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Everything posted by LSValmont
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I heard rumors of Ai melee support for future versions! If that is true it is AWESOME!
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script [Release] SCCLoot
LSValmont replied to samscodeco's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You are a godsend! PS: This is another LOOT script that work incredibly well: The only issue it had is that it spawned loot in the air on some buildings and lacked CUP support. So if your script fixes those "in air" spawns while supporting CUP and gets as good performance as dodzh LootSystem script then you've got a winner in your hands @samscodeco😉 -
script JBOY Animal Move (faster animals)
LSValmont replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
WOW WOW WOW... just wow @johnnyboy! This was waaay more impressive than I previously anticipated. First of all not only your script makes animals run faster but they look waaay more natural when turning etc. I will be adding this FOR SURE as I don't think one more AGENT would hurt performance much considering the ANIMAL AGENT is just there for doing the animations while the VIRTUAL TARGET AGENT is just there to be a bullet magnet but both have everything else that could be consuming resources disabled. And the RUNNER AGENT is even hidden so... I will be away for my computer a couple days and will return later to add this to the vDogs for version 1.8. Am I anticipating zombified super dogs for Ravage v0.1.84? -
34:30 top center of the screen.
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hey @diwako, is this Compass the Russians are using yours?
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Is there any way to intercept a unit's change in DCExplosion (4) via script?
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script [Release] SCCLoot
LSValmont replied to samscodeco's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Congrats on the release @samscodeco! So far what buildings are supported? I assume Altis/Malden's buildings. How about? Tanoa? Livonia? CUP? -
Actually it allows non GM owners to play missions with GM assets just not use the assets themselves but you will be able to see a GM uniform on other players and units just not take them and use them yourself. Perhaps we need a test, will download the GM mod as soon as I free some Hard Drive space.
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Congrats on what is a MAJOR release @nkenny @diwako joko! May I ask how do you detect nearby bullet impacts? PS: Updating my suppression and knowing new methods often improve performance ALOT. Thank you!
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Can these be used with the mod version of GM or full version only?
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hideObjectGlobal preventing Ai targeting... (WORKAROUND FOUND!)
LSValmont replied to LSValmont's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This script with the workaround for this has been released! You can check it out here:- 13 replies
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hideObjectGlobal preventing Ai targeting... (WORKAROUND FOUND!)
LSValmont posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Agent dogs with an attached invisible unit so that other Ai can attack them... The problem is... as soon as I hide their models using hideObjectGlobal the Ai no longer targets them... as the below pic shows when unhidden the Ai shoots at them just fine. This is how I create the hidden agent: vVirtualEnemy = { params ["_unit"]; _ai = createAgent ["I_Survivor_F", [0,0,0], [], 0, "CAN_COLLIDE"]; _ai setFace ""; //hideObjectGlobal _ai; _ai disableAI "ALL"; //{_ai enableAI _x} forEach ["ANIM","TEAMSWITCH","CHECKVISIBLE"]; [_ai, "Acts_AidlPsitMstpSsurWnonDnon01"] remoteExec ["switchMove", 0]; _ai enableStamina false; _ai setUnitPos "MIDDLE"; _ai disablecollisionwith _unit; _unit disablecollisionwith _ai; _ai attachTo [_unit, [0,0,0]]; _unit setVariable ["_attAi", _ai, true]; _unit addEventHandler ["Killed", {deleteVehicle ((_this # 0) getVariable "_attAi")}]; //_ai forceSpeed 2; //_ai setAnimSpeedCoef 3; [_ai] join (group _unit); _ai addRating -100000; // Make sure is renegade! _ai allowdamage false; _ai setSpeaker "NoVoice"; _ai setSkill 0; }; How can I hide the virtual unit's models yet still be targeteable by other enemy ai?- 13 replies
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script vDog Patrol and VDog Feral Multiplayer Scripts [v1.9 - updated 05/18/2020]
LSValmont replied to LSValmont's topic in ARMA 3 - MISSION EDITING & SCRIPTING
