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csepi0101

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Posts posted by csepi0101


  1. { (vehicle _x) setPos [6447,4788,0]; } forEach thisList;

     

    i swear yesterday for lots of hours this was brought out to me by google a few times and it didn't work or i overlooked something

    now i have tried it without HAL and it works

    I'll try it with HAL right away

    that’s exactly what I wanted, how simple it is

    VERY VERY BIG BIG THANKS  (for beno_83au)


  2. 4 hours ago, pierremgi said:

    Well, on this map, (not tested with other ones but should work...), it's not mandatory to teleport:

    place 4 or 5 empty invisible markers on bridge you want to cross (tested on longer one, near Dlugoleka)

    - for vehicles, this code seems to be reliable:veh1 setDriveOnPath (["mk1","mk2","mk3","mk4","mk5"] apply {getMarkerPos _x});

    -  for infantry, the behavior is less reliable but works most of the time:

    {group1 addWaypoint [getMarkerPos _x,1]} forEach ["mk1","mk2","mk3","mk4","mk5"];

    Not tested in combat environment. A "careless" behavior can help but you can't adjust the speed. It takes a rather long time for infantry to cross the river.

    The needing of teleport not need for mission making ,need for the NR6 HAL commanded war

    I should type this for each unit by name, but I don't know the names of the newly created units that HAL gives them

    i used this for unsung because ai doesn't go into the palm trees with a jeep


  3. 7 hours ago, sarogahtyp said:

    not tested but should do safe teleports if working generally:

     

    if i run this in the trigger activation field as sqf in line 3 it writes an error..?
    but thanks, good compliated,

    for me a simple one would be enough, it doesn't have to find a place for the units, they don't come to the bridge at the same time


  4. 8 hours ago, beno_83au said:

     

    Yeah sounds like it. I guess something like a repeating trigger for ANYBODY using:

    
    {
    	(vehicle _x) setPos [6447,4788,0];
    } forEach thisList;

    Prone to disaster though without accounting for things being tele'ed on top of other things. Things could get stratospheric very quickly 🤣

     

    Also @csepi0101 you should look through https://community.bistudio.com/wiki/Category:Arma_3:_Scripting_Commands at the commands you are using so you can understand them better. 

     

    I wouldn't know more serious programming,(I don't want? to write,very complicated for me), but I understand the essence of the scripting, I learned a lot during under a unsung campaign (not ready yet), but not I can't find the global identifier that means=all AI units

    I think I've tried this with what you wrote, don't need anything in the trigger condition field?"vehicle _x" it's a variable, what does it mean?how can this refer for all unit?if someone wants to solve it, write the whole solution don't put a part of program code in front of me

     


  5. 9 hours ago, Joe98 said:

    Place a small rock on the map.  Name it   rock1

    Name yourself blue1

    Walk into a trigger area with the command     blue1 setpos  getpos rock1   and you are teleported to the rock

    Write a separate command for each unit.

    Of course I can do it by name but the point is that HAL commander takes the soldiers out of a repository, I don't give them  names (there are more spawns of one type, they will have a different name, but by default he will definitely give them a name as he commands them) and if so many triggers are weird at the same time, for every soldier 1, it slows down the game i need a general code for one trigger that applies to all incoming units

     


  6. 12 hours ago, dreadedentity said:

    "If you want to teleport multiple units you will need some kind of loop. SetPosATL can only work with 1 unit at a time. I would recommend the forEach loop, specifically, for this; but any of them could be used as long as you understand the syntax

    Also you will have a problem if you are trying to move both vehicles and soldiers to the same spot, soldiers can be moved without issue, they will just push each other out of the way without getting hurt; but vehicles will explode when you move multiple to the same spot"

    maybe it won't be a problem to have 1 unit teleported at a time,beause they are not side by side when the next one enters the previous one goes on

     


  7. ----------------------------------------------------------------------------------------------------------------------------------------------------------------

    UPDATE: SOLVED

    thanks for beno_83au  (+pierreMGI)

     

    -THE SIMPLE ANSWER IS:

    { (vehicle _x) setPos [6447,4788,0]; } forEach thisList;   (write into the trigger activation field,this numbers [6447,4788,0] is (your custom) coordinate of respawn on map,but when several units arrive at the same time they teleport into each other = gigantic explosion)

