Ironman13
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Everything posted by Ironman13
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Basic Civilian Interactions *Problem*
Ironman13 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello everyone. I have been struggling to find out why this script is not executing properly on my dedicated server. Unfortunately my LINUX dedicated server host is unwilling to provide me with a server.rpt file that would make my troubleshooting easier I believe. Objective: Create a script that will add two actions to civilians on the map. Code executed in the InitServer.sqf: //add actions to civilians addCivActions = { params ["_unit"]; if (!isNil "_unit" && {_unit isKindOf "Man"}) then { [_unit, ["<t color='#FF0000'>Get Down</t>", { params ["_target"]; _target setUnitPos "DOWN"; removeAllActions _target; [_target] spawn { sleep 10; private _unit = _this select 0; if (alive _unit) then { _unit setUnitPos "UP"; [_unit] remoteExec ["addCivActions", 2]; }; }; }, nil, 6, true, true, "", "", 8]] remoteExec ["addAction", [0, -2] select isDedicated]; [_unit addAction ["<t color='#FF0000'>Stop</t>", { params ["_target"]; _target disableAI "MOVE"; removeAllActions _target; [_target] spawn { sleep 10; private _unit = _this select 0; if (alive _unit) then { _unit enableAI "MOVE"; [_unit] remoteExec ["addCivActions", 2]; }; }; }, nil, 6, true, true, "", "", 8]] remoteExec ["addAction", [0, -2] select isDedicated]; _unit addEventHandler ["Killed", { params ["_unit"]; removeAllActions _unit; }]; _unit setVariable ["actionsAdded", true]; }; }; // Function to check all civilians and add actions if not already added checkForCivilians = { { if (side _x == civilian && {!(_x getVariable ["actionsAdded", false])}) then { [_x] call addCivActions; }; } forEach allUnits; }; // Schedule the check to run periodically on the server [] spawn { while {true} do { call checkForCivilians; sleep 8; // Adjust the interval as needed }; }; Problem: I am not asking for someone else to re-write my script but I am sure you can tell I am a novice at scripting at best. If there is a simpler solution to achieve what I want I am all ears. Keep in mind the solution must work on a dedicated server and I dont want civilians running around with multiple of the same commands. addAction only executes locally, remoteExec is suppose to supplement the limiting nature of locality..... that is about as far as my understanding goes currently. Been stuck with this problem for 2 weeks. I have tried executing it as a script outside of Initserver.sqf. I have tried calling the function at the point of civilians spawning. I have tried other things that didn't work too, I am at my wits end especially after asking my friend to throw it on his server and seeing it execute flawlessly..... He literally copy and pasted my code, only difference is he executed the code from the advanced developer tools mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2369477168 while I have a file in my mission folder.- 6 replies
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- civ interactions
- civilian interactions
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Basic Civilian Interactions *Problem*
Ironman13 replied to Ironman13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Any ideas what on a Linux server would be causing issues with a script. Is there some type of setting I can change?- 6 replies
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- civ interactions
- civilian interactions
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Basic Civilian Interactions *Problem*
Ironman13 replied to Ironman13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So I am thinking it has to be a server issue at this point. Maybe something about it being on a Linux Server is causing issues, I dont know. https://streamable.com/jsiuez At least in this mission I can see the Stop Action....- 6 replies
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- civ interactions
- civilian interactions
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Basic Civilian Interactions *Problem*
