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  2. chernaruski

    Ravage

    kewl you doing AI brains changes now 🤘 On this note... I've tried to use this script (AI detection) to analyze zeds behavior and set proper params on them. It seem it doesn't recognize zombies switch to attack mode properly. But still , its good tool that may help when making changes in AI brains. Check it out @haleks
  3. haleks

    Ravage

    Yeah, I think the AI lacks an "uncertain state" : the "who are you?! Oh you're friendly" kinda situation. Typically it's the sort of thing that is scripted in mainstream games - and various scenarios in Arma3 campaigns do have those scripted encounters - but that's not part of the "vanilla package". It's a shame IMO, that's what mission makers need to have as a ready-to-use tool in such a sandbox. The situation in your video perfectly depicts that (assumed the lad was indeed hostile ^^). Regarding the next update and improving AI reactions to audible gunshots, I'm pretty happy with the first results so far! It's still WIP, but right now the logic behind the scripts is pretty simple : units within close range of any gunshot will immediately switch to "danger" behaviour (unless they're in stealth mode) if they have no prior knowledge about the shooter and if he belongs to a different group. They will also look at an estimated position of the shooter - the precision depends on how loud the weapon is, and how close the shooter is. The script doesn't actually reveal the shooter to nearby AIs, it just forces them to "act surprised" and look at somewhere near the gunshot while the engine does its stuff. It may indirectly help the AI to spot far away shooters, but other than that it's a rather light approach with mostly cosmetic (yet very much needed) consequences.
  4. octop01

    United States Air Force( 2015)

    Awesome work guys! I think all of us have been tried in patience but I knew the wait was not in vain. As I said earlier I have massive respect for you guys doing this and even more for sticking to the development of this mod ongoing for years now. Massive respect to this determination and passion! I see that you have been very detailed in the list about what is about to be released. If I may ask because I can't help myself as the F35 series is my favorite: You said the F35A is going to be amongst the first released aircraft now, is the F35B not too far behind or is there still a lot of work to be done? Seriously thanks again for all this awesome stuff. I am extremly hyped for this. You guys are doing something very noble and you can be proud! Thanks to the entire team!
  5. Vcom AI does not make AI pick up weapons
  6. Also they have their waitUntilAndExecute function to keep everything sweetly in unscheduled environment. If you just need display 46 and are doing this from a mod and might need this in many scripts I suggest you create a XEHpostinit called after init and call everything from this. Browse the ace 3 github to have an example.
  7. Cba has keybinds built in use their own function. https://cbateam.github.io/CBA_A3/docs/files/keybinding/fnc_addKeybind-sqf.html
  8. Today
  9. Hi, I'm not the author, @zooloo75 is, and he's been away from the forums since February. From what I can see, the code runs locally so there should be no server issues. Don't expect other players interacting with your explosives though. You do need to create a Game Logic named server on your mission. I would also add this to init.sqf (before waitUntil {time > 0}; and after all your personal server code). //No Headless Client or Dedicated Server if ((!hasInterface && !isDedicated) || isDedicated) exitWith{}; @Tankbuster You do know that's a 6 year old comment, right?
  10. MuRaZorWitchKING

    Ravage

    Ahh! That would make sense why that Bandit stood there and stared at me and my friend while In a Stream. It was only a single Bandit but it was weird as hell. I asked my buddy if it was him right before I shot him with the newer shotgun. Funniest thing I’ve seen, also a tad bit scary.... https://www.twitch.tv/videos/493948196 at 09:36*^ after the heli flies over the dude is just standing there like Michael Myers, this of course is all going down as I’m also talking about work... 😂😂😂
  11. chernaruski

    DMS - Defent's Mission System

    Buildings won't flip, they have huge mass. Yes its possible that some objects will have this issue, try it out yourself. If it works it works, if not try enabling it just for that one objects you must have simulation enabled.
  12. 4 months flew by. Guess I needed the break 😁 I'm starting to ease back into the campaign. Had to rebuild PC several weeks ago and just got Arma reconfigured. It seems Arma reads controllers by GUID and windows randomly assigns that so the saved configs are useless, and you have to manually bind custom keys and controllers again. I have a ton of custom bindings and now Arma is pestering me because my bindings don't match what it wants me to have. Sheesh.
  13. Davinel

