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mr_centipede

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Everything posted by mr_centipede

  1. mr_centipede

    WW AIMenu (complimentary commands)

    About the AI "all clear" calls, this is my code for getting valid target for a group (known and suspected enemy), cent_sqdLink_getvalidtargets = { _grp = _this select 0; _range = _this select 1; _grpLeader = leader _grp; _validTargets = []; _grpTargets = []; { _unit = _x; _grpTargets = _unit nearTargets _range; { _nearTargetsArr = _x; _tgtPos = _nearTargetsArr select 0; _tgtType = _nearTargetsArr select 1; _tgtSide = _nearTargetsArr select 2; _tgtThreat = _nearTargetsArr select 3; _tgtObj = _nearTargetsArr select 4; _tgtPosAccuracy = _nearTargetsArr select 5; if(_tgtThreat > 0) then { _duplicatesItem = [_validTargets, {(_x select 4) == _tgtObj}] call BIS_fnc_conditionalSelect; waitUntil{!(isNil "_duplicatesItem") }; if(count _duplicatesItem <= 0) then { [_validTargets, _nearTargetsArr] call BIS_fnc_arrayPush; }; }; }forEach _grpTargets; }forEach (units _grp); //---------------------------------------------------------------- _validTargets }; and when using it in a while loop, specifically: while{ count _validTargets > 0} do { //call getValidTarget function } When it exited the loop, the AI coincidentally calls out the All clear, give or take a few seconds, so I can know if it's all clear... the trick is to get the range for using nearTargets, I use 1600m, but maybe that's overkill... Don't know if it helps..
  2. Does it work for SP too?
  3. mr_centipede

    AI Discussion (dev branch)

    About AI preferring crouch stand more in combat: Well, the setting I think need to be upped more... They still fight standing... last time the issue was the AI was moving to slowly when in combat... Some people don't like it, for me it was ok... maybe we can for example if the AI want to shoot, go crouch/prone first then shoot. Or if he's stationary without any order or intention to displace, then go crouch/prone... only stand up if wanted to displace
  4. In that mission, I remembered that I already have a demo charge in my backpack, along with 3 mines. Cant remember having to search for demo charge
  5. mr_centipede

    Tanks are... Kinda weak...

    Coaxial guns are 7.62. Commander guns are 50cal. No wonder ppl down vote. Its no realistic
  6. mr_centipede

    Clipping issues

    You're complaining about clipping issue but what you're describing and your example has nothing to do with clipping at all. Its about LOS and LOF... sure clipping is an issue but your example only shows that you did not use the stance adjustment control, not clipping issue. So colour me confuse...
  7. mr_centipede

    [WIP] bCombat infantry AI Mod [SP]

    Interesting indeed... and it is also coincide with my own attempts at with the AI... maybe I can share some of my codes...
  8. mr_centipede

    Clipping issues

    You do know that you have more than just prone/crouch/stand right?
  9. Really nice first mission... But on my first run through, I ran into my first bug, a trigger didn't trigger when you're supposed to get out from hemtt. Had to reload and try again, and it worked. Probably need to stop closer to the trigger. Earlier play I stopped a bit further. Now the good part, I scavenge enemies rifle and vest, got into 2nd mission and I started with whatever gear I had on my person before, very cool... I didn't count the mags and ammo though... probably a heads up to others... check your ammo/mags in your inventory before first mission finished, and check again at the beginning of the 2nd mission, do they tally? Well, first impression is really great. VO is great, the gfx seems 'better' probably a mission specific post processing effect? the mission got that particular 'one more turn' feeling... or 'one more mission' is probably appropriate here :D Good job BIS... now I need to call in sick... :p Oh, and agree about the direct chat voice over is too quiet... you need to really kiss them (stand in front of the mouth very closely) to properly listen to whatever they're saying...
  10. Try to keep it to the campaign/mission feedback...
  11. mr_centipede

    Scripting Discussion (dev branch)

    I think suppressFor is broken... or how do I know it's working as intended?
  12. mr_centipede

    [WIP] bCombat infantry AI Mod [SP]

