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barbolani

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Everything posted by barbolani

  1. barbolani

    [SP/CO8] A 3 - Antistasi Altis.

    No, I am not :) You may order your men to rearmand after, at HQ dismiss them, all their locked stuff will go to the inventory.
  2. barbolani

    [SP/MP] Antistasi - Warlords of the Pacific

    Hi! 1. Solution under study, but try to change your mission settings (spawn distance etc..) may help. 2. Thanks! 3. If they take the airport, you will see :) 4. Well, its still an Offroad, isnt it? 5. Yes, I am correcting it from time to time when I see them. No, it's not a bug, it is useless to attack other places if you havent an airbase in the island.
  3. barbolani

    [SP/CO8] A 3 - Antistasi Altis.

    Hi neofit, I thought I replied to your suggestion. Anyway: Most of the times a player is looting, he's in a hurry because AAF may come back in any moment. So, placing a script that makes things easier and faster, will change a bit the balance, so I decided not no add anything related. What you can do is, if you play with AI, tell them to autorearm, then they will go through all the corpses picking things and the job will be done much faster.
  4. barbolani

    [SP/MP] Antistasi - Warlords of the Pacific

    No, need, you can, but no need.
  5. barbolani

    [SP/CO8] A 3 - Antistasi Altis.

    Tanoa is on OPEN BETA! Here: http://steamcommunity.com/sharedfiles/filedetails/?id=750430992
  6. Hi! And you know how to know the names? In Biki there are the names lists only for Altis. I like no call my soldiers as "Gekas, join group" instead of 1,2,3...
  7. Good to know! But my tests are done with the AI in front of my nose....
  8. Hi! I am experiencing something very weird and opposite of what Biki states and what it's been working allways. If you in MP use locally player setCaptive true, it's having no global effects. Have tested and the only way to make it work has been [player,true] remoteExec ["setCaptive"]; Are you experiencing the same? Thanks in advance.
  9. barbolani

    AI Team issue

    No, it's not easy. In the stuation you describe, probably despite AI is trying to keep in formation, there are lots of obstacles to check, positions to watch etc.. and AI decides to break form a bit. As I said, keeping in formation is a matter of prioritise regarding AI behaviour. In "COMBAT", the priority is very low, they break formations and tend to follow less the leader if he advances too much. In "SAFE" stance that won't happen, but in cities they will definetly count all the objects around and think the position where they should be is not the exact position of the formation.
  10. barbolani

    AI Team issue

    That's all AI related. You are asking the AI to work the same as it worked in the OFP days. AI on combat stances more intense than "SAFE" will prioritise more or less to keep in strict formation. IMHO it is an AMAZING thing. Yoy may script your soldiers to keep in SAFE stance but will have some negative comsequences.
  11. Probably "reveal" is the command you are looking for. It will make your plane automatically know the position of any desired unit / vehicle. So if, for example you script your CAS on a dropped smoke grenade, you may script the nade position as destination of the plane and reveal all nearby units to the plane.
  12. barbolani

    [SP/CO8] A 3 - Antistasi Altis.

    Hi guys! Tanoa on Alpha will be published in the following days!
  13. Hello! Getting mad with this. Tried everything I know and helo or just stops in ground without unloading troops or as soon as it lands, flies away: _pad = createVehicle ["Land_HelipadEmpty_F", _landpos, [], 0, "NONE"]; _grupo = [_orig, EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad")] call BIS_Fnc_spawnGroup; {_x assignAsCargo _veh; _x moveInCargo _veh;} forEach units _grupo; _wp0 = _grupoheli addWaypoint [_landpos, 0]; _wp0 setWaypointType "TR UNLOAD"; _wp0 setWaypointStatements ["true", "(vehicle this) land 'GET OUT';"]; [_grupoheli,0] setWaypointBehaviour "CARELESS"; _veh setBehaviour "CARELESS"; _wp3 = _grupo addWaypoint [_landpos, 0]; _wp3 setWaypointType "GETOUT"; [_grupo, 0] synchronizeWaypoint [_grupoheli, 0]; _wp4 = _grupo addWaypoint [_posicion, 1]; _wp4 setWaypointType "MOVE"; _wp1 = _grupoheli addWaypoint [_posicion, 1]; _wp1 setWaypointType "SAD"; [_grupoheli,1] setWaypointBehaviour "AWARE"; _wp2 = _grupoheli addWaypoint [_orig, 2]; _wp2 setWaypointType "MOVE"; Please gurus, help!
  14. barbolani

    [SP/CO8] A 3 - Antistasi Altis.

    I am Zeus ignorant but: 1. Nothing with Zeus, I assume you are using vanilla save / load. Malfunctions there. The mission has an in built save system. Use it instead. 2. No idea. Zeus in Antistasi is kinda "cheating", but I don't know how to implement anything. About arsenal, yes, if you know how to edit arsenal scripts, check the scripting thread in steam forums and you will find info there.
  15. barbolani

    [SP/CO8] A 3 - Antistasi Altis.

    Just exit with no problem.
  16. Im at work, but I would say nonononono to almost everything. Yes, you can add an EH to buildings. I've done it to Radio Towers in Antistasi. The owner of the buildings regarding the EH is the server. But you cannot do a super simple _building setDamage 0; Because in arma engine, the alive object seems to no longer exist and it is replaced with another object with the damaged model. So. You need to store in the array the exact position, model, dir etc.. of the building. Then, hideObjectGlobal the destroyed model (you won't be able to do it with every kind of building, at least RT no) and createVehicle a new one with the params you stored.
  17. On a first sight, this script is compatible with respawns, as all the variables are set for the dead object, a playableUnit will be one and once died, will be another object with new variables.
  18. barbolani

    [SP/CO8] A 3 - Antistasi Altis.

    Hi all! Garrisons respawn to simulate reinforcement. Check Antistasi oficial website on which you will find a special edition crafted for RHS which will suit your needs for sure. About CUP, my advice: don't use it. Yes, WiP. AFAIK vanilla revive is good but not AI compatible, so no ATM
  19. barbolani

    [SP/CO8] A 3 - Antistasi Altis.

    There is a spawn distance config in Game Options menu (Map), but having such spawn distance may flood your server, believe me :)
  20. barbolani

    [SP/CO8] A 3 - Antistasi Altis.

    Sorry and again: THOSE ARE ACE DESIGN FAILURES. ASK THEM TO SOLVE THOSE IN PROPER ACE FORUM, I AM NOT ACE DEV.
  21. Thats probably because you have set waypoint in editor or previous to that code, so the pilot joins another group and loses all it's waypoints. The CARELESS and disableAI lines will be enough.
  22. barbolani

    [SP/CO8] A 3 - Antistasi Altis.

    @-dark1- I see the future with Antistasi having nice windows and icons, with just a big well done settings window, but regetably, that's not today. About the GPS is not a bug, it is intended, yes for TFAR I will patch it ASAP. @TravisDaSilva: There may be lots of non-bug causes for tat. You decimated AAF, you are well defended and they decide to have more stuff to make an attack, etc.. Or the opposite, you are not strong and instead of big attacks they send multiple small forces. Just in case, you may review bug thread in Steam forums, read the first post and follow instructions so I can take a look.
  23. Hi! I am very interested but when I tried to use the dev build some errors do not allow me to run the game. Are you picking this from that version or is there any other way to have them?
  24. barbolani

    [SP/CO8] A 3 - Antistasi Altis.

    Custom revive, inspired on BTC + farroq's
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