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thirith

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  1. No worries, Gunter! I don't expect the pros on the forums to be at my beck and call 24/7. 😉 I've since continued working on the mission, and sometimes the slots pop up, sometimes they don't. Sometimes without me having made any changes to the mission. If you want to have a look to see if there's an immediate problem with the code, you can download the mission here: https://1drv.ms/u/s!AiIhjeAs3M6RkcV1JynIwO9_coGm3Q?e=kZ9uRj I've not done any optimisation, so there's definitely code in there that will make most people roll their eyes or go pale, but if there are any obvious errors in how I've gone about things that could explain the issue with the slots, I'd definitely be happy to hear about them. However, I will not take any blame for the AI pilots' tendency to crash into each other and burn - and that's half the fun of a helicopter race, innit? 😁
  2. Thanks - I'll check out that video. For the mission I'm working on the combat environment shouldn't be an issue; it's a helicopter race, the kind of thing we might play at the end of a session to unwind. A couple of helicopter teams need to go and pick up units and drop them off at the base. I'm hoping to add scripting so that any helicopters not manned by players still take part, so that solo players don't feel all alone (and there's always something cool about flying together with other helicopters!).
  3. From reading a fair number of threads, both here and on Reddit, on the topic, I get the impression that the following is still not something that's self-evident: what's the best way to have an AI helicopter on the ground at point A take off, fly to B and land? The first part seems easy enough: I just put down the helicopter at A and a helipad at B, name them something along the lines heli1 and waypoint1, and then put heli1 move (getPos waypoint1) in the helicopter's init field. However, when it comes to landing, it seems to get a bit complicated. I was thinking of something like this: waitUntil (unitReady heli1); heli1 land "LAND"; But would I also put this in the helicopter's init field? And if I did this with, say, a dozen units, would those individual scripts have a noticeable effect on how the mission runs? Might it make more sense to have triggers close to point B and only run the waitUntil part of the script once the helicopter has entered the trigger area? Or am I going about this entirely the wrong way?
  4. Yup, just tried with the correction you suggested, and I'm afraid there are still no slots to choose from. Here's the RPT file: https://justpaste.it/1uodj
  5. Cool, that's a good tip re: justpaste.it! I'll check the description, though it'd be weird, because the state the mission was in yesterday, when the slots showed, was the same as today, other than the additional invisible helipads. Then again, Arma wouldn't be Arma if it wasn't weird every now and then...
  6. I've been running into the common problem that when I create a non-dedicated server and open a mission, no slots whatsoever are shown on the lobby screen. Usually people say that the problem is one of mods, e.g. the mission needs mods that you haven't currently loaded. The thing is this: I'm talking about a mission I created from scratch that doesn't include any mods, and I'm launching Arma without mods as well. More than that, this is a mission that worked okay yesterday, but today I added a couple of invisible helipads - and, suddenly, no more slots! Can anyone help me with this problem? I can test the mission in SP, but obviously this won't let me check if all the slots are set up properly. P.S.: In case this helps, here's a link to the RPT file: https://1drv.ms/u/s!AiIhjeAs3M6RkcVwJeEaMlgSRuiTHA?e=P9tgM0
  7. thirith

    Combat Den

    Okay, thanks. I was looking for the intel when a message popped up that it had been destroyed, so I couldn’t confirm either way.
  8. thirith

    Combat Den

    Is it possible that there's some issue with respect to ACE3 and missions where you have to find intel? I just played a mission on the Lythium map, where my task was to clear out a camp and search for intel. There were two tables that looked like they should be searchable - there were maps and stuff on them - but I didn't seem to get the option to search them, either in the default scroll menu nor in the ACE interaction menu. Though I'm pretty new to ACE, so it's possible I simply didn't do it right.
  9. Thanks, that's what I thought I'd previously read somewhere. I'll stick to that rule of thumb. Any idea what the situation's like with respect to Project OPFOR?
  10. We're currently mostly playing missions like Dynamic Recon Ops and TRGM2, where you can mix and match factions, so I was wondering: how well does it work to set up CUP factions against, say, RHS factions or factions from Project OPFOR? Are there things to keep in mind that don't work particularly well?
  11. I think it’s the medical system (advanced or not) that I think might be the sticking point, because it seems to add a fair bit of friction. Many other aspects seem more like additions you can but don’t have to use, and some fill in gaps in the options the game offers. At the same time, since the missions we play use a few different medical systems, so we never know whether we can drag or not in this system or whether the wounded can crawl or not, ACE3 might make every mission work the same medical-wise (that is, if it overwrites whatever is built into the missions).
  12. There's a lot that appeals to me when it comes to ACE3, including some functionality that simply isn't on offer otherwise, from the ACE3 interaction menu via map gestures/tools and advanced throwing to the way it ties into ACRE2 (e.g. vehicle racks and intercom). At the same time, I don't think the many elements that strive for more realism would be right for me and my small coop group, at least not at present. From what I understand, it's easy enough to deactivate pretty much all of these elements. What I'm wondering, though, is whether there are any players here who have some experience with ACE3 stripped of those elements and whether it's worth including it already for the additional functionality, even if we end up deactivating a large part of what makes ACE3 ACE3? P.S.: Obviously there is a chance of a minimalist ACE3 setup acting as a gateway drug. I don't know how feasible this is, but who knows...
  13. And a second question - which may well have been answered elsewhere, but I’ve not found a clear answer: for groups not using ACE3, is the vehicle intercom functionality restricted or entirely absent?
  14. At present, does ACRE2 have any well-known issues with other common mods? Or does it play well with most others?
  15. We just had a game using the new TFAR version for the first time. Regular directional voice chat worked well - but regardless of what frequency we were on, the radios didn't seem to work properly. We get the regular radio pop, but the others don't receive the signal as they would in the old version. Even weirder (though I can't speak from my own experience, as I only heard about this from the other players): it seems that when they spoke on the radio, they'd hear their voice (without the radio effect) coming from me! Any idea what might be causing this? And are there any specific settings I have to change before the new mod will work okay with all or most missions?
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