    I'm willing to help, as I myself only play primarily infantry only type of firefight. Also I was working on some sort of AI battledrill script using bdetect and nearTargets as its base, so I might be of help. But time is a concern, if you're willing to hear feedback at least once week, then I'm in
  13. mr_centipede

    AI Discussion (dev branch)

    Quote from developer; So probably they're already on it... btw, you need to know what he meant by "First step is that AI will not be able to kill you...", there was an issue with AI can hit you when he(the AI) is blocked by a bush 2 m from him, so the recent AI fix, fixes that... more will probably coming
  14. mr_centipede

    L85A2 Release

    This is an excellent tutorial by binkowski here: http://forums.bistudio.com/showthread.php?164634-Addon-Signature-Tutorial&highlight=sign. Just watch the video and follow exactly... not much to it once you've figured it out
  15. single player dayZ? interesting... I don't think the video is that bad that need to be censored... maybe I got too accustomed to ARMA bugs and glitches. But yeah... it's really not that bad (the video)
  16. mr_centipede

    Buildings devoid of life....

    I think they simply went back to OFP. (ARMA CWC). I don't remember any furniture in OFP either (maybe in Resistance but not CWC). Also, in OFP there was 4 Tanks, 2 on each sides. 2 APC/IFV 1 for each sides. 1 rifle, 1 rifle/GL, 1 MG, 1 AT launcher for each sides and 1 static MG for both sides (M2 .50cal) What I'm saying is it seems they want ARMA3 to be rock solid on the engine level... Properly documented codes etc, instead of charging head on just to make thing works (brute force method) but may and can break other feature(s). So for me they seems to make a conscious decision to hold back, regroup (take a deep breath) and plan where to go next. I think they make the right decision, but their priorities may not coincide with mine In summary, I think I went off-topic...
  17. mr_centipede

    General Discussion (dev branch)

    Well, to be fair... it is kinda realistic. The wall after being shot a few hundred rounds will crumble away. The not so realistic is the animation... We may not have a dynamic destruction animation, but for me, I think the pre-baked one should do the job. Just like in ARMA1 where you have to blow up the Ortega bridge... that was a really nice animation...
  18. mr_centipede

    Buildings devoid of life....

    A hint for tpw_furniture? :p
  19. this part, [opp01, 0] setWaypointType "CYCLE"; , change to _wp3 setWaypointType "CYCLE"; As a matter of fact, change every part with [opp01, 0] to _wp# setWaypointType "<something>" where # is your wp number
  20. Well, for me at least that wasn't true... if I hear it on my right and turn my head and see the guy that's reloading and the sound seems to come where it's supposed to come from. Maybe that 5.1 bug tonci been reporting about. I use a headphone (Philips SHP something) and SoundBlaster recon 3d pcie for sound card
  21. mr_centipede

    AI Discussion (dev branch)

    I'm not sure if you knew, but do you realized that -Coulum- was the original author of the tpwcas? the C there stands for -coulum- then tpw take over, hence tpwC AI Suppression (TPWCAS) then tpwcas now is maintained by ollem... but it would be great if it's done on engine side rather than scripted
  22. mr_centipede

    Arma 3: Community wishes & ideas- DISCUSSION

    I just played last night with overcast setting in slider up to 80 and I can hear thunder... see the flash(lightning) then after a few secs thunder was heard... quite realistic, though ingame, the lightning strike will probably be off-map or far away from the player (probably not synced in MP too), so you'll probably don't have to fear being struck by lightning when taking cover with electric conductive materials under a tree or power lines...
  23. mr_centipede

    Weapon Sway Tweaking

    I thought the AI always affected by the sway, given by the command: _unit setSkill ["[b]aimingShake[/b]", _value]; Isn't this it? or is it not?
  24. mr_centipede

    New Weapons

    To be honest, Rahim looks more like an assault rifle than a sniper rifle... probably more towards dedicated marksman like the SPR... so yeah, I'll equip my troops with Rahim and ARCO scope.... and pretend them to be AUG
  25. mr_centipede

    AI Discussion (dev branch)

    Depends on your difficulty settings
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