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Everything posted by JD Wang
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So does adding that code to the mission init add a function to Ares? If so VCOM has the commands this setVariable ["NOAI",1,false]; this setVariable ["VCOM_NOPATHING_Unit",1,false]; which disable VCOM on a unit completely or stop it from affecting waypoints. Could I basically add a module to apply those commands to a unit or group effectively turning off VCOM for any units I apply it to?
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RHS Escalation (AFRF and USAF)
JD Wang replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
... *ahem* ??- 16577 replies
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Vcom AI V2.0 - AI Overhaul
JD Wang replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Throw this in your init.sqf [{{Driver _x setvariable ["NOAI",true];} foreach (vehicles select {_x isKindOf 'air'});}, 1, []] call CBA_fnc_addPerFrameHandler; I'm pretty sure that's it anyways -
Is there a quick/easy way to add suicide bombers and VBIED's through Achilles? Also we run VCOM AI on our server and I hit an issue the other night with units that I was placing down to guard a prisoner. They wouldn't stay in the house I put them in, but would continuously run off to join the fight. Has anyone dealt with this issue before and is there an easy way (short of disabling VCOM on the server) around it?
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Vcom AI V2.0 - AI Overhaul
JD Wang replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Read back a few pages, someone pasted some code which you put in your init.sqf and it removes VCOM from all aircraft. I've used that and it stops the issues of support aircraft all taking off and flying away. I'm stuck at work at the moment so I don't have time to go back and find the post for you, but you should see it. -
RHS Escalation (AFRF and USAF)
JD Wang replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Only RHS can create such excitement when they announce a coming announcement- 16577 replies
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Vcom AI V2.0 - AI Overhaul
JD Wang replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey dude, I've been watching your YouTube videos and the new project looks great. One thing I would really like to see (and this could easily be a part of your next project I don't know) would be a decent civilian AI mod. I play a lot of ALiVE missions and they're great but the civs always see to just randomly walk around. There used to be COS (Civilian Occupation System) which people could use to populate towns dynamically, but I believe that's been broken for some time now. It'd be great to see a system that has civilians spawn and intelligently go places, use vehicles, head home at night as well as react properly to gunfire/traffic etc Again I don't know if that something you're thinking about for your upcoming project, but if you do decide to do something like that could you please make it stand alone as well please. #CivsNeedLoveToo :P -
[IceBreakr/IBIS] Island Panthera for A3
JD Wang replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You're awesome dude, thanks for all your work. Don't suppose you had an answer to my last post about how I can start a mission with Panthera Park gate wide open? Is there some code I can put in the mission init or something? Need some way to let the raptors escape from the start of the mission :P -
[IceBreakr/IBIS] Island Panthera for A3
JD Wang replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm going to have to check when I get home tonight, but I was making a mission on Panthera over the weekend (after the update) and don't recall seeing that error??? -
[IceBreakr/IBIS] Island Panthera for A3
JD Wang replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey Icebreakr is there some way to open/close the Panthera Park gate via code? I'd like to start a mission with the gate wide open. Also if there's some magic you could do to stop the AI just walking straight through it even when it's closed that would be incredible (I know this is probably a BI issue) -
Is it possible to have different whitelists on the same crate dependant on roles? Eg if your medic goes to the crate all they see is the options for a medic, no sniper rifles etc, but if your sniper hits the same crate they will only see sniper gear. Or am I hoping against hope?
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[WIP] Terrain Diyala province Iraq
JD Wang replied to Cype_Revenge's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'd just like to see this map spawning enough units with ALiVE. For some reason I just can't get civilians to spawn more than say 6 at a time :( No one seems to know what's causing that either. -
RHS Escalation (AFRF and USAF)
JD Wang replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No doubt you guys have seen when the 3CB guys have done with the ammo for their Jackals etc (making it an inventory item that can also be used by the squads GPMG) Don't suppose you've thought about doing something similar with your vehicles? Being able to carry more ammo for a HMMV "in the trunk" would be amazingly helpful.- 16577 replies
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[IceBreakr/IBIS] Island Panthera for A3
JD Wang replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yeah I tried a few different dates, and even fully overcast there was still no need for NVG's. Hope the new update doesn't change too much, it's only just been reindexed for ALiVE haha. -
[IceBreakr/IBIS] Island Panthera for A3
JD Wang replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is it just me or is this a very bright terrain? I really enjoy it, it's amazing, but in the middle of an overcast night it's like there's no need at all for NVG's. Is this something others have noticed? Just trying to ascertain if the issue is on my end. -
Hey man thank you so much for the continuous work you put in, but can I make one simple request. Can you please stop renaming the mod with the version in the title? Everytime you do Steam treats it as an entirely new addon, so I now have 5 folders for this mod. I mean it's not a HUGE deal because it's only a small mod, but it does make things messy
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ILBE Assault Pack with RT-1523G / TFAR
JD Wang replied to raspu86's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there any chance of a desktop radio? Would be great to have something in the Command Centre that anyone could use without having to put on a pack. Would also be great having an ability to turn the speaker on my default so we can set it up and listen to OPs from back at base. -
Vcom AI V2.0 - AI Overhaul
JD Wang replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Really enjoying the new update. Watching the AI move from cover to cover as a squad is amazing. Seeing them using mines etc is scary, but I did come across something you may need to check. I saw a friendly AI set up mortars and start shelling enemies which is cool, apart from the fact he set up the mortar in the second story of a house, firing the rounds into the ceiling. -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
JD Wang replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Holy shit I didn't expect this so soon!! Awesome work! The Auto Pause being fixed makes me so happy. Just on the ACE IED's do we have to change the listing of IED's on the module, or does it just add ACE interactivity to the current ALiVE IED's? Great work again guys and thank you so much for all the work you put into this. I don't think I'd have anywhere near the 1500 hours I have in ARMA if it weren't for ALiVE -
To be fair Heroes I tried your fix, and when that didn't work I just gave up on the CTP. It was just one of those things that wasn't high on the priority list to fix, and since I removed it none of my group have even noticed I don't think.
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[IceBreakr/IBIS] Isla Duala for A3
JD Wang replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hoping this can be reindexed for ALiVE soon. Would really like to build a mission on Isla Duala for the guys to fight on. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
JD Wang replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This is what I've been experiencing. I shot this guy (top center of the picture) from about 800m away. He died on the spot, and yet this blood trail extends back towards my position a great distance. It also resulted in a blood patch at my shooting position as if I had somehow been shot -
ACE3 - A collaborative merger between AGM, CSE, and ACE
JD Wang replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just curious if anyone else is having issues with the blood trails and if it's possible to just turn them off anywhere? We've been seeing blood pools at the feet of the shooter, and trails doing some weird stuff (ie extending back towards the shooter etc) -
Yeah I might have to do that. I've tried setting minarets as the building to spawn at but then I end up with half a dozen clustered in the middle of the airbase. :huh: