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About .kju

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  1. > since A2 yes this is when they introduced that basic scripted conversation system and it was dropped with A3 again
  2. @SSG Garcia-506th IR outside Steam workshop yes (like A3sync, ftp, etc) @Asmodeuz did you talk to people in the linux server channel of the arma discord yet? @madrussian thanks! will looking into it a couple days when recovered from an illness. be aware that most old IF scripts are not active and likely not the cause here. also some turrets have AI disabled due to engine related issues.
  3. Bad Weapons Dispersion

    BI lowered even more for the next update (only 2x factor now for tanks) overview of latest state: https://pastebin.ubuntu.com/p/jV9GywxczY/
  4. @sic-disaster do you have someone to do the sqf coding? overall the coding design could get considerably improved (avoiding the duplication for each faction, make the system flexible and easy to support more factions) can help you out here if you want and willing to push the update quickly
  5. https://community.bistudio.com/wiki/SQS_to_SQF_conversion
  6. AI Driving - Feedback topic

    @Imperator[TFD] the default behavior changed a few dev branch updates ago. see report and videos a few posts back
  7. Bad Weapons Dispersion

    by design (since a few patches) and will be reduced by 50% with the next patch
  8. how can we add support in IFA3 for this, or is something you need to do on your end? did you look already in A1, A2, OA, A3 pbos for hit and scream sounds? from what i recall BI had a good amount in them they didnt use themselves in WGLZ / WGL5 we also had pretty good sounds of that type you may want to look for
  9. with the tweaks of restitution and surfaceFriction in CfgSurfaces can we please get them documented: https://community.bistudio.com/wiki/CfgSurfaces_Config_Reference#restitution https://community.bistudio.com/wiki/CfgSurfaces_Config_Reference#surfaceFriction these in cfgWorlds would be also nice to get - preferably with algorithm details: minObjInTownSquare = 1.4; minTreesInForestSquare = 3; minRocksInRockSquare = 2; minHillsAltitude = 80; maxHillsAltitude = 450; https://community.bistudio.com/wiki/CfgWorlds_Config_Reference#M similar for the map parameters currently tweaked ptsPerSquareTxt = 500; ptsPerSquareFor = 15; ptsPerSquareForEdge = 15; ptsPerSquareRoad = 6; ptsPerSquareMainRoad = 6; ptsPerSquareObj = 15; ptsPerSquareObjLod1 = 2; ptsPerSquareForLod1 = 4; ptsPerSquareForLod2 = 1; ptsPerSquareRoadSimple = 1; ptsPerSquareMainRoadSimple = 1; what is the cfgWeaponsHandling/Recoil/kickVisual tweak about? and the tweaks in cfgCameraShake (would be great to see both root classes also documented/get the engine source comments): thank you
  10. AI Driving - Feedback topic

    Note: I didnt change anything in the mission (on purpose). So its default behavior of units. My own missions have also safe/careless.
  11. @KC Grimes you can reach Sickboy in their withSIX discord: https://discord.gg/UrcjRBu
  12. AI Driving - Feedback topic

    no clue about "some" - it "helps" with the newly introduced issue Ive posted above
  13. AI Driving - Feedback topic

    @mad_cheese thanks for another confirmation. Alwarren also found out that formation type matters However in this stage of the lifetime of a game this is nothing you change as default behavior as you break way too many missions. Also its probably not a reasonable default for convoy behavior. Even less for non tanks. If this should be made available, there has to be a new scripting command to expose functionality like this (like "_group respectFormationInConvoy true;" or "_group enableConvoyBehavior false;").