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A.Cyprus

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Everything posted by A.Cyprus

  1. Cyprus Push-to-Hear v1.6.0 LAST UPDATE: v1.6: 09 APRIL 2015 Now with: support for ACE3 and Zeus curator Interface About: Have you ever found yourself in a chopper, jet or armoured vehicle, struggling to hear your teammates chatter because the engine's too loud? How about a crazy firefight where battle sounds are drowning out the comms? Cyprus Push-to-Hear allows you to temporarily reduce in-game sound and music volume by holding down a preset key or mouse button. A toggle setting is also available, and a UI icon is displayed on the in-game HUD whenever Push-to-Hear is in effect. Join me on a Push-to-Hear enabled server at the Expeditionary BattleGroup! - Server: 108.61.98.84:2302 - Website - Teamspeak More info: The HUD icon is positioned so as not to interfere with VTS Weapon Resting (which I use(d) religiously), and has been tested in various interface sizes. Push-to-Hear key bindings may be changed in-game via: CONFIGURE > CONTROLS > CONFIGURE ADDONS. Mouse button configuration may be changed in the supplied userconfig file. You may also independently configure the following settings via the userconfig file: - the volume that SOUNDS will be suppressed to while Push-to-Hear is active - the volume that MUSIC will be suppressed to while Push-to-Hear is active - how long it takes for the volume changes and GUI icon to fade in - how long it takes for the volume changes and GUI icon to fade out In future, I will make this adjustable via an in-game interface, along with a host of new features. Personal spiel: This is my first attempt at creating an addon for Arma 3. I chose it as a very simple introductory project to Arma 3 scripting, yet functional for me personally. Please do post constructive feedback, helpful advice, bug reports or sensible feature requests below. It would be great to hear from those of you who add Cyprus Push-to-Hear to your server, mission, mod collection or repository, or simply enjoy using it. Drop me a PM or post below. Thanks! :) A.Cyprus Downloads: - Dropbox, v1.6.0 UPDATED - Armaholic, v1.6.0 - Play withSix, v1.6.0 - Arma3.de, v1.6.0 Requirements: - CBA for Arma 3, at least RC6, or later - A frustratingly noisy in-game environment - Fingers Simple instructions: - Install the addon to your Arma 3 directory, or regular addon folder path - Drop the userconfig folder inside your Arma 3\userconfig directory - Customise settings in cyp_pushtohear_a3_config.hpp if needed - Launch Arma 3 with parameter -mod=@CBA_A3;@cyp_pushtohear_a3 - Set your Push-to-Hear key bindings in-game via: CONFIGURE > CONTROLS > CONFIGURE ADDONS Server admins: Cyprus Push-to-Hear is signed. In fact, it is signed twice, and I have included two sets of keys. I'm going for both granularity AND simplicity. - cyprus.bikey : this corresponds to my personal non-specific key - cyprus-pushtohear.bikey : this corresponds to my personal key unique for this particular addon only In this way you may either allow all my addons or cherry pick only those you want by adding the appropriate keys to your server. Thanks to: - [Mox] Lanski-TPF-, for the graphics, patience and of course Maya - Taosenai and the CBA team, for their Keybinding System - Killzone Kid, for his GUI tutorials and Hex 2 Arma GUI Colour Converter at http://killzonekid.com/ - esteldunedain, for his swift and helpful collaboration on AGM Hearing fixes, https://github.com/esteldunedain - PabstMirror, for his considerate advice on security issues with userconfig includes - nkey, for his curator workaround, https://github.com/michail-nikolaev - The authors and contributors of BI Community WIKI, for such a useful reference - Armaholic and withSix networks for hosting this addon - My friends at the Expeditionary BattleGroup - always looking for decent members!, http://www.theexpeditionarybattlegroup.com License: This work is released under the Arma Public License Share Alike license. Please include the readme.txt intact when 'sharing' the addon. Change log: 1.6 - [updated, 21.05.2015] - NEW: Use Push-to-Hear as Zeus, in the Curator interface - NEW: Compatible with ACE3 Hearing module - FIX: Push-to-Hear GUI icon no longer disappears after a certain period - FIX: CBA RC6 keybinds now save 1.5 - [updated, 09.04.2015] - FIX: Converted keybind system to CBA RC6 1.41 - [updated, 16.10.2014] - FIX: Corrected issue with players being kicked from servers for bad signature (wasn't actually the key that was the problem) - NEW: Included addon-specific server key, in addition to the general key for all my addons 1.4 - [updated, 11.10.2014] - NEW: Push-to-Hear GUI icon now displayed over Map when active - NEW: Suppressed volume levels can now be set via userconfig - NEW: Suppressed volume levels can be set independently for sounds vs music - NEW: Suppress and restore effect durations for volumes and GUI icon can now be set independently - FIX: Corrected a potentially exploitable issue in userconfig include 1.2 - [updated, 01.10.2014] - NEW: Compatability with AGM Hearing module (requires AGM v0.94 or later) - NEW: Introduced userconfig file for various customisable settings - NEW: Configurable mouse buttons now useable for Push-to-Hear (no toggle) - NEW: 'Suppressed' volume level now configurable - NEW: Sound and music volumes checked and handled independently - FIX: Check and restore previous sound and music volumes when Push-to-Hear deactivated - FIX: Toggle function changed to keyup to avoid UI icon flickering when holding down toggle key - FIX: Volume reduced only if 'suppressed' volume level is less than current music or sound volume 1.0 - [initial release, 29.09.2014]
  2. A.Cyprus

