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fett_li

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Everything posted by fett_li

  1. Hey guys! I was sick of only being able to teleport to specific players set prior to mission start. So I created a tool, which allows you to teleport to any player in the mission with advanced options. What does "advanced options" mean? You can now, teleport to any availabe vehicle role in a players vehicle. This screenshot will illustrate that a bit: Click for pic! (154 kB) I think, that explains it all :) How to use this: First, you have to place the W_Teleporter folder in your mission fodler. To use this teleporter you have to place following in the description.ext: #include "W_Teleporter\dialog.hpp" class CfgFunctions { [indent]#include "W_Teleporter\CfgFunctions.hpp"[/indent] }; Notice that you are not able to mention the class CfgFunctions {}; twice in your description.ext! You can turn any object into a teleporter just by calling this little script in the initPlayerLocal.sqf of your mission: [OBJECTNAME] call FETT_fnc_W_addTeleport; Download Have fun with this teleporter! Best regards, [W] Fett_Li ---------- Post added at 23:46 ---------- Previous post was at 23:19 ---------- And there's allready a little update.
  2. Hi community, me and my clan had the problem that when we played a zeus mission with 30 or more players and 2 or 3 zeus, every unit placed by zeus was only editable for the zeus who placed them. Also were JIPed players not marked as editable for the zeus which led to the bad situation were we couldn't order AI units to "destroy" players. I solved both problems and I'd like to share this, because someone might be interested in it. Make players marked as editable also with JIP: To get this, you jast hav to add this in the initPlayerServer.sqf: { _x addCuratorEditableObjects [[_this select 0],true]; } forEach allCurators; Share Zeus placed units and groups: If you want to have all ai shared between the zeus players, you have to include the folder you can download into your mission folder and add this to your description.ext: class CfgFunctions { #include "FETT_ZeusShare\CfgFunctions.hpp" }; Download: https://dl.dropboxusercontent.com/u/63428639/FETT_ZeusShare.zip And you're done! I hope this helps some people!
  3. Hey people, I have worked on my script package FUPS for some years by now. I'd like to implement further functionality and rework some parts of the code. FUPS is my version of UPSMON - but I don't use any foreign code. Current most important features of FUPS AI patrols dynamicly AI works together AI can reinforce on mission designer request If you're interested in making ArmA AI great again ( ;) ) I'd be glad to get some help. I don't want to bother anyone with excessive information so I'll keep this thread short. If you have any question, please ask! You can have a look at the code right here: https://github.com/felixlinker/FUPS
  4. I will no longer work on FatTrack. Expect heavy bugs. ------------------- 1. Introduction 2. Features 3. Explanation for missions designers 4. Planned Features 5. Known Issues 6. Changelog ------------------- 1. Introduction What is FatTrack? FatTrack is a tracking system allwoing you to track allied players on the map as well as highlighting spotted enemies on the map. FatTrack differs between player sides and therefore is PvP compatible! There are two devices: a PDA and a tablet. The PDA allows you to track allied players, to be tracked and to place SPOTREPS on the map as well as editing them. The tablet allows you everything the PDA allows you but with some more features: you can edit the information for players being tracked, such as their callsign, their frequency, and you can choose which player should be tracked. What does FatTrack offer you? FatTrack offers you to improve your overview in battle as you know where your allies are and as you can share your spotted enemies! As you can edit SPOTREPS very easily overview can be mainted. 