kremator 1065 Posted May 2, 2013 (edited) Cool mate! Will test this bad boy out. EDIT: Works PERFECTLY !!! AI are now beasts again (If I want them to be !) Edited May 2, 2013 by Kremator Share this post Link to post Share on other sites
l etranger 5 Posted May 2, 2013 I have one thing to improve and a new feature to add before I can release the BETA 05. So in the maintime I suggest you to use the test version to bear with the lastest patch. Share this post Link to post Share on other sites
kremator 1065 Posted May 2, 2013 Idea ... morale helps to improve AI skill .... so they start off at 0.3 perhaps, but the long they stay alive the greater that skill improves. Works for all AI, friendly and enemy. What do you think ? Something the GM can toggle on or off (like AI micromanagement) ? Share this post Link to post Share on other sites
kremator 1065 Posted May 4, 2013 (edited) Oh I will enjoy :) Thanks mate. EDIT: Custom group is AWESOME ! Edited May 4, 2013 by Kremator Share this post Link to post Share on other sites
l etranger 5 Posted May 5, 2013 (edited) Gah, I found a nasty bug in the player initialization, good things is that it should not bother you if you don't toy with the mission.sqm & scripts. Else It can be problematic. But Beta 06 will be bugfix mainly, and shouldn't be far away. What the gesture commo rose look like : It's simple but effective. I'll release it as a mod (well the mod is ready, but it need CBA to be updated). It's mainly for communication without sound in PVP with ACRE. Next version change log: -Fixed firemode changing by itself. -Added a gesture commo rose accessible with the "²" key -Improved Friendly name : raised a bit. -Improved Delete : Now delete gears on the ground. -Fixed : GM units markers was not displaying corpse after turning it off / on. -Fixed : GM interface custom group are now also displayed on faction without group data. -Fixed : Buying a new bag in the show will now destroy the currently equiped bag instead of overloading the ground. -Fixed : Unlocking all weapons in shop now also unlock the custom loadouts even if starting equipement is set to 0 (make more sense). -Fixed : Killed GM now respawn correctly. -Fixed : Remove dead function was sometime removing building & units. -Fixed : Buying loadout will not teleport at bottom of a building/ground, if the shop is on altitude. -Improved shop : Radio are now filtered to avoid multiple radio of the some name (to stop acre radio to overload the shop). -Improved shop : Added a filter to help finding what your looking. -Added shortcut in edit field : Enter & Num Enter now apply the set value. -Improved player id generation. -Improved data loading time. -Improved JIP : spawned building & objects marker are now JIP compatible. -Improved group manager : Should now refresh more accurately when the player is changing group. Edited May 14, 2013 by L etranger Share this post Link to post Share on other sites
kremator 1065 Posted May 5, 2013 L'etranger ... you never cease to amaze me mate !!!! Awesome! Share this post Link to post Share on other sites
Hvymtal 1251 Posted May 6, 2013 This is the best thing since sliced bread. Share this post Link to post Share on other sites
l etranger 5 Posted May 6, 2013 Idea ... morale helps to improve AI skill .... so they start off at 0.3 perhaps, but the long they stay alive the greater that skill improves. Works for all AI, friendly and enemy. What do you think ? Something the GM can toggle on or off (like AI micromanagement) ? Well the GM would lost the hand on the AI skill then. But In the lastest version I capped a minimum morale & commanding skill. So AI with low skill still react more humanly than headless chicken. Share this post Link to post Share on other sites
sturmfalkerda 8 Posted May 7, 2013 (edited) would it be possible to disable the revive system or spawning system..?? I have RTE revive and I dont know if this will conflict haha.... and I would also accept other peoples opinions on the best revive system right now.... and can I spawn a invisible helipad and put scripts on it..?? err.. also.... is it possible to simply use this on my own mission or merge for example? Edited May 7, 2013 by SturmFalkeRDA Share this post Link to post Share on other sites
kremator 1065 Posted May 7, 2013 I see the new alpha DEV has a new waypoint ... Loiter. Don't know what it does yet. IDEA: Another qualifier box for vehicles: NO-RESPAWN/RESPAWN(10mins)/RESPAWN(30mins), where default is no respawn. Would help make more interesting assault missions @Sturm: VTS IS the mission :) You make whatever you want inside it. Share this post Link to post Share on other sites
