M. Buchanan
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Everything posted by M. Buchanan
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ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
M. Buchanan replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
wait what -
WMO - Walkable Moving Objects
M. Buchanan replied to bloodwyn1756's topic in ARMA 3 - ADDONS & MODS: COMPLETE
What can I do with the LOD in eden that ships with this mod? -
[CLOSED] FFAA V6 (Spanish Army Mod)
M. Buchanan replied to FFAAMOD's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I have exported the full map image (without terrain overlay) from the game for mission makers. Below, find versions with and without grids... Though the grid thing used to be an issue, these appear to be accurate. Be advised, these are large files. http://www.3-75thrangers.net/forums/Themes/darkmodern202/images/lythium.pnghttp://www.3-75thrangers.net/forums/Themes/darkmodern202/images/lythium_nogrid.png -
[CLOSED] FFAA V6 (Spanish Army Mod)
M. Buchanan replied to FFAAMOD's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Would the maker be willing to provide high res emf file for use in mission making? Or would that endanger your work? Been trying to extract using the kk blog instructions for a day and a half but no file will appear. -
RHS Escalation (AFRF and USAF)
M. Buchanan replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If I wanted to detect whether or not the MHQ shelter was deployed, is there a variable or something I can check against? Or do I need to detect the animation and work off of that?- 16577 replies
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What do you think it is, because I have no idea. And I want to know.
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I am running into a potential issue where units dynamically simulated are not hitting their waypoints once they wake up. I am using the bis_fnc_defendArea or whatever it is to set a random patrol. Anyone running into similar waypoint issues with this feature, before I post something up officially?
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Vcom AI V2.0 - AI Overhaul
M. Buchanan replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
My fix was to place the vehicle directly, as described in the ALiVE Wiki here. Then I put that code in the vehicle's init. Another option would be to put some minor adjusted code on the pilot/group leader, which also seems to work for me. JD Wang's code is incorrect, as _x is used inside a forEach loop to reference the current item in the array. this is typically only used in an init field to reference the object being initialized. I believe the issue is that the ALiVE Module places the code in the init of a group or unit, but not vehicle... and crew only works on a vehicle. I mentioned it in a post on this thread a few weeks ago, I think. -
Vcom AI V2.0 - AI Overhaul
M. Buchanan replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Not at all, and you are correct @das attorney. I misspoke. You can definitely still mess up when trying to go unscheduled, and it is by no means a silver bullet. It IS part of good coding practices though, and CBA helps immensely with allowing you to stick to those good practices. That there ^^ is not truly what I meant. That's vanilla code that doesn't make use of the smartly done unscheduled stuff that CBA makes easy for you. To your second point, I disagree. Of course what's in your logic matters, but how you split that logic up into functions, how you encapsulate it with smart running unscheduled loops, how you initiate it with lightweight event handlers or FSM (or FSM event transitions)... That stuff all matters a great deal. That stuff is how you make monster code like the example above actually possible. Back to the point... next time you need to run something 100,000 times like that, don't use that. Use a CBA per frame handler. Next time you need to wait for 3 seconds, don't sleep the UI in a spawned thread. Use cba_fnc_waitUntilAndExecute. Next time you need to run a simple bit of math, and not 100,000 times hopefully, use a direct call. Plus a few other little things in that single block of code that could be moved to CBA when appropriate. Just.. if you're not on the coolaid, take a look at the stuff. and @genesis92x super glad to hear you're giving it a go. If you ever need more people just put the word out. edit.. it would be waitAndExexute, not waitUntilAndExecute. But you get the idea. -
damnit spyder I JUST loaded the game
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Vcom AI V2.0 - AI Overhaul
M. Buchanan replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The state machines only share the name state machine and... that's about it. All of CBA's stuff is unscheduled, which means there's no impact on frames. Check out ACE 3 Medical AI under addons/medical_AI on github for a look. The guy who wrote the state machine also wrote this AI, and you literally don't even notice it's running. As far as moving a lot of what you're doing over to CBA, then trying to migrate back... Not so easy for two reasons. One, your lizard brain will tell you you'd be making a huge mistake! Two, the code is very dissimilar and using CBA takes a bit more syntactical know how than vanilla SQF functions. You'd be doing a full rewrite, if you used CBA everywhere you could. If you want to learn to work with CBA, jump on the ACE 3 slack. They're mostly the CBA guys as well as ACE guys, and they're amazing coders. I can't speak for the whole community, and maybe I just got lucky and fell into it... But I don't know anyone who DOES play with an AI mod and doesn't play with CBA. My two cents on that. -
Iraqi-Syrian Conflict
M. Buchanan replied to accuracythruvolume's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sounds like the person wasn't banned for asking the question, but because the thread kept getting bumped over an argument. So pls, lets not do that. Anyway, for the dev of this mod, the question stands... because it's a valid question. Especially considering it's RHS dependent and there was just a huge RHS update. I need to know so I can decide if I want to use it over a similar mod. If not, I'd like to speak to you about some use of assets. Thank you! -
Vcom AI V2.0 - AI Overhaul
