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heinzmcdurgen

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Everything posted by heinzmcdurgen

  1. So, in the 2d editor, you used to be able to tell something to spawn if something else existed. As the topic says I'd typically do this via the "Condition of Presence" field. For example; If I have a MP mission, where there are 3 tanks, and the objective is to get all the tanks across the bridge, if only enough crew spawn for 2 tanks, I have no need for the third, and the 2 other tanks can't complete the objective. So I would name the tank commanders, and then place: "alive [tank commander name]" in the CoP field. This way only the tanks with commanders would spawn. For whatever reason, it seems this functionality, or at least my implementation of it no longer works in Eden. Does anyone know of a work around that isn't a wall of scripting? That's not my strong suite, and if I could stick with in editor solutions that'd be best. Thank you for your time.
  2. heinzmcdurgen

    Condition of Presence: alive [unit]

    My initial test shows that this works. Now I'm going to try assigning some objectives to that vic and see if they remain or what happens. Thanks for the effort! Edit: So while this method does work, it doesn't play well with the mission framework we use for objectives. Basically even after deleting the vehicle, it still counts against the objective points. :(
  3. heinzmcdurgen

    Condition of Presence: alive [unit]

    I can't say this is very useful advice. As I stated in the initial post; It works in A3's 2d editor, but as I mentioned, does not work now with Eden. Furthermore, there have been syntax things that have changed between Arma 2 and Arma 3, so your logic doesn't work 100%. If you're not going to try and help solve the problem, I'd kindly ask you to keep yourself from posting.
  4. heinzmcdurgen

    Condition of Presence: alive [unit]

    Okay, after testing, it has still yet to work. I have 3 playable units, with the commander named: AV1 I have my tank, and I've tried - alive AV1 !(isNil "AV1") !(isNil AV1) !isNil "AV1" !isNil AV1 !isNull AV1 and none of them work, in the preview or on a server. :(
  5. heinzmcdurgen

    Condition of Presence: alive [unit]

    Sorry for the delay! Okay, I'll check the above and make an edit to this once I do, but I thought I'd clarify what I'm trying to do since it doesn't seem like I'm getting it across very well. I'm creating a tank crew of three player "slots", and an empty tank. The tank should only spawn at mission start in multiplayer if the "commander" slot is taken in the role selection screen prior to the mission starting. Does that make sense? In the 2d editor (now a thing of the past with Apex) in the empty tank's "condition presence" field you could put "alive [variable name of commander slot]" and the empty tank would only spawn at mission start if someone was in that slot because if no one was in it, that variable wasn't "alive" and being used. When I try the same thing now, the empty tank doesn't appear at all despite the commander slot being filled and therefor the variable being "alive".
  6. heinzmcdurgen

    Condition of Presence: alive [unit]

    Nah, that didn't work either. I'm beginning to think it'll be easier to just make a script where the vics spawn if the commanders are there instead of trying to do it in editor. The frustrating part for me is feeling like there is no reason this functionality should have stopped working.
  7. heinzmcdurgen

    Condition of Presence: alive [unit]

    No one has a solution for this? <_<
  8. heinzmcdurgen

    Took the plunge today and very happy....thanks BIS

    Yeah it's great until you run into head scratching issues like this - https://forums.bistudio.com/topic/192299-condition-of-presence-alive-unit/
  9. Ruthberg, there have been some changes to settings with the ATragMX, could you go over what those are? For instance, when setting the Inclination there is a C and D box. What goes where? Do we put info into both? Into one? What weapons were used to create the Gun list? Should I expect RHS/HLC/etc weapons of the same caliber to work, or should I expect only vanilla weapons of the same caliber to work? Thanks for all your hard work!!
  10. heinzmcdurgen

    New soundscape / sonic crack

    I think they happen way too frequently. The "sphere of sound" is too large. Last night someone was on top of a big container tower thing and I was on the down-slope of the hill it was on. I was getting cracks when they were firing over me onto targets 300-500m away. Those shots are like 10-15m above my head at a minimum, there is no reason that I'd be hearing those cracks. I'd say at most maybe a "sphere of sound" that has a 5m radius from the player should get cracks. As Neofit says, IMO they deafen out gunfire no matter how close the muzzle is. If a .50 is firing 50 meters ahead of you (toward you) you hear CRACK followed by the last bit of the muzzle sound of the .50. This is not how things are - .50s are loud. Really loud. In the instance last night, the only reason I knew it was them firing is because they had ID'd targets and I saw outbound tracers. Otherwise I would have had no idea who was firing where from the sounds. It just sounded like a bunch of snaps from a silenced weapon.
  11. heinzmcdurgen

    Dynamic ORBAT?

