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Sparker

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Everything posted by Sparker

  1. Sparker

    [MP][COOP] Vindicta (Alpha)

    Hi, thanks for feedback! About 3., what do you mean by dialogs? Do you mean dialogues with civilians or UI dialogs for interacting with mission systems (for instance, every UI window inside the game is a dialog)? And what ideas for options do you have?
  2. Hi! How does Matlab generally connect with something else? Through TCP? Or through a named pipe? I am pretty sure that it can use either of these. You can't access any of these through SQF natively, but you can write an extension which exposes these interfaces to SQF. Or you can do it with Intercept. Info on extensions: https://community.bistudio.com/wiki/Extensions https://community.bistudio.com/wiki/callExtension Info on Intercept: https://github.com/intercept/intercept I'd go the extension way, it's extremely easy. Only disadvantage - you will have to convert numbers to text, but it's quite simple. You can write an extension in C++ or C#. Now about the simulation part, I am not sure that you can get a lot of information about waves and impact forces at all. These commands are all what is available to you: https://community.bistudio.com/wiki/Category:Arma_3:_Scripting_Commands
  3. Sparker

    [MP][COOP] Vindicta (Alpha)

    Hello, we have released version 0.54 at Steam Workshop. There are several minor changes and bug fixes, and a few pull request merges from contributors. Full change log is below: # General - Override ACE cargo space of vehicles (to fix incompatibility with GM and maybe other mods/DLCs) - Saved games are sorted by UTC time by @Br-ian Note that saved games from old versions might be sorted incorrectly, but will be listed below new saved games. - Added livonia firing range object into the building sorting, AI will utilize the wooden and concrete targets in the firing range script @SomethingSimple # Maps - Removed Nam2 objects from Unsung's Phuoc Tuy province map by @YaksAreTheBaneOfSociety # Fixes - PROBABLY Fix insane mission loading time on dedicated server when first client starts mission ('wait for host' screen). Please tell me if you see any difference regarding this issue. - Fixed incite dialogue option not working - Fix default playable unit at Anizay map - Fixed Staszow map configuration error, which made this map not show in the list - Fix RHSPKL map configuration error, which made this map not show in the list, by @Lazejun - Fixed wrong build version showing in the mission instead of the proper build version # Translations - Russian translation by @igrik - Czech translation by @VEVERUSKA # Factions - Added civilian faction utilizing RHS gear by @SomethingSimple - Added police faction utilizing RHS gear @SomethingSimple # AI - Trucks with machineguns are properly utilized as combat vehicles by AI (reworked combat vehicle sorting) @SomethingSimple # Technical - Fixed SQF-VM validation tests not working at GitHub Actions
  4. I've put a fix to Workshop, thanks for your report!
  5. Hi! Thanks, I will have a look. Ok I see the problem, it runs a script on dedicated server while it shouldn't. You can try to disable the mod on your DS until I release a fix. The mod runs purely client-side.
  6. Sparker