2. Features BLUFOR tracking BLUFOR tracking works simply. If a player owns a FatTrack device of the right side, he can be tracked. If you own any FatTrack device you can see trackers on the main map. If you own a tablet you can edit which player should be tracked and every tracker information. To edit a tracker simplay left click on it and then press enter. Select the part you want to edit and go for it. SPOTREPS Creating a SPOTREP is very simple. Hold ctrl and double left click on the main map. You SPOTREP has been created. To edit it, left click on it and then press EDIT. Select the part you want to edit and go for it. When you press Advanced you'll be able to edit the SPOTREPS shape (rectangle, square and diamond), its color (blue, red, green, purple and grey), its icon (infantry, armored, etc.), whether an ellipse should be displayed and whether an arrow should be displayed. The ellipse is meant to display the area in which the enemy approximately is. The arrow is meant to display the moving direction of the enemy. To edit an ellipse, simply hold ctrl on main map. You will then see four black circles at the ellipse which is closest to you cursor. Click on one of those circles and drag'n'drop the ellipse in your desired bearing and in the desired shape. To edit an arrow, simply hold ctrl on main map and drag'n'drop the arrow in the desired direction. You can also edit a SPOTREPS position by holding ctrl and drag'n'droping the SPOTREP to the new position. Other Any tracker and SPOTREP has additional information. Hovering your mouse over one will display them. SPOTREPS will fade out when they didn't get edited. Maximum is reached after it hasn't been edited since half an hour. To open any FatTrack device, it needs to be on your gps slot. Then press Alt+U (can be changed in userconfig). To benefite from any FatTrack device (seeing trackers, etc.) it just needs to be anywhere in your inventory. You can capture enemy FatTrack devices. You can copy and paste SPOTREPS with Ctrl+C and Ctrl+V You can delete SPOTREPS pressing (guess what) delete 3.Explanation for mission designes There are two modules. One module initializes the FatTrack system. You can there set, whether automated FatTrack should be used. If autoamted FatTrack is used, every group leader with a FatTrack device will be tracked on mission start. The module Assign FatTrack information allows you to edit the FatTrack data of all synchronized players. You can there edit things like the unitsize, the unit type, etc. This are the classname of the FatTrack items: The tablets: b_itemLAPTOP_FT i_itemLAPTOP_FT o_itemLAPTOP_FT The PDAs: b_itemGPS_FT i_itemGPS_FT o_itemGPS_FT 4. Planned features 5. Known issues 6. Changelog 1v0 Release Version 1v1 Added: UI optimization Added: Unitsize 1v11 Fixed: Editing unitsize now works correctly. 1v12 Fixed: JIP 1v14 Fixed: "Assign FatTrack Information" modul now works correctly 2v0 Fixed: FatTrack works with BIS Respawn Templates Removed: Advanced Mode for FatTrack Added: PDA now has the ability to destroy itself Added: SPOTREPS Changed: The former laptop is now a tablet. Classname remains the same (backwards compatibility) 2v1 Fixed: drag'n'drop of SPOTREPS now works correctly Fixed: SPOTREPS are PvP compatible Fixed: the clock for the PDA and the tablet know works correctly Added: Localization in Englisch and German 2v2 Fixed: Tooltip didn't get reseted sometimes. Fixed: Time should now be calculated correctly for spotreps. Fixed: Trackers not working for east. Changed: Some network optimization for better synchronization. Added: You can no enter any title on Creating a SPOTREP. Added: Spotreps no go with a version number. Removed: Tablet and PDA no longer have models. Caused marking them as premium item for some players. 2v3 Fixed: SPOTREP size could not be edited Fixed: Tracker size could not be edited Fixed: Tracker icon could not be edited 2v31 Fixed: Track all leaders now worls properly Changed: Loading time reduced 2v32 Added: CBA Keybindings Removed: Userconfig 2v33 Removed: PDAs can now edit every SPOTREP Fixed: PDAs can now edit ellipses and arrows properly Download Click for download!, requires CBA! I will no longer work on FatTrack. Expect heavy bugs. Last words... Having criticism? Praise? ;) Questions? Feel free to share your thoughts! And, if you can speak or understand german, here is a Little YouTube video in which my mod is presented :)
  5. I will no longer work on FatTrack. Expect heavy bugs. Also I won't do any support or take care of this thread.
  6. I don't see why this should be easier on performance. You have a thread bothering the scheduler which is never good. I'm just using event handlers which should be very minimal. And adding to that you share your units with some delay. But if it works for you - okay. I don't care.
  7. Hi arcanum, sorry to say that but I won't be able to help you there. In can only say that my script won't cause such an error because it doesn't interfere in any way with the spawning of a zeus, etc. Also I had a brief look at your mission and can't find any mistake in there. Seems to be a modpack related problem. Greetings
  8. I updated the scripts to the latest scripting commands so that the network traffic should be reduced. Also it's no easier to use the scripts!
