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Seems like stealing mission idea's like their genius revolutionary new idea "combat patrol" seems to be more important than this. I will never understand why priorities in this company are so fucked up and im sick of just everyone goes along with it. Just check how long this game has been released and still there is a ton of bugs in the game that even existed in ARMA 2. I rather keep speaking up about this major issue and get me banned again and and again. i just dont give a fuck anymore about your stupid feelings BIS. I demanded that the guy who is responsible to the long term strategy to be fired like couple years ago already.(fastest forum ban in my life) Im pretty sure many Devs would love to fix arma but there is this guy or this group of people who is pushing to milk the most money out of everyone asap instead of providing a solid engine that returns steady profits for decades. The only thing that makes people stop playing arma and stop modding/scripting is basically the sheer amount of bugs. How many good modders have we already lost to other engines like UE4? Imho the best are long gone... They are already publishing standalones or working hard on them. And its because of this retarded long term strategy. If BIS would have invested all their effort in fixing the game, instead of making unwanted, unneeded, overpriced and low quality DLC like marksmen, kart, tanoa, etc... we would have alot bigger player base, alot more modders and scripters etc. Just look at Skyrim. These guys still focus on engine issues, years after release and dont waste their effort with releasing DLC that get boring after 2 hours. And it's still the most played RPG of all times and will probably be for the next decade. And ARMA is dieing a slow and painful death. RIP. Mark my words: In 5-10 years, BIS, EA and Ubisoft will be on the same level of consumer exploitation.
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Johnny Drama started following AUTigerGrad's Regional Ambient Sounds Pack, Combat Patrol, AI Driving - Feedback topic and and 2 others
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this joke needs to be cancelled asap. instead of stealing other peoples mission ideas start fixing this game. its getting more and more ridiculous.
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So the reason why many custom objects do not get recognised by driving AI is because the object has no (proper) physx setup?
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srsly, devs take a look at vcom driving AI. hes gonna publish an update hopefully soon. compared to vcom driving the vanilla AI(yes the one on dev branch) is just unusable. specially on custom maps with high density like Taunus or other x-cam maps they cant drive without crashing into something for longer than 30secs.
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Enemy occupation system (eos)
Johnny Drama replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
works fine for me. I added the Russian RHS units to my unitpool and it turns out that many BTR's, BMD's and some tanks have tons of crew "gunner" seats defined on top of it. For example some BTR's have more than 12 defined "gunner" seats. So i didnt want to have like BTR's with 10 crew members on top. This is how i fixed it (there is still 0 to 2 crew members on top, but i like that): //eos_spawnVehicle.sqf _position=(_this select 0); _side=(_this select 1); _faction=(_this select 2); _type=(_this select 3); _special = if (count _this > 4) then {_this select 4} else {"CAN_COLLIDE"}; _vehicleType=[_faction,_type] call eos_fnc_getunitpool; _grp = createGroup _side; _vehPositions=[(_vehicleType select 0)] call BIS_fnc_vehicleRoles; _vehicle = createVehicle [(_vehicleType select 0), _position, [], 0, _special]; //FIX START for RHS by Johnny Drama if ((_vehicleType select 0) in ["rhs_bmp1p_msv", "rhs_bmp1_msv", "rhs_bmp1d_msv", "rhs_bmp1k_msv", "rhs_bmp2e_msv", "rhs_bmp2_msv", "rhs_bmp2d_msv", "rhs_bmp2k_msv", "rhs_bmp3_msv", "rhs_bmp3_late_msv", "rhs_bmp3m_msv", "rhs_bmp3mera_msv", "rhs_brm1k_msv", "rhs_btr60_vdv", "rhs_btr70_vdv", "rhs_btr80_vmf", "rhs_btr80a_vdv", "rhs_Ob_681_2", "rhs_prp3_msv", "rhs_bmd1", "rhs_bmd1k", "rhs_bmd1p", "rhs_bmd1pk", "rhs_bmd1r", "rhs_bmd2", "rhs_bmd2k", "rhs_bmd2m", "rhs_bmd4_vdv", "rhs_bmd4m_vdv", "rhs_bmd4ma_vdv", "rhs_sprut_vdv", "rhs_t72ba_tv", "rhs_t72bb_tv", "rhs_t72bc_tv", "rhs_t72bd_tv", "rhs_t80", "rhs_t80a", "rhs_t80b", "rhs_t80bk", "rhs_t80bv", "rhs_t80bvk", "rhs_t80u", "rhs_t80u45m", "rhs_t80ue1", "rhs_t80uk", "rhs_t80um", "rhs_t90_tv", "rhs_t90a_tv"]) then { _a2 = [["Turret",[3]],["Turret",[4]],["Turret",[5]],["Turret",[6]],["Turret",[7]],["Turret",[8]],["Turret",[9]],["Turret",[10]],["Turret",[11]]]; _vehPositions = _vehPositions - _a2; }; //FIX END _vehCrew=[]; { _currentPosition=_x; ... ... -
use arma 3 tools (game updater) to get 2 seperate installs. stable and dev. problem solved.
