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cdn_biggdogg

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Everything posted by cdn_biggdogg

  1. Thanks for the explanation. I played with doMove and it was definitely the Z position causing the problem so I came up with a pretty good workaround. I enabled the debug console then I used the commands _pos = getPosATL player; hint str _pos; copyToClipboard str _pos;. Then I hit execLocal button and it outputs my exact position and copies it to the clipboard. Once I did that then the doMove worked as intended. I can also place objects anywhere I want with good precision at any height! Then I just have to get the direction right! So thanks for the help!
  2. I actually was just trying to get a single unit to move to a spot on the second floor of the main airbase terminal building and stay there. I wasn't using any of your functions but I couldn't get him to climb the stairs. For the height do you have to have it at floor level or how does your Zen_FindBuildingPositions calculate the coordinates for height?
  3. Is there a way to get the AI to patrol multiple buildings in an area. As sort of a sweep and clear type maneuver? I know you have a patrol buildings function that works really well but it's a continuous thread and doesn't end after they have "cleared" the building. And I have a coding question. Is there a way to get an AI to move to a specific point in a building that's not on the ground floor? Right now I've tried move and doMove and the AI will go to the X and Y coordinates but not the Z coordinate (upstairs). Do you have to use another command to get them to path to the other floors? (I know you can setPos or setPosATL (which I'm currently using) but for immersion I'd like them to move to the position)
  4. Thanks again Zen for all your hard work and your bug crushing skills! I've always wanted to learn how to program for Arma and this framework has allowed me to do just that!
  5. Hi Zen. Could you also check on the Zen_OrderFastRope function is still working or if someone else can confirm it. I'm not able to get it to work! I spawn the infantry and chopper. I set the insertion point and have it set to hover when it gets there. It opens the doors and drops the rope but the infantry won't disembark!
  6. This is the code I'm using _helipatrolPos1 = ["NO_CQB"] call Zen_FindGroundPosition; _helipatrol1 = [_helipatrolPos1, ["O_Heli_Attack_02_black_F","O_Heli_Attack_02_F","O_mas_afr_MI24","O_Heli_Light_02_F"], 75] Call Zen_SpawnHelicopter; 0 = [_helipatrol1, "NO_CQB", [], 0, "normal", 50] Spawn Zen_OrderAircraftPatrol; Now both the Orca and the MI24 from Massi's vehicle pack follows the 50m fly height but the Kajmans don't. Also the marker No_CQB covers most of Altis so the patrol waypoints are often a long way apart. And it seems the farther they fly the higher they go. I wouldn't be surprised that this is a BIS problem and not a problem with your framework!
  7. I just noticed something. Both versions of the Kajman (Opfor attack Chopper) seem to ignore the fly height parameter of the heli patrol function while the Orca's follow the setting. Has anyone else noticed this?
  8. When tested it was with the 3 choppers (hummingbird, ghosthawk, huron) I mentioned and all are stock with no addon modifiers. Just to note that as I was testing I do have other mods enabled but I will test and PM a repro mission but it'll take me a few days as I'm working 12 hour nights this weekend :(.
  9. I actually tried this on land as well with the same result. Try spawning an alive combat support transport chopper on top of the big hospital and see if it still happens. I'm using the LHD and it definitely has issues when spawning stuff on it. Placement of the vehicles will cause the guns and missile batteries to spawn misplaced. That's why I tested it in other areas as well!
  10. I think I found a bug in the combat support module. Specifically the transports. If you use the height adjustment setting for spawning them on carriers, they're initial spawn is ok (mostly) but if they are destroyed they respawn and immediately explode over and over. This doesn't happen with the CAS units. I tried it with the ghosthawk, littlebird transport and the huron all with the same result. Has anyone else had this issue? CDN_BiggDogg
  11. Hey Zenophon. Your framework is working awesome! I have a feature request! Can you add the ability to the Zen_OrderVehiclePatrol to only put the patrol waypoints on roads. As everyone knows the AI driving is bad and the soft wheels of the technicals and offroads are especially bad for the AI taking out their tires on rocks and such. Having them stick to the roads (As much as possible) would be a nice option!
  12. cdn_biggdogg