  9. FatTrack Update - 2v33 Removed: PDAs can now edit every SPOTREP Fixed: PDAs can now edit ellipses and arrows properly
  10. As I'm now in charge of the BLUFOR tracking for the ACE3 mod, I'll no longer continue working on FatTrack. But I will fix bugs if there are any.
  11. FatTrack Update - 2v32 Added: CBA Keybindings Removed: Userconfig
  12. Yes, it does. Every side has it's own devices. So the device you own defines what you can see.
  13. FatTrack Update - 2v31 Fixed: Track all leaders now worls properly Changed: Loading time reduced
  14. Hi seeking, I could implement that but right now I'm working on other things. But I better make you aware of the fact that you have to write in english in this forum. If you want to keep it in german, send me a private message.
  15. fett_li

    Leights OPFOR Pack

    Hi Leight, when using this mod, CSE lifetime is not working. We (me and my clan) know that the problem is to be found in the lop_c_men.pbo for lifetime is working when you delete this .pbo. We could not fix this problem by editing your .pbo. But we assume that all eventhandlers of inherited parents are deleted by loading the eventhandlers in the config.cpp without using any requiredAddons. Greetz
  16. Here you go: https://dl.dropboxusercontent.com/u/63428639/%5BMOD%5D_Test.VR.zip
  17. First: In singleplayer place the FatTrack module and preview. Then check following variables in your debug console and tell me their return value: ft_serverinit ft_init ft_maxrepid Then try to create a spotrep on map with ctrl+double left click (allthough it will not work) and check following varaibles in debug console: ft_maxrepid ft_rep_0 Maybe I'll will be able to sort out the problem. I'm currently not at home. When I'm back there, I'll build a little Debug-Version of FatTrack and hand it to you. Just try everything with this version and afterwards, hand me your .rpt. That'd be very nice. I'd appreciate your help
  18. Thanks for the bug report, should be fixed in next version! FatTrack Update - 2v3! 2v3 Fixed: SPOTREP size could not be edited Fixed: Tracker size could not be edited Fixed: Tracker icon could not be edited
  19. @R-o-x: Everybody who's got a a tablet or pda can place Spotreps. But when you place them with a pda, you can only edit your own SPOTREPS. @redarmy: Can you send me your modset? And the mission your getting the error in? Then I can try to reproduce it :-)
  20. @redarmy: Uhm. Okay. Do you have FatTrack intialized via the module? Do you have the pda on your GPS slot? @userconfig-Problem: I assume, this is fixed for now? ---------- Post added at 18:26 ---------- Previous post was at 18:16 ---------- Update - 2v2 Fixed: Tooltip didn't get reseted sometimes. Fixed: Time should now be calculated correctly for spotreps. Fixed: Trackers not working for east. Changed: Some network optimization for better synchronization. Added: You can no enter any title on Creating a SPOTREP. Added: Spotreps no go with a version number. Removed: Tablet and PDA no longer have models. Caused marking them as premium item for some players.
  21. Thanks for the hint. I think I know where this problem comes from. I'm using some models from the heli DLC. Some friend of mine is currently working on new models. I'll change that right now!
