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Posts posted by 1212PDMCDMPPM
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laxemann,
is this the fix you were waiting for ?
- Tweaked: Several mono samples changed to stereo to improve the position of sounds
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At one time, the paramedic started bandaging a teammate, which was nice to see :)
Except under fire ! :)
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One quick question:
do you plan an addon version ? script version ? both ?
Personnaly, I'd love to see a script version, easier to use in community with a strict addon policy.
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Does anyone know if there is any parachute object of an "ejected and landed" parachute which you can ad as an object on the ground for enhancing the immersion of when the mission starts like if you where a paratrooper? I cannot find any in the CUP objects anyway. Anybody knowing any mod of this or similar?
Thx
I44 had that IIRC. Never seen it elsewhere but it's an excellent request idea !
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Please see if it could make a difference for you ?
-OP
Yep, working fine now !! Excellent !!! :wub:
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probably because he's still targeting you. Seba's post above should help!
I already included his advice.
g1 = group wz_g1; hint "flee you fools !"; g1 setCombatMode "BLUE"; sleep 10.0; { sleep 0.1; _x disableAI "AUTOCOMBAT"; _x disableAI "TARGET"; _x disableAI "AUTOTARGET"; _x disableAI "COVER"; _x disableAI "SUPPRESSION"; _x commandWatch objNull; } forEach units group wz_g1; sleep 3.0; _wp = g1 addWaypoint [getMarkerPos "wz_wp1", 20] ; _wp setWaypointSpeed "FULL"; _wp setWaypointBehaviour "AWARE"; _wp setWaypointType "MOVE";
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I'm getting better result in setting the waypoing after a 3 second sleep after all the disableAI.
Still, if an AI was firing at me when the script si started, the AI is completly stuck, unable to move, even through Zeus assigned WP for example.
I even tried to start by a setCombatMode "BLUE", wait some time but I always get the same result...
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Quick question: when will be have the islands sorted alphabeticaly when starting the editor ?
Thx !
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This is so embarassing... if tut3 is my object, this will make it face the same direction of the player and make it stick to slope, while still being vertical:
tut3 setVectorDir [ sin getDir player, cos getDir player, 1 ]; tut3 setVectorUp surfaceNormal position tut3;
And after that I'm stuck... :) I just don't have the math knowledge to rotate it so that it faces the sky.
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Hm, disappointing to hear. Was autocombat disabled for all the units, or just the group lead ?
All units.
Here the sqf I'm calling through a trigger. Feel free to comment or tell me how to correct/improve it (just place a group where the leader is called wz_g1 and a marker called wz_wp1 where they'll run to)
g1 = group wz_g1; hint "flee you fool !"; _wp = g1 addWaypoint [getMarkerPos "wz_wp1", 20] ; _wp setWaypointSpeed "FULL"; _wp setWaypointBehaviour "AWARE"; _wp setWaypointType "MOVE"; { sleep 0.1; _x disableAI "AUTOCOMBAT"; _x disableAI "TARGET"; _x disableAI "AUTOTARGET"; _x disableAI "COVER"; } forEach units group wz_g1;
Test scenario:
I start shooting the group, they get on the ground and start firing back then after few 15 seconds the trigger is running this small sqf.
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Or maybe use some surfaceNormal/lineIntersectsSurfaces/setvectorup magic to set it automatically.
That's were I'm hitting my inability to manipulate things in 3D through math :)
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(...) carefully placed some 'user texture' objects in Eden (...)
Thx for sharing Greenfist.
Those items are vertically oriented. So far, still no answer from BI to get the horizontally oriented versions, so that we can easily stick them to slope.
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The real problem was not preventing the AI units from going into danger mode by themselves, it was getting them out of it by some condition, external to their own FSMs, and still is.
It's still barely working... The group leader is fleeing like a rabbit when disabling autocombat but for the rest of his team, it's clearly unreliable. Sometimes they follow their leader, some are getting stuck, some are still firing...
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I have one quick question about rearming: how can I manage the rearming capability of an ammo truck ? I don't want it to be able to provide ammunitions indefinitely.
Thx !
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Would it be possible to have a script only version of the new Gaia ?
Thx a lot !
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Your picture of Stratis is off-centered.
Yes, I had the unpleasant surprise to notice that this map from 10T is not square... I haven't checked the others yet.
I asked a friend to modify it so that it fits with the real Stratis.
So far, the drawIcon version has too many limitations (impossible to use markers) and too unreliable (why don't I see anything when I don't spawn the car, this is ridiculous).
The addon version is working far better, except when invoking the map mode while in camera mode, something I'm ready to sacrifice :)
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that's done already
Thx a lot !!
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Thx for sharing the roadmap eggbeast !
Is there any plan to hotfix the crash when using VC with ACE before Echo update ?
Great mod !! Thx again for bringing us such great content to Arma.
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Very cool man.
Thanks for sharing.
Is there any flickering problems, position problem ?
Thanks.
No flickering problem (or my eyes are poor enough to have not noticed ;) ).
You'll have position problem in the marker addon version if the picture you're using for the map is not perfectly aligned with the real Arma map. Except if you don't care (possible if you dont use positioning system/marker and in a difficulty where ennemies and yourself are not displayed on the map), I would advise using topography export or 10T maps as base of your picture.