    DMS - Defent's Mission System

    thank you but little question @chernaruski with your method , when i set the object like you explain , enablesimulation become true on this object , so this object can be cause the same issue you explain ( flip/drop/fly) example ( mission ai_village_building.sqf) : [ ["Land_i_Barracks_V1_F",[5901.69,20084.3,-0.37468],218.352,[[-0.620491,-0.784213,0],[-0.0273687,0.0216548,0.999391]],false], ["Land_Unfinished_Building_02_F",[5817.45,20114.6,0.541473],49.091,[[0.755751,0.654859,0],[0,0,1]],false], ["Land_Airport_Tower_dam_F",[6002.87,20248.3,0],147.784,[[0.533112,-0.846044,0],[0,-0,1]],false], ["Land_i_Barracks_V2_F",[5956.44,20280.6,0.303787],51.1364,[[0.772838,0.622791,0.121869],[-0.0948926,-0.0764692,0.992546]],false], ["Land_Mil_WiredFence_F",[5842.31,20253.7,-0.00914001],65.9659,[[0.913303,0.407281,0],[0,0,1]],false], ["Land_Mil_WiredFence_F",[5814.26,20325.5,0.0188141],77.7273,[[0.952103,0.207117,0.224951],[-0.21981,-0.0478167,0.97437]],false], ["Land_d_Shop_01_V1_F",[5916.75,20308.3,0.470703],355.398,[[-0.0802207,0.996624,0.0174524],[0.00140026,-0.0173961,0.999848]],false], ["Land_i_House_Big_01_V1_dam_F",[5818.37,20151.3,1.1833],216.307,[[-0.592037,-0.80421,0.052328],[0.0169439,0.0524948,0.998477]],false], ["Land_i_House_Big_02_V3_dam_F",[5824.51,20160.5,1.81531],307.841,[[-0.789716,0.613473,0],[0.0427937,0.0550878,0.997564]],false], ["Land_u_House_Big_01_V1_dam_F",[5835.29,20175,0.333939],216.307,[[-0.592242,-0.805004,0.0348942],[0.00660886,0.0384514,0.999239]],false], ["Land_i_Addon_04_V1_F",[5840.83,20183.6,-0.0823517],217.329,[[-0.60556,-0.794077,0.052336],[0.0317361,0.0416158,0.99863]],false], ["Land_i_Garage_V1_F",[5982.15,20212.1,0],34.2614,[[0.56297,0.826478,0],[0,0,1]],false], ["Land_i_House_Big_01_V1_dam_F",[5986.85,20220.7,0],33.2386,[[0.548127,0.836395,0],[0,0,1]],false], ["Land_i_House_Big_02_V2_dam_F",[5979.52,20203.4,0.147217],303.75,[[-0.831469,0.55557,0],[0,0,1]],false], ["Land_i_Garage_V1_F",[5974.61,20198.1,0],33.2387,[[0.548128,0.836394,0],[0,0,1]],false], ["Land_Chapel_V2_F",[5862.33,20235.6,1.19267],240.341,[[-0.869606,-0.49344,0.017386],[-0.0279554,0.0843617,0.996043]],false], ["Land_i_Addon_03mid_V1_F",[5935.87,20212.8,-0.617477],277.159,[[-0.992204,0.124624,0],[0,0,1]],false], ["Land_i_Addon_03_V1_F",[5943.12,20212,-0.502045],276.136,[[-0.994271,0.106889,0],[0,0,1]],false], ["Land_i_Addon_03mid_V1_F",[5929.44,20213.7,-0.629135],277.159,[[-0.992204,0.124624,0],[0,0,1]],false], ["Land_i_Addon_03_V1_F",[5922.21,20214.5,-0.663101],96.6477,[[0.993277,-0.115764,0],[0,-0,1]],false], ["Land_MilOffices_V1_F",[5972.88,20173.8,0.0848999],287.898,[[-0.951605,0.307324,0],[0.0321241,0.0994698,0.994522]],false], ["Land_MilOffices_V1_F",[5962.2,20140.9,0.0549164],287.898,[[-0.951605,0.307324,0],[0.026785,0.0829378,0.996195]],false] ]; if i set all that to true , it can be cause the same issue right ?
  14. Based on all the benches and tests run, what is currently the best if you're willing to spend the extra dough? I play a lot of Arma 3.
  15. If I remember correctly , it has to do with the zombies/or other units despawn and how Arma handles missing/deleted/de-spawned , by external scripts, units. Just ignore it. This bug goes back into 2009 , or even more.
  16. Oldninja

    The photos are fun!