    Blastcore: Phoenix 2

    What about volumetric...like the clouds? Is that possible? (Sorry if this has been discussed already!)
  13. cdn_biggdogg

    Blastcore: Phoenix 2

    I'm using the -showScriptErrors switch and I've not seen any errors pop up in regards to this mod.
  14. cdn_biggdogg

    Blastcore: Phoenix 2

    Hey...I'll do my best. OK I'm playing multiplayer on my own dedicated server running my own mission with up to 4 other guys. It's always played well in the past. But it is a work in progress! Vehicles killed.....sometimes none and up to as many as 20 - 30. It doesn't happen at any specific time and I haven't noticed anything that's the "trigger". Once it happened less than an hour (at this point we're only using small arms, grenades and maybe an anti infantry RPG, nothing bigger) into game play and another time we were several hours. It only happened a few times before I pulled the mod. FPS...typically in the larger urban areas I'm getting 20 -25 FPS but out in the baron areas I'm seeing 45 - 60 FPS. At the time of the issue when I was sitting still I was getting (at the main airport) 38 - 50 FPS. With out moving from that spot and just turning left or right my FPS was down to 5 - 6 FPS. If i just moved straight forward it was around 15 FPS. So far me and one other have had similar issues out of the 5 of us. I haven't had a problem since I took the mod out and the same with the second guy. Could be a conflict with another mod (we use massi's weapon, units and vehicle packs as well as other mods). Hope this helps explain a little better....I'll help anyway I can. It is an awesome mod! Edit: Also we are running the mod clientside only if that helps!
  15. Has anyone else noticed that when the CQB module is set to headless client that it ignores both density settings and spawns only solo and low settings? JIP clients and Server options work as intended.
  16. cdn_biggdogg