    Cyprus Push-toHear

    Apologies for delay. I'm not here much lately. I'd recommend PMing me if I ignore these threads. To answer, client-side only yeah.
  3. Cyprus Quick-Release System v1.0 Initial Release: v1.0: 20 OCTOBER 2014 About: Cyprus QRS adds quick-release buckles to Backpacks and Launchers so that you can drop them quickly, using a simple keypress, without having to open your Inventory first. User-configurable keybinds allow you to drop one or the other, or both items at the same time. If you are carrying or using a Map or GPS, QRS will automatically create a marker visible on your map only, at the location you quick-released an item. The use and appearance of these markers is user-configurable. When you pick up the backpack or launcher you quick-released earlier, the respective QRS marker is automatically removed from your map. You can quick-release in any stance, whilst stationary or running. When running, you will stop to quick-release your items, so taking cover first is recommended. You cannot quick-release whilst: - in a vehicle - using a static weapon - freefalling (e.g. HALO) - using a parachute - using a ladder - standing, swimming, or diving in water It is likely I have not foreseen all relevant situations, so please do report any dodginess you may come across - especially conflicts with other mods that introduce further actions. More info: Quick-Release System key bindings may be changed in-game via: CONFIGURE > CONTROLS > CONFIGURE ADDONS. The following settings may be changed to your liking via the userconfig file: - enable/disable automatic creation of map markers when you quick-release a backpack - enable/disable automatic creation of map markers when you quick-release a launcher - set the map marker text added when you quick-release a backpack, or disable it - set the map marker text added when you quick-release a launcher, or disable it - set the map marker type used when you quick-release an item - set the map marker and text colour used when you quick-release an item To do: In future, I may decide to: - make user-configurable items adjustable via an in-game interface, instead of the userconfig file - add a 3D semi-transparent marker visible in-game, similar to objectives, to guide you back to quick-release points - change the default action menu item for quick-released items, to allow collecting all in one go Personal spiel: QRS was my first addon idea, but not my first actual release. I chose it because I used to play solo a lot, or coop in very small teams, always very heavily laden with launchers and ammo. Very often I needed to ditch extraneous kit to manuvre faster for scouting or CQB, and to avoid fatigue. I grew tired of having to open my Inventory and right-click to drop stuff, hence my Cyprus Quick-Release System idea was born. Whilst a very simple concept, in practice it gave me some tricky scripting challenges, and I've learned a lot from making it. It would be great to hear from those of you who add Cyprus Quick-Release System to your server, mission, mod collection or repository, or simply enjoy using it. Drop me a PM or post below. Thanks! :) A.Cyprus Downloads: - Dropbox, v1.0 - Play withSix, v1.0 - Armaholic, v1.0 Screenshots: Requirements: - CBA for Arma 3 - A frustratingly heavy backpack and/or launcher weapon - Fatigue optional Simple instructions: - Install the addon folder to your Arma 3 directory, or regular addon folder path - Drop the userconfig folder inside your Arma 3\userconfig directory - Customise settings in cyp_quickrelease_a3_config.hpp if needed - Launch Arma 3 with parameter -mod=@CBA_A3;@cyp_quickrelease_a3 - Set your Quick-Release key bindings in-game via: CONFIGURE > CONTROLS > CONFIGURE ADDONS Known Issues: - None, so far. Server admins: Cyprus Quick-Release System is signed. In fact, it is signed twice, and I have included two sets of keys. I'm going for both granularity AND simplicity. - cyprus.bikey : this corresponds to my personal non-specific key - cyprus-quickrelease.bikey : this corresponds to my personal key unique for this particular addon only In this way you may either allow all my addons or cherry pick only those you want by adding the appropriate keys to your server. Thanks to: - [Mox] Lanski-TPF-, for the graphics, patience and encouragement - Taosenai and the CBA team, for their Keybinding System - Melkho [ExpBG], for allowing me to talk at him re my disappearing GWH problems and, in doing so, having a moment of clarity - The authors and contributors of BIS Community WIKI, for such a useful reference - Armaholic and withSix networks for hosting this addon - My friends at the Expeditionary Battlegroup - You, for using the Cyprus Quick-Release System :) License: This work is released under the Arma Public License Share Alike license. Please include the readme.txt intact when 'sharing' the addon. Change log: 1.0 - [initial release, 20.10.2014]
