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revolverocelotkjb

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Posts posted by revolverocelotkjb


  1. Question concerning the "DAC Config Object" feature of DAC. There are preset DAC configurations already defined to create boulders and other vegetation however every time DAC tries to run the Config Object script of it's own presets it will give a "Bad Object" error?!?

     

    Was the Arma 2 version of DAC Config Object a feature that never got fully implemented as far as creating trees, boulders, and other vegetation were concerned? If it does then how do you utilize this feature where it can create trees, boulders, and vegetation?

     

    Thanks 

     

    Edit Update: 

     

    Actually figured out how to get the "Config Object" feature to work adding trees, grass, etc. to a map but it did require the MAP Editorupgrade (EU) addon in order for the feature to work.

     


  2. With subtitles enabled: 

     

    Razor team voices on maps other than Cherno and Utes will try and say the names of towns but don't have the voice parameters to actually say the towns name but the towns name will still show in the subtitles as if being said by the Razor team member. USMC and US units other than Razor team will use a respective Grid reference instead of trying to use a town's name.

     

    Will/Can corepatch be updated to have Razor Team voices use Grid references instead of a town's name that doesn't even have a voice parameter?

     


  3. You are awesome opusfmspol and believe I've found the issue. I have a modified "CAcharacters2" in a mod file that did not have the required addon:

     

    "CorePatch_Everything"

     

    The second I added the "CorePatch_Everything" the error log goes away for that mod but I also use the RHS mod and it gives the same message about deleted downloadable content "rhs_c_weapons." Guarantee all the RHS mod needs is to be updated with the required addon: "CorePatch_Everything" and more than likely the error log will go away.

     

    Don't know why I didn't think of "CorePatch_Everything" at midnight last night.

     

    Thanks again opusfmspol!

     


  4. Since opusfmspol is the Warfare mission guru I'll ask a question that I just noticed with mods installed. Yes, with mods installed. Having no mods installed does not reproduce this notification.

     

    Superpowers and When Diplomacy fails gives the following log message at the start "You cannot play/edit this mission; it is dependent on downloadable content that has been deleted???"

     

    Which makes no sense to me whatsoever as I haven't touched any of the core files. These missions seem to play just fine even with this message. I haven't had time to check and see if there are other missions that produce this message but my question is are others getting this message with other mods installed? opusfmspol any input?


  5. On 4/7/2018 at 6:49 PM, daleyg said:

    CorePatch_AntiProne breaks AI behaviour.

    AI's will get stuck in Prone position for no reason, it happens to 80% of the ai's.

    Happens both in singleplayer, campaign and multiplayer (warfare)

     

    Always happen when they go to combat mode (reported targets), seen whole groups stay in prone,  a few from a squad, and even single ai's, slowing the whole game down.

    When it happens on AI i control, they also ignore aware/danger/safe, they stay in prone unless you tell them to stand up, but then you have to keep managing his stance.

    Also triggers AI's far away from combat (on my control)

     

     

     

     

     

     

    Are you using ASR AI by chance? I've noticed AI behavior similar to what you described but it was with the ASR AI mod enabled and it was more like 10% of AI and not the 80% you described.

     

    On 4/8/2018 at 7:16 PM, uzabit said:

     

    Corepatch_AntiProne also causes weired AI crew behavior. It's noticable when wheeled vehicles with gunner are under fire. The drivers are randomly ordered to disembark without any comprehensible reason. IMO I'd rather leave it out of the final patch, it's seems to cause more problems than it solves.

     

    Haven't noticed this yet but to be honest I modified the core patch Anti-Prone file a long time ago on my end mainly because it seemed to cause prone conflicts with the ASR AI mod where a few AI units would stay in the prone position indefinetly. After consideration I can't say the Anti-Prone portion of Corepatch is really a necessary feature or fix for that matter. IMO.

