soulis6
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Everything posted by soulis6
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ACE3 - A collaborative merger between AGM, CSE, and ACE
soulis6 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
AI healing with ACE hasn't been added yet if I recall. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
soulis6 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Oh ok, that's awesome thanks. So if you set the 'Max Revive Time' to -1 or 99999 or something, could you essentially have a system where the players will never die from any amount of damage or type, only be knocked unconscious, and able to be revived by other players? That would be great, that's exactly what i'm looking for. How does a player revive someone? Is it just an ACE action, does it need any items or a medic or anything else? And my last question is does this actually work right now? Unless it has changed in the last update, I tried setting the revive system to enabled and it didn't seem to actually work, or at least I didn't notice any difference from the standard ace basic medical behavior -
ACE3 - A collaborative merger between AGM, CSE, and ACE
soulis6 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have the same question about the revive system, and unfortunately the documentation is very vague on this subject. All it says in the module documentation is "This modules allows a mission maker to limit the amount of revives for units in basic and advanced medical." Is that really all it does? The language is confusing if so, because the options make it sound like a 'basic revive system' is something special, and if that IS all that it does, why is there a 'number of lives' setting and a 'revive enabled' setting? Wouldn't having revive enabled and number of lives set to the default of -1 end up having no effect at all? -
ACE3 - A collaborative merger between AGM, CSE, and ACE
soulis6 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I would also be interested in finding out more about the revive system. I've fiddled with the settings but haven't seen any changes in game as a result. -
That'd be awesome, thanks!
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Well I would like them to rearm when they need to, just not from an invisible box that doesn't actually give them anything, and not when they have full ammo already, lol. @AuTigerGrad it's very possible it's ACE, but turning off ASR causes that behavior to stop too, so maybe ACE is interfering with some way that ASR normally operates. Would be a shame if these two great mods we're incompatible.
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It might be related JCae, but i was just about to post that I've been seeing some strange behavior with AI and ASR lately. I'm not sure if it's solely because of ASR, as i've also got ACE, TFAR, Blastcore, and a couple others going, but it definitely stops if I turn off ASR. What I am seeing is: -After placing enemy AI in the editor and starting, or placing them via Zeus, they will stand/move normally for little bit, but then suddenly turn and move towards some invisible waypoint for a few seconds, then stop play the 'grab' animation, like they were collecting ammo from some invisible box. -This was causing weird/bad side effects, like them leaving vehicles to try and 'rearm' or whatever they're doing, or running from the rest of their squad before returning. -Sometimes after this they will go back to their starting locations, and sometimes they would just hang around this new location, and keep returning to there even if they were ordered somewhere else. -Was seeing them also just randomly and for no discernible reason face one direction and one direction only. If I gave them a new waypoint or forcibly rotated them in Zeus they would just turn right back around to watch that direction again. I have no idea what might be causing this, and it's possible ASR isn't to fault, but like I said, these issues did go away when I turned off ASR and kept everything else the same. Love ASR btw, just wanted to see if anyone else has seen this or if it's a known issue, or if it's just some special mix of mods I have that's causing this.
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iniDBI - Save and Load data to the server or your local computer without databases!
soulis6 replied to code34's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the help, been trying to get this working for a while now, keep running into problems though. I think i almost have it, but following that example, I run into a script error in autoSendingProfile.sqf, at the end of this block: playerProfile = [ getPlayerUID player, [ damage player, [position player, direction player], magazines player, _weapons ]; //ERROR ON THIS LINE? ]; I can't seem to figure out why, it says it's missing a "]", but there's one there. Any suggestions? -
It seems like that should work, but with the script version, for whatever reason i'm still getting the RPT error of "Cannot load sound '[file name here]'." it's pointing to the right sound, the path and location both look good, i'm not sure what else could be wrong?
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ACE3 - A collaborative merger between AGM, CSE, and ACE
soulis6 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I don't think it's just a user error, as I had this happen too. About 6 of us were testing the titans and the new lock on system, 2 of those players were unable to fire whatsoever, even while in thermal, with a tone-lock, ammo loaded, etc. And immediately after trying to fire and being unable to, they switched to other weapons and we're unable to fire anything, regardless of what it was. The only fix for them involved quitting the server and rejoining. -
@Ares - Modules expanding Zeus functionality - Release Thread
soulis6 replied to antonstruyk's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Agree with everyone else, this mod rocks. I run a long term Zeus military-RPG type campaign, with about 5-7 players, and it would be a much much bigger pain to get everything working right without this mod. I have about 20 functions hooked up to the custom module feature, and I use most of the built in modules every session, especially Teleport, Equipment (for removing those pesky NVGs), Garrison, and Artillery. Thanks for your awesome work on this! -
ACE3 - A collaborative merger between AGM, CSE, and ACE
soulis6 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That seems really useful, is this usable even when hosting locally? Could i use this to avoid having to have all the players delete certain PBOs? -
Pretty much. They could have set it in 2016 and no one would have batted an eye, in terms of tech. I just consider the 2035 setting a date error, and just treat it as modern day combat. If they really want to push it into 2035, we'd need to see something some actual futuristic stuff. It would be cool to get some stuff like Optical Camo, small scale targeted EMP, more advanced heat/signature scanning tech, and more specialized drones (like that cargo UAV mod).
