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Everything posted by pognivet
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[Release] Injured Ai script/Mod
pognivet replied to Persian MO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I really like how the AI drags people away from the battle to heal them instead of trying to heal them on the spot while under machinegun fire. Very immersive and cool. Someone made a script called Automedic or something. It lets the AI heal people using ace stuff such as bandages and morphine and whatever. Maybe you could integrate some of that technology into this cool mod so people aren't forced to use the vanilla healing system which is extremely gamey. Here's the script I was talking about: https://pastebin.com/MtK4dWLQ -
The Unsung Vietnam Mod 3.0 WIP THREAD
pognivet replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I tried getting in a few different mortars and artillery pieces and they're all empty of ammo, but I'm pretty sure they worked before. I'm not using any other mods with it except for stuff like Bloodlust. Does it work for everyone else? I'll try to narrow down the problem if I can. Thanks. No video necessary. I understand now. -
The Unsung Vietnam Mod 3.0 WIP THREAD
pognivet replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Just noticed two new modules under a category called "Unsung". One is "Unsung Rug Dsai" and the other is "Unsung Radio". I couldn't find any info on these. What do they do? How does one use them? I'm also having another problem. No mortars have any ammo in them and they will never fire. I'm trying to get a VC mortar to fire on a USMC platoon when they cross a field using this code: mort1 doArtilleryFire [[(random [2674,3174,3674]), (random [1479, 1979,2479]), (random [0, 25, 50])], "uns_8Rnd_82mmHE_M1941", 1]; mort1 is the name of the mortar vehicle. The problem is that the mortar has no ammo in it and it can never be refilled, so it will never fire. It seems to be this way with all the mortars I've tried. Is there some way to shove ammo in there through scripting or is this just a glitch? -
I've seen a few mods with tiny guns where it seems like the character has it pulled in tighter so the stock is against their shoulder. Not sure how they did it, but I know it's possible. Good luck to whoever attempts it. Maybe ask some of the other mod teams like the guys from UNSUNG or RHS. They might know a way.
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From China Virtual Military Engineers: VME PLA mod for ArmA3
pognivet replied to vme_cycle6's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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Arab and UN ambulance skins (Van from APEX)
pognivet posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
Pictures: https://imgur.com/a/4L6t7V9 Not much, but I thought it might make some missions a lot cooler for you guys. I'm an immersion-type guy so it's weird to see ambulances in the middle east with the red cross on them, that's what motivates me to do this. For now just use this selectObjectTextureGlobal [0, "ambarab.paa"] or this selectObjectTextureGlobal [0, "ambun.paa"] on a regular civilian ambulance while having the textures in your mission folder. I'm not very good with configs so I didn't even attempt it. This is free for anyone to manipulate/use/add to a mod or do whatever with without my permission. I don't care. If the mods deem this not a true addon then just delete this thread. I have no problem with it. Just wanted to share these. I may do some more skins in the future for the other in-game ambulances, mainly the military ones, to have the red crescent instead of the red cross or red diamond. https://www.dropbox.com/s/sopnt55722l9mix/ambulances.zip?dl=0- 1 reply
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ARMA 3 Addon Request Thread
pognivet replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I'm looking for an addon/script that simply lets the AI communicate with each other and nothing else. For instance, if a squad of troops see an enemy I want them to be able to inform other squads within their immediate area as long as they have a radio item. There used to be a mod for Arma 2 called "Grouplink", but I don't think it works in Arma 3 anymore. I would make it myself, but I'm not very good with variables and coding in general. I imagine that it would probably look something like this: leader group reveal _enemy Squads not talking to each other even though they're just a few feet away from each other is extremely aggravating. I don't need anything super complicated. Any help would be appreciated, thanks. -
Someone from the IFA3 team messaged me and told me to delete all the landmines in the mission. Once I did this it was fixed. I can even add the landmines back and it stays fixed. I have no idea why this works, but thanks to @.kju for providing this information to me. Sorry for splattering this problem all over your topic when it was an IFA3 issue, but I really couldn't tell. The landmines were about the only IFA3 objects in the entire mission so I assumed it was a FOW problem with the new update. I never would have thought of doing this in a million years. Hopefully this info helps someone else who is searching on Google for an answer to this bizarre problem. Thanks to all of you who offered your assistance.
