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nerexis

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Everything posted by nerexis

  1. nerexis

    AI-support for Arma3 in 2023

    I totally support this. It's a shame for a such game that the community has to fix such a big design flaw i. e. which is allowing AI units to pass through walls etc. by creating mods like my mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2904714255
  2. This is huge issue in Linux version of the server which is not fixed yet: https://feedback.bistudio.com/T161913
  3. Is there any way to increase time value for signature check timeout of BattlEye? (To make it longer until it kicks out a player not responding quickly)
  4. Bump: multiple mods are still not recognized in Launcher even tho, I have updated meta.cpp and mod.cpp to correct values for those mods on server side, meaning name and publishedid, so not sure if required also in the mods but some of them have it and still not recognized. The list of not recognized mods from Steam Workshop: ACE RKSL Compatibility Nerexis Repack Kyklop's Electronic Warfare Map Darkmode ACE Repack Nerexis Plastic Armbands Repack Nerexis Realistic Drones Freestyles Crash Landing Tier One Weapons NIArms ALl In One (V14 Onwards) Screenshot, notice the mods marked as red.
  5. I have created a mod, and according to description I should have 2 required files to make it properly detected by server launcher / server browser which is mod.cpp and meta.cpp with correctly set steam workshop mod id (taken from URL). I have it all done, it's showing in launcher but there is no option like on other mods to download it automatically. I'm using Linux Dedicated x64, latest stable version. Mod link: https://steamcommunity.com/sharedfiles/filedetails/?id=2614017981 Mods in startup param is added like ~ -mod="clientmods/2614017981;" So they are pointing to folder with mod id (could this be an issue on Linux? According to my test it the same result with mod id or mod name). How it shows in launcher: meta.cpp:
  6. Hello, is there any SQF scripting command to get the currently set range of active radar?
  7. Hello, is there any way/hack/trick to override final var/function specified in mod's CfgFunctions file?
  8. Thank you a lot, it works as expected! 🙂
  9. It work perfectly, thank you!
  10. Hello, is there a way to disable sharing of the score of players by the server or way to disable scoreboard or sharing of it? In our pvp game mode people are cheating by using external server tracking websites / Steam Friends View Game Info features to check scoreboard of players to get an intel what players are doing - for example if their scoreboard is rising they already know player is fighting with AI.
  11. Hello, does anyone know what is IDD of "hint" sqf command triggered gui msg box? It seems my infistar is blocking it and I'm not sure what IDD to whitelist.
  12. The IDD 301 is mentioned in https://community.bohemia.net/wiki/Arma_3:_IDD_List as IDD_HINT
  13. I found the way how infistar makes it disappear. So it has function called when frame is rendered which invokes hintSilent ""; command which clears the message: dupecheck_d3dcode = { hintSilent ""; (findDisplay 602) displayRemoveAllEventHandlers "MouseButtonUp"; (findDisplay 602) displaySetEventHandler ["MouseButtonUp","mousebuttonupinventory = diag_tickTime; "]; if(cameraView isEqualTo "GROUP")then { cameraOn switchCamera "INTERNAL"; systemChat "<infiSTAR.de> TacticalView is not allowed to be used!"; }; false };
  14. I have 301 whitelisted but it still doesnt work: /* Use IDD White-List ? */ UDW = "true"; /* allowedIDDs: Insert IDDs here to prevent them from being closed! */ allowedIDDs[] = { /* default idds */ -1,0,4,5,6,8,12,15,18,24,49,54,55,70,72,101,160,174,177,999,131,63,602, //InGameUI 300,301,302,303,304,305,
  15. Goal: to be able to use/trigger Suppressed EH for players inside the same faction INDEPENDENT. https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Suppressed Situation: all my players are set to be on the INDEPENDENT side and this is a requirement by a third-party mod so I can't change it. Problem: the event can only trigger between enemy units, so as recommended in BIKI I have added in mission init: independent setFriend [independent, 0]; but that also prevents them to enter each other vehicles. I want them to be able to enter such occupied vehicles because in general having all players in INDEPENDENT factions does not really mean they are actually enemies.
  16. Additional tip: when you are guys processing huge amount of objects in a scheduled env, you can speed up script execution by opening loading screen, in such case scripts run 50ms per frame instead 3ms: https://community.bistudio.com/wiki/startLoadingScreen
  17. It will look like it works, but over time players get desynced, and one player sees an object and one not. Please read: https://community.bistudio.com/wiki/Scheduler
  18. It's because you have to use that command on the server via the hideObjectGlobal command in the Preinit phase of the scheduler.
  19. Another workaround: { _x setUnconscious true; sleep 3; _x setUnconscious false; } forEach allUnits;
  20. Workaround - if you spawn vehicle then put ai inside it then move it out then AI works fine, example: 😄 private _vehPos = [83.6971,17726.9,0.00132751]; private _veh = "C_Offroad_01_F" createVehicle _vehPos; private _unit = (createGroup east) createUnit ["B_RangeMaster_F", _vehPos, [], 0,"CAN_COLLIDE"]; _unit moveInAny _veh; moveout _unit; deleteVehicle _veh; [group _unit, getPos _unit, 1000] call BIS_fnc_taskPatrol;
  21. I have exactly the same issue on my Ubuntu 20.04 with Linux using x64 binary (not sure about x32). I think the setup on Windows worked just fine, or I missed something. I see error spam in rpt logs: Error: Neither Geometry nor LandContact level is present in model a3\weapons_f\empty.p3d not sure if its related. EDIT: and for some reason, some other AI units work just fine. Exactly speaking, I'm hosting Exile mod server, and AI spawned using DMS mission script on a mission have that issue, but AI spawned through the different script but which uses DMS in different scenario works fine? Spawned vehicles with AI inside also work fine, and after they eject from the vehicle they also work fine.
  22. nerexis