In the drawIcon version, it's not really an issue as the drawIcon seems to be always on top of everything, so you can't use marker, ACE gesture or anything on the map... I don't think it something Arma can handle at the moment (ordering layers between markers and drawing stuff). It could be a useful feature request when the tracker will be back online.
To summarize, the icon version is addon free but you have the map picture and that's all, not other functionnality. The addon version (I need to refine it, the zoom ratio is not good enough) seems to be fully functionnal but you need to add an addon (potential issue in some communities).
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It seems I have a weird bug with the drawIcon function.
Here's my code.
descritpion.ext
__EXEC (MISSION_ROOT = __FILE__ select [0, count __FILE__ - 15])
init.sqf
wz_carte = ""; _root = parsingNamespace getVariable "MISSION_ROOT"; wz_carte = _root + "stratis5.jpg"; car = "C_Offroad_01_F" createVehicle position player; // ((findDisplay 12) displayCtrl 51) mapCenterOnCamera true; // auto center _eh = ((findDisplay 12) displayCtrl 51) ctrlAddEventHandler ["Draw", ' (_this select 0) drawIcon [ wz_carte, [1,1,1,1], [worldSize/2, worldSize/2,0], 640/ctrlMapScale (_this select 0), 640/ctrlMapScale (_this select 0), 360 ]; '];
if I comment out the creation of the offroad, the icon (big picture in fact) is not drawn on the map.
Tested in 2D editor, vanilla (no mod).
Repro mission:
https://www.dropbox.com/s/l77lhsuc6x4ugaj/test_map_icon.Stratis.zip?dl=0
I asked a friend, expert in sqf who was not able to find any issue in the code (most is coming from KK).
end of the rpt file
20:31:41 Mission id: 678f60bc40d5277cc52a01971eee211987910175 20:31:41 Fresnel k must be >0, given n=2.51,k=0 20:32:04 Starting mission: 20:32:04 Mission file: test_map_icon 20:32:04 Mission world: Stratis 20:32:04 Mission directory: C:\Users\XXX\Documents\Arma 3 - Other Profiles\Warzen\missions\test_map_icon.Stratis\ 20:32:05 Attempt to override final function - bis_functions_list 20:32:05 Attempt to override final function - bis_functions_listpreinit 20:32:05 Attempt to override final function - bis_functions_listpostinit 20:32:05 Attempt to override final function - bis_functions_listrecompile 20:32:06 Attempt to override final function - bis_fnc_missiontaskslocal 20:32:06 Attempt to override final function - bis_fnc_missionconversationslocal 20:32:06 Attempt to override final function - bis_fnc_missionflow 20:32:07 Mission id: 678f60bc40d5277cc52a01971eee211987910175
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Adding info so that you d'ont have to open the file to see the code:
description.ext:
__EXEC (MISSION_ROOT = __FILE__ select [0, count __FILE__ - 15])
init.sqf
wz_carte = ""; _root = parsingNamespace getVariable "MISSION_ROOT"; wz_carte = _root + "stratis5.jpg"; car = "C_Offroad_01_F" createVehicle position player; // ((findDisplay 12) displayCtrl 51) mapCenterOnCamera true; // auto center _eh = ((findDisplay 12) displayCtrl 51) ctrlAddEventHandler ["Draw", ' (_this select 0) drawIcon [ wz_carte, [1,1,1,1], [worldSize/2, worldSize/2,0], 640/ctrlMapScale (_this select 0), 640/ctrlMapScale (_this select 0), 360 ]; '];
if I comment out the "car = ...blablabla, nothing is displayed on the map. Icon is not drawn.
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Here's a version based on drawIcon:
https://www.dropbox.com/s/l77lhsuc6x4ugaj/test_map_icon.Stratis.zip?dl=0
(yes, I know there's an issue with the picture, the blank on the top and right should not be there)
The code is coming from KillzoneKid (thx to Hardballer for pointing me in this direction).
One thing I can't understand: if I remove the line creating the car, no icon are drawn on the map. Could someone help me there please ?
Thx !
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Hey,
For those that want to goof around a little on transportation stuff and supply some early feedback. Its all yours! Put it into your editor mission folder (like this C:\Users\rjjoo\Documents\Arma 3 - Other Profiles\Spirit\missions):
https://onedrive.live.com/redir?resid=5B56E83CAD09AC30!564&authkey=!AAYlL2ivsi_qELc&ithint=file%2c7z
Goof around in editor, press play, go do some stuff.
So far it's working nicely !! Excellent job !! :)
What I noticed so far:
- gaia is hikacking non gaia chopper for a one way trip. on destination, the non gaia chopper stays on the landing zone indefinitely, motor on
- infanteries are now lazy !! they call a chopper for a 1 km walk. I guess you plan some toggle to manage the min distance before calling air transport or having some groups unable to call air transport
- AI are stacked (ie overlapping) when loading in. disembarking doesn't have this issue. you can noticed this if the inf are on the LZ before the chopper
Thx again for working on Gaia !!
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The posting was just a bit late, sorry for the delay :P
Please add the date of the real update (not the PWS update) so that we can identify wether it's really new or a delay on the PWS side.
Thx.
AiSS - Feat of Arms V2.0.0
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
I'm not sure I understand: is it released (not DL link ?) or is it WIP (so may be this thread should be in addon discussion section).
Thx !