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koschy8

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About koschy8

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  1. koschy8

    Head Tracking for under 10€

    I was experiencing significant yaw drift with the other sketches, so I tried this one. No drift, but somehow the sensor's reactions to movements are incredibly tiny. For example if I turn the board 45 degrees in any direction it'll only register a few degrees raw input in FTNoIR. Any idea why this could be?
  2. Awesome update! Just gave the ol' AK47 a try on a quick mission - incredibly nice. :D However, I was wondering how you'd feel about adding one or two variants with a rail system adapter on the receiver, something like this? You know, for that time when you just need to be more tacticool. ;)
  3. koschy8

    Head Tracking for under 10€

    Oh yeah, I was wonderung that, too. As well as what solutions the people who've already done this have found for securing it to the headset?
  4. koschy8

    Head Tracking for under 10€

    Yeah that's what I was hoping, that it's just not mentioned because it isn't really a relevant option for its original application.
  5. koschy8

    Head Tracking for under 10€

    I'm interested in the NanoWii as well, and just had a look at the user manual on hobbyking, and under the section "choose a power supply" it doesn't sound like powering it via USB is an option. But I'm really not well versed in all that electronics mumbo-jumbo, so could somebody who knows more about this perhaps confirm if this is indeed the case? :confused:
  6. Awesome, thanks for your help! Very much appreciated. :notworthy: Yep, already did that. :) Edit: Just tested it, and it worked ... except for one car that seemed to have spawned immediately. Which got me wondering, because I called all applicable scripts with a 30 seconds start delay in the init.sqf. Took another look at the scripts and realised that because I'm using them in an MP mission, the start parameters from the init were being overridden by the default values within the scripts themselves - and the default startup delay for the car script is 5 seconds. Mystery solved. :) For now I've just commented the part of each script where it assigns the multiplayer defaults, so that it won't override the values from my init. But I'm wondering, is there a specific reason why you made the scripts always use default values for multiplayer?
  7. That's indeed the case. Hmm, any ideas how I could work around this? Sadly it's not really a practical option for me to move the spawn location outside the trigger.
  8. Is it possible that the classnames for the M240 and Mk48 in the PDF aren't correct? Those are the only guns where the provided classnames don't work for me. :confused: Also, it seems that the classlist is missing the classnames for the Mk23 pistol and its variants.
  9. Ok, I just tried this the other way around to confirm my theory - I gave my mission pbo to a friend and let him host the game, and as expected he saw all the excluded items still in the ammobox, same as what happened for me when I hosted. However I still saw all the restricted items as well, even though I was just connected as a client. Does anybody have an idea as to what exactly is the cause of this or how to fix it? :confused: Edit: More testing done, after the above mentioned test I hosted the same mission again, and my friend saw the restricted items as well as myself. He then delted the mission file I had sent him, I hosted again, and the restricted items were properly filtered for him again. So apparently the lack of filtering happens when a user has the mission file, so it's only indirectly related to the host / client situation.
  10. koschy8

