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rubberkite

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Posts posted by rubberkite


  1. On 5/17/2020 at 12:37 AM, LSValmont said:

     

    Are you using the mod version or the script version?

     

    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!

    • Like 4
    • Thanks 1

  2. 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

     

    🙂

    • Like 1

  3. @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

    • Like 1
    • Thanks 1
    • Haha 1
    • Confused 1

  4. 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

     


  5. 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

     

     

    • Like 1

  6. 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

    • Thanks 1

  7. On 1/24/2019 at 7:03 PM, rubberkite said:

    This Addon is really amazing, thanks a lot

     

    I just miss two things:

     

    just that:

    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! :don8:

     

     

     

    Thanks Dedmen  I was not aware of that options and very glad you pointed me on right direction. :drinking2:


  8. 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! :don8:

     

    • Like 1

  9. The player side it's ok I was already using a different approach but unfortunately I have still those check in other scripts:

     

    Quote
    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
    Quote
    //--- 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

     


  10. 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)

     

     


  11. 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


  12. y no headless client support ?

    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


  13. That's a real shame Rubber as i still play it with my mate and sons when we're both off work at the same time. With regards to ArmA3 i'm the same, i haven't played it since i downloaded it from steam. I don't like it to be honest, i think it's lost it's charm. I have all the games since OFP back in the day and ArmA3 is not my favourite game of the bunch, even though it's still in beta i just can't see myself playing it. ArmA2 is my favourite and will be for a long time to come. My mate has ArmA3 and he doesn't play it either, even my son has it and he doesn't play it. Nuff said!

    If this is your last version Rubber i just want to say a big thank you for all your time and putting up with us giving you grief! Finished or not i will still be playing Rubber Warfare for a long time to come! Thanks again buddy and all the best!

    Jon ;)

    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...


  14. Greetings Rubber! Just wanted to stop by and thank you for continuing the hard work after Arma 3's release. I haven't played the last version of RE due to work keeping me busy for the past 2 months but I read the changelog and it looks great; can't wait to get my hands on the last ver and play it on new maps. It's a pitty the player count has dropped since the A3 release; I wish I could just port your mod over to A3 with just a few mouse clicks. :(

    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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