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Posts posted by snkman
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Hmm... If i remember right i had this kind of problem during my T.C.L. coding time too and as far as i remember i solved it by using a "_group move _position"; directly after the "doMove / doFollow" command.
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This allowed me to use doMove / doFollow command and keep all A.I. unit(s) in the vehicle.
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I can tell this cuz i had scenarios where the driver of a vehicle wasn't the A.I. group leader so in this case the vehicle did not move by using the "move" command but "doMove" worked well except A.I. get out and get in the vehicle.
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Adding the "move" command right after the "doMove" solved the disembark A.I. behaviour and allowed me to make the vehicle drive even if the A.I. group leader was in cargo or gunner position of the vehicle.
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Old topic but anyway...
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My guess is that "doFollow leader" will force A.I. to move to their formation position which is not possible in a vehicle so they will disembark the vehicle.
Maybe some kind of bug or not correctly implemented way of how doFollow should be working for A.I. in vehicle or may even supposed to be working like this?
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5 sec. loop:
private "_vehicles"; private _array = []; while { (True) } do { _vehicles = (vehicles - _array); if (True) then { if (_vehicles isEqualTo [] ) exitWith {}; _array append _vehicles; {_x addAction ["Your action here!", {} ]; } forEach _vehicles; }; sleep 5; };
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As far as i can tell there is nothing between 0 and 1 its like on /off switch.
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lol i had a very hard time to find the way of how to write it for myself...
WIKI say ArmA on others sites its written Arma i'm used to write it ARMA! ๐
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Sorry offtopic... ๐
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Right now at this pint of time the Enfusion engine is really good and a big step forward from RV4!
However... If there ever will be an ARMA 4 based on Enfusion and it still need 2 3 or even 4 years to develope i'm afraid the game once more will be developed on an already ( old ) outdated engine.
I know BIS isn't known for developing new engines every 4 - 5 years and yes Enfusion defenetly still would be worth it but somehow i would rly love to see an ARMA part on a engine that can keep up with its time!
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Don't get me wrong here ARMA 3 RV4 engine is based on a compared to other game engines ancient engine but still there is no other game i sticke with and play like ARMA!
Still one of the most creative games out there! ๐
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Hi all! ๐
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Some 1 knows if there is a good place somewhere to find all the killed falling to ground ARMA 3 animations?
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Or do i have to use "AnimStateChanged" E.H. to get those...?
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Could not find any in Animation Viewer...
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Thx in advance!
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6 minutes ago, Jackal326 said:I'm glad you fixed the problem. I wouldn't have even thought to remove the .lip files.
It was my very last attempt bevor giving up on it after like trying and testing for 7 days... ๐
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This game... Sometimes... ๐ต๐คช
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Thx!ย ๐
Yes me too already put a lot of work into all the configs and scripts so would be a shame if all that would have been wasted!
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10 minutes ago, krzychuzokecia said:Yay! Another veteran comes back! I still use your OFP weapon pack every day, so good luck in A3!
Haha! Same to me! ๐
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Damn did not notice it was you replying to my sound problem...
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Yes welcome back Jackal! ๐
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Well found it...
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It was fault of .lip files for whatever reason... ๐คช
After deleting all the .lip files all sounds play well...
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Another day in paradise... ๐ช
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Yes this is exactly what i was thinking to do! ๐
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The .wss have 353kbps while the BIS .ogg have 96kbps only!
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Was not sure if it's because of the .ogg compression... But now that you say this too i will test it!
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Many thx! ๐
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Edit:
I was thinking exactly the other way around cuz the .wss have much higher bitrate!
So may the too high bitrate of the old OFP .wss could cause the stuttering?
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It kind of stretch the sound somehow...
So there is some kind of micro stuttering in it that makes it sound weird.
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Anyway... Thx for the quick reply! ๐
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Thanks guys much appreciated! ๐๐
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B.t.w. the sounds are .wss from OFP!
So there might be something wrong with sample / bit rate?
