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mikey74

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Everything posted by mikey74

  1. Progress report: PLA now works with Battle lines. West for Veterans mod works, but something is amiss with Vet configs. So I probably wont be able to make BL compatible with it. All other unit mods tested work. This included: RHS both sides, PLA, Aggressors, The halo mod lol cant remember the name Ryans zombies with minor conflicts * will look into that but not game breaking. All Cup units, and a few others I cant remember them at the moment. I will send it out to the testers and as soon as they say yay I'll upload asap. ohh a sp respawn still working so far. Lets see what testers say.
  2. Fixes are not yet made. Armaholic update is the steam one a week or so ago. I forgot to let fox know about that release. This was latest fix but only steam version: Userconfigs removed and file not fount fixed. Units defending in battlelines will now Garrison Added Amibiant battle sounds module and category only tested by me, but should be functional Battle Lines still is not compatible with veterans mod and PLA mod
  3. OK I did some research on sector module. Which is basically what BL is but simplified, and expanded a bit. Here is what I've found. https://forums.bistudio.com/topic/176117-sectors-causing-crashes/ BTW last few test with Veterans worked as far as finding factions name, but I experienced the freeze. Not sure if its related to veterans or not. My suspicion is the sector module itself. :/ Hopefully at the least I'll have Factions from mods nailed down next release.
  4. ok I've written a script to find a group in a faction with different faction names for groups as apposed to faction names for there units. Don't know why I didn't think of this sooner. :/ params [ "_group" ]; _side = str (side _group); _unitsGrpT = []; _unitfaction = faction leader _group; _WAllFac = (configFile >> "CfgGroups" >> _side) call BIS_fnc_getCfgSubClasses; if (_unitfaction in _WAllFac) exitWith {_unitfaction};//else {hint "in"}; //sleep 1; { _type = typeOf (Vehicle _x); if !(_type in _unitsGrpT) then {_unitsGrpT pushBack _type}; } forEach units _group;//Alpha; _SideAllClass = [];//(configFile >> "CfgGroups" >> _mrk1 >> _RFac) call BIS_fnc_getCfgSubClasses; //sleep 1; _allsideGroups = []; _factionsselected = []; { _factions = _x; //sleep 1; _Classes = (configFile >> "CfgGroups" >> _side >> _factions) call BIS_fnc_getCfgSubClasses; //hint str _Classes; if !(_Classes in _SideAllClass) then { _SideAllClass append _Classes; { _class = _x; //sleep 1; _Groups = (configFile >> "CfgGroups" >> _side >> _factions >> _class) call BIS_fnc_getCfgSubClasses; //hint str _Classes; if !(_Groups in _allsideGroups) then { _allsideGroups append _Groups; { _grpclass = _x; _Unitclasses = (configFile >> "CfgGroups" >> _side >> _factions >> _class >> _grpclass) call BIS_fnc_getCfgSubClasses; _allUnitsgrpClass = []; { _unt = _x; _unitT = [(configFile >> "CfgGroups" >> _side >> _factions >> _class >> _grpclass >> _unt),"vehicle",0]call BIS_fnc_returnConfigEntry; if !(_unitT in _allUnitsgrpClass) then {_allUnitsgrpClass pushBack _unitT}; //hint str _unitT; //sleep 1; } forEach _Unitclasses; //hint str _allUnitsgrpClass; //sleep 1; if (_unitsGrpT isequalTo _allUnitsgrpClass) then {_factionsselected pushBack _factions}; } forEach _Groups; }; } forEach _Classes; }; } forEach _WAllFac; //hint str _SideAllClass; _selected = if (count _factionsselected > 0) then {selectRandom _factionsselected} else {nil}; hint str _selected; _selectedYou call it with something like [groupname] execVM "namegiventoscript.sqf"example of that for me will be [_group] execVM "FindGfaction.sqf" or If you define script in a config or descriptionext for me it will be: [_group] spawn FOA_fnc_findGclass;
  5. side step is in there. :P well Bis version. I havent delved into creating animations. I dont have so much time, and it takes time to research and learn stuff. :( Wish I could afford school for coding. PS Glad you like this version. :)
  6. Thanks das, What I've been doing. I can select all groups in bis by script now, but some mods and 1 faction for bis does not follow patterns of configs. hmm Thats confusing. let me put a piece of my code up and you may figure out what im trying to do. Before I do. There are certian mods that do not have the same factions for groups as they do there units. Bis has 1 that does that. Guer: If I can get an actual classname for a group I can fix this without individually loading each mod classname. params[ "_mod"// Is the module used to call this script ]; private ["_playableP","_playable","_side","_type","_Suptype","_Strength","_units","_StrStrt","_sidePlay","_UNside","_UNside1"]; _playableP = if (isMultiplayer) then {playableUnits + [player]} else {switchableUnits + [player]}; _playable = _mod getVariable "BL_SyncdU"; //synced units to module if (isNil "_playable" or count _playable <=0) then {_playable = _playableP}; _side = (_mod getVariable "BL_side"); _type = (_mod getVariable "BL_Type"); _Suptype = (_mod getVariable "BL_SupType"); _Strength = (_mod getVariable "BL_Strength"); _units = (_mod getVariable "BL_sideU"); _sidePlay = []; {if (_side == side _x or _units == side _x) then {_sidePlay pushBack _x};} forEach _playable; _F2pick = if (count _sidePlay > 0) then {(_sidePlay call BIS_fnc_selectRandom)} else {nil}; if (isNil "_F2pick") then { _sidePlay = []; }; _UNside = format ["%1",_units]; _UNside1 = if (_UNside == "Guer") then {"Indep"} else {_UNside}; _WAllFac = (configFile >> "CfgGroups" >> _UNside1) call BIS_fnc_getCfgSubClasses; _RFac = if (count _sidePlay > 0) then {faction _F2pick} else {_WAllFac call BIS_fnc_selectRandom};//if (_side == side player) then {faction player} else {_WAllFac call BIS_fnc_selectRandom}; _RFac = if (_RFac == "BLU_G_F") then {"Guerilla"} else {_RFac}; _RFac = if (_RFac == "rhs_faction_tv") then {"rhs_faction_vdv"} else {_RFac};///////// FIX THIS TANKSSSS _WAllClass = (configFile >> "CfgGroups" >> _UNside1 >> _RFac) call BIS_fnc_getCfgSubClasses; //hint str [_WAllClass,_RFac]; //_WAllGroupsG = (configFile >> "CfgGroups" >> _UNside1 >> _RFac >> _Rclass) call BIS_fnc_getCfgSubClasses; _Rclass = _WAllClass call BIS_fnc_selectRandom; //hint str [_WAllClass_mrk1,_RFac]; _Fac_has_infantry = [_WAllClass,_UNside1,_RFac] call BL_fnc_BLhasInfantry; _Fac_has_tanks = [_WAllClass,_UNside1,_RFac] call BL_fnc_BLhasTank; _Fac_has_motor = [_WAllClass,_UNside1,_RFac] call BL_fnc_BLisMotor; _Fac_has_Mech = [_WAllClass,_UNside1,_RFac] call BL_fnc_BLisMech; //[_WAllClass,_UNside1,_RFac] call BL_BLhasAir; _Fac_has_Arty = [_WAllClass,_UNside1,_RFac] call BL_fnc_BLhasArty; _Fac_has_car = [_WAllClass,_UNside1,_RFac] call BL_fnc_BLhasCar; Most mods and all vanilla works with this. There is 2 mods that I know of that throw errors. Both mods are massive. lol
