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HartofARMA

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Everything posted by HartofARMA

  1. HartofARMA

    LAMBS Improved Danger.fsm

    I really have to thank @nkenny and team for all the hard work on LAMBS! it's really changed my ARMA experience for the best! I had a quick question after some dozens of hours of gameplay using LAMBS as my only AI 'influencing' modification and searching the forum posts/github. That is... Is there anyway to influence even further the AI's willingness to garrison a building naturally over a course of a battle without 'zeusing' and using the garrison module directly on a unit. I've tried tweaking things like 'CQB range' and 'Panic' to the extremes without much luck. Ideally, I am searching for a way to force the AIs to garrison a location during battle or even when idle and make a garrison location a strongpoint on the map. Often in a fight during my experimentation and gameplay I have only seen 1 or 2 units actively pop in and out of a garrison location. Is there anyway to tweak this in my config and make the Lambs AI actively put a squad into something like a two story building and try to hold it as a strongpoint for a longer period?
  2. Hello all, I've posted some sources that I have referenced below, which have helped me to further my own understanding of EventHandlers/HandleDamage and reducing damage to specific units. I am successfully able to use the scripts on individual units but I am struggling in my understanding as to how to apply these modifiers globally (to all units starting or spawned in later during a mission) via singleplayer init.sqf script or other mission start script. For instance, if I take one of the scripts like the one posted in the spoiler (removing the // of course) why can't I use instead of "player" use something like "allunits" to apply the damage modifier globally to... well... all units? Additionally, if I did get this working would the script cause more lag/latency by being applied to every unit on the map? Thanks for any advice! My main goal is to toughen up some of the infantry units in the global mobilization DLC which do not have body armor like their 2035 cousins.
  3. @stanhope That did the trick! Thank you so much for the assist! Edit here is the final, In the player init call the script: [player] execVM "damage.sqf"; and then...
  4. Thanks @stanhope I honestly completely forgot about the .rpt files and was only squinting at the black debugger text. Here is the error being thrown and I can't seem to make sense of it... must be in reference to uiSleep 0.1;
  5. Thanks @stanhope, I now simply call the script in player inti: [player] execVM "damage.sqf"; remove extras: allunits removeAllEventHandlers 'HandleDamage'; allunits addEventHandler [ "HandleDamage", { and move on with the following but throwing a few errors...am I so far off below?: My thinking is that it is something to do with the lines near bis_fnc_reviveEhHandleDamage, to which is not really important to keep in there from the source code if causing an issue
  6. @stanhope very happy for your reply, as I noticed you commented in the source threads! To begin the mission there are about 30 groups at mission start and there are scripted triggers using BIS_fnc_spawnGroup for the rest that spawn in periodically throughout the mission. Is the answer to this perhaps to add: _loopHandle = spawn "damage.sqf"; (where my own script is called by the player's init line? and then add damage.sqf as follows: I tested that out but no luck thus far...
  7. Thank you so much Pierre! Especially for your time and patience! Seeing it spelled out from your examples helps me so much. I am eager to continue learning via the pinned topics.
  8. Hello everyone, I've been watching and reading a few tutorials on triggers but I am not having much luck on the repeatability of my triggers based on met conditions. My intent is for a side to seize an area and for set AI Groups to repeatedly spawn every 60 seconds (for test purposes) until the other side seizes back the objective. So far I am able to get both west/east side's groups to initially spawn per the triggers below but I would like them to consistently spawn on my "marker" once the "seized" conditions are met by the first trigger. I can only get the repeatability to work when the first trigger is consistently tripped by the player, side ai, or using not present activation type due to the nature of a trigger... is there anyway around this to have the second trigger flip on regardless based on the first so long as the area has been seized? One thought that I had was to make the condition off of the marker, such as "marker" is colorblue/colorred and for that to activate the second trigger but I am unsure as to how to do this For reference I have these four triggers on the map: I'd be very appreciative of any help and hope that I am not overlooking something very simple 😅, thank you!
  9. @pierremgi, I hope to not monopolize your time, but would you be able to show me a little bit more on how to implement what you are saying in the code when you have the time? I have not been able to get the MGItest variables (neutral, red, blue) to work to set the value of last occupation just yet... I really appreciate your guidance thus far.
  10. @pierremgi, I really enjoyed learning from your code above! An obstacle that I am having is with the <=, >=, <, > statements for what I am trying to do. If I use <= or >= (less than, greater than or equal to) either the OPFOR or BLUFOR immediately controls the spawn area. In my tinkering with your code, I took out the equal to and left only the less than or greater than statement; however this then requires constant occupation of the area by BLUFOR or OPFOR. Is there any way around this by just having a “last to occupy statement?” I hope to be less vague in my intent: I am working on a capture the island like mission where BLUFOR and OPFOR are fighting over strategic objectives using Rydiger/NR6 excellent Hetman AI commander. When a neutral (not yet activated) or adversary objective area is taken (within the trigger area) it’s important for immediate detection to be visualized (marker color change) to indicate that the area has changed possession and then later for reinforcements to spawn every 30 minutes so long as the capture conditions continue to be met. (Testing every 60 seconds; it’s also okay if there is an immediate group to spawn but not preferred). This was my original thinking trying to experiment originally with multiple triggers. // I removed the waypoint order (HETMAN AI commander will handle; replaced <=/>= with < and > to stop immediate BLUFOR ownership and added the redundant if line after } else { for my visual learning.
