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Everything posted by acoustic
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HETMAN - Artificial Leader [NR6 Edition]
acoustic replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sounds good, just let me know if you come up with something and I can give it a whirl 👍 -
Does anyone have an example of how they had to set up the custom variables in GRAD for food/hunger from Ravage?
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It appears it doesn't, unfortunately. Great looking mod.
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HETMAN - Artificial Leader [NR6 Edition]
acoustic replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
if (isServer) then { at the top, I forgot to copy. -
HETMAN - Artificial Leader [NR6 Edition]
acoustic replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
RydHQ_DynForm = true; RydHQB_DynForm = true; RydHQ_CargoFind = 1; RydHQB_CargoFind = 1; RydHQ_LZ = false; RydHQB_LZ = false; RydHQ_HQChat = true; RydHQB_HQChat = true; RydHQ_Front = false; RydHQB_Front = false; RydHQ_MAtt = true; RydHQB_MAtt = true; RydHQ_Personality = "GENIUS"; RydHQB_Personality = "GENIUS"; RydHQ_Wait = 15; RydHQB_Wait = 15; RydHQ_ObjHoldTime = 1; RydHQB_ObjHoldTime = 1; RydHQ_AirDist = 400000; RydHQB_AirDist = 400000; RydART_Safe = 200; RydHQ_IdleOrd = true; RydHQB_IdleOrd = true; RydHQ_ResetTime = 150; RydHQB_ResetTime = 150; RydHQ_KnowTL = false; RydHQB_KnowTL = false; RydHQ_PathFinding = 0; RydHQB_PathFinding = 0; RydxHQ_MARatio = [-1,-1,-1,-1]; RydHQ_AttackReserve = 0.5; RydHQ_ReconReserve = 0.3; RydHQB_AttackReserve = 0.5; RydHQB_ReconReserve = 0.3; RydHQ_ExInfo = true; RydHQB_ExInfo = true; RydHQ_Berserk = false; RydHQB_Berserk = false; RydHQ_CRDefRes = 0.5; RydHQB_CRDefRes = 0.5; RydHQ_NoRec = 10000; RydHQB_NoRec = 10000; RydHQ_AAO = false; RydHQB_AAO = false; RydHQ_RapidCapt = 0; RydHQB_RapidCapt = 0; RydHQ_LRelocating = false; RydHQB_LRelocating = false; RydxHQ_ReconCargo = true; }; nul = [] execVM "RydHQInit.sqf"; My init for reference. -
According to his thread, there is no multiplayer support. Is that still the case? My only real concern is the feral dog packs.
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HETMAN - Artificial Leader [NR6 Edition]
acoustic replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I am getting the same result even with the new objective system disabled. Leader skips objective 2&3 and goes straight for 4. 2&3 had no enemies in my testing, so I am not sure about the perceived danger aspect. But I do have recon disabled, so that probably affects that. -
Is there anything to the "spawn_dogs.sqf" found in the source files? Or just a WIP? Would love to have some sort of wild animal in the mission, considering I am not using zombies.
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Thanks for the advice fellows. Considering the weapon pool bug and the light feature, I'll probably just edit the core files. Not a public release mission or anything. I know there's a hard coded gear pool that I can mess with and I've seen the light changes in the config as well. 👍
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I wouldn't mind seeing both possibilities. To be honest.
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There any reason why I am getting weapons spawning outside of my defined arrays in the equipment pool module? Also, is there anyway to undo the disabling of the lights in ravage without touching the core files?
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HETMAN - Artificial Leader [NR6 Edition]
acoustic replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Only issue I am running into now is that the commanders aren't using distance at all to calculate their next objective. They're sometimes skipping over objectives that are 1km away for objectives that are 7km away. -
HETMAN - Artificial Leader [NR6 Edition]
acoustic replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sounds good, we'll give it a test today. 👍 -
HETMAN - Artificial Leader [NR6 Edition]
acoustic replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Loving the changes, Ninja. How would I go about making some of the objectives listed in the simple mode array already "captured"? EDIT: Also to add, I am running into some issues with my other plans as well. I will layout my desired goal and see if that helps with an answer. It's been some years since I have used Hetman's. Plus you've added some new features. I have 2 main bases for each leader that houses the leader as well as 10-15 groups each. Those sorta act as reinforcements for each side. Now each side also has 2 objectives ahead (in distance) of their respective main base, which (at mission start) contain around 3 groups each. There is also one big objective in between Leader A's last objective and Leader B's last objective that neither side has units in. This will be sorta the main battleground. I've tried setting "RydHQ_MaxSimpleObjs = 1;" for both sides, but they are both still attempting to take multiple objectives. They are also both sending their entire reinforcement pool (15 something groups) from the main base to the next objective to capture. Leaving only 1 group to garrison. I need both of those main base objectives to harbor those reinforcement groups as well as keep the leader there (I have leader relocation turned off as well). -
Regarding persistence, it seems that mixing ALiVE and Ravage's persistence poses some issues? Or is this not the case anymore. If it is, what is the best way of going about combing persistence framework for some sort of AI and Ravage's variables (hunger, thirst, ect). I am not even sure what vanilla ravage offers in terms of persistence.
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Haleks, I am nearing the completion of my post apocalyptic terrain and was curious as to how you retextured all the buildings to be damaged? Is this done through a script after the mission starts or something that could be included in the terrain config? Thanks!
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Operation Trebuchet - Total conversion mod for Arma 3
acoustic replied to thedog88's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Looking good! -
Currently in development of a post apocalyptic style terrain, and had a question regarding the furniture spawn script. Is there anyway I could use that script to somehow spawn furniture in Eden so I can export to Terrain Builder to have built into the map? Or would that be too costly on performance, you think? Couldn't remember the exact specifics of the script, and how it spawned spawned/cached furniture. Thanks. Same would go for the ambient wrecks feature as well.
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Ravaged and Frithified Gear (WIP)
acoustic replied to EO's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Looking great EO, how many of the guns have gotten your re texture now? -
I see you have reskinned some of the Apex weapons but they don't have Apex dependency's. Or am I just not seeing that because I actually own Apex? Just need to know if people need Apex for those models.
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Attempting to place the custom code from the Wiki for getting ambient chatter working on manually placed AI. Do I just place it in their init field? I tried that and it never worked for me. Anything specific I need to do? Thanks.
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What are the issues that could arise by disabling the Leader's ability to relocate (for both BB and Default) and keeping him in a main base with guards around it?
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ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
acoustic replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Anyone else getting problems with auto generated tasks? I can't for the life of me get them to work anymore. Generating a task manually works fine, however. -
Community Upgrade Project - CUP Terrains
acoustic replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there any chance that the source files of one of the terrains (Zargabad) could be shared ? I am currently halfway through remaking it into a post apocalyptic/wartorn style map, and would benefit from being able to change hardcoded material (city names, terrain name, mass deleting objects, ect). Just curious, no worries if you guys would prefer not to. Totally understandable. Thanks. -
Thanks buddy, will give it a shot.