LSValmont 789 Posted January 19, 2020 1 hour ago, whiztler said: Quite a few of the ADF functions have been updated. Had some issues with the AI skill application so deactivated it. Besides that it is mostly optimization. I was going to suggest to include the waypoint timeout param to your Ai waypoint functions since that is the only param missing. setWaypointTimeout [10, 30, 60]; Example: ADF_fnc_footPatrol.sqf [group this, position this, 750, 5, "MOVE", "SAFE", "RED", "NORMAL", "WEDGE", 5, false] call ADF_fnc_footPatrol; As you can see, it is missing the setWaypointTimeout values, which are very important if you want the patrol to simulate taking some "rests" between waypoints. Specially useful if you want to create a window of opportunity for players to strike at Ai heavy assets during those "pauses". Most if not all ADF functions dealing with waypoints are missing setWaypointTimeout. 1 Share this post Link to post Share on other sites
whiztler 137 Posted January 20, 2020 All patrol functions call upon "core/fn_addWaypoint.sqf" (ADF_fnc_addWaypoint) to create the actual waypoint(s). Tbh I never had the need for waypoint timeouts in my missions hence why I haven't added the option. I might add it to the next ADF release. 1 Share this post Link to post Share on other sites
LSValmont 789 Posted January 20, 2020 2 hours ago, whiztler said: All patrol functions call upon "core/fn_addWaypoint.sqf" (ADF_fnc_addWaypoint) to create the actual waypoint(s). Tbh I never had the need for waypoint timeouts in my missions hence why I haven't added the option. I might add it to the next ADF release. Thank you! I believe adding such option could be really important to simulate several realistic conditions such as: 1) Asset refueling 2) Patrol resting, resupplies etc. 3) Pauses to simulate Radio communications 4) Pauses to simulate location/bearings checking 5) Temporary building garrison Otherwise enemies both mechanized and on foot are just never resting walking machines and that looks unrealistic on most scenarios when those units are not engaged (In SAFE mode). Also those small pauses create windows of opportunity that are the perfect chance for patient and tactical players who study enemy patrol patterns to strike at the best possible moment. For snipers to take that shot to kill the officer or for that Specialist to put that satchel charge under the patrolling (now stationary) tank. Even AT soldiers have should wait for enemy heavy asset targets to come to a full stop not waste their precious and HEAVY rockets. I've myself added the timeouts to an older version of your functions but with your constant updates I won't have those again if I want to benefit from your performance improvements. Most of your functions immersion would greatly benefit from increased timeout settings for some waypoints, specially such functions as the fn_defendArea, fn_defendAreaPatrol and fn_footPatrol. 1 Share this post Link to post Share on other sites
CoolSpy 9 Posted March 8, 2020 Same problem as an earlier user had.... I tried to start the mission and get thrown in the water from altitude. I see it might be a JIP problem. To get rid of it and start the mission cleanly again, I try to use #restart command to launch the mission from scratch but it does nothing. Any clue ? Thanks Share this post Link to post Share on other sites
whiztler 137 Posted March 11, 2020 On 3/8/2020 at 3:39 PM, CoolSpy said: Same problem as an earlier user had.... I tried to start the mission and get thrown in the water from altitude. I see it might be a JIP problem. Which mission is giving you issues? Can you share the RPT log? On 3/8/2020 at 3:39 PM, CoolSpy said: I try to use #restart command to launch the mission from scratch but it does nothing. Any clue ? Thanks I see no reason why #restart shouldn't work. Seems more like a server issue to me. But you can always try #missions and select the mission from there. Share this post Link to post Share on other sites
whiztler 137 Posted April 17, 2020 Updated to version 1.73. See OP for more information and download links Changelog version 1.73: Fixed: Invulnerable vehicle gunners. Updated: Performance improvements. Updated: Applied ADF 2.22 framework. 1 Share this post Link to post Share on other sites
LSValmont 789 Posted April 19, 2020 On 4/17/2020 at 4:34 PM, whiztler said: Updated to version 1.73. See OP for more information and download links Changelog version 1.73: Fixed: Invulnerable vehicle gunners. Updated: Performance improvements. Updated: Applied ADF 2.22 framework. May I ask what was making the vehicle gunners invulnerable? I am also having that issue! Share this post Link to post Share on other sites
whiztler 137 Posted April 19, 2020 34 minutes ago, LSValmont said: May I ask what was making the vehicle gunners invulnerable? I am also having that issue! Still have no idea. Added a forced "allowDamage true" after each spawn which solves it. 1 Share this post Link to post Share on other sites
LSValmont 789 Posted April 19, 2020 1 hour ago, whiztler said: Still have no idea. Added a forced "allowDamage true" after each spawn which solves it. On the vehicle, the units or all of them? Share this post Link to post Share on other sites
whiztler 137 Posted April 19, 2020 1 hour ago, LSValmont said: On the vehicle, the units or all of them? Vehicle crew. But have implemented it for all framework spawns 1 Share this post Link to post Share on other sites
whiztler 137 Posted April 20, 2020 New mega links added. Share this post Link to post Share on other sites
LSValmont 789 Posted April 22, 2020 On 4/17/2020 at 4:34 PM, whiztler said: Changelog version 1.73: Updated: Performance improvements. Updated: Applied ADF 2.22 framework. By any chance did you managed to include setWaypointTimeout into the patrol scripts? PS: Just asking no pressure Share this post Link to post Share on other sites
whiztler 137 Posted April 22, 2020 2 hours ago, LSValmont said: By any chance did you managed to include setWaypointTimeout into the patrol scripts? I did. Timeouts are now part of the patrol functions. 1 Share this post Link to post Share on other sites
LSValmont 789 Posted April 22, 2020 1 hour ago, whiztler said: I did. Timeouts are now part of the patrol functions. You are the proof that some devs DO listen! Thank you! 1 Share this post Link to post Share on other sites
whiztler 137 Posted September 11, 2022 Updated to version 1.74. See OP for more information and download links Changelog version 1.74: General: Various issues and optimizations. Updated: Insignia and texture issues finally fixed with ArmA3 2.10 Updated: Applied ADF 2.28 framework. Share this post Link to post Share on other sites
kromka 40 Posted July 4, 2023 Hello @whiztler Its been a while. I think I found possible problem in the first mission. In the script I see: private _waypoint = (group (driver _vehicle)) addWaypoint [getMarkerPos "mLand", 0]; _waypoint setWaypointType "TR UNLOAD"; _waypoint setWaypointBehaviour "SAFE"; _waypoint setWaypointSpeed "NORMAL"; _waypoint setWaypointStatements ["true", "this land 'LAND';"]; waitUntil {sleep 1; isTouchingGround _vehicle}; mots_3 = true; I understand it like: wait until chopper will touch the ground and then set some mots_3 which make some progress. Problem is we today met a situaton when chopper didn't landed, just hoover above landing pad. Reason could be he was warned because unfortunatelly we have been involved into some small firefight near the enemy special ops camp. Can you make some workaround to this? Eg. add some timer that will check if chopper is still above the base longer than minute and if yes, spawn target manually and move chopper to another waypoint? This will be ugly, but it should prevent mission to stuck. Also we have problem in mission with radios. In chest near the church there are to few of them. Share this post Link to post Share on other sites