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About phronk

  • Rank
    First Sergeant


  • Interests
    Gaming, drawing, designing, and more gaming. :D
  • Occupation
    ArmA 3

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    I have a YouTube channel with quick instructional ArmA 3 videos for aspiring mission builders!
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  • Location
    : USA, New York
  • Interests
    ArmA 3: mission building / scripting.
  1. ctrlEnable[90909,false]; in the function which creates the dialog fixes it. Not sure why the hell the base settings movingEnable and moving don't work though, but whatever, thanks BB.
  2. I made this for my radio script, Addon-Free Arma Radio: class AFAR_UI { idd=-1; movingEnable=false; controlsBackground[]={}; objects[]={3DRadio}; class 3DRadio { idc=90909; type=82; model="\A3\Structures_F\Items\Electronics\PortableLongRangeRadio_F.p3d"; scale=0.7direction[]={0,10,1}; up[]={0,1,0}; x=0.405*safezoneW+safezoneX; y=0.5*safezoneH+safezoneY; z=0.2; xBack=0.5; yBack=0.5; zBack=1.2; inBack=0; enableZoom=0; zoomDuration=0.001;}; }; I've tried adding/removing several things to the above code. I've even tried setting: movingEnable=false; movingEnable=0; moving=false; moving=0; The 3D radio can still be moved around. I'm definitely missing a command to disable moving for 3D objects that I'm overlooking, but I've been looking all day on the Google and the BI wiki with no success.
  3. Download Link (Google Drive) Download Link (Armaholic) Version: 0.5 ADDITIONS: • Added: Simple 2D radio interface (Custom texture is temporary) • Added: Cycle through previous/next VON channels via nobs on radio interface • Added: Script setting to toggle 3D radio when talking • Added: Script setting to toggle player animation when talking • Added: Blocked usage of VoiceOverNet keybind *WIP* • Added: Player is notified that he needs a rebreather to speak, if underwater • Added: Reintroduced the auto-side detection and "r_PS" variable • Added: Functions check for the player's unit classname and side • Added: Function to handle radio animation better • Added: Fuzz function deletes radio noise if player is beyond 1200 meters • Added: Switching channels via radio menu resets channel permissions (Test) • Added: Unique local variable to handle element in "Fuzz" function • Added: More information to AFAR Instructions manual • Added: BadBenson to credits • Added: DirtySanchez to credits • Security: Defined AFAR's functions under CfgRemoteExec in the Description.ext • Security: AFAR's functions now initialize via comileFinal preprocessFile ADJUSTMENTS: • Changed: Side channel is disabled by default • Changed: AFAR has been completely reorganized • Merged: Vehicle channel permissions reorganized • Merged: Code which initializes scripts/functions now in its own init script • Moved: Separated all the configurable settings into the "CFG.sqf" • Tweaked: Simplified installation of AFAR • Tweaked: Vehicle chat should only work if you're in a vehicle • Tweaked: Variables are set in more appropriate areas of code • Tweaked: Functions use a unique "_nearP" variable • Tweaked: Player does not grab radio while aiming down sights anymore • Tweaked: Adjusted some settings in demo mission FIXES: • Fixed: Common instance that caused radio noise to persist until respawn • Fixed: Talking on radio while in a vehicle caused static bug • Fixed: "Hush" function no longer deletes 3D radio • Fixed: "_nearP" variable should be reset more reliably now • Fixed: Only group leaders can communicate via Command channel • Fixed: "MPKilled" eventHandler is now set to "Killed" • Fixed: Demo mission would force player to respawn upon connecting OPTIMIZATIONS: • Optimized: Replaced private["_var1"] with private _var1 • Optimized: Replaced set command with pushBack • Optimized: Replaced getPos command with getPosWorld • Optimized: createVehicleLocal getPos player changed to createVehicleLocal[0,0,0] • Optimized: Removed detach command when deleting radio/static • Optimized: Initialization of KeyUp eventHandlers • Optimized: "r_WS" variable is no longer a public variable • Optimized: 3D radio is no longer created while talking in a vehicle • Optimized: Simplified "eventHandler" to "EH" in comments • Optimized: Deleted function/variable classification from comments • Optimized: Demo mission's .sqm is now binarized REMOVALS: • Replaced: Side channel with Command channel by default (Side may return later) • Replaced: "r_WS" code/variable moved to AFAR's init • Removed: initPlayerLocal.sqf is no longer used • Removed: Useless "debug" object from demo mission KNOWN BUGS: Script locality may have issues and depend on newest connected player (Unconfirmed) Dead players can talk while spectating/waiting to respawn (A3 Respawn) Reloading right before talking on radio plays animation and deletes new magazine Script error when talking near a wounded squad mate Releasing other keys while holding down PushToTalk key is glitchy __________________________________________________________________________ AFAR works better than it used to, but I think there may be a locality issue related to my use of the "player" references in the scripts. It seems like the script likes to make the distances depend on a specific player (Newest connected) and may also effect channel permissions --- I need confirmation on this. The next version will contain a few fixes, including the above mentioned bug if it is confirmed, as well as content additions and optimizations. I think the way I want to go about Long Range Radio capability is by simply granting it under certain conditions: Squad leaders, air crews, tank crews, and ship mates.
