bluesilence
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Everything posted by bluesilence
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Orientation indicator in helicopter pilot's TGP view
bluesilence replied to bluesilence's topic in ARMA 3 - QUESTIONS & ANSWERS
Thanks narcissu, that's exactly what I needed! 😀 -
Orientation indicator in helicopter pilot's TGP view
bluesilence posted a topic in ARMA 3 - QUESTIONS & ANSWERS
Some time ago, most attack helicopters got the ability for the pilot to use a targeting camera with night vision, thermal imaging, zoom, etc, independent of the gunner's. Unfortunately, that camera lacks any orientation indicator, to know at a glance where the camera is pointing in relation to the helicopter/plane's body. If using ground stabilization, using the camera while controlling the helicopter can be a bit disorienting. Are there any mods that add camera orientation indicators? Update: I just realized there are no orientation indicators on the jets' TGPs either. Now I'm looking for a mod that adds an indicator to any turret camera. -
Very high framerate causes turrets to become sticky
bluesilence posted a topic in ARMA 3 - TROUBLESHOOTING
Today I went to play some Arma 3 and discovered that I could barely move my tank's turret. I don't know if this is a result of the last update. Movement is very slow and choppy, almost like trying to play with a broken mouse. The rest of the movements are fine, like looking around, aiming my own firearm, etc. I've tried different turrets, from tanks, to remote weapon stations, to turrets on gunships, to static MGs. All are showing the same problem. I've tried unloading all mods and DLC, and verifying the game files through Steam. The problem is still present. Is anyone else experiencing the same problem? Update: I've been doing some more testing. I've found that applying 50% or more mouse smoothing solves the issue. Turning up mouse smoothing every time I board a vehicle isn't very practical, so I'll keep looking for other solutions. Update: It appears the problem shows up at very high framerates (>200). I found that I was only experiencing the issue in the VR map. -
AI-controlled ground vehicle wingman pathfinding issues
bluesilence posted a topic in ARMA 3 - QUESTIONS & ANSWERS
For a very long time, in AI controlled multi-vehicle formations, the wingmen's behavior has had some important issues. I would like to keep AFV platoons grouped so they can share spotting information. Platoons of ungrouped vehicles react much more slowly to threats, as each vehicle has to spot targets individually. When using "spread" formations (wedge, echelons, line), wingmen don't avoid obstacles and get stuck very often. Using column or file formations solves this, but column formations have disadvantages. Even when not stuck, wingmen sometimes freeze on the spot for no apparent reason. I would like to know if there are any workarounds for these problems. I've tried asking around discord and searching the forum without luck. -
AI-controlled ground vehicle wingman pathfinding issues
bluesilence replied to bluesilence's topic in ARMA 3 - QUESTIONS & ANSWERS
Ah, that's the one thread I found somewhat relevant in that category. I'll try that solution with tanks. Though being limited to movement in two dimensions could be a problem. EDIT: I've also edited the thread title to better show that the issue relates to ground vehicles. -
AI-controlled ground vehicle wingman pathfinding issues
bluesilence replied to bluesilence's topic in ARMA 3 - QUESTIONS & ANSWERS
Hi Gunter. That's a great compilation! I just learned about it! I've been giving it a good look. I can't seem to find anything relevant in the Jets & Planes section? (besides maybe how to make an AI jet stay in formation with the player's jet) But I'm finding some relevant threads in the AI Driving section. Looks like other people have stumbled upon the same issues as myself and figured out the same solution. -
ARMA 3 Addon Request Thread
bluesilence replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I have two ideas for mods regarding PiP rendering. The first one: toggling PiP rendering with a single keystroke. Imagine you have PiP disabled to gain some extra frames per second. But then you need to reverse, for some reason or another can't use third person view, and you need to use your rear view mirrors/camera, but they are turned off. It would be very helpful to be able to turn them on with a single key press, reverse, then turn them off. The second suggestion: making the driver view MFD switch to rear view when reversing. I find the driver view MFD very useful when commanding AI-crewed vehicles. It lets me see ahead while looking around with the main view. But when I have to reverse manually, I have to turn the periscope around to see where I'm going. It would be nice if the camera switched to rear view when reversing. Alternatively, a rear view MFD page could be added. -
Why do AI give bad directions when reporting contacts?
bluesilence posted a topic in ARMA 3 - QUESTIONS & ANSWERS
I've run a bunch of experiments on the editor to figure this with mission waypoints, tasks, custom waypoints, orienting the squad with a return to formation command, and just running around to make the squad take new orientations on their own, but I always get the same result. It looks like instead of actually indication the direction towards a contact relative to the direction the squad is facing/moving in, they indicate cardinal directions; right is east, left is west, front is north, back is south. I'm looking for other people's experience with this issue and possibly solutions for it. Thanks. -
Why do AI give bad directions when reporting contacts?
bluesilence replied to bluesilence's topic in ARMA 3 - QUESTIONS & ANSWERS
Thanks. I'll start my prayer to the machine spirit then. -
I saw this video about customizing textures on certain objects. I was wondering if displays inside tanks could be customized in a similar way to, for example, show the pip driver camera on the commander's display, or to turn off pip displays with an action menu option instead of having to go to the video options.
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Customize vehicle displays?
bluesilence replied to bluesilence's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Bump because no replies one week later -
Freetrack-related crash on startup
bluesilence posted a topic in TAKE ON HELICOPTERS - TROUBLESHOOTING
Hello everyone! I installed freetrack recently. It works fine with all my games (the ones that use head tracking), except Take On Helicopters. If Freetrack is installed, the game won't go past the "Bohemia Interactive Presents..." screen. The same thing also happens sometimes in ArmA II, but it only crashes once or maybe twice and then the game and the head tracking work fine. I'm looking for the Freetrack service to see if disabling it solves the crashes. Freetrack supposedly supports TOH, so this is weird.. My system is: AMD Phenom II x4 955 @ 3,2Ghz 4GB DDR3 geForce GTS450 1GB Windows 7 home premium 64bit Everything is up to date. -
Freetrack-related crash on startup
bluesilence replied to bluesilence's topic in TAKE ON HELICOPTERS - TROUBLESHOOTING
I checked it and it's set to 96DPI -
Freetrack-related crash on startup
bluesilence replied to bluesilence's topic in TAKE ON HELICOPTERS - TROUBLESHOOTING
The problem Dwarden says is the one I'm having in ArmA II. In TOH, however, it doesn't matter how many times I try to start the game. As long as Freetrack is installed, TOH won't run. -
Weird "All, follow team" command bug
bluesilence replied to bluesilence's topic in ARMA 2 & OA - TROUBLESHOOTING
Right now I'm using the latest version from Steam Thanks :) I'm trying to reproduce the problem now, but I can't. But this isn't the first time it happens to me. -
Sometimes after ordering my squad to board a vehicle where I'm not the commander, or if I become injured and someone gives me first aid, the squad stops responding to orders. If I tell them to return to formation, sometimes my character says "All, follow team" or "All, follow 2" and things like that.
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Starting in a M1A2 WITHOUT loader
bluesilence posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Before anything else, I've already searched, advanced searched and googled for this information, but I haven't found anything useful so far. I want to start a mission in a M1A2 with the loader position empty. The easy solution is having an empty tank and the crew outside, and ordering them to board the tank. But that's really cheap, and if I have other tanks under my command, I want them to have their loader positions empty as well. The only solution I can think so far is having the crews outside their tanks and moving them in instantly when the mission stars, without them having to walk. -
Starting in a M1A2 WITHOUT loader
bluesilence replied to bluesilence's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Got it. It's quite simple and can be put on the init of every tank, so there's no need to mess around with sqf files. The only problem is that it can leave a number gap on the team members. I'm going to keep reading the editing guide anyway. -
Starting in a M1A2 WITHOUT loader
bluesilence replied to bluesilence's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
About the "this moveincommander t1"... well, that's pretty much the same as ordering the crew to bard the tanks, but it's done automatically. The ArmA Editing Guide looks very good... too bad most of the examples are in SQS format :( -
help needed: Adding hospitals to my warfare base and more
bluesilence posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm building a simple Warfare mission to learn more about scripting. I want to add a few hospital on each team's base. Syncronising the hospitals to the Warfare module doesn't work. I'm thinking about placing four hospitals with some name like hospital_1 through _4, getting the first player of each team's position, and then moving a hospital 100 meters to the north and another 100 meters east of that position. That might give some problems if there are buildings or trees nearby, but it's a start. Also, I don't know if I have to put that script inside Init or InitMission, I don't know which one is executed first. I'm also looking for a template of the Description.ext file for Warfare missions, but I haven't got any luck so far. Thank you. -
help needed: Adding hospitals to my warfare base and more
bluesilence replied to bluesilence's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
51 reads and no replies? come on! -
No preferences on OA's Warfare?
bluesilence replied to bluesilence's topic in ARMA 2 & OA - MULTIPLAYER
Alright, I just found out that I was missing the Description.ext file. Since I can't find any tutorial or manual for editing Warfare missions, I had to use Mountain Warfare as example -
I wanted to build a really simple Warfare mission for OA, with 8 slots per side, a few IA-only soldiers to guard the base, and some free vehicles from the start. The final adjustments would be set using the Preferences menu on the multiplayer lobby (date, day length, towns, civilians, etc). But on the lobby, there's no Preferences button. I looked at the other warfare missions and they don't have the menu either. This feature has been deleted on OA? Where did it go? There you have my mission's SQM file. As you can see it's as simple as it can be.
