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doc. caliban

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Everything posted by doc. caliban

  1. Curious: Has Gaia been significantly updated over time? Looking through some of the config files and functions, it looks like a lot of it is still the old 2014 version. Am I correct in assuming that only the files that have not needed changing are the old versions, and that many others have been updated and improved? Thanks, -Doc
  2. doc. caliban

    Zombies & Demons 5.0

    Roaming: Is it possible to enable this per-hoard instead of globally? I'd love to have most roam, but small groups in buildings stay put. Or alternately, be able to set a max roaming radius. Thanks for the mod! -Doc
  3. ACE Repack Magazines It appears that belts are being treated like box magazines in that a round is moved every 1.5 seconds instead of a belt being linked to another belt every 8 seconds. ACE_Settings.hpp, defines those times in GVARs, and fnc_simulateRepackEvents.sqf uses the GVARs when repacking. Specifically, I'm referring to TimePerBeltLink. I've verified that the belts in question all carry the "ACE_isBelt=1" property. (In my case I'm trying to repack 130Rnd .338NM belts and 200Rnd 6.5mm belts.) I'm not much of a scripter, but should this line in fnc_simulateRepackEvents.sqf have an "= something" in the condition? if (_isBelt) then { Nevermind. It's a bool. But the logic seems to skip right past this when the ammo is belted. Maybe the _isBelt is not being passed along when it should be. Any thoughts? Thank you, -Doc
  4. One of our guys has a sensitivity to staring at that much green for extended periods. Is it possible to change it to another tone? If so, just point me in the right direction and I'll get it worked out. Thanks! -Doc
  5. Great idea! I'll give it a try.
  6. Thanks for the reply. My guys are just too observant for that, and like I said, I'm one of the players so only being Zeus isn't an option. Hmm. I'll find a way to do it and post it here. It's software - it's possible to do just about anything if you crack enough stuff open. :-) -Doc
  7. Good tip. Fortunately my thing seems to have resolved the issue altogether for me. Knock on wood.
  8. doc. caliban

    3den Enhanced

    Thanks for the tip! We use it on death and respawn to keep the load out consistent throughout the mission. I'll give this a try. -Doc
  9. doc. caliban

    3den Enhanced

    Question about this feature: Save gear on respawn functionality Currently we just use the BIS_fnc_saveInventory function, but players will sometimes respawn without their primary weapon, or even without their primary of launched. I suspect that it's because those have been dropped onto the ground when the player was hit, and are therefore not in the inventory when the function records their inventory for restoration on respawn. Does your feature take that into account? Thanks for your time, -Doc
  10. Some people have said that switching from "very small" menus to "small" worked for them, but before I saw that I tried this and it worked for me: Lowered my resolution from 2560x1440 (16:9) down to 1920x1080 (16:9) and it resolved the issue, the important part of which is that when I went back to my original, native resolution, it remained fixed. Try changing to a lower or different resolution and see if it jogs the bug loose. Then go back to your desired resolution. I hope that helps someone! -Doc
  11. Something that just worked for me, and I have my stuff set to "very small": Lowered my resolution from 2560x1440 (16:9) down to 1920x1080 (16:9) and it resolved the issue, the important part of which is that when I went back to my original, native resolution, it remained fixed. Try changing to a lower or different 16:9 resolution and see if it jogs the bug loose. Then go back to your desired resolution. I hope that helps someone! -Doc
  12. doc. caliban

    3den Enhanced

    Looking forward to trying this out, but am currently waiting for BIS to fix the Eden dropbox menu issue that started with 1.68. I read that they had a fix and were waiting to get the go-ahead from QA, but that news is close to a week old now. -Doc EDIT: Their description is: "Irregular aspect ratios may result in the User Interface not correctly responding to mouse input (e.g. drop-down menus)." Me and my freaky 16:9 aspect ratio. :-) Anyway, waiting for a fix for that before I do anything big in Eden. EDIT 2: Woo hoo! I switched from 2560x1440 (16:9) to 1920x1080 (16:9) and it resolved the issue. Then went back to the original resolution and it still works. Awesome.
  13. I wondered if that was the case. TFAR has to have a separate plugin for that as well. So I'll see if I can figure out a way to enable and disable the plugin in the TS client from within the game. That would be cool enough. Poking around in this at the moment. If there's a way to manually switch to and from the channel, we'd be golden. Thanks! -Doc
  14. That is how it works for us now, for sure. What we would like to be able to do is, ideally, hear everyone on the TS server even if they aren't in Arma. One of our guys is a crazy-busy doctor and shows up late a lot, so we want him to be able to connect and talk to us while we're in mission so we can help him do whatever needs to be done before he joins in. Barring that, we'd at least like to be able to manually connect and disconnect from the plugin so there is no interruption if not everyone joins the mission at the same moment. Then when we're all in and ready, we can connect to it and cut ourselves off from the world outside of the mission. For now we alt-tab out of the game and enable/disable the plugin in TS3, but that's a clunky workaround. Thanks for the reply, -Doc
  15. That's great! Could you tell me which sound file it is? We're looking to change/mute the mic closing sound on the 148. EDIT: mic_click_new_off.b64 I replaced it with a converted wav of a different sound, but it just doesn't play anything when closing the mic. That's ok though ... this is going to make the guys happy. Again, thank you very much for the info, and for having provided the tools we need to tailor our experience with this great mod. One other question if I may: Is fnc_isMuted.sqf in sys_core responsible for keeping players from hearing people in the lobby? That's the only other gripe I've gotten and our current workaround is to keep the plugin disabled until we're all in mission, and disable it again when we're done with the mission. For our use, it would be great to be able to talk all of the time. If that's not it, or it's not that simple, I'd love to know how to enable/disable the plugin via script. I could add it as an action to our ACE menu as enabling or disabling the radios. Better than alt-tabbing in and out. Best, -Doc
  16. In trying to stop the mic-closing sound from playing, I took a look in acre_sys_sounds.pbo myself. What I read elsewhere does look correct in that it pre-loads those sounds to TS3 and then uses another function to play them when needed. From testing it also appears that once those files are pre-loaded, they persist through reboots, removing and reinstalling the plugin, etc. Can someone tell me where they are cached so I can clear them? I've looked everywhere I can imagine. Blew out all the TS3 client caches manually in Explorer, etc. No joy. All of the mic and radio interface sounds still play even if I completely remove them from the pbo. Also, it's not entirely clear based on the file names which sound file I'm looking for. Once I know which one it is, I can simply remove its entry in CfgAcreSounds.hpp and/or the sound file itself from the sounds folder. Forgive me if this is the incorrect place to ask this stuff! -Doc
  17. doc. caliban

