

bumgie
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Posts posted by bumgie
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I indeed tried that one, but it did not lead to the result I wanted. In absence of enemy it does not work at all and even if there are enemies I'm still not sure if it truly works.
So I did some more scripting stuff involving forceWeaponFire repective fireAtTarget.
As soon as Alpha goes out, I'll publish the scripts as well, so if you may need certain functionalities in another mission, feel free to use them.
There is a known issue with the location based suppression command not working yet, but lets hope it gets solved!
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Hello!
This is a nice terrain.
What objects have you included from AIA TP to your modpack? These could cause issues and overwrite configs of objects from CUP terrains if that is used at the same time, since the classnames are the same. I urge you to add CUP terrains as a dependency so that the objects you use get the benefit of the CUP project upgrades.
However if you are not willing to add the CUP TP dependency, which I also understand, could you do so that you remove the dependency to all the parts ripped from AIA TP from the main map PBO. This way, we can remove the extra files that are overlapping with CUP terrainpack and have its assets be used in your map instead.
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Looking good!
i hope you make sure that any and all tools can be removed from the zeus. This is essential when limiting zeus powers.
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Yes we have a roadmap, but don't publish it too far into the future, both so we can react to the player base, and also so we don't disappoint.
Yes, very many mods have adopted the BIS mantra of "Underpromise, overdeliver".
This has made long time community mod management and planning very hard and a lot of mistakes get made.
However I do understand why this way of doing things is appealing so no complaints there.
Hope we see some conventional war capable vehicles soon!
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Vehicles look great this far!
Do you guys have some sort of roadmap?
And also does the roadmap include FV430 series or the Warrior?
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Hey!
Could you make it possible for a user to define a default location for the mods. This way people would not have to manually set it each time for a different repo.
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How can this command be used with zeus? If it cannot, it should be added ASAP!
Taking control of the squad leader and then ordering to suppress is not possible due to controlling unit not being able to command the squad. This is a Zeus issue.
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How can this command be used with zeus? If it cannot, it should be added ASAP!
Wrong thread. Sorry!
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Can optional mods be added to the repositories by the hoster?
Is there a command line version of swifty for updating mods on gameserver?
Is there a linux version of repocreator process?
Is there any problem with clients to have multiple repositories with same mods stored to the same download location. Will this cause conflicts?
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Is there a way to make captured objectives defense centers regardless if there are troops or not?
Also, is there a way to make leaders position not a defense center?
Also, can reserves be sent closer to last objective without moving the leader ?
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Hello Rydygier!
Could you explain this commands meaning a bit better?
//only, if at least 6 groups will be closest to given objective, that objective become a perimeter point
RydHQ_DefendObjectives = 6;
Or
RydHQ_DefendObjectives = 4 – In “DEFEND†mode this variable controls, how many groups should have already taken objective as closest, to consider it as additional defense perimeter. If set to 0, only Leader’s position is considered as perimeter center/reference point. This variable allows to avoid situations, when alone group or too few of them are defending given perimeter;And also, what is a defense center?
And, should this be added to the PDF guide:
RydHQ_Taken = [RydHQ_Obj1,RydHQ_Obj2,RydHQ_Obj3,RydHQ_Obj4];//required along with NObj after last updates to make all objectives "taken" -
Hey!
Since you guys are doing the UEx upgrade, could you do something to the group names on the slotting screen. These only create confusion since they cannot be interacted with in anyway. Perhaps remove them completely from the screen or better yet, make them editable in EDEN editor...
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Looking good!
Could you add a button on the map that hides all markers and only shows the clean unmarked map. This way we could still see map details under the map markers.
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Can Alive AI commanders command player controlled platoon as a single unit?
Or does it take each group and give them separate tasks etc.
If it cannot, what is the best way to have a multi-session operation using alive with a single cohesive platoon played by players?
Can AI commanders use artillery against players and can the parameters for this be adjusted?
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EDIT: Double post. Remove this.
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Open source doesn't mean the source is publicly available, it just means everyone can get access to the source if they want to. Just take a look at the Unreal Engine 4 - it is open source, too, however, you still have to register and be activated to get access to the source. The same applies for CUP.
UNREAL ENGINE is NOT open source.
Overall I think CUP should remove all references of being open source just to make it clear to everyone what license they are using and how it works. Also consider writing down who and how people can get access to the source and what is required of them. Just so no one gets confused.
Nevermind. This kind of demanding attitude is why I sometimes wonder why I even do this.
Having read these posts I have not seen any demanding attitudes from anyone. Just a confused user.
PS. Taking breaks does help with dealing with other people. Dont burn yourself out over nothing.
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Having just read the sitrep I want to say this.
MAKE IT HAPPEN!
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HAL avoids messing with low-level AI
It could be made an optional feature, toggleable by a variable?
Sounds really very complicated. Perhaps a simpler method as just those two extra types plus the default would be more than enough options for a long long time. At least for me. Whatever you decide to do I wish you good luck in your coding endeavours.
Too bad, especially the mortars tend to fire all the rounds within a very small area, wasting the potential of the rounds. And often looking a little silly.
How fast or often are current know targets given to the mortars to fire upon?
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https://forums.bistudio.com/topic/189479-ai-suppress-command/
rev 135205
added commands commandSuppressiveFire and doSuppressiveFireI hope rydygier considers using these commands to enhance HAL tactics.
Also, since I read something about you having a go at enhancing HAL. Here are some feature requests for you to consider:
Someway to change aspects of AI artillery support, other than ammo count. Especially the time it takes for AI to aim their mortars after they are given a target. Also, artillery accuracy and spread is something I would like to be able to get my hands on.
Also the distinct leader types such as a guerilla type leader or a soviet steamroller type AIs, these would bring so much variety to HAL .
Whatever you decide to do or not to do, I would like you to know that your work is topnotch and your attitude has always been great.
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What is this?
The PreloadFinished Event Handler was not working in the multiplayer environment
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People are discussing two different things here. One is the fact that the terrain LODs do not degrade very gracefully. This means that you can sometimes see enemies "floating in the air" when they're actually behind a ridgeline that is far away. This is also an issue in other games, however it's of course only noticeable in games where you have very long engagement ranges.
You can us this scripting command to help with units floating in the air above hilltops:
https://community.bistudio.com/wiki/setTerrainGrid
Lower values mean that units are floating less as terrain is rendered more accurately. Some of the arma graphics settings also alters this value.
This does come at a FPS price and our community has set it so that maps with many hills and large viewdistances has a much smaller terraingrid value set to each player automatically. Maps with not many hills and small viewdistances has a larger terraingrid value as people are less likely to be seen floating upon hilltops.
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I wonder what these are:
- Added: Character specialties can now be changed on-the-fly via script commands setSpeciality / getSpeciality (including custom specialties). Overrides are only active during the current scenario and specialties are stored in the AI brain, so it’s respawn-compatible.
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Hello!
I have been strugling with this for sometime.
I am trying to hide those Alpha 1-1, Alpha 1-2, etc. group names from the multiplayer lobby screen as they do not provide anything usefull since they cannot be editted.
The multiplayer lobby display can be found in class RscDisplayMultiplayerSetup in the ui_f.pbo config,cpp.
However I am unable for the life of me to find how the listbox CA_ValueRoles is populated. I am not even 100% certain that is the listbox that has the playble slots in it.
Can someone help me ?
AI - suppress command
in ARMA 3 - DEVELOPMENT BRANCH
Posted
I hope the issues mentioned in this thread get fixed. This functionality is very instrumental in making AI appealing.