    AI Driving - Feedback topic

    Hi, I've just had an idea - ensure that you are passing the correct coordinates to the function. There are various types of them (ASL, ATL, ...), maybe you are just giving wrong coordinate type, which works as expected over terrain but not over water? Unfortunately the setDriveOnPath page doesn't state which coordinate system it uses, but you can try some others.
  7. That's right, and to add to the dissonance, a cold war era DLC in in the same niche as the numerous cold war era mods available for free. And the underlying problem is simple as 2x2: the creation of free content for whole life time of the game, to the point when there is so much variety of it, that noone would want to buy anything because it's replacable by a compatible free pack from another modding studio. The modding community has forced this situation upon itself, unconsciously - because it loves to make content for free. The consequense is that nobody can sell anything in this case. Situation is terrible, but it is what it is ¯\_(ツ)_/¯. Solution also seems obvious - if you want to sell something, make something which has no alternative in the mod sphere at all, Apex DLC is a good example of this, no surprise it's the most widely-accepted DLC out there.
  8. Hi and welcome to the forum! I don't want to discourage you in any way, but there have been several such projects for Arma 3, and all have met same outcome due to lack of regular players. It's a lot of work to make something like this. You need a lot of people constantly willing to play to keep this operational. And you'll need to pay the server rent yourself too. Names of such projects (I might have missed some) are: Tactical Battlefield (TACBF), Frontline, Arma At War.
  9. Oh what? How? I didn't get any notification that someone has uploaded it there! How do I update it there then? edit: I've just checked and the armaholic upload should be up to date with the steam one. Can you redownload it again?
  10. Are you sure? I thought I fixed it in one of recent uploads to Workshop.
  11. Hi, thanks for the cool ideas you have, guys! I have made a little demo mission for the sonar mod. You need to locate several cargo containers at the sea floor with the sonar. A friend of mine gave me idea for this mission 🙂 Might be a little boring, but I guess that's what it's like to search for underwater objects. https://steamcommunity.com/sharedfiles/filedetails/?id=2292443770
  12. The sensor was looking straight horisontal in all tests. You can see where the helicopter was hanging, the sensor was right at its bottom. I don't know how to configure a display in the cockpit to render custom data. In my addon I just use standard control types (picture, text, etc) - if the game can render that on an MFD then we can render my addon onto it too.
  13. Yes, performance impact is approximately same as with the sonar, I think. Longer ray casts cost more but not very much. I've tested it out with a helicopter and here are the results: Images below are not meant to represent any real life radar, these are made just for fun That's a pretty fun result. It has images quite similar to Synthesided Aperture Radar (SAR) images, you can search them up in the internet. But they are also very poor in quality, and I doubt that anyone will want to use them. Applications for that are quite limited, since you can get much more data just by your own sight. Also I don't know about any real life radars which have imaging purpose - apart from SAR radar, but that one must be mounted on a platform moving very fast, like an airplane or a satellite, and it scans sideways. Anyway I'd like to hear more information on radar imaging technologies and how we could use that in the game. Thanks! A ship radar could indeed be quite easy to do, since it doesn't require a very wide beam, we are scanning only the area close to horizon. But I don't think it would be very useful, unfortunately - we are not doing a lot of navigation between iceberg fields or things like that in the game. The standard radar isn't meant for revealing us terrain features, but instead to hide them. Real life radars are built to filter out terrain clutter and only present resolved targets to the pilot, so I'd say that the standard radar in the game does exactly that. As I know, typically terrain signal is rejected by doppler shift. But I'm not an expert in radars too, this topic is very deep.
  14. Thanks! I think there is no way to detect clouds in the game unfortunately. The ground scanning radar can be done, but it will be limited to 5km distance, since it is the hardcoded maximum distance for line intersection check in the game. But first I need to research more on such radars and their performance.
  15. Hi guys, I've made a big update to the mod, which adds two more sonar modes: first mode is for imaging and search, second mode is for navigation. You can preview how it works in the video: And here are some cool screenshots of scans I've performed:
  16. Hmm, which marker do you mean? Do you mean the 'pixels' from echo responses? They are so big because there are only around 100 of them on the screen, since I can't add more without more serious performance impact. So there are a few of them, but they are bigger. This thing isn't really meant for mine search because of its limited range. It's more of a navigational aid for ship captains 🙂 . How would you expect a helicopter sonar to work? By deploying it into the water from a cable? I'm not really familiar with these, but I guess it would be an interesting addition to the game too.
  17. I am not an expert in such kinds of sonars, but I think that today such a submarine would be most likely detected far beyond Altis map 🙂 . What we could instead do is hunt these small SDVs at close range, this could also be a good scenario for players.
  18. Sparker

    [MP][COOP] Vindicta (Alpha)