    RH M4/M16 pack

    This is a great addon, really good quality. Looking through the credits I recognised quite a few names from the CS modeling community and realised that some of these models must be a few years old by now, but they still look really great. :) However, I have a question, would it be possible to get optional JSRS compatability in a future update? That would be really awesome. Sorry if it's already been asked and answered, searching the thread didn't bring up anything for me.
  11. I think you're getting confused by the example texts, those are commented and thus not executed. The actual arrays for white- and blacklisted items below those examples are all empty in your code, i.e. all items are available in the VAS. I've highlighted the example parts in italics and the actual arrays in bold. //Allow player to respawn with his loadout? If true unit will respawn with all ammo from initial save! Set to false to disable this and rely on other scripts! vas_onRespawn = true; //Preload Weapon Config? vas_preload = true; //If limiting weapons its probably best to set this to true so people aren't loading custom loadouts with restricted gear. vas_disableLoadSave = false; //Amount of save/load slots vas_customslots = 9; //9 is actually 10 slots, starts from 0 to whatever you set, so always remember when setting a number to minus by 1, i.e 12 will be 11. //Disable 'VAS hasn't finished loading' Check !!! ONLY RECOMMENDED FOR THOSE THAT USE ACRE AND OTHER LARGE ADDONS !!! vas_disableSafetyCheck = false; [i]/* NOTES ON EDITING! YOU MUST PUT VALID CLASS NAMES IN THE VARIABLES IN AN ARRAY FORMAT, NOT DOING SO WILL RESULT IN BREAKING THE SYSTEM! PLACE THE CLASS NAMES OF GUNS/ITEMS/MAGAZINES/BACKPACKS/GOGGLES IN THE CORRECT ARRAYS! TO DISABLE A SELECTION I.E GOGGLES vas_goggles = [""]; AND THAT WILL DISABLE THE ITEM SELECTION FOR WHATEVER VARIABLE YOU ARE WANTING TO DISABLE! EXAMPLE vas_weapons = ["srifle_EBR_ARCO_point_grip_F","arifle_Khaybar_Holo_mzls_F","arifle_TRG21_GL_F","Binocular"]; vas_magazines = ["30Rnd_65x39_case_mag","20Rnd_762x45_Mag","30Rnd_65x39_caseless_green"]; vas_items = ["ItemMap","ItemGPS","NVGoggles"]; vas_backpacks = ["B_Bergen_sgg_Exp","B_AssaultPack_rgr_Medic"]; vas_goggles = [""]; Example for side specific (TvT) switch(playerSide) do { //Blufor case west: { vas_weapons = ["srifle_EBR_F","arifle_MX_GL_F"]; vas_items = ["muzzle_snds_H","muzzle_snds_B","muzzle_snds_L","muzzle_snds_H_MG"]; //Removes suppressors from VAS vas_goggles = ["G_Diving"]; //Remove diving goggles from VAS }; //Opfor case west: { vas_weapons = ["srifle_EBR_F","arifle_MX_GL_F"]; vas_items = ["muzzle_snds_H","muzzle_snds_B","muzzle_snds_L","muzzle_snds_H_MG"]; //Removes suppressors from VAS vas_goggles = ["G_Diving"]; //Remove diving goggles from VAS }; }; */[/i] [b]//If the arrays below are empty (as they are now) all weapons, magazines, items, backpacks and goggles will be available //Want to limit VAS to specific weapons? Place the classnames in the array! [b]vas_weapons = [];[/b] //Want to limit VAS to specific magazines? Place the classnames in the array! [b]vas_magazines = [];[/b] //Want to limit VAS to specific items? Place the classnames in the array! [b]vas_items = [];[/b] //Want to limit backpacks? Place the classnames in the array! [b]vas_backpacks = [];[/b] //Want to limit goggles? Place the classnames in the array! [b]vas_glasses = [];[/b][/b] [i]/* NOTES ON EDITING: THIS IS THE SAME AS THE ABOVE VARIABLES, YOU NEED TO KNOW THE CLASS NAME OF THE ITEM YOU ARE RESTRICTING. THIS DOES NOT WORK IN CONJUNCTION WITH THE ABOVE METHOD, THIs IS ONLY FOR RESTRICTING / LIMITING ITEMS FROM VAS AND NOTHING MORE EXAMPLE vas_r_weapons = ["srifle_EBR_F","arifle_MX_GL_F"]; vas_r_items = ["muzzle_snds_H","muzzle_snds_B","muzzle_snds_L","muzzle_snds_H_MG"]; //Removes suppressors from VAS vas_r_goggles = ["G_Diving"]; //Remove diving goggles from VAS Example for side specific (TvT) switch(playerSide) do { //Blufor case west: { vas_r_weapons = ["srifle_EBR_F","arifle_MX_GL_F"]; vas_r_items = ["muzzle_snds_H","muzzle_snds_B","muzzle_snds_L","muzzle_snds_H_MG"]; //Removes suppressors from VAS vas_r_goggles = ["G_Diving"]; //Remove diving goggles from VAS }; //Opfor case west: { vas_r_weapons = ["srifle_EBR_F","arifle_MX_GL_F"]; vas_r_items = ["muzzle_snds_H","muzzle_snds_B","muzzle_snds_L","muzzle_snds_H_MG"]; //Removes suppressors from VAS vas_r_goggles = ["G_Diving"]; //Remove diving goggles from VAS }; }; */[/i] [b]//Below are variables you can use to restrict certain items from being used. //Remove Weapon [b]vas_r_weapons = []; vas_r_backpacks = [];[/b] //Magazines to remove from VAS [b]vas_r_magazines = [];[/b] //Items to remove from VAS [b]vas_r_items = [];[/b] //Goggles to remove from VAS [b]vas_r_glasses = [];[/b][/b]
  12. Hi, I'm using VAS as part of MCC and wanted to use massi's weapon pack, but since it contains a lot of different version for each weapon it clutters up the VAS menu and slows it down for the other people I play with. So I tried to exclude some items through VAS's restricted item arrays in my mission's init.sqf, and it works perfectly as intended for other players - the restricted items don't show up in their ammobox menu. But for myself it still shows them and just blocks access. I would assume this is due to the fact that I'm host and not just the client, but is there a way to nevertheless remove the restricted items from my own ammobox menu in this situation?
  13. You're right, of course. Thanks for the heads up. :)
  14. I just tried this method for a multiplayer mission I'm hosting myself (i.e. no dedicated server). For the other people in the game it worked as intended, with the excluded items not showing up in the VAS menu at all. However, for myself it still showed all the excluded items and just gave me a message that they're restricted and won't be place in my inventory when I tried to access them. I guess it has something to do with the fact that I'm hosting the mission vs. the other players only being clients. But is there perhaps some way to exclude them altogether for myself, too?
  15. I set up a trigger as described to disable the dynamic elements, but civilian AI cars, boats, etc. still continue to spawn when I'm within the trigger area. Do I have to use the scripts within the mission for this to work, or should it also work when running them as a general mod? And a second question, when I use the scripts in a mission, do the individual scripts still get their parameters from the userconfig file?
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