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lecks

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Posts posted by lecks


  1. @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. @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. @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


  4. @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.

    • Like 1

  5. @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}];
    

  6. @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).


  7. We're having major issues getting headless clients working on a Windows dedicated server. It used to work, and unfortunately I can't say when exactly it stopped working. Nothing we're doing has changed from our perspective other than regular game and mod updates.

     

    The server is running Windows Server 2008 R2. Xeon E3-1230, 16gb ram.

     

    To test, I've kept everything as simple as possible. I've installed a copy of arma server from scratch using:

    F:\Tools\SteamCMD\steamcmd.exe +login STEAMUSERNAME +force_install_dir F:\Arma3\ASORTestServer +"app_update 233780 -beta" validate +quit
    I then copied the config from Werthless Headless Kit ( http://pastebin.com/raw/a9SmbupP ) to the folder, and set up 2 .bat files.
     
    startserver.bat
    arma3server.exe -config=WerthlesHeadless_config.cfg -profiles=TestServer
    starthc.bat
    arma3server.exe -client -profiles=TestHC  -connect=localhost -port=2302 -password=arma
    Then to make the missions, I simply placed a couple of headless client virtual entities (and uniquely named them ODEN and THOR) and some units, and made everything playable, then exported to multiplayer (with both Eden and 2D editors):
     
    I put those files in MPMissions on the server, and starting the mission, this happens:
    The headless clients appear to work until you click continue on the map screen, at which point their symbol turns back to an hourglass.
     
    The missionEventHandler HandleConnect is triggered for HC(s) when the map screen is active (before the mission starts). HandleDisconnect is triggered when continue is clicked to start the mission.
     
    Nothing is shown in the logs that indicates an issue
     
    From the 'lobby', the HCs still appear to be in their slot.
     
    The headless clients (ODEN and THOR) are local to the server (owner = 2), so nothing can be transferred to them.
     
    If I 'kick' the headless clients, their Icon reappears as an hourglass while it's loading, then switches to the headless client icon for 2 seconds, then back to the hourglass (as if it connects and then gets kicked somewhere along the lines).
     
    Have tried
    • Running everything as admin.
    • Disabling firewall.
    • Deleting/renaming profiles.
    • Renaming HCs.
    • vanilla .exe and performance v6 .exe.
    • No mods.
    • Fresh server install.
    • With/Without Battleye.
    • Adding External IP to headlessclients/localclients in config.
    • Running the HC and Server from separate folders.
    • Testing the mission on someone elses (thanks longbow) similarly set up server (worked).
    • Using the above's config file on our server (didn't work).
     
    Totally stumped.. desperately seeking any suggestions.

  8. @buzzrock: Did you try using the one I modified?:

    [[sign_1,["<t color=#1a86ff'>Spawn cars</t>","[['cars], [], 'marker'] execvm 'ASORVS\open.sqf'"]],"addAction",true,true] call BIS_fnc_MP;

     

    Note that I think BIS_fnc_MP is deprecated, so it might be best to configure it with remoteExec (but I think that would need a function defined in CfgFunctions, not just an sqf path). https://community.bistudio.com/wiki/BIS_fnc_MP


  9. buzzrock: If it's a sign that's there from the start of the mission, you don't need to BIS_fnc_MP, just put it in the object init (which runs everywhere).

     

    I think this is how you would do the BIS_fnc_MP (which might be necessary if you're manually spawning the sign in):

    [[sign_1,["<t color=#1a86ff'>Spawn cars</t>","[['cars], [], 'marker'] execvm 'ASORVS\open.sqf'"]],"addAction",true,true] call BIS_fnc_MP;


  10. We got this issue too with our first eden mission. We have a custom respawn template set in description.ext. It's very difficult to troubleshoot because it only seems to happen when there's lots of people online (we had 25ish). Before and after the op it seemed to work fine (without restarting the map).


  11. Blaz3nChambers' PC is dead at the moment, so until he's back here's an unofficial sound update that uses the original close sounds but vanilla distant sounds. When he gets back I'm sure it'll get much better.. I've just set it up to use the new system.

    http://asor.com.au/wpdm-package/unofficial-sma-sound-update-for-eden/

     

    @keeway: SMA comes with a 'vanilla ammo' pbo in the optional folder which you could pretty easily modify to support whatever ammo you like.

    • Like 2
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