vDog Patrol and vDog Feral MULTIPLAYER Scripts version 1.7 "THE JOHNNYBOY UPDATE!" RELEASED! (04/30/20) Release highlights/Changelog: - Extensive rewrite of the whole script package to accommodate the massive new features introduced in version 1.7 while performing even better than before. - Dog Ai UNITS were replaced effectively by AGENT units. The effect was an astoundingly increase of performance while loosing no functionally whatsoever. (Also freed up mission Groups in the process). - Dogs can now be targeted and shot by REGULAR Ai UNITS (This is a first for Arma 3 in the Multiplayer Department!). It can be enabled or disabled when the scripts are EXEC. (Enabled by default) - You can now command the Dogs to "ATTACK" or "STAY" via the Arma 3 RADIO MENU (0-0). - The Dogs now feature new sounds and wounded textures courtesy of @johnnyboy! - You can now heal your wounded Dog Patrol Dogs! (Only one dog per player, but you can add more than one to Ai units in your squad for example) - Charging dogs can now cause nearby Enemy Ai units to flee in terror! - Updated the DEMO mission to showcase the new features better. - Fixed all the bugs and issues reported by the community. version 1.7 DOWNLOAD LINK: https://drive.google.com/open?id=13a0tmoySShdRU6VcguneH748cK_Un-k_ PS: This was the biggest update that the script has received to date after I worked more than 50 hours on this update alone. 😉 Hopefully the mayor breakthroughs achieved by the vDogs regarding Agent utilization, targeting and general script optimization will serve the Arma community well! PS2: I can't wait for some of you guys to convert this Dogs into menacing Wolves, Boars, Bears, Velociraptors, Monsters or even better, ALIENS! 🤑 It is also worth mentioning that @johnnyboy is working on a workaround to make the dogs faster and that feature might be implemented in future versions but I can't promise anything since my quarantine time is almost over and the vDogs are already feature complete as of version 1.7. Have fun guys, endure this pandemic and we will come up stronger than before! GAME ON and finally enjoy fully featured Dogs for your MP missions! 😃 -
[Release] Addon-Free ArmA Radio
LSValmont replied to phronk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
How about separating both into different scripts? So if players just need the radio features they use the 54kb version and if players need the individual communication (perhaps with a phone like UI and player IDs to make the "Calls") use the other 46kb script. Could be a way to keep things clean and neat while attending two unattended niches in the community 😉 -
hideObjectGlobal preventing Ai targeting... (WORKAROUND FOUND!)
LSValmont replied to LSValmont's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you @haleks! I've managed to do it! This will mean that finally animals are easy targets for Ai! Of course I will be releasing my full vDog script tomorrow and also if you want it you can use it for your Ravage Dogs (Who are currently Units and not Agents I believe) for a performance boost! PS: Everything I do is always Ravage compatible and also immediately yours to use 😉- 13 replies
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hideObjectGlobal preventing Ai targeting... (WORKAROUND FOUND!)
LSValmont replied to LSValmont's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok I think I've managed to do it. All I needed was to attach the Agent upside down to the dogs as only the heads are visible and so now the heads are under ground while the Ai units still fire at the Dogs! _virtualTarget attachTo [_unit, [0,0,0-0.2]]; _virtualTarget setVectorUp [0,0,-1]; A fun pic of the testings... Dogs with floating heads!!! Thank you all who contributed!- 13 replies
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hideObjectGlobal preventing Ai targeting... (WORKAROUND FOUND!)
LSValmont replied to LSValmont's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok I can confirm that those fake UAV pilots do not work. (at least as agents) I can also now confirm that none of these work: _ai = createAgent ["O_TargetSoldier", [0,0,0], [], 0, "CAN_COLLIDE"]; _ai = createAgent ["I_TargetSoldier", [0,0,0], [], 0, "CAN_COLLIDE"]; _ai = createAgent ["O_UAV_AI", [0,0,0], [], 0, "CAN_COLLIDE"]; _ai = createAgent ["O_UAV_AI_F", [0,0,0], [], 0, "CAN_COLLIDE"]; Perhaps @Dedmen can include some invisible units that can be spawned as agents for performance reasons or even better a command like hideObjectGlobal but that only hides the model while the unit is still there. So far there is no solution other than doing a bunch of scripts and workarounds to get to job done it seems. EDIT: I've managed to hide the agent while still his body and legs remain above ground level but invisible but turning them upside down. An inventive work around for the time being that is way better than anything we had before in terms of what this script aims for. (Dogs being targeted by regular Ai)- 13 replies
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hideObjectGlobal preventing Ai targeting... (WORKAROUND FOUND!)
LSValmont replied to LSValmont's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Wow @johnnyboy, that is indeed an elaborate work around but potentially far more resource consuming (as there are several sub scripts running in the background to make it work) than just attaching another agent to the dogs like I am currently doing. My best solution is to spawn an invisible agent or make these agents not visible somehow... I will try @Dedmen solution as soon as I am home. Since my dogs run server side, perhaps another solution is to hide them locally on the clients only, so other server spawned Ai units will still see the attached agents and fire at them. The problem could be that on player hosted missions the host will still see the attached units while hidden for the rest of the players...- 13 replies
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hideObjectGlobal preventing Ai targeting... (WORKAROUND FOUND!)
