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Everything posted by Freddo3000

  1. ((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.
  2. Freddo3000

    ORBAT in Config

    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.
  3. Freddo3000

    ORBAT in Config

    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?
  4. Freddo3000

    AI Facts & Myths Compilation List

    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.
  5. Freddo3000

    ORBAT in Config

    Check in the config viewer if it is actually present
  6. @darkxess Setting vehicles to "locked" in Zeus in reality means "locked for players". See the lock command for more info.
  7. @AlexMercerIV There's a lot of variables here, how close were they to one another, were they in an open field, elevation, etc.
  8. @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.
  9. See release on github here: https://github.com/genesis92x/VcomAI-3.0/releases/tag/3.3.0
  10. Freddo3000

    How to check wether a player is a curator?

    @Dedmen That is a better solution.
  11. Freddo3000

    How to check wether a player is a curator?

    Posting a solution I found for fellow googlefu users: allCurators findIf {getAssignedCuratorUnit _x == <unit>} This will return -1 if <unit> isn't a curator.
  12. @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.
  13. @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.
  14. @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.
  15. @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.
  16. Freddo3000

    VCom AI: Script Version

    @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.
  17. @JD Wang They will not pick up weapons if unarmed, but I'll possibly look into it in the future.
  18. @JD Wang Unsure about Driving, but VCOM should never run on civilians.
  19. @Djavu I'd recommend setting the VCOM warn distance setting to 0.
  20. This is likely due to the danger.fsm which you can find in Arma 3/Addons/characters_f.pbo. The FSM is ran whenever there is a "danger" event, which can be a lot of things, such as gunfire, enemies, but notably one thing "CAN FIRE". When the AI encounters anything that it can target, the default script is simply as follows: //_this globalChat "Stopping to fire"; _stopUntil = time + 4 + random 4; // soldier stop - set max. speed to 0 if (vehicle _this==_this) then {_this forceSpeed 0;} This FSM can be overwritten by your own, so you should be able to get rid of that or implement your own solution.
  21. Hey, I'd like to suggest that you change your license to something more defined. Currently the license is very loosely defined. License: Tactical Combat Link has been created for Bohemia Interactive Studios ARMA 3 ( Armed Assault 3) the ARMA community and for free use only! Please keep this modification as it is! This modification has been Developed / Scripted / Tester by =\SNKMAN/= It would be better to license it under one of the official ArmA Licenses provided by Bohemia Interactive so people can know for sure if what they're doing is allowed. Check out the different licenses here: https://www.bohemia.net/community/licenses The reason I am suggesting this is because I work on a different AI mod, VCOM, which does a lot of things similar to what you do here. I don't like to reinvent the wheel, so I often look at and take inspiration from other scripts assuming that the license allows it. It also helps to have a good license in place if this mod would get abandoned at one point or another, because if you either don't have a license or a very loosely defined one, your mod may simply die without anyone being able to take it upon themselves to maintain it. Anyhow, very interesting thing you've got going here. I'll have to check it out.
  22. That was one of the first things we tried, but the AI simply ignores it much like when they eject when their vehicles are about to blow up.
  23. @velzevul That is unfortunately a vanilla issue that occurs from time to time. There isn't really anything that we can do as far as I know. @piggypotpie You're using the command wrong. it is supposed to be <parameter> setVariable ["Vcm_Disable",true]; where <parameter> is the unit group. So either you can use this setVariable ["Vcm_Disable",true]; in the init field of the group, where "this" refers to the group, or (group this)setVariable ["Vcm_Disable",true]; in a group members init field, where "this" refers to the unit and the "group" command returns the group of this(unit).