bigshot
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Everything posted by bigshot
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
bigshot replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Anyone know how I can implement this as a script in my mission (non mod/addon) that would allow the group leader (noone else) to be able to Teleport an AI group member? I don't want any other features included in the mission, just the ability for the group leader player (in coop mp) to be able to select ONLY an AI group member (not another human player) and have that AI teleported (to leader's position). I'm using the respawn module in A3 and sometimes the ai will respawn very far away (takes way too long for them to get back to our position) and so it would be nice to use this as a script to allow the player to retrieve the ai's back into action. -
Modules - Sites - Fast travel ?
bigshot replied to aikidocz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have not been able to get it to work either. Does anyone know if there's a fast travel script that AI can be commanded to use after respawning at base? -
Is Kronzky still working on this to fix it up for A3? Havent seen a post from him in this thread for about 3 months now?
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Seems there are many new faces here which is always great to see, but being new, many don't realize that the most important type of mod which we are sorely missing in A3 right now is a mod which creates all the dynamic AI for all the missions you're waiting for. Unless you're only into PlayervsPlayer then mission makers NEED a solid dynamic AI script in order to make missions with good replay value...it is crucial to the success of the franchise and always has been since the OFP days. I'm actually dumb founded that BIS has not implemented this out of the box yet for the mission makers out here, and as usual are depending on the free community to live or die by. Kronzky's UPS and UPSMON are not technically sound yet in A3, and the very best DAC (by Silola) seems to have left the scene altogether after 12 years of free service (an absolutely scary loss for BIS). Dynamic AI is the single most important addon/mod for this game bar none...without it everything else is useless as far as coop is concerned.
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Allow us to choose the path of arma3.rpt
bigshot replied to roguetrooper's topic in ARMA 3 - GENERAL
can the rpt logging be disabled somehow as of yet? it's taking up too much space...is the -nologs thing working yet in stable retail version?? **EDIT - I see the -nologs works now...anyway of doing this on-the-fly now as well (from within the game)? -
Will DAC soon be updated to be compatible with A3? I've made a mission with it and although it works, everytime I run the mission I get a 100MB+ rpt file dumped onto my system drive with literally over 4 million lines of DAC errors. Not usable as is right now.
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Me too. I want my AI ground troops to be able to fire upon a lase point that I choose when I take turret control of the Darter. Artillary is what im trying to use for this, and also I would want to see my AI attack choppers to be able to lock on and fire as well...otherwise they're of no use to me other than maybe some very brief recon intel.
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What can be used to fire upon Darter lase points?
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yea, i Have not had any luck even getting the Darter to lase anything...it seems to lock onto things on it's own such as enemy vehicles, but if I try to lase at anything as im flying around such as any point on the ground, nothing seems to happen (havent tried it yet as an actual Operator unit, just placed a terminal into my non-Operator unit). Also...does anyone know how to recharge these Darters after they run out of battery power?...they dont last too long right now and then it may as well be disposable, lol.
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[SP]Dynamic Universal War System (DUWS alpha0.1)
bigshot replied to kibot's topic in ARMA 3 - USER MISSIONS
I find this to be an odd request since it goes against what the mission is about to begin with. If the mission is about capturing only very specific territory then how is the player supposed to know where the territory is, if it's not marked on a map? (as it would be in real life) ...also for the triggers to work properly in game the players need to understand the size and dimension of the capture area. If not the mission would not function properly. The only other way to do this would be to use the town names/areas already on the map and make each capture area the same radius...you can do this but then the mission would be more like playing an "EVO" mission instead of the dynamically created zones we have now. ...so I'm left a bit confused by what you're asking for...but maybe I just misunderstood what you were trying to say, wouldn't be the first time :-) -
[SP]Dynamic Universal War System (DUWS alpha0.1)
bigshot replied to kibot's topic in ARMA 3 - USER MISSIONS
