dystopian1
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Everything posted by dystopian1
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Current RHS AI Configs break M107 fire sound in RHS 0.4.1.
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It looks like there is no difference in AI difficulty levels in latest A3 versions. We play equally both extreme and recruit difficulties :(
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Unit SFX - Body fall sounds & hit screams || #=LP=Edition
dystopian1 replied to lordprimate's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Exactly. You'd better restore time check for all waitUntil commands, maybe with longer timeouts. waitUntil is quite hard command and should be used with caution. -
Unit SFX - Body fall sounds & hit screams || #=LP=Edition
dystopian1 replied to lordprimate's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Lordprimate Why are you against time check? There'll be always situations with infinite waitUntil. Examples: if ((surfaceIsWater getPosWorld _unit) && (_eyePosZ >= 0.5)) exitWith { waitUntil {((ASLToATL(eyePos _unit)) select 2) <= 0.6};Unit is killed in a boat. if ((_eyePosZ > 0) && (_eyePosZ <= 1.8)) exitWith { waitUntil {((ASLToATL(eyePos _unit)) select 2) <= 0.7};Unit is killed and still staying leaning on a wall (in latest Arma versions). if (_eyePosZ >= 2) exitWith { waitUntil {((ASLToATL(eyePos _unit)) select 2) <= (_eyePosZ-1)};Unit is killed in a truck.I would prefer bodies not to say any sounds after some timeout. -
We've just escaped (NATO version). Choppers were OK. Here's video I kicked one our player off right before taking off (he had connected after comcenter was hacked). I'll try to help if I can.
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Can we help? Describe the bug, we'll try to repeat and maybe fix it. Or is it really unreproducible?
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Unit SFX - Body fall sounds & hit screams
dystopian1 replied to Gudsawn's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Lordprimate You shouldn't remove "time" check in waitUntil command. (ASLToATL(eyePos _unit) select 2) is always > 1 when _unit is in building on the 2nd floor (e.g.). So if such _unit is killed you'll have infinite waitUntil. -
Sure. Try it. See diff's. We've tested it many times (but because of difficulty we've managed to escape only once).
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Please try Escape NATO RHS 1.7.4 RC2 Altis. I had to modify some features in addition to classes: no resistance - RHS USAF doesn't have any units, so bluefor vs opfor only; search choppers are VERY deadly, so I increased flying height (not working in combat), flying time (sometimes not working) and ammo from 5000 to 500. NeoArmageddon, most changes are suitable to include in Escape "base". It is possible to convert mission from opfor to bluefor in mission.sqm and UnitClasses.sqf only. Welcome to PM if any questions.
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Since NeoArmageddon didn't reply to me anyway, here are my fixes to 1.7.3 version. Common fixes (for all versions and worlds): potential errors in artillery script error in extraction point generation in Far and Close modes (last point is always picked) syntax error in fn_DepopulateAquaticPatrol potential error in fn_SearchGroup SearchDrone function is not initialized error in Civilian Enemy and Reinforcement Truck race condition in Civilian Reporting RHS fixes:optics probability increased recon (VDV) vehicles and soldiers classes for the last RHS version (0.3.9.1) all heavy choppers are now attack, no more rockets at mission start NV param fix class for additional weapon box at Ammo Depots Fixed files: common, RHS Escape_Vanilla and Escape_RHS missions for Altis: Vanilla, RHS
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At our server we just disabled ACE Medical System, all other functions work OK.
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When we seize an enemy base we assign 1 or 2 men as "guards". They quickly take some AT and AA weapons and scopes (sometimes armed vehicle) and go 50-200 m away from base. They can't be killed with artillery strikes and give others some rest time.
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Use this code: a3e_arr_AmmoDepotVehicleBackpacks = ["B_HMG_01_support_F","B_Static_Designator_01_weapon_F","B_HMG_01_A_weapon_F"];
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NeoArmageddon Escape Altis RHS 1.7.3 Units\UnitClasses.sqf 245:if(!a3e_var_noNV) then { must be if(Param_NoNightvision==0) then { And there is an error in 340: 3e_arr_InitGuardedLocations_Inf_INS = a3e_arr_Escape_InfantryTypes; (the 1st letter "a" is missed). RHS weapons (almost all) can't have all a3e_arr_Scopes. This code helps attach scope in most cases: Scripts\Escape\Functions.sqf, instead of 107: _scopes = A3E_arr_Scopes; if(Param_NoNightvision==0) then { _scopes = _scopes + A3E_arr_TWSScopes; }; if(_nighttime) then { _scopes = _scopes + A3E_arr_NightScopes; }; _scope = _scopes select floor(random(count(_scopes))); _this addPrimaryWeaponItem _scope; this: private["_i","_scope","_scopes"]; _scopes = A3E_arr_Scopes; if(Param_NoNightvision==0) then { _scopes = _scopes + A3E_arr_TWSScopes; }; if(_nighttime) then { _scopes = _scopes + A3E_arr_NightScopes; }; _i=0; while {_i < 10} do { _scope = _scopes select floor(random(count(_scopes))); _this addPrimaryWeaponItem _scope; if(_scope in (primaryWeaponItems _this)) then { _i = 10; }; _i=_i+1; }; It could be better (e.g. check weapon item class before attach), but this was the 1st in my head. Also the other attachments code can be edited. Almost a half of RHS weapons can't have a scope at all. That's why I recommend to increase the scope probablity (106: "if((random 100 < 60))" instead of "30").
