barbolani
Member-
Content Count
1197 -
Joined
-
Last visited
-
Medals
Everything posted by barbolani
-
Something is adding standard backpack after init EH
barbolani replied to Freghar's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If you spawn a soldier mid game has the same problem? -
Tasks missing (Can not see in 'J' or map) after loading game
barbolani replied to WilliamBUG's topic in ARMA 3 - TROUBLESHOOTING
Happens also on JIPing with tasks functions: https://forums.bistu...ttask-problems/ -
Tasks missing (Can not see in 'J' or map) after loading game
barbolani replied to WilliamBUG's topic in ARMA 3 - TROUBLESHOOTING
Are you using BIS functions to create the tasks? If yes, please join me here: https://forums.bistudio.com/topic/190336-bis-fnc-settask-problems/ -
https://community.bistudio.com/wiki/allowDamage The yellow box may have the answer.
-
@zverofaust: Will try to reproduce that way. I think is something undercover related. @emlorp: Answered in steam forums. @Hans(z): AFAIK player unit is on maximum skill, game engine. @froggyluv: Skill issues after playing with a skill modifier mod? uhm... suspicious :)
-
@zverofaust: The weapon thing it's very very very weird. I need a video or at least a .rpt, I cannot reproduce it at all. About the revie: you rely on AI because you are on singleplayer! What other ways you suggest for the player being healed? Anyway, count on a little help from the script, as it "teleports" the AI if it's very close, and, if the timeout passes and you have AI squadmates able to heal, you wake up again without respawn. The issues with arty you mention are because I bypassed BIS Arty module and now work selecting the squad with HC bar and pressing SHITF + Y. Mortar squads now behave different from old times. The destroy mission thing: the heli exploded on spawn, that may happen sometimes. The transfer timer: wow, that could happen if there was like 600 items in the box, can it be? AI bluffs, upgrade training! @froggyluv: No mods???
-
What skill level you have on FIA, and how did you got that report? Hadnt been able to reproduce at all, checked both skill commands in several training combinatios with no weird things, and respawning does not change anything, as expected. Please post here a .rpt of the session where you had been able to reproduce.
-
No offense. The 5 minutes is a bug, you should respawn. Solved in 1.0. ?¿?¿ AI never respawns, just get teleported in SP, so if there is some wrong number in aiming skill, it's there since you recruited them. Can you send any rep or pic or whatever with that to check it out? Couple days maybe!!!
-
Made further investigations. I tried to workaround BIS_fnc_taskExists with an own array containing all tasks. So, when I do BIS_fnc_taskDelete I aslo remove the task from my own array, and instead of using BIS_fnc_taskExists I check if the task name is in the array, and if not, create the task. I think that's what is making new tasks appear in wrong state, no matter if "CREATED" they show as "FAILED" or "SUCCEEDED". So it seems what's really broken is BIS_fnc_taskDelete, happened in the past. BIS_fnc_setTasks is not behaving normally, because even when the task count as already created for the system, the function publishes it in the wrong state. We have noticed a small workaround, as tasks destinations appear in "SUCCEEDED" or "FAILED" states when player doubleclicks on the tasks title while map is open. Then the map leads to the real tasks destination and player can know the tasks is really pending and not finished. Still asking myself if BIS is aware of this or not....
-
My stupid revive lacks of the features of that script, but that script seems very difficult to adapt to the hundreds of features Antistasi has related to revive. That's why I had to build my own system, which works perfectly well nowdays.
-
This one. This feature must be as old as OFP, but never encountered it. Thanks!!
-
Hi! I found a very weird thing. sideChat command in my mission Antistasi at some point no longer works, it appears nothing, even a simple console placed player sideChat "lalalala" is not showing, without any .rpt error. Definetly it was working before. globalChat works fine. This happens after a save with lots of profileNameSpace variables are read and set... Before doing any report on this (which will have zero attention probably), I want to make sure nothing has changed in the engine regarding sideChat. Is there any know issue with that?
-
Not even a single line of code with that command...
-
@zverofaust: I reproduced exactly what you say with no success. If you are able to easily reproduce it. May I ask you to record some video? I will see on detail what's happening, because is not as easy as placing AI in a mil offroad, going far away, die and respawn. @regiregi22: Congrats! Come back in 1.0! I am making some gameplay changes so the game is becoming really interesting!
