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vafana

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Posts posted by vafana


  1. @pvt. partz a few small suggestions, if you don't mind:

    I know that "ambient combat" is part of the atmosphere of the story, but the option of "disable" for fps sake would be desirable; and I don't know if it is intentional, but there are many "holy places" omitted, if you consider to put them all, in my port version there are all (-1 maybe). Thanks again for the port, I enjoy it.👍


  2. 25 minutes ago, Rydygier said:

    I do not see such error in RPT, also all seems fine in that part of the code indeed, so it's kind of a mystery. 

    Thanks for the responses, the error is a mystery, because the second time I started the mission, it didn't appear anymore.... but I tend to believe that it is related to "ambient combat", and in this version not having the possibility to disable it, I cannot verify.

     

    @pvt. partz Very nice port, thanks!

     

    • Thanks 1

  3. Hi, @pvt. partz

    Another approach to the mission is welcome, thanks;

    But for the moment it's unplayable for me because from the beginning I get this error on the screen and it doesn't go away at all:

     

    '...AIs set [foreachindex,0]};
    }
    }
    foreach // RYD_JR_AllSpawnedAIs;
    ,
    RYD_JR_AllSpawned...'
    Error Undefined Variable in expression: ryd_jr_allspawned

     


  4. I noticed that AI "hearing" is very bad, an explosion with HE grenade at a distance of 100m from an enemy patrol, did not alert them at all; another strange reaction was when from a distance of 600m I eliminated with a HMG, half of a group on patrol, and after a few seconds the others went into safe mode. It's weird that I noticed this reaction after the last update.


  5. 34 minutes ago, nkenny said:

    @vafana
    I am not seeing that error on my end. Even testing with CBA, ACE3, and RHS. Though on occasion the RPG32 does throw an error on starting up. Which suggests dodgy load order. The lambs_rpg is in any case due a revisit. Try disabling the mod on your end and see if it persists. 

     

    -k 

    I did some tests, it seems that it has nothing to do with your mods, it was Blastcore and the new dev branch update.

    Thanks for the quick reply, I appreciate your work.:thumb:

     


  6. On 9/10/2019 at 3:04 PM, snkman said:

    Well if there is a syntax / script error it defenetly means something did not work as it should.

    But as said befor guess ( if i'm right ) this is something happen very very rarely.

     

    It happened to me again, the same conditions, an AAF group calls reinforcement, a Spetsnaz group responds, I manage to eliminate everyone, only one unit Spetsnaz AT surrenders, regardless of whether I release or eliminate it, the error immediately appears and no longer disappears from the screen. I noticed that the AT unit takes command and calls for reinforcement again, while surrendering.


  7. 44 minutes ago, snkman said:

    @vafana

    Do you have any additional info about this error?

    Do you remember what happend when it appears?

     

    Did you by any chance change something in UserConfig > GLX > GLX_AI.sqf?

     

    Yes, I made some changes in GLX_AI.sqf

    Quote

    // ==============================================================
      // G.L.X A.I. Reinforcement Request: ( Knowledge )
      // ==============================================================
      // Choose knowledge A.I. group(s) need to have about their enemy(s) to requesting reinforcement(s).
      // Note: If this value was set to 4 A.I. group(s) are not able to request reinforcement(s).
      // 0 - 4.00, default is > 1
         GLX_AI set [0, 1];
        
      // ==============================================================
      // G.L.X A.I. Reinforcement Request Courage: ( Rating )
      // ==============================================================
      // Choose A.I. group(s) courage rating factor.
      // Note: The lower this value the faster A.I. group(s) will be rated overpowered and request reinforcement(s).
      // Example: By default A.I. group(s) with 4 A.I. unit(s) vs 1 enemy unit will not request reinforcement(s) but A.I. group(s) with 4 A.I. unit(s) vs 2 enemy unit(s) will request reinforcement(s).  
      // 0.01 - 1.00, default is 0.15
        GLX_AI set [1, 0.90];
        
      // ==============================================================
      // G.L.X A.I. Reinforcement Request: ( Limit )
      // ==============================================================
      // Choose how many A.I. group(s) can be requested as reinforcement(s).
      // 0 - 30, default is 3
        GLX_AI set [2, 1];
        
      // ==============================================================
      // G.L.X A.I. Reinforcement: ( Cancel )
      // ==============================================================
      // Choose time of how long A.I. group(s) should search for their enemy(s) after loosing all knowledge about their enemy(s).
      // 30 - 500, default is 170 seconds
        GLX_AI set [3, 200];

    I was engaging a group of enemies that were in a vehicle, at the same time another group spotted me from another direction (4 enemies), I managed to eliminate the group from the vehicle, then 3 from the second group, and one of them surrendered, when fight ended, the error appeared on the screen and did not disappear. Mission Pilgrimage Livonia https://forums.bohemia.net/forums/topic/208892-pilgrimage-ported/?do=findComment&comment=3363345


  8. 10 hours ago, nkenny said:

    LAMBS RPG7 is a simple mod which makes the AI fire the RPG7 more indiscriminately at infantry, vehicle and air targets. As I have argued exhaustively elsewhere, this is a natural extensions of Arma3 small arms tactics. The AI is configured in such a manner that it may prefer the RPG to the carried rifle. Links to Github and Steam Workshop

     

     

     

    First of all, impressive work, thank you.

    I wonder if it is possible for you to include in "LAMBS RPG7" the RPG-42, MAAWS, PCML, because I think that they can be used in the same way as RPG7.


  9. 3 minutes ago, EO said:

    Maybe if the mission file is unbinarized you can just remove the mod in question, then repack.

     

    Of course, this is not difficult, but I wanted to know for sure, maybe he omitted this dependency, because in the description he says that "Contact uniforms at mission start".


  10. 1 hour ago, Beagle said:

    I don't like it, it is simply too much and sounds distracting at best. Too much sound of wildlife while the forrest are instead void of animal life. Additionally some of that animal sounds simply don't belong into a baltic country forrest.

    It's not about soundscape of the map, the sounds I'm talking about can only be reproduced in the villages along with the rain and a very cloudy sky; try in the editor, a unit into a village (Radacz for example), rain, cloudy sky 100%, and you will understand what I'm talking about.

    • Like 1
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