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Varanon

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Everything posted by Varanon

  1. Varanon

    rabbits won't listen to me!

    I think ambient animals only have a controlling FSM that immediately puts them into their default behavior pattern. In other words, they are not capable of steering for waypoints and such. Nice idea, though :D
  2. Varanon

    FHQ TaskTracker

    The problem is the last pair of quotes. It should either not be there at all, or a position/object for the task, or the initial state (if it is a string). Since it is a string, it will take it as initial state. Try this: [PlayerGroup2,["task", "task text", "task title", "", "assigned"]] call FHQ_TT_addTasks; ---------- Post added at 09:41 AM ---------- Previous post was at 09:36 AM ---------- Hard to say without seeing the rest of the mission. It should work (with both the code piece and the repeating of the tasks/breifing, although that is a bit too much to write and the simpler version should work). Without further information about how your mission setup looks, I can only suggest to relax the filter, i.e use west instead of the players, just to see if it pops up then...
  3. Varanon

    Any chance for default melee weapons?

    I won't even go into how "Call of Duty-ish" this is (yes, I said Call of Duty. Sue me). But the question is "Why ?" Why are "Knife kills" a must have in Arma (a military sandbox game) ? Are you seriously believing that real soldiers use knifes for anything else but cutting open ammo packs and iron rations ? The only reason for "knife kills" is to serve as some sort of "I'm so 1337"... or, some douchebag sending you a message saying "Just knifes, you and me". Happened to me when I was playing Call of Duty (yes, I played the first Modern Warfare a lot) ---------- Post added at 10:54 PM ---------- Previous post was at 10:44 PM ---------- Yes, I was in the army, and I had a knife... used it once to cut on a piece of wood because I was bored, and to open a field ration when the opening cord broke off. The only valid reason to ask for melee weapons would IMHO be that melee weapons have been part of military since the dawn of time (swords, axes, etc).. but then, Arma does not cover this aspect of the military. If it would, you'd need bows, clubs, horses and all that stuff, too... In essence, I think that military use of knifes as a weapon today is so minor that it would be a waste of resources to implement. Nice to have for mods like the A2 medieval mod, or DayZ, but not for core Arma. Honestly, we have more pressing issues in A3 right now than a feature that the game could live without for ten years and has no practical application in modern military (which Arma IS about, after all)
  4. Varanon

    FHQ TaskTracker

    This filter doesn't work. It must either be a piece of code, a group, a single object (a single player), a side, or a faction. If Chaos1, Chaos1_1, Chaos1_2 and Chaos1_3 are in one group, use the actual group. If they aren't, then you'd have to pack it up in a piece of code, like {_this in [Chaos1Chaos1, Chaos1_1, Chaos1_2, Chaos1_3]}
  5. Varanon

    FHQ TaskTracker

    Sigh, away for a weekend, and then this. Define JIP as whatever you want, I don't actually care. I know that the script works when you join into an AI. If you join into a game and an AI has to respawn, it doesn't work. Frankly, I don't care if you call that JIP or not. The script works as I advertised it. The script is provided by me, free of charge, for you to download and use. If it doesn't do what you want it to do, then it might not be of use to you. I've spent some time on this script, and I used it in my missions for Arma 2, Arma 3 and Iron Front, and I released it in the hope that it might be useful for some people. Use it, or don't. End of discussion. I would kindly ask people not to hijack this thread for discussions about what is JIP or not, and whether resapwn is good or not. Zuff: I don't mind you updating another script, but please have the decency not to advertise it in a thread about my script. ---------- Post added at 10:44 PM ---------- Previous post was at 10:31 PM ---------- At the time of writing, the script was purely for our own missions, and respawn just wasn't on the table. The pre-filtered list is an optimization for this (no respawn) scenario since the player list does not need to be filtered any more after the initial filtering has been applied. I would appreciate if you could ask before re-distributing a modified version of the script. I know you sent me a PM, but I just returned home from spending the weekend with my girlfriend and did not yet answer my PM's. If you don't get an answer, please wait a day or two. Regarding the filtering: Yes, it can still be made to work with the filters like they have been defined. The new version will retain this feature.
  6. Varanon

    Convince me.

