ARMA Series (I, II, III) - v. Waiting For 3DEN Edition
5,000 replies, posted
Doesn't ARES let you switch the sides of units? Just spawn 1 group/vehicle at a time. Easy solution unless you want a script.
[QUOTE=Destroyox;49790594]Doesn't ARES let you switch the sides of units? Just spawn 1 group/vehicle at a time. Easy solution unless you want a script.[/QUOTE]
if we're going to do the campaign, it'll be a faff to change the sides of players every single time the mission starts or someone reconnects
also that functionality occasionally completely breaks
It would be cool if someone made a mod that allows players to play media from youtube, like the PlayX mod for garrys mod. Adjust the volume with distance from the player and you basically have an internet radio. Would be cool for things like music from vehicles and other sources. It is also generally better quality than voice chat on teamspeak or otherwise, since the media is playing clientside instead of being streamed over TS or voice chat.
Could probably do it more efficiently by checking the distance from the radio before opening the media, so that if someone is across the map or something they dont get a frame skip or anything from the media opening itself.
[QUOTE=kaukassus;49790562]Once I push out a stable build of fp_static_weapons, I plan on addressing some of the big issues with Comfy Downtime right now.
Some of those are the following:
* Fix 3DEN's fuckup with the description.ext settings. Possibly by falling back to a description.ext file. Dunno if they override mission.sqm set values, but god I hope so.
* Port the Broma Framework View Distance GUI and Functions over to Comfy Downtime, so Snipers and Pilots can actually see at distance.
* Look into porting some of my Logistics functions into Comfy Downtime to test the waters for future missions or possibly a campaign where they could be useful.
[/QUOTE]
I have good news, description.ext works fine alongside Eden without issues.
[QUOTE=SFArial;49790634]I have good news, description.ext works fine alongside Eden without issues.[/QUOTE]
Ye. My main concern is that the properties would be in both the mission.sqm and the description.ext file.
But I don't know which ones take priority.
Do the mission.sqm settings override the description.ext ones or vice versa? Granted, I had not the time to test this.
also, would people be around for a CD today (8pm GMT)
wanting to try something, and it'd be a good concept-test
special forces, laser sights, night vision stuff - small scale
(related to the campaign i've been spitballing, imagine a prologue if you will)
no need to port the VD script, it's right here
[url]http://www.armaholic.com/page.php?id=27454[/url]
however, i'm pretty sure ACE has some viewdistance module. no idea how it works tho
[editline]22nd February 2016[/editline]
[QUOTE=kaukassus;49790659]Ye. My main concern is that the properties would be in both the mission.sqm and the description.ext file.
But I don't know which ones take priority.
Do the mission.sqm settings override the description.ext ones or vice versa? Granted, I had not the time to test this.[/QUOTE]
afaik description overrides .sqm
[editline]22nd February 2016[/editline]
[QUOTE=Cloak Raider;49790584]we could focus on German and UK military gear to try and eliminate friendly fire as much as possible
whichever way is easier for having the americans on OPFOR[/QUOTE]
it's really easy to make US units spawn in as opfor with a postInit eventhandler
[editline]22nd February 2016[/editline]
[QUOTE=Cloak Raider;49790715]also, would people be around for a CD today (8pm GMT)
wanting to try something, and it'd be a good concept-test
special forces, laser sights, night vision stuff - small scale
(related to the campaign i've been spitballing, imagine a prologue if you will)[/QUOTE]
was planning on updating the repo today, in a few hours
[QUOTE=mecaguy03;49790618]It would be cool if someone made a mod that allows players to play media from youtube, like the PlayX mod for garrys mod. Adjust the volume with distance from the player and you basically have an internet radio. Would be cool for things like music from vehicles and other sources. It is also generally better quality than voice chat on teamspeak or otherwise, since the media is playing clientside instead of being streamed over TS or voice chat.
Could probably do it more efficiently by checking the distance from the radio before opening the media, so that if someone is across the map or something they dont get a frame skip or anything from the media opening itself.[/QUOTE]
Would be cool but I don't think it's possible in a simple way. Would have to use some sort of .dll and I don't know a thing about those personally.
