hellsan631
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Everything posted by hellsan631
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Authentic Gameplay Modification
hellsan631 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I don't know if this is on your extended featured list, but it would be amazing if we could get a custom event bound to a medical action, (say bandaging/epi/morphine/etc), where one of the returned values would be the medical action performed. [player, "AGM_medicalAction", { _unit = _this select 0; _action = _this select 1; if(_action == "bandage") then { //trigger a sound, add to bandage count, do a thing }; if(_action == "epipen") then { //play animation, insult them, flash some lights }; }] call AGM_Core_fnc_addCustomEventHandler; I wouldn't even mind different event handlers for the various medical things, if returning an action is too much. I'm using AGM as a base medical system on top of a custom built damage system and it works great. But to further develop the damage system, I would have to replace the majority of AGM Medical with my own (AGM is open source, so not to bad). I feel like adding something like this could open up the medical system for modders. AGM is by far the best medical system I've used (it works, and its simple), but in terms of how good the AI is in Coop and Zeus games, people can die really quickly in the heat of combat. -
@Ares - Modules expanding Zeus functionality - Release Thread
hellsan631 replied to antonstruyk's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I would really love the ability to rearm vehicles. Either by setting up a zone (say a WP marker, and add a radius around this) that does rearm/refuel, or just directly by dragging an icon onto a vehicle. -
X-Cam prototype map 1.0 released
hellsan631 replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Good looking out there. Problem fixed! -
X-Cam prototype map 1.0 released
hellsan631 replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just to report a bug i'm experiencing. While in zeus mode, around the industrial complex area on the main island (eastern side of the map) my game freezes. I've tried to get an RPT error report for the thing, but the game's exe just hard locks. This is a new arma profile, cba enabled/disabled, checked integrity of arma 3 cache, etc. I'm using the LD version of the map, but this happens with the HD version as well. Also using the most current version of AiA (1-1-2015) Here is a snippit of the RPT logs just in case http://pastebin.com/77e708Mz 17:54:30 ca\misc\garbage_metal.p3d: house, config class missing 17:54:30 ca\misc_acr\shooting_range\shooting_range_acr.p3d: house, config class missing 17:54:32 ca\misc3\camonet_east_var1.p3d: house, config class missing 17:54:39 ca\misc_acr\scaffoldingsmall\misc_crossing30st_b.p3d: house, config class missing 17:54:49 ca\buildings\misc\vo_stara1.p3d: streetlamp, config class missing 17:54:49 ca\buildings\misc\vo_stara1.p3d: streetlamp, config class missing 17:54:49 ca\buildings\misc\vo_stara1.p3d: streetlamp, config class missing 17:54:49 ca\misc_acr\shooting_range\shooting_range_acr.p3d: house, config class missing 17:54:49 ca\buildings\misc\vo_stara1.p3d: streetlamp, config class missing 17:54:51 ca\misc_acr\scaffoldingsmall\misc_crossing0st.p3d: house, config class missing 17:54:51 ca\misc_acr\scaffoldingsmall\misc_crossing30st.p3d: house, config class missing 17:54:51 Bad simulation thing, type Land_Barrel_sand (class=house), ca\structures\misc\armory\barels\barrel_sand.p3d 17:54:56 ca\misc_e\wf\wf_heliport_tkg_ep1.p3d: vehicle, config class missing 17:54:58 a3\structures_f\training\target_popup_f.p3d: house, config class missing 17:54:58 a3\structures_f\training\target_popup_f.p3d: house, config class missing I can come in from the southern side and get to the edge of the industrial complex, so my guess is something on the northern face gets loaded into view. Here is a screen shot of the exact moment if freezes. I have a 500m draw distance with everything set to low, coming in from the south/east. http://gyazo.com/b265fcce6e9a2c6c8be94a65abd99dcc -
While I don't think the performance will be the best, I also don't think that it will be such a giant hit to FPS. The videos have been very smooth, without many fps drops whilst recording. Has anyone actually played this in multiplayer? Even maps like the Manhatten map are somewhat playable with a set of beefy PCs. I think this will definitely be better performance wise then that map.