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I did quite some testing with the VCOM AI driving script on the new Taunus map and i gotta say its alot better than bohemias driving ai (running the latest 64bit dev version). There seems to be minor issues from time to time with some new objects that seem to be introduced with taunus (for example new trees). I tried checking the code but couldnt really find out how you could possible fix this on VCOM AI side. maybe its a problem with the new objects, not registered correctly? _nearestObject = nearestObject [_Position, "ALL"]; it seems like they dont get picked up by this function. I reported this to the vcom team aswell. would be awesome if we could fix this.
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i did quite some testing with the script version of this mod on the new Taunus map and i gotta say its alot better than bohemias driving ai (running the latest 64bit dev version). There seems to be minor issues from time to time with some new objects that were introduced with taunus. I tried checking the code but couldnt really find out how you could possible fix this on your side. maybe its a problem with the new objects, not registered correctly? _nearestObject = nearestObject [_Position, "ALL"]; it seems like they dont get picked up by this function. i will report to taunus team aswell, maybe they can find out the problem.
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AUTigerGrad's Regional Ambient Sounds Pack
Johnny Drama replied to autigergrad's topic in ARMA 3 - ADDONS & MODS: COMPLETE
i think you misunderstand me. i would like to use soundfiles in a seperate mod for our server, so i do not have to pack the sound files in every missionfile, like one usually does. but nvm, ill dig into it and see what i can find out -
AUTigerGrad's Regional Ambient Sounds Pack
Johnny Drama replied to autigergrad's topic in ARMA 3 - ADDONS & MODS: COMPLETE
well done, nice collection. i heard very nice ambient sound explosions in one of the videos, is that another thing you made? i never have done a mod myself, so im curious: is it possible to pack this into a mod, have it run on clients(+server?) and then just call the sounds in the missions? so people dont have to download them in every mission file? -
Smoke script not working without any error
Johnny Drama replied to redleouf's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
deleteVehicle _smoke; or what do you mean? _future = time + 30; waitUntil {time >= _future}; taken from the official wiki -
Looking for help on installing scripts
Johnny Drama replied to Zhivets's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ALIAS always gives very long instructions how to use his scripts, he even makes how to use it videos. just make sure you read the workshop page throughly. and yes, what serena said ofc! -
Make single player mod working online?
Johnny Drama replied to psrkallez06's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
even if you can get it loaded somehow, he explicitly says that all the functions and scripts are not made for multiplayer. this probably will mean alot work, since some commands you can use in SP/LAN do not work at all in dedicated environment. This looks like alot more work than just changing 2 lines of code. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Johnny Drama replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
what about the issue with the serverconfig not getting loaded on windows dedicated? -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Johnny Drama replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
so I guess the only solution right now is to rollback to the old version until this is fixed...