  4. Hello, I'd like some help understanding observations made whilst benchmarking a few performance scenarios. These scenarios (and the observations below) involve functions exceeding a 1Mb file size. NB: I appreciate this is both horribly unrealistic and horrendously bad practice - I am not actually implementing in this way, I was merely using them to stress performance limits and in doing so came across something that now bugs my curiosity. When using the CfgFunctions library to pre-compile: the function !isNil the function typeName is CODE diag_log-ing the function shows a some sort of header diag_log-ing the function shows the content is missing executing the function does nothing The RPT output looks like this: 12:24:29 { _fnc_scriptNameParentTemp = if !(isnil '_fnc_scriptName') then {_fnc_scriptName} else {'fnc_test'}; private ['_fnc_scriptNameParent']; _fnc_scriptNameParent = _fnc_scriptNameParentTemp; _fnc_scriptNameParentTemp = nil; private ['_fnc_scriptName']; _fnc_scriptName = 'fnc_test'; scriptname _fnc_scriptName; } When using compileFinal preprocessFileLineNumers on a sqf declaring an identical function: the function !isNil the function typeName is CODE diag_log-ing the function shows no header, just the script diag_log-ing the function shows the content intact executing the function works as expected Reducing the file size to around 700K has both scenarios working as expected. The RPT output of the first scenario adds the body of the script (until the diag_log limit is reached) prefixed by #line 1 and the path to fn_test.sqf An example function would be: fnc_test = { diag_log "--function running---"; private ["_test"]; // line below is repeated enough times to pad the file size _test = "fsdjagfhjgfhjgfhagfsgfgsafgasfkgahskdjhkjasghjasgvfhjgasfhjgasfhjgasfdhgasfhgaskgfhkjagfdkahjgfkjagsdfkjagsdfkjagfkjgha"; diag_log _test; }; The above script is included in an sqf for the second example. The version used for CfgFunctions obviously doesn't have the wrapping class name etc. So, questions are: why does this happen? is it something similar to strings having maximum sizes? is there a known hard limit at which this happens? Thank you.
  5. Cyprus Autorun v1.0 RELEASED: v1.6: 21 JUNE 2015 About: Tired of long marches and endless foot patrols? Fed up of perma-holding your W key? Lazy fingers, Homer fingers, or missing fingers? Let Cyprus Autorun do the work for you, now with bonus Autowalk! Cyprus Autorun allows you to toggle automatic running or walking of your player character via configurable keys. More info: Autorun and Autowalk key bindings may be changed in-game via: CONFIGURE > CONTROLS > CONFIGURE ADDONS. Hitting any movement key or taking damage in-game will disable Autorun or Autowalk toggles. When fatigue kicks in, or terrain becomes too steep, Autorun will temporarily switch to Autowalk until it is able to switch back. Tap your regular in-game SPRINT key to activate sprint while Autorunning. Tap it again to switch back to the regular jog-run. Zeus is supported while remote controlling infantry units. Disclaimer: While I have no use for such an addon myself, a BattleGroup buddy joked about wanting one and it seemed an interesting scripting challenge to try. But. Cyprus Autorun is an experimental addon. I have tried to prevent any game exploits (e.g. infinite running when fully fatigued, sprinting up impossibly steep hills, running across the seabed etc) and also to ensure it works in most situations you'd expect it to (whilst holding any weapon). However. It may yield unpredictable results. Use responsibly and at your own risk. Please do post constructive feedback, helpful advice, bug reports or sensible feature requests below. I am especially interested to hear about any situations you discover where it messes up movement animations or is incompatible with other addons. I have not tested with AGM or ACE3, when dragging objects, for example. Downloads: - Dropbox, v1.0 - Armaholic, v1.0 - Play WithSix, v1.0 Requirements: - CBA for Arma 3 - Lazy fingers, Homer fingers, missing fingers Simple instructions: - Install the addon folder to your Arma 3 directory, or regular addon folder path - Launch Arma 3 with parameter -mod=@CBA_A3;@cyp_autorun_a3 - Set your Autorun key bindings in-game via: CONFIGURE > CONTROLS > CONFIGURE ADDONS Server admins: Cyprus Autorun is an experimental addon. It is signed but the key will apply to this specific version only. Thanks to: - R.Cowan, for nagging me every possible chance he could :P - My friends at the Expeditionary BattleGroup - always looking for decent members!, http://www.theexpeditionarybattlegroup.com License: This work is released under the Arma Public License Share Alike license. Please include the readme.txt intact when 'sharing' the addon. Change log: 1.0 - [initial release, 21.06.2015]
  6. A.Cyprus

