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strider42

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Everything posted by strider42

  1. Nice bit of work. I really like the groups automatically deciding which marker they should use, especially if you have the option to revert to the old system. I have created my own interface to GAIA which still needs an update to work with the latest version, currently it is hacked to get it running. Its main objective was to simplify the commands you needed to add groups to GAIA and I changed the commands to FORTIFY, DEFEND and PATROL. I have stopped using the caching system. I may be blessed by just creating small missions but I have not noticed any performance issues. Additionally though I have not noticed it myslef I have a friend who says the chaching system can cause problems. (Mission has less than 40 AI and less then 10 players). Keep the good work up S
  2. @doc. caliban I think that is an old version. Interestingly it is the one I have been using for my lastes mission, without any problems. I consider the current versoni to be the one on GitHub where the path to the files is: gaia/functions/control/orders/fn_doAttack.sqf In the one you are using the path is: gaia/scripts/orders/fn_doAttack.sqf Though both files seem to have the same header. To get the latest version of GAIA go to this link: https://github.com/shaygman/mcc_sandbox.Altis/tree/SpiritBranche Then click Clone button, and then click on the Download Zip link. All the best S
  3. [SORTED] As no one else was having the problem I reported it comes as little surprise that the problem seems to be due to some modification I have made to the script. I reverted back to the latest version, sorted the black icons issue and I have not seen the problem again. So it is not Tonic's excellent script it seems to be something I have done. More testing when I get some time required to find the actual issue but my current mission does not require any of the updates I implemented so I will leave it as is. Seen some strange behaviour with VVS spawned vehicles that I have never seen before. While testing my current mission I occasionally spawn a vehicle that I can't drive: I can get in the vehicle, turn the wheels but I can't start the engine or make the vehicle move. I have only observed this with the Hunters but I have not spawned many other vehicles. Status is game running as a player-server and Decicated server (run localy on the same PC). Another player was able to move the car I could not and despite numerous attempts I still could not make the vehicle move later in the play session. I can get round the problem by just spawning another (same class) vehicle and the chances are I can drive it. In fact I don't recall spawning 2 consecutive vehicles that I could not drive. In one multi-player session a client player suffered the same problem. The mission just uses Vanilla units and equipment. Prettty much original arma equipment and vehicles. Anyone else seing this behaviour and any idea what might be causing this problem? S
  4. I can't connect a UAV terminal to a Stomper in a simple Eden mission. I have a UAV termianl but when I open it I don't get an option to connect to the Stomper. If I get into the Stomper passenger seat I can connect to the Stomper but I can't make it do anything, like start engine, move, switch to driver/gunner view. I can connect the UAV terminal to a darter and fly the darter. All help greatfully apreciated S Edit1: The issue seems to be associated with placing UAVs using the Edent editor. Then I can't connect to them or find them in the terminal. So I can connect to and control a Darter that the player has in a backback and has dissasembled but if I place it in the mission I can't.