     

    OR WITH SIMPLE _X

    {  _x setPos [6447,4788,0]; } forEach thisList;                        

     

     

     

    -THE BEST ANSWER IS WITH + RANDOM VALUES BETWEEN 5 AND 10 TO COORDINATES: (by adding a random value to the coordinates, the units in same time already fit side by side)

     

    {(vehicle _x) setPos ([6447,4788,0] getPos [5 + random 10, random 360])} forEach thisList;   

     

    OR WITH SIMPLE _X

    { _x setPos ([6447,4788,0] getPos [5 + random 10, random 360])} forEach thisList;

     

    -----------------------------------------------------------------------------------------------------------------------------------------------------------------

     

     

     

     

    original question:

    vehicle player setposatl [6447,4788,0];

     

    This works with trigger for player but not for ALLSIDE ALL AI units.
    what is the f.. g magic word instead of VEHICLE PLAYER?(allunits,unit...not works)
    thanks

    (I’ve been out of the game for 2 or 3 hours and  looking for this simple thing ever since.....

    Baranow map nr6,russian soldiers ,trucks,swimming in the river)

     


  8. 6 hours ago, rautamiekka said:

    I'm looking for components (mostly floors, walls, and such) to start approximating the general idea of the underground (or in-bunker) seen maps in

     

    UPDATE: I writed stupid things bottom: Unreal editor is naturally dependent from the installed Unreal game,but the categorized texture structure is good thing.


    In the past in the first "Unreal tournament" times i used the Unreal map editor textures(possible for OFP object and map editing) ,inside in the editor built in more than 100 high quality textures and grouped in categorys,,the editor is freeware,later i used the Blender,and his online repository also with good textures,i do not know about novadays game editors but possible that several is contain textures


  9. On 10/9/2021 at 11:37 PM, nesan said:

    The one thing we all need for arma 3 is a low resolution asset mod that reduces the polygons on all models as much as possible while making sure they retain there base shape and boundaries of hitboxes, and also reduces the base texture quality while retaining important fine details such as patterns and text.The texture mod could also be made in separate secondary version independent from the main mod so that it could be used with the original models for stylization purposes and performance boosts.

    The lower resolution textures will likely require nearest neighbor texture filtering for quality reasons.

    The essence of the game industry is the development towards the reality, your wish has fulfilled in 2001, that is called Operation Flashpoint

    (I'm still looking for a throwing force dependent grenade mod)


  10. The AI soldiers cannot possible to using the paths of bases,underpasses,and upper plates.

    as if there were invisible obstacles in front of them, but if starting from the inside of paths,underpasses,they already start but do not cross certain borders

     

    anyway, this is probably the most beautiful arma map,thanks

    a3.png

    • Like 1

  11. NEED A CLASSICAL GRENADE THROWING MOD WITH 2 IMPORTANT BASE PARAMETERS:

    1.With power bar(or simple invisible power setting with clicking time)
    2.With "angle setting"= aiming with hand ,or the hand not visible

    I do not understand, who and how is imagine this current irreal sh*t in ARMA3

    (Links for Vanzant mod not live,need another similar mod,or the Vanzant files)

    thanks

    grenade.bmp


  12. ok i read your post full,this is my last post here.

    I added to 12gb to AIO\addons

    No changes in main menu,only one changes the new maps and units in editor.

    I the past i tested the full CUP-s and WW2 units and IFAlite and IFAlite terrains.....this 12gb not add any plus menus to the arma3 ,

    I not seen any changes...and the maps......ugly sh...t   (in the past i played with IFA in the fine oceanic Tanoa or Tarawa?? map single SP campaign,but i need the Russian front)

    i was expecting a new ww2 menu design but nothing,
    (later I will find the source of the starting image (ui / data? )and replace,and then I will change the whole A3 to ifront44)
    this is the apex version

    yes i know these cinematic videos
    just as good as the DCS "top gun movie remake" videos


  13. i downloaded the full 12gb AIO lite,now i read begin your post,i thought  your first sentence answered this pitiable map............and with the cup-core would be normal.....but no...

    this is a big ugly bare sh...t.  (possible need the cup terrains?)

    look at the top image(my first post) how professional is the standalone if44 map

    I will now read your full post

     

    arma3-x64-2021-08-19-19-58-47-06.png


  14. I've been looking for the mod that also uses sp missions.
    And i also met this "aio" name, a long time ago this is the cup-mod?