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Hmm, what do you mean logic? Where do you set/enable/change that? All I see is the spawner modules in the editor
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I can't seem to figure out how to get this to work. Am I missing something? Doesn't matter if i put down a zombie spawner or not, if i got into the editor, put down a player and Zeus, no zombies spawn, and I can't see any way to spawn them from the Zeus menu. Does this only work in missions, or should it be possible in editor too? EDIT: seem to have it figured out, apparently if you don't put down at least one zombie in the normal editor, no zombies will spawn in game and the zombie 'faction' doesn't appear on the Zeus spawn menu. If you put down at least one zombie unit in the editor, it seems to be fine. Although I still don't see the zombie spawning settings doing anything, no zombies ever spawn for me.
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This is the best thing ever. Would love to see something like this in ACE, the default arma mine detector is pretty bland and barely functional.
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Any suggestions? Would love to be able to use this tonight, just don't want to break anything or have any missing sounds
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ACE3 - A collaborative merger between AGM, CSE, and ACE
soulis6 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ahh that's awesome, thanks, exactly what i was looking for! -
ACE3 - A collaborative merger between AGM, CSE, and ACE
soulis6 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there a way to set the wind in a mission, with the new ACE wind/advanced ballistics? None of the normal ways of setting wind work, and there are some missions where the mission maker might not want any or vice versa. Also unrelated, is there a way through scripts to set a player's wounds back to healed? There's been times where through some bug or problem that a player got injured, and setting their damage to 0 and waking them up works if they're not in pain, but if they're in pain and/or bleeding, there's no way to get them back up for more than a moment through the debug console or scripts. Thanks in advance! -
So i'm a little confused, if I have the script version of this, do I need all the players to have the sounds folder? Or can I have them download the playwithsix addon version, and trigger it with the script? Sounds like a great mod, thanks for this! Will be playing around with it shortly!
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@Ares - Modules expanding Zeus functionality - Release Thread
soulis6 replied to antonstruyk's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Whoops! Right you are! For some reason I read sqf and my brain changed it to sqm. That's actually really cool, i didn't realize this feature was in Ares. I will have to try that, could be super useful in caching away parts of the map or loading preset groups enemies or things like that. Do you think there's anyway this could be adaptable to be used to create custom item/prop/unit compositions? Kind of like how it works now, but the global placement would be placed down by Zeus, with the props/units retaining their spacing? Thanks for the explanation of how it works though, great stuff! -
@Ares - Modules expanding Zeus functionality - Release Thread
soulis6 replied to antonstruyk's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It's a bit complicated, but it's usable once you get the flow down. I've been using MCC to export to sqf, but I believe it's the same function as in Ares. Steps: 1) Do as you had already done, and put some units/objects down in Zeus, and save to SQF to clipboard with Ares. 2) In the 2d editor, create and save a new blank mission, name it whatever you want (I usually name mine just 'export'). 3) Navigate to your missions folder for arma in windows (i believe the default is user/mydocuments/arma3 or something like that), and find the new folder for the blank mission you just saved. 4) Open the SQF of that mission in a text editor, select all, and overwrite it all with the code that Ares saved to the clipboard. Save the file. 5) Back in Arma, in the 2d mission editor, reload this mission file. You should see all the placed objects you put down in Zeus inside the 2d editor now. You can either save this mission out as the base for a new mission, or if you want to import it into a preexisting mission, open that mission and select 'merge' and choose this new one. I sometimes have to do this a few times as I inevitably forget about some group of soldiers or base that I need to add, save out, and remerge back into my original mission. I'm not sure if Ares does this different (anyone know?), but with the MCC export function, it doesn't save things like Modules or unit inventories, or waypoint settings (the waypoints themselves yes but not their options), so you usually have to go through in the 2d editor and fix that stuff up. I think that's mostly it, someone can tell me if there's anything I missed or have anything to add. Edit: whoops, didn't see the post by Anton first, that's pretty neat you can just throw it into execute code and it will generate the mission again in there. Maybe i have the wrong steps here if it works differently to the MCC sqf export? -
ACE3 - A collaborative merger between AGM, CSE, and ACE
soulis6 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Has anyone had a problem with empty helicopters blowing up immediately when a player gets in them? I was having that problem tonight, no matter what type of helicopter, whether empty or friendly already in them, as soon as a player was getting in, it was just detonating and killing them. The only thing I can find about a similar problem suggests it also happened with some old revive scripts and conflicts between them, and I did have the ace revive module in there, which makes me think it's the likely culprit. -
That's a big oversimplification, but yes, that and other things.
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I don't want to derail this thread, but I disagree. In the real world, i have 100% confidence that if i shoot a gun, a bullet will hit (very very roughly, haha) where i'm shooting. Not so in a game though, where any manner of things can go wrong, and we are missing multiple layers of real sensory feedback, and can't be safe in the knowledge that there are no invisible collision walls or bugs are affecting our bullets.