  5. Hi all GAIA fans. I believe I have come across an error in the file: gaia\functions\control\orders\fn_doAttack.sqf Line 38 does a call to GAIA_fnc_MechanizedInfantry but there is no such function. However there is a GAIA_fnc_doAttackMechanizedInfantry function. Which fits with with the naming convention of the functions around line 38. The new line 38 should look like: { _dummy= [_group,_TargetPos] call GAIA_fnc_doAttackMechanizedInfantry;}; I notice this due to testing I did with Bluefor and Opfor units set to fight each other and finding errors in the report file. With the change the errors stopped. I'd wanted to change it in Github by doing a push of the change but I failed that test. I have just recently found you can edit a file directly on Github and did that in the https://github.com/shaygman/mcc_sandbox.Altis.git repository. I hope that helps @spirit6
  6. @otarius-big You are indeed correct that as standard TADS does not see the Workshop folder. However under the Mods tab there is a green "+" button. You can use that to add individual mod folders that are not in the ArmA root directory. Note that you have to specify the actual mod folder not the !Workshop folder. S
  7. The ace function has changed so to heal a player you need: [ player ] call ACE_medical_treatment_fnc_fullHealLocal; S
  8. So the vanilla version of ArmA has persuaded units to throw grenades. However it seems like this is the preferred method of attack and their ability to use it is instantaneous. I am inside a building and I peek through a door to see an AI approaching me. He instantly snaps from holding a gun to throwing a grenade. If AI are to use grenades they need to be more realistic. If an AI wants to approach a player and snap off a grenade then he should look like he is holding a grenade. If he has a gun in his hand he should have to at least take time to get the grenade out and then throw it. Giving me an opportunity to shoot him. Is there any way of reducing the AIs' willingness to use grenades. Does anyone have experience with bCombat or ASR AI 3 in this respect? Thanks in advance. S
  9. @Feenx sama here is my hack: At the end of the VVS\functions\fn_spawnVehicle.sqf file you can add your own code to act on all vehicles that are spawned. Bear in mind that this code will run on all vehicles that are spawned using the VVS system, which may be acceptable. Under the same circumstances I run code like: // Get vehicle class. _class = typeOf _vehicle; // Do class specific settings. switch ( _class ) do { case "VEHICLE_CLASS_1" : { // Code to be run on VEHICLE_CLASS_1. }; case "VEHICLE_CLASS_2" : { // Code to be run on VEHICLE_CLASS_2. }; }; Note _vehicle is the local variable of the newly created vehicle. All the best S
  10. ACE 3 - Advanced Medical - Bandage Effectiveness The ACE Wiki pages have a sheet that displays the bandage effectiveness but this appears to be out of date and is missing the time the wound will reopen and start to bleed again. What I thought would be better: Something that printed better with larger text. Simple: small values bad; large values good system. (That means I inverted the chance of a wound reopening to become the chance of closing the wound). Scale value so they are all similar. So no 1, 0.45; instead 100, 45. Reorder the list order so the common wounds are at the top. Highlight the best bandage for effectiveness and closing for a particular wound. I wrote a script to extract the advanced medical bandage effectiveness and chance of reopening. I then copied these into a spreadsheet and below is the result: The short: Yellow bandage: Is the first bandage you should use. Blue bandage: If the yellow bandage results in a partial wound then use the blue bandage. Green bandage: If you are a medic and can stitch the wound up you can use the green bandage (it should be the most effective and so take less to stop bleeding) but the stitching of the wound needs to be done in a timely fashion. Table details: The wounds are split into 4 rows. The first 3 are for the wound size: Large, Medium and Small (called Minor by ACE). The fourth row has the average time to the wound re-opening [ (max_time + min_time) / 2 ] and the minimum time, in that order and they are the same for each wound type. The Effect column indicates the likelihood of a bandage sealing a wound with 100 meaning on average the wound will be sealed with a single bandage. So a value of 50 would imply you would need 2 bandages but some randomisation is added to this. The Close column is the chance that the bandage will permanently seal the wound and not start to bleed later on. The long: Example of a Large Avulsion: I recommend the packing bandage. It may appear that the elastic would be better because it has a higher effect value. However what is crucial here is the time to the wound reopning as both only have a 30% chance of permanently sealing the wound so 70% of the time the wound will open again and for the elastic the average time is only just over 2 minutes, whereas the packing bandage will seal for over 21 minutes. Enough time to find a medic to stitch the wound up. The obvious disadvantage of using the packing bandage is it is less likely to seal a wound but should give us a good chance of the wound becoming a partial one. If this happens then switch to using the quick-clot. This is not as effective but we are now only trying to close a partial wound and the quick-clot has the advantage of 80% chance of permanently sealing the wound and a similarly long time to reopening. Wow! This looks complicated The detailed information is meant for medics. Most wounds you receive will be Avulsion, Velocity and Puncture. They all use the same set of bandages. i.e. apply a packing bandage; If a partial wound results apply a quick-clot but in truth another packing bandage is almost as good, just make sure you get the medic to stich up the wound. Medics' crib sheet PDF Download: https://1drv.ms/b/s!AnX2_vGoXf5F9hBWk1keOGO7QRuY Squadies' crib sheet PDF Download: https://1drv.ms/b/s!AnX2_vGoXf5F9g-N555r4I38aFsE Resources: ACE Advance Medical System: https://ace3mod.com/wiki/feature/medical-system.html#22-advanced ACE 3 Advanced Medical + Cheat Sheet: https://steamcommunity.com/sharedfiles/filedetails/?id=930706887 (a valuable inspiration for creating my own version) Enjoy S
  11. As an asside: The cribsheet is created with InkScape, a vector graphics tool. Takes a bit of getting your head around if you are used to pixel based systems but for this sort of thing it is excellent.
