bigshot
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Everything posted by bigshot
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well...at roughly 100km2 Tanoa is much too large as an infantry-only map...but right now due to serious AI traversing issues that's all it's good for as far as the AI is concerned...I've been referring to it (Tanoa) as the "PvP map".
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Im curious...is the version you're posting about a PvP oriented version or is it working as a coop against AI? If it's AI I'd be interested in seeing how it works around the fact that the AI doesn't traverse it's way around well on Tanoa. You can sit for hours sometimes before they ever make it over the few available bridges...and for the small islands with no bridges..well...you're out of luck entirely it seems.
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couldn't agree more...to pay for the game and then be made to jump through hoops by signing up on another new account and then report the issue there isn't exactly a customer friendly experience. We don't get paid to help organize their triage notes, and TBH it shouldn't need to be our responsibility. it in fact is NOT even though they try to make it so. I've heard that alot of players gave up on that site due to so many things getting ignored over the last few years and felt it wasn't worth the effort to go above and beyond. They SHOULD always be scouring the Troubleshooting and DEV Development forums to collect feedback and issues. It's not as if they're poor and can't afford to, afterall. ***Anyway...to get back on topic...I have found that the AI drivers get stuck alot in the trees/forests trying to follow those very narrow. dark colored dirt pathways that leads through the trees. They get stuck on things constantly. The path finding for AI drivers need to stop following those types of narrow dark paths. I've been working on a major update for my Duws Modified mission and was considering making a separate version exclusively for Tanoa but from what I've experienced thus far there are too may issues with the AI pathfinding there that will likely halt my efforts. When they stop getting stuck all the time (or in many cases refuse to move even to the first waypoint at all), and they are able to traverse well through all the islands (need more connecting bridges) then maybe I'll do the work. Right now without knowing what will be fixed and what will not, makes proper mission balancing and future proofing your work and time all but impossible right now. Even the new respawn menu is broken after a save/resume making it impossible to use for missions that support saving/resuming. This was even before Tanoa released and is currently still being ignored. Frustrating to say the least, since having a nominal amount of patience is just not enough around here typically, heh.
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Here's the rpt errors thrown after dying in a saved/resumed mission. You get stuck on map with no menu and the following error: 23:08:24 Error in expression <item == typeName "") then {_item} else {_list lbText _item}; if (_message == ""> 23:08:24 Error position: <_list lbText _item}; if (_message == ""> 23:08:24 Error Undefined variable in expression: _list 23:08:24 File A3\functions_f\respawn\fn_showRespawnMenuDisableItem.sqf, line 92 23:08:24 Error in expression <, false]) then { switch true do { case (_list == BIS_RscRespawnControlsMap_ctrlL> 23:08:24 Error position: <_list == BIS_RscRespawnControlsMap_ctrlL> 23:08:24 Error Undefined variable in expression: _list 23:08:24 File A3\functions_f\respawn\fn_showRespawnMenuDisableItem.sqf, line 36 23:08:24 Error in expression < } else { _deleted = false; _array = [_list] call _fnc_getArray; _deleteArray > 23:08:24 Error position: <_list] call _fnc_getArray; _deleteArray > 23:08:24 Error Undefined variable in expression: _list 23:08:24 File A3\functions_f\respawn\fn_showRespawnMenuDisableItem.sqf, line 116 23:08:24 WARNING: Function 'name' - BigShot is dead 23:08:28 Error in expression <n { BIS_RscRespawnControls_escHandler = BIS_RscRespawnControlsMap_display displa> 23:08:28 Error position: <BIS_RscRespawnControlsMap_display displa> 23:08:28 Error Undefined variable in expression: bis_rscrespawncontrolsmap_display 23:08:28 File A3\functions_f\respawn\fn_showRespawnMenu.sqf, line 69 23:08:28 Error in expression < openMap [true,true]; showScoretable 0; BIS_RscRespawnControlsMap_ctrlControlsGr> 23:08:28 Error position: <BIS_RscRespawnControlsMap_ctrlControlsGr> 23:08:28 Error Undefined variable in expression: bis_rscrespawncontrolsmap_ctrlcontrolsgroup 23:08:28 File A3\functions_f\respawn\fn_showRespawnMenu.sqf, line 61 23:08:28 Error in expression <"MM:SS"] call bis_fnc_secondsToString; _ctrlCounter ctrlsetstructuredtext (pars> 23:08:28 Error position: <_ctrlCounter ctrlsetstructuredtext (pars> 23:08:28 Error Undefined variable in expression: _ctrlcounter 23:08:28 File A3\functions_f\respawn\fn_showRespawnMenuHeader.sqf, line 82 23:08:28 Error in expression <spawnDisabled"; _autorespawnTooltips = BIS_RscRespawnControls_autorespawnToolti> 23:08:28 Error position: <BIS_RscRespawnControls_autorespawnToolti> 23:08:28 Error Undefined variable in expression: bis_rscrespawncontrols_autorespawntooltips 23:08:28 File A3\functions_f\respawn\fn_showRespawnMenuHeader.sqf, line 6 23:08:28 Error in expression <pawnControlsSpectate_ctrlLocList} else {BIS_RscRespawnControlsMap_ctrlLocList}; There is much more (about 270 lines in total) but it wont allow to be posted here.