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I got a few friends that I play with. Either we do small-scale ops or we're just part of some large AI-led squad in a massive battle. They only have a limited time they can play because of work and school and one guy is a military brat and has to deal with all this weird stuff on base or whatever. I made a badass mission on Sahrani where you're mercenaries and you fly in on a Cessna and blah blah blah. We played it the day before yesterday and it worked perfectly fine the first try. Everyone was able to connect. No problems at all. We played for hours. I put up the same server yesterday using the same settings and running the same exact mission using the same exact mods on the same port number I've used for every game for like 10 years. I try to have everyone connect and they say they can't. The second they get into the server they get kicked back to the lobby with no messages or relevant logs anywhere (thanks Bohemia!) and it would happen no matter what we did. We tried defragging, restarting steam, verifying the game cache and other digital black magic and voodoo. I was getting ready to re-install the whole god damned game and all the mods when I decided to try something. I was desperate. Suddenly, I thought "I'll just check the fucking UPNP box when I host the server and if that doesn't work I'm gonna drink half a bottle of vodka and then sit in my bathroom for an hour with the lights off". Why did I decide to do this? I don't know. I forget why I even thought of trying this. Maybe God struck my brain with knowledge, like lightning from the sky. I checked UPNP when hosting the server and had everyone try to join. It kicked them again with no message so I told them to just spam it and try to join over and over, maybe I can get a message or something in a log to work with. They got kicked like 4 or 5 times, but on the 6th or 7th time they stayed and all was well. It stopped kicking them and we played the full mission with no problems. Absolutely fucking flabberghasting. This has nothing to do with the settings on my router or the router itself being fucked up. It has nothing to do with my ISP. Nothing has changed between the two times we played. Thank God I tried this solution for some reason or else I'd be sitting there for 8 hours with nothing to show for it since there is ZERO information to work with. It's all just guesswork and digital black magic. I do know that this, without a shadow of a doubt, only started happening after the new piece of shit update "Encore" came out or whatever the latest update is called. For whatever reason it makes it so port-forwarding/using a specific port randomly doesn't work no matter what (at least for certain people on listen servers) and you have to use UPNP or it just kicks everyone that tries to join and doesn't say anything even though they're able to connect to the server using that port before being kicked. My hypothesis is that some sort of signature verification between the client and the server fails whenever using a specified port and not UPNP, but I can't say definitively since there's no information anywhere. It's complete digital voodoo/black magic, but the ritual works and it gets the spirits of the machine on your side. So if anyone has this problem all of a sudden when trying to host themselves to play with friends try checking the UPNP box and then having everyone try to connect like ten times. On one of the times it will randomly work. It may take even more than ten times, it depends on if the spirits of the machine are angry with you or not. Eventually your suffering-energy of failing to connect will satiate them and they'll allow you to play.
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i just built the computer not that long ago. the graphic settings work fine on every other game and mod for arma, including your 1938 mod.
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its none of the problems you have listed. i use fow and ifa3.
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The Unsung Vietnam War Mod 3.0E - Echo Released !!!
