Jump to content

JD Wang

Member
  • Content Count

    509
  • Joined

  • Last visited

  • Medals

Everything posted by JD Wang

  1. Best part of the EOD mod in my opinion was the dickers. If you could add something like that this this it would be amazing. Basically you have IED's or VBIED's spawn and a civilian "dicker" spawn further away in line of sight of the IED. That guy is the trigger man with a cellphone. If someone approaches the IED he sets it off. However if you kill or detain (or remove the cell phone from his inventory) the trigger man then IED doesn't get triggered.
  2. JD Wang

    Project OPFOR

    Hey @keeway thanks for the update, good to hear you guys are still at it :) I don't know what anyone else thinks but I prefer the middle eastern factions to not wear a shemagh at all. The pakol and turbans are great, but to me the full shemagh fits an ISIS faction fine, but your standard Taliban faction I don't think it really fits. Honestly my preference for the middle eastern faction would be for them to look exactly like civilians, but with guns. A few of them with the jackets that have the ammo belts slung across them would be fine, but one of the biggest issues you hear from soldiers in Afghanistan etc is that you can't tell the bad guys from the civilians until they start shooting at you. Also I've mentioned this a couple of times, but it's been a while, please please please can you add units with static weapons packs to the groups (I think with RHS gear you only need to add units with the tripod packs). It's so much better for those of us using VCOM AI to see the enemy deploying mortars and static mg's etc. Thanks again for all your work, looking forward to checking out the new update :)
  3. JD Wang

    [MP] =BTC= Hearts and Minds

    @azrink thank you for that, certainly did the trick. Now that's got me wanting to revisit Lythium :) Appreciate the help
  4. JD Wang

    [MP] =BTC= Hearts and Minds

    Ok I don't know why the forums seems to kill some embedded imgur images but here's the link https://imgur.com/pBLvwgF.jpg
  5. JD Wang

    [MP] =BTC= Hearts and Minds

    This is the sort of issue I'm running in to. Civilians and Enemies are spawning but they all seem clumped together rather than spread through a town/village. I've tried it with both custom defined locations and default locations and it's the same thing, you end up walking through 75% of a ghost town before you run into anyone.
  6. JD Wang

    [MP] =BTC= Hearts and Minds

    Thanks @Vdauphin really appreciate the level of support you give this mission framework. Quick question to everyone else in the thread, what are your favourite maps to port this mission to? So far we've run one on Altis, Chernarus, Lingor and soon to be Al Rayak if I can get the kinks worked out. I want to make one for Lythium but last time I tried I had the same issues I have with ALiVE on that map. WAY too many dead spots with nothing spawning, but I think that's to do with the way the map is configured.
  7. JD Wang

    [MP] =BTC= Hearts and Minds

    Just set up a mission on Al Rayak and started testing last night. I noticed on one of the larger cities civilians were only spawning in a small clump in the middle of the city. The outer 2/3 of the city was empty. Is that to do with the way the map is set up, or is there something I can change in the Hearts and Minds framework to solve that? I hope you get what I mean, I did take a screen shot last night, but I'm stuck at work at the moment and don't have access to it. Thanks for your continued support
  8. JD Wang

    [MP] =BTC= Hearts and Minds

    I remember a while back I was going to make a mission on G.O.S Leskovets and had issues too, I think it's something to do with the map config. It was ages ago but I seem to remember something about the map center not being defined or being defined incorrectly, something like that. I just gave up and switched that mission to Chernarus
  9. We just ran a campaign on NAPF which was a ton of fun. I had to reindex the map first though so if you decide to use it you'll need this file https://drive.google.com/file/d/1U-8HXoA1igmt115RIMhuTtHFyz9kzNof/view Just place the x folder in your mission folder and it'll work. NAPF should be supported natively in the next ALiVE release
  10. Dude you don't even need to script anything anymore. Just go to modules, environment, hide terrain objects and drop that module down, not only do you get a real time representation but you can also resize it super easy. It's possibly the best module ever.
  11. Thanks dude, you're a legend
  12. Thanks Beno, this is awesome. Don't suppose you could modify it so if we're running ACE it becomes an ACE self interaction? I'm on this quest to get as much off the horrific scroll wheel menu system as possible. Thanks again for the great script.
  13. Hey thanks for the awesome script @rebel12340 I've added 5 jammers across the map for my units latest ALiVE mission, and the script works great. We often forget about the jammers and will be pushing into a town to clear it when the radio comms start to degrade. All of a sudden the mission turns from a sweep and clear, into "where's that bloody jammer" I also believe it resulted in our CAS pilot dropping munitions on a friendly position. All great stuff, thanks again
  14. JD Wang

