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x3kj

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  1. Thats what i also partially meant with my youtube comment: For an existing asset, the algorithm could do its magic. If we have a manual way to save the output, it just has to be loaded again the next time the building is used (or in next mission)- so the calculations can be more complex if necessary. This means someone (not a buildingmaker) could pre-generate the stuff manually - in a batch, and write it in a custom config or a function or something. A buildingmaker could also do this directly. Especially information thats not so trivial to retrieve could be very usefull to manually fine tune either by someone (mission maker/scripter/etc) checking ingame, or directly pre-specified by the buildingmaker himself. The only thing thats not possible to precalculate on per-building-class level is, when obstacles are placed inside buildings - this still has to be checked "on demand", at least once per mission. To make better AI that behaves more like a human it needs to receive more information about its surrounding. In case of building overabundance (urban environment/ crazy user mission) it would be best from FSM perspective to first check if a building is suited for a purpose or not based on some summary of detail-data - and only then decide if to enter at all, and then perform calculations on pathing. With dynamic calculation you would have to first calculate every building there is, retrieve summary data, and then find the suitors you might want to enter. If detail-data was already partially pre-specified you would only have to check on buildings that didn't have data. e.g. task - setup defense against expected enemy -> occupy buildings. There are many buildings, so a player would decide based on several criteria: How many firing positions does it have, which directions can they cover How many access points does it have, where are they located How well covered are the firing positions (giant window in a shop is worse than tiny embrasure in bunker) - and from which direction (e.g. a medieval wall only provides cover in one direction, and has no overhead cover). How strong is the protection (wallthickness and materialtype, wooden shack vs. concrete pillbox - data from firegeometry) How durable is the building against collapse (collected data from hitpoints class and hitpoint LOD) I am making a fortification system (pillboxes, fort-like walls, towers and other things) with proper embrasures, machicolations, vehicle firing emplacements and all that. As it stands i would have to 'glue' AI in place by invisible fire-from-vehicle turrets (which is a poor bandaid) for defense. Attack would be a hilarious catastrophical failure. Due to the restrictive firing angles and complex shapes that can appear, i'm not sure if an algorithm could handle all the data in reasonable time I think it would be best to have a "manually overwride"/pre-specifications for "difficult" buildings or areas - esp. infantry & vehicle embrasures, so that AI know which position to take / defend against enemy from direction xyz. And most FSM thus far dont deal well with buildings at all. They'd rather occupy a windowless wooden shack 20m away than a concrete pillbox 150m away. here's some inspirational pictures, perhabs https://media.moddb.com/images/mods/1/35/34680/cornerfuse.jpg https://abload.de/img/gatesys6yece9.jpg https://media.moddb.com/images/mods/1/35/34680/towerb_combo1.jpg https://media.moddb.com/images/mods/1/35/34680/towerb_combo2.jpg https://media.moddb.com/images/mods/1/35/34680/20190217223006_1.jpg https://forums.bohemia.net/forums/topic/209157-wip-samarsk-uprising-a-w40k-total-conversion/?do=findComment&comment=3323730
  2. if you dont find a solution, try another path for approach - check how weapon collision is done for infantry - if its a seperate geolod, or just transformed base lod. If its seperate lod, give the crocodile a weapon with high length maybe.
  3. Continued work on new Materials/ Textures (for everything) using substance painter&designer - still WIP. Rebell uniform is the first to get them, shown here.
  4. Work is ongoing, albeit slowly. Still looking for anyone interested in helping out. Here are some concepts for turret emplacement that could be placed on walls or just ground. One recycled LR turret from a disabled tank, and "fortress class" amored turret concept. Not sure if it'll really end up looking like that. On the right is a "fortress" class close quarter strongpoint (with heavy weapon in front and machineguns in the flanks). This is more heavily armored than the small pillbox shown previously (thicker walls, no open firing slits), but made using the same design elements. Next is a watch-tower that can be integrated into the wall sections. I will also make a "standalone" version that can be placed without walls. Its still WIP - shutters for all the windows/ loop holes, and ladder access towards the roof is still missing.
