Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

Community Reputation

0 Neutral

About stilton

  • Rank
  1. no, thank you. - just what i wanted to know, i'm basically doing as you suggest (storing a my own reference to my classification of the group's type/purpose when the mission starts and passing it along as a string to my script). ... but i'm happy to see that i'm not reinventing the wheel. Here's an unrelated followup question for you, or anyone :) You can tell your units to watch a direction using 3 - 8 - 1 for watch north, or you can click the ground with alt (you probably know this, but just for clarity as to what i'm talking about) Then there's 'commandWatch' which is the scripting version of this command, you can give it a specific location -- but i'm curious as to the 'north' part for the scripting command. There seems to be pretty solid parity between the players ability to command subordinates the AI and the scripting of the AI. I think i've noticed a discrepancy though but i'm not sure.. I just mention this because the commandWatch obviously has the additional effect (in addition to making the unit watch the direction) of giving radio commands, so i understand you could 'fake it' by getting the relative position of the group leader for the 'effect of north' but i don't think it's the same... - i'm going to test it infact, but i think you'd more likely get radio such as: '2 watch 054033' [gridref] or '2 watch 500m north' [relative pos] or calling out landmarks which is not the same effect. I may test this and maybe post another topic... depends on how many hours i spend fannying about with this :D
  2. I couldn't think of any other way to phrase this... ..But for example, say i spawn a unit using BIS_fnc_spawnGroup. Later, somewhere in a script i am iterating through a foreach / allUnits. I can easily determine which units are squad leaders using typeOf; will the squad leader, or group 'know' about the type of group it is in, or was spawned in? Will it contain any reference back to it's original spawned CfgGroup class? I realise this information would instantly become redundant because you can regroup people on the fly... I am just curious.
  3. I appreciate you're trying to help but i can't see anything there that deals with the actual question: " How do i script a single subordinate to advance 50m ahead of the formation.. Just like the player can order "
  4. Looking at the biki, i've been unable to find any documentation on commanding the ai via the radio, like the commands you get on the 'movement' sub-menu of the radio when you are squad leader of some AI subordinates.. To clarify: things like 'return to formation', 'flank left', 'advance' Is there any reference to these commands? If anyone can lay and knowledge on me regarding this it'd be great xD
  5. I think.... (Not that anybody asked) - People citing that bf4 video as the greatest thing ever... Then (and quite rightly) only one person? points out the fact the soldier can spin his entire upper-body 180* fracturing his spine to look behind him? That shit happened in the original Half-Life. And to compare that part of the 'animation system' to Arma 3 -- surely in terms of 'realism' or just looks -- Arma 3 is better there no? I mean, i understand what people are saying about 'slidey feet' when people pivot and what-not but (and i'm by no means an expert on the arma specific implementation) surely that's just a by-product of the upper-body disconnect and pelvis region slowly transitioning to match up with the orientation of the upper-body... They can either limit your range of motion to what is realistic for a human being, thereby lessoning 'player control' which is what they had when they had things like 'aiming deadzone' and jesus what a shit-storm that setting brought up... ..Or they can have it like counterstrike, and have the animations completely disconnected and not synchronized, as has been said previously, floaty cam.. Which isn't arma. ...Or they could have some sort of hybrid system, but i don't see anyone here suggesting the 'perfect system' ... And i doubt one of the current devs is going to dream-up an all-new system overnight that completely and perfectly replaces the current system. Maybe we could help with that? *looks over current thread* ..Or not. What we do have now is leaps ahead of the far-more-static previous iterations of the engine, and i applaud the devs on that. ...and i am confident that, as CoBrosStuidos said above, the people, who have the knowledge of how it works under-the-hood, will be able to improve on it. ...I'd also posit the only reason it's apparently so egregious "OH MA GAWD HIS FEETS SLIDED" is because you've not died 14 times in the last 30 seconds and you're actually getting a moment to observe your surroundings and take in the visuals as opposed to getting blasted by lights, bombarded by colours and flashy icons: "nut shot +50 Battle credits" " NEW MRE RECIPE [ Cottage Pie ] Uploaded to your UAV " *goes into epileptic seizure*
  6. Sigh, Yeah i know that's how you do it lads... ..So i did that, but it wouldnt let me click the dropdown... so i (as usual) started to rage-the-fuck-out... and i thought in my moment of insanity: "Ah perhaps they have kind of 'locked it away' to keep retards like myself from hurting themselves" ..So i thought i needed to put in a code, like you do to get access to the legacy builds. ..The truth of the matter is (the punchline) is that i was alt-tabbed out of the game anyway, and had the launcher running too... So, obviously steam wouldnt let me change build whilst the game is actually running. *face 2 desk*
  7. Ok the huron sound-bug is indeed fixed on the dev branch... It is the most recent / least of the issues presented, but i will give credit where credit is due. They have fixed one of their mistakes :) Good job BI :) Also incase it wasn't clear, this is probably one of my favourite games of all-time (i am not just shitting on the game) -- i just wish i could use all the of toys (and they worked) i was speaking of in the first post.
  8. I am retarded, but these forums are not easy to use. There are 9 stickied threads... :rolleyes: Some of them have to do with Battleye... There is a battleye forum? Is it helpful (or infact distracting) to have these displayed in every forum? I resolved my issue, it was because i am retarded, but i stand by my complaint... I hope at the very least my superfluously ironic elucidation highlights the transparency of this conundrum.
