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jcleland

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Everything posted by jcleland

  1. The latest release of CUP Terrains is very impressive. Zargabad is amazing now. I hope that the Sahrani terrain is updated soon, SMD was very impressive but not very pretty now as mentioned above. Great work by original author, was my favorite terrain until Apex :(
  2. jcleland

    [MP][CTI-COOP] Liberation (beta)

    Ah, thank you. And the comment is right there in the file. :) -James
  3. jcleland

    [MP][CTI-COOP] Liberation (beta)

    I apologize in advance if this is a duplicate question. I can't find an answer to it, so I thought I would ask here. I'm experimenting with porting Liberation to other terrains and I'm wondering if the missions state that's written to <profile>.vars.arma3profile will collide or if there is some sort of "namespace" in which they are saved that keeps each mission's variables separate. I've always used a different mechanism for saving my missions states such as a flat file that I read/write via a thin IO mod, I have no experience with profile variables and how they are stored. Thanks in advance for any feedback on this and again, sorry if it's already been asked. James
  4. jcleland

    [MP][CTI-COOP] Liberation (beta)

    I never tried this, thanks. Regarding the unloading of boxes from the truck, have you tried ACE interact with the vehicle and unloading cargo? We've found that there are two ways to load and unload boxes, ammo specifically, from HEMTTs: One is use the mission option described above. Should see yellow text, space bar, loads cargo. You can also use ACE to load the box, this results in a progress bar being displayed and the cargo is loaded. I've never tried to unload the boxes from a repair HEMTT, but I'm going to try now that it's been pointed out :)
  5. jcleland

    [MP][CTI-COOP] Liberation (beta)

    I've had the same problem. What DOES seem to work for me is a Huron container, however. I have fuel, ammo, and repair containers within a reasonable distance of my helipads and they seem to work. If this doesn't work and you have access to Zeus, you can always repair the vehicle at the appropriate time by open it's properties, setting the health to < 100%, then hitting ok. Open again and change the health slider to 100%.Boom, fixed. :) Obviously, most players would prefer to have the Huron repair their vehicles and may not have access to zeus, but that doesn't really help you repair a damaged vehicle in the AO... For a while, I would just recycle the vehicle and build a new one.
  6. Anyone else notice that the LRPS elevation/windage adjustment is broken? It used to be sub-MOA, now it's much more coarse. I can't actually zero 7.62 at 500m, it's either 0.2 with holdover or 0.3 with holdunder. This is a lot different from 1.12, I'm having to change my loadout. Hope this gets fixed. Great work on the mod though, I've been using it for quite some time and everyone who plays on my server appreciates the selection of weapons and accessories. It's obvious that a lot of work goes into this. James
  7. Thanks, I'll try that next. The method mentioned in my previous reply doesn't work for some reason. I'm sure allPlayers is still returning players, but there's either something wrong with the condition or their returned position is not where the body is located... continuing to diag_log.
  8. I apologize if this is a dup, searched and debugging for a while and stuck. I'm trying to detect players, conscious or unconscious, within distance of a position. Using ACE 3, players that are unconscious are not returned by <position> nearEntities["Man", <distance>]; The documentation for nearEntitiesspecifies that only alive will be returned so I'm guessing that they are not considered alive. Is there a simple way to select all playable units using either nearObject or nearEntities, whether alive or dead? Tried nearObjects but no luck. More: In CfgVehicles, I don't see any other typeName for a dead player, it seems Man is the root of all of these types. Above this is Land which is pretty broad. I have considered using Land and filtering using BIS_fnc_conditionalSelect, but I'm not sure how to specify a unit that's alive... since they seem to be considered dead. Thank you in advance, James Edit: Got nearObjects and nearEntities reversed in the original post. nearEntities["Man",<distance>]; doesn't return knocked out players.
  9. Thank you for the reply. I tried allPlayers as an argument to BIS_fnc_conditionalselect with the condition being {<position> distance _x < radius} but arma produced a lot of memory output and subsequently crashed. I don't think it would be too expensive to use something like: _players = [allPlayers, {_position distance _x < 100}] call BIS_fnc_conditionalSelect; where _position is the center of the area and 100m is the radius. The problem is, it's run a lot which might be why I'm seeing problems. I'll try it again and get a new rpt file.
  10. jcleland

    [MP][CTI-COOP] Liberation (beta)

