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arma131

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Everything posted by arma131

  1. Fantastic work, totally empty buildings have always been an immersion killer.
  2. Interested in trying this but the readme states that there is an issue with tanks? Could you please elaborate?
  3. AI tanks do not use their guns effectively. They tend to charge forward and fire from ridiculously close ranges, which ties into the greater issue, their pathfinding/movement. They constantly run around forward backwards or sideways, exposing their weakest sides to enemy fire. Many times they behave as if they're infantrymen.
  4. I've a mission which inexplicably starts to lag so badly that it becomes unplayable. This doesn't occur in the editor but it does happen in singleplayer and not immediately, in fact it usually takes more than 30-40 minutes and it never happens at the same point. So I've tried to debug it by enabling the console. Unfortunately though enableDebugConsole=2 in my description.ext doesn't work. The console still won't show up in single player. Has something changed in regard to this command? It used to work just fine.
  5. Hi tpw, I've been having some issues with this error spamming my rpt: 19:01:55 Error in expression <ckVisibility [eyePos player, (getposasl _test) vectoradd [0,0,0.5]] == 0} && {c> 19:01:55 Error position: <_test) vectoradd [0,0,0.5]] == 0} && {c> 19:01:55 Error Undefined variable in expression: _test 19:01:55 Error in expression < vectoradd [0,0,0.5]] == 0} && {count (_test nearentities ["car",20]) == 0}) th> 19:01:55 Error position: <_test nearentities ["car",20]) == 0}) th> 19:01:55 Error Undefined variable in expression: _test 19:01:55 Error in expression <Land_HelipadEmpty_F" createvehiclelocal _pos; _test setpos _pos; if (count tpw> 19:01:55 Error position: <_pos; _test setpos _pos; if (count tpw> 19:01:55 Error Undefined variable in expression: _pos I suspect that it has something to do with civs, crowds and cars. I've been playing a dynamic mission which spans for days. I only get this messages when I load its saves and I very rarely notice civilians or cars moving around. Airplanes, boats and parked vehicles seem to be working well though. One other thing, my civs often spawn with IDAP gear when they do seem to work. I've seen them running around donning white helmets, driving IDAP vans, wearing IDAP t-shirts etc. On a final note, I don't know if it's intended or not but Tanoa seems to be getting excessive fog at least during the months of August and September. Most of the days start foggy and stay foggy even when it turns dark.
  6. Hi Leopard, Great mod, but it's been giving me trouble when I use the "Fire on my lead" command. While it works as it should and the AI hold their fire, once your unit does open fire he keeps repeating "Open fire" almost everytime I fire. I think it would be best if it didn't say anything at all. It would also help when using the traditional way of using the command menu to have your squad to fire. Also, I have been getting some errors when I try to use the waypoints but it rarely happens and I didn't check the rpt in time. If it happens again, I'll post the. Other than that great job. Keep it up.
  7. Is it possible to disable the animation kicking in when the player is climbing a ladder? It's no big deal, it certainly doesn't affect gameplay, it just looks unnatural.
  8. Nice idea. Does it work in jungle environment too? Also are SF units excluded? Or units on stealth? Is it still possible to suprise the AI?
  9. Thank you Larrow, I just tried the addon and it finally works. Thanks again.
  10. I've tried enableDebugConsole= 1, 2 and enableDebugConsole[] = { "UID" }; in vanilla without any mods. Still no dice. The test mission is just one unit with one waypoint. The mission folder contains just the mission.sqm and the description.ext. I don't know what else to try.
  11. Has anyone else seen this affecting the AI? I've seen them get stuck with their weapons high.
  12. Obviously yes, but I figured that the same pool of vehicles is being used for both Cars and Park?
  13. I removed all the strings from the config as suggested but unfortunately it still doesn't work. I got technicals and one BTR from OPFOR mod within minutes. I should specify that these were parked and not moving. Not sure if it makes a difference?
  14. I was wondering if it's possible to blacklist some of the vehicles that appear with tpw_cars? Right now, I often see HEMTTs and Humvees spawning which, depending on the type of the mission, could be immersion breaking. It would be nice if there was the option to have just civilian vehicles or military ones as well. Other than that, this mod keeps on getting better and better.
  15. arma131

    [Release] Incon Airpower

    Anyone know why the radio calls eventually stop working after loading a mission save? Everything works perfectly until I resume the mission on another day. After loading a save, the calls sometimes work when I request a CAS (0-0-1) but completely stop when I interact with CAS (0-0-3), although the player's calls still work flawlessly. It's only the CAS' callbacks that aren't working anymore. I can actually get it to launch a bomb/missile without callbacks by going through the whole process as the menu commands still change according to which phase the request in (Mark target, Repeat, Missile/Bomb, Engage so on and so forth). The problem is that even this isn't completely reliable and there's no telling if a weapon has been launched in fact and when will it impact.
  16. Don't see how that's possible since it's my mission and there is no code to spawn vehicles in it.
  17. Hey tpw, I've noticed that tpw_park_active set to false doesn't work. I still get spawned parked vehicles. Please take a look at it when able.
  18. This might be a longshot but I think that it's possible to open binarized mission sqm files with the Eliteness editor http://www.armaholic.com/page.php?id=19784
  19. Have the exact same issue. Rpt file consists of entry after entry of the time stamp + Obsolete. Nothing else.
  20. arma131

    Smarter tanks script

    Perhaps these two mods might be of interest: https://steamcommunity.com/sharedfiles/filedetails/changelog/839956406 and https://steamcommunity.com/sharedfiles/filedetails/?id=884012716
  21. Hi tpw, I've been testing a dynamic mission in Tanoa which is supposed to go on for weeks in game time. So far, in every single attempt tpw civs stops working after a while with the following error: 18:24:44 Error in expression <ount tpw_civ_houses))); _wppos = getpos _house; _wp =_sqname addWaypoint [_wppos> 18:24:44 Error position: <_house; _wp =_sqname addWaypoint [_wppos> 18:24:44 Error Undefined variable in expression: _house 18:24:44 File TPW_MODS\tpw_civs.sqf, line 196 I took a look at the script version in your addon, but I couldn't get it fixed. It always seems to run fine for a while until it abruptly throws this error and all civs go missing. Any ideas? Another thing that I noticed is that tpw boats seems to have issues deleting boats and crews. I get empty or beached jet skis and boats all the time with a lot of their crew in the water covered in blood, presumambly after a collision? AI pathfinding is horrendous but shouldn't they be deleted after a while?
  22. arma131

    ASR AI 3

    Yes that's the one
  23. arma131

    ASR AI 3

    Hey Robalo, Ever since I updated to 1.72, I've been having issues with the triggers activated by BLUFOR. None of them worked until I removed the incognito pbo. Other than that, everything seems fine.
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