pognivet replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
thanks eggbeast for the advice. i've always just used the default maloc. i know nothing at all about memory allocators at all. it might as well be moonspeak to me. how do i get the dll for the latest version of JEMalloc (5.1.0)? on their releases page its all source code and .tar files. i really don't wanna have to compile it myself on this jacked up computer im on. is it in the arma 3 dll folder? and how would you compare it to the other one people talk about? tbb4 i think its called. -
Sorry for triple-posting, but each post is about a different thing. I need help. I built a massive mission using your mod. It was US Army vs Wehrmact on that Merville River V2 map from IFA3 or whatever it's called. I made a lot of scripts for it and worked really hard on it for days. I tried testing it a few times and it seemed to be working flawlessly. After the latest "Encore" update that just came out this is what happens when I ever try to even test the mission in the editor, letalone play: No matter who I am, right when the mission starts my view is shoved 2000 meters in the sky looking straight down, sort of like a "satellite" type view. Almost like you're a seagull, but you can't move or look any direction except straight down. Nothing down there seems to move or happen. I found out that I can escape being stuck in this satellite-type view by going into spectator mode with the debug thing in the pause menu and then exiting spectator mode. That puts me inside of my body, but I am unable to look any direction, turn, move, shoot, speak or do literally anything. It's like I'm a living human statue. The other people that I can see in front of me (fellow ai troops) seem to be stuck in the same dilemma and I assume it is the same story for every single unit on the entire map. Even if I leave the mission running for 6 hours nothing will ever change. The AI will never move or even turn their heads. I've tried every slot and it does the same exact thing every single time. I thought it might be a problem with Faces of War getting fucked up by the new update and so I decided to replace everything with IFA3 only shit and made my playable character from the IFA3 mod with NO Faces of War shit anywhere. Same result. I have never seen this happen. There are no forum posts about it anywhere or any way to figure out what the fuck is causing it or how to fix it. There's no .rpt messages to follow. It does not happen with Unsung, it does not happen with a slew of mods for the modern day, it does not happen with any Cold War-era mod. Only the two mods that have anything to do with WW2, IFA3 and FOW, seem to have this problem. It is totally specific to anything WW2-related being placed on the map. Is anyone else having this problem? It is driving me absolutely fucking insane because I have such limited time in my life right now to actually play the game and I worked my ass off on this mission. The only friends I have that play Arma only get Sunday and sometimes Saturday off from work and I'd like to be able to play this mission with them since I don't know when we'll get the chance again. I'll try to provide some screenshots of what I'm talking about when I wake up in a few hours since I haven't slept all night trying to figure this out. It's the most frustrating thing in the world. There is nothing in the .rpt or any console-type file that provides any info at all. Does anyone know what might be causing it? Thanks in advance.
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lol I ran into this problem too and it was annoying as ****. I am no coder, but I was forced to write this ghetto stuff out of desperation and it seemed to end up working well (although not very elegant to say the least). Still gotta do the init.sqf preprocess thing for it to work though.
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If work continues at this pace I think that this will quickly establish itself as one of the greatest mods for the game without a shadow of a doubt.
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Naval Boarding Actions - Breachable ships
pognivet replied to n_icomach's topic in ARMA 3 - ADDONS & MODS: COMPLETE
that's awesome. i really look forward to it. i hear those ai points are sometimes hard as hell to get working right. i wish you the best of luck. -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
pognivet replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I believe that I already have. Don't take me pointing out the obvious as "complaining". I'm not the first person to talk about it and I definitely won't be the last. The first time you spend a few hours working out a complex mission only for the AI to drive suicidally into the ocean instead of using a 150 foot long bridge it can arise some feelings. -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
pognivet replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I love that they've included all those terrains, even the obscure ones like the "desert island" terrain from OFP, but they have many problems. Your version of Sahrani is truly a masterpiece that many people appreciate to the utmost. It absolutely blows the CUP version out of the water in every regard and I have the highest praise for your vision of it including, and especially, the custom structures. No hate on the CUP team because they've done a lot of good work as well, but I advise anyone reading this to not even waste time with the CUP version of Sahrani because you'll only frustrate yourself. I will never use another version of Sahrani other than SMD. It is perfect. It is sublime. Everything works like a Swiss watch. I wish you the best on whatever it is you're dealing with in real life. -
The Unsung Vietnam War Mod 3.0E - Echo Released !!!
pognivet replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Getting a lot of crashes on the Da Krong map, like every fifteen minutes. On the Prei Cambodia map made by bludclot I don't crash even after playing for hours even though that map is much larger and has way more objects and might even be more dense. Even on Khe Sanh I only crash once in a while. It seems to happen every time I turn around too quickly or if I teleport myself across the map. This makes it happen a lot in the editor when I'm flying around with the camera. It spits out this in the .rpt: Version 1.82.144710 Fault time: 2018/06/28 21:48:27 Fault address: 000001C2 00:000001C2 Unknown module file: airassault111 world: DaKrong ======================================================= note: Minidump has been generated into the file C:\Users\pognivet\AppData\Local\Arma 3\Arma3_x64_2018-06-28_20-39-23.mdmp This will happen with even just two or three units on the map. It's pretty much unplayable for me right now. I have an insane amount of DDR4 RAM and I'm running 64 bit so its not a memory limit thing. Is this some sort of weird 64 bit problem? -
The Unsung Vietnam War Mod 3.0E - Echo Released !!!
