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About patrix87

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  1. patrix87

    Reverse Thrust

    Hi, I found a little bug In fn_Pushback on line 184 the "User 8" Key-press require the variable "veh", but "veh" does not exist yet if the user did not press "User 7" at least once before.
  2. patrix87

    Reverse Thrust

    Hi, I very nice mod ! Would you mind releasing it on the steam workshop ? Thank you !
  3. You're probably not administering a server running NiArms pack and RHS or Cup to say something like this.... Having to copy and rename and add the the launch parameters for 30 mods instead of 1 is quite a pain compared to what it is to publish an AiO pack. *(Especially considering he is already publishing the AiO pack on other platforms) Also asking your players to select 30 mods in the launcher is quite insane. Anyway I'm gonna let go of this since it was finally made "official" that no AiO pack will be published on steam. But I have to say that I find this very sad and I still don't get why this community is so resistant against something so minor that would help so many. I'm definitely not the first and certainly not the last to ask for that. But for now I'm just not going to run NiArms on my server. Bye
  4. So... Are you going to release the complete mod on steam or not ? Because you know... it's on A3Launcher and Armaholic, so why not steam workshop ? Thanks
  5. patrix87

    ARMA 3 - official mod, ADR-97 weapon pack

    Nice work, I have a few question related to the steam workshop implementation in Arma 3. Do you plan improving it in the short term? Here's a few things that could be interesting to see added or fixed. Mod loading directly from the workshop folder instead of the launcher copying them over to the Arma 3 folder. *Since some mods are quite large it would be nice not to store them twice. The ability to select workshop collections in the launcher instead of just single mods. Automatic mod loading and unloading in the in-game browser. *I know it's probably unfeasible but I'm asking anyway. Better mod recognition in the launcher server browser. Maybe something key based. Since a lot of mods are not on steam, comparing server keys and file signatures could be a good alternative *Note that I'm not 100% sure of the current inner workings of that part but I believe it's based on the meta.cpp steam id. Which obviously, a lot of mods don't have since they don't come from steam. A button to alphabetically sort mods in the launcher. *OCD talking here. Steam not preventing the launcher to start if another arma 3 executable is running. E.G: arma3server.exe Thanks a lot for your great work, it is very nice to see a company maintaining and improving a game for so long after the initial release.
  6. I'm not here to start a war or praise lord Gaben. Here's why I don't like workshop collections. 1 - They don't update on the client end when they are updated on the workshop. 2 - They are hard to find in the workshop as you need to select "Collections" in order to get them when you do a search 3 - You can "Select" a Collection in the Arma Launcher. 4 - You can't show a Collection in the server browser. And Armaholic is the complete opposite of what I'm trying to get to. Which is simplicity for the users. I did expect that kind of "angryish" reaction facing my upload of the complete collection. I mostly wanted to get some kind of reaction, and also to prove that it's possible and not very complicated to do it. Sadly I knew steam workshop would take it down in a matter of hours which they did. Anyway, I hope that at some point we'll get the full collection as a single mod knowing that it can also be released as a bunch of mods at the same time without any conflicts of excessive maintenance. This way those who have slow connections can get the single mods and the other can get the full collection. If the reason why it's not working is because of Toadie's connection. Then I propose myself to upload and maintain the complete mod. With him as the creator/administrator on the workshop. Sorry if I offended anyone, that was not the point.
  7. I'm not here to make friends. I'm here because I like the mod. But since I've been asking for the past 6 month for a release of the complete pack as a single mod without receiving a single reply or reason why it's not done yet. I've chosen to take care of it myself. If an Official release comes out I'll happily remove mine. I have no interest in claiming work that is not mine. But, Arma 3 steam workshop integration is terrible so far and releasing a mod in multiple little packages only makes it worse.
  8. Well, I just released it. So it is possible. http://steamcommunity.com/sharedfiles/filedetails/?id=668306727 I did it in accordance to the current Arma Public Share-Alike (APL-SA) License. All signed with the original signatures and keys so it's 100% compatible with the separate pack @Toadie2k - [s2] Still A Lime - Add me on steam and I'll make you Contributor on the mod if you want. Otherwise I'll just keep updating it with the new files as they release. Thanks
  9. Yes... they are... as 14 individual mods ! I'm asking for a single mod, With all the weapons. And I don't care about the collection.
  10. Just a small licensing question here. How does that license is still Share-Alike with an exception like that? Anyway, if it still is Share-Alike then would that mean that I can release "HLC Weapons Pack" on Steam in its full integrity while stating the original authors? Because I honestly think that It should be available on steam as a single mod. Thanks.
  11. patrix87

