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Everything posted by JD Wang
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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
Is there any way to differentiate between normal waypoints and waypoint given by Zeus? I know theoretically if I give a unit a couple of waypoint then they shouldn't be affected, but in practise I haven't been able to get that to work reliably. I feel like when I'm running a Zeus mission for my guys I'm constantly fighting with VCOM, yet I don't want to get rid of it because it's amazing for all the CQB, weapon deployment etc. it would be great if there was some way to have VCOM turn off if the unit has an active Zeus waypoint, but once it gets to that waypoint then VCOM kicks in again. -
Enemy occupation system (eos)
JD Wang replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I would download a new copy of the script and start fresh. I've never had any issues with custom units, in fact that's all I've use EOS for, so I'm guessing you've accidentally deleted a coma or something silly like that. I've done it before, it's easy to do, so try downloading the script again and starting fresh. -
spawner [Release] Vandeanson's Apocalypse - the Mod:
JD Wang replied to Vandeanson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Must be in the 2.31 beta, I can't find it in the version I have -
spawner [Release] Vandeanson's Apocalypse - the Mod:
JD Wang replied to Vandeanson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey @Vandeanson this looks awesome for the mission I'm working on. Just a quick question about adding TFAR radios. I'd like AI to occasionally be carrying one of the radio "items" Which array would I add those classnames to? Thanks for all the work you've put into this, it really is amazing!!! -
Just wanted to drop by and say thanks to @haleks and everyone who has contributed to this mod. I'd played around with RAVAGE a couple of time in SP and this past weekend I threw together something simple for my unit to play, and wow we had a great time. We started with 2 pilots armed with signal flare guns, 2 police officers with Protector 9mm's and pistols, 4 aid workers (medics) with no guns just a satchel of 10 first aid kits, and 4 engineers with toolkits (the next night I had to add 4 scientists with geiger counters due to the extra players :) We had a great time with mostly vanilla gear. Now I'm working on something a little more complicated on Chernarus Redux using I44 gear and really excited to see how it plays out. Thanks again to everyone who's contributed for all the work they've put into this amazing addon. To be honest we're normally a "milsim lite" group, but I can see RAVAGE getting a fair old run on our server in the future. :)
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Any word on the saving issue? We can't play Hearts and Minds at the moment because the autosave feature just doesn't seem to work, all we see is "database deleted". And everytime the server restarts we lose all progress. Haven't had any issue until this latest release
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ShackTac User Interface (STHUD, STGI, and more)
JD Wang replied to dslyecxi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That's cool, but I'd rather have the option to hide the entire radar etc and only see it on a keypress Makes it much cleaner when creating videos etc -
@firefox1 this isn't my video but it explains what I mean
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ACE3 - A collaborative merger between AGM, CSE, and ACE
JD Wang replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So I assume the rations affect stamina somehow? I couldn't see an update for it on the wiki -
Just use the hide object module to remove them then place your trigger with code and gate. Next highlight all 3 and make them a composition. Makes life so much easier and can be used on any map
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Just FYI @Vdauphin I just logged in to our mission that's running and my guys tell me they keep seeing the "database deleted" message and nothing seems to be saving I notice in line 43 of the save.sqf you have call btc_fnc_db_delete; Whereas in previous versions that was right at the start of the save.sqf script, I'm a terrible coder though so this could have nothing to do with anything
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Are enemy bodies booby trapped now? We've seen a large number of mines appearing around dead enemy. Just trying to work out if this is part of the mission, or a result of something else
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ShackTac User Interface (STHUD, STGI, and more)
JD Wang replied to dslyecxi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yeah this started to bug me last night too, it would be awesome if you could turn off the nametags, and as I suggested before have the UI only visible on a key press. I'm constantly battling between wanting to have as little UI on the screen as possible yet still maintain that awareness -
Wow great work @Vdauphin Really impressed with how much work you continue to put in to this mission.
