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burdy

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Everything posted by burdy

  1. burdy

    [SP] Pilgrimage

    Does the coop not work with the latest update? Seems to take obscenely long for the mission to load in MP on a Dedi.
  2. Found a little bug - When using AISS with IFA3, the tank crews disembark when going contact is made, and go reform with other squads in the area, leaving there tanks unmanned. I found this using a mission with ALiVE , if that has any effect on anything.
  3. bump so doesn't get covered at end of last page.
  4. Alright - ill send it over in a few days, not on the IFSA PC atm. Is custom textures for the models broken? I am trying to put a few custom decals in the units but it does not seem to work - making my own Config.cpp nor the settextureglobal command. Anyone have any luck trying to make any custom decals?
  5. burdy

    Legal violations by A3L: Arma 3 life

    Okay this thread confuses me a bit from glancing through it - So if I were to create a server and said only admins can have AT soldiers and on my website had a $5 a month fee to become admin, that would be highly illegal? Because it does cost quite a bit to run a server.. If so that is very silly.
  6. Alright well this is my server RPT (still dont know how to get client RPT). RPT stops really short due too character cap.
  7. Log for just launching the game? Where do I find this? I only have .rpt's for my server
  8. Whenever I try and run IF with IFA3SA I get "Addon 'AiA_BaseConfig_F' requires addon 'A_TVTower'" and my game has missing textures + screwed up main menu. Any idea why this happens? Using the .bat file IFA3SA to run it
  9. Alright after further testing I think I nailed down the issue - ALiVE appears to be having issues with the IF maps w/ battles consisting of over 1600 men. I do not know why, but the performance issues and desync go away completely if I paste the mission over into Altis. Also - an odd performance issues that appears to be happening w/ ALIVE on the IF maps, is when you look at the ground, you're fps plummets down too below the teens. Very strange
  10. Alright then my mistake (had issue before VCOM) - wasnt paying attention to the name I suppose :j: Perhaps I send the mission later (if any of you have IFA3) and you guys can see if you all get the same issues? Very strange.. I have made full map Altis missions without this happening - so dont think its a mission fault as much as just compatability via mod and mod..
  11. Alright, I may have figured out what cause the AI to desync like mad - I am using IFA3. I do not know if this is IFA3 related or ALIVE so I will drop it off here. While browsing the RPT, I see this spamming about 10 a second. Server FPS maintains around 25-30
  12. EDIT : discard what I said, not IF related However - problem still stands , if you play the mod with ALIVE, you get major desync. .. And if you look directly at the ground, your frame rate plummets (depends on where on the map you are, and not ALIVE) related
  13. Thanks for answering :) . I haven't had much time to test the past day, but could the AI latency be related to the fact that I wasn't running @ALIVEserver on the server?
  14. Few questions : 1st is a bump 2nd - Will OPCOM called and placed artillery be making it's way in soon? 3rd - Will randomly placed static weapons via OPCOM every make its way in? I could see this potentially being a very exciting feature for the future and the planned amphibious assaults. If that isn't possible, is it possible to place down statics in the editor and have the OPCOM order the AI to man the equipment? 4th - Will player logistics be directly synced up with the mod the player is using in the future (so for example : players in IF can't call in airdrops of m4's), and (correct me if this is already a feature) will it ever support ground transport and not only air? That's my list so far... A few things I noticed while testing today : 1st , the Multispawn is still wonky and I have to exit out to lobby to respawn. Is this because of a default respawn method I'm using in the desc that conflicts (Base respawn type)? Should I get rid of all BIS respawn methods and only use the Multispawn module? 2nd , while playing on my locally hosted dedi, the AI appeared to have some sort of latency/desync movement to them (walk in place quarter of a second, then warp forward a few feet) and were very twitchy (sometimes while AI aimed, they would shake rapidly for the duration of there aiming). I am running IFA3 and have not tested just vanilla yet, so may be a conflict between the mods?
  15. They all work already (minus Omaha)! Just Omaha needs to be converted, which raises the question .. Will we the mission maker , ever be able too self index maps with ingame modules? I know there is the custom objective one (which if I may ask - was it removed? Didn't see it ingame), so in theory could we take a unindexed map, place some modules down, and still play on it?
  16. Couple bugs you guys may or may not be aware of : First (which i'm sure you guys know of) - the Opel Blitz has no collision detection nor speed detection (think that's what you call it?) - they run through trees and can go 70 + at a 90 degree upwards slop. Second - while playing ALiVE, how do I get the US Tanks deployed? I made a mil custom obj with "LIB_US_TANK_TROOPS" as the faction and armored as type, but it spawns CSAT troops. I know you guys are not the ALiVE team, but maybe you screwed with a class name somewhere that effected this? Have any of you guys seen this? Other than those two things, everything is coming along great :D! Once those bugs + a few others (main one that pops into my head is the engine idle sounds for all vehicles nearly, and some weapons being way to quiet) I think this mod will surpass Iron Front Vanilla. Continue the great work! EDIT : Was my mistake. Everything works good!
