Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

.kju

CDLC Developer
  • Content Count

    13553
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by .kju

  1. @antiflagellum we have an issue tracker: https://feedback.ww2ina3.com/T1564 See: http://ww2ina3.com/wiki/index.php?title=Issue_Reporting
  2. do you use pboproject - if so, no warnings or errors?
  3. https://community.bistudio.com/wiki/knowsAbout https://community.bistudio.com/wiki/forgetTarget https://community.bistudio.com/wiki/assignedTarget https://community.bistudio.com/wiki/intersect and family/related
  4. @Taylor1984 you can check the script here: p:\WW2\Core_f\IF_System_Artillery_f\Pushing\push.sqf
  5. put dummy p3d at this location at your p drive
  6. @Tom_48_97 please dont forget about the commented configs in binarize\bin
  7. best join the arma discord and visit the terrain makers channel
  8. .kju

    Rotating AT gun

    for IFA3 you just need to put down the "(Iron Front) AI turning AT guns" module or execute within the first 5 seconds lib_FNC_Arty = true; publicVariable 'lib_FNC_Arty'; or execute on the vehicle [_vehicle] spawn LIB_System_Artillery_Dir_AI_dir; if you want to check the system, check p:\WW2\Core_f\IF_System_Artillery_f\Dir\AI_dir.sqf
  9. they would only had to release their macros..
  10. .kju

    PboProject who is sumof

    use https://pastebin.ubuntu.com to post your cfgSurfaces and cfgSurfaceCharacters
  11. .kju

    PboProject who is sumof

    what it says cfgSurfaces -pacem_grass_green_Character --probabilities > 1
  12. .kju

    pboproject

    either rapify is not installed or missing path execute from cmd setx PATH "%PATH%;C:\Program Files (x86)\Mikero\DePboTools\bin"
  13. .kju

    WM to Terrain builder.

    best join the arma discord and reach out in the terrain makers channel
  14. > since A2 yes this is when they introduced that basic scripted conversation system and it was dropped with A3 again
  15. @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.
  16. .kju

    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/
  17. @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
  18. https://community.bistudio.com/wiki/SQS_to_SQF_conversion
  19. .kju

    AI Driving - Feedback topic

    @Imperator[TFD] the default behavior changed a few dev branch updates ago. see report and videos a few posts back
  20. .kju

    Bad Weapons Dispersion

    by design (since a few patches) and will be reduced by 50% with the next patch
  21. 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
  22. 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
×