    I'm not sure I explained my issue correctly. Let me give an example: A fire team is completely knocked out within an active sector (ACE knockout) and the first player unit becomes conscious after a few minutes. During the period of time while all players were knocked out, the sector changed from active (red) to gray (empty?). Once the first player is conscious, the sector is blue, but after a short period of time (I've seen this in the script, maybe 40 seconds?) OPFOR respawns a fresh set of infantry, vehicles, etc. What I'd like to do is edit the mission so that the OPFOR within the sector do NOT despawn when all player BLUFOR units are unconscious. Normal deactivation (if the last player leaves the activation area/respawns/etc) is fine, but I can be knocked out in the middle of town with a small team and OPFOR despawns within a short period of time. I need this to be at least my configured bleedout time in ACE 3. Thank you for your reply!
  11. jcleland

    [MP][CTI-COOP] Liberation (beta)

    Thank you for the effort that you've put into this mission, I think it's coming along great and I'm currently running this as the default mission on my dedicated server. I've disabled the revive and just use the default ACE 3 behavior. The problem I'm having is that, when BLUFOR units are knocked out for an extended period of time, the sector deactivates, then activates again when (if) they become conscious. I've been looking through the mission script but have failed to find where the sector activation timeout is located. I'd like to either a) lengthen this to a value that exceeds my bleedout time or b) modify the condition to select units that are unconscious when deciding if the area should deactivate. There's nothing like bandaging up, only to have a fresh set of OPFOR spawn right on top of you :) Speaking of which, is caching of the sector planned so that progress isn't lost if it deactivates/reactivates? I apologize if these are duplicates, I'm still trying to catch up on questions that have been answered, but I was unable to find solutions to the deactivation issue when searching the thread.
  12. Having similar problems with custom configuration. Trying to accomplish "veteran", but with 3rd person available to players that are used to it. Players on my server also like the scoretable, but this is not as important. I've tried all of the different suggestions that I've found in this thread and abroad, but I seem to either be stuck with "regular" or "veteran", depending on how I've configured the custom settings. Currently have custom named CustomDifficulty as suggested above, but this results in what appears to be "veteran" configuration. Stuck, but still looking for solutions. Good to know I'm not the only one having trouble. Edit: Cyprus' settings worked for my server. Changed scoretable to 1, positive effect. +1
  13. Thank you for the reply. I did eventually find the information on the difficulty changes. I've been away from the game for a few months and have some catching up to do. I AM still stuck on 3rd person view in my configuration. I've defaulted my settings to Custom and specifically set this in the server.cfg due to my preference conflict between verteran and regular. Really, the only setting that keeps me from using veteran is the ability for users to play in 3rd person. In custom, this is set to true, but I am unable to switch in-game when testing this configuration. The other settings that I have defined in custom seem to apply, I must be missing something. Still working on this one. Thanks again, James Edit: Issue appears to be resolved. viewed this thread, created simplified profile with single "CustomDifficulty" class and used "Custom" in mission class var. Works as expected. Made a few changes, effect realized. Moving on.
  14. Searched this, there are a couple of topics but neither helped. I've always used difficulty="regular" in my server.cfg for missions and my <profile>.arma3profile for class regular-flags-WeaponCursor=0. This hasn't changed for over a year, but I logged into the server the other day and noticed that I had a weapon cursor. I've updated this dedicated server install a few times since actually playing on the server. Am I overlooking something? I tried moving the profile location on the command line just to be sure the server was reading the correct config and files were created in the new location. reverted this change. The dates on the files in the profile directory seem to be updated each time I start the server, so I'm guessing that the correct ones are being read. My regular difficulty config looks like this: class regular { class Flags { Armor=1; FriendlyTag=1; EnemyTag=0; HUD=1; HUDPerm=1; HUDWp=1; HUDWpPerm=1; WeaponCursor=0; AutoGuideAT=1; 3rdPersonView=1; ClockIndicator=1; Map=1; AutoSpot=0; UltraAI=0; UnlimitedSaves=1; DeathMessages=0; NetStats=1; VonID=0; }; skillFriendly=0.80000001; skillEnemy=0.75000006; precisionFriendly=0.57999998; precisionEnemy=0.57999998; };
  15. I know this question has been asked before, but a search of this forum returned no results. I apologize if this question is a duplicate. There are certain mods that provide a UI for adjusting the distance to which grass renders, but I don't see anything that would affect this in the sqf reference. I am familiar with view, object and shadow distances from a developer's perspective, but how do these mods allow grass (and possibly other foliage) to be rendered at an extended distance. Alive, for example, has 5 different settings I belive. At the highest setting, you can see grass rendered for quite some distance. It's been a while since I ran this mod, but I seem to remember that this setting was independant of view and object distance. TIA for you feedback, James
  16. jcleland