Ironman13 replied to Ironman13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hopefully this looks better: //add actions to civilians addCivActions = { params ["_unit"]; if (!isNil "_unit" && {_unit isKindOf "Man"}) then { [_unit, ["<t color='#FF0000'>Get Down</t>", { params ["_target"]; [_target, "DOWN"] remoteExec ["setUnitPos",2]; [_target] remoteExec ["removeAllActions",0,TRUE]; [_target] spawn { sleep 10; private _unit = _this select 0; if (alive _unit) then { [_unit, "UP"] remoteExec ["setUnitPos",2]; [_unit] remoteExec ["addCivActions", 2]; }; }; }, nil, 6, true, true, "", "", 8]] remoteExec ["addAction", [0, -2] select isDedicated]; [_unit addAction ["<t color='#FF0000'>Stop</t>", { params ["_target"]; [_target,"MOVE"] remoteExec ["disableAi",0,TRUE]; [_target] remoteExec ["removeAllActions",0,TRUE]; [_target] spawn { sleep 10; private _unit = _this select 0; if (alive _unit) then { [_unit, "MOVE"] remoteExec ["enableAI",2]; [_unit] remoteExec ["addCivActions", 2]; }; }; }, nil, 6, true, true, "", "", 8]] remoteExec ["addAction", [0, -2] select isDedicated]; _unit addEventHandler ["Killed", { params ["_unit"]; removeAllActions _unit; }]; _unit setVariable ["actionsAdded", true]; }; }; // Function to check all civilians and add actions if not already added checkForCivilians = { { if (side _x == civilian && {!(_x getVariable ["actionsAdded", false])}) then { [_x] call addCivActions; }; } forEach allUnits; }; // Schedule the check to run periodically on the server [] spawn { while {true} do { call checkForCivilians; sleep 8; // Adjust the interval as needed }; }; So now the issue flipped. I can order civ AI that spawn through my script to "Get Down" and it works..... however when I spawn a civilian while playing as Zeus the "GET DOWN" action is present but the order doesn't seem to execute.... I am assuming this means that when units spawn through Zeus I don't know where that execution is actually occurring. Either way I am still missing the ability to order them to "STOP"- 6 replies
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- civ interactions
- civilian interactions
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Basic Civilian Interactions *Problem*
Ironman13 replied to Ironman13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So every line of code needs to be remote executed properly, ok. Shouldn't take too long to fix that. A few questions: - Why does the action "Get Down" show up but "Stop" doesn't? The syntax is correct, the code isn't functioning properly due to locality but that shouldn't mean the code just stops processing...right? - Why does disableAI and enableAI execute differently...who wrote this engine? 🤡🤡🤡🤡🤡🤡 - So when Zeus throws a civilian unit down doesn't that execute on the server? Why would the "Get Down" command execute properly from a Zeus spawns a civilian? - Should I be using [0, -2] select isDedicated] at the end of every remoteExecute? Just trying to understand why this issue is presenting the way it is. Would you recommend a different way of writing this that would be more succinct or am I already on the right path?- 6 replies
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- civ interactions
- civilian interactions
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coop [MP CO45] COIN - Counter Insurgency Operations
Ironman13 replied to whiztler's topic in ARMA 3 - USER MISSIONS
Sorry for the 3year bump but suggestions were directed to be made here. Suggestions: Add this composition to your missions for earplug functionality, vehicle un-flipping, magazine repacking, and more: https://steamcommunity.com/sharedfiles/filedetails/?id=2965509871 Change how you word/display the required mods: Currently: Updated Loadouts aren't saved upon respawn, suggest updating your framework or using a known working solution such as: https://steamcommunity.com/sharedfiles/filedetails/?id=2764558652&searchtext=Arsenal Arsenal would be nice to have, at least have as a parameter for the mission. (I know this can lead to missions not being played the intended way) Support call in wait time is great for a more realistic feel but most the time they dont work as intended. 2 suggestions: have wait time set by a parameter, use better solutions for support calls. My own desire/suggestion: Hey, just going through your COIN setup. I noticed the VBED's are dependent on the ACT which is part of your ADF framework. I was wondering if you wrote all that code yourself or if the VBED was inspired from another script you found. I have been looking for VBIED/VBED scripts and everything I see is player/Zeus controlled. You have the first AI VBED script I have found but it is very interwoven into your framework. Just want your input on how difficult it would be to pull out of the ADF framework and open this function up to the community. I am still looking for the location of this function: ADF_fnc_createIED -
