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  2. killzone_kid

    getMarkerSize for findSafePos

    getMarkerSize returns array of numbers, read wiki
  3. @wogz187, @pierremgi Updated my first post to better explain
  4. @pierremgiWithin my scripts civilian life is spawned/de-spawned along with players' distances. But when the mission starts i spawn AI in every town to get their information like their name and then delete them. Then when the player gets within range of the town the AI will spawn in based on the data gather at the beginning of the mission. This is also the same data the scanner uses. I will try making large groups but still think its something to do with the names generated for AI when they spawn in.
  5. @devildog664 @pierremgi, So make groups of civilians instead of individual units. Perhaps each town has 2-3 groups of known occupants. It totally makes sense and it's a cool idea.
  6. That seems due to the hard coded limitation for nbr of groups on each side (see notes). As civilians are not grouped (by default), you create one group for each of them. Usually, civilian life is spawned/de-spawned along with players' distances.
  7. We are not naming the civilians i need to get the random names ai spawn with to make persistent AI. So example a civilian named Jon doe is logged at this town so when ever i come back to that town i get the ai data and names of ai who live there then spawn a civilian named Jon doe. Each town depending on its size has about 10-25 civilians that live there. The overall goal of this is because im making a bio metric scanner. Within the scanner you are able to look up names of civilians and get information on them. This all works and is really cool but unfortunately after 288 names it craps out. I hope that makes sense i feel like im bad at explaining these things. @wogz187
  8. @devildog664, Why are we naming all the civilians?
  9. Ill explain this as short as i can. So i have a script that spawns AI civilians at each town (One town at a time) get their name (using name _Unit) and other information and then logs it into a data array and then finally removes the units. This repeats for every valid location and needs to be done at the start of the mission to mostly get the name of the civilian but also other info as well. The problem is after 288 spawns the ai seem to run out of names so their names become "Error: No Vehicle" even though they do successfully spawn. My question is there a way to clear all names so they can just start to reuse them or something along the lines of that? Better explanation. Process of events. 1. Mission starts 2. A town location is selected 3. A number of AI will spawn 4. Data from that AI just spawned will get gathered and logged 5. AI is deleted 6. Repeat steps 2-5 until all towns are done 7. Player get close to town and AI Spawn in based on logged data in step 4 Everything works perfect if the ai number is below 288. Once ai spawns hit 288 using the name command will return "Error: No Vehicle". How does one get around this.
  10. Today
  11. Cry2yourMoM


    I think I’ve seen it posted before, not sure. Just recently played a game where most of my loot was ammo. I fully loaded my clip on my guns, dropped all ammo for those guns. Picked up and maxed my slots with good ammo. Returned to shelter and lost all ammo loaded in my guns, but kept all good ammo. I can join and leave an encounter without shooting a single round and keep all ammo loaded and inventory. might have to do with an all ammo pack. Not sure
  12. Godis_1

    Kujari: PMC ops

    This looks badass!! Waiting patiently for a release :) Or if you need more testers, I'm willing to join ;)
  13. beno_83au

    Kujari: PMC ops

    This is looking pretty good. Can't wait to get a few mates on and have a go at it.
  14. Yesterday
  15. BKOben