    [MP] =BTC= Hearts and Minds

    In the past I've just deleted the equipment box and replaced it with the standard arsenal. But keep in mid we never redeploy out base.
  15. @bob_the_k check my post above yours. I bet you forgot to add the code into the description.ext That was my issue class CfgFunctions { #include "vcom\cfgFunctions.hpp" }; class Extended_PreInit_EventHandlers { VCM_CBASettings = call compile preprocessFileLineNumbers "Vcom\Functions\VCM_CBASettings.sqf"; };
  16. Well I managed to fix my rpt spam 5 mins before my units new campaign (Protip if you use the script version it always helps to add the code in the description.ext :faceplam: ) @genesis92x after a couple of nights running this in our new ALiVE mission I've got to say you knocked out of of the park with this rewrite. The AI are smart, challenging and deadly without being aimbot super soldiers. We're now cautious about heading blindly into towns because of how well the AI maneuver. We also have to keep reminding ourselves not to stay in one spot and fortify for too long because the combination of ALiVE and VCOM will lead to us being surrounded and our position being over run. Thanks again for all the work you put into this, we all appreciate it.
  17. JD Wang

    AI convoy. Best practices?

    After watching the video I posted I really think people are trying to make it too complicated. Just make sure the drivers of the vehicles have autocombat etc disabled and are set to safe (it also helps if you turn off fleeing as well if you wish them to roll through ambushes). Then as @johnnyboy showed group them in the order that you wish them to travel in. Give the lead vehicle it's waypoints and you should be good to go. Since I watched the DayZ Medic video I've used this a bunch of times and had no issues, they will drive coast to coast with a single waypoint if you're lucky. I really believe it's just about turning off as much of the reactive AI for the driver as you can AUTOCOMBAT, COVER, MINEDETECTION etc. You may only really need to turn off AUTOCOMBAT but it doesn't hurt to be redundant
  18. JD Wang

    AI convoy. Best practices?

    Sorry I didn't realise I linked to a playlist. They're almost all worth a watch though. I never knew about using layers and the show/hide module either. When I saw that I was like why did I not know this!! It makes ambushes etc so easy. I highly recommend his videos, most of them aren't long form like this one (although I wish he'd do more like that) and they often aren't filled with long complicated scripts either. Really good for teaching new players (and older one too) how to do some pretty cool stuff fairly easily. A++ would pimp out his channel again
  19. JD Wang

    AI convoy. Best practices?

    This is a really long video of a mission build, but one of the first things he does is set up a convoy. I've found if you use his technique and focus on specifically adjusting the drivers fleeing levels, and skills as well as setting them to safe etc etc you can actually get a fairly reliable convoy happening that will make it from point a to point b almost all the time.
  20. Sounds like accurate human like behaviour if my units anything to go by
  21. I keep getting the following error message spam all through the logs. 21:11:18 Error Undefined variable in expression: vcm_fnc_squadexc 21:11:18 File C:\Users\KrisRoB\Documents\Arma 3 - Other Profiles\JD%20Wang\mpmissions\ALiVE_Missions\Operation_Grindstone.Napf\Vcom\VcomInit.sqf, line 75 21:11:18 Error in expression <alive _x}) isEqualTo -1) then { _x call VCM_fnc_SquadExc; }; }; }; true; } count> 21:11:18 Error position: <VCM_fnc_SquadExc; }; }; }; true; } count>
  22. Awesome stuff dude, really happy to see 3.0 ARMA just isn't right without VCOM. Thank you for all the work you've put into this, I even enjoy watching all the YouTube coding videos
  23. JD Wang

    Vcom AI V2.0 - AI Overhaul

    Just playing around with an ALiVE mission I'm setting up and it really seemed to take ages before the AI would move to their waypoints, even in Zeus I would give them a way point and they'd just stand there. In fact it's only just now that I started to type this that they're moving. I'll keep testing this. Also you need to add a check when they deploy static weapons that they're NOT in a house. Seeing them deploy mortars in a house isn't great. I also noticed when I got shot, almost every civilian in a fairly large radius had a waypoint to an area around my body, which is weird because I was using the default settings of VCM_SIDEENABLED = [west,east,resistance]; so I would assume this wouldn't happen. I have seen it before with ALiVE though so it may be that.
  24. JD Wang

    Community Factions Project

    Just been doing some testing on a new ALiVE mission I'm working on for my unit and notice something a little weird. That's a group of 3 tanks where the crews couldn't decide who gets which tank so they all took the same one. You can see the 2 empties in the background. I'll keep playing around and see if I can replicate it/narrow it down to what could be causing it, but at the moment I'm at a loss.
  25. I just put a unit down on the map, right click on it and select Log faction to Clipboard.
×