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Thread: VTS3.5 - Live Multiplayer coop mission editor

  1. #81
    Current version : VTS 3.5 Beta 6

    Beta 6
    -Fixed too much crew spawn on vehicle spawn
    -Fixed trigger creation
    -Improved GM interface
    -Fixed GM base marker



    Beta 5

    -If running mission iwith ACE, ammobox will now have ACE necessity (earplug, gasmask etc...)
    -Trying to fix the weird shadow bug on very high shadow setting
    -Added Base compositions to the objects side
    -Many bugs fix and improvements

    Beta 4

    -Compatible vanilla ARMA 2
    -Else Full ACE II support
    -Support ACE-X
    -Support ACE-PLA
    -Using ACE II functions if detected
    -Support up to 105 players
    -All Arma II side are now playable (West,East,Guer,Civ)
    -New mission parameters to setup side's alliances (West allied with East etc...)
    -Moveable respawn/Startpoint for each side
    -Support Players versus Players operations
    -Improved GM interface
    -Added support for factions configs (it's now intuitive and quick to add units vehicles group or new faction to each side look at the "mods\config" in the .pbo)
    -Various Optimizations
    -Many bugfix
    -And much more...





    Island supported :

    -Chernarus
    -Panthera
    -Isla Duala
    -Everon
    -Queshkibrul
    -Podagorsk
    -Utes
    -Japahto
    -Celle
    -Namalsk
    Last edited by L etranger; Feb 24 2010 at 15:52.

  2. #82
    Very impressive work L'etranger.

  3. #83
    Quote Originally Posted by L etranger View Post
    I tryed a setfuel and it is working, here what i did step by step

    -Switching in "Editor" mod to show name and init options,
    -Created a empty hmv named : test ,place it in 2D on the map.
    -Then in the command line i typed : test setfuel 0;
    -I clicked "Ok" and then the vehicle fuel got down.

    Let me know if you still encountered this issue or how did you get it. thank
    Setfuel worked using this method. Init line did not. However, if you or someone else enters the vehicle before you enter this command, the vehicle will no longer react to commands using the cmd line.
    veh addWeaponCargo ["x",x]; Did not work with either methods.

  4. #84
    Quote Originally Posted by Hatsune Miku View Post
    Setfuel worked using this method. Init line did not. However, if you or someone else enters the vehicle before you enter this command, the vehicle will no longer react to commands using the cmd line.
    veh addWeaponCargo ["x",x]; Did not work with either methods.
    -I will take look for the init field not initialized correctly.
    -On my test my hmv was still reacting to my command if i was in and after i was out
    -AddweaponCargo will not work at all in the cmd line, this is a local command that is not broadcasted to all client. I will take a look if it would not be better to run the cmd line stuff on all client instead of the server only

  5. #85
    Can you make in next version or update VTS with Namalsk island?

  6. #86
    Pip12345, you can adpat the VTS to any islands. Look at the first message of the topic for an explanation.
    I actually use VTS beta 6 on Avgani and Afghan village and it s really a pleasure.

    Good work L'etranger.

  7. #87
    Well i did it for Namalsk too, redownload the package from my url

  8. #88
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    I love this. Really nice work!

    I might get yelled at here, but we use this in my team and we have alot of custom weapons. Usually, we just add a ammo script but it seems like you made it force default on any crate or something? Is there anyway to override an ammocrate, so we can play this wonderful work with our own gear?

    But thanks! Really genious piece of work!

  9. #89
    Quote Originally Posted by DampetDK View Post
    I love this. Really nice work!

    I might get yelled at here, but we use this in my team and we have alot of custom weapons. Usually, we just add a ammo script but it seems like you made it force default on any crate or something? Is there anyway to override an ammocrate, so we can play this wonderful work with our own gear?

    But thanks! Really genious piece of work!
    If you are using ACE mod (wich in the mission, override the vanilla crates), you can just modify \mods\config\factions\addons ace_x_init.sqf

    ace_goodies define what is put in the spawned crates.

    if you don't use ACE, the crate will stay vanillone so you can edit them directly from the editor

  10. #90
    Gonza/L etranger, can you describe the nature of the shadow bug fix? I occasionally see this too even on scratch test missions, but I haven't noticed a common reason.
    Fire And Smoke for ArmA2: JTD_FireAndSmoke v0.2

    For better future effects addons, please vote for this ticket.

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