    Render Distance for Grass

    This is server-side configuration though, right? A comment on the scripting API page suggests that the user's local settings are not considered on a DS. I'm trying to figure out how mods such as ALiVE allow this to be set per client. I was able to set mine to a high setting (the settings in the PDA for that mod seem arbitrary, like 1-5, 5 being the highest) without noticing significant loss of client FPS. Some of the players that are regulars on my server don't have the most powerful video hardware or CPU though and I'm reluctant to change this to lower than 6.25, where it is now. Still, I'd like to see grass for 200m or so before I'm only seeing terrain. It seems like 6.25 gives me about 30-50m before sparse becomes none. I haven't checked this value exactly, but there's definitely a noticable drop-off when viewing terrain from a slighly elevated position, such as viewing flat terrain from a hillside or 3m above. Thank you for the suggestions again though, this is not a huge issue. I know my video can handle more than this, so I'd like to see a more realistic foliage environment if possible. Obviously not a show-stopper by any means :) James
  17. jcleland

    Render Distance for Grass

    Thanks for the follow-up regarding render distance. I'm unable to see any change when issuing this command. The documentation isn't clear as to whether or not it's a per player or server setting. I'm assuming that it can be set per player... I tried running it in the debug console of my dedicated server but so no change in the distance to which grass was rendered. I also tried adding this to init.sqf thinking maybe it was a server side setting but this had no effect either. Debug console was run global and local. Where would you add this if you just wanted to test it? I think the documentation could be a little bit clearer regarding the examples. Thanks again! James
  18. jcleland

    Render Distance for Grass

    Thank you, I think I brushed past this at one point now that you mention it. I appreciate the pointer, I'll see if I can set it permanently for my client and evaluate performance (and repetitive ugliness, of course :) Have a great weekend
  19. Searching didn't reveal any solutions, so I'm wondering if anyone else is having this problem: I have a dedicated server, up to date as of today. I run agm, cba_v3, tfar. I also have Massi's weapons instaleld (in addons, not mod). The problem is that some vehicles don't render completely as if the models are incomplete or missing textures (more likely?). Most are fine, especially the NATO vehicles. The worst offender is the CSAT Punisher, it's mising wheels ans some texture in the back. Any idea what might cause this? I used MCC to spawn one and it doesn't want to spawn. The vehicle that's visible while trying to place is missing textures (I'm assuming that's what's going on) as well. I've verified my cilent files using steam, but I don't know how to do the same on the server. Does running steamcmd do this? Finally, my server report file contains a LOT of this: Item STR_f_param_debugMode listed twice Item STR_f_param_backpacks listed twice Item STR_f_param_timeOfDay listed twice Item STR_f_param_timeOfDay_Option0 listed twice Item STR_f_param_timeOfDay_Option1 listed twice Item STR_f_param_timeOfDay_Option2 listed twice Item STR_f_param_timeOfDay_Option3 listed twice some of this 0:12:11 Error: Wheel reference not initialized 0:12:11 Error: Wheel reference not initialized 0:12:11 Error: Wheel reference not initialized 0:12:11 B_Heli_Attack_01_F: lever_pilot - unknown animation source collectiveRTD 0:12:11 B_Heli_Attack_01_F: pedalL - unknown animation source rudderRTD 0:12:11 Error: Wheel reference not initialized 0:12:11 Error: Wheel reference not initialized 0:12:11 Error: Wheel reference not initialized 0:12:11 B_Heli_Light_01_armed_F: lever_pilot - unknown animation source collectiveRTD 0:12:11 B_Heli_Light_01_armed_F: pedalL - unknown animation source rudderRTD 0:12:11 B_Heli_Light_01_armed_F: Throttle01_01 - unknown animation source throttleRTD1 0:12:12 B_APC_Tracked_01_rcws_F: Recoil - unknown animation source recoil_source 0:12:12 B_APC_Tracked_01_AA_F: Recoil - unknown animation source recoil_source and a TON of this 0:23:30 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] 0:23:30 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] 0:23:30 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] 0:23:30 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] 0:23:30 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] 0:23:30 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] 0:23:30 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] 0:23:30 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] 0:23:30 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] 0:23:30 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] 0:23:30 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] 0:23:30 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] 0:23:30 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] 0:23:30 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] 0:23:30 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] 0:23:30 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] 0:23:30 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] 0:23:30 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] 0:23:30 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] 0:23:30 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] 0:23:30 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_sniper_f.p3d] 0:23:30 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_sniper_f.p3d] 0:23:30 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_sniper_f.p3d] 0:23:30 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_sniper_f.p3d] 0:23:30 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_sniper_f.p3d] 0:23:30 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_sniper_f.p3d] 0:23:30 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_sniper_f.p3d] 0:23:30 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_sniper_f.p3d] 0:23:30 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_sniper_f.p3d] 0:23:30 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_sniper_f.p3d] 0:23:30 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_sniper_f.p3d] 0:23:30 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_sniper_f.p3d] Ideas?
  20. jcleland