maxiim - not sure about the "folder" method as I havent done things that way since Operation Flashpoint in 2001 but I imagine it should still work. I only use the pbo though. I edit it by unpacking the pbo into the editor mission folder (the one in your documents folder), test changes in the editor and when done I save it using the editor save feature (or you can repack it externally of course). The folder method really should work though...if you do it that way try removing the pbo altogether and see if that helps you. The way I do it works, we just played it online tonight with a few friends and I had it set at 600CP just for fun. There were 6 of us and apparently all connected players have to share the teams CP...so 60 would have been really boring, lol. On a side note I dont think the guys cared too much for the mission (as much as I do)...I think maybe they were turned off by always respawning back at base. Maybe adding a mobile respawn vehicle (use something unarmed i guess) as an option to purchase would be a good idea? (then when you die you should have a spawn menu with an option to respawn at either base or the vehicle) -
[SP]Dynamic Universal War System (DUWS alpha0.1)
bigshot replied to kibot's topic in ARMA 3 - USER MISSIONS
there's 2 files we're talking about here: 1. startup.sqf - change line 61 to say 600 instead of 60 2. startup_start.sqf - change line 226 to say 600 instead of 60 Im pretty sure that's all I did...I tested it in game and it worked. -
[SP]Dynamic Universal War System (DUWS alpha0.1)
bigshot replied to kibot's topic in ARMA 3 - USER MISSIONS
it works...you just need to change line 226 (leave 224 as is)....and also in the file startup.sqf change line 61. I changed both these lines to 600 (instead of 60) and it worked fine here. -
[SP]Dynamic Universal War System (DUWS alpha0.1)
bigshot replied to kibot's topic in ARMA 3 - USER MISSIONS
I believe it's in the startup.start.sqf file (which is located in the dialog/startup folder)...not certain but i think you would just need to change lines 224 & 226. -
[MP][TVT/COOP] Total Conquest for Arma III
bigshot replied to tvig0r0us's topic in ARMA 3 - USER MISSIONS
Try this TVig: aiSkill = ((paramsArray select 14) * 0.01) class ai_skill //14 { title = "AI Skill Level : "; values[] = {5,10,15, 25, 50}; texts[] = {"5%", "10%", "15%", "25%", "50%"}; default = 10; };- 303 replies
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- conquest
- instant action
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[MP][TVT/COOP] Total Conquest for Arma III
bigshot replied to tvig0r0us's topic in ARMA 3 - USER MISSIONS
just tried it real quick, nice job tvig...you da man! ...you just have to fix the AI skill coding you've used...doesnt seem to be working. They're pretty deadly even if you turn em down.- 303 replies
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- conquest
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[MP][TVT/COOP] Total Conquest for Arma III
bigshot replied to tvig0r0us's topic in ARMA 3 - USER MISSIONS
tvig hi, good to see you getting back to the mission, cant wait to try her out! Definitely put the latest of your missions in BOTH places (not just workshop) because there are many here who refuse to use the workshop thingy since it doesnt give the user a nice neat, properly named pbo in their mission directory as it should.- 303 replies
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- conquest
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Yes you are correct, and I realize this of course. It looks GREAT dont misunderstand...it's just that IMO, from a gaming standpoint they need something that should be more LOOSELY based upon a real location while using some more fictional diversity. I think that would greatly enhance the longevity of the game and missions from an environmental standpoint anyway...but there are other issues here besides just the terrain.
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I have to admit that even though I'm a huge fan of the series since OFP in 2001, that I do agree that the A3 release IS disappointing and I agree with much of what you have said...it is true from many peoples perspective. To add something...I'm probably the only one who feels this way but...this is my first time seeing Altis, and although it is of course very large...it simply reminds me of a giant Stratis(so far of what I've seen after taking a 1 hour tour). Picture Stratis with alot of flat lands in between the mountain ranges, with a few villages and a couple city areas thrown in and thats what you have in Altis it appears. It's sort of like a non-living wasteland with all burnt out grass everywhere you go. I dont see any streams or rivers or babbling brooks, nor lakes (im sure there must be one somewhere that I havent found yet (other than that weird, small little swampy area that seems, well...odd). Yu can't say anything about the size, but its kinda dead and seems a tad boring after already having played on Stratis for a few months (since its so similar). So now I feel yet again that the game's success is relying on 3rd party folks to save it's life. I expected more this time around, but for the first time since 2001 I am not happy with this new release. I have never felt this way about an OFP/Arma release before. I suppose my expectation were maybe too high?...I dunno really. I think they're going to need some really kick-butt DLC. More official weapons, more vehicles, and a New Map please, with rivers, brooks, forested areas, and some jungle too please. The fatigue is horrible, make a slider for it or something, same thing for weapon sway. If you ask me the core mechanics have been made more complicated and annoying instead of simplified. Anyway, I will still play...but am hoping for a brighter future right now. The graphics/textures/lighting work is wonderful and I certainly appreciate those efforts.
