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Everything posted by Bamse
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ACE3 - A collaborative merger between AGM, CSE, and ACE
Bamse replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Kenny: compatibility for RHS AR15's is available in 3.2.1. file: @ace\optionals\ace_compat_rhs_usf3.pbo -
Toadie's SmallArms and Animations for Arma3
Bamse replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
woah. Waiting for some kind of blessing and asking for official documentation hardly makes you "ridiculously entitled". Easy there tiger, it's Friday. Have a brew and listen to the gospel of our divine lord and savior Rebecca. FoxFort: Toadie responds when he feels like it I suppose. Judging on the recent posts he made it looks like it can take a few days so don't go all "nopenopenopenope" just yet :) -
Thanks FoxFort! I'll definately add this to our group of nerds' Client Side repo. RHS compatibility = nomnom :)
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NATO SF and RUSSIAN SPETSNAZ VEHICLES for A3
Bamse replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
iirc this is the official document on TFAR-compatibility: https://github.com/michail-nikolaev/task-force-arma-3-radio/wiki/API:-For-developers#vehicles -
RHS Escalation (AFRF and USAF)
Bamse replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
maquez: Compatibility patches are not affected by the inclusion of JR into CBA. To avoid comp. patches you need to include the code directly into the mod. Since this hasn't been done in a public release of RHS and probably won't be since RHS policy is to not have required dependencies I doubt this will be done. But that's just me guessing ofc :) So, the only change is that instead of loading two mods (JR and CBA) when starting the game or server, you just need to load one mod, CBA.- 16577 replies
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- Weapons
- Accessories
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It is not officially done for multiplayer yet. The only current release is SP (altho reports suggests that some/most stuff works).
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Official documentation on particle effects states that the correct usage is "blockAIVisibility = true;" How are booleans treated in configs compared to scripting/sqf?
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I know what the forum rules itself states, but where are the mod-specific license? I could swear it was in the first post earlier this year? Can't find anything on Armaholic or in the archive itself either :/ All I mean is that In situations like this when licenses is being talked about it's so much easier just referring to that.
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Roger that, I thought you had issues signing the file based on this part of your previous post, but now i understand it was a bit of a lost in translation kinda situation :) Just to re-clarify what I wrote above, I don't have access to a dedicated server so I can try this out properly, so I just tested the only option I have. To test this I started my regular client (adding the -checkSignatures parameter to launch options) and doing that it works just fine no matter if starting a local-MP server or whatever. Again, this is completely local.
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I haven't tried it on a server since I don't have access to one, but I could sign the file without any issue using DSUtils found in the latest Arma 3 Tools package. proof (sorry, couldn't make the DSUtils windows any smaller :/):
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With a mod called SOCMOD I'd kinda assume it would be ... ;)
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There is an "issue" with this mod that more static mods like CH's View Distance addon somehow overrides. When playing on a server that has a default view distance set (or rather no view distance manually specified at all), the server and the client forces a viewdistance of 1600, no matter what you have set in your client. This goes for both dedicated servers and local-MP servers. If CH's addon is used it overrides whatever distance you have set on the server (or not set :P) and whatever you select through the action menu will be forced on your client. So, when running Mk1 Eyeball on a server that has no view distance set it doesn't matter what you specify, because your client max view distance will be overridden with 1600 and Mk1 Eyeball is rendered pretty much without a use. Is there somehow you can enforce the VD and oVD with Eyeball? That would be awesome as fuck :D
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- draw distance
- objects
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United States Air Force( 2015)
Bamse replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just wanted to check if I missed anything regarding this. Was looking for a way to do a pre-fitted A10 and just wanted to know if it's possible. If not we'll just tell our pilots to do it themselves :) -
Sounds very interesting! As soon as it's available on other services than SW I'll be sure to test it out :D
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- draw distance
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I updated TS3 before a coop game yesterday evening and had no issues at all, thankfully :)
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problème connections serveur multijoueurs
Bamse replied to a topic in ARMA 3 - SERVERS & ADMINISTRATION
Friendly tip: English only in these subforums :) -
F/A-18 Super Hornet and Su-35S Flanker E
Bamse replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nope, no method of auto-join channel depending F/A18-mod. Are you playing on a server that has that mod loaded, and clients are allowed to join it without having it loaded? O_o .... that's just wrong on so many levels :) -
Really really REALLY nice mod as always Dslyecxi! Thank you for this :) Is there any way of increasing or decreasing the visibility radius via script?
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New Forums: Feedback thread - Bugs/Suggestions here please.
Bamse replied to Placebo's topic in BOHEMIA INTERACTIVE: Web-Pages
Missing the option to mark every forum read on the main page. There's only the option to mark each sub-forum read while browsing it which is a bit of a pain to do. When clicking the main category, i.e "BOHEMIA INTERACTIVE DISCUSSION" or "BI MILITARY GAMES FORUMS" there's an option available at the bottom to mark as read, but nothing happens or the operation isn't done recursively. My OCD disctates that when I'm done reading the forums I should leave on a "clean slate" ;) -
Hiya! Nope, the only thing I do with that mod is to change the "scope"-value to make it show in arsenal, nothing more I'm afraid.
