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About destruktoid

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  1. destruktoid

    [1.1] voyagerCompass HUD and UI

    A few options I can think of: - As the main menu simply runs a mission for the background, use missionName sometime during the compass loading to see if one of the menu missions are running and exit if that is the case. - Check for player controlled units and don't load if there aren't any. Could be a little dodgy though. - Check for main menu specific UI elements. I'd avoid the first option due to mission names needing to be hardcoded meaning addon scenes such as the RHS ones would get the compass again. I'll see if any of these solutions work well and get back to you on it.
  2. destruktoid

    [1.1] voyagerCompass HUD and UI

    Been playing with the addon version and it looks great so far! A few things I've noticed: - Compass runs in the main menu. Wouldnt've noticed if your debugging messages is systemchat didn't show. - Width slider is inverted? - At certain widths, the compass extends further than the set width for a fraction of a second. Shown in first part of video - When the width is set to cover the entire screen (max), compass gets cut off based on whether you're looking east/west. Watch the second part of the video. - The 150 degree point sometimes changes to 140 degrees, also in video. - Shows while in Zeus and when map is open. Suggestions: - Button to reset settings to default. - Defining what markers are shown when you don't want all of them. For both script and addon versions, maybe setting a missionNamespace var with marker names. The script version could also have an array of marker names passed as arguments to the script when it gets run. - Options to change the size, colour and icon of the centre marker on the compass. - Show the personal waypoint (the shift-click marker on the map) on the compass. This would be especially useful if the difficulty settings disable the waypoint visible outside the map. - Option to hide the compass when the player doesn't have a compass or GPS in their assigned items. Maybe a editor module which could enforce this for missions? Shoot me a message on steam if you have any questions or need help with something :)
  3. I quickly skimmed over the comments, so I may have missed one similar to this. What about a config option to disable the rotation and rotate the player marker instead? (how the GPS currently works). It's something I would prefer to the new method and seems like a personal preference sort of option like customising the positioning of UI elements. Disregard if somebody already mentioned this :)
  4. I've been playing around with ropes for a few ideas I had and have noticed inconsistencies in what can and can't be attached. It seems there are types of objects which rope will only sometimes attach to as opposed to driveable vehicles which always seem to work. When creating ropes, the first parameter for the ropeCreate command appears to require being a driveable vehicle to successfully create. Given that I can't find any documentation on the matter (or I'm blind), can anybody shed some light on this?
  5. destruktoid

    Get position of player

    Try using getPosATL and setPosATL. I generally find it to be more reliable.
  6. destruktoid

    Moving lights

    I would suggest having a script which removes the exisiting ones at mission start and replaces them with a delay between each in the order which you would like them to flash. An alternative would be setting their damage sequentially to something like 0.98 which I believe is enough to turn them off.
  7. destruktoid

    Curator question

    Try setting the var name of the Zeus module in the editor to 'zgm_cur'. The addCuratorEditableObjects command needs to point specifically to the module, not the player. This also means that any other user (or logged admin in this case) cannn see the objects added by this command as they use the same module.
  8. destruktoid

    General Discussion (dev branch)

    I think an option to customize what appears on the three tiles in the main menu would be nice (and the ability to disable them entirely) e.g I would have buttons for the editor, server browser and a direct connect to my milsim unit's server. The Apex PBOs are currently encrypted (EBO file type) and you can't open them as you would a PBO. Assuming BI handles Apex files the same as they did for the DLCs, they will remain encrypted until some time after the release of Apex.
  9. destruktoid

    Tanoa discussion (Dev-Branch)

    I reckon most of the people who have a problem with non enterable buildings wouldn't have complained back in Arma 2 about maps like Chernarus which had closed off buildings. Just play the map for a bit and learn how to differentiate working from non-working doors.
  10. destruktoid

    Tanoa discussion (Dev-Branch)

    End of the wooden pier at [3860.39,2981.87,0] is in a bit of an annoying/odd position. I think it should probably be moved a metre or two to the side to make it a bit more sense. Screenshot: move the end of the pier to somewhere around the yellow sphere. http://i.imgur.com/1H9fS01.jpg
  11. destruktoid

    Tanoa discussion (Dev-Branch)

    I think someone mentioned raptors in this thread so I made a video. https://www.youtube.com/watch?v=ypl4Q8JMewo
  12. destruktoid

    Tanoa discussion (Dev-Branch)

    The current plan is that not all buildings will be enterable. Edit: Beat me haleks :)
  13. destruktoid

    Tanoa discussion (Dev-Branch)

    Just tested it on a few fences around the place and it worked fine. Is it somewhere specific?
  14. destruktoid

    Tanoa discussion (Dev-Branch)

    Some of the heli-proof tree canopies also curve to the ground which prevents players from walking through them. Will upload video.
  15. destruktoid

    Tanoa discussion (Dev-Branch)

    Having the same issue here, even when running the Arma3GU executable. I'd prefer a fix to this over running dev branch through steam and main through updater as I'm not in a position to redownload main branch if something messes up.