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flyinpenguin

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Everything posted by flyinpenguin

  1. Quick update, links have been updated, I managed to get server keys working for it. Thanks booshisloose for link. Figured out where that guide was outdated and managed to scratch out a key and sign the pbo. Should work, let me know if not.
  2. This is a Zeus Integration only. It will not mess with ALiVE in anyway. This means that it will not transfer anything ALiVE spawns down at all. The only thing it will deal with is what the Zeus user themselves spawns down. Of course it accounts for current load on the server and headless clients if there is any, regardless of how any units were spawned down. So it will always choose the server/headless client that has less AI on it, when spawning from Zeus. Let me know if you need any further clarification. Also, thanks for the link. I think I have tried this once before and it kept having an error. Will try it again when I get a chance. Cheers!
  3. Well thats not good. Let me know if it is broken. I will test my current version when I get the chance, thoughmy current version is a mod based version. If this one is broken, sadly I won't update it and will only support the mod when I release it.
  4. @dishardfc, it does not reference the power of the ammunition whatsoever. The damage comes from a default explosion effect type that Arma 3 has in it by default and looks somewhat like flak. That is the thing that is damaging the aircraft, and it can be spawned inside the aircraft, which is why it can hurt the pilot. Otherwise, there is no actual bullet coming towards the aircraft, it just simulates it. And sadly, it will not work with the RHS ZSU-234 without some modifications. I did not initially design it to be that modular, but it is a good idea to let it apply to a larger range of vehicles. I have had another version of this in mod form that I have been sitting on for a while. It makes the flak even more scary and realistic. That version has a chance of killing instantly, but is not very likely at all unless the pilot flies at very slow speeds. Currently it is only used privately within my community, but I do plan on releasing it at some point. Let me know if you are interested in beta testing it for your group and we can see about getting you a copy.
  5. flyinpenguin

    Improved Fatigue System

    @lifeofbrian, yes its possible to convert this to be applied to AI in a pre-made scenario/mission. However, I unfortunately have no intentions of doing this myself. My current implementation will be heavy on server usage if you intend on using it on all AI, there are much better ways of handling it so that they retain movement speed. Probably not too many better ways if you wish them to fall over. So just be wary of using this. If constant movement is what you want, I would suggest looking into adjusting fatigue configs so that AI will take longer to slow down. I believe this is the method ACE3 uses if I'm not mistaken. Let me know if you need any further help in pointing you in the right direction for what you need. @Stice, server key files are included within addons folder where the .pbo is contained
  6. Hey guys, I normally solve issues and dont have them, but I ran into one that I am having trouble with and want to make sure its not just me. This last patch changed addPublicVariableEventHandler and seems to have broken one of my scripts that lets a player use the action menu on an item to start a script on the server, in this case being a rifle range script. Add action calls this piece of code succesfully SSrr_gridPos = (getPos (_this select 0)) select 1; publicVariable "SSrr_gridPos"; [sSrr_gridPos] execVM "SSRifleRange\handleRange.sqf"; Mission Init has this code missionNameSpace setVariable ["SSrr_gridPos", 0]; "SSrr_gridPos" addPublicVariableEventHandler { [_this select 1] execVM "SSRifleRange\handleRange.sqf"; }; the handleRange.sqf has a if(isServer) check to run anything. This script worked flawlessly to send data and run a script based off of that on server side. Since the update, it has not worked. If you run it via singleplayer it works normally and if you host the server as client, it works when only the host starts it. This has pointed me to addPublicVariableEventHandler, or publicVariable not working as it had before. Bohemias patchnotes on the subject are as follows Added: addPublicVariableEventHandler support for object, group and teammember targets. setVariable accepts a 3rd ‘public’ parameter for its namespace version. Anyone have any ideas on what changed, or if it is no longer viable to use this method to send data and execute scripts server side? Many thanks!
  7. flyinpenguin

    hint Help

    You have it backwards slightly. Reference https://community.bistudio.com/wiki/taskState Should be if((round(_time - time)) > 0) then { _countDown = [(_time - time),"MM:SS"] call BIS_fnc_secondsToString; if (taskState life_medic_task != "Succeeded") then { hintSilent parseText format["<t size='2'><t color='#FA4F4F'>BLEEDOUT TIME</t></t><br/><t size='4'>%1</t>",_countDown]; }; }; if((round(_time - time)) > 0) then { _countDown = [(_time - time),"MM:SS"] call BIS_fnc_secondsToString; if (taskState life_medic_task == "Assigned") then { hintSilent parseText format["<t size='2'><t color='#FA4F4F'>BLEEDOUT TIME</t></t><br/><t size='4'>%1</t>",_countDown]; }; }; Sorry for late reply. I dont go on these forums that often. Also, use this to define life_medic_task missionNamespace setVariable ["life_medic_task", (player createSimpleTask [format["Delivery_%1",life_dp_point]]) ];
  8. Yeah, I know publicVariableServer is a better method for server execution. I have had issues in the past with it so I just use publicVariable unless I have continuous transmission of data. I agree as well that the change to setVariable is a nice addition. Just wish it would actually work. Hopefully someone can find the solution why this doesn't work anymore. It's possible there was syntax changes to addpublicvariableeventhandler. I'm going to try to find bohemias declaration in their code for their EH they use in BIS_fnc_MP. I fixed my code a while ago with BIS_fnc_MP, but the point of this thread remains. Why does the code I posted above no longer work? What syntax change or variable types changed to make this no longer work?
  9. So an update, I tried using setVariable's new public parameter instead of publicVariable. Still not working.
  10. That sounds normal. You can only fire at targets, IE vehicles and AI or player units. You cannot fire just at the ground. Also, it prevents you from shooting at ground targets by default. There is a configuration to change this if you wish. Spawn a helicopter and have it fly over you and aim directly at it while firing. Let me know if you have any further issues.
  11. flyinpenguin