LSValmont replied to LSValmont's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It seems @johnnyboy attaches the unit underground to prevent them being visible. Perhaps there is also an animation that makes the model barely visible? Looking for solutions urgently before I run out of free time 😉- 13 replies
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script vDog Patrol and VDog Feral Multiplayer Scripts [v1.9 - updated 05/18/2020]
LSValmont replied to LSValmont's topic in ARMA 3 - MISSION EDITING & SCRIPTING
A little preview of what is to come for version 1.7: "The johnnyboy update!". First, I would like to thank JohnnyBoy for his continued support and his kind donation of assets making this update possible. Also @Melody_Mike, @mrcurry, @luminous815 and @GEORGE FLOROS GR for their quick and often in deep bugs and suggestions reports. At some point during development of version 1.7 I realized that in order to support all the features donated by JohnnyBoy would require a major rewrite of the current scripts. The main issue was that when all the new features were added the resource consumption of each vDog Increased significantly. I identified that a lot of that was related to the vDogs being units instead of agents. In my experiments I later found that spawning the vDogs as Agents instead of units would consume 25% of the resources a single regular unit consumed. And so a comprehensive rewrite began. Now, with the new Agents system I can spawn two agents attached to each other and still get ~50% less FPS reduction compared to what a single Unit would reduce. The only setback really is that Patrol vDogs no longer join the player group but there are work arounds for that. In the end the new system and rewrite plus the input and donations from JohnnyBoy allowed me to add the following features: - 50% reduction in FPS impact of the whole script. (20 active Dogs will set you back around +/- 5 FPSs while before the FPS impact was ~10). - Regular Ai will now react to and fire at the vDogs! (Still in development but is a massive improvement in immersion for an also resource intensive feature) - There is now a chance for regular Ai to be scared by and therefore run away from a charging dog! - vDogs now have wounded textures! (Thanks to JohnnyBoy!) - Player controlled vDogs can now be healed by their owners! (Thanks to JohnnyBoy!) - Player controlled vDogs now change behavior based on their owner's team color. (Workaround for vDogs no longer in same group as player) (In development) - JohnnyBoy's donations now allow player units to say "Dog Attack", "Dog Stay" and "Dog Track" based on team color changes. (Track is due to the lack of a follow me voice voice recording). - Several new barking and howling sounds added to the dog's repertoire courtesy of JohnnyBoy. - When healing a vDog there is a chance for the player to pet the dog and say: "Good Boy"! (Thanks JohnnyBoy). As you can see there are still some features in development and those might not end up being doable but expect a release very soon with at least 90% of the features. After this upcoming mayor update to the script it will be most likely "Feature Complete". (As further features might compromise the performance and multiplayer compatibility this script is all about). From then on I will be focusing on bug fixing and mod support for a few more days as my quarantine time is about to be over. -
[RELEASE] Lootsystem Script
LSValmont replied to dodzh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I believe this wonderful script could use a little update @dodzh 😉 -
hideObjectGlobal preventing Ai targeting... (WORKAROUND FOUND!)
LSValmont replied to LSValmont's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That is a good tip! I will give it a try! I guess these fake Invisible UAV pilots are: "B_UAV_AI", "O_UAV_AI" or "I_UAV_AI" depending on side. Do you by any chance know if they can be spawned as agents, become renegades and are they attacked by enemy Ai? Also, @Grumpy Old Man once said a long time ago about those UAV fake units that:- 13 replies
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Making all footsteps sound louder and further
LSValmont posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Does anyone know for a way (via script/mod) to make all footsteps sounds louder? I am talking Tarkov/Warzone/hunt: showdown levels of footsteps noise! PS: It is for a horror mission! PS2: And don't joke about the volume up! 😃 I am talking about just increasing the sound of footsteps specifically 😉 -
Making all footsteps sound louder and further
LSValmont replied to LSValmont's topic in ARMA 3 - MISSION EDITING & SCRIPTING
And how about editing the current footsteps sounds values like volume for example via a config file. Something like: sound[] = {\a3\sounds\footsteps\onDirtFootsteps.ogg, db+55, 1, 200}; -
script vDog Patrol and VDog Feral Multiplayer Scripts [v1.9 - updated 05/18/2020]
LSValmont replied to LSValmont's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am in the process of rewriting much of the script for more features and better performance! Give me a day or two 😉 Wow, this is the kind of feedback that I love! Thank you @mrcurry! I have rewritten the whole script from scratch so that Dogs consume less resources while having even more features. In the process I have fixed all your issues and also made the script modular so player vDogs are the only ones able to obey to commands/team color. Will release the new version soon!