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my eyes bleed with antisipation
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ATragMX - Handheld ballistics calculator
hellsan631 replied to ruthberg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Oh wow, surprised I didn't think of that. Good catch. Changed to a different profile, and the bindings work now. -
ATragMX - Handheld ballistics calculator
hellsan631 replied to ruthberg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm running stable branch, and no I haven't tried the dedicated server bit, because a few mods that we use don't like dedicated servers. Its not too big a deal, because when I host I'm zeusing 99% of the time, and the mod works for everyone else so. I would like to mention though that the mod doesn't work on the test map for me either, when I host it as a game. I find this weird because as I've said before, the bindings for AdvancedBallistics work just fine. It just seems like its the two equipment mods that have this problem. I'm playing with around 44 mods atm and all of them with keybindings work except those two (the atragMX and kestral). -
ArmA III Ballistics Overhaul
hellsan631 replied to Spartan0536's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Really looking forward to this. Love to see the expanding list of supported rounds. Are you planning on doing some larger calibure rounds, like the 12.7, .408, or 50 cal? -
NATO 5.56 and 7.62 adjustor
hellsan631 replied to Redfield-77's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I suggest too that you look into using some of the values in http://forums.bistudio.com/showthread.php?173466-ArmA-III-Ballistics-Overhaul It doesn't have all of the caliber you would need, but it can serve as a good base for the default 6.5, 5.56 and 7.62 adjustments. -
ATragMX - Handheld ballistics calculator
hellsan631 replied to ruthberg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just an update to the issue, Had a friend play to test out some stuff, and the mods for him worked. Weird thing is, we sync all of our mods via BittorrentSync, so we have the exact same setup. I tried double and triple checking everything, and I'll be able to report more here tomarrow on the subject. I hosted the server, so perhaps thats where the issue is comming from? Here is a pastebin of the latest log (with some extra logging and disabling of cache) http://pastebin.com/dEC8c3jE -
Vcom AI V2.0 - AI Overhaul
hellsan631 replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
There seems to be a bit of RPT spam with the current version: Error in expression <call VCOM_fnc_classVehicle; _parents = [_class,true] call BIS_fnc_returnParents;> Error position: <_class,true] call BIS_fnc_returnParents;> Error Undefined variable in expression: _class Everything else is working fine though. I really like the improvements you've made over the last version -
ATragMX - Handheld ballistics calculator
hellsan631 replied to ruthberg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
When trying to use the kestrel4500 and the ATragMX with the latest version of CBA, i keep getting these errors in my RPT log, and the hotkeys won't do anything (they don't show up in the config menu either) The only addons i'm running atm is CBA/AdvancedBallistics/Kestrel/ATragMX, all of them the latest versions. Weird part is, the AdvancedBallistics keybindings work just fine, and I can see and customize those keybindings in the config menu. Reference: (without CSE) pastebin of my RPT file: http://pastebin.com/G4TkukBM Error in expression <rl = _keybind select 2; _alt = _keybind select 3; _index = [_modName, _actionN> Error position: <select 3; _index = [_modName, _actionN> Error Zero divisor File x\cba\addons\keybinding\fnc_registerKeybind.sqf, line 93 Error in expression <rl = _keybind select 2; _alt = _keybind select 3; _index = [_modName, _actionN> Error position: <select 3; _index = [_modName, _actionN> Error Zero divisor File x\cba\addons\keybinding\fnc_registerKeybind.sqf, line 93 Error in expression <rl = _keybind select 2; _alt = _keybind select 3; _index = [_modName, _actionN> Error position: <select 3; _index = [_modName, _actionN> Error Zero divisor File x\cba\addons\keybinding\fnc_registerKeybind.sqf, line 93 [19373,69.827,0,"CBA_VERSIONING: cba=1.0.8.140725, "] [19373,69.837,0,"XEH: PostInit Finished. State: _isClient=true, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=false, _playerCheckDone=true, _sp=false, _startInitDone=true, _postInitDone=true, _mpRespawn=true, _machineType=1, _sessionId=1, _level=0, _timeOut=false, _game=3, BIS_functions=L Modules:1, group=L Modules, player=B Alpha 1-1:1 (HellsAn631), _playerType="B_soldier_AR_F", _playerGroup=B Alpha 1-1"] Error in expression <nter = _ehID + 1; [_dikCode, [_shift, _ctrl, _alt], _code, _keypressType, form> Error position: <_ctrl, _alt], _code, _keypressType, form> Error Undefined variable in expression: _ctrl File x\cba\addons\keybinding\fnc_registerKeybind.sqf, line 143 Error in expression <rl = _keybind select 2; _alt = _keybind select 3; _index = [_modName, _actionN> Error position: <select 3; _index = [_modName, _actionN> Error Zero divisor File x\cba\addons\keybinding\fnc_registerKeybind.sqf, line 93 Error in expression <nter = _ehID + 1; [_dikCode, [_shift, _ctrl, _alt], _code, _keypressType, form> Error position: <_ctrl, _alt], _code, _keypressType, form> Error Undefined variable in expression: _ctrl File x\cba\addons\keybinding\fnc_registerKeybind.sqf, line 143 Error in expression <rl = _keybind select 2; _alt = _keybind select 3; _index = [_modName, _actionN> Error position: <select 3; _index = [_modName, _actionN> Error Zero divisor File x\cba\addons\keybinding\fnc_registerKeybind.sqf, line 93 Also, when I press the keybinding for either mod, I get a bunch of these errors: Error in expression < 0 to 2 do { if (((_settings select _i) && {!(_keyData select (_i + 2))}) || {(!> Error position: <&& {!(_keyData select (_i + 2))}) || {(!> Error Generic error in expression File x\cba\addons\events\fnc_keyHandler.sqf, line 35 -
