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madrussian

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About madrussian

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  1. Good deal Elgin675, glad it's working for you.
  2. madrussian

    JBOY Throw Knive

    Bravo j-boy, another glorious & eye-popping script to the ever impressive heap! Ok, I'm off to throw knives at some A3 goats and sheep...
  3. madrussian

    [SP] Warping Plague

    That makes good sense. Hope I got the gears turning and this becomes a reality! Roger that, after another playthrough or so I should be able to give some better feedback on warehouse capacity and if storage values make sense currently. I do know I always had plenty of food and was never worried it would run out. ^ You are touching on an area I think could be expanded/tweaked to increase immersion exponentially. Few (constructive feedback) points: 1. Indeed, early on I felt like I was finding a civ in pretty much every building. Unfortunately, this felt very mechanical and wasn't very immersive. I'd rather get fewer civs early on per day. 2. Finding food, weapons, and materials in buildings "virtually" as implemented currently is a reasonable abstraction which I found to be immersive enough. However, I'd rather see actual civs out there in the world, hunkered down in buildings and similar, that I can tell about my settlement, and via action or similar actually see them head off direction of settlement. Then when I get home (depending on how long I took) perhaps they are all there ready to be assigned. Having the civs out there in the world would also increase exploration dynamics, as the civs would be vulnerable to bandit and aliens, etc, and perhaps tip the player off that enemies are nearby. 3. I think it would be better immersion-wise to find a civ here or there (sparingly), and then every once in a while find a batch of civs all at once. Player would get a great discovery moment! Again especially if the civs are actually present on the map. 4. If squadmates are eventually implemented -and- finding actual civs in world implemented, a huge plus would be an option to join them to squad right then and there (if desired). Then they can come along for the ride/hunt! ^ These are just some initial impressions & ideas. I know how tough this stuff can be to actually implement.
  4. madrussian

    [SP] Warping Plague

    Thanks, roger all that! I know it might be tough to implement, but Squad AI would extend exploration fun factor by ~10x (for me anyway) so it might be worth it. Regarding heavy calcs, maybe just cue their radiation directly off what player is experiencing? Or give them a "lite" version of the calcs? So in my couple playthroughs so far, I built exactly one warehouse (in the beginning), and played for many "days" and accumulated many civs. I had something like ~25 civs ~120 food, ~110 ammo, and about ~120 materials. But I never noticed any impact from not having enough storage space. I could always store enough of everything. Seems I should not have been able to accumulate all that food, ammo, and materials with only 1 warehouse. Perhaps something was bugged?
  5. madrussian

    [SP] Warping Plague

    Hi Rydygier, been playing the past couple nights. Great idea, well executed! Quick questions. Any way to get guards (or any AI) to join my group, at least temporarily? Like say "You 3 guards, follow me", and then later return them back to regular guard duty (should they survive the excursion). Or maybe it would be a new job for them, like placing them on Squad Duty, or similar? Also not clear on what Supply count does? I have been assigning most civs to build materials, in an attempt to house them all. Does building the warehouses somehow help increase my materials production? Btw - I read the whole briefing but not this whole thread (yet).
  6. I think I maybe experienced exactly what you are talking about (after quick skim of thread). Here goes: A while ago with lineIntersectsSurfaces, I noticed using specific combinations of "FIRE", "VIEW", and/or "GEOM" in a single lineIntersectsSurfaces command, gives a very different set of intersect points than calling lineIntersectsSurfaces multiple times with the exact same set of "FIRE", "VIEW", and/or "GEOM" individually. In other words, contrary to intuition: _allIntersections = lineIntersectsSurfaces [_posASL1, _posASL2, objNull, objNull, true, -1, "VIEW", "GEOM"]; is absolutely not equal to: _intersections1 = lineIntersectsSurfaces [_posASL1, _posASL2, objNull, objNull, true, -1, "VIEW"]; _intersections1 = lineIntersectsSurfaces [_posASL1, _posASL2, objNull, objNull, true, -1, "GEOM"]; _allIntersections = _intersections1 + _intersections2; ^ Btw - These are not just unequal order-wise... you don't even get the same set of points back. In my building scanner for instance, for almost all buildings I can use VIEW + GEOM together in one lineIntersectsSurfaces command, and the floor detects just fine. But in certain buildings like "Land_Helfenburk", I have to use VIEW alone in one lineIntersectsSurfaces command, followed by GEOM alone in another lineIntersectsSurfaces command. (... Or else it fails to detect the floor) Hope that helps.
  7. madrussian

