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lastmikoi

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About lastmikoi

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  1. Of course not, but there is a thing with migrations, and it's called limiting loss of features as much as possible. I made a button available to my group in our web application which used to be a pws:// link, thus allowing to have a two-click joiin, regardless of how many servers or modpacks were already configured. I just wondered if I were able to migrate this feature as well as everything else. I take that answer as a "No", but it would have been much less complicated to go straight to the point. Have a good day,
  2. Yes, I already configured this part. I am talking about being able to join a server, adding its repository and downloading its mods (or at least only adding its repository), by clicking an hyperlink which may or may not be a3s://sub.domain.tld/path/to/.a3s/autoconfig. On the technical note, making Arma3Sync register a file association within windows to handle a3s:// URIs.
  3. Thanks for this software. My group and I are currently migrating from an hybrid PWS repo to a fully self-hosted repository (for reliability issues), and ArmA3Sync has been working nice so far. However, I wondered if ArmA3Sync supported (or was planned to support) URL association, kinda like PWS is currently supporting (pws://domain.tld/path/to/server_config.yml) ? The final goal being allowing to join a given server "automagically" by clicking or pasting a given address (a3s:// maybe?). Have a good day,
  4. lastmikoi

    Sweet markers system

    Thanks a lot for the quick update ! I take the opportunity of posting to ask for directions about an issue appearing when interacting with other mods (namely Alive and MCC Sandbox). Indeed, it would seems that I'm not able to have side-channel markers "persistency", as my group has been having issues with seeing markers that I place before they join in the server. The RPT log shows nothing of issue (sending markers log is displayed, no errors), however some of my members can't see my markers (that I place on the side channel every time, because you mentioned ealier in this topic that markers propagation was only available for this channel. I'm using ALIVE but not their markers (and I get a little hint everytime I place a marker using your mod), and I'm using MCC Sandbox for squad management (and will most probably switch to the brand new vanilla group management system in the future). Maybe an issue with markers propagation on squad reassignment ? (i.e. joining a custom squad using MCC) I switched to map-defined markers for the time being, but I'd like to come back to a proper markers system. Thanks again and have a good evening, lastmikoi.
  5. That was quick, thanks for this hotfix.
  6. Ugh, I went for a little test mission with my group one hour ago, and I must say that I'm rather annoyed by old features which got updated, and must take back the cheers I expressed after reading the last changelog, on my post ealier today : * With the spawn location placed, well, you just spawn *inside* that contraption of a «base», which adds a shitload of work for an addon supposed to make mission making easy and not time consuming (having to manually teleport newly joined players IS time consuming) * Even on VOIP-disabled servers, when someone uses the "Voice Over Net" action (when talking over Task Force Radio for example), the noise (which is really nothing more than a noise, it's highly-pitched, not equalized with the game, and ear-tearing) is still being toggled So, how do we opt-out of those ? <rant> I've been using MCC with my group for about a year, and there's no taking back how useful this mod was as it really «made mission making easy» so I'm grateful for that, but I'm really concerned about the bloating this mod might suffer, from the behaviour changes (Spawn location insertion: None, for example) to features themselves (I wasn't expecting MCC:Sandbox to utterly destroy my and my group's ears today). From a software development point of view, we might say that the last four months or so induced so many «compatibility»-breaking changes that the mod had become, to me, more a source of anger and gamebreaking experiences than the useful, «Keep It Simple, Stupid» tool it once was. I really hope your tool will be back to a decent level of reliability (keybinding resets, etc...), but until then I guess mission making won't be as easy as it should be. </rant>
  7. Nice work on the update, even though my group won't be using most of those new features, it's nice to see that progress is being made and that those new features are "opt-in". However, it seems that our "Squad Menu" and "Interaction Keys" bindings were reset. Is there any way of preventing that in the future? We're forced to bind them to specific keys in order to avoid conflicts with other mods, and having to rebind our whole group's keys every updates would be unpleasant. Besides, I noticed two months ago that the «Spawn Location» feature had a regression : When selecting the "None" insertion action, it now teleports every single player of a given faction to this location, before it wasn't doing anything but set the spawn location. Speaking of, I noticed how the Spawn Location nows create an elaborate "shack" wich a desk, camoflage net and everything, where it used to spawn a flag : Is there any way of disabling object spawning for this feature ? Thanks again,
  8. Thanks for the quick answer, but I'm afraid the mod /is/ updated and running on both server and connected clients (one at the time of testing.).
  9. Setting up a start location, selecting Resistance and 'None' as action is not behaving properly. Indeed, a teleportation occurs once the start location has been created by MCC.
  10. Hello and thanks for the great work you've put in this mod. I've been using MCC Sandbox for months in order to provide a flexible framework for me and my group, however with the 0.4.8 release I had a bad surprise. Indeed, I was used to create "Spawn locations" with the "None" action in order to create an adequately-placed spawn point, but now it interrupts every player's game with the spawn selection menu. If that wasn't for the fact that we get a black screen after this menu, we could probably have carried on our mission, but I expected the "None" action to do... /nothing/. Is there any way to disable this behaviour once and for all in the config? Besides, I really enjoyed your "Occupy" script, but the delayed-spawning system caused newly-spawned units to fall from 10 meters and die, on Zargabad (untested on vanilla maps) Have a good day.
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