  12. There is a general point I would like to highglight about bandage names. ACE documentation (and the Medical Menu) use different names to the items as seen in cargo space like uniforms, crates and virtual arsenals: ** ACE ** | ** Game (Item) Name ** Field Dressing | Bandage (Basic) Packing Bandage | Packing Bandage Elastic Bandage | Bandage (Elastic) QuickClot | Basic Field Dressing (QuickClot) This will be sorted in the medical re-write. S
  13. I have been updating my original bandage effectiveness. It will have a cheat/crib-sheet for medics and one for everyone else. I have edited the first post to reflect my current thinking and changes in bandage effectiveness. In particular I take into account how quickly a bandage is likely to open. S
  14. Thanks @stanhope Now when I spawn radar enabled assets they work a lot better as in more aggressive and at longer range. S
  15. In Eden editor, for appropriate objects (like the Praetorian AA gun), there is an Attributes section Electronics & Sensors where you can set sensor attributs: Data Link Send, ..., Emission Control. Is there a way of setting these parameters in a script? S OK so I found these: vehicleReportOwnPosition, setVehicleReportOwnPosition vehicleReportRemoteTargets, setVehicleReportRemoteTargets vehicleReceiveRemoteTargets, setVehicleReceiveRemoteTargets but I still don't know how to set the radar on/off state
  16. Is there a way of stopping GAIA controlling a group that it has previously been given control of? I'm looking at making the group enter a helicopter. S
  17. strider42

    praetorian 1c AAA turret question

    Just the information I needed. However to get spawned objects as a variable you need to do: _aaArray = [getpos t01, 0, "B_AAA_System_01_F", EAST] call bis_fnc_spawnvehicle; _aa = _aaArray select 0; // Now the allowDamage command will work. _aa allowDamage false; Interestingly in a brief bit of testing when the Praetorian gun is an Eden placed BUEFOR turret it responds quicker to shooting down OPFOR helicopters than the other way around. S
  18. As part of the Mission Template Stand Alone GAIA - Make missions FAST by using MCC GAIA engine tread and this post: https://forums.bistudio.com/forums/topic/172933-mission-template-stand-alone-gaia-make-missions-fast-by-using-mcc-gaia-engine/?do=findComment&comment=3242519 Edit: I lost the original mission and when I went to re-create it I deciced the description needed an update. This is the result: I said I would post the current interface I use for running the GAIA system and adding groups to GAIA. I'm releasing it as a quick simple mission you can open in Eden to have a look at. https://1drv.ms/u/s!AnX2_vGoXf5F9gzTinvXW7GUQB2o Unpack the zip file to the where your Eden missions are stored. Usually one of: C:\Users\win-username\Documents\Arma 3 - Other Profiles\arma-profile-name\missions C:\Users\win-username\Documents\Arma 3 - Other Profiles\arma-profile-name\mpmissions Then open it in the Eden editor. The mission does not need any mods but note it does not like running with MCC. The mission only has OPFOR units and a single civilian (and helicopter) you can use to observe the behaviour of the GAIA controlled units. Note in particular the placed static HMG and static AT that the squad nearby will occupy as they are give the STRI_GAIA_FORTIFY command. Adding to a Current/New Mission Start by creating a mission in the editor and saving it. Now copy the gaia, Mission and Stri folders from the template mission's root directory (gaia_stri_temp.Stratis). Then you need to add the following to the description.ext file (if you don't have one then you can copy the file from the example mission and skip the next