ltartorious 10 Posted August 14, 2014 (edited) How do you get the latest script version working? As the instructions are seriously vague, could someone just give me a straight forward "Do exactly this". That would be awesome. My mission init: null = [<tpwcas_mode = 2>] execvm "tpwcas\tpwcas_script_init.sqf" Edited August 14, 2014 by LtArtorious Share this post Link to post Share on other sites
ollem 4 Posted August 14, 2014 To get it to work, please change it to: null = [2] execvm "tpwcas\tpwcas_script_init.sqf"; Assuming you've put all scripts in tpwcas subdirectory of your mission directory and make sure you add ";" at the end of the line. Share this post Link to post Share on other sites
ltartorious 10 Posted August 14, 2014 Works (I think), and thank you for your quick response! Share this post Link to post Share on other sites
brainslush 13 Posted September 1, 2014 Is there going to be an updated version where the los error is fixed? I could do it on my own but I'm not in the mood since I have my had filled up with other Arma projects. Share this post Link to post Share on other sites
lordprimate 159 Posted September 4, 2014 I have applied the changes proposed above. going to test and send to Ollem for packaging.. hopefully he can sign it and kick out an update soon... Share this post Link to post Share on other sites
Variable 322 Posted September 5, 2014 I have applied the changes proposed above. going to test and send to Ollem for packaging.. hopefully he can sign it and kick out an update soon... Also a kind reminder to look into disabling stealth command to participating player group (whether commanded by the player, or not) :) Thanks! Share this post Link to post Share on other sites
Azza FHI 50 Posted September 5, 2014 (edited) first of all thanks a lot for this great mod, exactly what we wanted... just one question, when debugging the balls do not change colour. only the red ball appears no matter what the threshold of bullets is. as soon as a few shots go past AI a red ball appears. is it a problem with the mod or is something wrong on our end? running dedicated with mode 3 enabled + ASR AI edit - I can tell that they are going through to stages correctly (a few shots = crouch, go over our threshold of 20 shots = go prone) but its just the colours not working Thanks Edited September 5, 2014 by Azer1234 Share this post Link to post Share on other sites
ollem 4 Posted September 9, 2014 I have applied the changes proposed above. going to test and send to Ollem for packaging.. hopefully he can sign it and kick out an update soon... Sure! Thanks ---------- Post added at 06:51 ---------- Previous post was at 06:46 ---------- Also a kind reminder to look into disabling stealth command to participating player group (whether commanded by the player, or not) :) Thanks! There is already a check if the leader of the group is a player. There isn't a check to see if there are any players in the group. Share this post Link to post Share on other sites
Variable 322 Posted September 9, 2014 There is already a check if the leader of the group is a player. There isn't a check to see if there are any players in the group. Thanks Ollem, have you decided not to add a check to see if there's a player in the group? A lot of scenarios have you, as player, lead by an AI leader. In the thick of the firefight, it gets really strange when they start whispering instead of yelling. Share this post Link to post Share on other sites
DaViSFiT 21 Posted September 28, 2014 I want debug mode on, i set hint1, debug1, sleep 10 (is seconds or minutes?), tpwcas_mode = 3 (its only running as a mod on the server), is this possible to get balls over ai to see if its working? Share this post Link to post Share on other sites
Variable 322 Posted September 28, 2014 Just to make sure - skill reduction for suppressed units should work for AI firing from vehicles? Share this post Link to post Share on other sites
lordprimate 159 Posted September 28, 2014 Test Version Signed by me for testing, With changes listed above https://www.mediafire.com/?054hhdo6riphah5 Share this post Link to post Share on other sites
Variable 322 Posted September 28, 2014 Test Version Signed by me for testing, With changes listed abovehttps://www.mediafire.com/?054hhdo6riphah5 Thanks Lordprimate, could you post the changes again please? Share this post Link to post Share on other sites
lordprimate 159 Posted September 28, 2014 Check if player is in group not just leader. and the Los Changes I have this running on my dedicated and i test with showscript errors. And i havent seen any related to tpwcas but i have been busy and could have overlooked Share this post Link to post Share on other sites
Variable 322 Posted September 28, 2014 Check if player is in group not just leader. and the Los Changes This is great! Thanks a lot. Share this post Link to post Share on other sites
