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messiahua

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Posts posted by messiahua


  1. I decided to test connection with man packed 117F and vehicle rack (helicopter) and here are the results:

    http://tacticalgaming.kiev.ua/tmp/acre2/1.jpg

    http://tacticalgaming.kiev.ua/tmp/acre2/2.jpg

    http://tacticalgaming.kiev.ua/tmp/acre2/3.jpg

    Notice that altitude doesn't change for acre and I could hear player from the ground even with 0% strength, but he couldn't hear me at all at 1km! :(

    From the ground just for reference (he could hear me at this point):

    http://tacticalgaming.kiev.ua/tmp/acre2/4.jpg

    Also I noticed, that vehicle 117 didn't appear when I first entered chopper and tried to use it, I had to disembark and only then it appeared and I could switch to it.


  2. I'm playing right now and there is an issue:

    http://tacticalgaming.kiev.ua/tmp/acre/1.jpg

    http://tacticalgaming.kiev.ua/tmp/acre/2.jpg

    http://tacticalgaming.kiev.ua/tmp/acre/6.jpg

    On all screens persons shown in the center are the ones transmitting.

    Everything was fine from the start, but later this issue appeared.

    More screens:

    http://tacticalgaming.kiev.ua/tmp/acre/3.jpg

    http://tacticalgaming.kiev.ua/tmp/acre/4.jpg

    http://tacticalgaming.kiev.ua/tmp/acre/5.jpg

    On these we moved back closer to starting position, notice how 2d distance lowered.

    I guess will have to roll back to 1.3.12 :(


  3. Check this ticket and see if it is the same issue.

    Not sure if it is related to these specific trees.

    The basic setup is: both AI and player in a static position, facing each other, both have their view blocked by a wide enough tree.

    Yes, but in my mission there are more then one tree and judging by screenshots these are not ones mentioned in the ticket. Here is what it looks like: http://tacticalgaming.kiev.ua/tmp/screen.jpg

    Right top - "ai knowsAbout player".

    Does AI go prone (ie reacting to the presence of the player)?

    Yes.

    Check map, is enemy location marked (despite view being blocked)?

    Not marked. I don't know about him.

    Make AI "playable", check if same thing is happening.

    Tried from AI position and I get the marker on the map and "player knowsAbout ai" is the same, but I can't physically see him: http://tacticalgaming.kiev.ua/tmp/screen4.jpg, http://tacticalgaming.kiev.ua/tmp/screen2.jpg, http://tacticalgaming.kiev.ua/tmp/screen3.jpg

    Report which tree/bush allows AI/Player to detect each other, while they have their view totaly blocked.

    Unfortunately I don't know how to reliably do that. nearObjects return a lot of different objects.


  4. Just of curiosity I decided to test latest beta (1.60.88279) and try to reproduce AI seeing and shooting through trees (branches, leaves) and I made simple mission: http://tacticalgaming.kiev.ua/tmp/ai_test.utes.pbo. The result is that AI knows about me from the start and I'm being killed almost instantly. From my point of view there is no way AI can directly see me. Can anyone confirm?


  5. Can anyone help on this one:

    how to disable catastrophic destruction (when turret blows off) for T72_Base class descendant?

    ace_sys_vehicledamage contains:

    class Extended_Killed_EventHandlers {
       class T72_Base {
           class ace_sys_vehicledamage {
               killed = "_this spawn ace_sys_vehicledamage_fnc_t72_catastrophicdestruction";
           };
       };
    };

    I try to define:

    class Extended_Killed_EventHandlers {
               class MyTank {
                   class ace_sys_vehicledamage {
                       killed = "";
                   };
               };
           };

    but it doesn't work. Class is "MyTank : ACE_T72BA_Base".

    Thanks in advance.


  6. I want to use only part of mod and replace all similar vehicles by those, which exist in original game + ACE and I want compatibility, so that all original class names exist and create duds for data files.

    So I can't just overwrite one value in each class, because class contents can be completely different (different models + ACE features).

    Anyways, thanks for your time and suggestions! I see only one way - not to use original cwr2 configs.


  7. Tried to clear weapons array, same result.

    This is just an example, I want to achieve some effect before moving forward, but the goal for me is to take CWR2 mod and write my own replacement configs for all classes, so that it could work with/without original configs. Of course I can redefine each parameter in each class manually, but that's hell of a lot work and there will be no inheritance, so if something will change in base class, I won't get those changes in my classes.


  8. Oh, well, real example is all the same, but bit longer:

    utg_transparent_ruck.pbo:

    class CfgPatches {
       class UTG_Transparent_Ruck {
           requiredVersion = 1;
           requiredAddons[] = {"ace_sys_ruck"};
           units[] = {};
           weapons[] = {"UTG_Transparent_Rucksack"};
       };
    };
    
    class CfgWeapons {
       class ACE_Rucksack;
    
       class UTG_Transparent_Rucksack : ACE_Rucksack {
           displayName = "Transparent Rucksack";
           model = "";
           picture = "\x\ace\addons\sys_ruck\data\equip\w_molle_g_ca.paa";
       };
    };
    

    utg_test.pbo:

    class CfgPatches {
       class utg_test {
           requiredVersion = 1;
           requiredAddons[] = {"UTG_Transparent_Ruck"};
           units[] = {};
           weapons[] = {};
       };
    };
    
    class CfgWeapons {
       delete UTG_Transparent_Rucksack;
    };


  9. Strange, I did everything the same, very simple for testing and "proof of concept":

    addonX.pbo:

    class CfgPatches {
       class addonX { ... };
    };
    class CfgVehicles {
       class Truck...
       class Vehicle: Truck {...};
    };
    

    Vehicle is not base for any other class.

    addonY.pbo:

    class CfgPatches {
       class addonY { requiredAddons[] = {"addonX"}; };
    };
    class CfgVehicles {
       delete Vehicle;
    };
    

    After this class still exists and I can use (createVehicle/addWeapon) it.

    Just did few more tests to be sure (with weapon also).


  10. Hello,

    for example I have some addonX.pbo, which defines some class:

    class CfgVehicles {
       class Truck...
       class Vehicle: Truck {...};
    };

    I want to completely drop/clear/redefine this "Vehicle" in another addonY.pbo with some other base class for example:

    class CfgVehicles {
       class OtherVehicle;
       class Vehicle : OtherVehicle {};
    };

    I tried this way, but all the parameters are still there and are not redefined by this new base class. That makes sense, thus I also tried an alternate way to create addonZ.pbo with only this definition to completely clear class:

    class CfgVehicles {
       class Vehicle {};
    };

    But still it doesn't work. By the way requiredAddons is in place and addonY requires addonZ and addonZ requires addonX.

    I pretty much doubt, that it is possible at all, but anyways, probably I don't know something.

    Thanks for any answers/suggestions in advance.


  11. if You push CTRL+I in Process Explorer it gives You also additional memory info :) (don't forget use last version)

    Thanks for the tip!

    you can play with cacheset.exe, btw if unhappy with Windows defaults.

    this program says that cache size is only 62mb with peak of 68mb. Still I didn't find any sign of huge file or other cache... and I don't understand if it is any kind of cache it should not cause "out of memory" situations, it should free up when needed.

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