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Everything posted by JD Wang
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How about something like a blow to the back of the head with a rifle butt? Or a pistol whip? That would make for a quick animation and allow you to subdue the enemy without being stuck in a long winded animation. You could even have a variable for "random failure" where you hit the guy but he doesn't go unconcious.
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Thanks R3vo, I'm not sure how anyone manages without this mod, there's just so much good stuff. There's one thing that really bugs me in the editor, I don't know if it annoys anyone else or even if you could fix it, but whenever I place a unit and then go back to the list to grab another, it always seems to default to having the NATO section expanded and centred. If I collapse the NATO list it'd be super awesome if it stayed collapsed. The amount of times I've gone to place an RHS rifleman, and ended up grabbing the vanilla NATO rifleman because the list automagically expanded again is crazy. Hope the explanation makes sense and really hope it's something you can fix Thanks again for all your work
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terrain Terrain : G.O.S Leskovets
JD Wang replied to makhno's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Awesome man, you put out some amazing maps, thank you so much -
Spawned ACE3 pressure plate IED not working
JD Wang replied to Spatsiba's topic in ARMA 3 - MISSION EDITING & SCRIPTING
[ "ACE_IEDLandBig_Range_ammo", "ACE_IEDLandSmall_Range_ammo", "ACE_IEDUrbanBig_Range_ammo", "ACE_IEDUrbanSmall_Range_ammo" ]; That should fix it. You're spawning the "defused" objects I believe, adding _ammo to the classname should give you the armed versions -
Vcom AI V2.0 - AI Overhaul
JD Wang replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Pretty sure if you take out the _x and replace it with this you'll fix your problem eg {this setvariable ["NOAI",true];this setvariable ["VCOM_NOPATHING_Unit",true];} foreach (Crew this); -
ARMA 3 Addon Request Thread
JD Wang replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
You mean like this? -
[AI BUG - VIDEO] Dancing AI
JD Wang replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Spotted this just now, not sure if it's related https://github.com/CBATeam/CBA_A3/pull/570 -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
JD Wang replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think we basically covered the main ones in the VCOM thread. The support aircraft mostly doing crazy things (although I haven't seen that much after you took a look at it) The other was something I brought up the other day about if you could change abilities from rank based to say faction based because it gives the mission maker a little more control. I think ALiVE spawns a bunch of low ranked units. Those are the only 2 that come to mind. Although I think someone mentioned something about artillery wiping out civilians just to kill a couple of enemies. But I can't really speak to that as I don't use arty much if at all. -
[Release] Injured Ai script/Mod
JD Wang replied to Persian MO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok figured as much, just seemed to be popping up a bit. Thanks for your help and the great script -
[Release] Injured Ai script/Mod
JD Wang replied to Persian MO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey dude I keep getting this error pop up and my scripting knowledge is far too small to correct it. Mind taking a look? It's from the non sound version -
Make sure you have all players you want to view defined in the init.sqf Mine looks like this and works for all 16 players, (although only one at a time of course) null = [[Monitor_1],["p1","p2","p3","p4","p5","p6","p7","p8","p9","p10","p11","p12","p13","p14","p15","p16"]] execVM "LFC\feedInit.sqf";
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[Release] Injured Ai script/Mod
JD Wang replied to Persian MO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks man, appreciate it :) -
[Release] Injured Ai script/Mod
JD Wang replied to Persian MO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Persian MO are you sure you linked the right file? That one still has all the sound files, and is the exact same size as the original? -
[Release] Injured Ai script/Mod
JD Wang replied to Persian MO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey @Persian MO thanks for this script it's great. Don't suppose you could post a lightweight version without all the sounds etc? I'd prefer to use just the bits where the AI throw smoke and drag incapacitated buddies to cover. The sound effects don't really fit the mission I'm working on. Cheers -
Vcom AI V2.0 - AI Overhaul
JD Wang replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Dude you're a legend, thanks again for all the work you put into what I think is an essential mod for the game. FYI I don't think I've ever seen any issues with AI responsiveness. Sometimes you get the jump on them and they don't react, but that's the same way with people too. -
Vcom AI V2.0 - AI Overhaul