    Just to clarify, you prepaid the full version and got access to the alpha. That is a big difference
  7. Check this tutorial. It basically just shows you how to create a static concrete wall and put it into the game.
  8. Why ? It's a bug in VAS if it assumes that classes with a certain prefix are attachments. It needs to check the type of attachment in the config file, which it has to iterate over anyway to find the appropriate attachments in the first place.
  9. Varanon

    Convince me.

    If you liked what you saw on the ShakTak videos, then I suggest you find like-minded people in your time zone and play in a group. Most clans do public nights, that's always a good opportunity to get in and see.
  10. That was already the case in Arma 2. The question that I would like to have answered (Dwarden here, hehe ?) is will he AI above the fog boundary have better visibility/detection range than the AI in the fog below the fog boundary ? It shouldn't be hard to implement (modify AI perception range depending on altitude). By the way, usually, sound is better transported in dense fog. Would be cool if A3 would lower the sound dropoff depening on fog density
  11. Varanon

    FHQ TaskTracker

    Not really, it's all an integral part of the whole thing. Uhm... no!
  12. A2. It's got boars, goats and tanks!
  13. Varanon

    FHQ TaskTracker

    Geez, I hope I won't find my picture on your bedroom wall ;)
  14. Yes, I can go back and enjoy it tremendously. Arma 2 is still a great game, and all the flashy stuff in Arma 3 Alpha doesn't blind me enough not to see that. Right now, I enjoy Arma 2 much more simply because of the amount of content, interesting missions, and interesting environment. I find Stratis somewhat boring after some time, there's only infantry and a bit of other stuff, and honestly, I can't attack Mike-26 for the 30th time. I'm sure Arma 3 will be great once it's done.
  15. Varanon

    FHQ TaskTracker

    I'll add respawn compatibility in the next version. I probably need to rewrite parts of it though, that's why it's going to take a bit of time.
  16. Varanon

    FHQ TaskTracker

    disabledAi is a setting in description.ext, not a script command
  17. Yeah. How about making the DEV build MP compatible. It works in Arma 2 beta builds, too
  18. Does the new fog affect AI perception, too ?
  19. Since the sun changed in the latest build: Is the sun supposed to stay that way ? Because I can look into it without noticing any effect. Shouldn't the picture turn darker ? Same with coming from inside and going outside, you should be blinded by the bright light outside ?
  20. Now that's an interesting feature! Where are the missions uploaded to ? Also, it would be nice to have a bit more sorting options in the mission list, like, being able to filter by mission type, number of players (I see these pieces of information are already in). Additionally, filtering by compatibility to the currently selected mod would be nice. Great feature, too. I was actually looking for a good launcher for Arma 3. Seems I found it!
  21. Varanon

    FHQ TaskTracker

    Uhm, yes I can ? Because I offer it to you for use, if it doesn't do what you need, then it might not be the right thing for you. I didn't actually intent to release the script initially, so it's only doing what I needed it to do, but people told me it might be usable for others too, so I released it. Having said that, I'm already working on the new features (respawn, client callability), so it will be in in the next version. In theory, yes, but at the time the server initializes the tasks, the unit isn't there, so if you connect later, it will be recreated. I tested it and it works if you just click respawn, because the unit you're in while clicking respawn was present when it was created... ---------- Post added at 08:13 PM ---------- Previous post was at 08:07 PM ---------- Again, I'm already working on the respawn feature. However, see the bolded part. I provide this to the public. If it doesn't have the features you need, then you are free to ask for them, and I will consider adding them. I find it a bit odd, though, to "demand" a feature. I'm still doing this in my spare time.
  22. Varanon

    FHQ TaskTracker

    Uhm, no, it's called Join in Progress, which means that you join a session in progress, which is only possible if there is a unit that you can join into. If the unit is not AI enabled, it is basically dead when you start the session. Joining such a game is respawning the unit, not joining in progress (well, maybe a bit of a splitting hairs thing, but technically, the unit you connect to is respawned...)
  23. Varanon

    FHQ TaskTracker

    uhm... your mission has AI disabled, so it does not even support join in progress at all. Eidt: Ok, you got a respawn=BASE setting. This is not a JIP issue at all, it's because the unit respawns. The current script does not hanlde respawns (mainly because I hate respawn and never used it in any of my missions, heh). I'll add it for the next version.
  24. Varanon

    FHQ TaskTracker

    I'll make the task marking functions client callable in the next version
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