    Hello, we've just released version 0.53 with various changes from multiple contributors. Here is the change log: # Gameplay - Civilian boats now spawn in cities which have piers nearby, by @SomethingSimple - Vehicle damage is now persistent, by @SomethingSimple - Added vehicle repair object to build menu, by @SomethingSimple - Disabled location discovery through enemy tablets - Intel interception chance through citizens reduced by 50% - Added toolkits to all vehicles # Game mode initialization - Added option to choose initial amount of outposts occupied by enemy. Default value is 35%, that's what has been hardcoded previously. # Technical changes (mostly relevant to contributors) - File reorganization: missions now reference code from a common place within pbo file, making them ~5megabytes smaller. Total mod size reduced from ~70 MB to ~20MB. - Now the build script supports multiple missions for same map, making it possible to add multiple map layout variants for one map. # Translations - Simplified Chinese translation of all in-game texts by @=O.W.L.S=Nercon . Also the text was moved into stringtable, making localizations possible. # Maps - GM Weferlingen map was split into two variants: West and East, due to The Wall splitting the map into two parts - Added Phuoc Tuy map markup by @YaksAreTheBaneOfSociety - Added Nam2 map markup by @YaksAreTheBaneOfSociety # Factions - Added RHS USMC faction, by @SomethingSimple - Added RHS USAF Faction with UCP camouflage by @Jasperdoit - Added Eastern Germany military faction from Global Mobilization - Added Eastern Germany police faction from Global Mobilization # Fixes - Fixed static gun spawn positions in buildings on sloped terrain by @SomethingSimple and @Sparker - Fixed: cargo boxes spawning outside of police stations - Fixed civilians giving intel on locations which haven't been built yet, thus leaving broken intel markers on the map - Fixed enemies recruiting insane amounts of infantry - Helicopter repair by AI was disabled - Fix enemy commander being not aware of non-occupied outposts at game start, thus not willing to capture them - Fixed forbidden area near Feres airfield by @Jasperdoit # Other changes - Location name was added to intel panel - When enemy bots occupy a previously empty outpost, cargo boxes are added there - Player's suspicion level is increased when he chooses several civilian dialogue options - Drivers of unarmed vehicles will join infantry during attacks
  19. Thanks! What was the problem with your sonar actually, why didn't you finish it? Can I find it somewhere? The problem with my current setup is that it can't detect objects smaller than beam width. For that I would need to search for all objects within range and add fake points to the graph at the top of the current graph. But this setup is cool for getting nice images and for aid with navigation.
  20. Thanks! It didn't take me long to sweep the sonar beam to make it a nice circular scan sonar: Just ignore the numbers and ship indicator at the graph plot, I reused the old one for a quick test. Now I just need to figure out how to make such a scanner not explode our frame rate.
  21. Thanks! That was my initial plan, but from posts in the thread dedicated to those panels I found out that the system doesn't allow us to make a custom scripted panel. Which is very dissappointing. Related discussion: https://forums.bohemia.net/forums/topic/200468-jets-custom-panels-gps-camera-feeds/?page=8&tab=comments#comment-3338304
  22. Sparker

    [MP][COOP] Vindicta (Alpha)

    Hi, thanks for stopping by in this thread. 🙂 I do still work on the project occasionally, I just don't make new features for it. At least those which require lots of SQF programming. Bugs and crashes are still fixed, and minor tweaks are implemented. We continue expansion to support more maps and more factions. There are pretty massive change logs since we decided to wrap up work on the project. You can check change logs at our Discord page or here. Regarding helicopters - they are locked until anti-air defenses are implemented. You can imagine that the guerrilla scenario is pretty pointless at the moment when you aquire an AH-64 attack helicopter, so helicopters had to be locked for now. At least until there is some more danger or cost to operating them.
  23. > Again, for those who really want to - it can be easily circumvented, and not "illegally". Do more than half people know? Or maybe more than 10%? I guess that most arma players don't know how to do that. And it's the general case which is more important. > Also, its hidden in workshop, you need to know that it exists and that you need to look for it there. It's not really hidden but it's buried under so much text at the Steam description page. I agree that it should have been listed above all that text somewhere, or even better in the DLC list somewhere as TesaCC suggested.
  24. Remember that dissatisfied people are almost always going to leave feedback, especially if they come to a situation when their gameplay depends on using a vehicle or a gun in a random situation, but they can't because it's locked. From mission makers' point of view the story is this: you add DLC assets -> you get to handle negative rage feedback from people -> you have to remove the DLC content (or in our case we made options where one can choose either to have it or not, but anyway it's more work). Of course as a mod developer aiming to have wider audience coverage, less negative feedback, more fun for the developer team, etc, the choice is to not use DLC content.
  25. It doesn't mean that 45% of people are negative about it. Those who feel disappointed or offended are more likely to write something in the comments than those who are fine with it. Minority always makes more noise. I agree with TesACC, I also think that low-res content for non-owners might make more sales in this situation. Right now we have only more supportive people buy the CDLCs, as I see it. In the proposed variant those supporters will buy it as well, and add to that the amount of people who will buy the DLC because they will be brought into buying that by their community, which will be more likely to use the DLC content.
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