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New Terrain - Montella Terrain mod (1:1 Scale - Inspired by Southern Italy)
JD Wang replied to mrmark's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Looks amazing from the couple of mins I had to try it. One glaring issue I found though is the road up to the church on top of the mountain is ridiculous. It's almost like trying to drive up stairs at some spots. Also at the airfield can I suggest moving the radar system a little further from the helipad, and expanding the area around said helipad as at the moment there's not really enough room around the pad to land anything bigger than a littlebird I'm sure that'll all get sorted though. Congrats on what looks like an amazing map. I can't wait to start making mission on it once the bugs get ironed out.- 11 replies
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- terrain
- terrain builder
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We had the same problem until we changed server hosts. It was just terrible and I tried just about everything to fix it. Even using vanilla gave us the same issue. The weird thing was we've played ALiVE missions and BTC Hearts and Minds missions with no real issues, it only seems to affect Liberation. We were with Wombat servers, now with Streamline and the difference is like night and day. We're based in New Zealand though so not sure if the recommendation is of much use
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You can already make a safe zone around the base https://github.com/Vdauphin/HeartsAndMinds/blob/master/docs/Prevent-AI-from-spawning-near-the-base.md
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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
Been having an issue across multiple missions where anytime we have civilians in a mission as soon as an enemy is killed in the area every civilian in that area will set a waypoint to the dead body. This happened with units spawned by ALiVE or placed in the editor. I placed a side != "CIV" check in the AI spawning loop and that seemed to fix the issue, although I'm terrible with code so while it work it probably isn't the best way to do things. -
ShackTac User Interface (STHUD, STGI, and more)
JD Wang replied to dslyecxi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
There is isn't there? I'm pretty sure we have just the squad radar and names on screen, no name tags or hex's. I can't be sure though because it's been a hot minute since I used ShackTac -
@evrik thanks for the answer, maybe it was just a case of there were no heat sources in the building I was trying to lock. I thought the remote laser might help it, but I think I see what I was doing wrong. Thanks
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Quick question, how does one go about using the Javelin as a bunker buster or to take out something other than vehicles? I've seen it done IRL, but the only things I seem to be able to lock on to are vehicles. I even tried locking on the laser spot from the remote designators without joy. Is this a limitation, or have I missed some instructions somewhere (very possible) Thanks again for all your great work too by the way
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Enemy occupation system (eos)
JD Wang replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Honestly @Spatsiba I think you're better off using something like ALiVE for that considering it's got built in persistence etc -
ai mod [Release] Vcom AI 3 - Dangerous AI
JD Wang replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Alright, couple of issues I've hit over the last couple of weeks. First off it appears that if you have the ACE 50/50 turned on for AI (where they sometimes go unconscious rather than die outright when shot) and then have the ragdoll turned on for VCOM you end up with AI that only have a very slim chance of dying. I assume it's a stacking effect between the chance of a unit going unconscious (ACE) and a unit ragdolling (VCOM) but you end up with AI you can shoot over and over again and they just keep getting back up until you get a good "dice roll" and beat both odds. Secondly I can't seem to get the "steals empty vehicles" option to turn off which is mostly likely on me 100% but it made last nights Zeus mission super frustrating when I had 3 trucks hidden that the players had to find and recover and every time I turned my back the AI were trying to get in them and drive off. It seemed like it was their #1 goal, they didn't give a shit about anything else, their first thought was "MUST GET IN TRUCK" It's also funny when you come across an AI who's found an ejection seat from an aircraft that was shot down and because it's classed as a vehicle you'll have that 1 soldier who doesn't care about the war, he just wants to sit in that cool ejection seat. One thing that would be pretty cool would be some Zeus modules to disable/enable VCOM on certain AI, that would have really helped last night keeping everything under control. I really enjoy VCOM for the smartness of the AI, but sometimes (as someone who's only just started zeusing after years of mission making) I feel like I'm constantly fighting the VCOM AI when in Zeus. If anyone has any tips/tricks for wrangling the smarter AI in Zeus I'd appreciate it -
We normally use ALiVE supports in our Hearts and Minds missions and don't have any issues. Are you running VCOM by chance? If so make sure you disable it by using the code line in the support modules.
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RHS Escalation (AFRF and USAF)
JD Wang replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@Storm Rider Select "eject" and not "get out" when you exit the vehicle. That should keep the engine running if I remember correctly- 16577 replies
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- Weapons
- Accessories
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