  22. FatTrakc has been updated on version 2v1! 2v0 Fixed: FatTrack works with BIS Respawn Templates Removed: Advanced Mode for FatTrack Added: PDA now has the ability to destroy itself Added: SPOTREPS Changed: The former laptop is now a tablet. Classname remains the same (backwards compatibility) 2v1 Fixed: drag'n'drop of SPOTREPS now works correctly Fixed: SPOTREPS are PvP compatible Fixed: the clock for the PDA and the tablet know works correctly Added: Localization in Englisch and German
  23. Hey guys, so I guess: a lot of you are in need for a 3D editor. But there is no proper one. But there is Zeus. So I thought: Hey, I'd be so great, if you'd be able to export stuff you placed with Zeus. So I sat down an did it. And here's the solution. A script that is able to export everything you placed with zeus. How to use it: 1. Create any empty mission on any map you'd like. 2. Place a player object and name it. 3. Place the Game Master Module in the category zeus and fill in the object name of the player object in "Owner". 4. In the mission folder, create a file named "export.sqf" (name is not mandatory). 5. Preview your mission and place with zeus whatever you like to. 6. If you're done or you want to save your placed stuff, just open debug console (hit enter) end type in: execvm "export.sqf";. Now you have everything you placed mission.sqm ready in your clipboard! I advice to save it somewhere. How to get the saved stuff into your mission: 1. Create any empty mission on the map you placed the objects with zeus. 2. Save the empty mission. 3. Go to the mission folder and open up the mission.sqm, it should look like: 4. Insert your saved data at the grey highlighted line. Done! I hope you enjoy my little script, greetings, [W] Fett_Li _grps = allGroups - [(group player),(group (getAssignedCuratorLogic player))]; { if (isNull _x || count units _x == 0) then { _grps deleteAt _forEachIndex; }; } forEach _grps; comment "units which are not empty"; _string = ""; if !(_grps isEqualTo []) then { _string = _string + format [ " class Groups { items=%1; ",count _grps]; _item = 0; { _grp = _x; _vehicles = []; _units = units _grp; _side = side (_units select 0); _string = _string + format [ " class Item%1 { side=""%2""; class Vehicles { items=%3; ",_item,_side, count _grps]; _item = _item + 1; _item_1 = 0; { if (vehicle _x != _x) then { _v = vehicle _x; if !(_v in _vehicles) then { _vehicles pushBack _v; _pos = getPosASL _v; _height = getPosATL _v select 2; _string = _string + format [ " class Item%1 { position[]={%2,%3,%4}; offsetY=%5; azimut = %6; id=0; side=""%7""; vehicle=""%8""; leader=%9; skill=0.60000002; }; ",_item_1,_pos select 0,_pos select 2,_pos select 1,_height,direction _v,_side,typeof _v, [0,1] select (leader _grp == _v)]; }; } else { _pos = getPosASL _x; _height = getPosATL _x select 2; _string = _string + format [ " class Item%1 { position[]={%2,%3,%4}; offsetY=%5; azimut = %6; id=0; side=""%7""; vehicle=""%8""; leader=%9; skill=0.60000002; }; ",_item_1,_pos select 0,_pos select 2,_pos select 1,_height,direction _x,_side,typeof _x, [0,1] select (leader _grp == _x)]; } } forEach (units _x); _string = _string + " }; }; "; } forEach _grps; _string = _string + " }; "; }; _string = _string + format [ " class Vehicles { items=%1; ",count (curatorEditableObjects (getAssignedCuratorLogic player))]; comment "empty objects"; _item = 0; { if (isNull (group _x)) Then { _pos = getPosASL _x; _height = getPosATL _x select 2; _string = _string + format [ " class Item%1 { position[] = {%2,%3,%4}; offsetY=%5; azimut = %6; id=0; side = ""EMPTY""; vehicle = ""%7""; leader=1; skill=0.60000002; syncID=0; }; ",_item,_pos select 0,_pos select 2,_pos select 1,_height,direction _x,typeof _x]; _item = _item + 1; }; } forEach (curatorEditableObjects (getAssignedCuratorLogic player)); _string = _string + " };"; copyToClipBoard _string;
  24. Hey guys, I just read the new patchnotes. And I was very glad to see bullet detecting in the game! But. I have no single clue how to access it. Only for the new "DCBulletClose" in the AI's danger.fsm. Does any of you know more? I'd be so glad to know more! This is such a great feature...
  25. fett_li

    RHS Escalation (AFRF and USAF)

    Hey guys, I don't know, whether this issue has allready been told to you, but I'll tell you anyways :cool: Some of your vehicles, i.e. the T80, won't get damaged "as a whole". With "as a whole" I mean any damage you could read out via damage. They'll only get damage on their vehicle parts. This is not pretty, pretty bad, but in combination with this issue click me!, you're not able to repair vehicles affected by this problem. Nice mod anyways, very high quality!
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