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rubberkite

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Everything posted by rubberkite

  1. WARFARE RE (Rubber Ed.) based on WARFARE Benny Edition CURRENT BUILD: 015 - 21 / Jan / 2013 all informations/changelog and download link here: http://www.4qw.it/re Credits: - Benny for his helpfulness and support in many area of development ( thanks a lot mate ) - all people that contribs on BE development - https://dev-heaven.net/projects/warfare-be - Mandoble for it's outstanding Mando Missiles script suite - http://www.ofpec.com/ed_depot/index.php?action=details&id=653&game=ArmA - DAO crew ( I used the IDEA for Injury HUD and Vehicle crew HUD ) - http://dao.nu/ - Robalo_AS (ASR_AI) - http://www.armaholic.com/page.php?id=12105&highlight=ASR%2BAI - Monsada & Rafalski (UPSMON) - http://www.armaholic.com/page.php?id=9213&highlight=UPSMON - Special thanks: - Band Of Brothers for hosting and test the mission almost every night - http://bob-arma2.fr/ - Wild Mercenaries for great "testing" matches :) - Armaholic for mirroring the mission and for long time at service of ArmA comunity ;) - Urban Xtreme for hosting and promoting RE - All other server with RE running ;) MISSION Description:
  2. 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!
  3. 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 🙂
  4. 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
  5. 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) ?
  6. 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!
  7. rubberkite

    AI Driving Control

    good to see a new update :)
  8. 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
  9. 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
  10. 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
  11. 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
  12. rubberkite

    Enhanced Movement

    Thanks Dedmen I was not aware of that options and very glad you pointed me on right direction.
  13. 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!
  14. rubberkite

    SoldierWB, SoldierEB, SoldierGB

    Side are correct, otherwise units would be useless, thanks for trying to help, much appreciated :)
  15. Hello, I am working on a new release of my warfare and I have a problem, I wrote here hopefully somebody from forum got same problem and found already a solution I have a check that is based on baseclass, soldierwb/eb/gb, the problem is and I wonder why and how is possible that RHS and CUP did something so stupid: their parent class are based on wrong parent base class. example cup OPFOR Russian are based on soldierWB instead of EB instead of all OPFOR Russia from RHS are based on soldierGB instead of EB, this generate some bug with all the scripts in warfare that use that check, /* Root classes */ westSoldierBaseClass = 'SoldierWB'; eastSoldierBaseClass = 'SoldierEB'; resistanceSoldierBaseClass = 'SoldierGB'; server side script: if ((leader _team) isKindOf westSoldierBaseClass) then {_sideJoined = west}; if ((leader _team) isKindOf eastSoldierBaseClass) then {_sideJoined = east}; I need an alternative way to check if JIP player side (server side script) thanks in advance for any good hint hopefully addon maker will try do use proper base class for soldiers in further updates. Rubber
  16. 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
  17. 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, :)
  18. rubberkite

    SoldierWB, SoldierEB, SoldierGB

    player side player sidejoined work great on script client side, I need a server side check in order to fix some script that were using the method iskindof 'soldierEB' but really I can't believe that great mod like those have their base config for MEN using wrong parents.
  19. rubberkite

    SoldierWB, SoldierEB, SoldierGB

    Thanks but I don't see any parameter on that return the player connected side. id: Number - unique DirectPlay ID (very large number). It is also the same id used for user placed markers (same as _id param) uid: String - getPlayerUID of the joining client. The same as Steam ID (same as _uid param) name: String - profileName of the joining client (same as _name param) jip: Boolean - didJIP of the joining client (same as _jip param) owner: Number - owner id of the joining client (same as _owner param)
  20. rubberkite

    Advanced Urban Rappelling

    is there a way to avoid the random rope cut? This addon is great but with this random bug it's unusable unfortunately. cheers !
  21. rubberkite

    WARFARE BE2 *Rubber Ed*

    headless client is almost useless, and with my edition is really useless better to use throttle stop and affinity force the server to use 2 core, and raise the cpu multiple to max for example our xeon was running 3.4ghz with throttle stop and only 2 core under stress if u use 4 core but with normal speedstep / turbo boost technology u have less performance by the way I have abandoned arma world and mission development so sorry no more upgrades to RE
  22. rubberkite

    WARFARE BE2 *Rubber Ed*

    Probably my last release: http://www.4qw.it/forum/viewtopic.php?f=5&t=144 cheers
  23. rubberkite

    WARFARE BE2 *Rubber Ed*

    OFF TOPIC: http://www.racedepartment.com/2013/05/assetto-corsa-interview-with-marco-massarutto/ ITALIAN TAKE RISK DO NEW ENGINE AND IMPRESS WITH TECH PREVIEW BUT WE DON'T HAVE AN ALTERNATIVE TO ARMA.... BIS IT'S TIME TO START FROM 0 AND DO A NEW ENGINE CLOSE OFF TOPIC.
  24. rubberkite

    WARFARE BE2 *Rubber Ed*

    It's not finished but I want to finish all that is missing will be completed soon, I just lost motivation and I work much less on RE dev, now is more an hobby than before when I was doing very late in the night.. ehm.. morning. But this is normal when u have passion u spend a lot of energy, but when the passions ends u can't spend the same anymore. I just want that u and your son come to play with us before the server expire, 6 days left. About A3 the main problem for me is that I don't like the 2035 ERA "Starwars Laser Game" and ... I don't like that BIS doesn't do good innovation on his O B S O L E T E engine, and doesn't do the right support to the comunity created contents. What I mean is make it simple to join a server with a custom addon, (2013 smart tv, smart phone... all smart except the owner...) a fucking GUI that inform Join in progress players, this mission/gamemode is based on addon content, made by X if u want to play u have to download from Y. ( K.I.S.S.) Keep It Simple & Stupid no more -mod= , no more launchers or other stuff, just a fucking in game GUI, but it's too much for BIS, focus on Zombie and other stuff, that can attract more player, sandbox like a bitch without an identity I H A T E also the completely arcade Guided missile system that is less "real" than BF or COD in a Sim like game, Ok it's an infantry simulation but Javelin, Portable SAM / Metis, Tow etc. are used by infantry. I have to develop a part of game that is not made from the DEV cause I can't live with An Arcade On Air with more sim like on the ground shake.. MANDO 95% will not release anything for A3, I will not do that, and one of the reason why I play Warfare and ArmA is the mix between AIR and LAND, and in my warfare u can feel and enjoy that... with laser designer mate... airstrike... airbattles etc. There is only a person that can made possible RE to Run on A3 that person is Kyu with AiA project, if BIS will support his job and will be possible to do the conversion keeping Mando suite, ( If necessary I can try to convert all sqs file on MMA to sqf syntax ) this is the only chance that I can see in the future to play my edition. I will release 15.32 soon there is a new economy system, that will be really interesting...
  25. rubberkite

    WARFARE BE2 *Rubber Ed*

    I am sorry but I will not work anymore in arma world, I will play arma3 just casual play and only because I can't sell it back. Warfare RE by Rubber will die with ArmA2
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