     

     

    Updated 04-11-2018:

     

    Was something changed with the game sounds? It sounds as if a phantom invisible unit is running around the map with the squad. Never noticed this before. I know it's not a great description but has something been updated with any of the movement sounds??? 


  6. On 8/20/2017 at 5:49 PM, uzabit said:

    There is a graphical issue with the RPK-74 aswell. There seems to be an issue with a low poly shadow lod. Some part of the lod is extruded endlessly. Maybe that shadow lod isn't closed. (CorePatch_CIT_70371).

     

    Sounds great samatra!

     

    1) Any news on the RPK-74 shadow issue?

    2) The corepatch introduced new sounds for some of the ACR weapons which ended up conflicting with the JSRS Mod sounds for those ACR weapons. Modifying the ACR weapons corepatch to restore the JSRS Mod sounds for those weapons was pretty easy however I've just now discovered that the following weapons have reverted back to vanilla game sounds and are no longer the JSRS Mod sounds:

     

    M4A1 and the M4A1M203ACOG have reverted to the regular game sounds on all firing modes. At this point I do not know what is conflicting from corepatch to revert the JSRS Sounds on these 2 rifles to vanilla???


  7. So just to confirm. The following units are not part of the official 1.63 patch. They are a part of a fairly recent update to corepatch. (Admittedly I am offline from Steam a lot)

     

                "MVD_Soldier_Medic",
                "RU_Soldier_Engineer",
                "RUS_Soldier_Medic",
                "TK_Special_Forces_Medic_EP1",
                "UN_CDF_Soldier_Engineer_EP1",
                "UN_CDF_Soldier_Medic_EP1"

     

    Just uninstalled the entire Arma 2 series and reinstalled to test. After some searching the units above are located in:

     

    Arma 2 Operation Arrowhead / Expansion / Addons / corepatch 

     

    CorePatch_CCP_70799 

     

    Thanks to the corepatch team on their continuing efforts! :)


  8. 19 hours ago, Beagle said:

    that was part of the last official 1.63 patch.

     

    Thanks for the reply Beagle. Hard to believe I just now noticed this in the Editor! :)

     

    I searched though a lot of the obvious files for these added units but can't seem to find them. They're not in the ARMA2/Addons/characters2 file or at least I didn't see them there. Could you advise which file these units are located in?

     

    Thanks


  9. On 8/20/2017 at 11:35 AM, revolverocelotkjb said:

    The latest corepatch causes a graphical glitch with the AK-107. The AK-107 GL, PSO, and GL+PSO versions are fine and do not have the graphical glitch. Just the AK-107

     

    While firing the AK-107 the bolt graphically extends back towards the buttstock. The graphical glitch on the AK-107 is more pronounced while reloading a completely empty clip of the AK-107.

     

    Please confirm. This is with no mods and the prior corepatch version did not have this graphical glitch with the AK-107.

     

    Thanks

     

    In addition to this the 

    JSRS 1.5 Final sound issue with the following weapons:

     

    Fn FAL (All firing modes) 

    M14 (Full firing mode only)

    G36A (All firing modes)

    G36K (All firing modes)

     

    These weapon sounds in the reported firing modes are the vanilla game sounds and not the modded JSRS Final sounds for these weapons. I reverted to an earlier version of the game to test and can confirm these firing sounds after corepatch are not correct.

     

    These issues were fixed in a prior version of corepatch but either the current version of corepatch does not include these fixes or they were reverted back for some reason???


  10. The latest corepatch causes a graphical glitch with the AK-107. The AK-107 GL, PSO, and GL+PSO versions are fine and do not have the graphical glitch. Just the AK-107

     

    While firing the AK-107 the bolt graphically extends back towards the buttstock. The graphical glitch on the AK-107 is more pronounced while reloading a completely empty clip of the AK-107.

     

    Please confirm. This is with no mods and the prior corepatch version did not have this graphical glitch with the AK-107.

