FifthColumnist
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Posts posted by FifthColumnist
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It seems that ai units that are part of a squad lead by a human wont respond to this:
m1 assignAsCargo v2; [m1] orderGetIn True;
Anyone got any ideas how to achieve that?
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Did you have any luck with this working? trying to set something similar myself but reversed with the ACM only working in a certain area and then disabling when my team gets to a certain objective. This didnt seem to do the trick any other way around it?You could inhibit the ACM using the blacklisted areas perhaps
I had issues with triggers and the ACM functions, the problem seemed to be caused by the trigger activating before the ACM had initialised properly (the player started in one of my trigger areas).
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Just to add some more info to this thread, I've been tinkering with this ACM for a few day now trying every method listed and some new ones I've thought of to try to limit factions and/or units and I am pretty sure that it just isn't reliably getting initialization parameters passed on to it or it doesn't process them correctly. Sometimes it does, sometimes not. I can waitUntil dozens of different things and sleep for 10 minutes but it doesn't change a thing.Also, someone asked earlier about multiple ACMs and getting more spawns. Ya - pretty much that seems to be the case, but again it's not as should be expected. I can sync 20 ACMS to different squads and I don't get a massive system crashing battle. Maybe the 2-3 times more units.
I have two things I've learned. If you don't want the ACM to die with the player try syncing the high command module to the squad with the ACM. That seems to keep it going past deaths. Seems to be is all I can say because the ACM is so unpredictable.
I also have an idea I thought of earlier if the ACM can be made to to work right. Use it as an efficient spawn multiplier for enemy units. Say for example you have an enemy officer running an ACM that only spawns units of his own side around him. Kill the officer and the resistance starts dying out.
Hmm, that seems to work for me, bear in mind that you cannot do wait or sleep or anything directly in an init block, I use this peice of code in an sqf that I call with execVM from init block on the ACM and as various groups enter triggers (each group has their own personal ACM):
if (!isServer) exitWith {}; _acm = _this select 0; _factions = _this select 1; _intensity = if (count _this > 2) then {_this select 2} else { 1 }; waitUntil {!isNil {_acm getVariable "initDone"}}; waitUntil {_acm getVariable "initDone"}; [_factions, _acm] call BIS_ACM_setFactionsFunc; [_intensity, _acm] call BIS_ACM_setIntensityFunc; -
+1 BIS rock, nobody supports their products like these guys.And I don't think we're going backwards, we're just going very slooowly ;)
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Second that, and well 1.03 does introduce some issues but they did fix some stuff too, saving/loading in MP campaign sorta works now (perhaps revealing a bug for no server clients when a game is loaded). The bugs are pretty bad too though it has to be said.
The BIS peeps we see in the forums seem really helpful too I thought, adding small features as people request them (an example being the min/max range in the ACM).
I think if you look at the scripts in the game's PBOs you can clearly see evidence of a rushed release (half finished features commented out, the odd 'interesting' comment). I wonder if BIS devs are/were under extreme pressure to beat the competing game due out in a couple of months to market.
I made this post because well I am sure the techies are working really hard on this, prolly still in crunch and tired as hell, so don't give them a hard time I reckon, they are probably working till 8 or 9 and weekends too. Could be wrong.. but it seems likely
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Hi all,
Theres alot of bad vibes in here about 1.03 and the game in general, and well thats a shame really. BIS seem to be working hard and I am sure there are external (marketing) factors influencing their development cycle. I recall the original OFP which at release was pretty bad and after some patches was amazing. So three cheers for BIS devs, keep up the good work and perhaps in a couple of months we will see what this amazing game engine is really capable of.
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I found after some hours with 1.03, that it was difficult (lots of reloading) to complete manhattan in a two player coop due to mission and 'game engine' bugs. Seemed worse than 1.02 really, the only saving grace is that saving and reloading now works in coop. Didnt test the single player experience.
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2 player coop in the main campaign pretty much unplayable, issues found:
* Desync issues for the player not running the server, interrmittent, with values up 5000 at the time.
* Several CTD for other player not running server.
* Saving seems to work, but starting the mission with a save results in other client being disconnecting and him having to join once the mission is running.
* Manhattan related mission errors, shaftoe gives briefing over the radio near the start before either player has reached FOB manhattan (this seems to happen 50% of the time)
* Manhattan: Markers and tasks not working consistently on both clients almost all the time
* Many floating ambient civilian (?) vehicles floating as much as 10m from the ground sometimes (for non server player)
* Manhattan ai man stuck in osprey and dieing in mid air near start of mission. (once in 10 or so starts of the mission.
* CTD on saving (cannot commit)
* Star force 1 being destroyed on its helipad before its even been used
* Task with arrest, house never exploded on one run.
Tests performed over several hours and not using saves from previous patch.
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Hi,
I have a searchlight attachedTo a vehicle, the searchlight has its own icon on the map once the player is aware of it, is there a way to prevent the searchlight ever showing on the map?
FifthColumnist
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From the wiki:
Since no current computer would be able to handle an entire ArmA 2 gameworld full of AI units, the ACM cleans up after itself. It will remove dynamic content as the player moves away from it. After starting a mission with an ACM it may take some time for the patrols to appear, depending mostly on the ACM's intensity setting.Anyone know?
1) If I have two players and they each have their own ACM can one ACM's units be deleted when they are visible to the other player, or does the routine only cleanup units if they not with range of any player?
2) Can the range of units being cleaned up be changed, I'd like to make it quite large.
orderGetIn for ai units in player group;
in ARMA 2 & OA : MISSIONS - Editing & Scripting
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Yeah I thought of that, but I think it will probably cause issues as I was planning on making an addon that would make ai automatically follow the player into vehicles for all missions, kinda similar to the way "Copy my Stance" by Caxton Gibbet works.