    Impressive shooting!
  17. For the longest time I've been using a Spawn for opening and closing dialogs IE: But I've since been migrating all my dialogs and even scripts to a function based unscheduled environment using both CBA and ACE 3 guidelines. ( https://ace3mod.com/wiki/development/coding-guidelines.html#72-scheduled-vs-unscheduled ). I am currently facing a problem finding the most optimized, simple and unscheduled way of opening my custom UI by using: vMenu_keyHandlerID = [33,[false, false, false],vMenuOpen] call CBA_fnc_addKeyHandler; //33 = F key Instead of: displayAddEventHandler ["KeyDown", So here is my whole previous working code:(Executed via: [player] execVM "vScripts\vMenu\vMenuOpen.sqf";) So what could be a more optimized way of doing this? Like a CBA unscheduled way (more akin to a Event Handler rather than a spawn/ExecVM). PS: Also, since I am using the "F" key for opening the menu, is there a way to auto unbind the previous "F" so that letter is exclusive to opening the menu? PS2: Thanks in advanced guys!
  18. chernaruski

    DMS - Defent's Mission System

    The problem with doors is simple to fix in mission objects sqf. By default, pre-spawned mission objects have enableSimulationGlobal parameter set to false, so the placed objects physics won't load your hardware with unneeded calculations. But, sometimes, this need to be set to true, because buildings with doors/gates/etc need interaction/physics to be simulated. You can do what @DEH4NK , recommended and basically enable it on all objects, but it may make some objects to flip/drop/fly whatever, because of the above explained. Or you can enable the simulation for that specific objects that you need the door animations to work on. This will require of you to find that specific mission file , probably in dms-missions\objects\static . Find that specific objects line and set its params to true i.e take a look at this: private _objects = [ ["Submarine_01_F",[15190.725586,13505.496094,-8.410556],[[-0.0109021,-0.999931,0.00430079],[0.366969,0,0.930233]],[false,false]], ["Land_Device_disassembled_F",[15140.764648,13606.168945,1.780041],[[0,0.999298,0.0374736],[0.0945738,-0.0373056,0.994819]],[false,false]] ]; { private _object = createVehicle [(_x select 0), (_x select 1), [], 0, "CAN_COLLIDE"]; _object setVectorDirAndUp (_x select 2); _object setPosASL (_x select 1); _object enableSimulationGlobal ((_x select 3) select 0); _object allowDamage ((_x select 3) select 1); } forEach _objects; in this line I want the Land_Device.... to have interactions so I set it to ["Land_Device_disassembled_F",[15140.764648,13606.168945,1.780041],[[0,0.999298,0.0374736],[0.0945738,-0.0373056,0.994819]],[true,false]]
  19. This is really impressive job, keep up the good work!
  20. brightcandle

    JSRS SOUNDMOD - CE.19.0829

    Bug report ======== Version: 0822, latest as of time of writing (latest despite steam changelogs has 0822 as version in its changelog) Issue: The range of suppressor sound for third parties is very short, maybe 2-3m before no audible sound is heard behind/to side of shooter Expectation: That sound will be reduced compared to firing without a suppressor but not that dramatically. Reproduction: Zeus place a CSAT or Nato troop with suppressor alongside player, use ACE suppressive fire command to have it shoot and find range moving about to hear no sound in the general vacinity of the shooter. Fails on NT4 QDSS from RHS on NATO but also base game suppressors with default CSAT troops don't work either, I didn't find one that worked correctly in 8 or 9 different suppressors so I assume they are all affected. Let me know if you need any more details to reproduce.
  21. IFA3 Combat Patrol https://steamcommunity.com/sharedfiles/filedetails/?id=1890287022 Let me know what you think.Thank you again for your help.
  22. Try setting this at the 'group' level for the ACP units - so in the INIT field in the group in Eden this setVariable ["GAIA_ZONE_INTEND",nil] I think that should stop Gaia having any control over them.
  23. froggyluv

    LAMBS Improved Danger.fsm

    Very impressive. been waiting for an AI blog from an AI dev like that for years now. firing while moving -awesome. How are you noticing AI subSkills effecting their AI performance especially in CQB? For instance I bump all Spec Ops to 1 while average soldiers settings like aimingAcuracy to maybe 0.04 so that the advantage goes to spec ops. Also when the two guys are reloading simultaneously in first example (i think around 6 min mark) theres was cover there would it be possible for the AI to sprint for that cover while reloading or pulling out a pistol? Really love watching the progress of this -if we ever get new combat/fear/flee/evade animations to add, Arma 'd be a whole new game. Eagerly awaiting version 2.0
  24. Hello to all! You have fulfilled my request, thank you!
  25. Whitey01

    Ausstehende Updates

    CUP Core CUP Vehicles CUP Weapons CUP Units Wurde auf Version 1.13.0 geupdatet.
  26. Gill93

    Ravage

    Sounds good to me :) hey guys did you see that CUP was updated once again they added new weapons, attachments, clothing and a ton of fixes/compatibilities you guys should check it out.
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