Jump to content

lecks

Member
  • Content Count

    125
  • Joined

  • Last visited

  • Medals

Community Reputation

24 Excellent

About lecks

  • Rank
    Sergeant

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. lecks

    ASOR Vehicle Selector

    @legolasindar : Are you using the old mission script version, or the newer mod version (alpha) from here? http://asor.com.au/wpdm-package/asor-gear-selectorvehicle-selector-public-alpha-2/ The newer version shortens the list by breaking it up into the main vehicle (based on p3d like the arsenal), and then 'variants'. Unfortunately I haven't released this as a mission script because we have no need for it (easier for us to keep the blacklist up to date if it's in a mod rather than mission). Both versions do have a scroll bar, but maybe it's cut off if your UI is too big (or resolution too small). You could likely fix it in menu.hpp where it has this: class vehicleCombo : ASORVS_FullCombo { idc= 420001; y = safezoneY; h = ITEM_HEIGHT * 3; w=2; sizeEx = TEXT_SIZE * 3; colorSelectBackground[]={1,1,1,0}; color[]={0,0,0,0}; colorActive[]={1,0,0,0}; colorDisabled[]={1,1,1,0}; colorSelect[]={1,1,1,1}; colorText[]={0.7,0.7,0.7,1}; colorBackground[]={0,0,0,0}; colorscrollbar[]={1,0,0,0}; arrowEmpty = "#(rgb,8,8,3)color(0,0,0,0)"; arrowFull = "#(rgb,8,8,3)color(0,0,0,0)"; wholeHeight=safezoneH; shadow=2; x= safezoneX; }; If you change it to w=1 it should fit (might cut off long vehicle names though).
  2. lecks

    ASOR Gear Selector

    @baton1990 hmm.. I haven't heard of that one and can't think of why it'd happen. We use RHS (not many RHS weapons in the gear selector though). Are you using the one linked above? Is it all RHS weapons breaking it? Anything in your .RPT file regarding ASORGS or asor_gear_selector ? Also are you using the newer mod one from here, or the old mission one? http://asor.com.au/wpdm-package/asor-gear-selectorvehicle-selector-public-alpha-2/
  3. lecks

    (SMA) Specialist Military Arms

    Blazenchamber asked me to answer because he's short of time. Magazine class names are under Class Names at http://smaproject.com/support/ (or also in the config viewer in CfgMagazines as SMA_****). They don't have any tracer models in them though, they just point to the CfgAmmo.
  4. lecks

    (SMA) Specialist Military Arms

    @swtx I haven't used BCT but I'm guessing it sets the models for tracers. I also can't really see anything in those tiny screenshots, but I'm guessing with SMA it's just keeping the vanilla tracer models and not using your BCT ones? The models for most or all of the SMA tracers is specified in the SMA CfgAmmo configs, so to change them you'd have to override the model in each SMA tracer bullet in CfgAmmo. These are the class names in CfgAmmo as of the current version as well as what they inherit from (you can see this in the config viewer in game): B_SMA_762x39_SKS_FMJ: B_762x51_Ball B_SMA_762x39_SKS_Red_FMJ: B_SMA_762x39_SKS_FMJ B_SMA_762x39_SKS_7N23_AP: B_762x51_Ball B_SMA_762x39_SKS_Red_7N23_AP: B_SMA_762x39_SKS_FMJ B_SMA_M80A1_EPR: B_762x51_Ball B_SMA_M80A1_EPR_Yellow: B_SMA_M80A1_EPR B_SMA_M80A1_EPR_IR: B_SMA_M80A1_EPR B_SMA_Mk316_Mod_O_Long_Range: B_762x51_Ball B_SMA_Mk316_Mod_O_Long_Range_Yellow: B_SMA_Mk316_Mod_O_Long_Range B_SMA_Mk316_Mod_O_Long_Range_IR_Ball: B_SMA_Mk316_Mod_O_Long_Range B_SMA_Lapua_Full_Metal_Jacket_SUBSONIC: B_762x51_Ball B_SMA_Lapua_Full_Metal_Jacket_SUBSONIC_Yellow: B_SMA_Lapua_Full_Metal_Jacket_SUBSONIC B_SMA_Lapua_Full_Metal_Jacket_SUBSONIC_IR_Ball: B_SMA_Lapua_Full_Metal_Jacket_SUBSONIC B_SMA_556x45_M855A1_Ball: B_556x45_Ball B_SMA_556x45_M855A1_Yellow_Ball: B_SMA_556x45_M855A1_Ball B_SMA_556x45_M855A1_IR_Ball: B_SMA_556x45_M855A1_Ball B_SMA_556x45_Mk318_Ball: B_556x45_Ball B_SMA_556x45_Mk318_Red_Ball: B_SMA_556x45_Mk318_Ball B_SMA_556x45_Mk318_IR_Ball: B_SMA_556x45_Mk318_Ball B_SMA_556x45_Mk262_Ball: B_556x45_Ball B_SMA_556x45_Mk262_Green_Ball: B_SMA_556x45_Mk262_Ball B_SMA_556x45_Mk262_IR_Ball: B_SMA_556x45_Mk262_Ball B_SMA_68x43_FMJ_BT: B_65x39_Caseless B_SMA_68x43_FMJ_BT_green: B_SMA_68x43_FMJ_BT B_SMA_68x43_FMJ_BT_IR: B_SMA_68x43_FMJ_BT B_SMA_68x43_BT: B_65x39_Caseless B_SMA_68x43_BT_green: B_SMA_68x43_BT B_SMA_68x43_BT_IR: B_SMA_68x43_BT B_SMA_68x43_sub: B_65x39_Caseless B_SMA_68x43_sub_green: B_SMA_68x43_sub B_SMA_68x43_sub_IR: B_SMA_68x43_sub
  5. lecks

