Jump to content

Undeceived

Member
  • Content Count

    1977
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by Undeceived

  1. Undeceived

    [WIP][SP/Campaign] Avenge

    Good to see new SP content in here - congrats on the release, panicsferd. Yes, the plot looks interesting.
  2. Undeceived

    Forums Upgrade

    Yeah, I'm experiencing both: 502 Bad Gateway messages and a speed slowdown since the forums were upgraded to the current system (I'm not talking about this latest update) . Functionality and everything else is cool and I like it, but regarding speed it's rather a downgrade. The old forum loaded pages way faster.
  3. Undeceived

    Max_Women

    Thanks a lot for re-releasing the mod, Maxjoiner! Much appreciated as I'm using it in a SP project.
  4. Undeceived

    Learning Scripting

    This is what introduced me to sqf: http://www.ofpec.com/editors-depot/index.php?action=details&id=390&game=ArmA From there on it's all about learning by doing / trial and error, in combination with searching in the forums/BIKI/web and asking for help.
  5. Undeceived

    Forums Upgrade

    Can we somehow delete clubs? I created a bullshit one in private to check out its features and now I'm stuck with it - hopefully not forever. Thanks! ProfTournesol, did you try to empty your browser history including cookies?
  6. Undeceived

    Arma 4 a look to the future

    Awesome post! And I can only agree.
  7. Undeceived

    Arma 4 a look to the future

    I would love to see an other setting than in the 2030's. Something between WWII and a hypothetical conflict in our current time (preferably Korea crisis). Or "back to the roots" with NATO vs. Russia (today's Crim crisis or so).
  8. Undeceived

    Forums Upgrade

    The hamburger menu works now. Thanks!
  9. Undeceived

    Forums Upgrade

    And Edge.
  10. Undeceived

    Forums Upgrade

    I have a small suggestion regarding the notifications (which I like a lot): When a notification appears at the bottom of the page and I follow it, it should be removed in the main notification center at the top of the page.
  11. Undeceived

    Idea: North Zagoria

    For me the lands north of SZ were always Russia so I never thought about a North Zagoria. The idea is cool though. But as (if I'm not mistaken) no one released or announced such a map so far, I'd say you will have to make it yourself if you want to see it.
  12. Hi guys, as Arma's AI sometimes lets us down, now and then one has to come up with dirty (scripted) workarounds. I want to make an AI to shoot an AT rocket at a tank (everything scripted as it has "ANIM" disableAI'd). So I set the unit up this way: //Take out rocket launcher ws3 playMove "AmovPknlMstpSnonWnonDnon_AmovPknlMstpSrasWlnrDnon"; //As selectWeapon doesn't work as intended for AT-launchers I have to play this move and disableAI "ANIM" to prevent the AI to select the rifle again. ws3 disableAI "ANIM"; sleep 3; //Set unit to face target - horizontally only though :-( _dir = [ws3, target] call BIS_fnc_dirTo; ws3 setDir (_dir); //Fire ws3 selectWeapon (secondaryWeapon ws3); ws3 fire [weaponState ws3 select 1, weaponState ws3 select 2, weaponState ws3 select 3]; And now the obvious problem: As the target is to far away from the shooter, the rocket will hit the ground only. Is there a way to automatically and immediately (via script) make the AI to point the weapon in the right direction, e.g. on a game logic above the tank? This would solve the problem, but I don't know how to set a vertical direction via script - I only know how to set the right horizontal direction (see my code above). Any ideas? As said, I need a scripted (immediate) solution, no "command" commands such as doTarget or lookAt, etc. Two reasons: 1: AI can't move ("ANIM" disabled") - 2: By using these I would again rely on the AI which I want to avoid. Thanks for your help! EDIT: Thinking more about the subject I changed my question rather towards "how to make the AI to aim at a certain point of its aim deadzone".
  13. All in all I agree with you but there are situations that are not flexible and where one can't rely on the AI's behaviour systems. The situation we're discussing here is set in a cutscene. The part with the AT shot is approximately 1,5 seconds long, which means I need the AI shooting and hitting the tank 100% in the right moment. Other than that I'll try out your suggestion with the switch weapon action.
  14. The problem is that selectWeapon (secondaryWeapon unit) doesn't work - I think it's bugged. The AI selects the rifle immediately (or if the AT launcher is its only weapon nothing will happen). This is why you need the ANIM disabled. This way the launcher stays in the unit's hands and you can work with the fire command. I found a dirty workaround of the dirty workaround by appliyng BIS_fnc_setPitchBank to the unit in the moment before the shot is fired. Well, it's a bad solution as the whole body is lifted for a moment. So the main question would be: Is it possible to set the AI to aim at a certain point of its aiming deadzone?
  15. Hi Psycho, I have a suggestion: In an older version of the AIS I loved the possibility to activate reviving for only certain units (unit names). Now, in the latest version, we can only choose players, blufor, opfor, etc. Is there a way to just put unit names in the setup script and the script works for these only? Thanks.
  16. Undeceived

    Laws of War DLC Feedback

    Completely agree. The only small point I would criticize in the campaign (it's a rather technical one) was
  17. What you describe sounds like the disableAI "ANIM" didn't work. Try to write instead of this (without the _ ). If I'm not mistaken, right now in your code this "this" is not defined. To refer to the spawner, you have to use _this (like you did in line 8).
  18. Undeceived

    "Internet" in A3?

    I also tried to click the links at the top immediately. This is a great idea! Would it be possible too to lay invisible buttons over these links in the article functions and make them open another article / web page?
  19. Undeceived

    Laws of War DLC Feedback

    Man, if Miller... EDIT:
  20. Undeceived

    Laws of War DLC Feedback

    Finished the campaign now. Oh, and reading Scott Alsworth so many times in the credits I know now why there's no Resist 2 yet. ( @Kydoimos) Good job, mate. Ah, now I get it.
  21. Undeceived

    Laws of War DLC Feedback

    Huh, what do you mean here? All in all I can only agree with Rydygier, this DLC is amazing. The campaign (still playing it) really is fantastic and well done in terms of storytelling and design - at last we again got a full-packed story driven campaign! Many details to digest, great atmosphere and great embedding and references (in)to the rest of the Armaverse and its timeline. Well done, Amsterdam guys!
  22. Undeceived

    Laws of War DLC Feedback

    One thing that immediately attracted my attention: PROPER CUTSCENES! Not those boring "walk in" conversations in first person. Nice, BI! Ok, continuing playing....
  23. This isn't necessarily an Apex-related question, but... How do I config the customizable (middle) spotlight main menu button so that it, when pressing it, leads to the singleplayer scenario menu and "clicks" resp. highlights a certain mission? In my config.cpp (as seen here) I have this code for pressing the button... action = "ctrlactivate ((ctrlparent (_this select 0)) displayctrl 149);"; ...and wow! :o - it seems to open display 149, which from my noobish perspective is the campaign menu. But I want the SP scenario menu and (if possible) a certain entry (mission) in there. What is the right number / ID for this menu? Thanks for your help!
×