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  2. GEORGE FLOROS GR

    GF Cargo Airdrops Script

    Hello there jgaz-uk ! Can you add the error please ?! ( there is not that much of time in order to check it ! ) Have you reedited ?
  3. haleks

    Ravage

    Greenfist' script is designed to monitor "regular" units - zombies in Ravage are usually spawned as agents, and those are a bit different. Most commands related to AI behaviour/knowledge/movement don't work on them. ๐Ÿ˜‰ Zombies in Ravage behave according to in-house logics and variables, so most monitoring tools won't have any relevant data for them.
  4. Lorenz94

    Crash at respawn

    Hello, after a while without crashes, the game at respawn freezes. Here's a RPT. Thank you!
  5. bovine3dom

    Interiors for CUP buildings

    There's something quite wrong somewhere in our toolchain, which has lead to broken keys. I don't have time to look into it now so I've reverted the Workshop to version 0.0.2.
  6. Thank you Mr. H. I am opening the dialog just from the mission folder (no mods). I've been searching for examples in the ACE 3 github but their macros make it hard for me to understand anything. Everything I've learned comes from the Overthrow and Dynamic Civil Wars githubs. Both missions are amazingly coded but I cannot find the specific functions that they use for opening their custom menus. What I could really use is an actual example given my particular situation and having the previous working script as a reference (posted of the first post).
  7. I lose service to Vigor 5 times in an hour. Being in a game, or at my shelter, crafting stuff. Itโ€™s getting really annoying. Iโ€™m not sure what to do anymore, I canโ€™t play it like this.
  8. Here and now, the fastest 8 cores you can get as a base ... Source : Test โ€ข Intel Z390 / Core i9-9900K / i7-9700K / i5-9600K Intel Core i9-9900K with 5.00 GHz Max Turbo Frequency. Under load, playing Arma3, you will get 2 cores @ 5.00 GHz and the others running from 4.7 to 4.9 GHz. Powerful and efficient Noctua NH-D15 CPU Cooler usage recommended.
  9. chernaruski

    Ravage

    kewl you doing AI brains changes now ๐Ÿค˜ 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
  10. Today
  11. 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 (assuming 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 script 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.
  12. 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!
  13. Vcom AI does not make AI pick up weapons
  14. 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.
  15. Cba has keybinds built in use their own function. https://cbateam.github.io/CBA_A3/docs/files/keybinding/fnc_addKeybind-sqf.html
  16. 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?
  17. 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 Iโ€™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 Iโ€™m also talking about work... ๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚
  18. So I've ported the F-35 from Arma 2, but it takes a lot of runway to come to a stop even when landing under 200 km/h. I've added a couple zeros to the brake torque, but it seems to have no effect, can anyone assist? relevant parts of the config:
  19. 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.
  20. 4 months flew by. Guess I needed the break ๐Ÿ˜ 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.
  21. 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 ?
  22. 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.
  23. 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.
  24. Oldninja

    The photos are fun!

    Impressive shooting!
  25. 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!
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