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korax

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Everything posted by korax

  1. korax

    64-bit Executables Feedback

    Can already see a solid 5-6 fps increase with less spikes when hosting a mission with lots of AI + calculations going on so this is a step in the right direction! Will we see the arma3server executable updated in the same way?
  2. korax

    Revive Feedback

    One bug I've noticed is that the player revive no longer functions if the player switches units via the SelectPlayer command. There's scripting workarounds to re-initialize it but it would be nice if this worked within the engine
  3. Somehow I don't want the AI spotting nerfed, even after watching that video, I feel it you made it impossible for AI to spot you through bushes then all of a sudden we're going to have complete nincompoops running about the forest bumping in to each other. What I would like to see though is more of a "spray and pray" approach used by AI when a unit is fully/partially concealed (and not on the direct area, maybe a sweeping motion around the general location) to add to the immersion
  4. I tried the first mission in Singleplayer just as a test before any sort of actual coop play on the upcoming weekends. I agree with the sentiments that the biggest problem is the ticket respawn eliminating any real challenge. I feel like the best and quickest solution would be a campaign difficulty menu open during the initial game setup. Having the option to enable/disable ticket respawn (Disabling ticket respawn would set the revive respawn bleed-out time to infinity, always giving soldiers a chance to revive their fallen comrades, and if they all fall the mission fails) or possibly enable saving (not sure if that would break everything, but with the missions so short I feel that saving is just not as important). This allows for the best of both worlds and I don't see it being too hard to implement before the full game release. I also believe AI teammates should be able to be enabled/disabled in this screen as well, having them enabled (and able to be revived) would allow for JIP to function for players that want to jump into a unit on the fly - and if AI is disabled and they want to JIP (while ticket respawn is turned off) well.. too bad :) That's the mission host's choice. Of course being able to adjust other things like AI difficulty etc (on a greater level than the normal game difficulty settings) might also be fun for those that want an extra challenge.
  5. korax

    Revive Feedback

    Has anyone gotten revive working in conjunction with side or group respawn? As soon as a revivable unit is killed/bleeds out/force respawns and chooses another unit (in the case of side respawn) they are no longer set as revivable (getting shot immediately goes to the respawn screen again) and even during debugging the "[player] call bis_fnc_reviveEnabled" function then returns false.
  6. Just a quick bug report, Zen_OrderInfantryPatrolBuilding didn't seem to be functioning correctly when I was using it in my mission (Units would move to a single location, stop, and not move anymore and eventually return to formation) This is on the 10-3-15 release I had a quick look at the Zen_OrderInfantryPatrolBuilding.sqf and saw on line 44 you had: if (isNull _x || {(alive _x)}) then { which looked a bit odd, changing it to: if (isNull _x || {!(alive _x)}) then { Appeared to fix the issue and they continue the patrol as normal :) I'm enjoying the release so far just for my own mission making, looking forward to future releases. Keep up the good work Zenophon!
  7. korax

    The HEADBUG that permanently breaks a slot

    Is this running with or without addons? I've noticed it in SLX but never normal addonless games. Maybe I was just lucky
  8. korax

    SLX MOD public release

    Solus: I only put a 5 second delay because when testing I figure 'go big or go home'. It will probably still work with a lower ~1 or 2 second delay but I haven't been able to test anything else. the delay wont interrupt the smoothness of the animations or the dragging cycle though, it just gives it a certain amount of 'no restrictions' time while dragging which can be useful too. As for the freelook/headbug, I'm pretty sure its got to be tied in to the 'lying almost dead' animation somehow (could be one of the knockdown ones aswell), because that seems to be the common variable here. although it doesn't happen 100% of the time. What's weird is even after dying, respawning, etc the freelooks still stuck
  9. korax