    Arma 3 doesn't start

    Also having this issue.
  16. warflak

    Community Factions Project

    As a followup, can we hope to see Iran and pre-2003 Iraq on opposing sides, a la 1980s?
  17. This script shows how to use an eventHandler to reduce damage to specific parts of an AI unit. Read this and see how it works. Once you understand that, look at this script I used on a vehicle to reduce damage taken by a vehicle (same principle): // handleBoatDamages.sqf // dummy = [boat1] execVM "Scripts\handleBoatDamages.sqf"; /* diag_log ["getAllHitPointsDamage boat1",getAllHitPointsDamage boat1];diag_log ["getAllHitPointsDamage player",getAllHitPointsDamage player]; ["HitBody","HitEngine","HitTurret","HitGun","HitTurret","HitGun","HitTurret","HitGun","HitTurret","HitGun"], ["hull","engine","","","","","","","",""], [0,0,0,0,0,0,0,0,0,0]]] */ _u = _this select 0; _u addEventHandler ["HandleDamage", { private ["_return"]; _unit = _this select 0; _selection = _this select 1; _passedDamage = _this select 2; _source = _this select 3; _projectile = _this select 4; _oldDamage = 0; _bodyMultiplier = .01; _engineMultiplier = 0.005; _otherMultiplier = 0.01; _overAllMultiplier = 0.005; switch (_selection) do { case("hull"): { _oldDamage = _unit getHitPointDamage "HitBody"; _return = _oldDamage + ((_passedDamage - _oldDamage) * _bodyMultiplier); }; case("engine"): { _oldDamage = _unit getHitPointDamage "HitEngine"; _return = _oldDamage + ((_passedDamage - _oldDamage) * _engineMultiplier); }; case("fuel"): { _oldDamage = _unit getHitPointDamage "HitFuel"; _return = _oldDamage + ((_passedDamage - _oldDamage) * _otherMultiplier); }; case(""): { _oldDamage = damage _unit; //_return = _oldDamage + ((_passedDamage - _oldDamage) * _overAllMultiplier); _return = _oldDamage; }; default{}; }; _return }]; I ran this script on a boat to make it tougher to destroy. You can tweak this to work for you most likely. Good luck.
  18. I would try putting at least one intermediate waypoint in the water between the 2 shores, putting group in FILE formation, and running this on the ai before they cross: { _x disableAI "FSM"; } foreach units group LeaderOfTeamThatIsSwimming; Disabling FSM tends to make units ignore formation and move directly to next point. Not sure if that will work well with swimming or not. If the above doesn't work, I would give each ai in the group a moveTo command when they are on starting shore, to a point on ending shore. This would have them move independently from the group. You can have a trigger on the ending shore that has them return to formation once they all have crossed. That should work, as they each unit will be pathing independently (like the leader does who you say actually makes it to the other side). You may need to disableAI "FSM" for this approach also.
  19. EvLoka

    Arma 3 doesn't start

    Same problem. I just bought this game, clean install. Tried verifying files. Tried deleting battleye, re-installing it. Tried running game, launcher, and battleye as administrator. Tried restarting everything. I use Battleye with a bunch of other games (ARK, Atlas, Escape from Tarkov, etc) with no issues.
  20. Thank you @engima! I'll give it a try using uiSleep. I have absolutetly no problems with the slots, so that might be unrelated to this topic I guess. Anyway, if sleep is not working for JIP, a lot of things I usually do, I will not be able to port to dedicated servers, which is a real bumer for me. We need more people testing this, to see if this is indeed a bug, or we just don't know enough.
  21. Hi I am wondering if anyone knows of a way to get an AI squad to cross a short distance by swimming? I believe the distance would not be more than 60-70 meters maybe a little bit more. Right now only the squad leader takes a swim; the rest of the squad just sits at the shoreline looking dumb lol. If I can't figure out a way I may have to scrap and delete three missions I've worked on and chose a different location. Every time I come up with an idea I'm hindered by the inability of the AI to do anything. I'm frustrated and disappointed that the AI can't swim or cross bridges. If anyone has an idea I'd appreciate it thanks!
  22. Cry2yourMoM


    I actually experienced something last night that was very suspicious... 3 different players, ran to my position, waved high to each other then all shot at me while I was in cover... no tower used and knew my exact location. if his statement is legit, that might actually make sense with the very suspicious event I experienced.
  23. @avibird 1 can you maybe describe the units a bit more? Is it one group of infantry in the APC, with the driver / commander who are part of that squad? Or does the APC have the driver (the crew) in a separate group from the infantry squad that is in the cargo space?
  24. Currently, the max render distance of a weapon-mounted IR laser is 1.7km on max settings all around. Any further and the laser disappears. So I was wondering if there is a mod out there that I haven't been able to find or a script that exists to increase said render distance. Is there an engine limitation or something or what the case here The whole reason I'm asking is because as an arma pilot it would be really easy for me to just ask for a weapon-mounted laser or laso to acquire the target and also add one of these lasers to the aircraft to spot targets for friendlies on the ground with a IR laser. Any insight would be greatly appreciated thanks! TSTRONGSHARK
  25. Bingbraten

    Arma 3 doesn't start

    My game does not start if Battleye is active. There is no error message and just nothing happens when i click on Play. In the launcher logs is [ WARN] 24 ServerBrowser.Service: Server failed to responsed to rules request: My PC: AMD Ryzen 5 1600X Gigabyte GeForce RTX 2060 ASUS ROG Strix X370-F Gaming 16GB, DDR4-3000
  26. Robustcolor

    getMarkerSize for findSafePos

    Sorry, i just noticed. It works when not using the _aosize = getMarkersize "Marker1"; This code gives a scalar error. _pos1 = [_ao, 0, _aosize, 5, 0, 0.4, 0, [], _ao] call BIS_fnc_findSafePos;
  27. R0adki11

    Macaco's Mod

    How it it different?
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