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jshock

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Everything posted by jshock

  1. Yea I've looked into that one as well as looked into Chessmasters42's Curator Presets Modules. It's really more of taking the time to really sit down and sort it all out and figure out wtf I'm doing.....but I'm struggling to get a usage video out atm so....
  2. Yes. My only issue is my lack of knowledge with in-game GUI setups, otherwise that would have already been completed a long time ago. Also there isn't a whole lot of documentation on Zeus modules themselves so I'm having to piggyback (to some extent) on other mods to see how the configuration works.
  3. Lol, all good man I still haven't finished configing the blufor uniforms and masks :D.
  4. Meant to do it this week...but I got a possible job opportunity with a software company and have been focused on trying to weasel my way into it. I'm hoping to have some time after this weekend....I wholefully apologize for my lack of action with it....
  5. jshock

    RPT viewer

    Sounds expensive.
  6. jshock

    RPT viewer

    Yea if you're wholefully stuck with something just post a pastebin link or similar here, I'm sure there are more than enough willing to assist.
  7. jshock

    RPT viewer

    I'm my own RPT analyzer. Just takes time to learn and understand. There is a lot that can be ignored (most of the time). There is no analyzer as far as I'm aware outside of community members replying to posts here.
  8. Well, myself and a friend are currently having issues with downloading it off of the workshop...not entirely sure what the problem is. It says that my mod is updated and it tries to download but then it cancels itself and tries again 5 minutes later, but never updates....anyone had a similar issue like this before? Seems like a general workshop issue atm. It's all fixed now :D.
  9. UPDATE: v0.5.2 is LIVE OP mirror links updated. I apologize for the time it took to push another update and the fact I still haven't done a video on basic usage yet. This update brings a much needed MP fix and the ability to affect AI. Hopefully that will curb some peoples frustrations . Changelog:
  10. It should work MP...or at least it did. Check your PMs.
  11. Hm, try this instead: private _playerCnt = count (allPlayers select { !(_x in (entities "HeadlessClient_F")) }); private _inThreshold = 4 / GRLIB_csat_aggressivity; private _cap = [] call F_opforCap < GRLIB_battlegroup_cap; private _readiness = combat_readiness >= 70; private _fps = diag_fps > 15.0; if (_inThreshold && _cap && _readiness && _fps) then { [] spawn spawn_battlegroup; }; OR: private _playerCnt = count (allPlayers select { !(typeOf _x isEqualTo "HeadlessClient_F")) }); private _inThreshold = 4 / GRLIB_csat_aggressivity; private _cap = [] call F_opforCap < GRLIB_battlegroup_cap; private _readiness = combat_readiness >= 70; private _fps = diag_fps > 15.0; if (_inThreshold && _cap && _readiness && _fps) then { [] spawn spawn_battlegroup; };
  12. When in doubt, spread it out: private _playerCnt = ((count (allPlayers - entities "HeadlessClient_F")) >= (4 / GRLIB_csat_aggressivity)); private _cap = [] call F_opforCap < GRLIB_battlegroup_cap; private _readiness = combat_readiness >= 70; private _fps = diag_fps > 15.0; if (_playerCnt && _cap && _readiness && _fps) then { [] spawn spawn_battlegroup; }; You were missing a parenthesis in the ocean of parentheses that you were using. The above is just a bit cleaner.
  13. jshock

    Jump

    It's sad I use this one and didn't link it. I just googled "jump script" and "jump mod" to make a point lol.
  14. jshock

    Jump

    Pick your poison: Jumping Script Jumping Mod The game engine, etc. is completely capable, it's just not provided with the base game. Take it for what it is, but keeps the hands of the scripting portion of the community busy, and I for one don't mind it .
  15. jshock

    Aircraft breathing custom sound help

    I wouldn't know how to calculate the G-forces enacted on the player (hopefully someone else can do maths). The following would be placed in your initPlayerLocal.sqf: fnc_addPilotMaskSound = { params [["_unit",objNull,[objNull]]]; if (isNull _unit) exitWith { diag_log "fnc_addPilotMaskSound: Unit provided was undefined!"; }; private _timeStandard = 5; //adjust as necessary private _classesOfHelmets = ["myHelmetClassname","myOtherHelmet"]; //adjust as necessary //private _threshold = someCalcuation/constantNumber; //adjust as necessary when you find out how to calc gForce private _mySoundClass = "mySoundClassname"; //adjust as necessary while {alive _unit} do { private _inPlane = (vehicle _unit) isKindOf "Plane"; private _hasHelmet = (headgear _unit) in _classesOfHelmets; private _timeBetweenBreath = _timeStandard; if (_inPlane) then { if (_hasHelmet) then { /* private _gForce = someHow get gForce calculations; if (_gForce > _threshold) then { _timeBetweenBreath = somethingLessThanPreviouslyDefined; }; */ playSound _mySoundClass; }; }; sleep _timeBetweenBreath; }; }; [player] spawn fnc_addPilotMaskSound; player addEventHandler [ "Respawn", { params ["_newUnit"]; [_newUnit] spawn fnc_addPilotMaskSound; } ];
  16. jshock

