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Posts posted by Azza FHI
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we run AGM without the AI pbo and I can confirm everything works fine with ASR. even to the point of fine tuning the accuracy we can tell the difference when running tests
make sure your server profile settings are like this under the mercenary class (assuming u want to play on elite)
class mercenary { class Flags { HUD=0; AutoSpot=0; WeaponCursor=0; DeathMessages=1; 3rdPersonView=0; NetStats=1; VonID=0; }; aiLevelPreset=3; skillAI=1; precisionAI=0.40000001; };
and then our Russians are set to the following in ASR
lass level_3 { // RUSSIANS, ISIS, US aiming[] = {0.23, 0.00}; spotting[] = {0.50, 0.00}; general[] = {1.00, 0.00};
Robalo - any way to force mgs to fire a lot of suppression bullets rather than acting like a rifleman?
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key it yourself... pm me if u want
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Sounds good mate. Cheers
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what would be the best way to configure all RHS units, US and Russian into a certain skill preset? would prefer not to spam the settings.hpp with all the different classnames... or is that the only way until support is added?
thanks
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I agree the the way these guns look are awsome. However they have not been optimised for in game use. Not sure if anyone has brought this up yet.
Dont know about the other packs, but the ar15 pack (bcm jack in particular) is pretty much just a straight import from a CAD drawing. Meaning it is not optimised for arma 3 and will reduce frames. It has internals in it lol whic u cant even see unless in camera mode (bullets in chanmber)
Please see the below snippet from one of my clan members
So... after some investigationing into the 'desync' during the start of the last mission it seems to be that it might be more like lag... specifically, we found this:The first one is for the BCM Jack carbine in HLC weapons.
That's the 1st and only lod in the model. 22k polygons for a single rifle.
Where as the 2nd one is for the highest detail vanilla weapon I could find, the MX Grenade launcher variant which is 10k poly. again, 1st lod.
The difference being all of the HLC weapons only have one high detail lod. while the Bohemia weapons all have 5/6 different detail lods.
This means where as a MX might be 10k poly when you're face to face, if it's 500m away you're only seeing a 170 poly model, significantly less load on the GPU.
With HLC (And many other addons I looked at, including RHS US forces and the ADF steyr), in this case the Jack carbine, it's displaying a 22k poly weapon at 5m and at 500m, when you can barely see what unit it is let alone what rifle the unit is holding.
Just some raw testing we did supported this, 24 NATO solider's with MX's loaded at 65fps, moving back 500m sped up to around 75-80fps.
While a group of RHS US soldiers with jack carbines loaded at 58-61fps and moving back 500m loaded at 59-62fps.
while looking at the sky produced 110fps. This was on virtual reality, no other objects to skew this result.
It also has a 30k shadow poly count lol wtf.
Toady, if this has been brought to your attention already then i appologise. Otherwise do you have any plans to optimise these guns for arma 3 so that they will not reduce framerate?
Thanks
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hey is there a way to disable the nametags and rank above players heads?
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hey fred, first of all cheers for all of this.
to upgrade from the last version, do I just do the whole process again or just certain parts?
thanks
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Does anyone have any experience combining CSE and AGM if agms medical pbo is deleted?
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Hey ive searched high an low for this and have tried the following inside the mission's description.ext (they are separate examples, didn't try them both at the same time)
class CfgSounds { class track1 { name = "track1"; sound[] = {"soundtest\2.wss", db+1, 1}; titles[] = {}; }; }; class CfgSounds { class track1 { name = "track1"; sound[] = {"soundtest\1.ogg", db+1, 1}; titles[] = {}; }; };
have also tried with \ infront of soundtest. soundtest is the name of the pbo which is loaded separate to the default addons folder. there are no subfolders in it, just 1 wss and 1 ogg.
cannot get any sounds to work with playsound, is the path wrong or am I missing something?
overall goal is to have our dedicated server running some extra music pbos which can be played to the clients without the clients running the pbos or being included in the mission folder.
thanks for any help
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A very similar, if not the same, question has been asked not too many posts ago.thanks for your input, but I don't think that is what I am after. it seems like that function is only to remove the pipe error when tfr is not running on the server. what I want to do is completely disable tfr through the mission scripts, don't care about the error.
to put it in context, we have a series of PvP missions on the server. tfr remains active for the TVT ones, but for the DM where every man for himself I would like to disable TFR just for that mission. meaning its not an option to turn server off, disable tfr, then boot up server again as these missions get played consecutively.
edit - I guess the other option is to give all players the same radio and frequency regardless of side (they all have rating -3000). is it possible to set the type of radio and frequency the same for blufor and opfor?
