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  2. addons: BWMod, Taunus, CUP, SMA, NIArms, Kommando Spezialkräfte, Bundeswehr Kleiderkammer, RH Pistol Pack
  3. Today
  4. I had this problem, posted here. (btw cba or rhs addons don't fix it) after making sure it all worked perfectly i tried a dedicated server test and then heli's wouldn't land, I might get back to it one day and fix that issue if it can be fixed or maybe i won't.
  5. I see this as one of the most important mods for A3, certainly for sp and coop. GL series of mods have always been very good for setting up fairly complex military terrains. However the main thing that puts some players off is that, this isn't really a type of mod to look at, as an ai mod to add-into missions, or lets say I/we didn't. This type of ai mod is better served for the terrain setup, well gl3-4 were great at that. The missions come via infiltrating the terrain once its setup. These can involve various mission types (depends on setup). I.e. the missions simply bounce off that terrain. Little tweaks later on give huge numbers of oppotunities to players or groups for keeping a terrain active, before a further setup is required. Players have to remember that previous GL's didn't always work well with pre-made missions that did not use the format as the base. This mod may not be the same (not sure). GL5 had a go and did work to some extent, but unfortunately game dev updates can make the mod very hard to keep up, plus I would think, soul destroying at times. GL4, along with a couple of others, worked for me in A3 at the beginning quite well, other than the odd error popup. 😕 Good quality ai mods that are freely available do a nice job for many players. But if you have the time to put into a terrain setup, especially sp & groups that really like coop against the ai, this type of mod (should it be like its predecessors), would be ideal. It would mean a fair bit of work at the beginning setting up a terrain, but lots of missions from that setup. Whole gaming world really, could and were built from GL3-4. Hopefully for A3 players, this mod could do the same. I certainly wish you well with this and if your the same snkman as the one that worked on previous GL's, then thanks for some great Arma ai gaming in the past. We used GL3/4 like it was going out of fashion back in the day. Obviously mixed with a few others.. 😉 I know that GL4 was a springboard for the ai mod I use now, its not based on it, but progressed to suit a play style that was realised through this series of ai mods. Good luck with it.
  6.  EO

    Project True Viking

    Not long winded or boring at all, in fact it's pretty refreshing hearing your take on the current climate. Thanks man!
  7. Lima74Ch

    Help

    Please tell me what to set for better performance😉
  8. odyseus

    Texture Problems

    Hi everyone. I've been away for a while. Hope all is good in ARMA world. Anyways I come to you guys to ask for help. I m having a problem with some of the textures being display in game a little weird and stretched. In blender the when i UVmap it the texture display how it should. Here is a example of what I m talking about. https://drive.google.com/open?id=1Le6vgPrT0MXV-huofEY5OH9wsOw98cza in Blender https://steamcommunity.com/sharedfiles/filedetails/?id=1716572968 in game This is another example https://steamcommunity.com/sharedfiles/filedetails/?id=1686367643 https://steamcommunity.com/id/odyseusbr/screenshot/995765483346395722 i never had this problem before usually the uv sits right where i place it but maybe someone know what the problem is and how to solve it. Would be nice if someone can help me out. Thank you Please close topic, problem solved 😄
  9. odyseus

    Texture Problems

    Hi everyone. I've been away for a while. Hope all is good in ARMA world. Anyways I come to you guys to ask for help. I m having a problem with some of the textures being display in game a little weird and stretched. In blender the when i UVmap it the texture display how it should. Here is a example of what I m talking about. https://drive.google.com/open?id=1Le6vgPrT0MXV-huofEY5OH9wsOw98cza in Blender https://steamcommunity.com/sharedfiles/filedetails/?id=1716572968 in game This is just one of my problems, would be nice if someone can help me out. Thank you
  10. Donnie_Plays

    Ravage

    It's my understanding that if you are using the custom weapon list, it will replace any other settings for loot tables in the module. However... if you enabled "CUP" as an option, that might be the reason. It's probably causing a conflict and items from CUP and slipping through.
  11. Donnie_Plays

