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barbolani

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Everything posted by barbolani

  1. barbolani

    Tanoa discussion (Dev-Branch)

    Agree. No matter what, AI tries to use them, and that really has a lot of issues.
  2. barbolani

    [SP/MP] Antistasi - Warlords of the Pacific

    Hi! I answered ski in Steam forums. Typically when a mission bug crashes a server / client, is because some error is flooding the server and it appears on server .rpt file. I checked his file and, regetably, nothing. I asked him to test without mods, because it could be some kind of mod conflict with APEX (I've seen a couple of them in the past) If not, even APEX can be wrong in some way. I have to experience it on my own in order to be able to make some serious test. In official server nothing of this has happened.
  3. barbolani

    Tanoa discussion (Dev-Branch)

    No tpw, the problem is indeed that. :) IsOnRoad on those trails returns true. And what we are asking, is to return false and AI not considering them as engine roads. Read my post in the last page. BTW: I encourgae you to use those trails as safe spawning position, best of luck if you want to spawn a track :)
  4. barbolani

    [SP/CO8] A 3 - Antistasi Altis.

    You don't bother. With all the respect to Pilgrimage (an excellent mission indeed), I think Antistasi is like light years regarding complexity. It's a matter of focusing on 5 things and make them work excellent, or focusing on 500 and make them work decently. And not being able to save / load anywhere hasn't to be a lack of features, as I know A LOT of games which won't allow you save anywhere (indeed lots of SP missions in Arma) as additional difficulty / gameplay point. And I totally disagree with the lack of focus in SP, as 90% of my tests are done in SP. Keys are resettable indeed...
  5. barbolani

    Tanoa discussion (Dev-Branch)

    Total dream. Would be fine to have it!
  6. barbolani

    [SP/CO8] A 3 - Antistasi Altis.

    Oh that man that has been playing Antistasi for a few months and still does not know everything does not work with vanilla save?
  7. barbolani

    [SP/MP] Antistasi - Warlords of the Pacific

    You've been waiting one year for that heh :)
  8. barbolani

    [SP/MP] Antistasi - Warlords of the Pacific

    Yes yes yes, this time yes, I promise!! I only double checked the sidemissions which mean wheeled vehicles, such as City Supplies to be in the same island, but I suppose if you have a couple of towns on which steal some kind of boat, there won't be a problem :) I am updating very often. Remember you are playing BETA!!! Convoys: Yes, it is a major issue in Tanoa. I'm afraid BIS has messed up things a lot in this map placing all those small roads on which the AI only mess up... It is, can't tell, check the changelog in steam and you will see whats version number is the current.
  9. barbolani

    Tanoa discussion (Dev-Branch)

    Hi! I don't know if I am the first person who posts this (if yes, I am very SURPRISED) but I have big concerns about the small roads/trails that go all around the island. Why? Engine considers them as "roads" so AI does the same. And AI tends to really really mess up with those: tight, small, full of trees and rocks on both sides. We all know AI is not the best driving on roads, so I suppose the solution, easier than making the super smart road driving we all want and hasn't been possible since OFP, is just to remove them from the engine. Is it possible? I am not meaning the visual thing, I just mean the engine thing, if I say nearRoads on them, return empty array, I hope you know what I mean. In Antistasi I am having serious trouble, as it's a dynamic mission, I can only give destination waypoints to the AI, nothing else, so I dont know the way of making them use only main roads. Very interested on your opinion.
  10. barbolani

    [SP/MP] Antistasi - Warlords of the Pacific

    Various: First: You are playing an outdated version. Second: That session is heavily bugged, seems you edited the mission or had a very corrupted file. Third: Same than first, but I see some weird bugs there. Update your game and we will see...
  11. barbolani

    [SP/MP] Antistasi - Warlords of the Pacific

    Your mission init got bugged at some point. Please send me your .rpt
  12. barbolani

    [SP/CO8] A 3 - Antistasi Altis.

    Oh man. Hit Y button. AI management. AutoRearm. Done. (not for vests)
  13. barbolani

    [SP/CO8] A 3 - Antistasi Altis.

    1. I agree, but as AI uses them too... 2. You still have to scavenge for the drones, and seemed a bit uncongruent to have greenfor terminals on those boxes. Indeed only the commander role has the ability to hack drones. 3. Yes, CSAT cannot own a city, they only destroy them. 4. Well, the aim is to give some realistic approach in the unrealistic garage. Remember garage is there because of performance issues (not having the HQ too crowded). Helis must be kept in proper places with stuff for maintenance, refuel etc. so seems good to give the ability only near airports. Additionally I am really scared of the thousands of casual players ranting on they cannot recover their heli in the middle of the jungle because there is no room, it exploded etc. :)
  14. barbolani

    [SP/CO8] A 3 - Antistasi Altis.

    neofit, I understand your point and agree (to be honest, I never bother on picking vests except for me, as it does not apply to AI), but changing tedious on looting by tedious on waiting inmobile to the loot script is the same, don't you think? I'm still on the rearm thing. Bring some AI, kill garrison, order them to rearm, and get out. In SP this still means eat the QRF as AI is much slower than 9 players, and that's when the delayed QRF comes.
  15. barbolani

    [SP/MP] Antistasi - Warlords of the Pacific

    Hi! Can you send me a pic of your HQ position and the task with the city where the supplies go? I though I forgot to script the check of being in the same island, and... not!
  16. barbolani

    [SP/CO8] A 3 - Antistasi Altis.

    Better than that, I will add some delay for reinforcements in SP, so you will have a bit more time. That's in the to do list since ages....
  17. barbolani

    [SP/MP] Antistasi - Warlords of the Pacific

    Thanks! Will solve it ASAP
  18. May seem obvious but, even when you reveal inf to a heli, pathfinding + lack of LOS will make it not to attack. Sometimes it will need a few runs until it reaches a nice point on which attack them. If you have placed your infantry in the middle of Tanoa's jungle, no game.
  19. I think thats because in editor the profile settings override the game settings, same as in MP. Try export to SP and see the results?
  20. barbolani

    [SP/MP] Antistasi - Warlords of the Pacific

    It's the same tan your other issue, you are missing some pesky AI, nothing else. 200mts could lead to several exploits, in Arma, even Tanoa, 200 mts is VERY CLOSE.
  21. barbolani

    [SP/CO8] A 3 - Antistasi Altis.

    Lol, who said "cheat"????
  22. barbolani

    [SP/CO8] A 3 - Antistasi Altis.

    Not everything, but mainly weapons, optics, items, helmets....
  23. barbolani

    [SP/MP] Antistasi - Warlords of the Pacific

    I wish! But we can't rely on AI pathfinding to build a garrison. Tanoa performance: Working on it, much improvements on the next patch.
  24. barbolani

    [SP/MP] Antistasi - Warlords of the Pacific

    Yes, passworded servers are ok. Thanks! 1. Roadblocks are not capturable, are cleanable, but after some time, the enemies rebuild them if possible. 2. They are, the engine sees everything, you not ;) 3. Yes, seems APEX made buggy spawning one side classname and join it another faction so it is not attacked by his "firends", so I had to spawn a BLUFOR classname, thus, the FIA Officer. In future, I will redress him a bit :)
  25. barbolani

    [SP/CO8] A 3 - Antistasi Altis.

    Approach on undercover?
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