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Re: Clientside addons compatible with FA

Posted: Mon Jul 29, 2013 4:53 pm
by fer
Nothun wrote:It should be compatible with FA, can anybody confirm this before I muck up the server next time I join?
Please can you help us understand if this will have any impact on an adversarial mission if not used universally? For example, will it give you a better sense of player dispositions (including enemies) compared to a player not running this mod? Thanks.

Re: Clientside addons compatible with FA

Posted: Tue Jul 30, 2013 9:52 am
by Nothun
Yes it will,

Adveserials will be affected. The use of this mod is to "flatten" the grass, so you can see more (and farther), especially when going prone, and of course to increase performance. So yes if not used by all, the ones that do use it will have an advantage over those that don't. The main reason for using this should be to increase performance, but if not used by all banned for adv.

That somehow conflicts with the FA "little hassle join" policy... :cop:
so I guess this one falls out.

Nothun

Re: Clientside addons compatible with FA

Posted: Tue Jul 30, 2013 10:14 am
by IceRaiser
BANNED!
*hrm* unless you can get it to autodisable like IVD does.

Code: Select all

//Exit immediately if it isn't a coop or an unknown missiontype
_gt = toLower (getText (missionConfigFile >> "Header" >> "gameType"));
//Array of allowed missiontypes
_IVD = ["coop","unknown",""];
if ( not(_gt in _IVD) ) exitWith{}; 

Re: Clientside addons compatible with FA

Posted: Tue Jul 30, 2013 10:49 am
by harakka
This mod, by the same author, reduces grass' FPS impact somewhat, without making it any easier to see who's lying in it.

Re: Clientside addons compatible with FA

Posted: Wed Jul 31, 2013 4:43 pm
by Phoenix49
Is st_bunnyhop acceptable?

Re: Clientside addons compatible with FA

Posted: Wed Jul 31, 2013 5:39 pm
by Black Mamba
IceRaiser wrote: *hrm* unless you can get it to autodisable like IVD does.
This is a wonky solution at best, seeing that most missions on the server don't have a properly defined header regarding the game type.

Re: Clientside addons compatible with FA

Posted: Wed Jul 31, 2013 5:40 pm
by IceRaiser
No, unless you can disable it for Adv/TvT. :cop:

@Mamba: yarp, sadly.

Re: Clientside addons compatible with FA

Posted: Wed Jul 31, 2013 11:10 pm
by Wilson
Phoenix49 wrote:Is st_bunnyhop acceptable?
I don't see why it wouldn't be. I use it, I'd happily stop if a host says it's banned but not sure what the problem with it could be.

Re: Clientside addons compatible with FA

Posted: Wed Jul 31, 2013 11:30 pm
by Ferrard Carson
Wilson wrote:
Phoenix49 wrote:Is st_bunnyhop acceptable?
I don't see why it wouldn't be. I use it, I'd happily stop if a host says it's banned but not sure what the problem with it could be.
Refrain from using it in adversarials, is all. Not that there are actually many cases at all where it is any faster or more efficient than just running around the obstacle, but still - when in an adversarial, vault normally or run around, since not everyone has the mod.

~ Ferrard

Re: Clientside addons compatible with FA

Posted: Sat Feb 01, 2014 1:59 pm
by Cam
mortar_sounds (Compatible with ACEX_SM)



Credit to Rscptd for the sounds and myself for the config, etc etc.

Enjoy, and I wouldn't recommend trying it with JSRS, it'll probably break things.

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