All I know is that Acre works when I disable the loadout. So I'll just make a custom loadout script
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Yea I did test it on a dedicated server too and it still didn't work. I play with the UnitedOperations community and have a more updated version than most. It is possible that is the cause since you had no problems. I am at version 2.1.0.860
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There is literally nothing in the RPT error related to ACRE. As I said, I can see the two different radios in the mission. They just simply don't work. 3:57:49 No owner 3:57:49 Starting mission: 3:57:49 Mission file: CO37_two-sierra-tour1-day01 3:57:49 Mission world: Zargabad 3:57:49 Mission directory: C:\Users\Ironman\Documents\Arma 3\missions\CO37_two-sierra-tour1-day01.Zargabad\ 3:57:50 Attempt to override final function - bis_functions_list 3:57:50 Attempt to override final function - bis_functions_listpreinit 3:57:50 Attempt to override final function - bis_functions_listpostinit 3:57:50 Attempt to override final function - bis_functions_listrecompile 3:57:51 Attempt to override final function - bis_fnc_missiontaskslocal 3:57:51 Attempt to override final function - bis_fnc_missionconversationslocal 3:57:51 Attempt to override final function - bis_fnc_missionflow 3:57:51 Attempt to override final function - rhs_fnc_findangle 3:57:51 Attempt to override final function - rhs_fnc_calcbalistic 3:57:52 [667569,32540.4,0,"XEH: PreInit Started. v2.2.0.151130. MISSINIT: missionName=CO37_two-sierra-tour1-day01, worldName=Zargabad, isMultiplayer=false, isServer=true, isDedicated=false"] 3:57:52 ACRE2 Library Loaded 3:58:07 [667569,32555.9,0,"XEH: PreInit Finished."] 3:58:08 soldier[B_soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:08 soldier[B_soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:08 soldier[B_soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:08 soldier[B_soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:08 soldier[B_soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:08 soldier[B_soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:08 soldier[B_soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:08 soldier[B_soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:08 soldier[B_soldier_AA_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:08 soldier[B_soldier_AA_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:09 soldier[B_HeavyGunner_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:09 soldier[B_soldier_AT_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:09 soldier[B_soldier_AT_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:12 No owner 3:58:12 "ADF RPT: Init - executing init.sqf" 3:58:13 "ADF RPT: Init - executing ADF_init_pre.sqf" 3:58:13 "" 3:58:13 "" 3:58:13 "--------------------------------------------------------------------------------------" 3:58:13 "ADF RPT: SERVER" 3:58:13 "--------------------------------------------------------------------------------------" 3:58:13 "" 3:58:13 "" 3:58:13 "ADF RPT: Init - executing ADF_init_config.sqf" 3:58:14 [667588,32562.7,0,"XEH: PostInit Started"] 3:58:14 [667588,32562.9,0,"CBA_VERSIONING: cba=2.2.0.151130, "] 3:58:14 [ACE] (common) INFO: ACE is version 3.4.1.0. 3:58:14 [ACE] (common) INFO: Extension version: ace_break_line: 3.2.0-bf4e95e 3:58:14 [ACE] (common) INFO: Extension version: ace_parse_imagepath: 3.2.0-bf4e95e 3:58:14 [ACE] (common) INFO: Extension version: ace_clipboard: 3.2.0-bf4e95e 3:58:14 [ACE] (common) INFO: Extension version: ace_fcs: 3.2.0-bf4e95e 3:58:14 [ACE] (common) INFO: Extension version: ace_advanced_ballistics: 3.2.0-bf4e95e 3:58:14 [ACE] (nametags) INFO: ACRE Detected. 3:58:15 ACRE: Loading Map: \ca\zargabad\zargabad.wrp 3:58:15 [ACRE]: AI Detection Activated! 3:58:15 ACRE: Loaded Binary Antenna Data for ACRE_BaseAntenna [\idi\clients\acre\addons\sys_antenna\binary\VHF_1.2m_whip_gain.aba]: 1 3:58:15 ACRE: Loaded Binary Antenna Data for ACRE_14IN_UHF_TNC [\idi\clients\acre\addons\sys_antenna\binary\UHF_14_inch_gain.aba]: 1 3:58:15 ACRE: Loaded Binary Antenna Data for ACRE_120CM_VHF_TNC [\idi\clients\acre\addons\sys_antenna\binary\VHF_1.2m_whip_gain.aba]: 1 3:58:15 ACRE: Loaded Binary Antenna Data for ACRE_120CM_VHF_BNC [\idi\clients\acre\addons\sys_antenna\binary\VHF_1.2m_whip_gain.aba]: 1 3:58:15 ACRE: Loaded Binary Antenna Data for ACRE_13IN_UHF_BNC [\idi\clients\acre\addons\sys_antenna\binary\UHF_13_inch_gain.aba]: 1 3:58:15 ACRE: Loaded Binary Antenna Data for ACRE_2HALFINCH_UHF_TNC [\idi\clients\acre\addons\sys_antenna\binary\UHF_2.5_inch_gain.aba]: 1 3:58:15 ACRE: Loaded Binary Antenna Data for ACRE_OE303_VHF_BNC [\idi\clients\acre\addons\sys_antenna\binary\oe303_gain.aba]: 1 3:58:15 [667588,32564.3,0,"XEH: PostInit Finished. State: _isClient=true, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=false, _playerCheckDone=true, _sp=true, _startInitDone=true, _postInitDone=true, _mpRespawn=false, _machineType=1, _sessionId=3, _level=0, _timeOut=false, _game=3, BIS_functions=<NULL-object>, group=<NULL-group>, player=INF_PC, _playerType="B_officer_F", _playerGroup=B gCO_1"] 3:58:15 [ACE] (common) INFO: Settings received from server. 