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lecks

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Everything posted by lecks

  1. ASOR Vehicle Selector v1.4 https://dl.dropboxusercontent.com/u/14576264/2015-02-04_00001.jpg (725 kB) Installation instructions: Include the following in your description.ext file: #include "ASORVS\menu.hpp" class CfgFunctions { #include "ASORVS\cfgfunctions.hpp" }; To open the vehicle selector, 'execvm' asorvs\open.sqf. Parameters are as follows: 1 - Vehicle Types (Array of Strings). Can include "cars", "tanks", "helicopters", "planes" and/or "boats". 2 - Whitelist for this vehicle selector (Array of Strings). If this array isn't empty, allow only the class names specified. 3 - Spawn Marker (String). Name of the marker where the vehicle should be spawned. Nearby vehicles will be removed beforehand. 4 - Vehicle Height (Optional Number/Scalar, default 0). Height (Position format) for the vehicle to spawn ( so you can spawn them in/on buildings ). 5 - Spawn Radius (Optional Number/Scalar, default 5). Radius around the spawn point to clear before spawning the vehicle. Examples of actions that can be placed on any object are as follows: //Spawn any helicopters on the "chopperspawn" marker. this addAction ["Spawn Helicopters", {[["helicopters"], [], "chopperspawn"] execvm "ASORVS\open.sqf";}]; //Spawn only B_MBT_01_mlrs_F and B_MBT_01_cannon_F on the "tankspawn" marker. this addAction ["Spawn Tanks", {[["tanks"], ["B_MBT_01_mlrs_F", "B_MBT_01_cannon_F"], "tankspawn"] execvm "ASORVS\open.sqf";}]; Set up any settings you want (including blacklist) in ASORVS\config.sqf. Usage instructions: Select vehicle from the top of the screen. Zoom in and out with the mouse wheel, rotate with left click/drag and move up/down (when zoomed) with right click/drag. Click Issue Vehicle to spawn the vehicle on the spawn point. Features: Choose and spawn vehicles with a preview in a customizable fullscreen interface consistent with ASOR Gear Selector. Supported Languages: - English Credits/Thanks: Lecks - Author ASOR for helping to iron out most of the bugs and problems. Legal disclaimer: You are free to: Share — to copy, distribute and transmit the work. Modify — to adapt the work. Under the following conditions: Notification - If you improve this work, you must give Lecks a copy of the improvements and the option of including it in a new version of this work if he sees fit. Profit - You can not use this work on monetized servers without permission from Lecks. You can use this work within Make Arma Not War entries. DOWNLOAD
  2. ASOR Gear Selector http://mods.asor.com.au/ASORGS1.41.jpg (619 kB) Installation instructions: Include the following in your description.ext file: #include "ASORGS\menu.hpp" class CfgFunctions { #include "ASORGS\cfgfunctions.hpp" }; Add an action to any thing that you want the Gear Select option to appear on with the following in it's init: this addAction["<t color='#111111'>Gear Select</t>", "execvm 'ASORGS\open.sqf'"]; Set up any settings you want (including blacklist) in ASORGS\config.sqf. Usage instructions: Select your preset and/or gear from the drop down menus. Zoom in and out with the mouse wheel, rotate with left click/drag and move up/down (when zoomed) with right click/drag. Push ESC to close. Features: Safety - Realtime preview of your character. Your actual character doesn't move. A clone is created on a stage. This means you'll still hear people talking nearby with TFAR. It also means things like triggers won't be fired when using it due to leaving the area. Compatibility - Forward and backward compatible with VAS 2.5 (and possibly other versions) saves. Extensively tested in Multiplayer (with dedicated server) and Singleplayer. Speed - A database of all required information is built at load time so not many lookups into the Arma config files are required while playing. Customizable - Setting to use a custom logo as the background. Settings to allow it to work with multiple medical systems and mods (and class names can be added to the config.sqf to allow it to work with hopefully any mod). Usability - Everything you have on your character is laid out in front of you in an organized fashion and can easily be changed. Change Log: v1.54 17/6/2015 - 1.53 was broken. v1.53 17/6/2015 - Fixes some issues with ACE and Arma 3 1.46 update. v1.52 9/4/2015 - Fixes insignias. - Fixes various attachments not working (BIS doesn't use matching case, so the change below broke some attachments). - Fixes whitelist (hopefully). - Adds class specific blacklist/whitelist. - Fixes some ammo issues from Marksmen DLC. - Fixes Bipods. v1.51 19/2/2015 - Fixes insignias. - Fixes various attachments not working (BIS doesn't use matching case, so the change below broke some attachments). - Fixes whitelist (hopefully). - Adds class specific blacklist/whitelist. v1.5 25/1/2015 - Uses new configProperties command for faster loading. - Option to exclude all ammo that's not in any allowed guns. Makes for shorter blacklists and more performance because it's not loading unneeded magazines. - Fixed save screen for lower resolutions. - Side/faction specific whitelists should now work properly. - Made indexs of items to search with the 'find' command instead of manually searching. Note that this makes compatible items case sensitive! If this causes problems with a lot of mods I'll work around it, but that will decrease performance. v1.424 8/11/2014 - Fixed TFAR 0.97. - Some fixed for RHS (shows ammo with scope=1 now). v1.423 27/10/2014 - Fixed a bug where removing a weapon would effectively remove all weapons. - Fixed the same bug as below but with the pistol/launcher. - Performance improvement with large black lists. v1.42 2/10/2014 - Fixed a bug with attachments that was causing the Gear Selector to stop working until the mission restarted, and causing weapon items to not always show when loading kits. v1.41 16/9/2014 - Adds close button. - Adds weight bar. v1.4 8/9/2014 - Adds a delay for loading inventory items to ensure radios can be added even when inventory is full. - Overhaul of some UI elements to make it look better. - Adds settings to hide certain slots such as uniform and vest. - Adds whitelist. v1.3 1/9/2014 - New backend for managing inventory without constantly adding/removing items from characters. Much smoother feeling result and less risk of server lag. - Adds support for ACRE2. Will automatically switch between TFAR radios and ACRE radios in loaded presets. - New workarounds for TFAR radios.. should now always work as expected. Unique radio IDs will be kept unless radios are changed. - Adds slots for Radio/GPS/Map/Compass/Watch. v1.21 - 8/8/2014 - Change to the workaround for TFAR to make it assign your radios immediately after closing the gear selector. - Fixes load on respawn only working when you open the gear selector. - Fixes open.sqf not always working. v1.2 - 31/7/2014 - Fixes some problems with TFAR. Radios that have been assigned an ID will not show in the gear selector. Radios will not be assigned an ID until 10 seconds after you close the gear selector. - Adds delete button to preset save dialog. - Adds the ability to use the gear selector on units other than the player ( [unit] execvm "asorgs\open.sqf" ). - No longer loads blacklisted items. - Adds optional workaround to make load on respawn sort of work with BTC revive (but players will get fully re-equipped when they die). - Fixes IGUIBack compatibility issue with some scripts. v1.1 - 16/7/2014 - Fixes compatibility with ASDG_JointRails. Setting in config for guns that don't support it properly. - Adds option to use unit insignia as background (if the unit has one). - Presets are now updated when saving (without closing/opening the menu). - Adds option in config for players to automatically get their kits back when respawning. The last gear they had when they close the menu will be loaded if this option is turned on. - Lets players choose/save/load their unit insignia (with an option to turn off this feature). - Uses forceAddUniform to properly allow enemy/other teams' uniforms. - Adds an extra 10 medical slots (now 20) to properly support XMedSys2 and any others with a lot of medical items. - Changes the way helmets are loaded so they should always work. - Fixes scrollbar on save screen. - Adds side and faction specific blacklists. Known Issues: - Need to wait for TFAR to give you a squad backpack for it to show accurately. - You get a random face in multiplayer thanks to the following Arma bug: http://feedback.arma3.com/view.php?id=15786 . Please vote up this bug. Supported Languages: - English Credits/Thanks: Lecks - Author Tonic / VAS for insight in distinguishing between different item types. ASOR for helping to iron out most of the bugs and problems. Download v1.54
  3. 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).
  4. 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/
  5. 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.
  6. 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
  7. 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.
  8. 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).
  9. lecks