  4. I have almost no experience with TOH, but I think the reflections on the buildings might've been some kind of Picture-In-Picture technique they did in the game. Since those kinds of reflections, as far as I know, don't exist on objects (except for maybe water reflections) I'd recommend replacing the texture with the fake reflection(s) in Arma 3. The Apex "skyscrapers" use a fake reflection texture of a forest but it gets the point across. The artifacting you're seeing from the TOH buildings might be the individual model/texture of each window which specifically utilized the reflection system in TOH and would probably have to be manually replaced.
  5. As far as the ambient civilian cars, there's a couple scripts which add this, such as Engima's civilian traffic script or L_Axemann's "L_Civs" script. There's also ambient traffic scripting commands in the game which I never actually checked out.
  6. Could try setting them to "AWARE" instead or just have the unit's play the walking animation while disabling their ability to do other animations. Something like this: Bob playMove "WalkingAnimationClassnameGoesHere"; Bob disableAI "ANIM";
  7. All major bugs are fixed and I'm working on resolving any minor issues remaining. I still need to conduct thorough tests with at least 3 people total with the version I'm working on, to assure there are no locality issues. Thankfully, a few people have come forth to help me and actually followed through, which led to confirmation of some minor issues, as well as confirmation of fixes. IMPORTANT: Please vote on whether you like the 3D radio pop-up while you're talking on a radio channel or if you dislike it. The reason the 3D radio exists was originally for debugging purposes and I thought it'd be interesting to leave it in. However, if you guys don't like it, I'll remove it altogether for convenience. Again, any and all feedback is helpful. Thank you very much!
  8. I wrote this simple little script that I execute on the server through the init.sqf if(!isServer)exitWith{}; private _baseVs=[ "B_MRAP_01_hmg_F","B_Truck_01_covered_F","B_Heli_Transport_01_F","B_Heli_Transport_03_unarmed_F","B_Heli_Light_01_F","B_MBT_01_TUSK_F","I_APC_tracked_03_cannon_F","B_UAV_02_CAS_F","B_Heli_Light_01_armed_F","B_Plane_CAS_01_F", "CUP_B_HMMWV_M2_GPK_USA","CUP_RG31_M2","CUP_B_UH60M_US","CUP_B_CH47F_USA","CUP_B_M1A2_TUSK_MG_DES_US_Army","CUP_B_M1126_ICV_M2_Desert_Slat","CUP_B_AH64D_AT_USA","CUP_B_AH6J_ESCORT_USA","CUP_B_MH6J_USA","CUP_B_A10_CAS_USA","CUP_B_USMC_MQ9", "rhsusf_m1025_d_m2","rhsusf_m1025_d_mk19","RHS_UH60M_d","RHS_CH_47F_light","rhsusf_m1a1aimd_usarmy","RHS_M2A2","RHS_AH64D_CS","RHS_MELB_AH6M_L","RHS_MELB_MH6M","RHS_A10" ]; while{true}do{sleep 300; {if(count units _x==0)then{deleteGroup _x;};}forEach allGroups;//Empty Groups {if(typeOf _x in _baseVs)exitWith{};if(!canMove _x &&{alive _x}count crew _x==0)then{deleteVehicle _x;};}forEach vehicles;//Empty Immobile Vehicles {deleteVehicle _x}forEach allMissionObjects "weaponHolder";};//Items on Ground This suits my needs perfectly. I use this in tandem with the Vehicle Respawn System on Armaholic, which handles the garbage collection of vehicles I execute the respawn code on (vehicles at base).