     

    Thanks


  11. Quick question concerning the latest patch version of RHS AFRF and USAF. I'm getting sound distortions during infantry firefights with quite honestly not a whole lot of units on the map (2-4 infantry groups). Not having any issues with the Vanilla Game Units of ARMA 3 with substantially more infantry on the map (12 infantry groups). Haven't noticed any sound distortions in previous versions of RHS so my question is has anyone else experienced any sound distortions in the current version?

     

    Thanks


  12. JSRS 1.5 Final sound issue with the following weapons:

     

    Fn FAL (All firing modes) 

    M14 (Full firing mode only)

     

    These two weapon sounds in the reported firing modes are the vanilla game sounds and not the modded JSRS Final sounds for these weapons. I reverted to an earlier version of the game to test and can confirm these firing sounds after corepatch are not correct.

     

    Thank you for your continued support. 


  13. Just a very simple mission involving an enemy in a watchtower position and a captive on/off switch for the player's unit in order to see the effects of the DangerFSM activating.

     

    Any chance that corepatch will improve the AI to a limited degree without the need for mods using Pizzadox's efforts as an exemplary example? Such as AI smoke grenade utilization and rearming from backpacks / bodies etc.? :)


  14.  

    The USMC/Russian base defense units and CDF M16 rifles are WF doing config defaults.  The mission uses a custom common script and custom structures config, but doesn't use a custom teams or loadouts config to change those particular things.

     

    The end-of-game loop may be a dedicated server issue.  Are you encountering that on a dedicated server?

     

    I ask because the server update condition to end the loop (checking victory conditions) has always been variable "gameOver" being made true.  But it seems the variable gets set true locally on clients.  I don't find it getting set true in the server update, which on a DS would continue looping since a DS doesn't process the client scripts.

     

    If fixed for 2-sided missions, it would have to be conditioned on only one side remaining active (for 3-sided missions, where one side gets defeated but two sides keep battling it out).  There are a couple other considerations I can think of where 2-sided v. 3-sided would have to be accounted for.

     

    Hosted locally on my own computer. 

     

    Upon immediately completing a Warfare mission the Blufor / Opfor Win message appears along with an end game graph of multiple team categories such as Soldiers Recruited / Killed etc.and in addition to this graph an end game camera angle will pan out while calculating the stats. However the end game graph will upon completion of its team calculations restart multiple times along with the camera angle zooming back in and panning back out multiple times. My apologies for misstating before as the end game loop is not perpetual it does end to where I can view my personal statistics for the mission but the multiple recycling of the team stats graph and camera angle just didn't seem right. A very minor detail compared to all the massive fixes you compiled for the Warfare Module which by the way a huge thank you for that work! 

     

    Ignore the whiners mate
    Adding backpack function to a2 units is a similar fix that can be done to port oa functionality to a2 content.
    Adding zeroing to a2 weapons likewise

    These are function ports rather than bugfixes, and deserve to be in the core patch.

    Mod makers like dayz epoch or our rangemaster mod will soon work out what we like and what we dont like, and modify our mods to patch your righteous patch.

    Guys if you want something changed go ask your mod maker to do it

    Though its fair enough to revert stuff like the minigun arcs

    Keep up the good work.

     

    Quick question eggbeast on one item you mentioned in your post. You specifically mentioned adding backpack function to a2 units from oa. Is it in the core patch agenda to eventually do this? To where the backpacks will actually show on the Arma 2 unit models? That would be awesome along with maybe proper AI function for the AI units to actually rearm themselves from their backpacks? :)

     

    These features were in ACE 2 and also your released mod eggbeast and I'm all for mods that add content and revisions to ARMA 2 and OA but at the same time there are features that should be inherently native aspects of the core game that currently are not and honestly should not have to be scripted or modded. For example:

     

    Having OA backpacks ported to ARMA 2 unit models

    Having AI units actually be able to rearm themselves from their backpacks

    Maybe even perhaps finally having AI actually be able to use smoke grenades which is a long overdue feature in my opinion :) 


  15. To Opusfmspol, the Warfare missions upon completion are in a perpetual loop with the camera and the stats. This loop lasts only a few seconds and then continuously repeats. I don't recall that happening before. I tested this with Civil War CTI several times today. Minor I know but I figured it best to mention it just in case.

