amateur
-
Content Count
40 -
Joined
-
Last visited
-
Medals
-
Medals
Posts posted by amateur
-
-
Is there any script for random voice chat for AI? There were some for a2, but I can't find any for a3.
-
How about some "flattening" on asphalt roads? In some places these have some weird holes, pits and mounds which - looks unnatural and complicate driving for players and AI. Same about road markings.
-
I have this in my setSkill.sqf:
// INFANTRY SKILL _InfskillSet = [ 0.05, // aimingAccuracy 0.1, // aimingShake 0.6, // aimingSpeed 1, // spotDistance 1, // spotTime 1, // courage 1, // reloadSpeed 1, // commanding 1 // general ];
And it's ok then I run it on my own local dedicated server - bots become pretty inaccurate, but then mission runs on separate (not mine) server with a bunch of real players - spawned bots became some aimbot terminators again. Is it possible somehow? Or it's just my imagination?
-
Is there any function to make some radio broadcast with TFAR? I mean some persistent transmission with some pre-configured audio files in mission or addons? So players could choose specific channel and hear it.
-
In fact i think author must provide some fixed version without mcc-references in the code. These are in onPlayerRespawn.sqf and specta.sqf as I remember. You can search and delete these references by "mcc" keyword manually.
Another quiestion - is there any function to restart spectator after quiting with ESC? In ACE in A2 it was like then you touch the ground with the seagull - spectator restarts.
-
Still can't get spectator to work separately from the framework. Not sure why. Again, can you, please, spent a bit of your time and provide checked(!) separate "setup" for your spectator?? Not as public release, but as something for private use. I would be very grateful :)
-
Found the proper issue.Append Seagull to the RespawnTemplates[] = {};
Can you describe in more detail? I don't understand completely what do you mean.
-
You need the f/spect folder and the relevant sections from the description.ext (cfgFunctions and spawn-templates). It's probably easier if you describe what you did and how you set it up so I can point out the mistake. You can also take a look at this mission, the creator is using an extracted version from F3 as well.Thanks. Funny thing, then I take script from this mission - it works, spectator launches, but then I take contents of "spect" folder from the last framework version and replace the mission ones - my mission simply ends on players death. At the same time all corresponding lines in the description.ext are identical, I've checked. Maybe, mission author have made some changes in spectator scripts? Or used some old version, I don't know.
-
It's pretty straightforward to extract the spectator script from the framework and use alone (no inner dependencies) and for us it's better to focus on developing the framework as a whole rather than having to maintain several sub-releases besides F3 itself.I've thought it was straightforward, but I can't make it work, in fact. Could you, please, provide some instructions how to set it up separately from framework?
-
Your spectator script looks interesting. How about releasing it as standalone script for the community? It may be useful for mission makers who don't need the whole framework functionality.
-
Our group has encountered what appears to be a bug where the radio will occasionally beep multiple times in rapid succession (seemingly 4) if 2 or more individuals try to transmit at the same time. The sender will not hear it and but some receivers will hear it (as in not every listener will experience it for a given occurrence).Teamspeak issue?
Same here, appeared after update. Pretty annoying, lol.
-
Did you do something with babel in a new update? Before update it worked normally but now it says:
Error in expression <elect 0; _ret = false; { if(_x select 0 == _languageKey) exitWith { ACRE_CURRENT> Error position: <== _languageKey) exitWith { ACRE_CURRENT> Error ÐžÐ±Ñ‰Ð°Ñ Ð¾ÑˆÐ¸Ð±ÐºÐ° в выражении File idi\clients\acre\addons\sys_core\XEH_pre_init.sqf, line 126
-
How does it ruin it? Are you taking about the bug where unconc effect is active after death?I think yes, player dies, spec launches but player still has these uncons effects on the screen.
-
And some thoughts/suggestions about Babel: is it possible now/will be in future to replace current "voice morphing" feature for languages that player don't speak with custom soundpack with real phrases for desired language (maybe random, without any particular meaning but with great impact on atmosphere)? I think, it could be great because current state does well in anti-overhearing, but it ruins atmosphere badly with it's "robotic" sound.Any reaction from devs? Is it possible to setup babel in such a way? I think it could be wonderful with some soundpack from stalker or bf.