3:58:15 [ACE] (common) INFO: Settings initialized. 3:58:16 [ACE] (common) INFO: 176 delayed functions running. 3:58:16 ACRE: Map Load Complete: \ca\zargabad\zargabad.wrp 3:58:16 [CBA Keybinding] WARNING: United Operations=>Admin Console called CBA_fnc_registerKeybindToFleximenu is no longer a valid function and has been replaced with CBA_fnc_addKeybindToFleximenu. Contact the developer of mod United Operations to change the code to use the new function. 3:58:16 [CBA Keybinding] WARNING: United Operations=>Admin Console called cba_fnc_registerKeybind is no longer a valid function and has been replaced with cba_fnc_addKeybind. Contact the developer of mod United Operations to change the code to use the new function. 3:58:16 "Converted _defaultKeybind => [221,false,false,false]" 3:58:16 "ADF RPT: Init - executing taw_vf\fn_tawvdInit.sqf" 3:58:18 "ADF RPT: Init - executing briefing.sqf" 3:58:18 "ADF RPT: Init - executing ADF_HC.sqf" 3:58:18 "ADF RPT: Init - executing initServer.sqf" 3:58:18 3:58:18 3:58:18 3:58:18 #################### CO37_two-sierra-tour1-day01 #################### 3:58:18 3:58:18 "ADF RPT: Init - executing initPlayerLocal.sqf" 3:58:18 "ADF RPT: Init - executing initPlayerServer.sqf" 3:58:20 Error in expression <tance _prevPos > 100) || (CUP_lampState != _pre_st)) then { _pre_st = CUP_lampSt> 3:58:20 Error position: <!= _pre_st)) then { _pre_st = CUP_lampSt> 3:58:20 Error !=: Type Bool, expected Number,String,Not a Number,Object,Side,Group,Text,Config entry,Display (dialog),Control,Network Object,Team member,Task,Location 3:58:20 File ca\structures_c\Misc_Powerlines\emmisiveLights.sqf, line 45 3:58:21 acre_sys_data_radioData: Location NameVillage at -10000, -10000 3:58:22 "ADF RPT: HC - NO Headless Client detected, using server" 3:58:22 "ADF RPT: Init - executing ADF_fnc_presets.sqf" 3:58:23 "ADF RPT: Init - executing ADF_clientLoadout.sqf" 3:58:23 "ADF RPT: Init - executing ADF_GM.sqf" 3:58:23 "ADF RPT: ZEUS - No GM units active. Terminating ADF_GM" 3:58:23 "ADF RPT: Init - executing Scr\init.sqf" 3:58:23 "ADF RPT: Init - executing ADF_fnc_Loadout2S.sqf" 3:58:23 "ADF RPT: Init - executing ADF_clientPreset.sqf" 3:58:23 "ADF RPT: Init - executing ADF_init_post.sqf" 3:58:23 "ADF RPT: Init - executing Scr\init_server.sqf" 3:58:23 "ADF RPT: Init - executing ADF_fnc_position.sqf" 3:58:23 [ACE] (interact_menu) INFO: All compile checks passed 3:58:23 "ADF RPT: Init - executing ADF_fnc_distance.sqf" 3:58:23 "ADF RPT: Init - executing ADF_fnc_vehiclePatrol.sqf" 3:58:23 "ADF RPT: Init - executing ADF_fnc_defendArea.sqf" 3:58:23 "ADF RPT: Init - executing ADF_fnc_objectMarker.sqf" 3:58:23 "ADF RPT: Init - executing ADF_redress_Pashtun.sqf" 3:58:23 "ADF RPT: Init - executing ADF_redress_CSAT.sqf" 3:58:23 "ADF RPT: Init - executing xray_server.sqf" 3:58:24 "ADF RPT: Init - executing bearclaw_server.sqf" 3:58:24 "-----------------------------------------------------" 3:58:24 "TWO SIERRA: BEARCLAW spawned and set" 3:58:24 "-----------------------------------------------------" 3:58:24 "-----------------------------------------------------" 3:58:24 "TWO SIERRA: Spawning CSAT + Pashtun CP's, Patrols" 3:58:24 "-----------------------------------------------------" 3:58:24 "-----------------------------------------------------" 3:58:24 "TWO SIERRA: XRAY spawned and set" 3:58:24 "-----------------------------------------------------" 3:58:25 soldier[I_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:25 soldier[I_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:27 soldier[I_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:27 soldier[I_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:34 "-----------------------------------------------------" 3:58:34 "TWO SIERRA: ZEBRA support group activated" 3:58:34 "-----------------------------------------------------" 3:58:34 "ADF RPT: Init - executing