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diwako

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Everything posted by diwako

  1. These are not included in the Danger.fsm mod. They however work fine with it.
  2. Statement about the signing issue, as by someone who also had issues on own server: We have examined the signing issue. The result was everything is working as expected. Reports of keys not working are false positives and we urge server owners to double check the server key. There can be instances that the key is corrupted while extracting the files from the Zip file or from the workshop download (check if the key is 1kb and not 0kb or above 1kb). Regardless, we thank you all for reporting issues!
  3. Which release did you use. The one from the workshop or the one from GitHub?
  4. Ai can request artillery while they are assessing the current threat situation. However here we decided that not all artillery pieces will be instantly be available inside the request pool. This means you need to register them to be in the pool of available artillery pieces. Either by Eden editor module, Zeus module or via script using this function [group bob] call lambs_wp_fnc_taskArtilleryRegister; // group or unit supported, make sure that at least one unit inside the group is in an artillery piece
  5. I do get teh sentiment. Still have have 2 events that might be helpful for mission makers. One is the "lambs_danger_OnContact" which is basically the even when a group goes into combat mod. The other is the "lambs_danger_OnAssess" event which can be used every time the squad leader is making a decision.
  6. diwako

    DUI - Squad Radar

    Does not look like it, would need to see the code of that but I doubt that is available.
  7. diwako

    DUI - Squad Radar

    uuuh, can you provide a time stamp?
  8. Funny you are mentioning BIS_fnc_AddScriptedEventHandler. We use those and CBA events, however currently not possible access the queue and danger causes at the moment. https://github.com/nk3nny/LambsDanger/wiki/Event-handlers
  9. This mod is not just waypoints, it will affect what AI will do once they detect danger, hence the name of the mod. That said, no, the vanilla waypoints are untouched. Yet the AI will behave differently due to the reaction to danger and how it now assess this. If an AI does not detect danger and go into combat mode the waypoints will be exactly as vanilla AI. The waypoints added by this mod are basically a bonus on top, these are scripted behavior to make AI more controllable to a mission maker if they choose to have AI do certain specific tasks such as hunt, retreat, garrison etc.
  10. Hey, Can you answer me some questions, so I can get a clearer picture: Are your running the latest CBA mod? Have you enabled the mod in the CBA settings menu or enabled it via other means? Are you running battle eye? If you are running battle eye do you block some commands or functions? Are you running any medical mod such as ACE medical or any other? Running any other mods?
  11. diwako

    CBRN Script

    Just released v1.1.0 https://github.com/diwako/diwako_cbrn/releases/tag/1.1.0 The CBA context menu integration is only possible starting with CBA_A3 v3.15.0.200404! To clarify as this is a brand new feature. You can now double click on items in your inventory for a context menu to appear. Meaning you can turn on oxygen through your inventory. Turn off and on the threat meter through your inventory. Also change volume of the chemical detectors beeping, turn the beeping off and on etc.
  12. diwako

    CBRN Script

    Updated Script to v1.0.1 Two small fixes: Fixed threat meter showing up in spectator after death Fixed medical interaction not showing up with ace medical rewrite https://github.com/diwako/diwako_cbrn/releases/tag/1.0.1
  13. diwako

    CBRN Script

    Well this is not good, I will look into that!
  14. diwako

    CBRN Script

    The ace team did a good job with trying to keep as much backwards compatibility. This script should still work as is. The only ace medical related thing that is being used is the pain implementation, this should work as before.
  15. Hey, the mod does not set rank on any unit. Normally these things are done during mission creation.
  16. diwako

    CBRN Script

    The script already removes the overlay on a player's death. However if the player respawns and gets a mask applied the overlay will be back. This also means, entering spectator mode with a mask on will show the overlay as well. The blocked map and night vision mode is weird. That should not happen as nothing in the script is blocking any kind of interactions.
  17. diwako

    DUI - Squad Radar

    Small update DUI - Squad Radar updated to 1.6.0: Fixed: - Show milradians twice when using compasses with milradians (#121) - Compass was rendered below ACE goggles overlay (#120) Added: - Support for IFA compasses by veteran29 (#123) - Added Custom icon support for indicators by synixebrett (#114) Updated: - Japanese translations by classicarma (#118) Downloads: https://github.com/diwako/diwako_dui/releases/tag/1.6.0 https://steamcommunity.com/sharedfiles/filedetails/?id=1638341685
  18. diwako

    CBRN Script

    As a matter of fact. some one already has done that. I will probably update the script in the future once I get permission to nab that code snippet.
  19. diwako

    Arma Zeus Cache

    I really do like this. Especially when running mods that add a lot of new units/factions to the Zeus interface. I noticed a few issues however. It is a bit of a Russian roulette to open it for the first time for me, it likes to crash 50/50 on initially entering Zeus. Once the Zeus interface opens, you are golden so to speak. However I am also finding some issues there. First one is the Zeus search bar. If you search for example for "surv" you will find all units called "Survivor". Now with this result you do not clear the search bar and you close and open the Zeus interface again. Now, you only have Survivors in your unit tree. No way of getting any other units back. The issue is with all categories (units, groups, modules, markers, last used). This could be done until you cannot spawn anything in Zeus anymore unless you copy paste existing objects. Another issue I noticed is while using Zeus Enhanced. I take it the mod readds the custom script modules once you reopen the interface, as the vanilla interface does not cache. This however means you end up with duplicate modules and duplicate Category groups.
  20. diwako

    CBRN Script

    This script only really works for players. In the mission this was made for it was used to put additional tension to players. Enemies had re breathers already, so i simply did not simulate this. It would mean that you will have quite a few more actions in your scroll wheel menu. Possible, not so sure if it is practical.
  21. diwako

    DUI - Squad Radar

    DUI - Squad Radar updated to 1.5.6: Downloads: https://github.com/diwako/diwako_dui/releases/tag/1.5.6 https://steamcommunity.com/sharedfiles/filedetails/?id=1638341685
  22. diwako

    DUI - Squad Radar

    Sadly, yes. There is no way to fix this on my end. I already opened up a ticket, tho we all know how much that will work out. https://feedback.bistudio.com/T136844
  23. diwako

    DUI - Squad Radar

    @Rich_R Only way I can think with existing mods is via ace pbo check, maybe. Other than that you cannot out of the box force people to use it if you are not checking signatures Could also run a server mod which checks if a player runs it or not.
  24. diwako

    DUI - Squad Radar

    Right now there are no plans for this. not sure if I even have time to start on a new project any time soon.
  25. diwako

    DUI - Squad Radar

    @Rich_R 1) if your server runs signature checks, clients need to run at least the same mods as the server has in it -mod parameter. if you add the mod in there people will not be able to join without it. It is also possible to use ACE's pbo check as DUI is a CBA template mod. 2) You are describing the occlusion feature, normally that should not happen with your own icon and the name should not disappear from the namelist, so i am scratching my head on that one @LSValmont You mean a horizontal one that just has the bearing numbers, cardinal points and some lines? Was thinking about making this as a standalone mod, but i prefer the current radar style more right now.
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