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gossamersolid

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About gossamersolid

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core_pfieldgroups_3

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    Software Developer

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    simardbrad
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  1. Get array of unused playableUnits?

    Maybe I'm misunderstanding your original post, but you said you merely want to check if it's a true PvP scenario. Using the exact command I provided, if more than one side returns > 1, it's PvP, is it not?
  2. Get array of unused playableUnits?

    https://community.bistudio.com/wiki/allPlayers _bluNums = west countSide allPlayers; That'd give you what you want, from what I can see.
  3. Arma 3 Third-Party DLC Pitch Discussion

    I didn't claim I knew how it worked. I was merely saying it should work this way. Being optional is pretty silly and goes against your original DLC release plans to ensure compatability between all players. How many unofficial DLC do you think we're going to be getting?
  4. Arma 3 Third-Party DLC Pitch Discussion

    I'm not really sure what point you're trying to make because you type like you're thinking to yourself in the shower. This new third party DLC should work identical to how ArmA 3's official DLC works. Everybody gets it, everybody can use it (with some restrictions), but if you don't buy it - you'll face advertisements. I don't see why there should be another any other way of deploying this new content. Stick to what idea already works fine.
  5. Favourite/Least Favourite Aspects of Warfare/CTI?

    I tried the peacetime effect when I was early into the development of GWAR3. It was overwhelmingly negatively received by literally everybody play testing besides me. People described it saying it was annoying to make your way over to a zone for somebody to capture it and then you have to either respawn or drive somewhere else. I still like the idea myself, so I'm glad to hear that it's working out for your community. Ah, that's a great idea for capturing. I never really liked taking the depot myself, but couldn't think of a decent way to handle this. Forcing all camps to be captured instead is a solid idea. The camps being a spawn point is something I've done from the start as that's the way I had it in ArmA 2 as well. Basically camps provided equipment purchasing and spawning capabilities, while the depot was for purchasing "zone" vehicles. We tried the purchasing infantry from the town center way back in the early ArmA 2 days, but found that 90% of players didn't want to use it, but the 10% that did had unstoppable zerg armies of infantry harassing zones adjacent. While I think they were doing very well strategy wise, it seemingly annoyed a majority of my playerbase. I think we disabled purchasing if the zone was active (enemy within 400m or so of the depot). See now that's a good idea about HALO deploy. It allows players to easily get right into the action - something that CTI usually really suffers from. I think a lot of match length issues can be related to how big Altis and Tanoa are compared to Chernarus/Takistan and especially compared to the original 4 maps from OFP. Either there's too many towns to capture, or there's too much time in between towns to keep the action heavy. Malden's release kinda rectifies this as the design of the map allows for fairly quick matches. For sure - matches take too long. I think this is partially related to the map sizes as the games have progressed (OFP had tiny maps compared to ArmA 1+). Another thing to point out is that people's gaming habits have changed. A lot of us have gotten older and have less time to play. Also the most popular games these days allow you to easily jump into matches, play for a half hour and be finished. CTI matches seemingly take 3hrs+.
  6. Where did everyone go...

    Games as a whole don't embrace communities anymore. Look at the most popular games out there. You queue up with a small group of friends and face new people that you have almost zero communication with that you'll probably never see again.
  7. Where did everyone go...

    I think it's a combination of burn out (there's only so much everybody can spend developing on the same game or playing the same game) as well as forums as a whole becoming less and less popular (this was a long time coming, though).
  8. Can I Improve my JIP Check Script?

    https://community.bistudio.com/wiki/didJIP
  9. Thanks for the pointer on allowGetIn, but the issue has been resolved :)
  10. Scripting Discussion (dev branch)

    That doesn't look related to the revive system (well there's no note of it anyways), also it's not an event handler (which makes it pretty useless for catching changes without having a fast loop constantly running).
  11. Weird. Well, regardless, it has now been solved as per my 2nd post.
  12. With the help from a member on r/armadev, I've managed to resolve this issue. The solution is to never use moveInAny (or any of the moveIn commands) if you ever want your autonomous AI (not player led group) to act normally after getting in/out of vehicles. Assign group members to positions with the vehicle and issue an OrderGetIn command.
  13. A little bit of background - I'm fairly knowledgeable in SQF, but this is my first foray into working heavily with AI. My usual AI usage was either infantry remaining as infantry or vehicles with crew that stayed inside - never got in/out. I'm working on a mission where groups of AI are meant to be autonomous. They should be able to issue orders themselves and when necessary - drive to their object when they're too far. So here's where the problem comes in. I had a hell of a time getting the AI squads to disembark their vehicle and have them not get back in. I found the winning combination so far is something along these lines: { _x action["engineOff", _groupVehicle]; _x leaveVehicle _groupVehicle; _x action ["eject", _groupVehicle]; } forEach (units _group); It appears to work great until after they've fulfilled their objective, chose another and must drive to it. After getting out at their next objective, it seems one, some or all of the group will seemingly walk backwards on an angle while repeating "negative" as the squad leader repeats their orders (every few seconds). I literally can't get them to stop until they die (when they respawn they don't have the issue until their second time mounting/dismounting). I spent all day trying to figure out what the cause was and I've got it pinpointed down to something relating to them getting in/out of the vehicle. I've temporarily removed the logic to create a vehicle, move them into it (using moveInAny) and then dismount them from it using the snippet above. With this code removed, there is no longer an issue. So I must be clearly missing something here. Either they are somehow not understanding that they are unassigned to their vehicle (the vehicle also gets deleted via deleteVehicle after they're all out of it) or it has something to do with the fact that their waypoint is holding some information related to the vehicle. Again, I'm not very experienced with AI manipulation, waypoints and all that jazz. Any help would be much appreciated. I can also provide the full source if somebody really wants to see it happen (it takes about 10 - 15 minutes in for it to happen, usually).
  14. Central African terrain would be neat and it would fit the whole "endless possibilities" setting with multiple factions/etc.
  15. Scripting Discussion (dev branch)

    status changes (begin healing, cancel/fail healing, done healing). Basically anything to allow you to extend the functionality via our gamemodes. Maybe I need to update some variables based on whether you were revived or not?
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