  11. @pierremgi Thank you very much for your time and tutoring! I will give this a shot today and also check out your custom spawn group module, I believe that I stumbled on your YouTube channel during my initial research. 🙂
  12. Hello all, I do apologize as I had a similar question on the ARMA 2 board, but due to the activity over there it appears that it is time for me to upgrade to ARMA 3 (which I have just!) I've been working on a personal campaign of sorts where I am using the HETMAN Artificial Commander (created to Rydygier) to fight a series of company vs. company level battles across a given map area. At the conclusion of these engagements I am keeping track of larger unit formations at the battalion level in an excel spreadsheet tallying casualties via the "camera exec" script at the conclusion of a fight. The outcome here then influences how I set up the next engagement across the island...nothing too fancy In short, counting casualties after each engagement using the camera to roam a large battlefield is getting time consuming.... and the end mission statistics screen only shows player kills and group casualties. Is there a better way of doing global casualty/vehicle destroyed statistics at the end of a mission? Is it possible to open the statistics to all global stats? Ideally I wouldn't even mind a stats list of KIA through "class names" such as: KIA US_Soldier_Crew_EP1 (x5), CZ_Soldier_Pilot_EP1 (x11) or better standard naming KIA US Crew (x5)/Czech Pilot (x11) Any help or ideas would be appreciated, Thanks!
  13. Absolutely amazing modification Petrtlach! I'm really enjoying playing CSA38 with the Forgotten Fronts content and exploring several historical and alternate-history situations. Thank you very much for creating the mod, and keep up the great work!
  14. Hello all, Firstly, I wanted to say thank you to the ALIVE team for making such an awesome contribution to ARMA 3. ALIVE truly brought ARMA back to life for me! My question pertains to getting the Global Mobilization DLC to work with the ORBAT Creator. I have entry level knowledge in utilizing the ORBAT creator to create new factions/groups to success, but the GM DLC content groups (compatible and incompatible) won’t show despite displaying as a faction in the ORBAT overview. I’ve read on GITHUB about this issue: “Non uppercase faction names or inconsistent case for faction names lead to ALIVE not detecting them” https://github.com/ALiVEOS/ALiVE.OS/issues/651 From user senevoldsen: There is sometimes inconsistency in the addon for what the classname is for a faction and that of its units. For Global Mobilization there exists CfgFactionClasses faction gm_fc_DK, but some all units have lowercase faction = "gm_fc_dk", While GM does not seem "group-compatible" with the Orbat creator, the end result of this that even the unit editor is not, so groups cannot even be manually constructed. Questions: Is there any way to get around this, as I am rather desperate to get the GM DLC content I have been enjoying over to ALIVE? Can faction “gm_fc_DK” be overridden to a proper readable format to ALIVE? Or vis-versa can all of the “gm_fc_dk” unit names be changed? GM uniform content was showing up in the ORBAT Creator and part of me thought about reskinning CSAT troops as East Germans, etc…but not certain how to force vehicle content to do something similar. Any ideas or suggestions would be greatly appreciated. Thank you!
  15. @Groove_C Thanks for the discussion on the RAM, that really helps me understand where I went wrong. I did even more reading about CAS latency. @oldbear Yep! My monitor is an old DELL from around 2008/2009 - 1080P Max Resolution. I currently have my computer set up to a new Sony Bavaria TV (Sony BRAVIA X720E) via HDMI and its working well enough. Ofcourse the old build doesn't make full use of the TV's capability. I might consider a new monitor soon but I currently don't have the space for a desk but I do for a 55" TV.
  16. Oldbear, Thank you very much for response! I have gone into this thread some more as well as elsewhere on reddit, PC forums, steam etc. Things that I now understand especially is that single core CPU performance is huge in ARMA and the AMD Ryzen chips are a good way to go. I was very impressed by the AMD Ryzen 7 3800x in terms of comparisons to INTEL (bang vs. buck) and I don't think that I want to mess around with overclocking. Before you responded, I had been playing around with the PC Part Picker Website... not sure if the link will work below but this is what I came up with. Am I completely off base here? If anything I feel like I am low price wise from my budget on the graphics card.... PCPartPicker Part List: https://pcpartpicker.com/list/pk3kHB CPU: AMD Ryzen 7 3800X 3.9 GHz 8-Core Processor ($339.99 @ B&H) Motherboard: MSI B450 TOMAHAWK MAX ATX AM4 Motherboard ($114.89 @ Amazon) [Comments/research indicate that this should be fine with R7 3000 series] Memory: Corsair Dominator Platinum 16 GB (2 x 8 GB) DDR4-3200 Memory ($114.99 @ Amazon) Storage: Samsung 970 Evo 500 GB M.2-2280 NVME Solid State Drive ($87.99 @ Amazon) Video Card: Gigabyte Radeon RX 5700 XT 8 GB GAMING OC Video Card ($399.99 @ B&H) Case: Fractal Design Meshify C ATX Mid Tower Case ($99.98 @ Newegg) Power Supply: Corsair RMx (2018) 650 W 80+ Gold Certified Fully Modular ATX Power Supply ($109.99 @ Newegg) Total: $1267.82 **Not including windows 10 purchase Thank you!
  17. Hi all, My question is very similar to that of "Just Eric" above, but more in terms of building components as my computer has aged a fair bit since my late OFP to early ARMA days. Does anyone have a recommended updated 2020 gaming rig build, almost exclusively to be used for ARMA 3? This is the most system demanding game I play. I'm probably looking to sink around $1500 and buying parts through NEWEGG/AMAZON. Try not to laugh... but I am currently playing ARMA 3 on my 2008 computer build and having some success on the lowest settings getting at an absolute maximum ~30 FPS. I enjoy playing single player with lots of AI units and even with the "ALiVE Mod" virtual profiling I understandably drop to very low FPS inside towns and around just a few AI squads.... time for an upgrade! Current Specs: OS: Windows 7 CPU: AMD Phenom(tm) II X3 720 Processor, 2.8GHz, 3 Core(s) GPU: ATI Radeon HD 4800 Series (2808MB total Memory), (Display Mode 1920 x 1080 (32 bit) (60Hz) DirectX Version: DirectX 11 RAM: 4GB DDR3 I'd greatly appreciate any input, Thank you!
  18. HartofARMA