    Cyprus Autorun

    :D Think of all the loose coins you can all send to me instead now ;)
  7. A.Cyprus

    Cyprus Autorun

    Hey dakaodo Apologies, not been online much of late. You've probably figured it out by now, but to answer your question - yes, entirely different. The vanilla movement controls and toggles may affect how your character behaves whilst moving but you essentially still need to press and hold a key to make him/her walk/jog/run etc. This addon enables your player character to move forwards without you having to keep a key pressed down.
  8. I've actually got this on my to do list for next week. Yup, but you don't have to do that manually in the Editor object init lines. I'm considering using a client-side class specific CBA Extended postinit Event Handler, which should be a lot less effort if it works. I'll share the script if it works.
  9. Hello all In a dialog I am currently working on, I'm calling htmlLoad on a control of type RscHTML. This works fine, and ctrlHTMLLoaded evaluates true. I'd like to ctrlSetText the content of this control as text of another control, of type RscButtonMenu. However, when I try the following, nothing happens: _ctrl ctrlSetText (ctrlText _ctrlHTML); If instead I use, diag_log (ctrlText _ctrlHTML); I see the following in my rpt: control[RscHTML]: Unexpected control type [9] My question therefore is: Can ctrlText be used on a control of type RscHTML to get its contents (the html source)? I would have assumed so, given it inherits from RscText. Thanks for the help.
  10. A.Cyprus

    JSRS3: DragonFyre

    Take care LJ. Re your nick capitalisation, you can fix that yourself via the Bohemia Profile account page. Happened to quite a few people.
  11. Could probably make use of this, and associated commands. https://community.bistudio.com/wiki/Arma_3_Actions#CollisionLightOn
  12. 1.44 introduced stricter parsing of the XML to "avoid abuse". This meant I had to remove any custom node names not defined in the official schema. This is the problem you are facing. Why not add your rank and position to the member remark field? That's what I do, eg "Cpl in 1 Section". You seem to be doing this already wrt community position. Perhaps you can include the milsim rank/position in there too. Not ideal, but better than nothing.
  13. Superb, many thanks. In fact, I can see it has already been activated although my user credentials are reported as incorrect. I've tried logging in using my prior forum username and my current Bohemia profile email address. Is it currently locked for testing, or could I be doing something wrong? Also, seems my account is similarly affected by the capitalisation issue a few posts above. Thanks again for your time.
  14. A.Cyprus

