Freddo3000
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Everything posted by Freddo3000
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Force Groups Spawn
Freddo3000 replied to black_hawk_mw2_87's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Check out https://community.bistudio.com/wiki/BIS_fnc_spawnGroup, alongside the condition {alive _x} count units _group == 0 For a trigger to cause it to stop spawning, you can simple create a variable like keepSpawning = true and change it to false once a trigger is activated. -
DHI Battle Dress Uniforms
Freddo3000 replied to Delta Hawk's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@colosseum If you check his patreon, there is a mention of it if you scroll down: https://www.patreon.com/deltahawk/posts- 333 replies
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How to blacklist specific mods
Freddo3000 replied to crookedlungs's topic in ARMA 3 - SERVERS & ADMINISTRATION
Not possible as anyone can just relabel the mod to bypass the blacklist. -
Applying textures to vehicles in editor
Freddo3000 replied to TroyT's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Rename the texture file temporarily? -
Applying textures to vehicles in editor
Freddo3000 replied to TroyT's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
((get3DENSelected 'object') # 0) setObjectTexture "texturePath"; Executing that in the debug console (found under Tools, or Ctrl-D) while having a object selected should work. If you enable filepatching in the launch options, then you should be able to point texturePath at something outside your mission directory. -
Do as in this example: https://community.bistudio.com/wiki/Arma_3_ORBAT_Viewer#Config where the classes are placed inside of each other. Do not define subordinates[] Also, never say "I solve the problem" without saying what you did to fix it, it will make future users very upset.
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Alright, that most likely means that your addon is not loaded, so check if that is the case. Do you have a proper CfgPatches class in your addon?
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ai compilation AI Facts & Myths Compilation List
Freddo3000 replied to Gunter Severloh's topic in ARMA 3 - GENERAL
Going by https://community.bistudio.com/wiki/Arma_3_AI_Skill#Sub-Skills it seems that AI is entirely unaffected by fatigue seeing as the endurance sub-skill is disabled. -
Check in the config viewer if it is actually present
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ai mod [Release] Vcom AI 3 - Dangerous AI
Freddo3000 replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@darkxess Setting vehicles to "locked" in Zeus in reality means "locked for players". See the lock command for more info. -
ai mod [Release] Vcom AI 3 - Dangerous AI
Freddo3000 replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@MK84 Should be fixed on dev -
ai mod [Release] Vcom AI 3 - Dangerous AI
Freddo3000 replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@AlexMercerIV There's a lot of variables here, how close were they to one another, were they in an open field, elevation, etc. -
ai mod [Release] Vcom AI 3 - Dangerous AI
Freddo3000 replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Duke101 Thanks for the report. @genesis92x seemingly pushed the development branch to stable without prior communication, which has left a few things without proper playtesting. -
ai mod [Release] Vcom AI 3 - Dangerous AI
Freddo3000 replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
See release on github here: https://github.com/genesis92x/VcomAI-3.0/releases/tag/3.3.0 -
How to check wether a player is a curator?
Freddo3000 replied to alleycat's topic in ARMA 3 - ZEUS EDITING
@Dedmen That is a better solution. -
How to check wether a player is a curator?
Freddo3000 replied to alleycat's topic in ARMA 3 - ZEUS EDITING
Posting a solution I found for fellow googlefu users: allCurators findIf {getAssignedCuratorUnit _x == <unit>} This will return -1 if <unit> isn't a curator. -
ai mod [Release] Vcom AI 3 - Dangerous AI
Freddo3000 replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@JD Wang I'd recommend placing a move waypoint between them, as VCOM doesn't check if the "HOLD" waypoint has moved. Other than that, it should work. -
ai mod [Release] Vcom AI 3 - Dangerous AI
Freddo3000 replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Jessar The way that VCOM launches changed in 3.2, from being in the init.sqf to a function called on mission start. I'll look if I can find what may make it not run on Headless clients, but again I must state that VCOM isn't tested with HCs in mind. On the topic of performance, it really depends upon the server. I can run with 100 - 150 AI without the server struggling, though I haven't done much testing beyond that number. -
ai mod [Release] Vcom AI 3 - Dangerous AI
Freddo3000 replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Explodie Probably -
ai mod [Release] Vcom AI 3 - Dangerous AI
Freddo3000 replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Explodie That wouldn't work, as #include only works in config.cpp and description.ext. You can however simply change the VCOMAI_DefaultSettings.sqf file to what you want and it should work. -
ai mod [Release] Vcom AI 3 - Dangerous AI
Freddo3000 replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Jessar I'm going to guess that the issue lies with headless clients, there is no real support for them as it stands, and I am not able to test for them. -
VCom AI: Script Version
Freddo3000 replied to JohnRayMitch's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@focheur It isn't obligatory, and will not do anything unless you have CBA loaded. Also the init.sqf part that @davidoss mentioned is no longer required. -
ai mod [Release] Vcom AI 3 - Dangerous AI
Freddo3000 replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@JD Wang They will not pick up weapons if unarmed, but I'll possibly look into it in the future. -
ai mod [Release] Vcom AI 3 - Dangerous AI
Freddo3000 replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@JD Wang Unsure about Driving, but VCOM should never run on civilians. -
ai mod [Release] Vcom AI 3 - Dangerous AI
Freddo3000 replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Djavu I'd recommend setting the VCOM warn distance setting to 0.