longstreetcsa
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Possible to use the generic "position id" instead of "variable name"?
longstreetcsa posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey guys, I want to prevent having to actively give every single unit in a group its own variable name (so one can easily have newly spawned reserve units join one's group to fill up any losses), but I still want to be able to control part of those units by script, so I wonder if one can somehow utilize the "position ID" (that is used in "joinAs" and "joinAsSilent") to achieve that? I am using the following for testing purposes in a simple trigger. I got two lines of soldiers standing one behind the other. Now if one sets "variable names" to each of the units in that group, one can put them in an "array" and force the rear line lean left/right so they do not kill the fellow soldier right in front of them. But can that be done without giving "variable names" but using the "position ID" of the units in the rear line? That way one could have newly spawned units join, to fill up the losses, and they would still be able to react the same way as the guys they replaced. Also, I still have not found the basic leaning animation while standing still - there is a "drastic" one under "Adjust", but there does not seem to be a basic one available for the AI (mean one like the player can do, when leaning left or ritgh with Q/E)? At least I have not been able to find one within the available animations in Eden for the time being. -
ai compilation AI Compilation List of Addons/Mods/Scripts & Threads for Arma 3
longstreetcsa replied to Gunter Severloh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Good idea -> Done! ---------------------------- Update: This is the official reply my bug report got on the bug tracker -> "Scaling is not supported. Bugs like this will not be fixed." @Gunter Severloh so I guess you can add that to the AI weirdness in your list 😞- 300 replies
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VR Obstacles - Hide shadow & allow bullets to pass through?
longstreetcsa posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey guys, as the available "invisible wall" object ("Land_InvisibleBarrier_F") is too small for my purpose, I am looking to utilize the available VR Obstacles 20x8x10 and 10x5x4 as they are bigger (so I need fewer of them) and one is able to make their textures transparent. The "only" two issues left are the "shadow" that they cast when being made transparent and that bullets can not pass through them. The former problem with the shadows can be "fixed" by editing the shadow property in the config to "0" (as has been described here and in the following postings in that thread), but I have not yet been able to find out what to edit in order to let the bullets pass through. Easiest would of course be to "hide model" in the Attributes, but alas that means it has no colission either, so that is not an option). Thanks for your time reading this and I appreciate any help! -
ai compilation AI Compilation List of Addons/Mods/Scripts & Threads for Arma 3
longstreetcsa replied to Gunter Severloh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Noticed something earlier today (I think this was not reported yet?): If you rescale an object (wall for example), the AI seems to be unable to detect that new shape! For the AI only the original size of the object is what they "detect" and what they will use as reference. I did the following test using "Land_InvisibleBarrier_F" as object (see screenshot): On the right I put down the barriers in their original size/scale leaving one side open, then I put an AI in the middle and gave it a waypoint. In the right example the AI detects the wall in fornt and to the sides, it will turn around and go either left or right to get out of the closed off area and then head back north to it's waypoint: On the left I put down the same barriers, but scaled to "8" and placed 3 of them (due to the bigger size) like on the right side (all other settings are the same, I only put down a marker on the floor so I know exactly where the original size is). What happens there is that the AI goes straight North, only evading the barrier immediately to the north and only reacting to its original size! The latter even happens if you explicitly "enableCollisionWith" the AI man! The weird thing though is that the same is not (!) true for the player: For a player the resized dimensions of the object are used in regards to collision detection (even without setting it explicitly).- 300 replies
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Iron Front in Arm3 LITE - preview versions
longstreetcsa replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Seem to be having some issues finding and downloading the "IFA3_AIO_LITE" version (listed as requirement for the !WW1 MOD - REMEMBRANCE 11th november! mod I am trying to install). Following the steam link (https://steamcommunity.com/workshop/filedetails/?id=660460283) gives me an Error and leads me nowhere, showing the message "Sorry! An error was encountered while processing your request: The item is either marked as hidden or you do not have permission to view it.". Can anyone help with that? Thanks! ---------- It seems the ARMA 3 launcher was able to identify and find all the needed mods, including the above mentioned one... - ...will have to see and wait if everything downloads just fine or not... -
Trigger - waiting for chat input?
