bars91 956 Posted December 8, 2017 Quote Tweaked: The Basic Civilian Behavior module now works also in multiplayer environment 1 Share this post Link to post Share on other sites
tortuosit 486 Posted December 8, 2017 18 hours ago, Redphoenix said: But since its no secret that Arma3 is nearing its End of Life, the resources for those changes are sparse. Do I smell ArmA 4 here? Hundreds of developers already writing a new incarnation from the ground up? Please let me dream. :D Will playtest without @eo_weedkiller now. Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted December 8, 2017 On 12/5/2017 at 9:09 PM, Karloff said: Hi, we know about that, it's in "work in progress" and fix should be out soon. :) thank you as always Share this post Link to post Share on other sites
SuicideKing 233 Posted December 9, 2017 Quote Tweaked: The Basic Civilian Behavior module now also works in the multiplayer environment This great, thanks a lot! Share this post Link to post Share on other sites
oukej 2910 Posted December 10, 2017 On 12/8/2017 at 4:37 PM, tortuosit said: Hundreds of developers In a galaxy far, far away... ;) :D 2 13 Share this post Link to post Share on other sites
the_demongod 31 Posted December 10, 2017 This is a little tangential but on the topic of the fabled Arma 4, does anyone have any idea if BI is interested in implementing some of the features that came with Nvidia's Pascal architecture in Enfusion? Particularly Simultaneous Multi-Projection, I feel like with the flexibility that Enfusion will bring, stuff like VR will become far more viable in Arma. 1 Share this post Link to post Share on other sites
Beagle 684 Posted December 11, 2017 ArmA needs an Enfusion of fresh DnA ;) 1 2 Share this post Link to post Share on other sites
froggyluv 2136 Posted December 11, 2017 Quote ENGINE Fixed: The 'Unknown enum value' errors would display incorrectly for the createAgent, createUnit, setVehiclePosition, and createVehicle script commands (https://feedback.bistudio.com/T127233) Fixed: The 'Unknown enum value' errors would display incorrectly for the getUnitTrait script command (https://feedback.bistudio.com/T127243) Im so happy I could.. 1 1 1 Share this post Link to post Share on other sites
R3vo 2654 Posted December 11, 2017 1 minute ago, froggyluv said: Im so happy I could.. What the....alright, enough internet for today. 1 6 Share this post Link to post Share on other sites
froggyluv 2136 Posted December 11, 2017 ^^^ Clearly you werent dealing with that error message 24/7 or else your sentiment of 'japanese girl - dancing her way into - pink nebulous monster- rolling themselves into a truck killing boulder' - would be shared 1 Share this post Link to post Share on other sites
x3kj 1247 Posted December 11, 2017 Quote Added: New OpticsIn & OpticsOut config parameters (override memoryPointGunnerOptics) reading direction, pitch and roll from a bone Almost missed this gem... Awesome stuff! This will offer many new opportunities and solve a couple of issues i currently have Share this post Link to post Share on other sites
R3vo 2654 Posted December 11, 2017 For tank DLC. Would it be possible to get a command to retrieve the commander's turret direction? From what I've tried that's not possible with weaponDirection https://community.bistudio.com/wiki/weaponDirection Share this post Link to post Share on other sites
x3kj 1247 Posted December 11, 2017 technically you can read the animation source or animation state of the commanders turret right now to get the direction (which's name you can read from config). But its not particularly convenient, this is true. Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted December 12, 2017 9 hours ago, R3vo said: For tank DLC. Would it be possible to get a command to retrieve the commander's turret direction? From what I've tried that's not possible with weaponDirection https://community.bistudio.com/wiki/weaponDirection "getCameraViewDirection (gunner <vehicle>)" ? Share this post Link to post Share on other sites
x3kj 1247 Posted December 12, 2017 8 hours ago, fn_Quiksilver said: "getCameraViewDirection (gunner <vehicle>)" ? with the new independant camera bone option, view direction and turret direction are no longer necessarily synched. Share this post Link to post Share on other sites
D_Donskoy 50 Posted December 12, 2017 Still to BI. Still a wish: civilian traffic module, warfare module and ... aaa ACM module and ... aaa dynamic ambient life on all islands (with animals, peoples, traffics, air traffics, water traffic, etc.). Why I still ask this - because all islands is beautiful they are super - 100 km2, but... empty! Thank. O... and this - very cool!!! 1 Share this post Link to post Share on other sites
