barbolani
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Everything posted by barbolani
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The ammo transfer functions work only with ammoboxes, so nothing for corpses but it will work with the boxes spawned when an enemy surrenders. Found them sometimes in open dedis, but I think is something about engine.
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No problem!
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BIS_fnc_setTask and / or BIS_fnc_taskExists and / or BIS_fnc_taskState and / or BIS_fnc_taskDelete are broken.
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Hi! For building Antistasi updated while tweaking the official server in one single mission file, I want to know if it's possible to use a scripted version of the module. I mean: I want to update Antistasi with an Official Server detection, and if yes, set the params in a script instead of having to add the module manually. Is it possible? Now I can detect TFAR with no problem, and I have default settings for LR radios etc.. What I miss is all the TS settings. Like: If (TFARdetected and isOfficialServer) then { tsSettings = xxx; publicVariable "tsSettings"; tsPassword = yyy; publicVariable "tsPassword"; } Also if that's possible, will it have to work on each client init.sqf or can be done from server + publicVariable? Thanks in advance! }
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BIS never said a word on this and it's very frustrating. Anyone knows a workaround?
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Hi! As this issue was side-commented on my last reports with JIP problems, I am making a separate thread so maybe it won't get lost. I use BIS_fnc_setTask to create or modify dynamic tasks. Regarding all the enhaced new stuff works well. Nice icons, 3dicons etc.. But regarding the task mechanics it is not working well. I am unable to reproduce 100% of times, but seems JIP related. When I init the mission and ask for tasks, they get created and updated well. Tasks created before JIP what are giving trouble. For example: created pending tasks shown as completed or failed, or not shown at all and suddenly receiving the notification of task completed or failed. This has happened since Eden update. Bad news is I am unable to reproduce, but you can join Antistasi Official server (my signature) and ask the players around what tasks they see and how do they see them. Also seems to affect BIS_fnc_taskExists (returning true but the players don't see the task or are 100% sure they completed it) and BIS_fnc_taskDelete (tasks never get deleted) .rpt shows nothing. An example of code of how I use BIS_fnc_setTask: _tsk = ["RES",[west,civilian],[format ["A group of POWs is awaiting for execution in %1. We must rescue them before %2:%3. Bring them to HQ",_nombredest,numberToDate [2035,_fechalimnum] select 3,numberToDate [2035,_fechalimnum] select 4],"POW Rescue",_marcador],_posicion,"CREATED",5,true,true,"run"] call BIS_fnc_setTask; On update, I just change "CREATED" by "FAILED" etc. Don't worry for the vars, as I said, those tasks were working flawlessly before the patch (once the fails on task functions were hotfixed in the last patches) and they should drop any error in .rpt, which is not the case. I know it is a minor issue as dynamic missions are the less compared with KOTH and DayZ alike, but for the people which uses the capabilities of Arma on the dynamic creation of wars, this is, with no doubt, a major issue. Would like to hear any feedback about this. Thanks in advance!
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Yes, there is a report on the "pseudo feedback tracker" which is being really ignored from BIS AFAIK, and I'm starting to get really desperated with this. I use BIS task functions and Task deletion seems broken, and task updating too. ACE fail. Making core functions rely on engine action commands causes problems for mission designers, ask ACE team to change that please.
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Hi! No, we aim to simulate guerrilla warfare, if we low the AAF response, the assymetric thing will be lost and no fun...
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A solution is under study EDIT: Implemented and under testing in official server
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Hello all! Replacing units and vehicles will require a more flexible variable infrastructure that does not exist nowdays. I am waiting for Tanoa to make such changes, from there, changing AAF by any greenfor pack will be very easy. Thanks R3vo: just a couple thousand :)
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You can continue your old session with no problem. But maybe it will be more interesting to start a new one. Yes, unlocking mags without having unlocked the main gun may lead to have some unusable gun, but that's only until you match the requirements to unlock it too. I will study a possible solution for this.
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ATM in Steam.
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Nope, increase as you want but respect the roles from 1.0 as the traits are role related.
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You need a deep knowledge of Antistasi to add rhs units. In future releases this will be more flexible.
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Hide #lightpoint from AI
barbolani replied to katipo66's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Strange request. You want the player to have a light to be able to see at night but AI shouldn't be affected by that light. Strange solutions: - Change player traits to have more camouflageCoef. Like player setUnitTrait ["camouflageCoef",0.5] - Play in MP dedi and create the ligh as local object in the player client. -
@zverofaust: It is definetly not something for you. I had the chance of seeing with my own eyes to someone in official server. So there is something making it, but I honestly cannot say what is happening right now. The only script which removes weapons for AI is the undercover one. And all that I see is people not being undercover having this issue.
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would you still buy any BI product ?
barbolani replied to sgtsev3n's topic in BOHEMIA INTERACTIVE - GENERAL
Most of the people here saying AI of Arma is bad just they don't know a shit. First of all, bad AI compared with what???? If you see weird behaviour just remember you are playing Arma, not CoD. It is not the same to program an AI to manage let's say 50 waypoints than BILLIONS of possible positions, 10 possible cover places than THOUSANDS which can be attacked by any angle. For me, and I can say with no doubt I know much more than all those people, it's just a miracle. I am not saying it's perfect, I am saying if Arma 3 AI is bad, then the whole gaming industry is in the stone age. -
AI vehicle crew will dismount if heavily damaged or cannot fire, but not when they are unmobile. The weapons issue: any arsenal action is tied only to the unit which is using it, nothing more, so I would discard it.
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Asked just in case you didnt had radios and AI got lost and rejoined and something weird happened. I am unable to reproduce in any way you mention. Spawning or despawning zones has absolutely nothing with AI soldiers loadout. Fast travel or respawn in SP too. Tried all the ways of losing and recovering undercover. That video is a must, need to check it + see how your pc is doing with fps (thinking on weird performance things) + .rpt of the same session.
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Typically respawn in SP is simulated, I do it by adding a handleDamage event handler to the player, and once a certain amound of damage has reached (which will certainly kill him), then override the damage and teleport the player to respawn position.
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Do you have unlocked radios and radio equipped?
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Very very very weird. Im starting to think you have some engine problem or something very rare.
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First: i reproduced couple times step by step what you said about weapons and nothing.... I think the video is a must for this case, as I have no other reports on that, I am not experiencing it at all and I cannot reproduce in any way. The only way an AI can "lose" their weapons is to become undercover. But they won't do it in a mil offroad. About the outpost: in very small ones, sometimes the AI, in order to manouver, move a bit outside the outpost bounds, so, when you reach there, the count for enemy presence is done related to the outpost bounds, and you may take it even when all AI is alive. Exploding on spawn has been a bit improved in 1.0
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In 1.0 SP have some bonuses which may be enough to help player.
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Something is adding standard backpack after init EH
barbolani replied to Freghar's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Then I bet whats happening is the EH init is executing before the unit is already "loaded" in the map. With editor placed just do any modifications in traditional init box and problem solved.