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Same here! :) Haven't had the time to dig into all the magic of scripting yet, but I'm done with pretty much everything except the actual script part where you can via init.sqf (or whatever script) set what frequencies you want to show. I do want to be able to do a editor module aswell, but that will be looked at after being able to set via sqf. So what done is a custom font and all the backing functionality for a total of 7 new controls (the displays for the seven different actual frequency numbers). If anyone reads this and is able to give a helping hand, please have a look at this thread I started back a few weeks ago regarding my issue: http://forums.bistudio.com/showthread.php?192996-OnLoad-ctrlSetText-problem-update-control-in-mod-from-mission-script
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[MELB] Mission Enhanced Little Bird
Bamse replied to diesel5187's topic in ARMA 3 - ADDONS & MODS: COMPLETE
stbrr91: Gear down controls thermals/day cam, gear up folds/unfolds. Bind each to a different key is key here, like G for one and Left-Ctrl+G or something :) -
Coder for custom mod syncing tool for our unit wanted.
Bamse replied to captainaimbot's topic in ARMA 3 - COMMUNITY MADE UTILITIES
I'd give A3S another go. It's not that hard to figure out if you just try it out a bit. Most surefire (probably easiest) way of doing it. 1. Create local folder 2. Copy all your wanted mods into folder from step 1. 3. Add a repo in A3S with your FTP server details (as where the repo will be reachable from after step 5). 4. Open your newly created repo (disregard any errors regarding missing files), click the cogwheel, select the "Main folder location" and then do a build. 5. Upload to your FTP 6. Done, try it out. 7. ??? 8. Profit! ;) Repeat half of step 4 and then 5 each time you want to update the repo. Later steps might me to dwell into the build option and also utilize the built-in upload funtionality, but dig in to that after getting the repo up and running and maybe create another one to test stuff out with. A3S might not be super intuitive, but click-n-try take you a long way :) -
Hi! Let me just open up by I'm way out of my depth here and are primarily asking for pointers, since I want to learn ... but I could go for a solution if I had no other choice ;) So, I'm making this small addon to TFAR that adds a tape strip to the radio battery where frequencies are written. So far I've just replaced the base texture with a static one and now I'm trying to do it dynamic instead. To clarify, my main goal with this mod is to make the radio tape frequencies dynamic, as in I want them to be set by the mission maker, either via init.sqf or description.ext (and in the future I'd love to do an editor module). Screenshot so far: https://dl.dropboxusercontent.com/u/4170539/arma3/mods/source/alpha1.jpg To do this I'm making a few new controls (one per "label" ... as in Alpha, Bravo etc) as below, and to get some values showing I cheated(?) abit by doing a #define LABEL 999.9 and just set the Alpha control text to LABEL. My first thought that I somehow could update that define via description.ext. No success so far and it seems like the totally wrong way to do it. So, I've started to figure out how to do a OnLoad= on the actual control, but I really can't get it to work. To get things kicking, here's a snippet of the config I have in my config.cpp for the moment. Please let me know if you need more. class anprc152_radio_dialog { onLoad = "if(sunOrMoon < 0.2)then{((_this select 0) displayCtrl TF_BACKGROUND_ID) ctrlSetText '\jtf16_tfar_mod\img\152_n.paa';};"; controls[] += {Alpha, Bravo, Charlie, LR, JTAC, Air}; class background: RscBackPicture { text = "\jtf16_tfar_mod\img\152.paa"; }; class Freqs : RscBackPicture { moving = 1; style = 0; colorBackground[] = {0,0,0,0}; colorText[] = {0,0,0,1}; font = "newfuncustomfont"; w = 0.0599875 * safezoneW; h = 0.043175 * safezoneH; //shadow = 0.5; canModify = 0; size = "0.2 * (0.7 / (getResolution select 5))"; //need to adapt this to a proper size sizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.80) * (0.7 / (getResolution select 5))"; //used TFARs original code and just changed some numbers to get the size right. }; class Alpha : Freqs { idc = IDC_ANPRC152_ALPHA; x = 0.1595 * safezoneW + safezoneX; y = 0.811 * safezoneH + safezoneY; onLoad = "((_this select 0) displayCtrl IDC_ANPRC152_ALPHA) ctrlSetText ACTUAL_ALPHA_FREQUENCY_VARIABLE_HERE;"; text = ""; }; }; etc ... etc ... Am I on the right track? Am I doing this totally wrong? As you see I've tried adjusting the OnLoad found on the main display where ctrlSetText is used, but 1. not sure I'm doing it right. 2. Don't actually know how to set that variable properly for MP-use from a mission based script. Thinking ahead; If/when I get this working through init or description.ext, will I need to change the anything of what is done here to get an editor module to be able to do the same thing?
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reschke: Values on the snipertape (commonly called so by the brits ;) http://www.kitmonster.co.uk/product_info.php/products_id/695) is at this moment static as I just replace the default TFAR-texture with the one I made/edited. I'm slowly looking into making it configurable via script or editor module, but I'm not there yet. Psycho2112: Arsenal, yep. I haven't actually checked the weapon boxes (due to me never using them), but I doubt they will show since I'm only changing the scope-setting in the config. I'll double check when I get home after work :)