it could be my dma animations.....
it could be my dma animations.....
I thought I pretty clearly stated in the Fwatch documentation front page that it's for 1.96. Well, maybe font was too small...
All-in-one pack would be nice.
Menu dialog: would be better to have some background. Font is truncated.
Post information about Fwatch activity and view distance in the dialog instead of chat. Generally the less chat and user actions - the better.
Adding black in effect after logging out is not a good idea.
View distance limit is 500 - 5000. Don't change it at the start - unnecessary slow down.
Number coordinates in satellite view are useless for the player. Convert them to alphanumeric.
Grunt demo:
- Markers not visible in briefing
- "in this area" - missing link in briefing
Command demo:
- Text in 'Plan' section is too long. Move exceeding content to the 'Notes'.
- No markers in briefing
- Starting dialog - hint informing what is this dialog for should be in the dialog.
- Got Error when tried to reinforce
Coin demo:
- Error at the beginning
- After then mission ends (successful)
Merge:
- I start in the sea
Thanks for the feedback.
I got mixed up with vektorboson's version of fwatch, it works perfectly well with CWA.
I don't want to change the personal menu background, the idea is that it shouldn't obstruct the view too much. I will adjust the font size, I didn't know it was getting cut off. The black in after logging off is supposed to mask any possible lag in case a remote camera is being used, but I'll think about removing it. I will disable automatic view distance setting by default.
Thanks for the link to gridcoords.sqf, I will implement that. I will also fix the other bugs for the next release. Please note that the "merge" mission is not intended to be playable, it is just for easy copy-pasting.
@Wuschel
Fwatch is NOT required for Drongo's Toolkit, it is optional. It is only used for binding the personal menu to a key and automatically switching to the map in certain situations. If DT doesn't detect fwatch, it simply doesn't use these functions.
Again, thanks for the feedback guys. I am currently working on the RTS module.
Drongo's Toolkit for Arma 3 - Command engine, artillery support, personal menu, AI improvements, new game mode and more
[CO14/SP] Outpost Defence for Arma 3
Drongo's Toolkit for OFP / CCE2 beta 6 Dynamic Coop for Operation Enduring Freedom mod
Drongo, I have been watching some of the scripts carefully, and testing them in game, and they are really great, and useful for large coops or missions.
Anyway now I'm thinking on doing a serie of coops with some friends, and my idea basically was to use your toolkit to make the two armies in a mission controlable (for two players), with reinforce and command, and at the same time make it possible to play the game as a grunt for people that wanted to be in the action, somewhat like a mini-CTI with a mission background basis.
So far it looks that it would play pretty good in mp, i will test it soon i think
Thanks!
EDIT:
I laugh hard when i saw this:
Spoiler:
Well, anyway my question was how to define the reinforcements to make vehicles buyable by an player commander, It seems that you need to call the reinforce dialog with a dtrtype = 1 but I can't see where it needs to be activated
EDIT2: What a douche', at the right side of Infantry it says Vehicles in the reinforcement dialog ingame, I didn't saw it! I need glasses maybe :P.
Thanks again!
Last edited by NacroxNicke; Dec 22 2011 at 00:27.
Looks like there can't be two human commanders at the same time, one of the commanders doesn't get any squad to command neither markers in the map.
Anyway, I will take a second look at it
There will be an update released in the new year. A lot of stuff has been changed, I can't remember it all.
From time to time I like to come back to OFP and there's always amazing new stuff like this.
Unfortunately I've come across a couple problems when using this with the CWA version.
In the Command mission I can't spawn reinforcements, neither can the AI. It always displays this error:
Is there any way to fix this?
The CoC artillery doesn't seem to work in CWA either. In your missions the artillery option simply continuosly says "Artillery not ready" (paraphrasing) when requesting that option. In the CoC missions that come with the addon it just doesn't display the radio or IF menu, no matter what. If I force the IF menu in a custom mission (using [this, player] exec "\CoC_Arty\scripts\openmenu.sqs" on myself or any other unit) it displays this error:
I know it's out of your reach, but I just wanted to tell you about it.
Anyway, great stuff. I particularly enjoy the DSAI feature, so I can now use WW4 without relying on ECP.
I can't wait for the new version you have planned
Thanks a lot for keeping OFP alive and kicking.
As always regarding the COC UA-problem in CWA, may I direct you to my semi-official update: http://forums.bistudio.com/showthrea...=1#post1973165