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chessmaster42

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Everything posted by chessmaster42

  1. chessmaster42

    Curator Presets Mod

    Are you using 1.7.1 or are you using what is not released yet in the repo? I've seen a number of crashes myself but only when Spawn Garrison is used, when in an area with a large number of buildings, and on 1.7.1. I've curbed most of the problems around this by tweaking a few things in the Spawn Garrison module that will be in the next release. Any chance you have some logs I can look at? ---------- Post added at 01:13 ---------- Previous post was at 01:12 ---------- Do you see the other modules from the mod? If you see the others then chances are you somehow have an older version than 1.7.1 installed. Could you get me a log on Pastebin to look at?
  2. chessmaster42

    Curator Presets Mod

    You just place the module where you want to spawn the garrison and it searches through nearby buildings to fill them with units. Upon placement you get a config dialog so you can tweak the start position as well as the radius, density, and side of the units.
  3. chessmaster42

    Curator Presets Mod

    This is actually really easy to do. I know that most people here aren't going to want to get an account on GitHub but it would help tremendously if people would so that they can log all of this stuff there. Next update you should see the dialogs about twice as long and the same for the drop-downs. Most of the UI tweaks are easy so I'll get it updated. How were you testing it? Any change I could get a log from you on pastebin? This was a new module in 1.6 so it's probably still buggy. Thanks for all of the interest and support guys! I means a great deal to know that people are enjoying this. Keep the ideas rolling in, I am having so much fun working on this mod and I don't see me stopping anytime soon. Thanks! :D P.S Feel free to create an account on GitHub.com. It's super easy (not an understatement) and makes gathering up all of the ideas and bugs super easy for me. So far I've been able to add almost everything people have suggested but if you guys could start logging them yourself it would mean quite a bit to me. Anyone can log issues here and I review the issues daily. ---------- Post added at 18:50 ---------- Previous post was at 18:48 ---------- Very easy to do, actually. Do you think this should be by default or does there need to be a config dialog? If I change it to where it's always the whole group the unit is in it's a VERY easy change. Maybe just a couple lines of code that can be done in <15 minutes. If there needs to be a config that's a bit more work but still doable. Thoughts?
  4. chessmaster42

    Curator Presets Mod

    #1 - Sounds like a great idea. I just have no idea how to get a vehicle to orbit a location. The math I can do but I just don't know what commands would be needed to tell them to keep turning but keep the same distance from a given point. #2 - Not practical and more hassle than it's worth to include another users' content packed into my mod. For the time being this will have to be in your mission file #3 - See answer to #2 as it's mostly the same. Also, the latest version(s) of IgiLoad loads up automatically. It doesn't need to be applied per-vehicle anymore. ---------- Post added at 21:30 ---------- Previous post was at 21:29 ---------- Can do but to what end? Are you wanting the drop-down to be longer so you can see more? ---------- Post added at 21:32 ---------- Previous post was at 21:30 ---------- #1 - Text chat for now. Might be possible to do more with it later but I'm keeping it simple for now #2 - Quite true but not selectively based on their position in the vehicle. This isn't strictly necessary but does provide some convenience if you just want to unload passengers or just the crew.
  5. chessmaster42

    Curator Presets Mod

    Updated to 1.7.1: -Fixed some critical issues in the last update The Spawn Garrison module now has unit and group count limits in place and is all run server-side now. Max of 100 units and 50 groups. I crashed a couple test servers pretty easily before this limit so use this module sparingly in large towns. You have been warned lol
  6. chessmaster42

    Curator Presets Mod

    Hint for what's in the next update: http://steamcommunity.com/sharedfiles/filedetails/?id=252435354 If all goes well this might be in an update tonight <crosses fingers> Also, this module can do terrible things to your server if you aren't careful :P ---------- Post added at 20:06 ---------- Previous post was at 19:26 ---------- Updated to 1.7: -Added Spawn Garrison module Well, looks like my sneak peek post was a bit unnecessary. I was able to finish up my testing faster than I thought. So here it is! The new module auto-populates the coordinates in the config dialog but you can change the values if you like. The radius goes from 10 meters to 1000 meters (no indicator yet, will be in the future). The density is an arbitrary value that goes from 0 (no units) to 10 (units spawned in every building position). The unit classes that are used are randomly chosen and the algorithm for this will be improved in future versions. Enjoy! :)
  7. chessmaster42