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1.60 Issue with New Respawn Menu AFTER Save/Resume
bigshot posted a topic in ARMA 3 - TROUBLESHOOTING
The new respawn menu stops initializing after resuming a mission. Instead of the menu appearing you just respawn at the base. Here is the error being thrown when dying after a "resume": 23:39:05 Error in expression <ontrolsMap_shown") || (time > 1)}; if !(BIS_RscRespawnControlsMap_shown) then { > 23:39:05 Error position: <BIS_RscRespawnControlsMap_shown) then { > 23:39:05 Error Undefined variable in expression: bis_rscrespawncontrolsmap_shown 23:39:05 File A3\functions_f\respawn\fn_showRespawnMenu.sqf, line 53 The new respawn menu appears and works fine as long as you do not save and resume a mission. BIS please fix so new respawn menu is compatible with save/resume as the old respawn menu was working fine in 1.58. -
1.60 Issue with New Respawn Menu AFTER Save/Resume
bigshot replied to bigshot's topic in ARMA 3 - TROUBLESHOOTING
bump... ...still can't use the respawn menu after resuming a saved mission. Crashes Arma 3 map screen with no way out but to CTRL+Alt+Del end-task the game. -
CBA - Community Base Addons - ARMA 3
bigshot replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
you used to be able to remove the "jr" addons...now if you remove them I get an error upon mission start where it complains about the config bin jr stuff i removed. How can we use CBA without the JR stuff? ** Nevermind - it didn't tell me the first time after installing...but after rebooting arma again this time it explained that the linux add on is what had the dependency on the jr add on...so i removed the linux stuff too and its ok now. -
How much would you recommend the Apex Expansion?
bigshot replied to germanske_norge's topic in ARMA 3 - GENERAL
The map is very nicely done and so are the few new weapons they give you. If you prepaid and are a die-hard fan then $28 is worth it... ...however as usual they failed to give us the tools/vehicles/AI that is truly needed to play on a map like this which has large waterways throughout and inbetween. What this means is that the COOP AI fans among us will not get too much use out of this map and vehicles since the AI cannot properly traverse this landscape on their own. If you put them in a tracked vehicle for example and give a waypoint that would require them to drive across the map by finding a bridge...they sometimes won't do it and instead just ignore the waypoint and sit there all day without moving. It's like Op Flashpoint, maybe worse. Sometimes they follow waypoint if there's a bridge connecting island but only 1 of the island has a connecting bridge...all the other do not and so the AI to have any chance at all in traversing the entire map is to be amphibious vehicle. There is only 1 amphibious each for blufor/opfor. They needed to give more/new amphibious vehicles that the AI would be willing to actually use to traverse this map. Logistically speaking, as far as the AI is concerned you're only hope are for missions that restrict use to the larger middle island and small one connected to it to the south. I guess it was really designed then for the PvP people among us. Coop logistics were simply not well thought out here at all. Coop players need more amphibious land vehicles and all the small islands need to connect in some way to the center...instead of just 1. -
respawn screen still not showing on map and crashing game in 1.62 Apex. This happens after resuming a saved mission in self-hosted MP. This used to work fine in v1.58. Are you guys aware of the issue, and are you willing to fix it soon?
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No BIS staff has responded to this thread in over 6 weeks. I can understand why they may choose to not respond to conjecture or simple opinion but I cannot understand why they choose to not respond at all to actual bugs/issues that have been brought up regarding the new respawn menu.
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yes I know...was just curious to find out if you've tried it in the 'Dev Branch' of the game yet to see if they had fixed it there?
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@alganthe - any word on this that you've heard yet? (broken respawn menu when playing resumed missions?)
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was just curious, does this use the new built in BIS Respawn Menu by chance? **Edit, nevermind...I see it does use it but it's broken after resuming a saved game. Has anyone tried to see if the respawn menu is fixed yet in the Dev Branch? I've mentioned this to BIS in a couple places on the forums here but they never respond about it.