    Blastcore: Phoenix 2

    Just curious. Although I can't confirm it's this mod has anyone else experienced this? After some time of playing I'm getting a huge frame rate drop when I move and especially when I turn. Sitting still I have frames anywhere from 30 to 60 and then when I turn it drops to between 5 to 10 frames. It seems to start randomly and hits suddenly and gets worse until it's unplayable. Adjusting video settings and view distance does nothing to correct it. Again I can't confirm it's this mod but it started after I started using it. I've since removed it and haven't had the problem return.....yet! I'm still testing. I'm really hoping it's something else because the effects are simply awesome! I'll try the update when you release it and see if the problem returns!
  17. Are you using the Civilian Placement and Civilian Population modules? I've found any time I use these that the server load time for the mission is upwards towards 10 minutes (at low settings) with you getting to look at nothing but the load screen. The mission will eventually load and it only happens on the initial server load! In my mission I removed only these two modules and modified nothing else and the load time dropped to around a minute or less!
  18. WOW! Thanks m0nkey this helped alot for me to understand what was happening! I have some questions. Do you put this in your init.sqf? I've been using a separate file with the #include. Is there an "optimal" position in the init for the include statement? (I'm learning the hard way that placement order is very important!!) 1. How do you assign the group... I use _players = units group X11; with the group leader named X11 and it's located below the if (!isServer) exitWith {}; in the init.sqf. Is this the correct way to do this because on my server I'll have players connected that don't use the group leader position so it will be vacant at times. And I don't use AI. Also I need this to update a player who connects when there are no other players or AI present on the server. (It's a persistent server (somewhat)) 2. I don't use any of the serverargs but do I still need to include them or can I comment them out and especially the line: waitUntil { (!(isNil "Zen_JIP_Args_Server") && (typeName Zen_Task_Array_Global == "ARRAY")) }; Do I need to modify this to not wait for the Zen_JIP_Args_Server? 3. And for the final part of it do I need all the extra or can I lose all but: if (isServer) then { Zen_SyncJIPServer = { (owner _this) publicVariableClient "Zen_Task_Array_Global"; }; }; as all I need to update are the tasks and add the player to the units array that receive the tasks? 4. Is there a way to remove players from the array when they disconnect from the server? (Some triggers require the presence of all the group)
  19. I'm hoping one of you guys could help me. I'm trying to JIP my mission and all I need sync'ed are the tasks (as I don't use the other functions from the frame work such as give loadout, weather or give magazine etc.). I tried to adapt the JIP solutions that Zenophon has provided but I can't grasp what's happening in that JIP code. And alas it doesn't work! LOL. If anyone has a solution I'd really appreciate it! On another note the new patrol system for the divers so far has worked awesome so Thank you for adding that to your framework Zenophon!
  20. Thanks to you both, Zenophon and m0nkey for pointing me in the right direction. I have much to learn! I was thinking about this and would the height above the sea floor take into account the massive rock formations under the water? Although it would be funny to watch a diver bonking his head off the rocks trying to get to his next way point! LOL Or would the AI pathing account for that automatically?
  21. Thanks Zenophon. I hope more people than just me appreciate this! Question for you. Do you have cleanup functionality in your framework? What I mean by that is, can you delete dead/alive units/vehicles from a task area after the task has been completed? The reason I ask is because I'm using your framework to develop a procedurally generated mission with no end. It spawns the missions randomly in random locations so I need to remove all alive AI,dead bodies and alive and dead vehicles from completed task areas.
  22. Ahh. I did read this and I didn't pick up on that this was a workaround. Mark that down as a fail....LOL. Thanks Zenophon! Here's a request! Can you add the ability to have divers patrol an area? If there's not already. (Zen_OrderInfantryPatrol doesn't work because it looks for above ground positions) The under water experience for Arma3 is vastly overlooked I think. It would be nice if they're patrol waypoints would randomly change depth as well or if you could set their depth to a value above the sea floor would be good too.
  23. Thanks Zriel for confirming that. I'm guessing it may be more of a BIS issue than Zenophon's framework since it's true that they don't show up in the editor. However if you call them in ALiVE's CQB module they do spawn. Also Zenophon I found an error in your Zen_MoveInVehicle.sqf found in the Zen_FrameworkFunctions\Zen_ObjectFunctions folder at line 23. You have: ZEN_STD_Parse_GetArgument(_turretTypes, 3, ["All"]) and it returns an error with _turretTypes being an undefined variable which breaks the Zen_SpawnGroundVehicle and broke my mission (LOL) ... probably because of the way I have it set up. I changed it to: ZEN_STD_Parse_GetArgumentDefault(_turretTypes, 3, ["All"]) and all returned to normal again. All my tanks and such returned to try and kill me. Anyway thought you should know and again thanks for the wonderful framework! CDN_BiggDogg
  24. Hey Zenophon! Great script! It's helped me get into and understand scripting for Arma. Many thanks for that. I seem to have an issue with spawning the FIA OpFor units using Zen_SpawnInfantry. They are "EAST" units, they are vehicleClass "Men" and the faction name is "OPF_G_F". But when I try to spawn them it gives me an error and they won't spawn. They are a vanilla arma faction and not from an addon so I'm a little stumped with this. The code I'm using looks like this: _group = [_groupPos, east, 1, [3, 5], "Men", "OPF_G_F"] call Zen_SpawnInfantry; And I get this from the .rpt: 17:53:09 "No soldiers found for the given side, type, faction, and blacklist" 17:53:09 99.091 17:53:09 [[15394.5,17112,0],GUER,1,[3,5],"MEN","OPF_G_F"] 17:53:09 "-- Zen_CheckArguments Error --" 17:53:09 "Argument 2 is void" I also tried using resistance for the side but it gave me the same result. I'm a very novice scripter and might be doing something wrong so if anyone else can confirm this???
  25. Hey glad to help. I have a question with your fix. I found that the setting for the amount of ai that it suppose to spawn in (CQB) seems to not follow the settings. I can change the group size and the amount of AI (low/med/high) but it doesn't change anything in the game or has little effect. This is on a dedicated server only. I was wondering if your fix will also address this issue.
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