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No preferences on OA's Warfare?
bluesilence posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
34 visits and no replies? Maybe I posted this on the wrong forum. I've moved it here. -
Orders in ArmA2 sometimes are misleading and confusing, sometimes are redundant, and sometimes they’re cryptic. Knowing what to do is not a problem, the real problem is knowing how to do it. I need your help to fully understand some of these commands and how to make them useful. The orders manual on the Wiki applies to Operation Flashpoint, but the effects have changed since. This is based on my own experience in the game. If somebody knows an updated guide, I would appreciate. - - - - - - - - - - - - - - - - - - - - - - - Move orders: Return to formation is self explanatory. Advance, stay back, flank left and flank right (these later two being quite misleading) are useful for making a soldier become a practice target, keeping a valuable unit (like a paramedic) out of harms way, or creating wide formations or initial points for flanking attacks. Next waypoint will make units go to the next mission or custom waypoints, custom ones having higher priority. 6 – Stop – self explanatory as well. I have to test if when given to a unit in combat (danger mode), it will stop on the spot or he will find cover nearby. 7 – Wait for me – it has the same effect as Stop. I think this was designed to be used with human players. 8 – Find cover – the unit moves close to an object nearby. However if the unit is not on danger mode it will not crouch or go prone. And sometimes the unit ends up in the wrong side of the cover… - - - - - - - - - - - - - - - - - - - - - - - Target orders: 1 – No target – I feel that this tells the unit to not concentrate on a specific target so it can attack targets of opportunity, although I don’t exactly know if that’s its purpose. Then comes a list of possible targets. Unless you don’t give an Engage order to the unit, or its in Engage at Will, it won’t leave the formation. Again, I’m not totally sure if that’s what it does. More targets gives a list of other possible targets (civilians, empty vehicles, friendly units… not recommended). - - - - - - - - - - - - - - - - - - - - - - - Engage orders: 1 – Open fire – the unit can shoot. I don’t know if it will pick its own targets. 2 – Hold fire – the unit can’t shoot. Sometimes the unit can override this if an enemy gets dangerously close. I’m not completely sure if this has any effect on a vehicle gunner as the left mouse button does (fire/cease fire). 3 – Fire – I have absolutely no idea what this does... 4 – Engage – After assigning a target to a unit, giving this command will make it leave formation to pursue its target. 5 – Engage at Will – Not really sure what this does… I thought this would make units shoot at targets of opportunity, but they do that anyway… 6 – Disengage – Another misleading command. It only cancels the Engage at Will order. I don’t know what this really does. 7 – Scan the horizon – Instead of covering their arcs, units will sweep the entire horizon. Although it might initially seem useful with turret gunners in crowded areas, I feel it inhibits them from firing at targets of opportunity. 8 – Watch direction – Instead of locking the unit’s arc to a spot or object (what the “watch†click order does), this makes them look at that general direction. 9 – Suppressive fire – Another of the big, unknown ones. It would be useful if this made the unit spray bullets in a general area, but that’s not the case. - - - - - - - - - - - - - - - - - - - - - - - Mount orders are quite simple. The only remarkable order is that giving a Disembark order to a pilot will make him land. Helicopter pilots will land on the nearest suitable area, but airplane pilots will go to the nearest airport, even if its controlled by the enemy. - - - - - - - - - - - - - - - - - - - - - - - Status orders are more useful as squad member than as leader. The most useful command in that role is the “report status†command, as you can use it when you suspect one of your units has been killed. - - - - - - - - - - - - - - - - - - - - - - - Actions: Opening doors, hiding bodies, reloading, picking up weapons, healing other units… plus salute, sit down, and eject. - - - - - - - - - - - - - - - - - - - - - - - Combat modes: 1 – Stealth – I’m not sure what makes this different from Danger other than making soldiers whisper. Also not sure what this does with vehicles. 2 – Danger – makes units run from cover to cover as they move and keeping close to the ground. The disadvantage is that it makes the formation advance more slowly. Not sure about its effect on vehicles as well. 3 – Aware – the basic mode. Nothing special about it. 4 – Safe – same as Aware, but soldiers will not stay in formation. Stand up, stay crouched and go prone will force units to stand that way. 9 – Keep low – yet another misleading command. This makes units stand at will. - - - - - - - - - - - - - - - - - - - - - - - And that's it. The rest is not complicated, other than the "attack" click order being a "Target" and "Engage" order all at once.