    Ravage

    @Haleks and anyone who streams or creates content. Just an FYI. My Ravage youtube videos are getting flagged for copyright issues for the following song: Dark Hollow - Tamara Shestopalova Any time that background song plays while I'm playing Ravage, YouTube is flagging my account and changing the videos... adding "ads" to them and monetizing the videos for the copyright claim owner (In this case, Dark Hollow). I decided a long time ago that I was no longer going to monetize any of my youtube videos. I guess YouTube does this automatically now if a claim is filed.
  12. kodabar

    Ravage

    So funny it's worth highlighting.
  13. Hi, I wrote first to the BattlEye service, but they told me that they were engaged only in bans, and they sent me to the developers. The situation is this: "BattlEye initialization failed", played 1700 hours. I play only on servers with BattlEye. Suddenly, he stopped letting me to the servers. I read and tried everything that I found on the BattlEye website, and generally on the Internet, right up to reinstalling Windows. Windows 10 with all updates. Everything runs as administrator. The BattlEye process is loading and working properly. All protection is disabled and there are no viruses or malware. I'm at a dead end. I tried everything. This happens only with servers that require BattlEye, for the rest everything works fine. I have DayZ SA, and now I installed it, and I am confused, how is it possible that DayZ SA works fine, but in ARMA problems? Are there different BattlEye? WTF?
  14. Arthor Morgen

    Band of brothers

    Hello I bought these back scrubber set from this website and also can buy it on the Amazon includes Loofah Back Scrubber, Luffa Sponge and glove for women and men shower and bath https://www.snowyee.com/products/back-scrubber-loofah-for-women-men-shower
  15. I have had issues like this while setting up Exile servers. One thing that might fix it is by disabling strict mode on your SQL server. https://stackoverflow.com/questions/40881773/how-to-turn-on-off-mysql-strict-mode-in-localhost-xampp
  16. Hello, I'm looking for a WW2 US Milsim Unit that is with a decent amount of people that have good organization and is serious
  17. Wow, very helpful Larrow. I really do appreciate it, I love how much effort you're putting into this. Really means a lot. I would use someone elses, but I do need the practice in creating scripts start to finish. I do like that script you sent. However the goal of my script is that it's only one file, that functions more like a function(hehe punny :D). That way its easier to move around into other missions. Thank you for suggesting that I get rid of the _this select #. That does make it easier. And I noticed that you properly capitalized my variables 🙂 it is a nice touch I didn't work on yet, but makes the code look way better. everything would work I suspect if I wasn't getting an annoying error. When I run the code I'm still getting a "Undefined Variable _show" at line '20'. Here's the code I have so far: And here's how I'm calling the code: I'm obviously defining all the variables as there's 13 variables there defined. I don't understand why it's saying _show is undefined when it's clearly defined as heloslingloadtakeoff. Line 20 is: _myVariables = [_activate,_show,_hide,_player,_slingLoadGroup,_trashLoc,_slingLoadHeloRTB,_vehicleSupplyLoc,_supplyLoc,_cargoNetLoc,_technicalLoc,_truckLoc,_repairLoc]; EDIT: It is also saying that there is an "Invalad Number in Expression" at line 20. Pointing to _show...? Any idea why that is?
  18. CUP, RHSDEV, RHS Extras, Spec4Gear, MGP, TRYK, Aegis, Tactical Wrist
  19. yokhanan

