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twisted

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Everything posted by twisted

  1. twisted

    Visual Upgrade – Feedback

    yes, this is important. light and shade should affect the units much more so they appear as part of the environment and allow cammo and use of shaded areas to be of benefit more. also inside forests tend to be a lot darker, and less grey and montoned. right now the whoel sceen seems flat due to the tones.
  2. Any news on fixing the forced walk while wounded? So many other great and much anticipated chanegs have happened recently. But this particularity ugly bandaid is the epitome in frustration while in the middle of a firefight. Take a few hits and bam you can only walk. A kind on limping run or something would be better than this. Worst of all, it feels claustrophobic trying to control a wounded character - and not in a way that adds to the depth of a game but simply in control being taken away from you as a player at a time you need it most.
  3. twisted

    Difficulty Overhaul

    question that relates to difficulty level as an occasional mission maker. Right now markers have a distance next to them. This is actually rarely a good thing as it means the player has no need to consult their map for more info or to map their route better, and worst of all it gives them instant and exact distance to target. Which makes sniping and longer range shots unnecessarily trivial. in essence it takes any challenge any - which can kill the point of the mission. is there a way, with the new difficulty overhaul, for a mission maker to remove then range next to markers?
  4. twisted

    Difficulty Overhaul

    Is it possible for a mission maker to set the distance and time that information fades out at. it would be unbelievably empowering and allow greater control of mission UI elements
  5. absolutely. especially things like eject so close to inventory in helicopters.
  6. twisted

    Visual Upgrade – Feedback

    pretty damn good work on this. 3 questions. 1 - an oldie but if you are looking at visual aspect what about terrain casting shadows itself and its surrounds. 2 - with the new lighting the flat image for trees at a distance has an obvious halo that looks not good at all. 3- any plans for a little more atmospheric things like dust, etc. you are making a tropical island. I live on one currently. there's often quite a bit of dust, humidty, bugs, etc in the air. if fact any roadmap for thr future. love to see it as the changes have been pretty impressive so far.
  7. digging the new lighting, look and feel. is there any roadmap showing the plans still to be developed? such a good difference so far.
  8. thanks for this release! epic work as always. one small thing is that I'm finding it tricky to keep track of all the changed weapons and not changed weapons. especially with the new naming convention inside the files. Probably me being dozy. Is there a central place to get them all other than steam workshop (which would be fine but i cant tell is up to date or not. The dates on the mods are all over the place.)?
  9. this new visual update is awesome. good one BIS. Dig the new levels of detail at various distances. Dig it all in fact. Damn nice. Not perfect but one great leap forward. Hope to see a little more atmospheric/ambient detail added for the environment, etc. edit - after playing more i find it gets better and better. materials really seem to be different than each other. real step up.
  10. twisted

    AI - suppress command

    agree. having more believable ai (aka little more intelligence and autonomy) would be excellent. finding the best cover position and best firing position is somehting any human commander would expect of his troops.
  11. twisted

    Difficulty Overhaul

    disagree about 3rd person being able to be overidden in user preferences. sometimes mission makers want to be able to lock their mission to 1st person only to prevent that looking 360' around while in cover. right now there's a very hacky way to do so but having a simple command that mission makers can choose to use would be a sure win.
  12. twisted

    Tasks Overhaul

    nice. but please give mission makers the option to not have the distance shown on every way point? maybe simply replaced with custom text. that way they dont get an auto distance measuring for things like sniper or survival missions where map reading is important but hand holding isnt.
  13. twisted

    ASR AI 3

    epic release. thanks!
  14. like others have said why close the game? and you don't even have to exit your mission in SP. just hit restart to reload your current scripts.
  15. Well if stable is broken too then it certainly is frustrating. but might be a bit better to post that in bug tracker and not under dev branch. Ps - haven't been called my dear by a guy before. but im not homophobic so its all fine. :pet12: :pet12: :pet12:
  16. you mean you're using the dev branch which comes with a warning that things might break as BIS works on them and you get frustrated because things break?? as constructive feedback - i also got an ai that was non responsive in yesterday after latest update. just stood there after being killed, wasnt shot at by enemy but was dead. but wasnt near a heli.
  17. really? well then BIS has done a sterling job with their update.
  18. twisted

    Good job with 3den!