Scr\init_client.sqf" I will try adding radios via the soldier's init lines and see if that works properly. =================================== Possible problems might be found in ADF_fnc_presets because all I see are TFAR radios being set. It is weird that _ADF_preset = "2SIERRA" because in the ADF_fnc_presets there is no "2Sierra" defined, not sure where this is being defined. ===================================== Pretty much everywhere I only see TFAR stuff being defined. I don't see anywhere where ACRE things are being defined. Also, when I turn off the custom loadout option I can use my ACRE radios perfectly. This is just a work around and I am sure you would want to fix it since you advertise it is good to go with ACRE.
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In Bearclaw: For some reason ACRE is simply not working. Let me be clear. I fully waited for mission to initialize and the 343 that is in my inventory wont transmit when I press CAPS LOCK. When the mission is "Initializing" if I use Caps lock I see that I can transmit on a 343 even though it says not to touch radio. After initializing is done I still have a 343 in inventory and it doesn't work. I tried dropping it and picking it back up, that didn't work. Also the 148 wont work. I can't switch between 2 radios. It is like it recognizes the mod before initializing but then after initializing it just turns it off. I am not sure what is causing this problem but maybe you guys know. I am assuming that if it is doing this in one mission it will do it in all the other ones.
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I hope my idea isn't lost in this sea of suggestions. I hope someone takes it seriously. ArmA 3 has over 5,000 servers. If you order them by number of players in them you will only find 100-150 servers have people in them. The majority of those having less than 5 people in them. This community, if it is to progress, needs a radical idea to "keep on keeping on." I submitted my radical idea that wouldn't be that hard to implement. I hope other people try to come up with more radical ideas to try and resuscitate this community and bring unity to it. This is a global game and I have prospered greatly just interacting with people from different countries. I hope other people, newer to the community, realize this potential.
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Texturing the Civi's Box truck
Ironman13 replied to wyattwic's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It took me a while to figure it out but I did... http://steamcommunity.com/sharedfiles/filedetails/?id=560100277 -
script snippet - downlad data from a laptop
Ironman13 replied to t-800a's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Has this been optimized to work on a dedicated server or am I responsible for that functionality? -
So, how are you guys going to account for the amount of hacks/cheats that plague this game? This game mode has the potential to just be populated by hacks/cheats if not policed. I would suggest keeping this just a BI controlled thing. Create leagues with leader boards and have it policed by BI. Is this something that would be a detriment to the community? No, people can still un-pbo the mission and add whatever they want to it and play it with their friends. However, if you guys make an official league where top players can win swag or just reputation it can be something that brings the community together. I would suggest a tiered (skill based) league system might be something to spark some excitement in the community. This would require some form of tracking to be implemented. Not sure if that tech exists in this game. I'm just spit balling. I am tired of looking at this community and seeing how so many communities are separated by such large gaps. If this is truly a sandbox game why hasn't something like this already been done? Example: Player starts game. At title screen player can look for end game mode teams to join or create. Teams can be open, closed, or invite only. Once a player joins/creates a team they are able to challenge another team with a specified date and time. The team challenged can accept or deny challenge. (Or just captains of teams can do this) Based off the results of these "skirmishes" teams can move up or down in leagues. Then official BI tournaments can be formed where swag can be won. Teams can apply and be placed in appropriate skilled brackets. Something like this would have the potential to really bring the community together.
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Ammo Crate Utility | Easily add guns/ammo/items toCrates
Ironman13 replied to jdanek's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This tool would be much more powerful if we didn't have to manually input mods' weapons. It doesn't save that much time. -
Combat Space Enhancement 0.2
Ironman13 replied to glowbal's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Who is ready for FARMA sim? -
Make Arma Not War - Winners
Ironman13 replied to Korneel's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - NEWS
I understand what the rules said about the division of categories. I was just stating my opinion that a total modification to a game shouldn't just add fluff (unit skins, weapons, vehicles) in the case of RHS. A total modification should work to improve or create new game mechanics (MY OPINION). Being able to change a mission on a dedicated server with a tool like MCC was unbelievably awesome in A2 and A3. The tool is still very powerful but maybe has lost a following since Zeus came out. -
Make Arma Not War - Winners
Ironman13 replied to Korneel's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - NEWS
Was anyone else scratching their head when MCC, Alive, or CSE didn't win the total modification? I did not think RHS had any chance, not to say it isn't well done just I see other addons actually adding way more game mechanics than RHS. I feel like ALIVE has such a reach in how it effects the game. How about MCC being around long before Zeus? In fact I am willing to bet MCC inspired the devs to make Zeus. I am just rather shocked that a total modification award goes to a team that didn't add any new mechanics to the game. RHS is essentially a whole bunch of smaller addons, only adding to the environment through additional units, weaponry, and vehicles (fluff). I am not a designer for any of these mods I listed but I definitely applaud their creativity. RHS should have been in the addon category not the Total modification. New/improving features is what a total modification should seek to do. Just my opinion on the matter. PS. I wonder where Task Force Radio got their inspiration from???? :confused: -
Is Arma 3's AI so unusually accurate? I don't think so
Ironman13 replied to Frankdatank1218's topic in ARMA 3 - GENERAL
Something to note that hasn't been posted in this thread, the AI have no weapon sway. When aiming there weapon is ridiculously still, when firing they seem to not have any recoil at all. -
No more DLC for now (<-400+ community members agree). Fix these things first. The Bold points are what many agree should be fixed, anything after the main point is mere conjecture on how to fix. Everyone can have their own opinion. Many agree with this list. 1) All modules need to be MP-Dedicated compatible. If it works on a dedicated server, it should work on everything else fine. Mission makers shouldn't have to resync anything because pretty much all missions require re-spawn and Mission makers shouldn't have to write a ton of code to get what they want out of it. Keep all the options but maybe have some presets, not just 1 default. 2) REWORK THE WATER SYSTEM! This is lol-tastic. In OFP you died when you tried to swim in water. In ArmA you could swim and lose all your gear, except your super duper pistol. You wonder what changed from ArmA to ArmA 2 regarding the water system, nothing. We should be able to swim in water without losing anything. Soldiers in real life are taught how to do this with all their gear. Maybe give us scuba gear so we can even, dare I say it, swim underwater. I find it hilarious how a game like Delta Force-Delta Force Team Sabre can accomplish swimming underwater but a sophisticated game like this will either have you die, or lose all your gear. Not asking for much with this as you have had MANY years to fix this. 3) Throwing a hand grenade while walking. This was possible in the original ArmA and in ArmA II, fix it. Either disable it all together or make the animation actually throw the nade. 4) 3D editor. Yes we have one in the game, Yes there are addons out there. It should be "noob" friendly though. Make it so we can access it from the single player mission editor. So where the button for "preview" is you can also have a button called "3D editor" and you could save it in a mission.sqm or a "blahblah.sqf". The 3D editor menu should be uniform to the 2D editor except instead of the Map in the background you are actually seeing the environment of wherever you are editing. 5) Better CQB. There are a number ways to accomplish this. Dare I venture out into the abyss. How about simply increasing building sizes? Having hallways where more than one person can fit through. Increasing sizes of rooms. I don't think many people live like Harry Potter did under the stairs. The buildings should keep a good ratio to the size of the AI. I feel like most buildings do have a good height, what it lacks is depth. Most will probably say the AI are too dumb to fight in that kind of environment. I would agree. But, that would take a lot of time and maybe leaps in technology to achieve the level of realism everyone is looking for. So, lets focus on what is achievable right now. Increase building depth. All of these things are achievable. BIS, we have paid for 2 DLC that many say are not worth 1/4 of the price of the original game. It is obvious that we all love this game and support your company. Will you support your loyal community? Will you hear many of our voices? Don't continue to give us guns/tanks/planes, many of us wish for a change in the overall gameplay experience. Give us game engine upgrades! Don't tell us it will require us to buy new computers either, you have the means to accomplish this goal with our current rig specs. Do it. I may be one voice but I speak for many. Disclaimer: *This does not mean, necessarily, that I speak for everyone or a majority (or even you reading it). As per the last post, many people do tend to agree with my so called "assumptions".* ---------- Post added at 12:55 PM ---------- Previous post was at 12:54 PM ---------- If you don't agree with my list, feel free to come up with your own or say what you feel needs improvement. Otherwise, there is no point for you posting here.