  7. I know this is an old thread, but is there a way to get a group class name by script call. We have typeOf for units, but is there something for groups. So far I've not found anything, but I seem to remember pulling this off 3 or 4 computers ago. Wished Id kept all my pc's lol
  8. Set Force size at start to 0. If you highlight each category in the module itself it explains what certain selections do. There is also a video on one of the 1st 3 post. When we do a major update we are going to try to add more tutorials though. Hope this helps :) That being said. Do you know of a way to get classnames for groups? If I can nail that I can fix the compatible issues with Veterans mod and PLA mod. Cup and RHS works great with BL in all my test so far. edit: Your group??? No your group will not respawn if its players group. Use SPrespawn module for each individual unit in your group for that.
  9. I've seen the BL issues in previous versions, but right now its working for me. I need to know what mods you are using with FOA. Progress report. Fixed the issue with SPrespawn identity. Changed killed EH to handledamage EH. :)
  10. Steam version has been updated: Userconfigs removed and file not found fixed. Units defending in battlelines will now Garrison Added Amibiant battle sounds module and category only tested by me, but should be functional Battle Lines still is not compatible with veterans mod and PLA mod If you use Steam version make sure it updates. You may have to re subscribe to make it update. If it doesnt show up as updated on your Arma 3 mod manager there is a wrench in the mods options when you click on mod in mod manager. Click that wrench. If you cannot find the wrench. Just unsubscribe then resubscrbied to FOA and it should update. Enjoy. :)
  11. Something like that will be added in future updates. BUT only in module form. it will not be automatic.
  12. STEAM users. I'm going to update steam and it will be without userconfigs. If you know how to use userconfigs install them and so on. DL the version on 1st couple post thats NOT steam. :) A side note. The only thing using user configs at this point is Artillery. So in next few versions Userconfigs will be done away with completey. All other factors are controled via modules anyways. ;) Hopefully down the road FOA will have a menu system to give player more control over certain aspects of covering and anything else we may add in future updates. Steam update will be tonight or tomorrow sometime. .
  13. Ive not personaly tested with Alive, but should be compatible. Battle lines may not be. If you try please let us know. Veterans and PLA mod is not compatible with Battle lines module. Looks like the modders have different Faction class names for groups than units. Aside from unpboing all veterans and pla PBO's and individually putting in Class names for group factions I cant do much about that. May in future updates, or add a special config for you to do so. :D
  14. I don't think they have the Download link. But the page is up. Not sure how to fix that as I do not use PWS. :/
  15. Sounds like maybe a conflict with another mod? What other mods are you running? FOA BL is not compatible with Veterans mod. Blufor units from Veterans mod spawn, but get errors off Opfor side from Veterans mod. Not sure why. So if you use Veterans mod. Make sure you do not sync Veteran mod units on east side, set Module start count to 0 or Sync a different faction to the module that's east side.
  16. Are you talking about the sectors? So far in my test Debug markers is working correctly. If false they do not show up and if true they do show up. As to sectors. I've not hidden those makers at all, but in future updates I do want to add that. If I can figure it out. lol thanks to foxhound and kecharles28 for releasing FOA on the great sites. :) FOA now has links in Armaholic and Playwithsix.
  17. Eventually usersonfig will be weeded out. In fact I think most of the variables are used in the modules now. FOA need to run on server as well as client. It wont work with just client. Its alos not signed yet. I havent signed a mod in a while so it may be a bit before we sign it.
  18. There is now a steam versions http://steamcommunity.com/sharedfiles/filedetails/?id=644291283 @Sharpie Thanks man I'm glad you enjoy. :)
  19. We are working on a fix we found when we were building this thread. I think its about fixed. It still has a bug conserning compatibility with Veterans mod. I'll fix that next update. But Download link should be up in a minute and steam will be built tonight or tomorrow morning depending on how long I can keep my eyes open. lol
  20. FOA does not control anything but infantry at the moment. We have found a bug right before release. I'm a bit frustrated so it may be another day or two before release is completed. Exclude works in this version btw, but will be no need with air units. NOW Battle lines module may interfere with Alive if you have air units synced to the BL modules. Other than that should be good to go.
  21. Its coming. As soon as we are finished with the forums. I'll begin working on Steam version. :) Keep in mind some features may not work with other mods. I've not tested this yet, but I'm assuming FOA single player respawn and possibly AI respawn may not work with Veterans mod. Taking cover works great with Veterans mod though.
  22. mikey74