    Eden makes editing sooooo much easier and fun. and powerful. its great.
  19. is this why terrain doesnt cast shadows? very jarring to see your shadow flaoting in air. and missing the sense of time and contrast that late afternoon/early morning shadowed area brings. one of the few bug bears i have with the engine.
  20. So I'm trying to do what should be quite simple. get a list of houses. then go through the list - adding a house to a separate final list then remove it and all houses within 200m from it from the original list. and do this for each units of what should be an ever shrinking list. _tws_near_buildings = _temp_x_pos nearObjects ["House", 2000]; tws_final_house_list = []; { uisleep 0.01; _here = getpos _x; _tws_near_buildings2 = _here nearObjects ["House", 200]; tws_final_house_list pushBack _x; _tws_near_buildings = _tws_near_buildings - [_tws_near_buildings2]; }; } foreach _tws_near_buildings; but nothing ever gets removed. Im no doubt being dense.
  21. ok, so i tried some other code and at least the house list gets lower. seems that you cant change the length of an array you are foreaching through - arma 3 will keep the orginal one in memory if I'm correct. using a while loop works, but it still doesn't delete all houses within 150m of the one house. i cant figure out why. edit - it was me being dense. I was putting brackets around the nearObjects array and then subtracting the array within an array which of course didnt find any match. _tws_near_buildings2 = _here nearObjects ["House", 200]; _tws_places = _tws_places - [_tws_near_buildings2]; _temp_x_pos = getpos player; _tws_near_buildings = _temp_x_pos nearObjects ["House", 4000]; _tws_building_types = []; _tws_buildings_sorted = [ "Land_MilOffices_V1_F", "Land_BagBunker_Large_F", "Land_i_Barracks_V1_F", "Land_u_Barracks_V2_F", "Land_Cargo_House_V1_F", "Land_Cargo_House_V2_F", "Land_Cargo_House_V3_F", "Land_Cargo_HQ_V1_F", "Land_Cargo_HQ_V2_F", "Land_Cargo_HQ_V3_F", "Land_Cargo_Patrol_V1_F", "Land_Cargo_Patrol_V2_F", "Land_Cargo_Patrol_V3_F", "Land_Cargo_Tower_V1_F", "Land_Cargo_Tower_V1_No1_F", "Land_Cargo_Tower_V1_No2_F", "Land_Cargo_Tower_V1_No3_F", "Land_Cargo_Tower_V1_No4_F", "Land_Cargo_Tower_V1_No5_F", "Land_Cargo_Tower_V1_No6_F", "Land_Cargo_Tower_V1_No7_F", "Land_Cargo_Tower_V2_F", "Land_Cargo_Tower_V3_F", "Land_Medevac_house_V1_F", "Land_Medevac_HQ_V1_F", "Land_i_House_Big_01_V3_F", "Land_i_House_Small_01_V3_F", "Land_i_Stone_HouseBig_V2_F", "Land_i_Stone_HouseBig_V3_F", "Land_Unfinished_Building_01_F", "Land_Unfinished_Building_02_F", "Land_LightHouse_F", "Land_Castle_01_tower_F", "Land_Airport_center_F" ]; _cargoBs = []; _barrackBs = []; _milOfficeBs = []; _tws_places = []; { _tws_temp_x = _x; _toString = typeOf _tws_temp_x; diag_log format ["in setup ofpor space TYPEOF is %1", _tws_temp_x]; diag_log format ["in setup ofpor space %1", _toString]; systemChat format ["in setup ofpor space%1", _x]; systemChat format ["in setup ofpor space%1", _toString]; _tws_found = _toString in _tws_buildings_sorted; systemChat format ["_tws_found %1 for %2", _tws_found,_tws_temp_x]; diag_log format ["_tws_found %1 for %2", _tws_found,_tws_temp_x]; if (_tws_found) then { _cargoBs pushBack _x; diag_log format ["in setup opfor space looking at buildign - %1", _tws_temp_x]; _chance = random 10; if (_chance > 3) then { _tws_positions = [_x] call BIS_fnc_buildingPositions; _tws_pos_max = (count _tws_positions) ; systemChat format ["in setup opfor space looking at buildign - %1 whihc has %2 posiitons ", _tws_temp_x, _tws_pos_max]; diag_log format ["in setup opfor space looking at buildign - %1 whihc has %2 posiitons ", _tws_temp_x, _tws_pos_max]; if (_tws_pos_max > 0) then { /*_tempGroup = createGroup east;*/ _tws_picked_Pos = floor random _tws_pos_max ; systemChat format ["in setup opfor space picking posiiton at ", _tws_picked_Pos]; diag_log format ["in setup opfor space picking posiiton at ", _tws_picked_Pos]; _newPos = _tws_temp_x buildingPos _tws_picked_Pos; systemChat format ["in setup opfor space picking which has a pos at ", _newPos]; diag_log format ["in setup opfor space picking which has a pos at ", _newPos]; _newMarker = floor random 10000; _markerName2 = format ["tws_AI_here_%1_%2",_tws_temp_x,_newMarker]; _markerstr2 = createMarker [_markerName2,_newPos]; _markerstr2 setMarkerShape "ICON"; _markerstr2 setMarkerColor "ColorGreen"; _markerstr2 setMarkerType "mil_dot"; _tws_places pushBack _x; _newPos set [2, (_newPos select 2) + 6]; _veh = createVehicle ["Sign_Sphere100cm_F", _newPos, [], 0, "none"]; _veh setObjectTexture [0,'#(argb,8,8,3)color(0.55,0,0.1,1)']; }; }; }; uisleep 0.01; } foreach _tws_near_buildings; /////////// now check that no buildings are 150m close to each other tws_final_house_list = []; _recurse = 1; _counter = 0; while {_recurse == 1} do { uisleep 0.1; if (count _tws_places <1) exitWith { uisleep 0.01; diag_log format ["tws_palces is now empty %1", _tws_places]; }; _picked = floor random count _tws_places; _chosen = _tws_places select _picked; _here = getpos _chosen; _here set [2,10]; _veh = createVehicle ["Sign_Sphere100cm_F", _here, [], 0, "none"]; _veh setObjectTexture [0,'#(argb,8,8,3)color(0.55,0.1,0.76,1)']; _newPos = _here; _newMarker = floor random 17000; _markerName2 = format ["twss_AI_here2_%1_%2",_newPos,_newMarker]; _markerstr2 = createMarker [_markerName2,_newPos]; _markerstr2 setMarkerShape "ICON"; _markerstr2 setMarkerColor "ColorRed"; _markerstr2 setMarkerType "mil_dot"; tws_final_house_list pushBack _chosen; _tws_places deleteAt _picked; _tws_near_buildings2 = _here nearObjects ["House", 200]; _tws_places = _tws_places - [_tws_near_buildings2]; diag_log format ["_tws_places count is %1",count _tws_places]; systemChat format ["_tws_places count is %1", count _tws_places]; }; diag_log format ["_tws_places are %1", _tws_places];
  22. Good question. Because i get the code to draw dots on the houses chosen and then different color dots on the houses that should be at least 140m away. but all the dots get the color. rather than stuff around with the copy pasted truncated code above here is the testing code i use. save it as something.sqf run it eden editor. place a unit. then press esc and type [] execvm "something.sqf" in the code box thingy. you'll see that it doesnt work.
  23. i stuffed up the copy and paste. fixed. basically i'm trying to go through the list and shorten it while going through it
  24. thatll be awesome. digging this sound pack a ton. some epic big sounds that really bring a battle to life.
  25. twisted

    This game is too hard :(

    AI being hit doesn't seem affect their accuracy or reaction time to me. in fact it seems to help them ID your position more clearly. But you are saying that their health (or dammage) affects accuracy? thats good to hear.
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