longstreetcsa posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello everyone! I am wondering if it is possible to have a trigger wait for a chat input - i.e. have a player use the "side chat" or "direct chat" to type something in, using a certain word or line activates the trigger. For example the player types in "I want to go fishing!" and the word "fishing" would triggers the trigger. I am trying to use triggers in this way to make a RP chat situation with specific AI characters possible. Things do work already with the player activating different sentences (depending on randomization) from the AI, but it would be nice to have the player actually having to type something in. Thanks for any help! -
Wanted: Large-scale battle and respawn as AI mods.
longstreetcsa replied to zootso's topic in ADDONS & MODS: COMPLETE
There are several respawn methods already build in the game engine - one is a respawn on your base, one is a respawn as a bird, one is respawn as one of your squad members and one if no respawning. -
Congrats on the release ProfTournesol! As always you did great work!
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American Civil War Mod v.1.2 released.
longstreetcsa replied to Triglav's topic in ADDONS & MODS: COMPLETE
Thank you Tsalagikola -
American Civil War Mod v.1.2 released.
longstreetcsa replied to Triglav's topic in ADDONS & MODS: COMPLETE
Here is the link to the newest download (about 7 MB) for my Addon including all changes from the start and all new features thus updating the LongstreetMOD Addon for usage with the American Civil War Mod to Version 1.3 (as always please read the included ReadMe file for installation instructions and directions on how to use some of the new stuff). Enjoy!!! http://rapidshare.com/files/124030280/_CWMOD.zip.html -
American Civil War Mod v.1.2 released.
longstreetcsa replied to Triglav's topic in ADDONS & MODS: COMPLETE
You are welcome daerdevil - glad you like what I have done so far. (btw I like Take Command as well, it's just a shame that it has no MP! Or maybe it is luck for I would play it 24/7 if it would have MP *lol*). ------------- OK gentlemen, I'm happy that I'm able to report that all LOD issues with the addon-models (both the confederate models as well as the yankee models) have been solved (due to some help from ProfTrournesol) and have been changed to show up correctly. I will put the new Version of the Addon up in a few minutes. (P.S.: I hope I'm able to finish the multiplayer mission today as well.) -
American Civil War Mod v.1.2 released.
longstreetcsa replied to Triglav's topic in ADDONS & MODS: COMPLETE
The soldiers in gray and butternut will get some more rifles to shoot at "those people" - the CSA made Richmond Rifle Musket as well as the Fayetteville Armory Rifle Musket also manufactured in the Confederate States - both by courtesy of JdB of the late House Divided Mod ( thank you! ) . I will put up some pictures when I find the time. -
respawn killed unit with name
longstreetcsa replied to longstreetcsa's topic in OFP : MISSION EDITING & SCRIPTING
Thank you for postin IceBreakr. But I'm unsure what you mean with the term AFAIK? Like I said createunit (called via triggers) doesn't let me put in the old unit name although I delete killed soldiers with a script (the trigger waits for the delete process to be finished and then does try to create the unit). -
Ok here is the deal (for a MP mission I'm working on): I've units (under the command of the players) with given names (meaning I've given them names in the editor) - like for example "Tim" - now is it possible if this "Tim" unit dies to respawn him again bearing the very same name (like being the very same unit) - I've tried to do it with createunit but if I put in "tim" I get an error the program claiming that this name is already used. Is there any way to do it (If not I've got to think of some alternative)?
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American Civil War Mod v.1.2 released.
longstreetcsa replied to Triglav's topic in ADDONS & MODS: COMPLETE
Gentlemen I'm happy to report: The BETA Test of the MP mission I'm working on was a full success! ( thank you -snafu-! ) There was almost no LAG as far as we could tell, the weapons where working and respawn was working. Now all that is left to do is put in some objectives and clean up everything, maybe add some eyecandy too. (And of course address the LOD problems but that shouldn't be too hard now that I know what to do). So expect a new update as well as the multiplayer mission release soon!