l etranger 5 Posted May 7, 2013 would it be possible to disable the revive system or spawning system..?? I have RTE revive and I dont know if this will conflict haha.... and I would also accept other peoples opinions on the best revive system right now....and can I spawn a invisible helipad and put scripts on it..?? err.. also.... is it possible to simply use this on my own mission or merge for example? -Use standard respawn to disable the VTS revive system. It will then use the BIS standard respawn wich is used by other revive system. -You could merge the mission i guess with other mission but it would drastically improve the size of your mission. If you want to modify any mission I think the MCC would suit better your needs. Share this post Link to post Share on other sites
l etranger 5 Posted May 13, 2013 (edited) A new test version available here Mainly bugfix and some improvements. Changelog Edited May 13, 2013 by L etranger Share this post Link to post Share on other sites
kremator 1065 Posted May 13, 2013 Excellent mate.... been waiting for this. Didn't want to bug you :) Share this post Link to post Share on other sites
kremator 1065 Posted May 14, 2013 Hey Letranger, is it possible to have a unit count at the bottom of the interface (just below each of the groups numbers)? Perhaps a toggle to autoremove dead after a couple of minutes as well ? Share this post Link to post Share on other sites
l etranger 5 Posted May 14, 2013 Hey Letranger, is it possible to have a unit count at the bottom of the interface (just below each of the groups numbers)?Perhaps a toggle to autoremove dead after a couple of minutes as well ? I'll add unit count . About autoremove dead X times, you know I'm not fond about auto systemic stuff. I'll think about it Share this post Link to post Share on other sites
kremator 1065 Posted May 14, 2013 Hehe I understand. I've also seen that the group member number seems slow to update sometimes (there will be 5 alive in the list, but 7 in group member number - 2 having been killed about 20 secs ago ) ..... not a big issue however ! Share this post Link to post Share on other sites
l etranger 5 Posted May 15, 2013 Beta 06 out. Become stabler and stabler :) http://forums.bistudio.com/showthread.php?147821-VTS-3-5-Live-Multiplayer-Coop-mission-editor-for-A3&p=2316078&viewfull=1#post2316078 Direct link Since I'll be busy for some time, Update will be slower. Cheer Share this post Link to post Share on other sites
kremator 1065 Posted May 15, 2013 (edited) Still seems to be something wrong with placing an infantry group in aware, not move. Looks like the last 2 guys on the left eschelon cannot get settled, and number 9 walks in a bugged fashion (like he is hobbled). Going to try without any mods now and see if there is still a problem - but cannot ever remember seeing one. EDIT Confirmed with vanilla DEV branch BTW Still really loving this. Keep the updates coming as much as you are able mate - keep pressing F5 to see if anything is new :) Edited May 15, 2013 by Kremator moar testing! Share this post Link to post Share on other sites
l etranger 5 Posted May 16, 2013 (edited) Found a bug on dedicated server , skill seem to be always 1.0 on spawned unit in the GM interface. Well the skill is correctly setup on dedicated. It's just as a client, you can't retrieve the skill value of non local unit :( (Skill is set correctly, displayed skill has GM is not) Edited May 16, 2013 by L etranger Share this post Link to post Share on other sites
kremator 1065 Posted May 16, 2013 Ouch on that bug. Really need to get my dedi working properly to help test in detail. Hope the phone call went well ;) Share this post Link to post Share on other sites
l etranger 5 Posted May 18, 2013 (edited) Next beta changelog : -Fixed unit skill not displayed correctly in GM interface, when the unit was local to the dedicated server. -Reduced overal data broadcasted at INIT & in JIP (should reduce unsync on JIP player). -Fixed : creating an ammobox or a building would make JIP players to be unsync. -Improved : Added enter shortcut to validate a command line in the gm interface. -Improved IED : detecting target speed should now be retro-compatibe with Arma 2. -Change : Ammobox doesn't draw marker anymore. Edited May 19, 2013 by L etranger Share this post Link to post Share on other sites
l etranger 5 Posted May 18, 2013 (edited) Found a nasty bug : When creating a ammobox or a building, JIP player while be completly desync after. Looking at the issue. Edit fixed. New version should be release very soon. Edited May 18, 2013 by L etranger Share this post Link to post Share on other sites
kremator 1065 Posted May 19, 2013 Excellent news Letranger. I was going to add that I havent seen a conflict with the commo rose having the addon running AND the script from this mission -so good work. Share this post Link to post Share on other sites
l etranger 5 Posted May 19, 2013 (edited) Ok beta 07 is out. It shoulds iron out the nasty bugs from lastest versions. Let me know if bad things still happen. Edited May 19, 2013 by L etranger Share this post Link to post Share on other sites