Beagle 684 Posted December 13, 2017 5 hours ago, D_Donskoy said: Still to BI. Still a wish: civilian traffic module, warfare module and ... aaa ACM module and ... aaa dynamic ambient life on all islands (with animals, peoples, traffics, air traffics, water traffic, etc.). Why I still ask this - because all islands is beautiful they are super - 100 km2, but... empty! Thank. O... and this - very cool!!! Basically you want ArmA II with ArmA III engine. That's what a lot of people were hoping for . While the engine had developed in ArmA III and a lot is possible now that was difficult to do in ArmA II, ArmA II is a regression as a game overall just like ArmA was a regression from OFP. 3 Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted December 13, 2017 enum errors also for disableai/enableai commands example: “weaponaim” Share this post Link to post Share on other sites
D_Donskoy 50 Posted December 13, 2017 12 hours ago, Beagle said: Basically you want ArmA II with ArmA III engine. That's what a lot of people were hoping for . While the engine had developed in ArmA III and a lot is possible now that was difficult to do in ArmA II, ArmA II is a regression as a game overall just like ArmA was a regression from OFP. Maybe you right. Arma 2 - yes and no. In arma 2 then I play all BI mission and scenario I start edit my missions in editor and ACM, WARFARE, CIVILIAN modules was very useful for this. It was endless gameplay! In arma 3 the same, but no warfare, no civilian, no ACM modules. Very sad. Of course I can write it myself - but it will take a very long time and patience. Still hope that BI will make it and this will be a good thing for arma 3. Share this post Link to post Share on other sites
R3vo 2654 Posted December 14, 2017 There seems to be a but with straight lines drawn on the map. They disappear once a savegame was loaded. Kinda annoying. Share this post Link to post Share on other sites
Imperator[TFD] 444 Posted December 14, 2017 Tweaked: The Basic Civilian Behavior module now works also in multiplayer environment I LOVE that this has now been updated for MP but I have a question related to the spawned AI being agents (by default) rather than full blown AI. First of all I assume by using agents one can lower the performance overhead in a mission due to lack of FSM for those agents? Secondly, I'm in the process of trying to write a script using eventhandlers that can count civilian casualties caused by players which increments a variable. Once x has been reached it will execute my desired script. My issue is how do I check whether or not a unit is an agent? Here's an example of my WIP: Spoiler while {true} do { { if (side group _x == civilian && _x iskindof "man" && isAgent teamMember _unit) then { hint "test"; _x removeEventHandler ["killed", 0]; //remove the previous event handler for the killed so that there's no duplication of eventhandler sleep 1; _x addEventHandler ["Killed", {_this execVM "scripts\civilianKilled.sqf"}]; }; } forEach allUnits; sleep 5; //Adds the EH to every newly spawned cilvilian unit. }; Share this post Link to post Share on other sites
haleks 8212 Posted December 14, 2017 @Imperator[TFD]: if (isAgent TeamMember _x) then {/*it's an agent*/}; Looks like you found the answer already; just replace "_unit" by "_x" in your script. Share this post Link to post Share on other sites
Imperator[TFD] 444 Posted December 14, 2017 56 minutes ago, haleks said: @Imperator[TFD]: if (isAgent TeamMember _x) then {/*it's an agent*/}; Looks like you found the answer already; just replace "_unit" by "_x" in your script. Does not work unfortunately. Share this post Link to post Share on other sites
haleks 8212 Posted December 14, 2017 Are you sure allUnits retrieve agents in the first place? Try with entities maybe. Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted December 14, 2017 On 12/14/2017 at 11:23 PM, Imperator[TFD] said: Does not work unfortunately. this is messy but this sort of structure should work private _unit = objnull; private _agents = []; while {true} do { _agents = agents apply {(agent _x)}; { _unit = _x; if (_unit in _agents) then { // im an agent } else { // im a unit }; } forEach (entities 'CAManBase'); sleep 5; }; You could also check the group. agent group should always report grpnull, while unit group should never report grpnull. private _unit = objnull; while {true} do { { _unit = _x; if (isNull (group _unit)) then { // im an agent } else { // im a unit }; } forEach (entities 'CAManBase'); sleep 5; }; Share this post Link to post Share on other sites