     

    On a side note concerning Civil War I thought it interesting that the Insurgents recruit Russian soldiers for base defense and the CDF recruit USMC for base defense oh and the CDF playable units start off with American weapons instead of Russian variants. I figured for that CTI mission it would be exclusively Insurgents vs CDF but it probably has always been like that. Easy enough to modify on my end to be honest. :)  

     

    To anybody, as far as tweaking weapons and vehicles  are concerned does anyone else think the bicycles in ARMA 2 are a tad on the fast side? I always thought they were too fast in Dayz and doesn't appear to me much if any slower after the patch?


  16. This is not a Description.ext issue.

    Respawn does not work as intended with the Warfare module after the 1.63 patch update with Combined Operations. The player's unit respawns however the actual player does not respawn with control of the unit and are stuck in a perpetual limbo view as if waiting for respawn. This is the case for player made warfare module missions as well as the warfare module missions provided with the actual game that was made by Bohemia Interactive (the ones that I have tested that is). As stated in the original post of this thread the warfare module missions that comes with Bohemia Interactive's game are not working as intended with Combined Operations as his problem did not involve a custom warfare module mission. The original post was updated to state that this problem does not exist with ARMA 2 and I tried the "When Diplomacy Fails" warfare module mission on ARMA 2 and respawn did indeed work as intended. However, playing "When Diplomacy Fails" on Combined Operations the respawn feature does not work as intended.

    Can we get a Dev's response on the respawn feature for the warfare module after the 1.63 patch as this feature worked as intended before this update?

    In addition I am still noticing that the AI are not engaging units through glass and other penetrable surfaces despite the 1.63 patch notes saying otherwise:

    [83759] Fixed: AI not engaging through glass and other penetrable surfaces (http://dev-heaven.net/issues/4438).

    Thank you


  17. I have one quick question concerning the Extended Armor option under the various Difficulty Options. Is it possible to apply the Extended Armor option to the AI units as well through the Init field or some other method?

    I’ve already searched the forums and with ingame time spent in Arma 2 it is apparent that the Extended Armor option applies to only players and not AI units. So is there a way to give existing AI units and Spawned in AI units the Extended Aromor protection as well?

    Thanks,

    THE Rev Tube


  18. That's why: this setSkill x isn't the same as the Editor Skill Sliding Bar because if you were to use this setSkill 0.25 on a unit (Ally) it would give that unit (Ally) a Skill & Precision of:

    SkillFriendly- 0.25;

    PrecisionFriendly- 0.25;

    Actually all I had ever tested with this setSkill x is this setSkill 1 and this setSkill 0. So just to be thorough I gave this setSkill 0.2 a try and I have to say that I agree with you Big Dawg KS that this setSkill 0.2 is the exact same as having the Editor Skill Sliding Bar moved all the way to the left. I assumed that the Editor Skill Sliding Bar moved all the way to the left was the same as having this setSkill 0 and when I witnessed the poor performance of the AI at this setSkill 0 I assumed that this was true. So apparently this setSkill x does indeed weigh into the equation of increasing the AI's Skill and Precision the same as the Editor Skill Sliding Bar. So my apologies.

    Hell I don't know the specific in's and out's of how the AI works...Just wanted a thread concerning adding a Numerical box beside the Editor Skill Slider. That's all.


  19. Yea... due to the huge amount of utter bullshit you just generated I'd say you're trolling. Thread is OT anyway.

    LOL!!! I created this thread to specifically see if a Small Numerical Box could be created next to the Editor Skill Slider.

    YOU hijacked this thread and turned it into an AI discussion.

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