f2k sel
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Posts posted by f2k sel
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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.
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This happens when they are set too high, it's bug/feature that's never been addressed in years.
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Well you would need to place it in a loop but then you may want it choose different targets ect
The best thing would be to look for a Shooting range script many have been made.
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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.
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8 hours ago, Wiki said:Just tried, doesn't work.
I used forceweaponfire command and fire command and nothing.
It's weird cause it used to work before, even just dotarget and dofire but id no longer does now.
It's working for me man
dotarget target; 0=[] spawn {sleep 1.5; 0 = man forceWeaponFire [currentWeapon man,"single"]}
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1 hour ago, Vasily.B said:Beacuse You have propably Tanoa loaded at main menu.
That wasn't the case but today's patch seems to have fixed this issue for me and all maps seem to be loading as they were a few months back.
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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.
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You will need to use Forceweaponfire https://community.bistudio.com/wiki/forceWeaponFire it's no ideal but it kind of works.
I don't think it uses the AI calculations so sometimes it's a bit off.
I really hate that you can't just mark any target a treat and have AI shoot at it using true calculations, it's very strange for a shooting based game that makes it difficult to shoot things.
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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.
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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.
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29 minutes ago, R3vo said:Is there a way to find out which plant I am looking at, so I can check whether it's one of those?
Can't you use cursorobject in a loop, I used it yesterday and could see plants and trees.
Maybe some objects still don't register though.
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Not really seeing an issue, I moved units in using moveinany they drive off and stop.
I ran your eject script and then tried to get them to get in another vehicle they did so without an issue.
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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?
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Load times have drastically increased in the current build it's gone from 2 seconds to around 16.
Previously only the fist time you run the map would take longer than a couple of seconds.
Tanona and VR seem fine it's the other three that are very slow.
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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.
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This may work it did for some missiles
_missile = createVehicle ["M_Titan_AT", [4000, 4000, 2], [], 0, "NONE"]; _missile enablesimulation false;
or
dud = createSimpleObject ["M_Titan_AT", [4000, 4000, 2]];
you may need to increase the height, using createSimpleObject makes them spawn low.
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place a game logic and adjust the height to 1 meter so you can see the result and then place this in the init
dud = createSimpleObject ["M_Titan_AT", getposASL this];
Just try different class names and see which work and which don't
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Have you tried placing wheel chocks?
Just spawn or place close to the plane.
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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
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It works fine what's the issue?
I get this assuming _newGroup has been defined
1. AI moves to the 'HOLD' waypoint until West leave the trigger
2. 'HOLD' waypoint is released
3. nothing actually happens though as you don't have anything after the 'HOLD' waypoint.
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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.
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I've never seen a Preprocessor error, have you verified the game in steam to make sure all files are installed correctly.
this worked fine for me.
act1 = u1 addaction ["Join group","join.sqf",0,1, true, true,"test2"];
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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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If you can get vehicle from A to B without issues then you at least have something to build upon, adding more complex stuff to something that's broken can't make it better.
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Help with flak script for IFA3
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
I suspect the Flakvierling 38 doesn't have "autocannon_35mm" which the script depends on.
I did try the script on a vehicle with a different cannon and after making a few changes it worked but as I don't know what if any cannon the Flakvierling 38 has I can't try it.