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Hi, im making a deathmatch mission for my clan. Was wondering if there is a way to disable the whole tfr system in the mission, rather than players turning it off themselves.
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working great so thanks for everyones help.
now to ask another favour, for a deathmatch scenario where the players constantly respawn and the the person with the most kils at the end of 10minutes wins. can we make a hint to show who is at the top of that list at that certain time?
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So any groups that are placed in 2d editor usually have cycle waypoints, these units get cached at the start of the mission and then uncached when players are in in 1km range. Also the mission maker has access to our custom debug console which is used to spawn groups while in game if needed.
When groups are spawned they can be issued with 1 waypoint at a time where u can set location, speed and behaviour.
I guess the aim is just to populate houses, just so that when ppl clear them there are actually enemy inside. Obviously i could do it manually with each units waypoint in 2d editor but would rather have some sort of automatic system.
Will check out the above scripts. Thanks
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+ 1 for the x is now zeus message. Great work so far, but ill wait till the message issue is fixed before i implement it with our group . Would it be possible for you to release a scripted version of the next update?
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Hehe all good mate, any help is appreciated. Will look into it, but i should have mentioned that we are an online coop clan meaning friendly AI are never used. Will see if it has what im lookin for. Cheers
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Hey robalo, are you able to recommend a mod or a method (script or function) that works alongside asr to get ai to garrison (or at least move into) houses/building. And not just altis building but arma 2 ones also...
I know the ai in asr seek cover in buildings but would like them to enter before they go into combat.
Great work btw. Thanks.
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hey Laxemann, was just wondering what happens when the mod is run but the userconfig is not installed? will it run like normal with default settings or will the mod not run at all? thanks
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hey does this mod have an update inbound to accomdate the RHS release? im not saying its needed, just wonerdering as there are faction classes down bottom of config...
should be just add all classnames to the arrays?
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Its ok I forgive him. My wrath is spared
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Call me ungrateful or whatever, but from memory u showed teasers or at least told ppl about the next update with m203 etc. To do that and then not release for months on end and say it in hibernation is poor form. Either dont gee it up or dont do it lol.
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I managed to get it signed. depbo's with PBO manager. used latest addon builder to repack the folder into a pbo. used my sign during the packing process
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hmm doesn't seem to work, no errors but nothing shows up. I tried with allmissionobjects "man" aswell just in case it needed units on both sides to work, but still nothing...
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Thank you very much!
tweaked for what I need
[] spawn { _objects = playableunits; while {true} do { hintSilent str ({(alive _x) AND (_x in list trig_counter)} count _objects); sleep 5; }; };
what about making 2 separate counters for a team DM? east and west players
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Hello, I am making a deathmatch for our clan. was just wondering if anyone knows how to make a very simple indicator of how many alive units are in a triggers area?
doesnt have to be pretty like KOH, just a hint style number (starting at however many players there are) that counts down after each death...
cheers
ASR AI 3
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
ROBALO UVE GOT ME ALL EXCITED NOW! im guessing that's a patch for the whole of RHS? Is this to be run servside only?
And I was talking about the RHS Russian Mgs not spraying their bullets much.
@Gdent - this is our complete asr config. http://pastebin.com/BdFEJcqK
keep in mind our clan plays for realism so the units configured in that (RHS US and Russians, standard CSAT which weve scripted to be ISIS) are quite hard. and all these settings directly correspond to what the server's default skill preset is. so if u want the same result as us then make both of these configs match what I have posted.
also, robalo stated once before that it is bad practice to include a large number of classnames in the units [] field, but ASR was not configure for RHS yet so that is why we did that. im guessing with what robalo just posted, we will be able to configure the whole faction now?