    Zombies & Demons 5.0

    Hi, I think my last message just went unnoticed, if not, sorry for repeating myself. It would be nice to have the ability to disable the bleeding function integrated in RyanZombies. Maybe with a public variable declaration like the logic do for RyanZombiesBleeding or something similar. Because right now on the second hit or whenever your life goes under 90% you bleed for 10 seconds and almost die. Thanks
  12. patrix87

    Creating combo box attribute in 3den

    Here's a small popup combo box script I built Config.cpp class cfgPatches HERE class CfgFunctions { class Lootpos { class init { file = "lootpos\init"; class init { postInit = 1; }; }; }; }; //////////////////////////////////////////////////////// // GUI EDITOR OUTPUT START (by Patrix, v1.063, #Nazibi) //////////////////////////////////////////////////////// class IGUIBack; class RscCombo; class RscText; class RscButtonMenuOK; class popup { idd=983475; class controlsBackground { class Background: IGUIBack { idc = 2200; x = 0.37625 * safezoneW + safezoneX; y = 0.291 * safezoneH + safezoneY; w = 0.2475 * safezoneW; h = 0.121 * safezoneH; }; }; class controls { class combobox: RscCombo { idc = 2100; x = 0.386562 * safezoneW + safezoneX; y = 0.346 * safezoneH + safezoneY; w = 0.226875 * safezoneW; h = 0.022 * safezoneH; }; class instructions: RscText { idc = 1000; text = "Select building category"; //--- ToDo: Localize; x = 0.381406 * safezoneW + safezoneX; y = 0.313 * safezoneH + safezoneY; w = 0.232031 * safezoneW; h = 0.022 * safezoneH; }; class okButton: RscButtonMenuOK { x = 0.448438 * safezoneW + safezoneX; y = 0.379 * safezoneH + safezoneY; w = 0.103125 * safezoneW; h = 0.022 * safezoneH; onButtonClick = "call popupclose;"; }; }; }; init\fn_init.sqf catList = ["Tourist","Military","Medical","VehicleService","CivillianLowerClass","CivillianUpperClass","Shop","Industrial"]; //Script called on ok button click popupclose = { _combobox = (findDisplay 983475) displayCtrl 2100; _sel = lbCurSel _combobox; ComboboxValue = _combobox lbText _sel; }; //this script create the dialog and fill it. //the filling part could be called By Onload of the dialog. _ok = createDialog "popup"; _combobox = (findDisplay 983475) displayCtrl 2100; {_combobox lbAdd _x} forEach catList; PS: that could would only work in an addon, not a mission, since in mission file you somehow can't inherit from arma 3 classes.
  13. Does it have the capability of exporting and SQF file that a server could load to add all the created objects to a map ?
  14. Thanks for your reply, After further testing it seems that the map is currently fairly compatible with CUP. Some minor errors on client side if NOLOGS it not in the launch parameters. Otherwise it is running fine so far with CUP Terrain Core.
  15. Hi, I just discovered that map a few weeks ago, very amazing work you did there. We are trying to get it to work on an Exile server with a lot of mods to make the experience even better. Performance does not seem to be an issue anymore since the last few updates and the pc hardware that keeps getting faster. I can get 50 fps on that map with 1000m object on a dual GTX670 System. Which is a little less than a single GTX970. We seem to be running in some issues trying to run it using CUP Terrain Core instead of AIA Terrain pack. I would like to know if it's supposed to be compatible ? Also, if it's not compatible, I would like to know if you would be open to discussion about me porting it to CUP Terrain Core and keeping it up to date. I have a fairly decent amount of experience with arma 3 modding, a LOT of free time and 3 other people to give me a hand with that. I would leave you all the credit of course and you could compile and sign it yourself. Thanks for your work and for considering my offer.