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Showing results for tags 'license'.
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I've seen a few general discussions about this but I'm still in the dark. What is to be done if you want make a release based on a mod that doesn't have a EULA? My policy is to ask the authors themselves, but I end up nagging people too often ("If I can't do this can I do this instead?") so I think there should be a clear and authoritative answer. And by the way I am not talking about law here but just about what is proper conduct. I have a few specific examples that I have doubts about. Maybe you @PuFu are the right person for this, I don't know (sorry to tag you if you are not). A few examples. In all cases I'm assuming the following: -Final result is to be shared publicly -Original author is to be informed and credited -Original mod is not altered in any way Case 1: Making a new class in your own mod basing it on a class of another mod ( class myunit: soldier_othermod { ) Case 2: Making a new class in your own mod and assign it weapons or other items from another mod (class myunit { weapon = "othermod_weapon") Case 3: Making a new class in your mod and add items by script Case 4: Making a mod that alters by config.cpp the lighting on another mod's terrain Case 5: Making a script that replaces objects in a terrain (hideobjectglobal and createvehicle) Case 6: Making a script that puts your mod units in a another mod's vehicles Case 7: Making a script that changes a texture on another mod's vehicle (setobjecttexture) Case 8: Assigning a an insignia to another mod's unit (BIS_fnc_setUnitInsignia) Case 9: Posting a picture of in game action depicting a mod's content Case 10: Using contrast and colour settings that drastically change a mod's textures appearance. Finally, is there anything on the above list that an author cannot restrict using a EULA? I feel that 5-8 are outside of an author's restriction ability but I would like confirmation.
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Multiplier of 1 in "class CfgAiSkill"
fideco posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Does anyone know if in "class CfgAiSkill" as below is possible to set a working multiplier of 1? aimingAccuracy[] = {0, 0, 1, 1}; aimingShake[] = {0, 0, 1, 1}; aimingSpeed[] = {0, 0.5, 1, 1}; etc etc. Let's say for example aimingSpeed[] = {0, 1.2, 1, 1.5}; Or is it automatically reset to default maximum value (i supposed to be 1)? Cheers