    Cyprus Push-toHear

    Cheers for the comment. One of the features in the next version I'm (very very slowly) working on is an auto-toggle for vehicles (configurable by type of vehicle and/or passenger position).
  15. Gentlemen Having fruitlessly searched the forums and feedback tracker for clues already, I now turn to you for help in understanding where I am going wrong, or perhaps some advice on where I can go next. Without going into great detail, I am scripting some fire particle effects for a MP mission. I do not want these fires to damage the players (or agents). This is because I would rather handle the burn effects and damage upon them in my own specific ways. However, this is not working in a dedicated server environment. Expand the spoiler to see the details, or skip the the question below it. My question is how I can I achieve this and still avoid the damage being applied? Is setParticleFire functioning properly in this situation? I would have assumed any objects I 'createVehicle' on the server retain their properties when synched to the clients (although I have had trouble with lightpoints). Should I be using createVehicle at all in this case? I note the example on the setParticleFire wiki page uses createVehicleLocal. If I do this, I assume I would have to BIS_fnc_MP the script on every client, something I would like to avoid to save on performance. I am already having to do so for lightpoints. Many thanks.
  16. Hey KK, thanks for helping. Apologies for only responding now - I've been away. I just tried this on a dedicated server running vanilla, and the fire kills my character when I walk through it. :( Edit: To investigate, I moved the setParticleFire command into a new clientside function, with a hint at the start. Using remoteExecCall did not show the hint, which explains why the fire is still giving damage. Using BIS_fnc_MP instead of remoteExecCall, did show the hint and removed the damage too. So the concept is sound but remoteExecCall itself isn't working. I'm not sure why, unless CfgRemoteExec is not applicable to the production branch yet. I guess the conclusion to my original quesion is to use remote calls after all, which I had hoped to avoid.
  17. @BohemiaBeck Thanks for checking into this thread regularly. I assumed the migration would have minimal impact on myself given that I use the forum almost exclusively via tapatalk. This seems to have stopped working now, reporting a network error when trying to log in or re-add the forum itself. Perhaps the tapatalk backend has yet to be installed on the new forum. Please, are you able to clarify if this is the case, and if so, whether there are plans to reactivate it? Thanks for your time.
  18. Thanks for the reply. I had similar thoughts and was hoping to get some dev attention, I guess I'd need to post on the feedback tracker for that. I used that class for demonstration in this post. I'm actually using a number of different particle classes in the mission, all behave as above. It's a good suggestion, and I could look at recreating them but it would be a lot of work for me given how many I'm using for the effects I need, and probably wouldn't look as great. I'm not too familiar with that area of scripting either. :(
  19. Coming back to this one after some vacation time. Haven't been able to reach a working multiplayer solution without running local on each client. Is anybody able to help, please?
  20. A.Cyprus

    3CB BAF Equipment

    Outstanding, chaps. The Expeditionary Battlegroup has been looking forward to this with much anticipation. Just in time for our next campaign too. Thanks for the hard work, we are currently in testing.
  21. I thought nkey had resolved the duplicate id issue, is it still about then?
  22. A.Cyprus

    Cyprus Autorun

    Oh jeez, did I say CTRL+R? Sorry dude, not sure why I put that, it was indeed as you discovered CTRL+W etc, since W is forward in most people's setups. I'll probably change that in my own config because it conflicts when I'm moving and try to raise or lower my weapon with CTRLx2. Good stuff, dude. I'll aim to fix that in a future version, so that the configure options show from game launch. It's a a thing with the CBA keybinding system atm. Not as it stands but I suppose I could change it, though you could just as easily use CTRL+W to switch into auto jog. The tap-to-sprint feature was a last minute addition, kind of an oh-shit-get-to-cover key, or just a temporary speed boost. Thanks for the positive feedback :)
  23. A.Cyprus

    Disable Key Press / Input

    Indeed. I did try various mechanisms but playActionNow was really the only method that worked properly. It wasn't that overly complicated either, but it did break the engine mechanics - hence my comments in the readme about game exploits and me putting in all the extra checks to prevent them. No offense taken btw, I agree with everything you said on retaining more fluid movement. In fact, I had played with some code to allow just that (sideways movement, stepping over etc) and it worked ok-ish but seemed to eat frames so i removed it. I wrote the whole thing in two sittings, and just wanted to release before my vacation. I'll have another go at it in a few weeks when I'm back. Btw, could you share some more detail on when you say changing pace interrupts the auto walk, please? If I need to fix something then I'd like to know more. Thanks :)
  24. A.Cyprus

    Disable Key Press / Input

    Pepe Hal I expect the issue is that movement commands are sent when/while key down fires. Attempting to disable key up doesn't mean that key down will continue uninterrupted when you release the key. Technically, you've overriden any events set by the engine to trigger on key up by using your own handler. You haven't actually prevented the key up event from firing, you've just changed what happens. Releasing the key means the key down state is no longer true, ie the key code is no longer being sent. All irrespective of what happens in key up.
  25. A.Cyprus

    Dungeon Generator

    Brilliance!
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