    Did you ever get this figured out?
  12. I'm creating a mission where the players have to call in bombing run on an objective. Is there a way I can sync the Support Requester module to an item? I don't want to sync it to a player, because if they die, the mission cannot be completed, but if it's attached to an item then the other players could recover the item and still call it in. I've tested syncing the SR module to an item placed in the editor without the intended result. Is there a way to do this? As always, thanks!
  13. I'm working on a mission where players are trying to hunt down a sniper. I'd like for the location of the sniper to be approximately known after he fires and then gets smaller the more he fires, but fades with time. For example, Sniper fires. A map marker with a 500m radius pops up. The sniper is somewhere (anywhere, not the middle) of the marker. If he fires again within X seconds the map marker shrinks to a 250m radius, again a 100m radius, etc. If he doesn't fire for Y seconds the marker fades into nothing until he fires again - at which time it would be a 500m radius again. Does anyone have an idea of how to do this? Thanks!
  14. Does anyone have any thoughts on how to do this? I want to have the ability to lock all players out of helos unless they are helo pilots. Allowing access by named units would be the easiest/best solution. Thanks!
  15. How would I go about doing this? This community never ceases to amaze me. Thanks for all your help guys.
  16. So I'm making a stealth based mission. The idea is that if BLUFOR is detected for X seconds, an alarm is sounded, which subsequently brings reinforcements. To do this I've attempted using a trigger over the area in question with the following parameters: Timeout: 20/20/20 Activation: BLUFOR Repeatedly detected by OPFOR According to the Wiki, this should work for 2 reasons: 1. "Timeout - The trigger's conditions must be satisfied for the entirety of specified amount of time for the trigger to activate. For example, if a soldier walks into a <side> Present type trigger but leaves the area before the timeout is complete, the trigger will not activate." 2. "Detected by <side> - A unit is considered detected when the leader of any group on the detecting side can correctly identify the detected units side. Depending on the type of unit being detected, this may occur at various knowsAbout levels..." So once the leader is dead, it should stop the Timeout, as they are no longer ID'ing the BLUFOR, because they are dead. However, this isn't what is happening. Instead, no matter what I've seemed to do, once OPFOR begins firing at me (detected), no matter what happens after 20 seconds the trigger acts like a countdown and fires. Does anyone know how to make this work either within the editor or via scripts? Thanks.
  17. heinzmcdurgen

    Locking helo except for pilots

    Yep. Tested it server-side and it works great. It wasn't working previewing the mission. Sorry for the confusion. Thanks again!
  18. heinzmcdurgen

    Locking helo except for pilots

    Outstanding. I was a little shocked when you said P1 and P2... that's what the unit names are! Haha. I'll give it a shot. Thanks again! ---------- Post added at 04:51 AM ---------- Previous post was at 04:28 AM ---------- Alright, so this is only letting "P1" access the pilot seat. Other named units (such as P2 and a third slot) cannot access the helo at all. They can open the inventory, but cannot even ride in the back. Non-named units can get in the pilot seat, but are kicked out. They can ride in the back however.
  19. heinzmcdurgen

    AI Discussion (dev branch)

    I was talking specifically about riflemen. The max effective range for a point target (ie man) for an M4 is 500m. That is the furthest range that someone *should* be able to effectivly engage a target. 600m is for for an area target, such as a group or soft vehicle target. Things like machine guns have further ranges than that, but if a rifleman is shooting at me from 600m+, I'm not wasting ammo. Suppression isn't something that this game does super well, let alone the posturing that comes from being able to return fire. From a design standpoint (which is not the purpose of this thread, so I'm going to make this point and then drop it), if players can effectively engage targets from a distance (with or without optics) that exceeds the real life weaponry's capabilities, you need to do something that changes that. Both players and AI should have the same effective ranges as far as the weapons are concerned. Players shouldn't be able to sit back and kite AI simply because they can accurately fire further, and in this case, beyond what the RL weapon system is capable of doing. I'm unsure or not if the game incorporates MOA measurements, but if it did, I assure you, this would be a non-issue. If your sight picture is off by 1/8th of an inch, you'll miss your target at 300m by 5m. Something to think about.
  20. heinzmcdurgen

    AI Discussion (dev branch)

    To me that seems like bad AI design. Why should the enemy give away their position if they "know" they can't hit you? With iron sights, I know I'm not going to engage targets, even in the open, if they are more than 400-500m away. The chances of hitting + the drop off in stopping power (5.56) don't usually warrant any tactical advantage to revealing your position. This all of course depends on the weapon system in place and the mission at hand. An MG team waiting to engage till 300m is one thing, but it makes complete sense for your standard rifleman not to engage past 400m - especially without optics.
  21. heinzmcdurgen

    AI Discussion (dev branch)

    MFG pretty much summed it up. The reason I came here to ask is because according to the Change Log it seems tickets 022077 and 018365 correspond to what we need fixed. It's my understanding that ASR and many other AI mods take values from the sliders/subskill settings. If these are broken then it makes sense that we are having issues, as it reverts to a 0.8 or 0.9 difficulty (from what I've been reading). Another example is a convoy mission I created last week. During testing with AI on my machine, an AT team at 200m would miss 2/5 times. For the scenario this was acceptable. Then once the mission was loaded up onto our server (which has the same difficulty settings as I was using on my machine) the AT team hit our IFV from 600m+ out with a single shot, which subsequently eliminated our only armor asset and brought the mission to a halt. There is an obvious discrepancy between AI skill on my machine vs a MP setting, and it only appeared after the 1.38 update. Paired with the above mentioned tickets leads me to believe there was something that "broke" during the update. It appears those issues have been resolved according to the change log, so I was just curious when we'll get a non-dev branch version to use. Thanks for all your hard work guys!
  22. heinzmcdurgen

    AI Discussion (dev branch)

    When can we anticipate Arma 3 v1.40 to be released? My group is almost strictly Coop, and haven't been able to really play a solid mission since the last update broke everything AI skill related in MP. Is there anyway you could release a hot-fix that is just that fix?
  23. heinzmcdurgen

    Authentic Gameplay Modification

    Okay. So if I'm in group and crate a marker, no one outside of the group can copy that to their map?
  24. Does anyone know how to insert pictures into briefings generated by F3? I'd like the pictures to be linked to words, where you click on the words and the picture pops up. Additionally, where would I place the picture? Thanks guys.
  25. I'm creating an adversarial MP mission. I want each side to have X time to plan and brief their teams. During this time I don't want either team to be able to leave their spawn areas (or other definable area). Once the "Briefing Phase" is complete, they will be able to leave the area and do the mission. Does anyone have any thoughts on how to make this happen pretty painlessly? Thanks.
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