barbolani
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Everything posted by barbolani
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That would mean the engine didnt find a spawn position from a base kilometers away of any player and player controlled AI and decide to spawn them right exactly in front of you. The moras spawn at bases, and then some waypoint to those places is added, no way of teleporting. Send also .rpt of the server so I may check this too.
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@jamie1992: All I can do is to repeat. Mortar shells are not spawned, are shot by mortars. Mortar targets are based on enemy notifying your position. It is no virtual arty, it's real AI arty. The AI you were ambushing may have been in safe stance, but you being spotted by some other unnotified AI patrolling the area. @majorjack: The medic thing is very weird. Antistasi revive relies on you being healed, if the medic has not medikit, he won't be able to heal, that simple. SPACE key should have work. Please go to bug report section in Steam, and post there at least .rpt of the client (your PC). The moras are never spawned on the place to be counterattacked, they spawn in the near bases, selected with several conditions, one of them is not having players near (so they don't spawn in their nose). They can be very quick sometimes, but nothing else. @loz117117: You mission is bugged, there may be several reasons, please go to bug report section in steam and post all the info is asked in the first post.
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Believe me, they do it exactly in that way. AI spots you (engine spotting), calls a mortar on your perceived position, mortar adjusts and fires, the rounds take their time to travel and splash (and you are dead). By no means I am spawning rounds right where you are, and everything is based on AI knowledge of the target. So the situations you say are not real, if you receive a shot 2 seconds after you fire your weapon it's because 30-60 seconds before, you were spotted by AI, well spotted. About the Arsenal issues you mention, that shouldn't happen. If so, there is a bug report section in steam forums on which you must read the first post, gather the info and send it there and I will solve it ASAP if there is a real bug. EDIT: Indeed, as mortar fire is real fire, you should have heard the mortars firing those 30-60 seconds before.
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Yes, profileNamespace, I think if you build another profile for the SP play it won't get overwritten. It is not the mortar who's spotting you, it's some enemy which detects you and calls in the mortar strike. The position is based on engine-base AI knowledge, so, nothing different from any other situation. If no enemy is spotting you, the mortar will fire on your last perceived position if any. Anyway garrisons are managed by UPSMon, third party script, and I am not super - expert on this. And it never takes 2-3 seconds, mortar rounds typically travel for 30-60, so, moving as a dog and not being unlucky are key elements. This is war. @davidoss: Thanks! You gave me an idea. Next release will be titled as "Guerrilla Life", so people looking for Life mods will finish there by accident :)
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I had scripted a +-10 meters accurancy, from where the mortar man is pointing, plus the engine un-accurancy itself. I had experienced fire several tenths of meters away from where I am. I think there is nothing wrong with that. I just corrected the fire on some situations (civvies or friendlies near the fire position). What has no sense at all is to allow players to have mobile mortar teams while they fight against an overwhelming force with no indirect fire support, nothing but realistic. Now outposts are more than "lootpoints + big roadblocks" and have to be a priority target if FIA wants to operate freely.
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Can remoteexec be used as a client on a server without admin rights?
barbolani replied to alleycat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
or not even touching it, so everything is allowed :) -
Action "DropWeapon" not working with AI now.
barbolani replied to beno_83au's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just tested in the console with global variables and player unit and worked like a charm.- 10 replies
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- action
- drop weapon
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Acoustic Multi-Mission Sensor (AMMS) Simulation in ArmA
barbolani replied to mattsmith94's topic in ARMA 3 - MISSION EDITING & SCRIPTING
MP or SP? Nah, it doesen't matter. Lets say you have named the vehicle with "vehSpotter" variable. On the sniper script: _sniper setVariable ["marked",false]; _sniper addEventHandler ["Fired", { private ["_sniper"]; if ((not(_sniper getVariable "marked")) and (_sniper distance vehSpotter < 1000)) then { _sniper setVariable ["marked",true]; {if (isPlayer _x) then {[_sniper] remoteExec ["sniperMarker",_x]}} forEach crew vehSpotter; [_sniper] spawn { sleep 5; (_this select 0) setVariable ["marked",false]; } }; }]; and the sniperMarker function (you have to define it on init.sqf or whatever): _sniper = _this select 0; _mrk = createMarkerLocal [format ["%1",_sniper],position _sniper]; _mrk setMarkerTypeLocal "mil_triangle"; _mrk setMarkerDirLocal getDir _sniper; sleep 5; deleteMarker _mrk; Not tested but should work. -
Maybe a bit off topic but: Why is so common to read people without any scripting knowledge trying to build their own Life Servers or KOTH alike? Is it because of server monetization?
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Action "DropWeapon" not working with AI now.
barbolani replied to beno_83au's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think you have to create the weaponHolder before the action, so: _wh = "GroundWeaponHolder" createVehicle (position _unit); _unit action [ "DropWeapon", _wh, (primaryWeapon _unit) ]; Should work.- 10 replies
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- action
- drop weapon
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Been able to tweak the mortar script, hotfixed (yes, Logistic Missions in Kavala were a hell and a civilian massacre). About ACE: Not 100% sure but seems something is wrong in ACE, as I had experience of insta kills in a session a couple days ago. Maybe related to Eden update, don't know. But definetly not an Antistasi issue, as I limited their aiming skill to acceptable ratios (except snipers, marksmen etc..) @CER10TY: Don't mess with any AI mod, even ACE module.