pognivet replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for your input. I sometimes get weird AI behaviors with flyinheight. One of these behaviors will be aircraft flying around in a circle for eternity after they encounter the first contour in the land they come to. I'll try to mess with flyinheightASL and see if I can make them stay. I've tried using the support modules for allowing players to call in CAS, but the planes never seem to actually drop the bombs and end up flying around the area for like half an hour. The problem with using support modules as well is that I don't actually want players to be coordinating the airstrikes. I mean, it would be nice, but my main motivation is that I want it to be done by the AI while the player is involved in a completely separate role in the same AO that has nothing to do with being a FAC or RTO. Even if you're flying inside of an airplane as a pilot, and you have the full technology to drop an aimed bomb onto a point target, it can be difficult to do so. Speed, angle, height and the contours of the landscape all affect where its going to end up slamming into. To achieve the accuracy needed to actually cause harm to the enemy in the world of APEX (Where trees can never fall, as opposed to the olden days of BRG Africa where you could daisycut LZs) this is nearly impossible to engineer merely by setting an AI's path through waypoints and adjusting their speed and altitude through force. It is literally not much different from working at NASA as a mathematician and trying to calculate the trajectory to land the Apollo cupola on the surface of the moon. Maybe if I get my scientific calculator out I'd be able to get a few of them within a couple hundred meters of where they're supposed to be. I've been able to pull it off once or twice just by dumb luck, but its definitely not the sort of effect on target that's desirable, or even effective. The BIS CAS effect module runs on some function or code, and the RHS boys have even figured out how to add their own planes and bombs to its repertoire. The planes only drop one bomb, but they seem to absolutely nail the target almost every time. The plane will actually pitch itself properly in order to throw the bomb on the right trajectory, or at least close to it. I think you can see the code of the module in the functions viewer in the editor. I'm no pro with coding. Does anyone know how to sort of extract the code from that module as far as targeting goes and put it in my own script? @eggbeast If you're talking about the old support menu from Arma 2 that you could access by using the PRC-25s, good luck bringing it back. I don't know who coded it the first time around, but that was the shit. One of the coolest things in the mod. -
The Unsung Vietnam War Mod 3.0E - Echo Released !!!
pognivet replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Anyone got a good bombing script I could have for use in missions in order to get aircraft to carpet bomb an area or do CAS? I made one, and it works to an extent, but its incredibly inaccurate because the AI pilots jerk to terrain follow in between releasing ordinance. This is what it looks like: if (!isServer) exitWith {}; _unit = _this select 0; _target = _this select 1; {_x disableAI "AUTOCOMBAT";} foreach units group _unit; {_x disableAI "AUTOTARGET";} foreach units group _unit; _laserT = createVehicle ["LaserTargetW", [0,0,0], [], 0, "NONE"]; _laserT attachto [_target, [0, 0, 0]]; _unit dotarget _laserT; _weapon = "Uns_NapalmLauncher_750"; //_mode = (getArray (configFile >> "cfgweapons" >> _weapon >> "modes")) select 0; //if (_mode == "this") then {_mode = _weapon;}; //This never seemed to work so I just explicitly listed the napalm launcher weapon above _unit selectWeapon _weapon; while {_unit ammo _weapon > 0} do { _unit dotarget _laserT; sleep 0.1; _unit forceWeaponFire _weapon; sleep 0.1; }; sleep random [5, 10, 15]; (driver _unit) sidechat "Winchester. Returning to base."; {_x enableAI "AUTOCOMBAT";_x enableAI "AUTOTARGET";} foreach units group _unit; _cleanUp = [_target, _laserT] spawn { waituntil {!alive _unit or !alive vehicle _unit}; deletevehicle (_this select 1); true }; sleep 2; _unit doMove (position rtb1); //rtb1 is a game logic outside of the map and will delete the planes and their crew when they get close to it, to simulate them leaving the area I usually put this in the activation field of a move waypoint for the aircraft near the target. The planes will drop the napalm pretty good, they'll dump their whole loads. When the wind is right it looks spectacular, but most of the time each bomb lands about half a kilometer away from any other one. They also never seem to land anywhere near the target so I assume the AI are just ignoring the targeting part and dropping their load without a thought in the world about where the bombs are going. I don't want to do any Wizard of Oz shit and spawn bombs in the air with velocity and "pretend" the planes flying over dropped them on the target. I really detest that way of making missions unless I really absolutely have to use methods like that. I want there to be an actual full simulation of it, start to finish, which allows for friendly fire, mistakes, bad wind, bad trajectories, shootdowns and so on. I'm sure someone smarter than me has figured this out by now. Will you do a brother a solid? -
The Unsung Vietnam War Mod 3.0E - Echo Released !!!