  5. Looks cool, would it work with images? (i assume the paths would have to be edited to be addon-conform, but apart from that?)
  6. you can create it in objectbuilder
  7. "Like every other" - no, you are using a specific IP that themes your entire server. There are no monetized IP's scifi/fantasy IP using Star Wars, Lord of the Rings, etc - and if there where they are violating IP laws. Other servers use real life aka barely any IP (yes real cars are IP too but thats a less clear-cut zone) - and their lawyers are not as sharkish in that respect, because risk of IP loss from digital medium is minimal for things that drive around IRL. Check with your IP lawyer ... IP holders wouldnt give a rats arse if there was gameplay advantage or not - it doesnt matter to them. And it doesnt matter if you put "own original" stuff for sale in it either. Gang uniforms, haircut, whatever. At the end of the day it's all within the context of their IP. And that's what counts in the eyes of IP holders/lawyers/courts. You make money any way whatsoever with IP without license -> guilty. Dont ruin it for everyone. "No gameplay advantage" is only one condition for BI granting server monetization. They may either pass responsibility for only using licensed (or no) IP to the server owner entirely, or require proof that you own the license or have permission for it's monetization when it's obvious that you need one. I'm not BI, but if i was them i would do the later... Every stink that their users cause will slightly rub off on them as well.
  8. You do realize this is forbidden/ you require a license from GW to monetize anything to do with 40k IP? Monetizing someones IP without license is a crime. And with raising GW's ire you could screw not just yourself (GW will likely sue you and request compensation for what they think they could have lost from your theft...). You could also screw every 40k mod maker with this, when they go on a big mod stomping spree because of you... not just arma but every game... D O N T And dont be naive to think "oh well, if nobody tells anyone we are good" - it just takes one disgruntled player on your server or a mischievous person and it could have serious consequences for all of us. A donation is not a donation if something is given back in return. It's a product/service you sell. This isnt opinion, its what several courts have ruled. And careless server owners had to pay fines for tax evasion already (in addition to paying back all the taxes). So in the eyes of courts you would be selling products using an IP you dont own. GW will not give license to mods. Some People have asked they got cease&desist. BI will not give server monetization clearance for IP you dont own/have permission either.
  9. when running with rifle raised (iirc) the right lag also snaps in place very unnaturally when coming forward, short before touching ground. Cant unsee anymore x(
  10. V 1.95.145769 - There is a "faulty" config line in CfgVehicles/Heli_Attack_01_base_F/Sounds/SlingLoadUpEXT: class SlingLoadUpExt { sound[] = {"A3\Sounds_F\vehicles\air\noises\", 1.25893, 1, 500}; //<<-- Soundfile is not specified (note the code highlighting), its only a path frequency = 1; volume = "camPos*(slingLoadActive factor [0,1])"; };
  11. does anyone else get this error message when opening arsenal? No mods, contact DLC is activated, GM loaded. https://abload.de/img/2019-06-1020_57_02-ar2jk4a.jpg Also, was any running animation changed in the last months/year? When running , with rifle in shooting position, watch the right leg - it snaps very weirdly when coming forward. (it is almost overstretched at the knee).
  12. Will this be monetized and server exclusive or not?
  13. I would love to see (or rather hear) breathing effects for the CBNR masks to be added And some audiofilter for muffling the radioprotocol a bit Without it, the feeling of wearing masks would just evaporate
  14. x3kj

    AI Facts & Myths Compilation List

    many of the "AI uses weapon X against Y/ switches for Z" type things are simple config settings. If someone didnt do it right (e.g. some mods) or differently it will not work/ or work when it didnt before. You could also get jets to use laser guided AT missiles on infantry...
  15. x3kj

    You've played to much Arma when:

    when your house smells like freshly baked textures every day
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