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Enemy occupation system (eos)
Ironman13 replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is there a way you could implement the UPS script to the generated groups? I prefer UPS's script because it seems to be way more configurable and realistic. -
Grimes Simple Revive Script
Ironman13 replied to KC Grimes's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ghost I would suggest that you take one of the 2 scripts that use RscCommon and rename it to RscCommon2 and then for that script search out where RscCommon is referred and change the name accordingly. I don't think it will cause any problems, maybe someone more dialogue savy will correct me. -
UPSMON Updated to ArmaIII
Ironman13 replied to cool=azroul13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Cool If you are talking about this: Template parameter: This parameter will let you predefine a certain template group type. After predefining it you can spawn in any template group to your liking. Place a squad in the editor that you want to save as a template group: nul = [this,"yourmarkername","TEMPLATE:",1] execVM "scripts\upsmon.sqf"; This will save the group to the Template Slot 1. Place an object or marker where the group should be spawned and name it (as example: "Spawnmarker1"). This still requires you to put units in the editor. At least, that is what the readme says. If you are talking about this: Spawn parameter: This parameter is to ensure that spawned-in groups or groups that receive upsmon parameters midmission are working properly. As an example: _group = [player,side player,[b_G_Soldier_F], [], [], 0.5] call BIS_fnc_spawnGroup; sleep 1; nul = [_group,"yourmarkername","SPAWNED"] execVM "scripts\upsmon.sqf"; I don't quite understand how this works, let me look at the BIS fnc though..... -------------- I see what the function does but there is no form of unit caching with UPS. How would you get UPS to work with unit caching? -
Improvements I believe a decent number wants
Ironman13 replied to Ironman13's topic in ARMA 2 & OA - SUGGESTIONS
I know I am bumping a super old post here but looking back on this I would like to say, BI and mod makers came a long way since this was originally posted. Things I thoroughly enjoyed seeing: - Persistent missions & "Communicating servers" (Don't know what the proper name is... MSO, DayZ concepts). This has really changed what is possible for mission makers. - MCC editing tool (A work around for a 3D editor) - USS Nimitz brought a static ship to the game that had great functionality, Gnat and Deanosbeano worked to get moving ships in the game (Feint also tried to get underwater swimming into ArmA2) - Scripts like DAC from ArmA were reworked and improved greatly - Mods like ACE and ACRE brought new functionality to the game. - ArmA3 added swimming as a viable option for insertion/extraction/means to accomplish missions. Did I mention there is an underwater moving vehicle? SHAWEET. I am sure since that is possible making a Navy mod is possible. - ArmA3 added Zeus which is a great idea for a 3D editor and also spicing up missions that were pre-made, (MCC tool is probably the inspiration for this idea) I am not implying that this post inspired anything. I am just stating that looking back on this topic a lot of things were attempted to improve the game both by BIS and the community and I am thankful for that. -
UPSMON Updated to ArmaIII
Ironman13 replied to cool=azroul13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is it possible for UPS to populate an area without adding groups of soldiers in the editor. For instance the ArmA 3 editor doesn't let you place down guerrilla style units. Is there a way to get them to spawn groups of enemies and then have all the parameters in them....