    Project True Viking

    I hear ya. It's one of those things that has it's pro's and has it's con's. But I'll definitely keep the updates and interactions going over here as well for sure, haha. To be honest I wouldn't mind just focusing on just here and Discord. Had to put a community manager in place as well for the Workshop. Was starting to give me a tumor, lol. But as per previous discussions about that place--it's to be expected, sadly. Just a shame Steam won't improve the whole moderation. ------------------//Totally Unrelated Discussion Time//------------------------------ While I am here typing responses, there is something that has been weighing heavy on my mind as of late, unrelated to Discord but related to the Workshop and such. I wasn't sure if I was going to address it or not, but feel as project lead for PTV, maybe it's something to bring the community into our decisions for the future of development of this project. I'm sure some of us around here lately have noticed a lot of good people feel the need to sort of close up shop--either indefinitely or for unknown amount of time nor guarantee of future releases. Mostly due to unfortunate self-entitled little jackass kids on the Workshop and such ripping assets, etc. This is definitely sad to see in both cases and something that brought the team together during our vacation to discuss a few times now, and think maybe I should address it not so much overall, but how it affects Project True Viking and its future here specifically. Now when I first finally released this thing to you guys after, what?, 8'ish years of everyone doubting we'd even get here--including myself no less, lol--I saw suddenly people I felt very passionate about in supporting suddenly posting they were either leaving or not releasing because of these aforementioned self-entitled little jackasses who don't care about putting in any hard work to save their lives stealing/remixing/retexturing/re-releasing/etc. My first thought? "Holy crap John, your bad luck finally broke not just ASTFOR, but now the actual community after you finally release something!" I was kind of caught off guard for sure. But got me thinking quite a lot. So I brought it up to my guys during what is suppose to still be us recovering from the shock of seeing ourselves finally release this project, lol, and kind of felt out everyone's view with the personal thought that "well, we made it technically. So if these guys have the same amount of incredible concern and fear, then I would have to let them decide if they want to continue or leave, if things are appearing to be this bad now". And they would be 100% in the right. I mean these guys are a teeny tiny team at the moment with very limited time who could easily just move on and make money with their skills and assets. So you might be wondering what was everyone's decision? Well, it was astoundingly unanimous right out of the gate--we ain't going anywhere. We're here. We finally made it and have no plans on pulling back out now or in the future. Well unless I dropped dead, the world ended or Liam Neeson threatened me on the phone.... Look, from our point of view--even major game studios have issues with it just as much as smaller guys. A dev can find a way and brag everything is un-hackable, then after some time, a punk kid living in the basement sitting over a shit bucket while his mom makes him hot pockets somewhere finds a way. We've been around a long time. We've seen how ugly things can be, but that's not going to stop us. Evil will always do evil. Do we hide all of our hard work and destroy something we finally managed to get to succeed now suddenly? Yeah, no. Now with re-textures and whatnot, we know it's going to happen. Even when my heart fell apart and lost ASTFOR, I received tons of messages from people saying "Sorry about ASTFOR. But um, can my community have your assets we need them." So of course we know some people are completely and utterly stupid and that there's no magical Mormon underwear we can drape over our mod to protect it from rippers, rabid over-sexed escaped bears from the zoo or........Liam Neeson. So in the end: Will we end up having to deal with some nightmares? More than likely. Will we shut down future releases from getting to the same community that supported and helped this dumb guy with a weird dream for the past 8 years? No. This doesn't mean we look at what is going on as one big joke or something stupid like that. We do take this matter extremely serious and it kills us seeing it hit good people enough to cause them to feel they have no other choice but to leave or halt releases, etc. We do care about these things and we'll certainly look into ways to better protect our mod. But we also know there's some things that's going to happen no matter what and all we can do is try to deal with it the best we can as it comes. Take retexture people for example. Look, we look at it like this--if you are that hellbent on it to the extent you are making all of this effort to access files and do it anyways, at least ask us. Because at the end of the day, hell--if you are really good at it, why not join the team to begin with?! Put those skills to use and help us out providing better textures! Yes, we don't allow any retextures or anything right now and it won't change for some time. The reason being is pretty much--"let us actually get our sh* t done first at least". Right now it's just a super rough alpha with not even half the planned things in yet. We need help and we need time. When those things happen, then sure....we'll try helping the community out within reason. At least that's my view of it, so take that with a giant grain of salt....or two...or four. Like I said, it's something that has been on my mind lately and kind of wanted to tackle, in case if anyone wonders where we stand as a team and how recent events in the Arma Community will affect our future development and/or releases of PTV. It's a ashame any time we see the need to have these types of discussions in our community. But even so, we here at Project True Viking will not let a bunch of spoiled, self-entitled jackasses on the Workshop rip our dream and success back out of our hands any time soon. The "Sons of Askr" will take spear or axe in hand and deal with whatever faces us in the future head-on the best to our abilities for as long as we can, no matter what. TIL VALHALL. (Sorry for the long-winded and boring speech, lol.)