M. Buchanan replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@patpowercat this works fine for units created later via zeus, etc. However if you want the easiest solution for CAS, Transport and Artillery, use this in the code boxes available in each respective module. {_x setvariable ["NOAI",true];_x setvariable ["VCOM_NOPATHING_Unit",true];} foreach (Crew this); @HeroesandvillainsOS @spyderblack723 @tupolov note: I am assuming this code goes in the units init, right? If that is the case, something is up with respawn, because they revert to VCOM AI behavior after the first time they die. This is particularly noticeable when a 155 gun you thought was static starts shooting 10 feet away from you at 3am. Also, there was something else but I can't remember. Will post it on ALiVE forums. @genesis92x.. If you are going for adoption by larger CoOP groups (mine uses ACE, ALiVE, TFAR, and RHS, among others), may I humbly suggest a few things that would be fairly easy to add to your enviously sized FSM? Have Artillery check a location radius for civilians (and friendly units, including IND if aligned) before firing (inAreaArray is your friend). Could be an optional parameter. I watched in horror last night as a battery of m109's gleefully destroyed the largest town on Clafghan. They were laughing, it was sick. This one ain't so easy. I like your rank based system for applying skill levels, but there's a major flaw with dynamic mods like ALiVE, or anyone who uses zeus. Almost all units pop in as privates.. and thus are total losers. Consider a way to define classes and the skills they would get? Or maybe it would be easier to just assign them rank using the same method. Another option... and the hardest one... Go the ACE 3 route and use 3den modules for everything. Set skills in module, apply those skills to units based on class, or rank, or module sync. You want to speed things up?? Move what logic you can over to the CBA state machine. It's intensely fast, and lets you define all of your states and transitions in a seemingly easier .hpp class structure than the one in vanilla. @baermitumlaut wrote it. He loves people, and loves to answer anyone's questions at any time, day or night. Right buddy? -
Iraqi-Syrian Conflict
M. Buchanan replied to accuracythruvolume's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is this mod still being actively developed and maintaned? -
Vcom AI V2.0 - AI Overhaul
M. Buchanan replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
He had a minor error. Try this. [ { { If (!isNull (driver _x) ) then { { if !(_x getVariable ["NOAI",false]) then { _x setVariable ["NOAI", true, false]; }; } foreach (units group (driver _x)); }; } Foreach (vehicles select {_x isKindOf "Helicopter"}); }, 10, [] ] call CBA_fnc_addPerFrameHandler; -
RHS Escalation (AFRF and USAF)
M. Buchanan replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I understand that much, but... does that mean a retexture for the whole vest, or is it just the nameplate? And also I looked and didn't see it, but want to make sure... do we have access to the default texture for modification? Only ask because I think my group might be interested in the nameplates, if we can get something working.- 16577 replies
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RHS Escalation (AFRF and USAF)
M. Buchanan replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Can anyone provide a little more info on the SPC vest hidden selections and use cases for that- 16577 replies
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Can someone explain the use case for the helper objects?
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I am updated to latest version, and do not see most of these. Also, can you please denote which have hidden selections in a readme or something, and provide index? Immediate question on that is with regards to tactical screen... no hidden texture there?
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Feature crashes A3 to desktop (on x64) as soon as you come within range of any group using it. Provides generic access violation error. Been doing it since x64 was released on dev. As of yet, I am unable to get feedback from anyone else as to whether or not they are experiencing the same. But it happens to me every time I try. Did all the troubleshooting steps I know of, this happens only with dynamic sim, and seems to occur regardless of map, in-game situation, or mods.
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I have been experiencing an issue with dev branch since x64 was released where dynamic sim would cause the game to CTD with a generic error. Today, I was finally able to pinpoint and reliably reproduce the crash. Basically, if you use any zoom optics while dynamic sim is set to work on view distance, you get a divide by zero or error or a generic 0xC0000005 - ACCESS_VIOLATION error. This happens on all maps I've tried, using complete vanilla A3 or using the mods I tend to use. It happens primarily at the very beginning about 3 seconds after I load in. However if it doesn't happen then, it happens as soon as I try to scope a dynamic sim group with an optic. I believe the former occurs when the group can see me at game start, and the latter happens when only I can see them. I have been able to reproduce this several dozen times now, with the same results. More importantly, when I turn limit by view distance OFF, the problem goes away. I am not sure what info you need to look into this, but if any is needed from my end I am happy to send it. I am using the latest iteration of dev branch, and update daily.
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Ok, third try. Is anyone able to get the dynamic simulation working on x64 Dev Branch?
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X64 still crashes to desktop with any use of dynamic sim, as of an hour ago. Close occurs right after mission start, 3-4 seconds. I can see the group that is supposed to be out of sim range on the other end of the airstrip before the ctd (had sim set to 500 for testing). Can someone pls confirm if this is even supposed to work on x64? And if so, if anyone else is able to get it working?
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Been trying dynamic simulation on x64 with no mods, game CTD with a divide by zero error every time I come within range to wake up a group. Anyone else experiencing this? Is it not live on x64 yet?
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This is the best designed military base I've seen in a game. Someone did their homework on Air Assault staging areas.