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JD Wang

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Everything posted by JD Wang

  1. JD Wang

    ARMA 3 Addon Request Thread

    You mean like this?
  2. JD Wang

    [AI BUG - VIDEO] Dancing AI

    Spotted this just now, not sure if it's related https://github.com/CBATeam/CBA_A3/pull/570
  3. 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.
  4. Ok figured as much, just seemed to be popping up a bit. Thanks for your help and the great script
  5. 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
  6. JD Wang

    Live feed control (LFC)

    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";
  7. Thanks man, appreciate it :)
  8. @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?
  9. 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
  10. JD Wang

    Vcom AI V2.0 - AI Overhaul

    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.
  11. JD Wang

    Vcom AI V2.0 - AI Overhaul

    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.
  12. JD Wang

    Vcom AI V2.0 - AI Overhaul

    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.
  13. 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?
  14. JD Wang

    Vcom AI V2.0 - AI Overhaul

    Just out of curiosity, are there any advantages to using the addon over the script version or vice versa?
  15. JD Wang

    Vcom AI V2.0 - AI Overhaul

    They definitely use their grenade launchers. The hunter I was driving last night can attest to that :-P
  16. JD Wang

    CH View Distance Addon

    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
  17. JD Wang

    Vcom AI V2.0 - AI Overhaul

    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.
  18. JD Wang

    Vcom AI V2.0 - AI Overhaul

    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?
  19. JD Wang

    Spyder Addons

    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.
  20. JD Wang

    Spyder Addons

    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.
  21. JD Wang

    Achilles

    Awesome thanks very much
  22. JD Wang

    Achilles

    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?
  23. JD Wang

    RHS Escalation (AFRF and USAF)

    ... *ahem* ??
  24. JD Wang

    Vcom AI V2.0 - AI Overhaul

    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
  25. JD Wang

    Achilles

    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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