Chessmaster's Wounding System
hellsan631 replied to chessmaster42's topic in ARMA 3 - ADDONS & MODS: COMPLETE
thanks for your hard work on both projects (the amount of stuff you put into CPM is pretty crazy recently). Looking forward to an updated version of this mod, as its the best of the injury mods out there IMO. -
HAFM more realistic NVGoggles view
hellsan631 replied to Αplion's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I was testing this mod out and seeing if I could change the color correction, but the default NVG's override any colorCorrection and setAperture when they are turned on. -
HAFM more realistic NVGoggles view
hellsan631 replied to Αplion's topic in ARMA 3 - ADDONS & MODS: COMPLETE
doing something like this with a contrast curves adjustment would be boss. -
Using the speed of sound mod along with BWMod guns, and the gun sounds for other players using any of the weapons are missing. They still work in first person and 3rd person when your using the gun, but other players can't hear the sounds. http://forums.bistudio.com/showthread.php?171183-BWMod
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I will point it out to him, but we're using a lot of other weapons mods (about 12 at this moment) and they all work with SOS without this issue. But your right, its not a server key issue.
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I'm using the 1.7.1 build , but I downloaded it as a source from github and compiled into a custom version with Battlefield Re-Spawn System, and a custom light switch on/off script I made. Yesterday, using the dev build and spawn garrison, the game was fine. With spawn garrison as well. But today, it was crashing along with a few other people (about 8 of us). I can't get it to happen with only 1-2 people in the server to give you a log. If there are any problems ill enable logs and give it to you.
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CPM is causing some major crashes in the latest dev build
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Using the speed of sound mod, and the gun sounds for other players using any of the weapons are missing. I think this means it needs a server key? They still work in first person and 3rd person when your using the gun, but other players can't hear the sounds.
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Well done, good job! Really liking the mod, and i'm trying to expand its usefulness for my Zeus by adding other stuff in as well. I was wondering about the waypoint thing though. Is there anyway that you can just have the 1.4 waypoint functionality (normal zeus), and then by hotkey, turn on the dialog functionality? When im putting multiple units to the same waypoint area, it has to cycle through a bunch of dialogs, and only one of them actually makes the waypoint. The others say "incorrect waypoint type"
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[WIP] Von Quest Industries - H.A.L.O. System
hellsan631 replied to Von Quest's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Cool to know that your doing a Jump point bit to addon to the mod, really looking forward to that. I was talking about not having to add the C130J to the mission file at all, because as Zeus, you can add things on-the-fly. The problem with this and the way zeus works is you need to plan way ahead, and static elements on a map while your making a mission per-determines your mission flow a bit, instead of letting the players have a more free-form open-world war experience. When I was talking about the equipment, I was talking about binding all of those actions to the equipment, meaning you don't need to talk to an npc to do all of this, just load up the equipment and have a go. Its a more arcade style of play, as your are going for realism, but perhaps this is something that I can solve on my own. -
[WIP] Von Quest Industries - H.A.L.O. System
hellsan631 replied to Von Quest's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey, great mod. I'm looking to incorporate this into my Zeus missions that I run, and fortunately, it works well. I was wondering though, if you could do some quality of life improvements to the mod, that may help with the Zeus mission making. Do you think binding the actions of halo jump to the equipment itself might help a bit? This helps as it allows people to dynamically create the halo jump spots, and use them as they see fit. Mission flow something like this. Put on halo gear. (squad leader) places drop zone map marker (squad leader) selects drop zone, type in name of map marker into a box. They move out to the plane they want to use, select plane. Everyone in squad does gear check. Those that pass the gear check get added into the halo jump (just a list of players that are going to be put into the air, not all players in a mission). Squad leader hits "Initiate Halo Jump" action and they are spawned in the sky on the plane, ready for halo jump. As for bugs, while in the plane right before halo jump, if you try and move to the back of the plane where there is a ramp down, it will initiate the halo jump. Is this because you trigger the halo jump on a overall height change, or perhaps an animation trigger? Really looking forward to seeing what your going to do with this regardless.