    I read about the mixing of if44 and arma3 but nothing became of it, it became the cup mod which contains maps(very ugly) and simple units

     

    my arma3 MODs directory is 24gb,but with this mods not possible really working full if44 game ,only with my own mix with standalone44 and arma3 with ifa lite(high textured from if44 🙂 )

     

    I read that:

    --------------------------------------------

    # What is the LITE version

    Free version with lower quality textures.

    SP/COOP missions and campaigns are not available.

    ----------------------------------------------------------------------------------------

     

    for me the single player part is important, I not play multiplayer

    (I haven't played anything after half-life 2 yet (c-64 ---- halflefie2), now I'm alive again in the field of games

    Fully modded oblivion, HL mods, stronghold 2, and if44 and possible the new Elite space sims this is my full interest in games.)

     

    So the IFA 3 AIO lite  is = the CUP mod= simple units and  new ugly if44 remake maps? 

     

    (original if44 maps is beautifull,the all standalone if44 game/units and game is much more precise realistic detailed more beautifully artistically executed than the arma series or any other ww2 games)

     

     

     

     


  15. 🙂   you haven't read my writing,I didn't write about the menu-video(not possible to download,link not active),only this is the only one active topic in arma3-IF44 theme.

    i write about a total other theme,but solwed.

     

    But now i have a new problem with ifa3 lite.

     

    Possible this errors maybe because of my arma3/i44lib mixture,i test it in Omaha map from the standalone lib44 game.

    All missions works fine( but with many script errors.) but the legs of characters(ifa3 lite)  constantly moving,the chartacter not step one,step seven times,and the idle standing animation looks like a parkinson dissease.

    In the past i remember this error when i testted ifa3 lite without any modificqation, and I remember there was a solution........?


  16. -I mixed the IFA44 with ARMA3,works without any +MOD (only with arma2/IFA + standalone IF)

    -but if i load the original missions need the IFAlite for the correction of units(without this ,the heads landed between legs) + need the CUP/core

     

    All is ok,works...with IFWARMOD3

    but...

     

    Look at this two images:

    In the editor all is fine,but after i loaded the mission file the whole display turned to a yellow colored ,and in game same.

    What is caused this?
    The files of two games runs in "same time" and possible 2x used a parameter to lighting?

    In the sqm file no added light sources,only burn script but i deleted.no changes.

    No the ARMA3 color correction not enough.

    Which settings in pbo/files in the arma2 is parameterizes the engine?

     

    arma3-x64-2021-08-16-17-15-05-18.png

     

    arma3-x64-2021-08-16-17-16-36-26.png


  17. now i normalized:

    -with 0.05 accuracy in units config

    -All LIB units class write in to asr config

    -All LIB units class write in to asr sys skill file

    -Deleted the "DisabledInfantryWeaponDispersion_Gameplay_C_PvPscene.pbo" not this is the main cause but this pbo name sounds very bad :)

    -and deleted 90% of mods,only slx,asr,fire+smokes,+1-2 active (later i will reactivate step by step,first read about this mods,or read your readme files again)

     

    my dream now is how to have more life force for soldiers(but possible the game not use health points or armor points,but i rewrited the armor numbers,no results) and multiple injuries(animations), that the soldiers don't lie on the ground immediately

    i now search a mod for this


     

    • Like 1

  18. Ifwarmod built for arma2/lib44 conversion.

    And works fine,no question.ASR also works in the compilation.(SLX AI not fighting behavior AI,not?=..so the ASR works(ai attacks in groups,ai hearing etc...)

    So all custom(lib44) character works in ASR ,works in SLX and works in all other component.


    it's completely incomprehensible what causes that i can not to reduce my horror ai aiming

    if you have an idea later then write it down

    thanks all your answers
    best regards

     


  19. Yes i know the COSLX  is your mod ,i read all readmes.No config file for AI part.
    The unusable ASR -config not only my problem.

     

    In the lib-ger-infantry.pbo i read if i good remember  3.9 is the number for accuracy.

