Jump to content

Ghost_Warden

Member
  • Content Count

    101
  • Joined

  • Last visited

  • Medals

Everything posted by Ghost_Warden

  1. Ghost_Warden

    Zee Identity Pack

    Hey, That's a real nice work. I'm really waiting for the final version. We will wait the time needed to. No need to speed up, take all the time you need for this great mod. More diversity in Arma III is capital and this mod brings this possibility. Thanks for your work !
  2. Ghost_Warden

    Placed units lay down in buildings. Is CQB possible?

    Hey, I only share the file via PM, I've already been confronted to the disrespect of the sharing condition for some of my mods that I need to stop sharing after this kind of attitude. So, I only share the script via PM, like that, I can explain the conditions and I explain them inside the script file as well. That can avoid some problems and give me proof if something bad happened. Just ask for the file by PM if you want to test it ;)
  3. Ghost_Warden

    Placed units lay down in buildings. Is CQB possible?

    Yep, that's what I've understand too :) Yes, I just waiting to find somebody that can help. Yes, naturally, I don't say that soldiers must stand up in an open field, that's logical. But when they move in open areas, they often are inside troop carriers and with vehicles, and if there's hostiles, they can hide behind the vehicles. I just say that finally, there's not really many soldiers that go prone during combat to keep their movements and ability to move fast. And finally, only those who take a covering or defending position or must use special weapons take this position. All others must move to take advantage, and so, we never see all the soldiers go prone in a combat area. And yeah, that's a major part of the goal of this script. Like the AI in ArmA have "X-Ray" view and can shoot us even hiding behind tall grass or even bushes, and at 300 meters laying in the grass when we just can't see or aim them, getting the AI go crouch or stay up give us more accessible situations. If you like to test the script and give a feedback, why not. And if you know how to get a functionnal conversion of this SQS script to a SQF one, and working in a PBO file that can work for all ManBase ingame, that's a good news. After that, if you have more skills in scripting, maybe we can see to make an alternate version of this script by adding some elements. We can make a basic file to make AI choose randomly between stand and crouch while getting in combat behaviour. We can make an alternate one that make the same thing but make those who use marksmen rifles or machineguns go prone. That can be a version that be prefered for those who still wants to see some AI go prone. That's an example of what I tried to do, but considering that I'm not really an advanced scripter, successfully doing that to correct my problem in my custom missions is already great and so don't already looking for it.
  4. Ghost_Warden

    Placed units lay down in buildings. Is CQB possible?

    I can send you the script via PM. Like that, you can see and test it. Already done. Already ignored haha. I'm not the only one that speaking about this lack of help, I have a friend that encounter the same problem to find help on the forums. And I've already tried to share it here with images to show how the script work. But nobody ever test it or giving any feedback. That's why I understand that members are not interested and delete it from the forums. In fact, if you look at the combat videos available, you oftenly can check that soldiers never go prone without any good reasons. And the reason to not go prone in combat is that you clearly reduce your moving speed and your movements. And that can be a definition appearing in the "How to be easily killed" in a combat manual. Those who use machineguns and marksmen rifles can go prone if they are above the target area or need to stabilize the weapon, and that is effective. Without that, you'll never see any professional soldiers doing the things the AI soldiers do in ArmA. And like I know some friends that are in army, or even civilian forces like the Police, they are agreed with that, especially the soldiers. We must stop to share this false idea that all the soldiers go prone, even in open areas. They stay up or crouched and go under cover. And if all soldiers are prone, nobody can see the others and they just stayed here without any field of view and the situation stay blocked. But, if some people still wants to trust the fact that all soldiers go prone everytime during combat, well, I can't do anything against that and they just don't have to use my script or critizice it. They just can continu to use ArmA like a "Grass Shooting Simulator" ;) HeroesandvillainsOS don't clearly said he will help me. But if he wants to, and if the script interest him, I'll share it with him of course. I've never said I'll don't accept any help from him if he wants to. I can even give him my Skype contact to speaking about that without any problems.
  5. Ghost_Warden

    Placed units lay down in buildings. Is CQB possible?

    The threads doesn't exist anymore because useless after seeing that nobody giving any help. The script is relatively simple as SQS format, but no way to get it working in SQF. And I don't know anybody that can give me any help. I always use it in my custom missions, and it's really nice to don't always have all hostiles in the grass. And like I'd really like to use it as general mod for original BI missions, I still searching for help, but it's hard to find some.
  6. Ghost_Warden

    Placed units lay down in buildings. Is CQB possible?

    That's why I trying to find some help to turn this script (that needed to be add in each init field of each unit that must execute it) into a global script executed by all entities (ManBase) and loading with the game. Without that, all spawned units can't execute this script unlike a global mod. I think that my script can correctly works with AI mods. I don't try until now because no AI mods actually works correctly (compared to the descriptions) or some just add functionnalities I don't want. But if we can merge my script with another good AI mod that let the AI move and adapt to each situation, we can have an AI mod that avoid this abusive prone position (and finally get rid of this grass shooting simulator and those inadapted positions) and those AI that can't do anything without any script. I've already wait more than a week with multiple views on a topic created to asking for help on this, and even try myself to do it, but nobody never answered and I don't find any way to do it myself. And other topics most recents than mine get answered. So, nobody seems to want to help me doing this. Actually, the SQS works very simply and well. Some issues appear while trying to use a SQF file instead, maybe I don't do it correctly, but for example, an AI in safe behaviour is detected as in combat behaviour by the SQF script code. So, I don't really know if I do something wrong or if it's a game issue.
  7. Ghost_Warden

    Placed units lay down in buildings. Is CQB possible?

