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Everything posted by JD Wang
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[RELEASE] Engima's Traffic Script
JD Wang replied to engima's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I run this script all the time on our persistent ALiVE missions and it works great, except for the fact that when no one is online the script spams the same error over and over 0:06:23 Error Undefined variable in expression: _allplayerpositions 0:06:23 File mpmissions\__cur_mp.lythium\Engima\Traffic\Server\StartTraffic.sqf, line 133 0:06:24 Error in expression <= _playerCalculatedShare; }; } foreach (_allPlayerPositions); _calculatedMaxVeh> is there something I can change to avoid this? -
ai mod [Release] Vcom AI 3 - Dangerous AI
JD Wang replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
We're currently looking at switching to a Headless Client for our group and just wanted to know if there's any issues I need to know about with VCOM + HC''s? I always use the script version when building missions. -
ai mod [Release] Vcom AI 3 - Dangerous AI
JD Wang replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think in that case you'd have to set one group via classnames. In that situation I'd try and use a GREENFOR as my rebels -
ai mod [Release] Vcom AI 3 - Dangerous AI
JD Wang replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just be careful, one of the reasons I pushed to get civilians removed was because I noticed in our ALiVE missions as soon as we shot an OPFOR almost every civ in the area generated a waypoint at the body. Ie towns would empty just to go and stand by the body Side based skills is there so you could have for instance rebel forces with much lower training acting "worse" than proper trained forces. Eg leave VCM_AISKILL_AIMINGACCURACY_W = 0.25; and change VCM_AISKILL_AIMINGACCURACY_E to say 0.15; and your east forces will be less accurate than your western forces -
@Robert Tyburne Thanks for that, I should probably revisit Leskovets at some stage, but then it's hard to use it when Roshe exists 😂
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[Release] Injured Ai script/Mod
JD Wang replied to Persian MO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey @Persian MO I really do enjoy this script, I have notice a wee issue though while testing the ALiVE mission I'm working on. I've seen OPFOR guys dragging BLUFOR guys to cover, healing them up and shooting the crap out of them again 😂 That lead me to think, what if you leave that in, and make it if the guy being dragged is enemy of the dragger, then they get striped of their gear and forced to surrender (actually is there a surrender in vanilla, we use ACE all the time so I can't quite remember) Having the AI dynamically taking prisoners would be kind of cool. -
CF_BAI - Dynamic AI skill adjustment for better balancing
JD Wang replied to brightcandle's topic in ARMA 3 - ADDONS & MODS: COMPLETE
When using VCOM do you disable CF_BAI suppression? I know VCOM has a suppression function and I've noticed AI not being able to hit each other from 10m away, I assume this is the 2 mods suppression just killing the AI accuracy? -
ai mod [Release] Vcom AI 3 - Dangerous AI
JD Wang replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Only if he promises to make videos doing the coding/testing as well 😂 -
ai mod [Release] Vcom AI 3 - Dangerous AI
JD Wang replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If I spawn a group and script a hold waypoint onto a nearby building location, VCOM will make that group garrison the building correct? If so then when I want to group to move to say another building, would I delete that waypoint and create another hold waypoint on another building? I'm working on a little side mission where the players have to kill and HVT and would like him to move with his bodyguards randomly around the place setting up in buildings and spreading decent before moving on. Would something like that work? -
From my limited (very limited) scripting knowledge it's just because the variable _dragger isn't defined in the loop. It's not actually going to cause any issues, and the script will run as it should, it'll just pop up with this error in your server logs. I could be wrong, but I'm pretty sure that's all it is. nothing to worry about
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Cool thanks for that hopefully I can make that work
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@Vdauphin I really like the vehicle system you have where the vehicles don't despawn and must be repaired. Is that something that could be easily added to other missions or is it quite deeply coded into your framework?
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@senqa20 we've been having the same issue, but with an ALiVE mission so I doubt it has anything to do with H&M You watch the rpt and the mission loads, then you get the line EPE manager release (0|17|0) and it loops starting the mission again. (Although I think we had a different number in that line) I tried googling that error and haven't found anything really helpful, just talk of a corrupt mission file. The mission runs fine locally hosted, just not on the server. If you find out how to fix that can you flick me a PM? I'll make sure to let you know if I find an answer.
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ai mod [Release] Vcom AI 3 - Dangerous AI
JD Wang replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The function that causes AI to pick up ammo from bodies, will they pick up weapons if unarmed? The 3CB factions pack has OPFOR/BLUFOR flavoured civilians (so basically plain clothes and unarmed units) it would be cool if you could shoot a bad guy and have one of these OPFOR "civilians" run over and dynamically pick up the fallen units weapon/ammo -
That's awesome, I hadn't even thought about that. There was a script/mod floating around a while back that could be used to make civilians throw rocks/molotovs at the players. Something like that would be outstanding. Then again I'm one of those weirdos that actually enjoys civilian interaction, so anything that can make them seem more interactable is great. Now you got me thinking, VCOM AI makes units look for magazines to rearm with, if that can be tweaked to include guns, you could dynamically have hostile civs picking up weapons from fallen fighters. I like where this is going 🙂
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Had a chance to have a play with this last night, the group sizes are great, the variety is awesome and the fact you have static weapon groups that VCOM can use is just outstanding. Just curious how you guys use the OPFOR civilians? Like what is their purpose as opposed to other civilians? One way I'll be using them is for Zeus when I want a "bad civ" that the players can shoot without penalty (we run KP Ranks mod which penalises the players for killing civs) Just curious how you guys use them?
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ai mod [Release] Vcom AI 3 - Dangerous AI
JD Wang replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
VCOM driving really needs to though, them civs are the worst drivers 😂 -
ai mod [Release] Vcom AI 3 - Dangerous AI
JD Wang replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just to clarify, with default setting VCOM_AI doesn't run on civilians correct? Does VCOM_AI Driving? -
[RELEASE] Engima's Traffic Script
JD Wang replied to engima's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@phronk that's awesome thanks dude, already using your IED script in my mission to supplement the way ALIVE does it's IED's, now this will help with the civilian traffic. Thanks again -
[RELEASE] Engima's Traffic Script
JD Wang replied to engima's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey @engima how would I go about adding passengers? I'd like there to be a random number of civilians in each car. Would this be easy to do? -
RHS Escalation (AFRF and USAF)
JD Wang replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
There's a couple of different rounds for the SMAW (illum and smoke I think) which you can add to your backpack in the arsenal, yet you can't add them to the weapon or load them from your backpack. Are they not supposed to be available or is something broken?- 16577 replies
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Mostly the lack of customization, no way to easily toggle it on and off during a mission, etc etc This is just a very lightweight mod that does what it needs to do, with no extra bells and whistles (yet still remains much more customizable) Plus diwako is much more active in this thread helping people out and updating the addon than the ShackTac team seem to be.
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ai mod [Release] Vcom AI 3 - Dangerous AI
JD Wang replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've been getting reports from my guys that since the last release the AI seem much more accurate/deadly than they used to be. Has anyone else experienced this? -
ai mod [Release] Vcom AI 3 - Dangerous AI
JD Wang replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I was under the impression that aircraft didn't get touched with VCOM? -
ai mod [Release] Vcom AI 3 - Dangerous AI
JD Wang replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I know locking vehicles never used to make a difference, has that been fixed? Is it time for me to start adding ACE keys and lockpicks?