-
Finding a safe spawn position in wooded area
barbolani replied to fn_Quiksilver's topic in ARMA 3 - MISSION EDITING & SCRIPTING
oh! well, I'm very used to findEmptyPosition and BIS_fnc_findSafePos, but I think those don't ignore trees. A possible solution could be, if findEmpyPosition returns [], then select a random position and literally hideObject the nearby trees, like "we didnt had enough space and we had to chop down this trees to buy this tank" -
Finding a safe spawn position in wooded area
barbolani replied to fn_Quiksilver's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry for the bit off topic but... are you able to edit with Tanoa??? If so, how to? -
Sorry to bump this, but, tasks still do not work after latest hotfix, and I see no response from BIS, just like they are not aware of this.
-
Thanks percster! @zverofaust: percster answered you regarding the big attacks, about the other issues: - Roadblocks: Yes. Main cause is they are dynamic: on each load, a new set of roadblock positions is created. So, I cannot store what roadblock you own or not. The only thing I can do is not to spawn roadblocks near owned zones or HQ, but for the engine, each roadblock is new. - Traitor: if you see the traitor is reaching the base and you can't stop him, you know what to do. That's your time. - Stuck vehicles: Got it. Your info was the key. Will solve it in 1.0. For sure non stolen vehicles will work in the meantime. Thanks! - AI "lose" their weapons when you become undercover. They should recover them once you / they lose Undercover status. Sometimes they dont lose their weapons (on/off solves the issue) and sometimes I find one AI not recovering them, but should work in most of the cases. - CSAT punishments. Yes, I agree. In 1.0 the mechanics are changed, no punishments if you don't own any base. Also it will be harder to reach 0% support on AAF for a city. - Teleporting: Yes, I forgot to delete a debug line in that mission. Thanks! Solved in 1.0.
-
:) About the auto capture, don't worry as in 1.0 AAF will may call for reinforcements anyway even when you have not captured the place, which is more realistic. Opposite to what you say, this makes action become real hit & run. If you are not in position of holding the place, then you better go out and live. The CSAT punish, yes, the intention is tu simulate CSAT made a good approach study on the HQ position, so the mission launches anyway. If not, players can become "invulnerable" to those missions as they know from where is coming the attack. It is instant, as the Traitor has been for some time meeting CSAT and when he's aware his life worth nothing for FIA is when he finally telss HQ position. Antistasi multiplayer seems much more fun and respectful with the player way of playing than the standard COOP. Just because we are a whole bunch of militia, every player must tolerate any non cooperative or clumsy actions from anyone. Exception to that is of course creating bad ambient, trolling or trying to use mission mechanics to ruin it. Directions: go to Antistasi steam forums and check the Official Servers thread.
-
lol no! NATO hates that!!! zverofaust: Lots of things have changed since you've been here. Generally speaking sidemissions are harder and more interesting (some of them were cakewalk). And yes, the HR now is a challenge, as in the old days was a useless parameter (FIA earned too much). My recommendation is to check the changelog in steam, reading at least everything regarding "NEW FEATURE" and "IMPORTANT". SP is harded than MP, with no doubt. In 1.0 I'm planning to give some bonuses to make things easier. Anyway if you want to try a nice MP experience I recommend you to take a walk on the official server and join us.
-
I experienced it too, cant see any error on that .rpt, maybe an Arma 3 engine problem?
-
ceeb I love you Will make those changes in displays. About the other issues: - Solved in 1.0 - Solved in 1.0 - It's random from a possible tragets pool. If it's only one... - AAF only really knows where is HQ when a Defend Petros mission fires. If not, they were just passing by... - Good, will do. - I think having the exact same weather on load is not very important and would add a few variables to the save, which is something I want to avoid if possible. Also, the "dynamic weather" is set by the engine by just doing nothing, if I force the weather, I'm afaraid of have to use a dynamic weather script to make it dynamic again.
-
Is there anyway to add a dog companion to a player in the current build of ArmA 3?
barbolani replied to rekkless's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Maybe it's easier to make a mod for Fallout 4 to make it similar to Arma.... -
Very weird, but without .rpt can't do much...
-
wow, then you are really old school :) Stratis was the draft for this.