  9. Any input from you guys is always helpful, especially bug reports that help me narrow down what causes issues. Most of the process of fixing bugs is speculating what makes the bug tick and how it can be fixed. If you check my Steam page's Addon-Free Arma Radio thread, you can see I've gotten a lot accomplished and there are good changes to look forward to. Don't worry guys, I won't release another update until the static bug is fixed (at least for most or all common cases). I'm pretty sure the bug occurs when a player is in range while he or someone else it talking, but then leaves the range mid-conversation before the transmission ended. I've already fixed a couple instances that cause the bug, such as talking in vehicles. Sorry about the current shitty version, I didn't thoroughly test it but the next will be far better, I think. Once the major static bug is fixed, expect an imminent release. Testers will be needed to test my version of course, so that I don't rush the release of another broken version like an idiot.
  10. I'd love to get Dynamic Groups compatibility, it's half the reason why I started the script (For my mod-free Altis/Stratis/Tanoa Insurgency missions) but we'll see. I think it handles groups totally different than normally, unless I'm overlooking stuff. I'm still investigating the conflict. The static bug is my top priority. The script is mostly ready for another release, I just can't figure out what the hell triggers the bug. If help me note when the static bug starts to persist, that information will help me greatly. Reporting related script and RPT errors, if any, is also helpful. Here are some instances to test the script for: Player connecting while you're transmitting to another player Player disconnecting while transmitting or receiving Player dying while transmitting or receiving Player leaves radio range while receiving (Most likely cause) Player is outside of radio range but others aren't while transmitting or receiving Player is transmitting or receiving to players who are in a separate vehicle? The above is not a list of what causes the bug. They're just things to test and if it causes the bug, it'll help me tremendously with fixing and releasing the script in a stable state. If you're willing to help test the latest version for what causes the bug, message me and I'll send you the latest version, since the code is dramatically different from the last version.
  11. I don't blame your decision to stop public releases. But, have you considered the option to continue your work on RSO and exclusively collaborate with specific projects, such as Battle of Fallujah?
  12. Sorry for double-posting, but I need your feedback on your opinions regarding the content described below. I'm currently experimenting with replacing Side channel with Command channel. I'll explain the differences below with AFAR in use: Side Channel: By default, everyone on the same side can communicate via this channel only through text. (Voice can be enabled by mission maker) Command Channel: By default, only squad leaders on the same side can communicate via this channel through text and VOIP. The utilization of Command channel instead of Side channel will help limit traffic over side-oriented VOIP while also adding better emphasis on squad leaders to communicate between each other and for them to relay information to their subordinates. The reason why I may need to totally replace Side channel is because players cannot switch to a channel with text and VOIP disabled. The possible drawbacks? Only squad leaders will be able to see their map markers which were placed in Command channel; their subordinates cannot see, whereas Side channel allowed all players on the same side see each other's map markers placed in Side channel. Side channel just felt too open for just anyone to communicate in, at least for my taste, but also Command channel makes squad leading more of an interesting responsibility to interact with other squad leaders and your subordinates will rely on you more for things like that. Need a helicopter transport? Then you'll need to get in touch with a pilot who leads a group. (I'd recommend a senior pilot leading a flight group or have the pilots in each of their own little solo groups) PS: This radio script breaks with Dynamic Groups enabled because it handles groups differently than normal. With that said, don't worry about players starting their own groups with this radio script in place as long as you don't have the Dynamic Groups system enabled on the mission. Sorry for the long ass post, but your input is critical to my decisions moving forward with this project. - Phronk
  13. Did BI recently remove the "Simple Object" checkbox from inanimate objects? (such as a H-Barrier) I've been making use of the checkbox with most of the objects placed in a base I've been working on for my mission, while taking AI line of sight and pathing into consideration, but now I notice many of these objects I've set to be simple objects don't have the checkbox anymore. Is this a bug or did they decide to remove it? I'm behind on the change-logs. I'm currently running stable branch in the 3DEN editor.
  14. I've never seen that before, but it probably has to do with this: _ied setPosATL(getPosATL _ied select 2+1); The + 1 at the end adjusts the elevation. What's weird is I've never seen this in my tests, but I'll investigate more. To fix it, try to change the + 1 to a 0.
  15. I don't know why I have such a hard time understanding GitHub and setting it up/updating it. If someone else wants to micromanage it, that's fine with me, but I'm basically an idiot when it comes to that kind of shit lol. I've done several solo tests on my dedicated server and client-hosted and it looks like I fixed the EOS bugs or at least greatly reduced the frequency of the bug appearing in the server's RPT log. Now I'm working on fixing a small script error with the JTAC CAS script and investigating why the cache counter is reporting double the amount of actual caches destroyed. After that, I'll start rewriting the ambient animals script to hopefully fix the RPT spam related to that. I'd like to include a new side mission and reiterate the way the mission is streamlined to make it more visually appealing and guide players better.