ollem 4 Posted September 29, 2014 Test Version Signed by me for testing, With changes listed abovehttps://www.mediafire.com/?054hhdo6riphah5 Thanks! If feedback here is positive I will release a signed version. ---------- Post added at 20:45 ---------- Previous post was at 20:44 ---------- Just to make sure - skill reduction for suppressed units should work for AI firing from vehicles? Yes, that should work Share this post Link to post Share on other sites
DaViSFiT 21 Posted September 30, 2014 I want debug mode on, i set hint1, debug1, sleep 10 (is seconds or minutes?), tpwcas_mode = 3 (its only running as a mod on the server), is this possible to get balls over ai to see if its working? Someone an idea what im doing wrong? I dont see the color bubbles above ai, so i think its not active. Share this post Link to post Share on other sites
ollem 4 Posted September 30, 2014 Hard to tell like this - at tpwcas_mode = 3 you won't see color changes for sure. (which reminds me to take a look at that while I believe there is a new Arma 3 script command which may actually take care of that also for tpwcas_mode = 3) 2 suggestions here: - try with tpwcas_mode = 2 to see if it does work for you then - take a look at the arma3 log file for possible hints what might be wrong (On Win7 in C:\Users\<your windows user name>\AppData\Local\Arma 3 ) Share this post Link to post Share on other sites
stlassen 16 Posted October 9, 2014 RPT report This is spamming my RPT: Error in expression <lect 1; _type = _this select 6; if ( _type == 0 ) then { _shooterside = side> Error position: <_type == 0 ) then { _shooterside = side> Error Undefined variable in expression: _type File tpwcas\tpwcas_supstate.sqf, line 17 Share this post Link to post Share on other sites
evromalarkey 150 Posted November 4, 2014 Hello Ollem, are you still working on tpwcas? Any plans to improve it? I got some ideas, one thing I'm missing in Arma 3 is that AI are not covering themself when they're under fire. Some supressing animations would be really nice, eg. - https://www.youtube.com/watch?v=jDs-46x3iPA Share this post Link to post Share on other sites
ollem 4 Posted November 4, 2014 Hello Ollem,are you still working on tpwcas? Any plans to improve it? I got some ideas, one thing I'm missing in Arma 3 is that AI are not covering themself when they're under fire. Some supressing animations would be really nice, eg. - I'm still around but haven't been able to work on tpwcas (and other ArmA stuff) for a while now. However, I do hope to pick up ArmA scripting soon again. About the animation idea: that could be an idea, but it probably would interfere with a status change animation (e.g. going prone or crouched). I will put it on the todo list to investigate. Share this post Link to post Share on other sites
singleton 22 Posted November 4, 2014 Hello Ollem,are you still working on tpwcas? Any plans to improve it? I got some ideas, one thing I'm missing in Arma 3 is that AI are not covering themself when they're under fire. Some supressing animations would be really nice, eg. - https://www.youtube.com/watch?v=jDs-46x3iPA I feel this would be pointless to implement. For one, this is one single animation and if would look very weird to see 8 different AI play the same animation because rounds fly over their head. Secondly, imagine they are seasoned soldiers. Unless its the first contact on a patrol, they're probably not going to forget how to be soldiers first and return fire. The only way that animations would be even halfway decent is if there were 10-15 different mocap'd animations for various ducking and upper torso 'scrunching' when being fired at. Otherwise it would just look awful. Share this post Link to post Share on other sites
Variable 322 Posted November 5, 2014 I feel this would be pointless to implement. For one, this is one single animation and if would look very weird to see 8 different AI play the same animation because rounds fly over their head. Secondly, imagine they are seasoned soldiers. Unless its the first contact on a patrol, they're probably not going to forget how to be soldiers first and return fire. The only way that animations would be even halfway decent is if there were 10-15 different mocap'd animations for various ducking and upper torso 'scrunching' when being fired at. Otherwise it would just look awful. I agree with Jolly. Share this post Link to post Share on other sites
ollem 4 Posted November 5, 2014 I agree with Jolly. and I agree with both of you.There should and never will be a single forced animation for suppression in TPWCAS. With investigation I meant to see if it would be feasible to add some different random suppression animation options. Share this post Link to post Share on other sites
GieNkoV 30 Posted December 3, 2014 Dont asking for ETA but wanted to ask how is new version development coming? Will we see some new features etc? Regards Share this post Link to post Share on other sites