    ShackTac Fireteam HUD (STHUD)

    Correct on all counts, though I was not aware of the former... thanks for pointing that out. :-) Best, -Doc
  18. Thank you for the tip on the pre/post volume adjustments. That's also the only clear definition of what they do that I've heard. :-) They may go for that because I don't think they care about that stuff as much as other things, so it's great that it can be tailored to individual tastes in that way. -Doc EDIT: Possible problem: Does that also lower the volume of positional speech? If so, I may just delete the sounds.pbo and live without the beeps altogether. If I understand what I've read correctly, it preloads the sounds to TS3 and then only uses the functions in the file to play them back, so that will kill them. No idea where the sounds are stored, but once they are, the sounds pbo can supposedly be devoid of sound files and they will still play, so the only thing I can think to do is remove the mechanism by which they are played by removing that pbo. I suppose they can remove theirs and I can continue enjoying the sounds on my system. :-)
  19. Howdy. We tried TFAR and ACRE2 a month or so ago when deciding which radio system to start using. We really wanted to use ACRE2 after testing, but one issue really bothered 2 of our guys: The sharp "pop" at the end of the transmission. Just the last split second of it. We've been using TFAR because of that, but tried this update of ACRE2 in tonight's mission. (3.5 hours) No complaints during the mission, but during wrap-up afterwards I asked how our modset seemed in general, and that issue was the only thing that came up. Is there a way to customize that, or as a last resort, disable it? It sounded like they want to go back to TFAR because it bothers them enough to make the advantages of ACRE2 a wash for them. I want to keep ACRE2, What can I do? Thanks for the great mod! -Doc
  20. doc. caliban

    Test if AI unit is in a vehicle

    Thank you for all of the replies, guys! This is great. I use the scrip-only version of the Gaia AI mod, which requires the INIT of each Team Leader to have some things added. Without going into the details, I've automated most of the process to make mission creation faster due to less manual editing. The exceptions are vehicles and their crews. In that case, the vehicle gets the INIT input and the Team Leader does not. I manually enter the vehicle data because there are only a few of them and I want to do very specific things with them, but if I run my automation script without omitting Team Leaders of vehicle crews, they end up getting the INIT info applied to them, which derails the INIT of the vehicle and its behavior. Make sense so far? That's why I need to make sure that my script does its thing (the "..." in my original post) for every Team Leader on a side or sides, but skips vehicle crews altogether. I will read up on pushBackUnique! Thanks again, -Doc
  21. I run some code against every leader of a group on the specified side. { if (side _x in [INDEPENDENT]) then { private _unit = leader _x; _x ...; } } forEach allGroups; I need to omit any units who are in a vehicle. Would this be a way to do it? { if (side _x in [INDEPENDENT]) then { private _unit = leader _x; if (isNull objectParent _unit) then { _x ...; }; } } forEach allGroups; As usual, ignore the indentation ... this code window is just annoying about that. :-) -Doc EDIT: Actually, that seems to work. Is there a better way to do it?
  22. I can re-upload it somewhere, or pass it along to someone who can/will. No idea what the rules are for that, but I'm sure someone will tell us. In the mean time, I have a question: Has anyone figured out how to get the ground vehicles to patrol a zone without simply stopping at the edge of it and never moving again? I enjoy using GAIA, except for that. The ground vehicle patrols have been crap for me. At least the way I'm using them has been. The example missions shows assigning the INIT stuff to the vehicle instead of the group leader (Commander) of the crew. Off it goes, Until it hits the edge of the zone and parks. Any thoughts on that? -Doc
  23. doc. caliban

    Eden Editor Drop Down Bug

    Thanks for reporting this, and thank you for the quick turnaround on a fix!
  24. doc. caliban

    ShackTac Fireteam HUD (STHUD)

    Howdy! Love this mod! Unfortunately, it seems to hang the game with the new update to 1.68. Anything I can do to help test this for you? We'd love to have a fix. Reproduced on 3 of 3 systems. Thanks, -Doc
  25. Hello. I'm trying to get some new ammo classes into the game, and with the examples, documentation, and feedback so far It still hasn't been working. UPDATE: It's working! The current config.cpp:
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