JD Wang replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well having used the AI injury script, I've got to say seeing the AI run out and drag their buddies back into cover just makes firefights so much more immersive. The script I've been using makes them bleed out over time, and scream in pain as well. The main reason I'm not continuing to use it, is because it also makes your character scream things out like "surprise mother fu****" when you kill them, which kind of gets old very quickly. I'm probably going to just edit that out, but it would be great if the dragging/revive features made it's way to VCOM. One more thing while I think about it. At the moment you have AI skill set to rank, is there any way we could have it set by faction? It would be great to represent the tactical/training gap between say a rag tag group of insurgents and highly trained special forces. I know I could just set all the insurgents to privates and the spec ops to colonels, but it would be easier when using ALiVE (or any other system that spawns the AI) if you could just set it via side or better yet, faction. -
Vcom AI V2.0 - AI Overhaul
JD Wang replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey genesis, been keeping an eye on your dissension videos, looks like it's really coming along. Now I was using a script the other day I think it was called ai injury or something like that and one thing it does which I think you should really look at for VCOM is when an AI is shot, they don't always die, sometimes they will become incapacitated and roll around on the ground playing the injured animation. The cool thing about that is the AI nearby will sometimes pop smoke and attempt to drag that injured AI into cover and revive him. I think that would be a great addition to what is already the best AI script out there. Keep up the good work. -
[eods] explosive ordnance disposal suite
JD Wang replied to monovdd's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Is there any work going on with this mod at the moment? I really like the "random IED with trigger man" idea, but at the moment it looks like while you can select the class of trigger man, you can't select the class of vehicles it uses. So that means if you run a mission which doesn't use any vanilla vehicles, this mod becomes very hard to use, as any vanilla vehicles on the map will have been spawned by the modules, which means players are definitely going to be more cautious and check them out. Is there any way around this? -
Vcom AI V2.0 - AI Overhaul
JD Wang replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just out of curiosity, are there any advantages to using the addon over the script version or vice versa? -
Vcom AI V2.0 - AI Overhaul
JD Wang replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
They definitely use their grenade launchers. The hunter I was driving last night can attest to that :-P -
Is it possible to have to addaction attached to an object at base rather than on the players menu all game? Thanks for this too by the way, it's pretty amazing
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Vcom AI V2.0 - AI Overhaul
JD Wang replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Good to hear man, I've been using the following code in the initServer.sqf [ { { If (!isNull (driver _x) ) then { { _x setVariable ["NOAI", true, false]; } foreach (units group (driver _x)); }; } Foreach (vehicles select {_x isKindOf "Helicopter"}); }, 10, [] ] call CBA_fnc_addPerFrameHandler and it seemed to be working ok up until last night when we crashed a vehicle just outside the airbase, and then all 5 helicopters which are set as ALiVE support vehicles, all suddenly took off in unison and flew to our location, hovering over the wreck as if laughing at us :( I've also had reports from the guys of helicopters just "getting stuck" like refusing to fly anywhere, and instead just hovering. I actually thought that code had fixed things because I hadn't seen the "mass takeoff" since I started using it. Thanks for all the work you put into this dude. I've watched a bunch of your videos, and hate playing the game without VCOM. -
Vcom AI V2.0 - AI Overhaul
JD Wang replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey Genesis, is there an easy way to temporarily reduce the AI's spotting and hearing range? I'm working on a sandstorm script for my mission and I'd like to make the AI almost blind and deaf while the storm is running so players are at a huge disadvantage. Ideally I'd like them to only be able to see maybe 10-15m at most. Is that doable? -
I can have a look tonight and pick it out of my mission. It wasn't terribly difficult, and the script is probably a mess, but I'll see what I can do.
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One thing I did in my last ALiVE mission was restrict the vehicles spawned to Landrovers/Jackals etc (light vehicles) and have them spawn quite a way from the base. Then when a player requests the vehicle it spawns along with a helicopter which would slingload the vehicle and fly it to the base before flying off and despawning. This meant there was about 5-8 mins flight time from the time you requested/spawned the vehicle until the time it was delivered. I found it made people take more care of their vehicles rather than treating them as disposable items. I also used the code part of the spawner to remove all fuel from the vehicle (for "safety" while being transported) and made the players have to bring a fuel truck over to refuel the vehicle once it arrived. It's not exactly what you were after but it was a really cool system that may give you some ideas. It doesn't always have to make the vehicle appear out of thin air.