    SLX MOD public release

    Hey Solus, I've also encountered this error, and found a fix for it aswell, to clarify its ONLY when dragging another player, and it happens 100% of the time. Looking at the scripts and taking into account network lag I saw that it was executing too quickly between forcing the other unit (player) into the fake 'dragging' vehicle, and then immediately checking if he is in the vehicle. Realistically in an MP game theres a 200ms delay before the unit would actually be IN the vehicle. If I added a ~5 second delay just above the #dragging line in your SLX_Wounds\s\drag.sqs the dragging would now work perfectly in MP games. For example: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?!alive _unit:SLX_NetCode=['(_this select 1) switchmove "SLX_DraggerCargo";',_unit]; SLX_NetCode call compile (SLX_NetCode select 0); publicVariable 'SLX_NetCode'; ;?!isplayer _ally:_dragger setVelocity (vectorDir _dragger) _swim=False ;_dragger addEventHandler ["GETOUT",{player sidechat format["DRAGGER GETOUT %1 %2 %3 %4 %5 %6 %7 %8 %9", _this,time]}] ;_dragger addEventHandler ["GETOUT",{player sidechat format["DRAGGER GETOUT %1 %2 %3 %4 %5 %6 %7 %8 %9", _this];(_this select 2) moveincargo (_this select 0)}] ~5 #dragging ;in vehicle @ (!alive _ally) || (!canstand _ally) || (_ally in SLX_Wounded_arr) || (!alive _unit) || ( (count (crew _dragger)<2) && !(surfaceIsWater getpos _dragger) ) || (_ally distance _unit>3) || ((((getpos _dragger) select 2)<-0.6)&&!(_swim)) || (_ally!=(driver _dragger)) || ((abs speed _dragger)>9) Edit: I've also run into this bug seemingly at random, but it usually has to do with getting injured in some way or another. Killing yourself and respawning will NOT help, disconnecting, restarting the game, and reconnecting via JIP into the same unit will not help either, he will still have the bug. The only chance is if the mission has another unit/JIP slot you can join into and then you'll be fine. (Have not been able to test to see if this problem happens in 1.02)
  10. korax

    SLX MOD public release

    I've also come across this issue in a private multiplayer server, as soon as it comes up it usually reduces client fps to 3-5 and results in a desync'd game/crash After some playing around, I looked around the addons and removed the SLX_Fire.sqf in the VehicleEffects.pbo, and the problem was solved. now theres no fire/smoke on destroyed vehicles obviously, but the game doesnt crash and that's always nice And If I put a quick debug hint in the beginning of SLX_Fire.sqf, it seems that when a vehicle is destroyed this file is called 4+ times, sometimes more in multiplayer games. I'm not sure if this is normal or not but since the smoke looks extremely heavy and laggy it seems to me like the script replicating hundreds of times could be the source of the lag/crashing. Just thought that might be of some help. Otherwise I love the mod and it's very well done
  11. korax

    KaRRiLLioN's Bootcamp server now open.

    I agree with this statement
  12. korax

    Total Arma Sales?

    another one with Sprocket. up the count to 8!
  13. korax

    Another ArmA review out!

    What irks me is the fact that you come to this forum already with this 'nothing to lose' attitude, turning it into an unpleasant environment. Anyway, getting back on topic (whatever that was), I agree there are some issues with the previous ArmA releases however it's only getting better with patches just as the very same happened with OFP. All you have to do is ride out the rough middle ground before it becomes a much greater game, and posts such as these do nothing to encourage it.
  14. korax

    Another ArmA review out!

    I'm beginning to dislike you and your general hatred towards ArmA, which is evident in many of your (often sarcastic) posts. Please go away
  15. korax

    Extremely low fps near trees

    turn shader detail completely down, turn off anti-aliasing, turn off shadows
  16. korax

    FSM Editor

    Excuse me Mr. Flea, but how do you export this into the game and get it working for AI? When I try it gives all sorts of errors.
  17. Not nearly as finished as you'd think, though. Things like waypoint queus, full multiplayer support, and added camera functionality are much easier said than done. Combined with the general unproductivity of the 2-man team working on it, I'd expect an open version to be released well after the 505-games release of ArmA. Thanks for the support though
  18. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">init="this addEventHandler ['killed', {_this exec 'Do_Move.sqs'}]; And within your Do_Move.sqs (_this select 0) will be the name of the unit.
  19. korax

    Variable Variables

    Is this for a multiplayer mission? You may want to take into account that the variables are local, aswell as actions and menu's and whatnot. Unless it is imperative that one player can see how much money another player has than you could just go with a much easier route of setting one variable, Playermoney, and rewarding the players as you see fit, and if you want to 'spend' any money, using say an action menu or dialogue, it would only deduct the amount from one player due to it being local. Otherwise you're on the right track but I would use something such as: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">call format ["%1_wallet = %1_wallet + 100",_this select 0]
  20. korax

    Some stggestion about game play...

    Have you tried looking in the difficulty settings?
  21. korax

    Bad PR in Germany

    Talk to the publishers, not the developer.
  22. korax

    Tiberian Genesis Mod

    I've got a question, why not make this a full-blown RTS like the real C&C? <cough>
  23. Try changing the 'description' box on the unit within the editor, if that doesnt do it nothing will.
  24. You could always use the AddWaypoint and SetWaypointStatements commands.
  25. korax

    Drop Command Help

    The command works, just there is no CL_basic in Arma. there are many effects you can use but you have to look for them in the CA pbo. For example: "\ca\data\ParticleEffects\Rocketsmoke\Rocketsmoke"
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