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I have to admit that even though I'm a huge fan of the series since OFP in 2001, that I do agree that the A3 release IS disappointing and I agree with much of what you have said...it is true from many peoples perspective. To add something...I'm probably the only one who feels this way but...this is my first time seeing Altis, and although it is of course very large...it simply reminds me of a giant Stratis(so far of what I've seen after taking a 1 hour tour). Picture Stratis with alot of flat lands in between the mountain ranges, with a few villages and a couple city areas thrown in and thats what you have in Altis it appears. It's sort of like a non-living wasteland with all burnt out grass everywhere you go. I dont see any streams or rivers or babbling brooks, nor lakes (im sure there must be one somewhere that I havent found yet (other than that weird, small little swampy area that seems, well...odd). Yu can't say anything about the size, but its kinda dead and seems a tad boring after already having played on Stratis for a few months (since its so similar). So now I feel yet again that the game's success is relying on 3rd party folks to save it's life. I expected more this time around, but for the first time since 2001 I am not happy with this new release. I have never felt this way about an OFP/Arma release before. I suppose my expectation were maybe too high?...I dunno really. I think they're going to need some really kick-butt DLC. More official weapons, more vehicles, and a New Map please, with rivers, brooks, forested areas, and some jungle too please. The fatigue is horrible, make a slider for it or something, same thing for weapon sway. If you ask me the core mechanics have been made more complicated and annoying instead of simplified. Anyway, I will still play...but am hoping for a brighter future right now. The graphics/textures/lighting work is wonderful and I certainly appreciate those efforts.
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anywhere to download the pbo for those of us who don't like to use the workshop?...is there readme/guide of sorts to explain how to play/features?
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Missions download by Steam Workshop (where it stored?)
bigshot replied to sandman1980's topic in ARMA 3 - QUESTIONS & ANSWERS
Wow, whata mess (as usual)...once again this is something that BIS & Steam needed to work out and post about BEFORE the workshop went live. BIS, please have Steam post of the 1st page of the arma3 workshop page where these pbo's are getting installed to, then there will be no need for this to turn into a 50 page useless thread. Geez. -
[SP]Dynamic Universal War System (DUWS alpha0.1)
bigshot replied to kibot's topic in ARMA 3 - USER MISSIONS
Ok well I just played through 73d for a couple hours (using default weather setting, NOT arid)...NO CRASHING. Guess it's the Arid weather thats bugged...have not tried any other weather settings though. FOG was too much for me, didn't care for that...a clear weather theme might work good...or at least a disable fog setting or something. Other than a disabling fog option here's a couple more ideas for you Kibot: 1. If you're going to take off -5 points as a death penalty to players, then...you should reward +2.5 points for each kill a player earns (better off changing the -5 to a -4 as the penalty, then +2 for the reward) 2. Include some sort of free vehicle that can be requested from the HQ menu...such as a bicycle or something (that way if you have zero points or negative points at least you can get around for awhile instead of jogging 3km). It would also be helpful if you could request this free vehicle from an FOB. -
[SP]Dynamic Universal War System (DUWS alpha0.1)
bigshot replied to kibot's topic in ARMA 3 - USER MISSIONS
@apathetik - Arid weather ay?, hmmm...that's very interesting. Fact is, I've been using only the arid setting since I've been getting the crashes!...I will test this out today on my end and see what happens...this would be too easy, lol!! -
[SP]Dynamic Universal War System (DUWS alpha0.1)
bigshot replied to kibot's topic in ARMA 3 - USER MISSIONS
I started reporting it to you in v7.0 im pretty sure because that's when you released the MP version for LAN. BUT before that version i played only a little bit here and there and never really played through the entire mission. But yes initally i started noticing crashes in v7. Yes it's possible its a BIS bug, but i didn't really think so only because it's the only mission crashing on me...but I dont play tons of missions so it still COULD be a BIS issue. That being said, however, now that im really testing this and spending more time with it I AM getting crashes in 6 and 5 as well...Im down to into the 4's right now and so far I have not crashed here...but still not done testing in 4 yet. I've had enough for tonight...I'll report back tomorrow again (Monday). Hopefully one of the v4's will not crash. Then you'll have a chance at least to figure it out (whether its a BIS thing or not). I'm spending so much time trying to help out because I really think it's a nice mission with tons of replay value. I can play this over and over again just like I play the Warfare missions and Evo's. I'm VERY picky about missions so when I find one like this that I like I want to see it continue. This was a great idea you had so please don't give up on it. Still hoping to see fast travel between HQ & FOB's :-)....after this is all fixed up of course. Right now this needs to be figured out one way or another. Thanks for working through it all...your efforts are very much appreciated!