    Hi, I've just making a SQS script file since month ago to make the AI randomly choose between crouch and stand position while in combat behaviour and stay up when in safe behaviour. I've already asked for help from a scripter to convert it to SQF and having it in a PBO file to execute it at game start but nodody never answered. It seems that helping each other became less important in this community, and that's bad. So, actually, I still use this SQS script and must add and execute it as a script in each custom mission. I'd like to see it become a mod file because I'm tired of always being obligated to shoot grass to be able to neutralize hostiles. That's really boring and unrealistic at all. I can share you the script if you want to test it and see if that fit to the result you want. That only avoid AI that execute the script to go prone while in combat behaviour, and not modify the strategic capacity of each of them. Let me know if you want to test it.
  8. Ghost_Warden

    CBA - Community Base Addons - ARMA 3

    Actually, all I can see is that these lines, never used anywhere, cause issues and don't cause any issues when not used. They're never ever been any issues before these lines added, and I already explore the configuration files from BI, and I've never see this way to do, so, for me, it's not an issue that can be let to BI responsability. If they don't use it, maybe there's a good reason ? So, why using it in CBA ? If CBA add theses lines that are not correctly supported, while BI don't use them, CBA cause the issue by adding these lines. It's logical. So, maybe you think and said I'm wrong, but I don't invent anything, the fact is here, these lines, used in CBA, cause errors. And that's not the first time that BI introduce possibilities in their games and don't use them and wait to make them available later. For example, the jumping over obstacles animation exist since the first release but the action of jumping over while runing still use the walking one instead of the jumping one in older versions. It's integrated now. So, no, I don't think I'm wrong. BI don't use that way in their own configuration files and there's a good reason for that. And if you know that's not correctly supported by Arsenal, why using it ? Because now, that's a fact from my side, CBA with these lines used by CBA Team cause this error :) You should make these modifications as an alternative file in optionnal folder. Like that, this can avoid errors for those who just want to use the good old method that working without errors. After that, I know that I don't have this issue with the previous versions of CBA and have it since the last update. CBA add these lines that, like you said, not already supported, so, CBA is the source of the issue. More exactly, the "cba_jr" file. Because this not a real global CBA issue. A really good mod and a good work on CBA by the way. Well, I've reported this issue, I've tested and reported that it's coming from "cba_jr" file, after that, it's your choice. You can take in consideration my report and the proofs I've done to you and correct it. You can continue to said that I'm wrong even with the proofs that leads to this observation and conclusion and don't do anything and continuing to use lines that cause issues for all those who using CBA. I personnaly think that the first solution is the better one, but, again, it's all your choice. Another little thing, I've just share my idea and observation with some people I know that using CBA and encountering the same issue, and they finally get into the same conclusion. I've already asked to these people to make some researches on their sides and by their own ways, and they all have the same conclusion. CBA using lines that cause errors. Even if these lines are available. Another final information, these lines was used to add a muzzle accessory that is already available by default in the original configuration files from BI, so... Why using it to add a muzzle accessory that is already available ? The only risk is that can cause a double in the accessory list and other errors like the "ghost" item I've report and you said coming from BI. But BI don't use it, so, it's not the case. All muzzles, pointers and optics was already added with the asdg_xx configurations. So, it's useless. But, well, that's all I have to say. I can't do anything if you still thinking that adding these lines in this file that causing error is not coming from you even if these lines that causes this error was present only inside the files that CBA Team created. I should avoid reporting bugs and errors in the future if I only can see that we said me "It's not true, you're wrong, it's in your head, our mod use this thing and no other mods, but that's not our mod that causing this issue, even if there is only our mod that using this thing that cause errors, and BI should fix this because we want use it even if it's not ready to be used yet". But I say that, I say nothing of course ;) Good continuation, and thanks again for theses nice mods.
  9. Ghost_Warden

    CBA - Community Base Addons - ARMA 3

    That's not a Virtual Arsenal issue. It's related to the last modifications inside CBA. For the proof, when correcting the CBA file that add the lines that generate this issue, all is normal again. You can test, and you'll see that when using a "cba_jr" PBO file with the corrected configuration file that remove the "class compatibleItems : compatibleItems" line in each rifles modified by the info I mentioned, all is well again. Another thing that proove it is that only the rifles mentioned in the last modifications were impacted by this issue. So, it's a CBA issue.
  10. Ghost_Warden

    CBA - Community Base Addons - ARMA 3

    Hi CBA Team, Can you see for doing an alternative file to disable this new functionnality : => ADDED: JM (Joint Muzzles) support for MX, Katiba, Rahim and Mk200 (#252, #281) robalo Because of this modification, all the personnalisations I've made for BI weapons in muzzle slots are completely messed up. An optionnal file to deactivate your modifications for those who don't want it should be really nice, considering the fact you've already done something like that for some optics on short rails and that everybody don't want theses modifications. And like many mods have dependencies for CBA and this mod brings many nice functionnalities, thinking about doing these kind of files as an optionnal and not as an obligation should be really great. For example, if I want to use other suppressors than those defined in the file, I need to modify each rifles by class in my configuration files instead of just modifying the base weapons concerning the BI weapons. And there's an issue, if I don't want to integrate the BIS suppressors, it appear as a ghost item, visible in the muzzle accessories list but not on the model. This problem appear since your last CBA update. So, please, can you considering to bringing this last modification concerning the muzzles as an optionnal to avoid breaking the work from others ? Thanks a lot. PS : Making the modifications in the personnal configuration file permit personnalization of the muzzle accessories. This generate the "BIS Suppressors ghost accessory" issue describe up there, in other words, even defining the BIS muzzle accessories on "0" will let them visible. PS2 : Actually, the only ways to don't see the BIS suppressors is to hide them with the "scope = 1" command. I've never ever had to do this before, so a fix for this should be great. Really. Thanks.
×