    JBOY Point Blank Melee

    Wait, you might have me mixed up with someone else. My code usually ends up quite loopy. Good deal, looking forward to it! One thing I noticed when creating MP, is that locality sometimes (often?) matters, even when the wiki says it shouldn't. Especially when you're trying to time things on different machines (with attachTo having it's own set of peculiarities). Then often the thing causing MP hickups turns out to be some command you least expect. Thinking yours is probably fine, but curious to check it out.
  8. madrussian

    JBOY Point Blank Melee

    How visceral and entertaining, well done j-boy! Thanks for all these great scripts, can't wait to see what ya come up with next. Maybe I missed some details, but is this just for AI or could player units be the winner and/or loser too? Also, how MP compatible is it? (Curious, which machine to call it on if winner and loser are local to different machines.)
  9. All that sounds good. Just to clarify, by revive I mean that upon wounded player lies there incapacitated, waiting to be healed by another player or friendly AI, etc. If our mission isn't using revive, for example if we have description.ext set up like this: or like this: And then we play our mission with your "All-in-one Command Menu" and "Super AI" components, incapacitation/revive (or some form of it) won't suddenly start happening, correct?
  10. @Leopard20 Good talking with you over PM regarding building path-finding, etc. What you are doing is incredibly inspiring, albeit kinda crazy. I'm totally pulling for you and eagerly await your Super AI. Quick questions. Will it be possible to completely disable whatever you are doing medical and/or revive system wise? My dynamic mission is not at all compatible with revive or similar (as I have my own custom "group linked respawn" in place). Also while I know revive has many fans, imo the vanilla way of simple healing via health pack is important and has it's place too. For instance as a basis for building one's own respawn system on top of, or for people who simply don't care for revive, etc. Also, really hoping we can turn Super AI on and back off (reverting to vanilla AI) for any desired set of units (friendly or enemy) on-the-fly via script command in a clean way. Like without any unfortunate unforeseen consequences (for example them getting stuck), etc. Will this be possible? (^ Having said that, I realize if we enabled Super AI on them and sent them into a building, we would no doubt will need to get them back outside again before switching them back to vanilla AI.)
  11. Quick update, I'll be away from my gaming PC for next 1.5 weeks. Will run those US tank sound muting tests when I get back... Also for those following along, Dedmen responded (today) via PM about my latest 2 SP crashes. First was "checking ammo while reloading a magazine", same as before. Second was in audio processing. Thanks @Dedmen. 👍 Now I'm really wondering, if the "bad US tank sounds" are causing the audio processing crashing.
  12. Well done, very nice update. ^ This one in particular much needed / appreciated.
  13. Awesome, how about I start with muting the actual sounds only, and go from there.
  14. @Dedmen Good detective work! I do know my dad has onboard sound (not USB sound). Not at his place currently, but I'll check khz next time I'm over there. About unplugging/plugging in audio while playing... Are you saying this can sometimes cause immediate crash? Or rather set the stage for a subsequent crash? Also based on your analysis, do you suspect my dad's audio pipeline crashes in this case were related to the "IFA3 US tank sounds crashing" people are reporting? Let's pursue this! If you make a special version "to be able to see which magazine/ammo caused the crash" like you did for him, I'll run it and we can be sure. In the mean time I have two new crashes, these both in SP: Machine A in SP, running arma3client_x64_profiling_194_145986_v02 (renamed as arma3_x64.exe), launched from Launcher with BattleEye, running IFA3_LITE -> Crashed Machine A in SP, running arma3client_x64_profiling_194_145986_v02 (renamed as arma3_x64.exe), launched from Launcher with BattleEye, running mod of IFA3_LITE where I kept all IFA3 PBOs except a single PBO "ww2_core_f_rds_system_boltaction_f.pbo" (to see if this affected crashing on reload, per your description). -> No dice, still Crashed! ^ @Dedmen Can you check these latest two crashes and let us know if they are magazine reload related too? I'll PM you the link. I simply play my mission with certain IFA3 factions selected, and it virtually always crashes with 0xC0000005 STATUS ACCESS VIOLATION. Sometimes the sound freaks out just prior to crashing (like kju mentioned). Sometimes sound goes out completely 1st, then play like that for a while, then it crashes. Sometimes it simply crashes out of the blue without any noticeable interruption to sound. My crashing always involves IFA3. When I play with CUP, RHS, Unsung, OPTRE, vanilla, etc, I don't get the crash. (For the record my mission does require CBA, so that's always running in my tests.) Heavens yes! Happens virtually every time I play (with those IFA3 factions). My mission seems to be the key and a great asset for reproducing this. Seems like if we think outside the box enough, we should be able to solve it. I wish I could pin it down to a single command or similar, or otherwise