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TPW EBS: engine based suppression

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Thanks for the all updates, tpw. This mod is fantastic, I love how putting fire on the enemy actually mean something now, and not just the bullet the kills the ai.

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New version frontpaged on the Armaholic homepage.

===================================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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Hey brother, just thought I'd give you a heads up about a potential bug if you didn't know (I admit I didn't read the whole thread to see if it had been brought up already): I am unable to have AI passengers in helicopters with this mod enabled. Any AI attempting to enter a helicopter with engines running - with a player as the pilot - cause the main rotor to be instantly destroyed.

It appears to work OK if the AI spawn inside the helicopter and don't leave and re-enter, however.

Great mod man, thanks for the work! Look forward to future versions.

i have had this happen with out this mod running.. hmmm

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Maybe the suppression fake object is colliding with the rotor blades?

Yay!

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i have had this happen with out this mod running.. hmmm

According to mrflay this also happens with the "Protection Zone" module , and is a known unfixed BIS bug.

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Make sure the zoom and hold breath functions aren't binded to the same key: it took me a month to find out why I couldn't zoom without getting tired.

God I feel so retarded right now, I have been doing this forever. Excuse me while I punch myself.

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God I feel so retarded right now, I have been doing this forever. Excuse me while I punch myself.
Now that makes two of us! :D

Yay!

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I have been using version 1.06 of this mod and it appears the shell still affects helicopters by colliding and destroying their rotors. Whenever the mod is activated and I am flying in a helicopter from the start, the rotors are instantly destroyed. Great work as always though!

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I have been using version 1.06 of this mod and it appears the shell still affects helicopters by colliding and destroying their rotors. Whenever the mod is activated and I am flying in a helicopter from the start, the rotors are instantly destroyed. Great work as always though!

Hmm, a couple of people have reported this and I really threw the kitchen sink at it to make it go away. I will investigate further. Thanks distractor2004

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Hmm, a couple of people have reported this and I really threw the kitchen sink at it to make it go away. I will investigate further. Thanks distractor2004

Anytime, and it seems to be random with various choppers. Sometimes the rotors break at the beginning and sometimes nothing happens at all. The only chopper it seems to not affect is the Mi-48, maybe because it's rotors sit higher above the pilots than the others? Just a guess though.

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Anytime, and it seems to be random with various choppers. Sometimes the rotors break at the beginning and sometimes nothing happens at all. The only chopper it seems to not affect is the Mi-48, maybe because it's rotors sit higher above the pilots than the others? Just a guess though.

I've seen on the development thread that there might be a bug with the various near... commands with the latest dev release. I use nearentities to detect helicopters, this could be causing it. However, I will investigate further ASAP.

EDIT: So I just tested it out with the Littlebird and debugging on, and I can clearly see the shells disappear when the units approach the heli, and no destruction occurs. Currently the system is set to deactivate the shell for any units within 20m of a heli. All I can think of is if you make the units sprint towards an already spinning bird so that they cross the 20m in less than 5 sec. I will do some more testing

Edited by tpw

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Sorry tpw..we encountered similar behavior yesterday with the team.

We were 4-5 people (clients+server running EBS) and approaching the chopper..main rotor blades got destroyed :/

edited some time later..

(/me tries to help beep beep)

Hey ..don't throw yogurts on me but i remembered i 'v seen this: disableCollisionWith

Edited by GiorgyGR

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Sorry tpw..we encountered similar behavior yesterday with the team.

We were 4-5 people (clients+server running EBS) and approaching the chopper..main rotor blades got destroyed :/

edited some time later..

(/me tries to help beep beep)

Hey ..don't throw yogurts on me but i remembered i 'v seen this: disableCollisionWith

I promise I won't throw yoghurts at you, especially Greek yoghurt (which I love) :).

I'll investigate that command, let's hope it improves things.

EDIT: So apart from the chopper prob, is the suppression working OK in MP? I'm very interested in this. If it does I will think of adding some additional MP tweaks.

EDIT 2: Now that I think of it, MP might be the problem. The script is using hideobject to disable the player's shell near helis. This command does not sync across the network by default. Can you please do me a favour and run in SP and see if you can replicate the problem.

Edited by tpw

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I promise I won't throw yoghurts at you, especially Greek yoghurt (which I love) :).

I'll investigate that command, let's hope it improves things.

EDIT: So apart from the chopper prob, is the suppression working OK in MP? I'm very interested in this. If it does I will think of adding some additional MP tweaks.

EDIT 2: Now that I think of it, MP might be the problem. The script is using hideobject to disable the player's shell near helis. This command does not sync across the network by default. Can you please do me a favour and run in SP and see if you can replicate the problem.

I am having the problem strictly in sp only :D

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I am having the problem strictly in sp only :D

Can you do me a favour and run it with player suppression disabled, and see if that helps? Thanks Wind!

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Can you please do me a favour and run in SP and see if you can replicate the problem.

Now i saw your post...unfortunately i m off for today but...

i m pretty sure everything's all right in SP because i already played twice the "Joint Operations showcase" (..or something like that..) that involves chopper extraction...and multiple times i ordered AI to "Get in" helicopter (with me of course).

Everything went ok there..no need for rotors replacements :)

edited later AGAIN!

So now i saw the post of @Windwalking.

Ok..i m pretty confused but again sorry..i can't provide results until tomorrow :/

Edited by GiorgyGR

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Can you do me a favour and run it with player suppression disabled, and see if that helps? Thanks Wind!

Running with "tpw_ebs_playersup = 0; // suppression effects applied to player. 0 = no player suppression" seems to allow me to use choppers, disembark, fire off some shots, and get back on board without rotor being completely damaged.

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Running with "tpw_ebs_playersup = 0; // suppression effects applied to player. 0 = no player suppression" seems to allow me to use choppers, disembark, fire off some shots, and get back on board without rotor being completely damaged.

I seem to get the same result yeah.

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Personally i believe Player suppression must be disabled.

When bullets fly close to player it's his responsibility to take it seriously or die (imHo)..and as a bonus we solve the collision

problem without further scripting solutions :)

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Personally i believe Player suppression must be disabled.

When bullets fly close to player it's his responsibility to take it seriously or die (imHo)..and as a bonus we solve the collision

problem without further scripting solutions :)

We each have our own ideas on this but it's been stated not to start that fiery argument here in this thread. The author enabled it because he himself likes it and already gave the ability to shut it down.

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We each have our own ideas on this but it's been stated not to start that fiery argument here in this thread. The author enabled it because he himself likes it and already gave the ability to shut it down.

Yes..i promise not to do the same mistake again..

Ok..

For me doesn't changes anything either way or another.

I will help with any way i can to troubleshoot this..

Edited by GiorgyGR

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OK that's good to know about the player's suppression shell causing the problems. Now I have something to work with. Currently I just hideobject the player's shell near a heli, I think I will go to plan b and remove the bastard altogether, and reinstate it if the player is far enough away.

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