    (SMA) Specialist Military Arms

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

    (SMA) Specialist Military Arms

    Sorry, my bad. Download should be fixed now.
  11. 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}];
  12. 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?
  13. 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/
  14. 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).
  15. 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).
  16. 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.
  17. 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): https://dl.dropboxusercontent.com/u/14576264/HC_Test_Vanilla.VR.pbo https://dl.dropboxusercontent.com/u/14576264/HC_Test_Vanilla_2D.VR.pbo I put those files in MPMissions on the server, and starting the mission, this happens: https://dl.dropboxusercontent.com/u/14576264/hcissue.png 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 server log: http://pastebin.com/raw/rfHLtfvN HC log: http://pastebin.com/raw/qy5vKnF0 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.
  18. Problem turned out to be Steam running on the server for another game. Closing Steam fixed it.
  19. lecks

    ASOR Vehicle Selector

    @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
  20. lecks

    ASOR Vehicle Selector

    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;
  21. lecks

    JIP Seagulls?

    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).
  22. It's obviously trying to load those files from somewhere. Where are they? Don't have anything in your addons, heli, mark or curator folders in Arma 3? It doesn't look like you do from the log, but that's where files will be loaded from. Could be messed up RAM or (more likely) HDD. Does Verify Integrity with Steam download something every time or say it's fine?
  23. lecks

    ASOR Vehicle Selector

    jcae2698: by default, only vehicles from your side will show up. I think the cars you're talking about are civilian. You can add SideRestriction = 0; to your config to change this. (or ASORVS_SideRestriction = false; in the debug console to test).
  24. lecks

    (SMA) Specialist Military Arms

    Sound fix can just be put in the @SMA folder or any other @mod\addons folder. It's not signed (don't have the private key). Feel free to sign it yourself. Also, it does work without that pbo, just it won't use the new sound effect system.
  25. @ninjademon05: SMA has been released for a couple of years (and updated lots of times). https://forums.bistudio.com/topic/171291-sma-specialist-military-arms/
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