    Counting AI Casualties (How to?)

    Thank you so much Kev! That is exactly what I was looking for! I'll be singing your praises every time that I use that eventhandler!
  19. HartofARMA

    Counting AI Casualties (How to?)

    Thanks Kev and Spartan, I will do some tinkering and reading over this weekend!
  20. HartofARMA

    Counting AI Casualties (How to?)

    Thank you very much for responding again! I intend this to only be used for single player - editor made missions without any spawn scripts (the units on the map are the only ones, though they would be numerous). Indeed I wish for the death count to tally all dead on the map for blue/red/independent forces regardless of how the unit was lost. I thought along the same lines for using the diary... though I can’t seem to find a way to make those player/group stats not just for the player/group but global. If you are willing to throw something together I would be very grateful, but don’t sweat it if it seems arduous!
  21. HartofARMA

    Counting AI Casualties (How to?)

    Thanks Kev! All AI are editor placed I did take a look at the "killed" event handler https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Killed but I am still unsure how to "print" the results in a post mission statistics screen/notepad/AAR. I do admit that I am a poor when it comes to calling a .sqf and better at understanding basic triggers. I've had some success with printing individual important unit deaths to the main play screen via Hint message using the simple: !alive unitname... but that could get a little out of hand with each unit being called out with its own unique name. Any ideas? Thank you for your time!
  22. Hello all, I've been working on a personal campaign of sorts where I am using the HETMAN Artificial Commander (created to Rydygier) to fight a series of company vs. company level battles across a given map area. At the conclusion of these engagements I am keeping track of larger unit formations at the battalion level in an excel spreadsheet tallying casualties via the "camera exec" script at the conclusion of a fight. The outcome here then influences how I set up the next engagement...nothing too fancy In short, counting casualties after each engagement using the camera to roam a large battlefield is getting awfully time consuming.... and the end mission statistics screen only shows player kills and group casualties. Is there a better way of doing global casualty/vehicle destroyed statistics at the end of a mission? Is it possible to open the statistics to all global stats? Ideally I wouldn't even mind a stats list of KIA through "class names" such as: KIA US_Soldier_Crew_EP1 (x5), CZ_Soldier_Pilot_EP1 (x11) or better standard naming KIA US Crew (x5)/Czech Pilot (x11) Any help or ideas would be appreciated, Thanks!
  23. Awesome thank you so much spyderblack, really enjoy learning about scripts through seeing them!
  24. Thanks for your response spyederblack723! the script to is definitively more along the lines of what I am looking for I think. There was a script for ARMA 2 awhile back that was used in a dynamic mission called Zub where the player could walk up to a unit 1 meter away and converse with the AI to "Join." but what you mentioned would be along the same effect. Thank you very much!
  25. Hello, I really like what ALIVE does for the singleplayer game play! I was wondering (and I have been trying to find) if there was a way to recruit AI units that were generated on the map from the ALIVE profiles. I've seen things like Bon's recruitment dialog script which opens a menu for you to select AI to spawn in, but I was trying to find instead a way to walk up to a unit and to tell that unit to join my squad through dialog. Is that possible at all? Thank you in advance for your help!
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