  20. Hacker! 🤠 I'm Tom Sawyer-ing out this task man. Go for it Phronkster!
  21. _d = []; _nodes=[all,my,nodes,here]; _currentNode=curNode; _nodes apply { _d pushBack( _x distance curNode; ); }; _nodes sort true; _closestNode=_nodes # 0; Something like that maybe? PS: I'm at work so I speed coded it, not sure how well it'll work.
  22. Ive been following this with great interest and I understand what you are trying to achieve. Re travelling salesman problems my understanding is that humans actually find "good enough " shortest paths actually as efficiently as algorithms. That would suggest to me that given there are a limited number of buildings that player traced paths which where then stored ( someone already has something on this I think?) seem at least in part a solution. I know you are trying to attempt a solution with maximum flexibility and its almost a programming challenge as much as anything but I wonder if some sort of combined approach might turn out to be a good solution. ie one which allows for players to do walkthroughs of buildings which record paths but with flexibility for novel node following algorithms to find other paths. I also think if you can find a way to throw away some nodes early in an algorithm this might simplify the task. As an example - the building position approach as has been noted has its drawbacks - not least because these positions are often at the edges of rooms. If you want a path to traverse a room then they aren't very useful. Equally if the task is to traverse the room you don't need to check all the nodes at the room edges as buildings are mostly empty. so if you can throw away all the corner nodes (other than ones adjacent to doors or windows perhaps) and nodes running along the walls you have a much smaller node network to traverse to find the shortest path. Anyway that's just some thoughts trying to be helpful. If its not helpful just ignore me!
  23. I've posted the Shortest Path Challenge here: Exactly. I'm hoping MadRussian will be able to prune unneeded nodes once he has the rooms well defined. IMO, for AI path purposes we only need nodes every 2 or 3 meters, plus all connector nodes (doors, stairs, ladders, etc.), and strategic points (corners, windows). If path calculation is too slow at game run-time, then we can run shortest sweep path calculations per entrance per building, and store the paths in the arrays. We would include all these pre-calculated path arrays in a path library file with the scripts. So at run-time, building clearing paths are all ready to rock. But if we want to support dynamic point to point pathing, then we need the full node library per building and real time path calculation. I'm pretty sure we can do the former, and if we're lucky we can do the latter.
  24. Yesterday
  25. Ok scripting gurus, we have another challenge for you. I'm working on an AI Scripted Path script to run an AI or AI team through a series of positions in buildings or anywhere else. And @madrussian is working on a badass script to map out all the nodes within any building. The 3rd piece we need is a script to calculate a path between 2 nodes. Path algorithms are well defined and can be found on the web. I like this particular site because it has a well defined example with expected outcomes: http://hansolav.net/sql/graphs.html I've put their example data into 2 SQF arrays; All you have to do is implement the algorithm to find the path between 2 nodes. The expected results are in that website, so when your code calculates the same results, you know it works. Your code should read the above sample input arrays, and calculate the same path as found in the web link. Any takers? Bonus Challenge: Calculate shortest path that touches all nodes. To clear a building, we need to sweep all rooms...that is different than shortest path between 2 nodes. We need to calculate shortest path that allows us to touch all nodes. I'll search for an algorithm for that also. Basically we choose an entry point (starting node), and go from there.
  26. @Johnnyboy what you are looking at is essentially the travelling salesman problem is it not in regard to shortest path calculations on a network? From memory I think exact algorithms to give a perfect solution are very computationally expensive particularly if there are a lot of nodes? There are supposed to be approximate algorithms and heuristics though that can give good results in more reasonable time though. Maybe if there is someway to "throw away" nodes which are less likely to be useful ( eg ones which are immediately proximate to walls etc) then the problem might be made more tractable? Just a thought.
  27. I just whipped up some easy sample data that matches this well defined online example. It gives them a well defined test case with expected shortest path results. Once they claim their SQF is working we will feed it your beast!!! That's my opinion anyway.
  28. This is awesome LSValmont ! Really nice work. I am having fun with it. Does anyone know how I can turn the damage into ACE3 damage. We use the ace3 medical system but when the dog bites, we don't show damage in ACE. Sorry random question just would love to integrate these dogs into our upcoming mission.
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