[QUOTE=Cuel;49790726]
was planning on updating the repo today, in a few hours[/QUOTE]
so no go if i wanted to set something up for 8pm GMT?
[QUOTE=Tinter;49790797]Would be cool but I don't think it's possible in a simple way. Would have to use some sort of .dll and I don't know a thing about those personally.[/QUOTE]
There's [url]https://community.bistudio.com/wiki/htmlLoad[/url]
But besides it being a blocking operation (Freezing Game / UI Thread until completion), I don't think it supports HTML5 Elements that Youtube use.
So the only good chance would be via an external DLL that plays a video or audio source and syncs it between the clients.
Technically possible, but not as easily doable as the one featured in Garrysmod.
[editline]22nd February 2016[/editline]
[QUOTE=Cuel;49790726]no need to port the VD script, it's right here
[url]http://www.armaholic.com/page.php?id=27454[/url]
however, i'm pretty sure ACE has some viewdistance module. no idea how it works tho
[/QUOTE]
Oh thats cool.
Yeah ACE has a Viewdistance setting. IIRC it's the dynamic viewdistance one, where your viewdistance gets increased, the more narrow your FOV gets. (Ie, looking trough a scope)
I don't know if ACE allows to manually set the viewdistance tho.
[QUOTE=kaukassus;49790820]There's [url]https://community.bistudio.com/wiki/htmlLoad[/url]
But besides it being a blocking operation (Freezing Game / UI Thread until completion), I don't think it supports HTML5 Elements that Youtube use.
So the only good chance would be via an external DLL that plays a video or audio source and syncs it between the clients.
Technically possible, but not as easily doable as the one featured in Garrysmod.[/QUOTE]
I don't know about you but who would want to watch youtube at 20 fps?
[QUOTE=Michael haxz;49790836]I don't know about you but who would want to watch youtube at 20 fps?[/QUOTE]
Well, if it's an extension, the entire thing is not bound by the games FPS.
Thats also the whole point for [url]https://github.com/intercept/intercept[/url]
The only thing that is affected by the Games FPS would be the communication between the extension and the game. But the Extension can spawn and handle it's own threads, so they are not bogged down by Arma's overall lack of performance.
there's this for showing youtube videos
[url]https://forums.bistudio.com/topic/153845-wip-video-streaming-mod/[/url]
don't think it ever got released, tho I'm fairly sure I've seen something similar on BI forums but I really can't find it
could also try this
[url]http://killzonekid.com/arma-scripting-tutorials-ogv-to-texture/[/url]
[editline]22nd February 2016[/editline]
[QUOTE=Cloak Raider;49790817]so no go if i wanted to set something up for 8pm GMT?[/QUOTE]
i'm going to start testing now and then update, but it might take a while
Even then, it's not really the video that's important, but the audio.
I recall someone managed to make it so that Arma 3 would open up links in the Steam Overlay while on the map screen. Could work for other websites, maybe.
Have like, an Ace Combat-looking briefing video giving you the general situation with enough vital info. Or just a repeatable high quality audio file.
[QUOTE=Cuel;49790906]there's this for showing youtube videos
[url]https://forums.bistudio.com/topic/153845-wip-video-streaming-mod/[/url]
don't think it ever got released, tho I'm fairly sure I've seen something similar on BI forums but I really can't find it
could also try this
[url]http://killzonekid.com/arma-scripting-tutorials-ogv-to-texture/[/url]
[editline]22nd February 2016[/editline]
i'm going to start testing now and then update, but it might take a while[/QUOTE]
ok, will do another time then just to be safe
[editline]22nd February 2016[/editline]
[QUOTE=croguy;49791007]I recall someone managed to make it so that Arma 3 would open up links in the Steam Overlay while on the map screen. Could work for other websites, maybe.
Have like, an Ace Combat-looking briefing video giving you the general situation with enough vital info. Or just a repeatable high quality audio file.[/QUOTE]
anything that interacts with steam overlay makes me uneasy because it's bad (unless it completey circumvents steam browser somehow)
[QUOTE=croguy;49791007]I recall someone managed to make it so that Arma 3 would open up links in the Steam Overlay while on the map screen. Could work for other websites, maybe.