    I not know the LIB44/IFA/arma2 settings how is work ,if i changed to 0.1 no big difference with or without asr.

    And the "class" ? names in this pbo different than i readed in asr files.Begins with "LIB" but in ARS files begins with "I44"

    (i not know how it works the asr matematic ,possible this "class-names" is own asr "constans" or other thing for scripting.)

    if the class names from lib-ger-infantry.bpo i writed into asr config for parametering ,no big difference,but i watched only the movements of healthy hands(shaking)

     

    I test again later,only this thing need to enjoyable game,now after 1 minute in the first firefight all the soldiers do nothing but lie on the ground and shout and heal and drop smoke.....

    no balance,no gaming experience

    thnx for all help

     

     

     


  20. Possible all problem solved,I misunderstand the config file.

    In the original sniper parameters the hand shaking is a high number ,therefore, I thought that a high number means little hand shaking.
    But the exact opposite is true (basic logic would have said same)
    I not tested with ifwarmod but in simple asr works.
    In the SLX/COSX mod also have AI.

    Where is the config file for this AI?


  21. 23 hours ago, Gunter Severloh said:

    Hi csepi0101 Welcome to Bi Forums!

    Cant really answer your questions, about all i can tell you is go into the addons folder and remove all the ASRAI

    if you dislike the accurate AI the mod is a compilation mod.

       Mod isn't meant to balance or be realistic, its a gameplay mod, it just adds new gameplay features where there was none.

     

    The version of the mod i play when i do play with is not what you download here, its customized based on how i like to play

    which dont have the asrai in it among other mods.

    Have no idea, again im not playing with the stock mod i built, i will look into it but not today, and get back to you,

    but thanks for letting me know. Cheers!

    thnx your answer

    I like the all ifwar mode selection/compilation,only the accuracy not.
    And the asr config really not works.Not possible set to lower level,the gameplay now like the OFP ,eagle-eyes from 1km.

    If i good know the asr is the best AI behavior,i need.(In a "KellyHeroes bridge assault" they regularly repaired the demolished Tiger  🙂 ,and even new personnel are coming in?
     as are for the tripod machine guns)possible this is not asr,maybe other mod.


    The dual asr config is it already means that something is wrong.
    Another solved IFA-ARMA2 conversion problem is the MG sounds,not repeated the wss sound file.Only one shots heared.In the weapons config

    i found a list of parameters around shot sound and one "1.0" number compared to similar settings of automatic weapons, not correct,rewrite to "1" and MG sound good works.

    Possible the steam version of Lib44 different than the DVD version?,or the patch or later personal correction caused the wrong parameter in MG config?
    And continuing through this thought possible similar little differences of steam version causes the not working asr settings?
    Or the weakest asr is too much for me 🙂


  22. hi Gunter
    I love the buggy original IF:Liberation 44 game,more lovable and the terrain also nicer than the arma3 graphic/lights etc...(the if44 map remakes is very ugly in arma3)

    The arma2/IF conversion 99% same and with your mod compilation best experience.

    Only one thing is not ok.

    Inside the userconfig directory have two directory and two config for asr_ai.(possible this is a error/ifwarmod 1.2)

    I think the Asr does not use the accuracy and hand shaking parameters(and possible he neither doesn't use the rest parameters)

    I tested in the editor in the town on Omaha map with german and russian infantry group 70-100 meters apart on the street.quick butchery.(how to i disable the the new bloodly parameters?)

    (i rethink this and i will test again without mg-s)

     

    In game is unenjoyable the precision of AI shooters and the wulnerability of ai.

    1-2 minutes and all team member is on the ground due to instant shots.

    i changed the asr ai config files but no result.


    You precisely inserted the asr mod into the game for the liberation type units (does the asr use the Army/Germans/ussr units)?

    Need more hand shaking(or less accuracy) for real inaccuracy of soldiers.

    + more "armor" for head,body,arms for less wounding? (i found this in units config)

    the original standalone if44 was very well balanced in accuracy,dispersion of weapons and wounding,very playable,enjoyable

    When the mod start ,a popup window say : missing something ~ "lib compatible ifawarmod UI ",possible this is a options window for ifawarmod?

    really no between in the addons....?

     

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