _this select 3; // Source of damage (returns the unit if no source) _isUnconscious = _unit getVariable "FAR_isUnconscious"; // 26K - Added body part check - Script was checking hits on arms and legs causing early KIAs. if (alive _unit && _amountOfDamage >= 0.9 && _isUnconscious == 0 && _bodyPart in ["","head_hit","body"]) then { [side _unit,1,false] call BIS_fnc_respawnTickets; _unit setDamage 0; _unit allowDamage false; _amountOfDamage = 0; [_unit, _killer] spawn FAR_Player_Unconscious; }; _amountOfDamage };
  21. lsd

    Farooq's Revive

    Also using it here in MP without any problems. In answer to your query a quick method might be to just add the following into FAR_revive_funcs.sqf under the FAR_Player_Unconscious function. There is a check if the downed unit is a player (around line 60) in this check you could also put the message that the player is down - The BIS_fnc_MP will send the hint to all MP clients. [format["%1 is unconcious!",name _unit],"hintSilent"] call BIS_fnc_MP;
  22. lsd

    Urban Patrol Script

    I've encountered that same issue just now when making another mission - Placed a handful of soliders, after picking apart the script some AI consitently go into 'Combat' behavior alerting all the other units - The only enemy unit on the map was behind a hill miles away - Assume it's a BIS bug/feature but I'll investigate further to see if I can work around it at all. No fault with UPS as it is just doing what it's told - The UPS script is just acting accordindly to the AIs behaviour who happen to be very trigger happy, going into combat mode when the wind changes.
  23. lsd

    Urban Patrol Script

    The AI going into combat seems to be related to the behavior of other nearby friendly units on the same side (including those not using UPS). By default a placed units behaviour is 'Aware' which will appear to trigger the script around line 567; ... behaviour _x in [[b]"AWARE","COMBAT"[/b]] ... I removed the 'Aware' check from the script as this was sufficent for my needs. You could also use the 'NOSHARE' param within the script itself or use 'setBehaviour' on relevant units to prevent this from happening.
  24. lsd

    PhysX3_x86.dll Crash

    Recently got Arma 3 and was getting this message without fail every 10-30 mins in games. Updated PhysX to 9.13.0604 and haven't had a problem since.
×