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f2k sel

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Posts posted by f2k sel


  1. setFormDir worked on the the unit in the turret in A2 not the turret.

     

    The lights in A3 have no crew so it can't work, even trying it on a static gunner yields  no results in A3 so they have removed the option.

     

     

    Just digging through some old code I found this, it attaches  the A3 light to a turret  (tank or static gunner ect)

     

    SearchLight1 attachTo [st1, [0,0,0.3], "OsaVeze"];     
    addMissionEventHandler ["Draw3D", {   
     SearchLight1 setVectorDirAndUp [   
      (st1 selectionPosition "usti hlavne") vectorFromTo (st1 selectionPosition "OsaHlavne"),    
      [0,0,1]   
     ];   
    }];

    You can then make the static gunner invisible just leaving the light.

     

    To rotate it  use something like this st1 being the static turret, to keep it moving it will need to be in a loop of course.

    It may not work in MP but I never tested it.

     

    st1 dowatch ( st1 modelToWorld  [-200 + (random 400),100,0])

     

    For a better light there is an addon at Armaholic  I think.

    • Thanks 1

  2. On 12/3/2017 at 10:30 AM, code34 said:

    lol, yes but it will not solve the problem, and not sure to accelerate the resolution of it :(

     

    it seems crazy that nobody report it during the development stage on dev branch.

    I did on Oct 19  but got zero replies, I was begining to think it was just me with this issue.

     

    BTW it's seems to be fixed for me today all, maps loading 1-2 seconds.

    Although someone else posted the opposite.


  3. After today's patch my game won't run crashes out with memory could not be written error, it was fine just before the patch and all files are verified.

    Tried another and new profile with the same result, no mods installed.

    Never mind it's my fault, I had enabled MSI After Burner this morning and forgot to turn it off as it causes this crash.

     

     

     


  4. On 12/5/2017 at 3:55 PM, SuicideKing said:

    I mean, the AI doesn't even have to guess about the crew, it can magically know (via scripting commands) the exact number of people in a vehicle, and easily check whether they are alive or known to be alive or not. AI is literally just code, after all.

     I hate this aspect of the game it's such an exploit.

    If the player doesn't know if a vehicle has a crew or not just let the AI take a look and they will report back if it's a threat, then if it's not  you can walk up to it without a care in the World.


  5. 4 minutes ago, DELTA_ 44 said:

    The latest engine update changed the performance or loading time for you?

    I asked about the increase  in map loading time a month back but had no replies.

    All maps seem to load slowly around 20secs with the exception of Tanona  which it almost instant.

    Also the game seems to take a little longer in booting with a recent patch.


  6. A few weeks back after one of the beta updates all but VR and Tanona are now slow to load, it may only be about sixteen seconds but when editing it's an eternity.

    It seems to load the maps from scratch every time where previously only the first time would be slow.

    Tanona seems fine and it almost instant second time around, I've verified on steam but it says it's all fine.

     

    I don't want to re-install it takes forever on my connection, any one else with this issue using beta version? 

     


  7. I've had a quick look and now I'm confused, tank M4 Scorcher worked ok with me as commander and so did the Hunter CMG but when commanding the Prowler nothing happens.

    I tried commander gunner and driver and only being driver works.

    I also made my self leader but still won't move using the direction keys, it only moves if I select a waypoint or issue a move from menus.

     

    On aside note we really need a way to have the AI driver resume waypoint paths not just the next waypoint but the full path.


  8. 9 minutes ago, scottb613 said:

    Hi Folks,

     

    Working on something similar - what if you just deleted the HOLD waypoint - would it then proceed to the next waypoint ?

     

    Regards,

    Scott

     

     

    That does work and so does just using a MOVE WP in some instances.

     

    I'm not at the right PC now but I think this was the mission I made with some slight changes using logic as locations.

    https://www.sendspace.com/file/b663i8

     


  9. I tried the old trick of ungrouping the unit and the regrouping him.  The Stop commands is no longer displayed but it won't move when using domove and when you do use domove again the stop action reappears. 

     

    However if you don't have it rejoin the group domove does work until it rejoins the group then it stops again.

     

    I wonder how they are stopping the unit, it's not commandstop  because if you use that dofollow and domove will  work.

     

     

    • Like 1

  10. I've always thought that AI if not doing something should always at the very least glance in the direction of any gunshots or explosions even if some distance away.

    I can't stand it if your shooting at an enemy and other units don't turn around to engage unless the enemy unit returns fire.

     

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