    FPS tips?

    I honestly think it's going to be your CPU overall. I run on mostly ultra with occasional high settings and I normally stay around 50-60 unless a server is really loaded with people/AI/objects/etc. My specs: i5 4690k (no O.C.) MSI 960 4GB 8GB 1866Hz RAM
  17. No, not yet, the feature list on the OP is the closest I've got to a guide atm. I've been meaning to put a video or something similar together on basic usage of all the modules but I've been a bit busy the past couple days and wanted to get this hotfix out there first.
  18. UPDATE: HOTIFX FOR v0.5.1 is LIVE -new version: v0.5.1h OP mirror links updated. Changelog:
  19. I know that and I will be pushing that feature at some point in the near future.
  20. !alive myWeaponsCacheVariableNameHere
  21. Issue resolved, was using the display name of the mask, not the classname. Simple and easy fix .
  22. Got busy yesterday and didn't have time to put together the example, sorry! @Sill2 first problem I see (which I gather from the first picture) is you have two Mask Settings modules, you should only need one. Go ahead and change the MOPP level of the area to level one. Put the classname of your mask in one of the three options (M50, Two-eyed, Open) in the Mask Settings module (I recommend two-eyed since you're using the S10). Though you do have the overaly disabled, so I guess it won't really matter. The other thing to double check is that the mask actually inherits from and is classfied as "goggles" and not headgear, otherwise you would need to change the option that says "Head/Goggles: Use Goggles as Mask" to "Use Headgear as Mask". And just to be complete, you do know that you have to be a minimum of 100 meters away before your detector starts detecting (cold zone radius) and 50 meters away before damage is applied when you don't have the required gear (hot zone radius). In your case since you are using the module position and not a synced object the "object zone radius" doesn't do anything. You can of course change those values at will. If none of that works, I'm not particularly sure what the problem could be. So put down a debug module, enable it, start your mission get your mask on and go into the area. Once you're there take off your mask for a few seconds then put it back on. Back out to the editor and send me your RPT file (found in: C:\Users\YourFancyUsernameHere\AppData\Local\Arma 3). EDIT: Make sure the mask classname has no quotations, just the classname by itself. (i.e. not "My_mask" but My_mask)
  23. jshock

    waitUntil Hangup

    When you run "count units _ambushers" and put it in the "_cnt" variable, "_cnt" stays the same as when you initially do it, so if _cnt doesn't equal zero when you reach the waitUntil you have an infinite loop that will never exit. Do this instead: _ambushers = group ambusher; _cnt = count units _ambushers; if (_cnt > 0) then { titleText ["CREWMAN: TOOK YOU LONG ENOUGH! SHOOT THEM!", "PLAIN DOWN", 4]; titleFadeOut 1; }; waitUntil {(count units _ambushers) == 0}; .....
  24. @Eogos I will get working on that and hopefully get something up later tonight, will let you all know.
  25. @TrueMonolith I've known about the ADS issue since initial release, was kinda waiting for someone to say something. I'll look into it, its the matter of handling the status of the player camera when you do ADS. @Eogos && @festivalmatt && @BruceALMIGHTYY Yes, Zeus modules are planned. I suck with GUIs or else they would have been included in the initial release. Just keep an eye out for them. And as far as documentation goes, it's virtually non-existent, I plan on working on that as soon as I can get this thing a bit more stable. But until then you guys are free to send me a PM with a list of what modules you have down, screenshots of those settings, screenshots of the general setup in the editor and your general intent of the mission to see if I can get you going ( @Sill2 that goes for you as well). My apologies on that front. Thanks all for your support, keep the questions and excitement rollin'! As a side note, I'm thinking about doing "video documentation", well more of a "how to" usage series on this, since I'm too busy/lazy whatever to really write out documentation. I'll let you know what I decide.
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