    Vehicle Model Problems

    I realize that this is a very old thread, but the problem persists and got on my nerves again the other day. Any suggestions? The game has been reinstalled, and the attached screenshot is running on a dedicated server, although I'm pretty sure the issue is client-side. Thanks http://www.criticalbeatdown.net/nowheels.jpg (321 kB)
  21. I'm having a problem with EOS that is rare, but reproducable: If a unit activates a marker but respawns or otherwise leaves that trigger before all of the group spawns have finished, then the marker stays active alpha in color and is never "re-activatable". This seems to be more easily reproduced when you have a smaller number of infantry patrols specified. The easiest way to test this is to use MCC or similar and teleport into an area with a large number of markers, then teleport out immediately. In looking at eos_core.sqf, it seems as though the spawns should finish before the _clear trigger is even created, so I'm a little bit confused as to how this is even possible. To me, the script reads as though everything that should be spawned along with patrol should actually be there before the exitWith(<caching>) or _clear trigger check is even reached, yet if I watch on MCC (and my diag_logs that have been added) it seems as though the marker becomes inactive immediately and I don't see that any caching occurs. TIA for any suggestions.
  22. I am using All In Arma Terrain Pack and I have two questions. I apologize in advance if these have already been answered, searching has revealed nothing other than that some people see the grid coordinates in the same format that I do. First, my map coordinates used to be 6-digit values such as 125101. THey are now being displayed as 4 character values such as Ei54. What controls this and how to I change it? Secondly, the AiA map that I'm using (Sahrani) seems to have major grids of 2km and minor grids at 200m. Clients connecting to my server see a notmal grid size apparently, so I'm assuming this is a client-side issue. Of course, I'd like 1km/100m grid for all maps. TIA, James
  23. jcleland

    Regarding Map Grid Coords

    Resolved, I needed the patch version which, when downloaded, had the same file name. I've seen the version with the hotfix/patch suffix, but the most recent download was the correct version apparently as I now have 100x100 and 1kmx1km map grids. Thank you for your reply!
  24. Hi Everyone, I've tried to search forum for players with experience similar to that which I'm about to describe, but have come up empty. Forgive me if this is a dupe. I am have a great time using ACE3 and am currently porting my static missions to it from AGM. I know many players have asked for a "prevent instant death" option in ACE->Medical module, it also seems that units are much less likely to wake up than they were with AGM. I wrote a script that is executed in a respawn template and forced respawn on start. The scriipt first checks to be sure that it is the only one running (I understand that MP event "Hit" can be triggered multiple times) and uses a unit variable to end all but one instance. The script insures that the player's damage is not >0.99 and reduces it as necessary to insure that the player doesn't die instantly. They will, however, eventually bleed out. Once this has been done, I use an algorithm similar to what was used in AGM to determine unconscious time based on unit damage and some randomness. Once this Sleep runsout, if the unit is still alive and unconscious, I set AGM_isUnconscious to [false, true] and ArmA's isUnconscious to false. The unit wakes up. However This may be totally unrelated but I have noticed that units will sometimes just die and respawn. It appears to only happen to units that have taken damage and been treated. Naturally, I suspect my script and that I'm overlooking something acting as a timer, etc. Is there any other reason that a unit who had been injured and treated would spontaneously die and respawn? It doesn't seem predictible at all and only happened to two players today after 4 hours of gameplay. TIA, James
  25. jcleland

    Regarding Map Grid Coords

    Just a quick follow-up on this topic: What I find strange is that players on the dedicated server are seeing a) ArmA-normal grid coordinates in 6-digit format as well as 100x100 minor grid and 1kmx1km majors. For some reason, my client is still 200x200 and 2x2. Also, does anyone have any ideas as to why my grid coordinates are shown as Ei58 for example, rather than in 6-digit format? This only occurs on AiA maps. Thank you again, James
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