[b]Have like, an Ace Combat-looking briefing video giving you the general situation with enough vital info. Or just a repeatable high quality audio file[/b].[/QUOTE]
I've always wanted to do this in replacement for pre briefings
update is 5gb due to cup so it's going to take a while
[editline]22nd February 2016[/editline]
[QUOTE=croguy;49791007]I recall someone managed to make it so that Arma 3 would open up links in the Steam Overlay while on the map screen. Could work for other websites, maybe..[/QUOTE]
that's actually a command [url]https://community.bistudio.com/wiki/openYoutubeVideo[/url]
So I have a question
I'm trying to script a mission to where when an object is destroyed (for this case its the earth quake device) a trigger is activated. The trigger is supposed to activate a script. I can execute the script manually with the debug menu, but for some reason the trigger isn't activating the script.
The condition I have on the trigger is ((getDammage (position logic1 nearestObject Land_Device_assembled_F)) ==1);
The gamelogic has no init field, from what I read it doesn't need it.
Does anyone know what I'm doing wrong?
[QUOTE=Binladen34;49791635]So I have a question
I'm trying to script a mission to where when an object is destroyed (for this case its the earth quake device) a trigger is activated. The trigger is supposed to activate a script. I can execute the script manually with the debug menu, but for some reason the trigger isn't activating the script.
The condition I have on the trigger is ((getDammage (position logic1 nearestObject Land_Device_assembled_F)) ==1);
The gamelogic has no init field, from what I read it doesn't need it.
Does anyone know what I'm doing wrong?[/QUOTE]
A couple of things.
First off, run your game with -showScriptErorrs so you can see when your code breaks.
Second, Land_Device_assembled_F is a classname and needs to be a string like so "Land_Device_assembled_F".
And you're using getDammage == 1 when you could be using alive.
!alive ((getPos logic1) nearestObject "Land_Device_assembled_F");
Also if you really need to get the specific value, you should use damage instead as it is not written wrong.
So after the shit storm about removing uniforms, people seemed to want quality over quantity. So a survey has been created to address the quality of the CURRENT uniforms.
You basically vote for uniforms you WANT to receive an update. This is for quality reasons and not "I do not like this camo pattern/I do no like this model" type of reasons!!
[URL="https://docs.google.com/forms/d/1zsIF-naoJ_DsuEgGwo_HbS3UfGOQScNoIekL-4ZikIQ/viewform?fbzx=4609097321650462700"]Link to survey[/URL]
[highlight][B]This survey will conclude in 3 days at 7 PM UTC on Thursday 25.02.2015[/B][/highlight]
[VID]https://jaz.konch.xyz/ronnhw.mp4[/VID]
Highlight for the op.
but that was a seastallion not a seahawk
[QUOTE=Holt!;49792442]but that was a seastallion not a seahawk[/QUOTE]
Seahawk 2 was flying the CH53.
[B]REPO UPDATED[/B]
[B]-Updated[/B]
@FP_CUP - Units, vehicles & weapons
@FP_0: FP uniforms, factions
[B]-Added[/B]
@FP_0: niko helmets (ace self interact > equipment to switch up/down), rhs balaclava
@FP_MAPS: Reshmaan, MCN Aliabad, Caribou Frontier
[B]-Removed[/B]
@FP_MAPS: Al Rayak
@FP_0: LOP Uniforms (known bug with Pakol, missing textures)
CBA / ACE will be sometimes this week (when released)
And new JSRS DragonFyre EDEN key is on, so old won't work
[editline]22nd February 2016[/editline]
@US people - might take a while for US FTP to update
PSA for Americans: It will take a little while for the US FTP to update. Check back later.
[QUOTE=Whitefox08;49792718]PSA for Americans: It will take a little while for the US FTP to update. Check back later.[/QUOTE]
GOOD 2 KNO M8
Double PSA: Having shit download speed on the repo? Can't believe this is default to 1 active connection.
[vid]https://dl.dropboxusercontent.com/u/20521740/ShareX/2016/02/2016-02-22_13-57-27.mp4[/vid]
[img]http://i.imgur.com/LGRyhVx.png[/img]
thinking of this style of map for the campaign
whipped up in about 15 mins
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