pognivet replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I can never tell if you guys are annoyed by my constant bug reports and suggestions or ecstatic, but here's another one for you. The O-2 Skymaster flies like a remote-controlled airplane. I've logged thousands of hours in flight sims including Prepar3d. I've done networked flights in 747-400's with other pilots coast-to-coast as the Captain, giving the orders. I've done weird ass simulators nobody has ever heard of landing Super Otters in the bush in Africa. I've done many virtual tours of duties on many virtual fronts in many virtual aircraft in many virtual wars. I geeked MiGs and Sus in Falcon 4.0, brought down Folkes-Wolfes in Sturmovik using P-39's, dodged Buks over Georgia in DCS. I'm not saying I'm some armchair general, but I do know one or two things after reading so many manuals. Bring that Skymaster up to speed and jerk. It turns faster than a car. In real life it would literally rip both of the wings completely off. I know you guys have a huge back catalogue of shit you need to do to take all the ArmA 2 shit and bring it up to ArmA 3 standards, but I'd throw this one in the list somewhere. It's not really important, it flies mostly well except for being incredibly sensitive to control inputs to the point of being almost uncontrollable. You have to exercise extreme delicacy in its operation lest you stall, and this is an aircraft designed to evade enemy ground fire at low altitudes with no ejection seat. Something to think about. By the way does the UNSUNG team and everyone play events? I'd love to take part in one, but I don't know any of the coordinating info. I'm content with any shit job you want to give me even if its loading C-Rations into helos at a rear base. -
Advanced Train Simulator (ATS)
pognivet replied to duda123's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there a way to attach an object or a unit to a traincar such as the default A3 tanoa one? -
Advanced Train Simulator (ATS)
pognivet replied to duda123's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Absolutely amazing mod. One of the best I've ever seen. When a train is on auto-cruise control is there any way for it to select a certain direction when the track diverges? Like make it always turn right or something. -
Naval Boarding Actions - Breachable ships
pognivet replied to n_icomach's topic in ARMA 3 - ADDONS & MODS: COMPLETE
fantastic. i hope you release more ships of different varieties such as oil tankers or cruise ships. this cargo ship actually works as well as a clandestine center of operations or base as it does a target of a raid. i've successfully gotten ai helicopters to take off and land on it. i just hope the bridge gets more work so its not just untextured greyness. i'm well aware of the reality of arma's ai, but do you know of any way to make ai follow a strict path in a straight line using doMove? having people sitting in chairs and standing around is cool, but it would be awesome to have people walking up and down hallways. i've been able to achieve this using doMove. they don't fall off into the ocean, walk back and forth just fine like you'd expect in an early rainbow six game or something like that. the only problem is that they don't walk in a totally straight line but will deviate their path left or right about 3 or 4 feet which is enough to make them walk through walls. i've tried adding more doMove "waypoints" in the script, but they still deviate even if walking just a few feet. i know theres no way to stop ai in arma from walking through walls/buildings/doors etc so is there at least a way to keep them from deviating from a beeline path? i've tried disableai fsm and other weird stuff, but cant really make any progress. anyone know an answer? thanks.