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We found that maps disappear on player JIP.
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It would be nice to see working config.
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You can try port it on your own. Extract mission, edit MapConfigs\WorldConfig.sqf, change mission "extension", pack it, test it, publish it.
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You should try playing on small islands. On big islands (altis, chernarus) our server (only Core i3-3240 3.4Ghz, 4GB) is enough for 3-5 players. It's normal for mortars in this mission :) You probably mean "1:24" value (1 day in 1 hour). Try "1:1".
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We had this problem often some weeks ago. The last week we can't repeat it. Very strange bug. I've already prepared console command for it[cursorTarget, player, 9999] execVM "Scripts\Escape\Hijack.sqf" but haven't managed to test it yet. Edit: There was no hijack action in any comm center on map.
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RoyWheels, Here are my thoughts about extraction and RunExtraction.sqf: _spawnMarkerName = "drn_Escape_ExtractionTeamSpawnPos"; ... _waypoint = _group1 addWaypoint [getMarkerPos _spawnMarkerName, 0]; Am I right that drn_Escape_ExtractionTeamSpawnPos doesn't exist and heli's always extract to [0,0]? 40 seconds for extraction don't let feel real freedom, because you must fly some kilometers above enemy territory and even meet some AA units ;). Could you increase the extraction flight time please? Or maybe it's worth detecting current pos is in extraction marker and only then to end mission. "!(canMove chopper1)", "chopper1 setDamage 1;... why do you kill heli when it's hit with AA missile? Such missiles can't explode heli and crew should have evac possibility; it would be cool to have evac possibility for players too. For example some players take parachute from heli before extraction, and if heli is hit during flight they can eject and land alive. I could wright some code for it if you want, tell me if yes. I tested some situations on Altis and here's results: - heli contains many parachutes; - 120m is a good height for ejecting (considering Altis relief); - when eject from lower than 100m parachute can't be opened - you just fall with weapon in hands.
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CO08 Escape Chernarus Ports for Altis and Stratis.
dystopian1 replied to Vormulac's topic in ARMA 3 - USER MISSIONS
One more bug: if you are without weapon (in prison) and revive somebody, you are stuck in sitting animation with invisible gun in hands :) -
CO08 Escape Chernarus Ports for Altis and Stratis.
dystopian1 replied to Vormulac's topic in ARMA 3 - USER MISSIONS
I confirm both bugs with server error and bodies in Dev15. You can repeat them: just create non-dedicated game (even alone). I think it's because of functions\DRN\fn_InitGuardedLocations.sqf. It starts chatting "Script AmbientInfantry.sqf needs CommonLib version 1.02" because drn_var_commonLibInitialized is nil. drn_fnc_InitGuardedLocations is called in functions\Server\fn_initServer.sqf, which is called in class A3E { class Server { class initServer { postInit = 1; } } } in include\functions.hpp.drn_var_commonLibInitialized is initialized in Scripts\DRN\CommonLib\CommonLib.sqf, which is called from init.sqf. And this doc says "Functions with postInit param set to 1 are called (client + server)" before "init.sqf is executed in multiplayer". Besides functions\DRN\fn_InitVillagePatrols.sqf has the same copy-paste misprint with "Script AmbientInfantry.sqf..." As I already said just create non-dedicated server and kill some enemies.Also I want to say. If you are killed and unconscious, camera looks like your head is turned somewhere. But if you turn 3rd-person view your animation is just standing or sitting without gun. It looks a bit strange. -
CO08 Escape Chernarus Ports for Altis and Stratis.
dystopian1 replied to Vormulac's topic in ARMA 3 - USER MISSIONS
drn_fnc_Escape_OnSpawnGeneralSoldierUnit function in Scripts\Escape\Functions.sqf: if (random 100 < 30) then { _this linkItem "ItemMap"; }; if (random 100 < 30) then { _this linkItem "ItemMap"; }; if (random 100 < 10) then { _this linkItem "ItemGPS"; }; ItemCompass should be instead the 2nd ItemMap. -
CO08 Escape Chernarus Ports for Altis and Stratis.
dystopian1 replied to Vormulac's topic in ARMA 3 - USER MISSIONS
This can't be the truth. Let's check the original Hijack.sqf code: ... if (_count == 0) then { if (isNil "drn_var_EscapeCommunicationCenterHijacked") then { ... _marker = createMarker ["drn_visibleGoalMarker", drn_var_Escape_ExtractionMarkerPos]; ... [_extractionPointNo] call drn_fnc_Escape_CreateExtractionPointServer; ... drn_var_EscapeCommunicationCenterHijacked = true; publicVariable "drn_var_EscapeCommunicationCenterHijacked"; ... }; }; As you see you can use "hijack" action at another comm center but it won't do anything because "drn_var_EscapeCommunicationCenterHijacked" is already set at the 1st comm center. I don't see this variable changing in other mission files. -
CO08 Escape Chernarus Ports for Altis and Stratis.
dystopian1 replied to Vormulac's topic in ARMA 3 - USER MISSIONS
I would like to add this to xx-LSD-xx words about the rescue choppers: a couple of times I observed the choppers landed on water at the most northwest rescue point (drn_Escape_ExtractionPos5) resulting heli damage and alive pilots near them; about three times our team observed rescue vehicles extermination by some enemy vehicle after 2-3 escape hours; that was very disappointing result. Here is my version of Hijack.sqf which allows to call for rescue at each communication center. So if your first rescue place failed, you have a chance to call for help from another comm center.