  17. Hey another quick question - Any chance you guys can add the Omaha map from A3 IF to the map list soon? They recently got US forces in and it feels like a good time for some hedgerow combat :D
  18. Fantastic! I can see it now.. Proper island invasion with preemptive artillery, with the player hitting the beaches and getting slaughtered in the first wave on Beachhead Zero.. Which brings up another question/Request/Suggestion - Seeing how Amphibious Assaults will lead to Pacific Era World War 2 missions for a lot of people - would it be a realistic expectation to see a toggleable parameter for the OPCOM (Or now Named "AI Commander") that will place markers on the map during the initialization phase that would act as a Battle plan? I am thinking about something like this - where the OPCOM would pick random division name from an array list, and assign them too certain areas where OPCOM would be sending troops (e.g an LZ that Opcom would be using would be marked with a box and given a random name, and a random division name w/ marker type that represents the name will be placed by it with an arrow, with additional arrows pointing inland too other objectives): http://www.ibiblio.org/hyperwar/USMC/USMC-M-IwoJima/maps/USMC-M-IwoJima-III.jpg
  19. Awesome :D Any chance we will see amphibious assaults make there way in by 1.0?
  20. So I have been hearing lots about "NouJay's Caching", and how it may work well with Hetman's/how it is implemented in MSO. Anyway, I have downloaded MSO's source files, but have no idea how to implement NouJay's in my own missions.. Anyone know how to/ have a separate download for the system? Thanks
  21. As the title says - i'm using a setvelocity script for an empty vehicle. I do "Engineon" - yet the engine audio remains on idle even though my vehicle is traveling 120 MPH. Anyway to change the engine too full power with the action command?
  22. Working on a little Cache script (that may or may not work with HETMAN) and got this : if(!isServer) exitWith{}; //HETMAN AI CACHE SCRIPT by Burdy AICACHESTART = True; publicvariable "AICACHESTART"; _grp = _this select 0; _dist = _this select 1; //Define your own Distance here _allunitsplayer = {isPlayer _x} count playableUnits && switchableUnits; while (AICACHESTART) do { sleep 10; if ((_allunitsplayer distance leader _grp) > _dist) then {{ hint "cache"; this enablesimulation false; this hideobject true; } foreach !leader _grp} else {{ hint "uncache"; sleep 10; this enablesimulation true; this hideobject false; !leader _grp setpos (getpos leader _grp); } foreach !leader _grp} } with this in the INIT (NN1 being the group, 25 being the distance): [nn1,25] execVM "AICACHE.sqf"; But nothing happens.. What went wrong?
  23. Okay. For # 1, adding a count before switchableUnits work? and for 3, would "foreach units && !leader _grp" or "foreach (if(_grp == leader group _grp) then {null} else {[units group _grp]})}" work? Im trying to get the script to run the simulation + hideobject on the squadmembers only. Here's what I got so far but to no avail. I tried taking out the count playableunits for testing purposes and made !leader to just units, but still nothing. if(!isServer) exitWith{}; //HETMAN AI CACHE SCRIPT by Burdy AICACHESTART = True; publicvariable "AICACHESTART"; _grp = _this select 0; _dist = _this select 1; //Define your own Distance here [b]_allunitsplayer = {isPlayer _x} count switchableUnits;[/b] [b]while { (AICACHESTART) } do [/b]{ sleep 10; if ((_allunitsplayer distance leader _grp) > _dist) then {{ hint "cache"; this enablesimulation false; this hideobject true; } [b]foreach units _grp[/b]} else {{ hint "uncache"; sleep 10; this enablesimulation true; this hideobject false; !leader _grp setpos (getpos leader _grp); }[b] foreach units _grp[/b]} }
  24. Say I want to have a script teleport only the man who ran the script (addaction command in this case) and the spawned AI within his squad to a marker. Currently the script is this : // Get the destination. _ldr = _this select 1; // Person who used the addAction _dest = (_this select 3) select 0; // Get a random direction _dir = random 359; // Move the person 15 meters away from the destination (in the direction of _dir) {_x SetPos [(getMarkerPos _dest select 0)-10*sin(_dir),(getMarkerPos _dest select 1)-10*cos(_dir)]} forEach units group _ldr; The script as it is teleports everyone in the squad of the man who ran the script. How would I make the script teleport only the man and AI within the squad and not other players within the squad (and only have the AI teleport if the player who runs the action is leading the AI and the AI are not in combat mode) Thanks!
  25. Alright, after further testing on a dedi, it appears the TP w/ AI does not run. It appears the script is ran server side I believe (as only host can TP AI for example if he hosts the server locally). How can I fix this? Edit : Scratch that. Appears to be a different sort of issue related to "MoveinCargo" in MP. Maybe you would understand whats going on? Essentially I tp all of my units too an area and use : "{_x moveincargo Boat_1} forEach thislist;" As the Act. for when a unit arrives, and no matter what I do, Moveincargo does not work for AI (Guessing its a locality issue due too the command working for the host if the server is locally hosted).. Any on how to deal with this issue?
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