bit). Then add the following line to the file inside the CfgFunctions class declaration: // Mission scripts. #include "Mission\miss_functions.hpp" // Library scripts. #include "Stri\stri_functions.hpp" If you don't have a CfgFunctions in your file you will need to add: class CfgFunctions { // Mission scripts. #include "Mission\miss_functions.hpp" // Library scripts. #include "Stri\stri_functions.hpp" }; Then you need to create an init.sqf or edit your current one: Add the following line near the start of the file. #include "Mission\Gaia\gaia_gaia.hpp" Now we want to initialise the GAIA system but we only want this to run on the server (or dedicated server) so add the following: if ( isServer ) then { // Initialise GAIA system. [] call miss_fnc_gaia_init; }; // if ( isServer ). Finally any units you want to be controlled by GAIA will need to be added using the miss_fnc_gaia_addGroupToGaia function. These can be groups created in the editor or spawned using your own code. Again you probably only want this code to run the code on the server server so use something like this: // Only run code on server. if ( isServer ) then { // Create groups command array. _gaiaGroups = [ [ ALPHA_1_1, "0", STRI_GAIA_FORTIFY, STRI_GAIA_DISABLE_CACHING ], // Squad defending Agia Marina, North side by radio tower. [ ALPHA_1_2, "1", STRI_GAIA_DEFEND, STRI_GAIA_DISABLE_CACHING ], // Recon squad will patrol town, starting in the military range in the // South East of Agia Marina. [ ALPHA_1_3, "1", STRI_GAIA_DEFEND, STRI_GAIA_DISABLE_CACHING ], // Recon squad will patrol town, starting by the breakwater on the // North West side of Agia Marina. [ ALPHA_1_4, "2", STRI_GAIA_PATROL, STRI_GAIA_DISABLE_CACHING ] // IFV squad patroling the areal around Agai Marina. ]; // Add placed untis to GAIA system. { _group = _x; // Add the group to the GAIA system. _group call miss_fnc_gaia_addGroupToGaia; } forEach _gaiaGroups; }; // if ( isServer ). Note: In the above example we are adding groups created in the editor. To set the group variable name you have to set the properties of the group by right clicking the Alpha 1-1 tag above the list of units in the group and selecting Attributes... and setting the Variable Name field. #include "Mission\Gaia\gaia_gaia.hpp" #define STRI_GAIA_ENABLE_CACHING true #define STRI_GAIA_DISABLE_CACHING false // Initialise the GAIA system. [] call miss_fnc_gaia_init; // Add the AI to GAIA. { [_x, "0", STRI_GAIA_FORTIFY, true ] call miss_fnc_gaia_addGroupToGaia; } forEach [ ENEMY_1 ]; // Report that the systemChat "Game init.sqf complete"; The interface is just 3 functions: miss_fnc_gaia_init - This does the GAIA initialisation, a background task to run GAIA. Call this before trying to add groups to GAIA. e.g: // Initialise GAIA system. [] call miss_fnc_gaia_init; miss_fnc_gaia_addGroupToGaia - This does what is says on the tin. It adds a group to GAIA, allowing a full set of controls. i.e. You can set the marker, the command and weather caching of the group is to be used. It has up to 4 parameter that are passed to it: The group you want to add to GAIA. The marker that specifies the area where the command will be applied. The command. For this you should use either STRI_GAIA_FORTIFY (GAIA's "FORTIFY"), STRI_GAIA_DEFEND (GAIA's "NOFOLLOW")or STRI_GAIA_PATROL (GAIA's "MOVE"). Whether caching is enabled. This parameter is optional and can be set to STRI_GAIA_ENABLE_CACHING, STRI_GAIA_DISABLE_CACHING. If the parameter is not passed then STRI_GAIA_ENABLE_CACHING is assumed. e.g. Typically: [ ALPHA_1_2, "1", STRI_GAIA_DEFEND, STRI_GAIA_DISABLE_CACHING ] call miss_fnc_gaia_addGroupToGaia; [ _patrolGroup "2", STRI_GAIA_PATROL, STRI_GAIA_DISABLE_CACHING ] call miss_fnc_gaia_addGroupToGaia; Both the following will result in GAIA caching being disabled: [ ALPHA_1_1, "0", STRI_GAIA_FORTIFY, STRI_GAIA_ENABLE_CACHING ] call miss_fnc_gaia_addGroupToGaia; [ _fortifyGroup, "0", STRI_GAIA_FORTIFY ] call miss_fnc_gaia_addGroupToGaia; miss_fnc_gaia_nextMarker - This is meant to be used as part of a automatic placement system and will generate a new marker name for the next GAIA marker zone. e.g. _nextGaiaMrk = [] call miss_fnc_gaia_nextMarker; This makes it easier to create markers in a script and give them a name. Good luck! S
  19. @Federick90 This is a bit of a wild guess but... In TADST, create a mission profile (e.g TestProfile). In the ArmA3 directory (Usually: C:\Programs files (x86)\Steam\steamapps\common\Arma 3) there is a TADST directory. In that is a file TestProfile\Users\TestProfile\TestProfile.Arma3Profile Edit that file in Text Editor. The groupIndicators are set near the top. Set it to: groupIndicators=2; However you will have to re-do this each time you save the profile. Good luck. S
  20. @elthefrank I'm not entirely sure there is a default radio but the 2 that are commonly used are: AN/PCR-152, class name: tf_anprc152_2 with a nominal range of 5km. RF-7800S-TR, class name: tf_rf7800str_1 with a nominal range of 2km. Hope that is what you are after. S
  21. Thanks for your continued efforts, much appreciated. S
  22. @.Max We have been seeing these problems with our server with the ACE Advanced Medic system. Try: ace_medical_preventInstaDeath = true; ace_medical_healHitPointAfterAdvBandage = true; Don't get hung up on the logic of this as far as I can see there is none. I have spoken to the ACE team on Slack and they don't know why this should have any effect. My observations suggest that these setting mean a player is more likely to recover consciousness on their own and with these settings I have not seen the Pulse ~80; BP ~110/75; Not bleeding; Not in pain but still unconscious (at which point the only way of getting the player up is to use a PAK). Good luck S PS - Oops, missed the second issue. We don't have that so I guessing the above changes will not affect on it.
  23. I'm not particularly here to big up the use of WASD instead of ESDF. I'm just wondering how many other do so and if they have any issues. But as a point of interest I see the advantages of ESDF as: The 'F' key has a pip on it (as does the 'J' key and '5' key on the num-pad), so you can rest your hand on the keyboard feel the pip and know your hand is in the right place. Any touch typist would already know this. The little finger now be use to operate the QAZ keys (as well as Shift, Caps and Tab) - I like using 'A' for reload. The obvious main disadvantage is you are having to manage the keys all the time but in the past (when I played other games) no 2 games had the same set of keys (aside from movement) so you always have to do some key management. S
  24. I realise the ability to drag injured players is not available in the vanilla game. However there are several implementations that allow you to drag a player who is in the revive/unconscious state, including ACE. The bizarre bit is with all of them I have an intermittent problem when I have activated the drag option I then can't move backwards. I can turn and move the body like that. I suspect the problem is related to the fact I don't use the standard key mappings for movement. I use ESDF instead of WASD for movement keys. Does anyone else have this problem or know of a solution? Thanks in advance S PS - When I say intermittent, I mean dragging works for a while then stops working.
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