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Hmm... Idk... ๐
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Hey guys!
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I was about to do some stuff with voices so as usual cfgSounds and all that stuff...
The unit say the sound / voice but some of them have strange noise like idk how to explain it...
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The sounds have some strange cracking / electronic noise in it?
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If i listen to them in Winamp everything is fine those cracking noises only happen if i use them in ARMA with a unit and say command!
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Some 1 knows whats wrong?
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You could create a game logic and getPos / setPos it to the vehicle.
Game logics are able to use the say command.
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Hey!
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Just wondering is there a way to copy > past text format?
I mean if you have edited a text with color, size, bold and stuff is there a way to just copy and for example simply past in a post but keep that text format?
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Thx ๐
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WOW! Did not expect to see some 1 still doing A.I. improvements for OFP!
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Always happy to use / test some new A.I. stuff! Thanks! ๐
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Well after most of the latest games bored me to death i decided to play some of the good old games i rly enjoyed a lot playing back in the days like "Ghost Recon 1" "Max Payne 1" "C&C Generals" and of course OFP!
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Pretty much all of thouse old games i played were like "Oh wtf... nope can't play it anymore... time is over..." But OFP with ModulSky SLX ECP and some other graphic improvement mods...
Damn it still feels like back in the days!
I don't feel like playing a game after 5 - 10 min. i'm so deep into it it's like watching a movie! ๐
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I don't know what it is... I can't put my finger on it... But even after all this time even with thouse pretty basic mechanics compared to games of today it feel so much more authentic than most other games.
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The way of how the maps look / scale / feel its such a unique feeling!!
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What do you think? What is it that makes it feel like this? ๐ค
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Sure always curiouse to hear what other's think of how things could be done! ๐
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Well when it come's to suppression i don't think it should be used to determine A.I. general combat behaviour cuz suppression given on situation could be very random and unaccurate.
Could be for sure taken as part of A.I. combat behaviour but depending too much on it may lead to the wrong direction.
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Guess some kind of rating ( A.I. group size incl. vehicles and knowledge ) as @AirShark already suggested would give more stable and accurate results.
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Hmm... To me A.I. movement of TCL is part of the main problem...
A.I. movement of TCL is kind of very slow and very little almost statically.
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Guess it's user preference but i prefere A.I. that moves much more and a lot more dynamically.
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My goal is to find a good balanced A.I. that use tactical but still aggressive combat behaviour.
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Have to do some more tests with my last TCL release to clearly tell the different.
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Sorry so far this is the only place where i release the mod.
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Thanks guy's! Much appreciated! ๐
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Yes i know TCL still is much more popular than GLX... ๐
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Hmm that's strange... TCL use much more code and loops...?
Anyway i now use the latest version of ARMA 3 too and so far it's running pretty smooth ( speaking of GLX ) but like you already know it can be very different from use to user.
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Lets just see how the next version will work out. ๐
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Hopefully better... ๐
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Very sorry for not responding / checking the forum that long...
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Well i'm still working on GLX but progress has been slowed down a lot or almost stopped cuz of some RL stuff + some other game's i was playing / play due to the limited time i have / had.
Whenever i start modding i need to have a lot of free time i can spend to it at least 8 - 10 hrs in a raw that's how it is for me when it comes to modding...
If i only got couple hrs free time ( 1 - 3 ) i do not even touch it cuz i know i can't stop after starting with it. Kind of addicted hobby... ๐
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All or nothing... ๐
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Back in my 20s - early 30s modding was much easyer cuz i did not care about many things so i could spend almost all my time to it but well time's change i guess...
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Hopefully i will be able to release another update in the near future!
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Also many thank's to all the ppl that answered any kind of question regarding GLX and TCL much appreciated!ย ๐โค๏ธ
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P.s.: As long as there is ARMA there alway's will be an =\SNKMAN/= ๐
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Strange & perplexing problem with doFollow
in ARMA 3 - MISSION EDITING & SCRIPTING
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