    hint Help

    Your going to need to define a missionNamespace variable of type boolean near the beginning. Switch it to the opposite in the code when the player succeeds. When ever you display the timer, check the variable to see if it has been completed. You dont always need to use getVariable for missionNamespace variables once you declare them, but it doesnt hurt to make sure by using 'missionNamespace getVariable "MyMissionVariable";' Of course setting them looks like 'missionNamespace setVariable ["MyMissionVariable", false];' Edit: Looked into the code further, you are using the default task system, just check the taskstate for completion in the timer. I never use default task's so I'm not too familiar with them.
  12. Updated to v1.1 v1.1 - Targeting fixes Fixed- AI now respect Hills and trees and will not cheat Changed- Targeting is now based upon AI skill Changed- Adjusted default settings for firerate Found a bug as well. Script uses nearTargets which works fine usually. Unfortunately on Altis (not sure about stratis but im assuming) nearTargets picks up literally everything. So until I can work around this, use this only on addon maps. Edit: It will work on Altis, just don't place it down where there is a lot of light fixtures. Aka, the main airfield. Fix is coming, I have not been able to focus on this mod yet. I already completed a proof of concept design and will be doing a final implemention hopefully next week. Good rule of thumb is to try out the spots you intend to place the tigris down before the mission and see if they fire at helo's. If they dont, you may need a new spot.
  13. There will be an update in the future soon, found a few features that need to be improved. These are the AI targeting method and the position used for center point of randomization of flak. Will have at least the second one done by next week if not both. For now, I recommend setting the maximum range to below 1500m. Side note, setting the minimum height to 0 makes for some hilarious ground combat, though not implemented quite correct yet so it is a bit powerful at the moment. This should be fixed in the next update as well as long as I get the AI targeting method done. Also, still in closed beta right now is an addon version of this! You will not need to put anything into the init of the tigris, so spawning them down mid-mission will not pose an issue. Should also improve performance with the addon version.
  14. yes, that would change when using Blastcore. Also, because the screenshot was taken when in the VR map, the color/contrast is super exaggerated compared to a regular map. Also, TY Foxhound!
  15. flyinpenguin

    Improved Fatigue System

    @kgino1045, I haven't encountered this issue but will investigate @jgaz-uk, Yes the current released version should be working! I have been attending other projects as of late and havent tested with the most recent version of Arma3 but I will look again to make sure. As to the second question, it is client side only. It was designed for use in Milsim units which have set mods. Milsim units also have requirments to keep as much off server side calculations as possible, so it does not need to be ran on the server. If you wish to use the module to force changes, you will need to enable the mod on the server. Otherwise, clientside only! I do intend to make a version that can be run from the mission instead of an addon, but that will unfortunately have to wait. Sadly, I have to many projects on my plate to start thinking about that right now.
  16. flyinpenguin

    Arma 3 Crashing issue

    Yeah im not even seeing an error code in those rpt's. I did see a funny parameter in the first one you sent. cpucount=0? Uh... :p Anyways, how many input devices are you using? ie, keyboards, mice, joysticks, gamepads, trackIR, webcams, steering wheels, etc.
  17. This has been a problem with the workshop for a while. Everytime Arma 3 updates and you are subscribed to anything in the workshop, it is liable to start breaking the game. Best bet is to not use the workshop at all and find everything you need via these forums or Armaholic.
  18. flyinpenguin

    Green square missing

    You got to be patient man, posting a 'hello?' is not going to help someone answer any faster. There is probably a graphics option that you turned off. I suggest you start your search there.
  19. Try using a startup parameter. Specific one you should try is '-noLogs'. This is supposed to make the game not write the rpt files as the game is running, but I have notices less 'click ok' errors when using this. Not sure if it will help or if it was another parameter I use that lessened these. Probably worth a shot though.
  20. flyinpenguin

    Improved Fatigue System

    @ Groshnak, that would be great. This is the first time I have done a module so it is possible I am missing something. I will look over bohemia's documentation on it again and try to find something that I missed. I am running legacy 1.24 version because so many things are still wrong with the most recent version. Maybe that would help?
  21. flyinpenguin

    Improved Fatigue System

    hmm.. weird. I shall look into it Edit: Tried to reproduce, but could not get the error you specified. There should be no interaction between a sector module and my module, so it is unlikely that my mod is causing this. I suggest you try to reproduce without running IFS and see if you get the same thing.
  22. flyinpenguin

    Battery Mod by Flyinpenguin WIP

    Here is the progress so far.
  23. flyinpenguin

    Improved Fatigue System

    Improved Fatigue System has been updated to version 1.0! ChangeLog: v1.0 - Added - IFS Module Added - Complete customization over when the mod activates Changed - Heartbeat and RadBlur activation timing Changed - variable heartbeat Fixed - blink now happens with NVG's Added - Documentation over IFS variables for mission/mod makers Added - Server keys Note: I wanted to put in a custom animation for falling over, but I realized that I am terrible at doing animations. So I did not include it. If anyone can, or knows anyone that can, make animations, I would love to get in touch with you and see what we can do!
  24. flyinpenguin

    EMP Pack -WIP-

    @AlexSegen and @LtShadow, I would love to answer your questions if you have any, but I cannot determine what either of you are asking.
  25. flyinpenguin

    EMP Pack -WIP-

    yeah.. we are still contemplating what to do about that. I have been working on ways to interact with Task Force Radio to make the mod work with it and disable those radio's. Will be trying to get that working for the next update.
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