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Everything posted by euly

  1. Hey, what is the name of the class for Items? Or, is this feature still not implimented? I've searched, but all I can find is Class Weapons, Class Magazines, and Class Backpacks, so I'm not sure how to define the items so players can pick them out at the briefing screen.
  2. Hey Zorrobyte, I follow some of the work you do, so I'm very glad to see you here participating with Hetman. HAL could definitely benefit from caching units, but it seems all focused on the player. Could the caching be based on the AI leader instead?
  3. I use Vcomm when I want the AI to utilize the HMG/GMG units. It's better than ASR_AI in CQB environments and squad organization, but ASI_AI dynamically alters skill level by rank, so it's good for placing groups without much micromanagement. I don't think ASR_AI pushes as many instructions to the AI, so it's less demanding on the system.
  4. Thank you for the update on the OF and DF. I didn't mean like vocally talk, just text in the side chat. I really like the side chat/radio chatter. The chat is immersive while the commander and squads are acting and reacting to the situation.
  5. When you do get around to working on it again, one of the chat responses is "No possible - Over" when it should be "Not possible - Over" "No possible" sounds strange, even though I'm sure everyone knows what the group meant. If you ever figure out a way to have the commander talk to those groups, it would be nice to know what he's ordering them to do. The only text I see him say is about artillery missions and "To all groups, perform Oscar Foxtrot! (or something like that)" What does that mean? Is he calling an audible? It doesn't make much sense without context.
  6. The AI is pretty good about loading things. I gave one of the new choppers a "Lift Cargo" waypoint that I place directly on top of a truck and placed a "Drop Cargo" waypoint a few kilometers away. When I previewed it, the chopper automatically grabbed the truck and dropped it off. Very simple. I tried an ammo box and it worked the same.
  7. Rydygier, are you going to rewrite the RydHQ_AmmoDrop now that there is sling loading?
  8. Rydygier, I hope you will incorporate the new choppers soon so they don't need to be added manually. Thank you for continuing to develop HAL. I don't know how I would play ArmA without it.
  9. I have a group of friends that prefer using Zeus/MCC on my dedicated server. Does this mean they will need Vcom installed on their systems to control AI they spawn?
  10. I'm confused by that statement Wiggum. I know you have some skill with coding, so I don't understand why the fsm checking for rank would be bad, such as in consideration of a group's hierarchy. One of the features I really like about Robalo's ASR_AI is it bases skill from the unit's rank and provides a randomized threshold, so every unit can have a different tier of skill with some scale of randomness. I tend to place groups, which by default, have the leader as Sargent, followed by corporals and privates. I hate having to micromanage the skill of each individual unit in a group, or even as single units, I would rather just make a quick drop down of the unit's rank and be done with it. Am I missing something?
  11. That's a massively helpful tutorial. Thank you for posting that.
  12. I transition between Vcomai and ASR_AI on my dedicated server. Vcom works just fine, but it's only good for missions that do not involve units walking on patrol (this setBehaviour "Safe") because Vcom will force them to go into formation and walk with their weapons ready, like they are hunting. I know Genesis is aware of this issue and working on a fix, so I'm patiently waiting for the day I can replace ASR_AI.
  13. Please change my name to Euly
  14. The best course of action in this situation is to shelve the unfinished features and revise the project to FFIS1. Once you release the project, people will find problems and hopefully report back to you, which will help you identify areas of improvement and possibly inspire your ideas and methods to re-introduce the features you shelved. Right now, the options are: have a version of FFIS2 compatible with ArmA 3 that resembles FFIS1, or have no FFIS2 at all. Do what you gotta do man.
  15. euly

    Revive Script?

    Grimes' Simple Revive script should work, but I'm not sure after the update. He is actively working on it, though.
  16. I'll give that a shot. Thank you Wiggum. ---------- Post added at 01:00 PM ---------- Previous post was at 12:55 PM ---------- The timing issue didn't occur to me. Thank you
  17. Hello. In the editor, I have a group with team1 = group this in the leader's init field. I have also tried team1 = group this in every group member's init field as well as team1 = group player in the init.sqf (all players will be part of team1). I have a helicopter with {alive _x && _x in Helo1} count units team1 == {alive _x} count units team1 in the condition of its first waypoint (which is on top of the chopper), basically saying "when everyone from team1 is in the chopper, take off." This works perfectly in single player (and probably hosted multiplayer), but when I throw the mission on a dedicated server, the chopper will immediately take off, indicating that it does not recognize team1. Any help will be appreciated.
  18. Hey, I'm trying to have a unit spawn at a number of different locations with a few objects around him, such as a camp fire. I've created triggers at his spawn locations to make a variable true if the unit is present. I put the variable in the objects' Condition of Presence, but that obviously does not work. Can anyone tell me what I'm doing wrong?
  19. I had the same problem. Try giving the group leaders names and then adding the x setVariable ["NOAI",1,false]; in the init.sqf. That worked for me.
  20. Thank you for the response. I wound up deleting the objects, just like you said. I wonder if the condition could work if the trigger and the unit were up at the top of the mission.sqm and the objects were close to the bottom. That is, if the mission.sqm is read from top to bottom.
  21. Hey Grimes, I was playing on my dedicated server with friends last night using revive. We noticed that "G_Revive_Can_Revive = []" does not seem to apply. Only medics could revive people. Any ideas?
  22. Was it a problem in the past with ArmA 2? The only AI mod I've seen bring systems to a crawl is HAL, and that's more of a waypoint manager than an AI mod.
  23. Hey Tonic. I don't post a lot because I take what you said in consideration. If it's broke, it's broke and it will probably stay broke unless I can fix it myself, so there's no point in bitching about it. I don't expect you or any other modder to incorporate other mods into your own, so as a simpleton mission editor that I am, I just do the legwork myself, such as adding a separate crate with those addons. I deeply appreciate what you have done here with VAS. Please don't quit updating VAS just because a bunch of apathetic developers promote apathy. I have lost count how many times you have made my life so much easier with VAS. Thank you soo much man. If you must quit, then quit knowing that, despite the pestering of a few, a huge amount of people have a lot of respect for you and your work, they just don't always express it as much as they should. Thank you, again, Tonic.
  24. That's great to hear about the units patrolling in actual "safe" mode. Thank you Genesis.