  9. I sort of agree... But does it though? The SLI issue is a troubleshooting issue... The huron bug/issue is again, a troubleshooting issue.. if you run surround. The other 2 issues are already on the bug tracker and you are correct, are not strictly troubleshooting issues... If you want to report this and ask to get it moved, you are welcome to.. But i'd feel a bit cheeky posting up a rant thread then politely asking a moderator to 'move my extremely negative thread where it can get more attention please'. Anyway... The SLI one hit a large number of people and the huron is with DLC content... The sli one has just been buried, i mean... It seems like nobody wants to touch that, last time a dev replied it was to pass the buck to nVidia, even though: - some people report it on crossfire - its strictly an Arma issue -- its strictly related to pip -- it was introduced by a patch -- it's only on specific vehicles... (Yes that's correct, it works fine on specific vehicles) Since providing that rationale there hasnt been another dev back in to explain what's going on... ( feeling ignored ) It's been going for enough years now to get the sense its like 'well fuck those SLI guys'. Personally i'm an adult, I understand its a business, and i could actually deal with: but i dislike the feeling that there's just a hope the issue with go away if they ignore it long enough... The lack of confidence / clarification... It translates to a lack of care. Also it fucking irks me, that the huron is a 'DLC' or as BIS likes to put it a 'Premium' chopper, which is so niche to be almost useless except for support then i try it out and i can't even fly it in first person because it sounds shit. A 'premium' piece of equipment that you pay extra for that doesn't work properly on release and when you post up on the bug tracker it feels so rare to get dev input it almost seems like they think they're doing you a favor by replying... :/ Personally i'm not too fussed where this is posted,
  10. Ok, Where to start. As impressive-looking as this game -can- be at times... For the most part it just feels like a lot of wasted potential. We're given all these toys, but half of them are broken. Lighting: - flashlights are gimmicks -- they're ineffective and NVG's are OP compared. There is no sense of balancing here for Pvp, it's either use NVG's or die. - The illumination rounds from mortars and Flare-grenades are also nigh-useless. -- So the combination of the two, there is no alternative to NVG's.. and furthermore No drawback to using NVG's... no whiteout, no 'fuzziness' no batteries, no interference... Tough choice. - Fog (regardless of how its implemented) does not affect the AI's view distance/visibility/spotting chance... rendering it again, broken / pointless.. (but nice looking) http://feedback.arma3.com/view.php?id=22777 Mortars need fixed. Illumination rounds are useless (practically useless, they make a light in the sky, they do not light the ground) We still dont have WP or smoke mortars, which we had in arma2... Huron needs fixed. - http://feedback.arma3.com/view.php?id=21268 This premium chopper which has such a small niche role [Everything it does, can be done better by a ghosthawk, so it doesn't need more cons] i can't even play myself because anytime someone boards it, it makes a horrible cracking sound in 5.1... It's not a minor thing to me if you've got people jumping in and out every few minutes... It's actually very loud. SLI still needs fixed: http://feedback.arma3.com/view.php?id=436 I dont even have SLI anymore, but it saddens me to see a 2+ year old ticket on the bug tracker which doesn't allow people using SLI to actually use the pip sights without seeing some horrible flickering shit and the best reply is: "oh yeah, we'll look into it." I appreciate the patches, the ai improvements... But these are not minor things and the fact they are constantly overlooked makes me question how often the devs actually try to play around in the editor or just full-stop play the game.
  11. I am a virtual person and i am offended by these notions that my opinion isn't worth as much as that of a woman, when in reality its the reverse. [ note: this is obviously not intended to be taken seriously]
  12. political correctness gone maaaad
  13. or you've just taught me another thing so now i have to forget something else! stop please stop!
  14. brilliant cheers. i'm not a -total- idiot i swear! i've done this stuff in c# before, and i remember using the modulo operator there, but there it's like % i think.. but i had no idea it was in ofp/arma :D ..infact i think i have seen it other peoples arma scripts and might've even looked it up before - but memory like a fish i guess. i fear for every bit of knowledge i learn on here for arma scripting im 'losing' other knowledge.. i've hit my cap. :D but yes that's totally 'the more elegant way' i wanted, cheers :)
  15. I've got arma open now... and i've tested it. It's me. So i took your suggestion and simplified the code down to: If ! (IsServer)exitwith{}; _sleepDelay = 2; _startDate = date; While{TRUE}do { // If the time is between 4am and 6pm, lets speed up the updates and reduce the time advance if ( (((Date select 3) > 4)&&((Date select 3) < 6)) or (((Date select 3) > 18)&&((Date select 3) < 20)) ) then { setTimeMultiplier 5; }else{ setTimeMultiplier 10; }; _curDate = date; _elapsedDays = ( (dateToNumber _curDate) - (dateToNumber _startDate) ) * 365; _elapsedHours = _elapsedDays * 24; //_elapsedMins = (_elapsedDays * 60); _elapsedMins = if ((_curDate select 4)>=(_startDate select 4)) then { ((_curDate select 4) - (_startDate select 4)); } else { ((60 - (_startDate select 4)) + (_curDate select 4)); }; _elapsed = format [ "%1, %2, %3", (floor _elapsedDays), (floor _elapsedHours), _elapsedMins ]; player groupChat _elapsed; sleep _sleepDelay; }; It all appears to work :) If anyone finds this useful, have at it. I'm not entirely sure if all the checking is required for _elapsedMins? I couldn't work out (and i guess in truth this is the bit that has been stumping me, not thinking like a computer) a more elegant way to get the 'elapsed time' without getting weird figures like -55 depending on what time i had started the mission...