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@darkdruid - just wanted to know if the team is aware that the new respawn menu does not show up after dying in a resumed/saved game? (not tested in dev branch, only retail 1.60)
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1.60 Issue with New Respawn Menu AFTER Save/Resume
bigshot replied to bigshot's topic in ARMA 3 - TROUBLESHOOTING
...was just hoping for maybe a line of code to place into either my init or even some temp event handler maybe that would get saved during my auto-save scripts that on a resume the missing info would still be there...figuring it out for myself is just beyond what I can do right now...don't have nearly the time or inclination I used to. It would at least be nice to know if BIS sees this and are aware the issue exists and will be fixed, etc. -
1.60 Issue with New Respawn Menu AFTER Save/Resume
bigshot replied to bigshot's topic in ARMA 3 - TROUBLESHOOTING
anyone know of a work-around for this bug, that would allow me to keep using the new respawn menu system after a "resume"? -
soundmod JSRS4 - APEX 1.2
bigshot replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there 1 single/full install available for download or is it a MUST to download and install 3 separate files?- 1214 replies
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New Respawn screen in 1.60 is broken when used after a SAVE/RESUME....see here: https://forums.bistudio.com/topic/191294-160-issue-with-new-respawn-menu-after-saveresume/
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1.60 Issue with New Respawn Menu AFTER Save/Resume
bigshot replied to bigshot's topic in ARMA 3 - TROUBLESHOOTING
*Update* - also...after a save/resume and then dying...sometimes instead of getting the error posted above, this will happen: The map screen will open upon dying (without the re-spawn menu however) and then you need to end-task the game as there's no way out of the map screen at that point. -
DynaSound - A sound mod by LAxemann (Release)
bigshot replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Not sure I'm making sense of this statement correctly or not but...sounds like you're saying that your mod is no longer working in Arma 1.56 and that you will not be updating it for quite some time...until after exams and some other work priorities with RHS? -
@spanishsurfer - is this Zerty a "no mods required" version by any chance? ...and is all the coop oriented commander stuff actually working? (PvE). I see someone on Steam mentioned that both sides seem to need a human commander for the mission to work...so does this mean that your version is basically PvP now?
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Does anyone know what these rpt errors are caused by? Ive searched all over the net and can't seem to find anything too helpful. Ref to nonnetwork object Agent 0x3630c040 Ref to nonnetwork object Agent 0x3630c040 Ref to nonnetwork object Agent 0x12cf0040 Ref to nonnetwork object Agent 0x12cf0040 Ref to nonnetwork object Agent 0x7993c080 Ref to nonnetwork object Agent 0x7993c080 Ref to nonnetwork object Agent 0x7e42e080 Ref to nonnetwork object Agent 0x7e42e080 Ref to nonnetwork object Agent 0x83216040 Ref to nonnetwork object Agent 0x83216040 Ref to nonnetwork object Agent 0x84e28040 Ref to nonnetwork object Agent 0x84e28040 Ref to nonnetwork object Agent 0x7e42e080 Ref to nonnetwork object Agent 0x7e42e080 Ref to nonnetwork object Agent 0x681c0040 Ref to nonnetwork object Agent 0x681c0040
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Well, truth be told...there are LOTS of missions where you have to run around clearing red zones, but that doesn't mean they play like a CTI or even feel like one. IMO, CTI is more about earning enough money (and upgrading each factory) so that you can find and destroy the enemy base (which is the most difficult part of the mission to destroy it). It's not so much about building as it is managing everything. Liberation is certainly Coop, but it's alot more about the physical logistics it seems. Just doesn't feel or play at all like CTI to be honest, and that's coming from someone who's played CTI's as their main goto mission since around 2002. It's the only thing that has kept me in the series for so many years, heh. Hoping to have some fun with this just the same as it looks very nice, if I can get enough players in place. Thanks for putting it together!
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Basically, in CTI both teams have a main base (which includes a mobile HQ vehicle for the commander and a number of large factory buildings where you purchase units, vehicles, weapons, etc). These 2 main bases spawn far apart from each other at each mission restart so you're always starting at a different point on the map. The goal is to find and destroy your enemy's main base HQ and all it's factories. Along the way you capture towns (owned and defended by guerrilla's typically) to earn the money which upgrades your factories and available spending cash so that you can purchase bigger and better weaponry to help defeat the enemy. Surrounding each town are small camp placements which you can use as re-spawn and rearming locations if you capture/own them. The more camps you capture, the less time it takes to capture the town itself. Capturing camps and towns are accomplished as they are in the Battlefield games where if your team has enough of a presence within range you must wait for a progress bar to empty before the town/camp belongs to you now. Some CTI missions are developed mainly for PvP, and some are developed mainly for PvE/Coop where you can choose to use the AI as commander (who buys squads and sends them out to help you capture towns/camps, hunt the main base etc). CTI started back in 2001 with Flashpoint and basically ended with Arma2. There are really no completed & supported versions that exist for Arma3 unfortunately. A few folks have tried hacking away at Benny's old Arma2 version so they could play in Arma3...but it doesn't run correctly as there are scripting errors and issues. Benny has apparently stopped supporting the series a couple years ago.
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woa, definitely doesn't play anything like a true CTI then, might be a good idea to rename/re-classify it. In anycase...it sounds like really a ton of fun, especially for larger groups of people!
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