    ArmADev Eclipse Plugin

    I know I'm kinda necro'ing this thread but I use this tool nearly every day and would love to be able to update the function dictionary or at least see an update with all of the arma 3 functions (there's quite a few missing). Is there going to be an update to this? If not could you release the source so that we can update ourselves as needed? Any help would be greatly appreciated! Thanks!
  8. chessmaster42

    Curator Presets Mod

    This isn't possible with the pre-made scenarios. You will need to create your own mission file and add the VAS scripts to the mission file in order to use this. Due to the size of VAS and the complications of packing in another user's content into my mod I don't have any plans to include VAS itself in my mod. Sorry I can't be of more help on this. The VAS module was more of a convenience thing for myself for a mission which was the main reason for creating this addon to begin with. It's just grown into quite a few other things since then which I'm quite happy about :) ---------- Post added at 00:17 ---------- Previous post was at 00:16 ---------- Hmm, I hadn't thought of that. I'll have to do some research. It might be possible and if so I'll be sure to get it into a future version. Thanks for the idea!
  9. chessmaster42

    Curator Presets Mod

    Updated to 1.6: -Added Unit Action module -Added Unit Animation module (incomplete) -Added Unit Chat module -Improved Unit Surrender module -Changed list boxes to combo boxes -Misc UI improvements The animation module is in there but it's not functional yet. I hope to have it working in the next version but it's proving to be more difficult than I originally thought. Also, the improvements to surrender mean that there is now an action put on surrendered units so that players and AI units can capture/secure the surrendered units. As always, the main post has been updated with the new details. Enjoy! :)
  10. chessmaster42

    Suggestion: Add speedmode to AI

    Another shameless advertisement for my mod but it can already set unit speed: http://forums.bistudio.com/showthread.php?176116-Curator-Presets-Mod
  11. chessmaster42

    Order choppter to landing

    Shameless plug for my Zeus mod but it can do this and quite easily:http://forums.bistudio.com/showthread.php?176116-Curator-Presets-Mod
  12. chessmaster42

    Curator Presets Mod

    Your log files should be in a folder like this: C:\Users\<username>\AppData\Local\Arma 3 Then copy paste the contents to http://pastebin.com and post the link to the new paste and I'll take a look at it. ---------- Post added at 09:04 ---------- Previous post was at 08:45 ---------- With the updates in 1.5 this should no longer be an issue. Can update and let me know if its better now? ---------- Post added at 09:19 ---------- Previous post was at 09:04 ---------- There isn't a way using basic commands but with some scripting it might be possible. Any chance you have that script or a link laying around that I can use?
  13. chessmaster42

    Curator Presets Mod

    Updated to 1.5: - Internal UI overhaul, Added Air Flight module, Added waypoint placement handler The old helicopter modules are now gone as they are handled in the waypoint types within the waypoint handler. To use these just go to the bottom of the type list and use the "Land" or "Land - Get In" types. Also, the type "GUARD" is still a bit buggy but I have a guard trigger that gets set where the waypoint is set. This also puts an icon on-screen for the curator (can't remove the icon yet) where the guard trigger is placed. Also, some of the list boxes may appear to not be working but will populate as soon as you click on them. You will also need to do this for the damage slider in the Damage Component module so that a value is set. As always the main post has been updated with the new download link and updated changelog. Enjoy! :)
  14. chessmaster42

    Curator Presets Mod

    Most of these are covered by the things on my TODO list here: https://github.com/chessmaster42/curatorPresets/issues As for the listbox issue it's a UI thing that is mostly due to laziness on my part but won't be difficult to fix. Just not sure yet when I'll get to that. ---------- Post added at 23:16 ---------- Previous post was at 23:15 ---------- What kind of mission are you using and how are you running it (Editor, In-Game, Dedicated) ? Can you provide any logs? ---------- Post added at 23:17 ---------- Previous post was at 23:16 ---------- Thanks! :) As for the animations one I have it logged on my TODO list on the repository so it'll get done eventually. Not sure yet what the priority is but it's definitely one I'm going to be adding in the future.
  15. chessmaster42

    Curator Presets Mod

    Updated to 1.4: -Fixed global and persistent issues with some modules This will fix the issues with VAS and Recruit actions not showing up on units for non-Zeus players. Should also fix some oddities with the damage component module. This means that you can now use damage component on player occupied vehicles as well as the players themselves :) @Foxhound - Sorry that you have to keep updating things on Armaholic. The release rate will definitely slow down soon. Just working on major features and critical bugs.
  16. chessmaster42