    (SMA) Specialist Military Arms

    @Andres97: I think @kwinno was working on an ace compat pbo ( https://github.com/acemod/ACE3/pull/4390 ).Not sure if it's going to add the advanced ballistics stuff though. Note that there's a bug in 2.7 that's making all weapons quite inaccurate (4 MOA).. your snipers should have a lot less trouble with 2.7.1 which is due to be released shortly. @slider Not sure if the shading around the edges can be removed unless it changes to a 2D scope or something (which isn't gonna happen). There's under 1/10th of the glare and reflections in 2.7.1 so it should be a lot better. Can't really remove it altogether or it no longer looks like glass.
  6. lecks

    (SMA) Specialist Military Arms

    @DJankovic: Sounds like you're missing the sma_weapons.pbo somehow. @Robalo: Thanks for the report. Do you know if this is actually going to cause any issues or just log spam? (do you think it warrants a hotfix?). We haven't noticed any side effects (and sorta got so used to similar crap in the logs that we ignored/missed it).
  7. lecks

    (SMA) Specialist Military Arms

    For anyone having problems, is it also failing when you download from Mirror 1?
  8. lecks

    (SMA) Specialist Military Arms

    Sorry, my bad. Download should be fixed now.
  9. lecks

    ASOR Vehicle Selector

    @schuurmanst: The issue with that vehicle is a flaw in the way the side-specific rules work in ASOR VS. The vehicle selector will only pick the side of the first variant of a vehicle that it comes across.. in the case of that Eurofighter mod it sees it as side = 4 from eaws_ef2000 (not sure what side 4 is). The solution to this for now is to blacklist all the ones that aren't on your side. I'll look at recording the sides for variants as well, but don't have much time at the moment. The problem with the medikit must be that it's blacklisted or you can't fit it for some reason. The following description.ext shows both the medikit and French Eurofighter. class ASORGS { Enabled = 1; ConfigName = MyConfig; //default config with no blacklist.. shows medikit under Medical. class MyConfig { SideRestriction = 1; }; }; class ASORVS { Enabled = 1; ConfigName = MyConfig; //blacklist vehicles that are confusing the vehicle selector because they're on another side. class MyConfig { SideRestriction = 1; class Blacklist { eaws_ef2000 = 1; eaws_ef2000_test2 = 1; eaws_ef2000_baf_cap = 1; eaws_ef2000_baf_cas = 1; eaws_ef2000_raf_ss = 1; eaws_ef2000_pol_cap = 1; eaws_ef2000_pol_cas = 1; eaws_ef2000_ita_cap = 1; eaws_ef2000_ita_cas = 1; eaws_ef2000_ami_ss = 1; eaws_ef2000_ger_cap = 1; eaws_ef2000_ger_cas = 1; eaws_ef2000_ger_ss = 1; //eaws_ef2000_fra_cap = 1; //eaws_ef2000_fra_cas = 1; //eaws_ef2000_fra_ss = 1; eaws_ef2000_aus_cap = 1; eaws_ef2000_aus_cas = 1; eaws_ef2000_bel_cap = 1; eaws_ef2000_bel_cas = 1; eaws_ef2000_altis_cap = 1; eaws_ef2000_altis_cas = 1; eaws_ef2000_csat_cap = 1; eaws_ef2000_csat_cas = 1; eaws_ef2000_csatg_cap = 1; eaws_ef2000_csatg_cas = 1; eaws_ef2000_generic_cap = 1; eaws_ef2000_generic_cas = 1; }; }; }; with this on a sign init: this addaction ["Gear", {[] spawn ASORGS_fnc_Open}]; this addaction ["Planes", {[['planes'],[],"jetspawn"] spawn ASORVS_fnc_Open}];
  10. lecks

    ASOR Vehicle Selector

    schuurmanst: Are they on the right side (it's side specific in default settings)? Also, there is now a 'variant' option below the actual vehicle where you can choose different variants of each vehicle.. maybe that explains it? If not, any examples?
  11. lecks

    ASOR Vehicle Selector

    I haven't made a proper release for it.. the only documentation is in this thread. The one we use is here (feel free to unpack/modify it). http://asor.com.au/wpdm-package/asor-gear-selectorvehicle-selector-public-alpha-2/
  12. lecks

    ASOR Vehicle Selector

    @schuurmanst: Are you using the mod version or the older script version? I don't think the script version had a working height feature. It is in the correct spot for the mod version. Note that there's not much difference between a script/mod.. It could be converted back to a script quite easily by exporting/defining the RscControls. I think all the changes would just have to be in menu.hpp, changing all the RscText to something like ASORVS_RscText like the old script has, #including the define like the old script does, and #including the config.cpp from your description.ext), but I don't have time at the moment.. we only use it as a mod. Feel free to convert it back yourself. The changes to the spawning will be in fn_CreateVehicle.sqf, which now creates a dummy arrow to test for nearby vehicles, deletes them, then spawns the vehicle using fn_CreateVehicleFromArray.sqf (the array contains all the new properties in the mod version like 'parts', gear, and paint/variants).
  13. lecks

    ASOR Vehicle Selector

    schuurmanst: Is it meant to be on the roof? If so try just putting 5000 or something for the height. It uses https://community.bistudio.com/wiki/setVehiclePosition. From memory, the height is ATL, and you want it to be anywhere above the floor but below the next ceiling (if there is one).
  14. Yeah.. I work in tech support, so I felt more than a bit stupid when realizing I could've just turned it off and on again and it would've worked. At least the next guy to do it won't have to try everything I did.
  15. Problem turned out to be Steam running on the server for another game. Closing Steam fixed it.
×