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@jandrews1: Super-repost: Check mission description :) Answer yes. @CER10TY: I wanted to give the same chance to AAF of doing what the player does, this is, constant bombing when things are difficult, which is IMHO very realistic (If I have the chance of indirect fire, and things are not easy, do it). This said, I will try to review the arty script (it's UPSMon in reality) to make them fire with more caution. The 10 meters shot, if engine allows it, they will do. BTW they cannot dismount their mortars and shoot you, so I think we can let the AI fire on close distance, isn't it?
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But you never had your HC working since update....
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Thanks a lot nkey!!!!
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Your gear should be on the HQ ammobox, if not, it's because it's unlocked stuff and you have it available in the Arsenal.
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remoteExec - filter for admin clients?
barbolani replied to alleycat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Also, you may exec to everyone a function with the message, and on the begining of the function: if (not(serverCommandAvailable "#logout")) exitWith {}; -
AI Auto Rearm?
barbolani replied to HeroesandvillainsOS's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry, it won't be as easy as copypasting it as it needs of some external variables but you can definetly inspire and use part of the code to build your own. -
spawn units placed on 3D editor on trigger activated
barbolani replied to thetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You cant. What you can do is to store their classnames, groups, positions etc.. then delete them and then when trigger is activated, spawn them again. -
Hello!!! First of all, as mission maker I must say TFAR is the best mod around the scene, not only because of the feature, but also for how transparent it is for the mission maker to use it. Other mods only care about compatibility with TFAR and ACE, but mission makers have their own problems adapting their systems to them. I wan't to fine tune my adaptation on TFAR for Antistasi. I made some things, but some of them don't work, and some of them need to be clarified. What does not work: I want my revive to disable radio when the player is in unconscious state in the same way Farooqs does. I have this code: _saveVolume = player getVariable ["tf_globalVolume", 1.0]; player setVariable ["tf_unable_to_use_radio", true, true]; player setVariable ["tf_globalVolume", 0]; Can you confirm is ok? But I also want to make the player not able to speak, or randmish not to speak. Is that possible? If so, can you guide me with variable names?. Second. I want to disable LR radios by default to group leaders, and I have this: tf_no_auto_long_range_radio = true; That's executed on a function called on initServer.sqf, but it seems it does not work. Players on respawn, JIP etc. start with backpack radios. Can you help me? Third, I am not really sure I am doing this well. I want to allow players to use vehicles as LR radios, and, as it is based on guerrila warfare, most of their vehicles are stolen. So, I made this in initServer.sqf: tf_west_radio_code = "";//to make enemy vehicles usable as LR radio tf_east_radio_code = tf_west_radio_code;//to make enemy vehicles usable as LR radio tf_guer_radio_code = tf_west_radio_code;//to make enemy vehicles usable as LR radio tf_same_sw_frequencies_for_side = true; tf_same_lr_frequencies_for_side = true; Can you please confirm? Thanks in advance!!!!
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AI Auto Rearm?
barbolani replied to HeroesandvillainsOS's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Check autoRearm.sqf in Antistasi and you will have some guidance. AI seeks for better weapons if they have a PDW, rearm primary, search for secondary if they have none and can carry it, rearm it (picking the backpacks if they can), and search for radios, NV googles and helmets if they lack of them. Is not a super fine script but works well most of the times, and I'm not worried as the mission has an AI control script so for "fine tune" of AI outfit, the player can control them directly and make things on his own. The script is made for massive-quick autorearm. -
Then probably is the launchers, as Militiamen spawn with one rocket.
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Well, Arma AI has their own routines to think they have low ammo, when I pick a MG, with 400 bullets I automatically say "Low Ammo"...
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Hi, There is nos significant error. BTW I published a new version yesterday. About 1 maybe it's a bad design, will check that. About 2: I don't remove backpacks or vests!
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[OPEN BETA] [SP] bCombat infantry AI Mod
barbolani replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello, buon giorno! Despite bCombat is a wonderful mod, it is incompatible with my Antistasi mission. As I have some "bug reports" which after some investigation I find the reporter using bCombat I want to code something to endmission if bCombat is detected. Can you please tell me any variable / config entry or whatever to detect bCombat? Thanks in advance!!! -
Headless Client doesen't want to init
barbolani posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello friends, I am struggling with this: I have a basic HC support on Antistasi and I had some reports on having lost the HC feature since a patch I launched in the same time Arma was patched. I cannot test it because I'm useless with HC setup and the only thing I can achieve is to see it in the lobby, but it keeps all the time with a sand clock icon in the briefing, so I have to trust and check with that user's .rpt For him there is no wrong init, sand clock does not appear, but we could check there is no load on the HC and hint format ["%1",owner HC1] returns 2, so, server.... I reverted my patch, nothing... I debugged it with some diag_log in initPlayerLocal.sqf and is not even executing the first line. HC's .rpt shows just.... nothing. May be an Eden issue???? I reviewed the patch notes, but I didn't see nothing changed regarding HC. Before Eden everything was working well. Maybe you guys have the same experience, or maybe you can point me on the right direction. Here is a dropbox of the test version with the debug messages in initPlayerLocal.sqf. HC variables assignment is done in initServer.sqf with a standard method. https://www.dropbox.com/s/05foehqcsg3m7j8/%5BSP-CO08%5DA3-Antistasi.Altis.TEST.rar?dl=0 Thanks in advance,