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About rubberkite

  • Rank
    Gunnery Sergeant


  • Interests
    Kitesurf ArmA Hockey
  • Occupation
    Kitesurf Instructor

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  1. rubberkite

    AI Driving Control

    I use the script version, RCA sent me a little update to test but there are still crashes, I think something changed in Ai behave from 1.98, with previous arma 3 build we almost lowered the crashes to Zero with the great work of RCA script, problem is always hard to investigate and understand reason of crash, it happens a lot with supply truck I'll do something by config and limit their speed to 60 km/h and see if that will help. I have rarely meet such kind and friendly person during my arma time, and I really appreciate that he keep listening and trying to improve and fix when possible. Cheers up for RCA3!
  2. rubberkite

    AI Driving Control

    Hello my friend, I have to report that after 1.98 patch there are a lot of car crashes back in my warfare, looks like the script is not working as it was before patch, are you still on it? Most of crashes happens between different players ai. and from behind... Please have a look, we need your script, it's not possible to enjoy a mission with a rating system when you lose ai for traffic crashes 🙂
  3. I joined the linked discord about vcom ai, it's a coop clan discord where there is no info/channel about vcom, and I got kicked without a hi / bye. I know that behave is normal in ArmA community , but still sucks. Peace & Love
  4. rubberkite

    AI Driving Control

    Thanks a lot for update, what does exactly do the convoy separation ? would you recommend me to set it on vehicle creation (you know my mission) ?
  5. Great! BIG HUGE EXTREME THANK YOU CUP TEAM! honestly I would not be playing ArmA3 without your contribute, your effort is really really appreciated. Thanks a lot! can't wait for new update will try to release my warfare after testing it with new updated CUP CHEERS!
  6. rubberkite

    AI Driving Control

    good to see a new update :)
  7. rubberkite

    AI Driving Control

    @RCA3 Congratulation mate your did an amazing work, and great progress build after build. I would like to ask if you can do that when AI disembark after vehicle get hit and it's about to explode that the AI run away from it. I really hate that they eject the vehicle then they stay near it and talk with each others o it's a nice day today, Greta was wrong see it's cold this winter... and BOOOM the vehicle explode and kill them all... I know that is not a driving thing but would be so cool if you can address that somehow. 🤙 keep rocking
  8. rubberkite

    AI Driving Control

    nice I'll put on server too and I let you know. About the 180 turn maybe the slowdown/mess happens if the truck are too close each others in the column, I need to try with 1 truck at time to see if they turn without problems. about the progressive key, I can say it's a common practice on all addon that can cause trouble with a mismatch, for example CUP, RHS, and islands I see they all use a progressive key version. Thanks again, your work gives really more brain to the drivers... did you just set the alchool in blood level on lower % hehehe
  9. rubberkite

    AI Driving Control

    I can't say it's a common practice but for example CBA does that, and I do that as well cos a version mismatch could not work/load or create issues in mycase sever/client need to be in sync, your addon as you stated will not go on steam so need to be manually updated :) I do browse Armaholic daily to see new addons and contents and I noticed you update your addon 3 times in last few days, so what I do is copy your updated folder by ftp on server and when I do this operation if I should copy the new key would be just 1 more file to copy in the key folder not a big deal :) I am thinking about using the addon also server side, I didn't use till now cos warfare got a lot of AI controlled by server and I am afraid that there could be a general FPS drop, but at least one time I want to try and see what happens. The only thing your addon made bit harder is the 180° turn by supply truck in town, I guess it's related to the proximity scan for obstacles, without the addon or using vcom ai driving the truck where able to perform a 180° turn on the road, with your addon they struggle a bit more it's like they are afraid to scratch the painting of vehicle so they perfor short and slow adjustments that lead in long time to perform the 180 :) I still prefer to struggle in that than have a road waky race like dik dastardly hehe
  10. rubberkite

    AI Driving Control

    Cheers RCA3 Thanks a lot for your effort, we are using your addon in our warfare server since few days and the number of "road accidents" are really reduced to just few random episodes, instead without it was a total disaster, killer supply truck that just run over other vehicles without mercy, so thanks you saved us a lot of rage against BIS hehehe I would like to ask if you can please sign the addon with a progressive key so we can be sure that everybody is using last version, since no steam auto update will be great to have a key that update each version you release, it's just a little bit hassle for you but a good thing for users. Great Job! Rubber
  11. rubberkite

    Enhanced Movement

    Thanks Dedmen I was not aware of that options and very glad you pointed me on right direction.
  12. rubberkite

    Enhanced Movement

    This Addon is really amazing, thanks a lot I just miss two things: 1 the ability to help climb up the mate that helped you to climb the wall, ( not sure if it's possible but would be great if you can help him climbing using arm pull animation ) 1 the possibility to climb down, cos some time going down from same height you climbed result in damage that's it with those two options it would be just perfect! cheers and hope to hear about new updates soon!
  13. rubberkite

    SoldierWB, SoldierEB, SoldierGB

    Side are correct, otherwise units would be useless, thanks for trying to help, much appreciated :)
  14. rubberkite

    SoldierWB, SoldierEB, SoldierGB

    The player side it's ok I was already using a different approach but unfortunately I have still those check in other scripts: if (side _origin == sideEnemy) then { if (_origin isKindOf westSoldierBaseClass) then {_side = west}; if (_origin isKindOf eastSoldierBaseClass) then {_side = east}; } else { _side = side _origin; }; if (_sideBuilding == _side) then { _dammages = false; } else { _dammages = [_building, _dammages] Call HandleBuildingDamage; }; _dammages //--- Renegade. if (_sideKiller == sideEnemy) then { if (_killer isKindOf westSoldierBaseClass) then {_sideKiller = west}; if (_killer isKindOf eastSoldierBaseClass) then {_sideKiller = east}; }; if (_sideVictim == sideEnemy) then { if (_killed isKindOf westSoldierBaseClass) then {_sideVictim = west}; if (_killed isKindOf eastSoldierBaseClass) then {_sideVictim = east}; }; that's why I am looking for a way to replace this code with a different one, still have more script that use the west/east soldierbase class
  15. rubberkite

    SoldierWB, SoldierEB, SoldierGB

    yes this could help I can test it, I would not have any problem if the config of the unit were done using the proper parent class, :)