    AI Discussion (dev branch)

    Editing AI behavior is not an easy task. There are so many variables that go into what AI can and cannot do in any given situation to make them look and act like real people. I find the more code you put in to simulate a real person the bigger the hit on frame rates. You have to pick and choose most of the time to sacrifice certain behavior for performance. As with any mod maker or game developer. Its about personal taste. Thus we have what 5 AI mods now. Its not that Bis AI is terrible, or any of the AI mods out there. They have made some pretty major improvements this last update. But there are certain things I want to see out of a soldier. My taste may not agree with the authors of Arma 3, Bcombat, ASR, or even Vcom. If we combined all aspects of each. Most likely the game wouldn't run good because there is to much going on in the back ground. Could the AI be better. Yes but to who's standards and tastes? If you haven't noticed everyone in the Community does not have the same tastes in what they would like to see. You cannot please everyone and you can only sacrifice performance and enjoyment with realism so much. ;)
  23. mikey74

    Feat of Arms

    Are you surrrre you not seeing things???? :P
  24. mikey74

    Feat of Arms

    https://www.youtube.com/watch?v=pRXapTg3LnU&feature=youtu.be Not sure if I did video right but this was me stinking with foa running most of its major features.
  25. mikey74

    Feat of Arms

    Yup all that broke the campaign. I finally broke down and played the campaign to find it unplayable. SOOO lol yes I got rid of that stuff. At release FOA will do automatically This is only AI units not controled by player ie in his/her group 1)control stances during contact 2)help vanilla find cover for AI units this is only an enhancement of the good job done by bis. 3)AI may still use Artillery 1 and 2 are simulating units taking cover under fire as seen in video above. If you shoot them or close to them they will be suppressed. Making them harder to spot and kill. Hopefully we will have a player vs AI video on this soon. FOA comes with these modules Single player respawn Module (will be explained on release) AI respawn Module (will be explained on release) BATTLE LINES gameplay Module(s) This will be in ALPHA. (will be explained on release) FOA exclude Module (will be explained on release) FOA Garrison Module (will be explained on release) FOA Patrol Module (will be explained on release)
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