    Alter artillery settings

    Can you tell, how did you acquire the control id 510? What is a workflow to find out what is what in UI?
  23. I wanna know if it's possible to prevent certain players in Independent side to connect to UAV which has already player connected UAV from Independent side. Best way would be to use some event handler which checks if there are already connected players to UAV, something like that. So what kind of event handlers work on drones?
  24. private _getEmptyPositions = { private _positions = 0; private _veh = _this select 0; // hack: other functions like emptyPosition doesnt work with all veh like Pawnee _positions = (count fullCrew [_veh, "", true]) - (count fullCrew [_veh, "", false]); _positions }; SHARE: This is best way to check if vehicle has ANY empty positions, other methods aren't reliable for some vehicles like Pawnee CoPilot seat.
  25. nerexis

    AI Jets crashing a lot

    The waypoints are set as this: _wp1 = _group addWaypoint [_aircraftInterior, 10]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointSpeed "NORMAL"; _wp1 setWaypointCombatMode "RED"; _wp2 = _group addWaypoint [_aircraftInterior, 1]; _wp2 setWaypointType "GUARD"; _wp2 setWaypointSpeed "FULL"; _wp2 setWaypointCombatMode "RED"; //_wp2 setWaypointTimeout [1000,1500,2000]; _wp3 = _group addWaypoint [_aircraftHeliLandingSpot, 0]; _wp3 setWaypointType "CYCLE"; _group setCurrentWaypoint _wp1; I spawn them in script in such way: for [{_i=0}, {_i<3}, {_i=_i+1}] do { _rPos = [ (_pos select 0) - 150 + random 300, (_pos select 1) - 150 + random 300, 150 ]; _tmp = [ [ _rPos ], _group, "assault", _difficulty, _side, selectRandom _chopperTypes //"I_mas_MI24V"//"I_mas_MI24V" ] call DMS_fnc_SpawnAIVehicle; _tmp setVehiclePosition [_rPos, [], 400, "FLY"]; _tmp engineOn true; _tmp allowFleeing 0; _tmp doMove (getPosATL this); _tmp flyInHeight 300; _vel = velocity _tmp; _dir = direction _tmp; _speed = 150; //comment "Added speed"; _tmp setVelocity [ (_vel select 0) + (sin _dir * _speed), (_vel select 1) + (cos _dir * _speed), (_vel select 2) ]; { _x setskill ["aimingAccuracy",0.005]; _x setskill ["aimingSpeed",0.005]; _x setskill ["spotDistance",0.7]; _x setskill ["spotTime",0.7]; } forEach crew _tmp; createVehicleCrew _tmp; (crew _tmp) joinSilent _group; _tmp setVariable["DisableFreezing",true,true]; _tmp enableSimulation true; _tmp enableSimulationGlobal true; _tmp enableDynamicSimulation false; _attackChoppers pushBack _tmp; }; (Chopper types variable contains jets too) They only crash when striking target, because they fly too low to attack it. They usualy crash into mountain etc. They might try to engage using the minigun, maybe thats problem. How can I disable use of minigun weapon in jet by AI? It's ok if they only use bombs.
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