-
Better variants for russian:
<English>XM312 (High)</English>
<Russian>XM312 (Ð’Ñ‹Ñокий)</Russian>
<English>Mini-Spike Launcher (AT)</English>
<Russian>Mini-Spike ПуÑковое уÑтройÑтво (ПТРК)</Russian>
<English>HEMTT Repair</English>
<Russian>HEMTT Ремонтный</Russian>
<English>Typhoon Device</English>
<Russian>Тайфун УÑтройÑтво</Russian>
Others are ok.
---------- Post added at 22:48 ---------- Previous post was at 22:45 ----------
commy2;2765258']Not possible afaik.---------- Post added at 22:19 ---------- Previous post was at 22:18 ----------
There are no event scripts for this.
Oh, sad :( How is this possible not to have any command to disable such effects? Because it ruins spectator (including default bis spec) in any pvp game with this addon. Will be it implemented in future?
-
** Translation not found at all:
<Russian>M112 Demolition Block</Russian>
<Russian>M112 Блок взрывчатки</Russian>
-
I use modified keygetys spectator script im my pvp mission, launching it from onPlayerRespawn.sqf. How can I disable all visual wounding agm effects on the player prior spectator launch?
-
I've dug around the functions a bit and I thought I'll post a rough tutorial for channel presets till there is an official documentation.Great thanx, it's very helpful.
And some thoughts/suggestions about Babel: is it possible now/will be in future to replace current "voice morphing" feature for languages that player don't speak with custom soundpack with real phrases for desired language (maybe random, without any particular meaning but with great impact on atmosphere)? I think, it could be great because current state does well in anti-overhearing, but it ruins atmosphere badly with it's "robotic" sound.
-
So is smthn like
["ACRE_PRC148", [40.000, 40.025, 40.050, 40.075] ] call acre_api_fnc_setDefaultChannels;
from acre1 wiki still working? I've tried this on acre2 and it broke channels on prc148 - so it won't let me change channels and the screen of the radio goes blank. New wiki page says smthn about "See the wiki page for presets for more information." but I can't found any pages about it.
-
I have mp-mission with this in mission.sqm:
class Intel { briefingName="@str_my1_name"; briefingDescription="@str_my1_subname";
In a stringtable.xml I have:
<Key ID="str_my1_name"> <Original>english</Original> <Russian>russian</Russian> <German>german</German> </Key> <Key ID="str_my1_subname"> <Original>english</Original> <Russian>russian</Russian> <German>german</German> </Key>
And then I try to launch this mission (packed in pbo) I get this in a log file:
Unsupported language English in stringtable MY_MPMissions\MP_my_mission.some_island: string @str_my1_name cannot be localized client-side - move to global stringtable MY_MPMissions\MP_my_mission.some_island: string @str_my1_subname cannot be localized client-side - move to global stringtable
All other strings work normally. What am I doing wrong?
-
what is the reason for the vehicle spawn via scripts?'couse vehicle creates depending on data from paramsArray (mis settings at mis.rooster).
-
why not just paste the moveInCargo etc directly into the units init, not in a script? then no matter locality it will work.Will it work if I create vehicles (ger_tank0, 1 and so on) in init.sqf? There are some scripts before createVehicle (serverside) that take certain amount of time.
-
It's working on dedicated then i'm the only client, but then more players joins - they (and i) experience the same disambarking problems. It's crazy.
-
try to remove the allowgetin and ordergetin, and use variables to shorten and make code clear.Didn't helped. I thinks it has some connection with locality in mp. When I test it on local server - all goes well as i'm server, but then I try it on dedicated server - strange "jump offs" begins.
AI Compilation List of Addons/Mods/Scripts & Threads for Arma 3
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Quite a good work you have there :)
But how about some "must have" section? To lift some best addons/scripts to the top of the list? Cause now it's a very long list of so it's quite difficult to find out what content is actually good, not obselete and worth attention.
For example I need some not very complicated way to:
1. Spawn ai and make them attack certain area. I've used EOS for it with it's "bastion" mode, but maybe there are better ways?
2. Attackig AI must clear buildings in the area