simplify the procedure. Anyone can probably make it crash, by simply playing my mission with IFA3 and selecting the factions mentioned in 1st post. The tough part is they have to survive long enough for game to crash. Mission can be a bit difficult (or so I hear). I'm starting to wonder if the sound freakout is the crash actually happening or simply a symptom of the actual underlying crash mechanism. Again, repro approach is pretty simply. Play my mission with those IFA3 factions selected, survive long enough, and whammo it crashes (almost every time). In a way this is very good news, as we (finally?) have a way to reliably reproduce this crash. The bad news is my mission has many diverse systems and subsystems and uses hundreds and hundreds of unique commands. Here are the most promising things I think we should try next: Analyze latest two crashes and see if the are mag reload related as well. We may well be onto something there! If latest crashes are mag reload related, run special build which will reveal the crashing mag type, to see if it matches @Asmodeuz's mag type. I'm guessing "LIB_5Rnd_792x57" is the ammo for Germans' K98s, correct? (That's the only IFA3 5 round ammo I can think of.) Create a test addon that mutes all US tank weapon sounds and try running my mission with that addon (see if this eliminates crashing). [Recall that nickjoonyeonkim claimed that muting the tank cannon sounds completely resolved his crashing.] Create a test addon that mutes all US tank non-weapon sounds (engine, etc) and try running my mission with that addon (see if this eliminates crashing). @.kju Can you advise on which PBOs to look inside to mute these tank weapons & tanks themselves?
  15. @VariousArtist Welcome back, good to see you gave it another go. 🙂 Sounds like maybe you like the concept, but are still finding things far too challenging. Based on everything you're saying, maybe set up your difficulty settings like this: Overall Enemy Power: Classic Enemy Soldier Deployment: Extra Relaxed Enemy Attack Vehicle Deployment: Extra Relaxed Enemy Minimum Power Timer: Extra Relaxed (70 min) Allow Enemy Armed Transports: Off Extra Lives Awarded: 2 Enlist Fighters Awarded: 1 scaling upward to 2 Allow Player Targeted Bombing: On ^ In the next update I plan on adding relaxed setting(s) for "Overall Enemy Power" too. ^ Please note, the "Allow Enemy Armed Transports" option is a bit bugged currently. Picking "Off" should turn armed transports off completely but currently only delays them by 15 minutes. Sorry for that! I fixed this in the upcoming update. Also added options to delay armed transports by up to 40 minutes (up from 15). Trust me, play with CUP or better yet RHS units first. I developed this mostly using CUP, RHS, and IFA3. I hardly ever play vanilla, mostly just because I like playing with these mods. But I'm keenly aware of just how much more difficult playing this mission with vanilla is. And again trust me, vanilla is far tougher! Like night and day tougher. Plus this may also be exacerbated by "Allow Enemy Armed Transports" OFF option being bugged currently (see above) (as it probably disproportionately affects vanilla vehicles). Vanilla vehicles are particularly super vicious, and unfortunately I didn't really balance the mission difficulty with vanilla vehicles in mind. I recommend only taking the men you can fit in your given vehicle. Release the other guys into their own group and order them via map control from there. <- This is actually a great strategy, as it keeps you super mobile (and eliminates distraction from those extra guys yelling "where are you?" as you drive off, etc). More importantly, if your squad gets wiped out you've got some fall-back guys. Old hints about this (previously inside a spoiler): ^ And yes, you will have to hustle no matter what. 🙃 To win, most of the time you will have to complete at least 4 of the 5 Major Objectives, simply because you'll need that much man-power to succeed. Sometimes if I'm playing like a mad banshee, I can win only completing 2 or 3, but that's usually pretty tough. The good news is, you have direct control over when the base defense will trigger. As long as your side controls at least one flag, your base will remain hidden. A good strategy is to alternate between completing Major Objectives and taking back flags. This will keep the enemy off balance as they traipse back across the map towards the flags you just took. Meanwhile you have moved on and wiped a bunch of them out somewhere else & taken another flag. Make sure you order your Green groups into key positions as soon as you get them. <- Not doing this will put you way way behind! Quite often, I order the Green guys to advance on more than one enemy controlled flag (in sequence), so they help tie up the enemy and again hopefully put enemy off balance by taking a flag or two. At the end of their WP sequence (after the flags they are suppose to take) I make their last WP somewhere safe (as opposed to guarding a flag), so they will be ready for more orders should they survive. Only leave them guarding a flag if it's surrounded with buildings or similar. Is this mission hard? You bet! Anyhow, think of this as the ultimate squad control trainer, and use the provided MRU Squad commands. Keep at it and you will become a cool calculating squad controlling enemy killing machine.
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