    Curator Presets Mod

    Updated to 1.3: v1.3 - Added Artillery and Vehicle Disembark modules, Fixed mod logo Enjoy!
  17. chessmaster42

    Curator Presets Mod

    Where did you download from? The link I have in the main post is only for downloading the actual CPM_1.2.zip file as that is the current version. It seems that some of the mirror sites (Armaholic and PlayWithSix) didn't quite get the download link right. Probably something weird with github. But to answer the question, you just extract the CPM_1.2.zip as it should contain the @CPM mod folder. I'll have better download+setup instructions tomorrow probably. ---------- Post added at 19:20 ---------- Previous post was at 19:19 ---------- There's something weird with addAction in Zeus missions that I haven't been able to quite track down yet. Probably both of those are related to the weirdness. ---------- Post added at 19:26 ---------- Previous post was at 19:20 ---------- #1 - Most definitely! I've already got it logged and on my TODO list here. Should be in the next version. #2 - Sounds like a good idea but no idea what scripting will be needed. I'll have to do some research but it sounds doable. #3 - I'll have to poke around in the asset files but this should be pretty easy. Albeit a very low priority given that it is just aesthetic. ---------- Post added at 19:27 ---------- Previous post was at 19:26 ---------- Can you post a log to pastebin.com and link it here? I don't think that my mod is the cause but can't say for sure without more to go on. ---------- Post added at 19:28 ---------- Previous post was at 19:27 ---------- Yes, due to the integration with Zeus you will need to run this mod on the server as well. As for the waypoint cycle command could you be a little more specific? Zeus can already do waypoint cycling by Alt+Clicking when placing a waypoint. ---------- Post added at 19:38 ---------- Previous post was at 19:28 ---------- #1 - Doable and I've tested it. Problem is that it fades the screen for everyone including the Zeus player. Need to find a way around that. #2 - Also doable but not sure how to do the chatting. Simplest way would be to ask for the message in a dialog text input. What would work best?
  18. chessmaster42

    Curator Presets Mod

    Both the VAS option and the CWS option require that they are present either in the mission or as addons. I sometimes forget this because I have them in every mission file I work on. It's certainly possible for me to package them in with the mod but right now it's not very practical. Sorry for any confusion there :/
  19. chessmaster42

    Curator Presets Mod

    Updated to 1.2: -Implemented config dialogs for Component Damage and Unit speed modules Also, so far it seems to be impossible to add a new module category in Zeus. The categories will show up in the editor but just not in Zeus. So still working on that one. I also plan to build in some sort of support for userconfig so it's easier to run custom, external scripts (say within a mission file instead of in the addon) but so far it's just an idea. Any suggestions for modules from anyone? I'm all ears and now that I have the main framework in place it's pretty easy to add in new ones.
  20. chessmaster42

    VAS in Zeus

    An alternative would be to do it like I have it in my mod over here. The way I did it is to avoid exactly the problem here where you have to have the script all the time and you have to be admin and have debug on, etc. Not sure if this helps but hopefully it get's you on the right track :)
  21. chessmaster42

    Curator Addon

    This is the actual Zeus (aka Curator) game content. If you want to use Zeus then you'll need to have it enabled.
  22. chessmaster42

    Chessmaster's Wounding System

    Sorry about things being so dead here. I've swamped with other project but I swear I'm still working on the bugs. As for this one in singleplayer I know for a fact that teamswitch will not work. I need to update the known issues with that. It has to do with the way the finite state machine is loaded. As for the first aid on enemies, why even load the wounding system on them unless there are players on that side? It's an unnecessary load on the system and doesn't add all that much to the experience. I can certainly look into adding some more to the action conditions to check the side of the unit. I don't think it would be very complicated but it may be a while before I implement that.
  23. Try something along these lines: Vehicle_Lock_Load_Players = { { [_x] spawn ScriptFileOrFunctionNameHere; } forEach playableUnits; }; Vehicle_Lock_Load_Global = { [[], "Vehicle_Lock_Load_Players", true, true] spawn BIS_fnc_MP; }; call Vehicle_Lock_Load_Global;
  24. If you want to keep the original object it gets pretty tricky. But if you're okay with using the art assets that are already wreckage then it's pretty easy. In order to keep it from going to a damage value of 1.0 (totally destroyed) you have to setup a damage handler script on the object to capture and process the damage so that you can restrict how damage it can get.
  25. chessmaster42

    A3 Wounding System (AIS by Psycho)

    This can happen if you load the system on all units instead of just players or specific units. How are you calling the function to load the system on units?
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