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sowens

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Posts posted by sowens


  1. Late September or Early October Release - no required mods to play

     

    • Fixed: Added medical system to non player controlled friendly ai. simpline_11-16.png
    • Fixed: Fixed Supply costs on all presets because ChiefOwens copies and pastes. simpline_11-16.png
    • Fixed: Suppressive fire now works both against the players and BLUFOR/OPFOR ai. simpline_11-16.png
    • Fixed: AI infantry and vehicles now return to their own sector when responding to calls to help and the player(s) location becomes unknown. simpline_11-16.png
    • Added: Broke Military Sectors out into Combat Outpost where appropriate based on the area, size and number of buildings. They do not show up on the map. simpline_11-16.png
    • Added: Broke static weapons to types (static MG, artillery, aaa, and sam sites)  too allow for variety. simpline_11-16.png
    • Added: Added Chance to spawn OpFOR AI Static Mortars to appropriate sector types. simpline_11-16.png
    • Added: New spawn locations for OpFOR AI Battle Groups to spawn near OpFOR controlled Military Bases and large cities. Taking these sectors will reduce the ability for the OpFOR AI commander to send Battle Groups.
    • Added: New AEGIS Preset - Us Forces. AEGIS adds new troops, weapons, aircraft and much more. This is how ARMA3 should have launched. simpline_11-16.png
    • Added: New Stryker Brigade Preset - US Forces. New preset without heavy tanks and more dependence on artillery and aircraft to get the job done. simpline_11-16.png
    • Added: New RHS Russian Tank heavy Enemy Preset simpline_11-16.png
    • Added: New RHS Russian VDV Paratrooper Enemy Preset simpline_11-16.png
    • Added: New AEGIS Enemy Preset - Aegis CSAT. New Artillery, remote controlled static weapons, and much more. simpline_11-16.png
    • Added: New Russian Enemy Preset - Russia 2035 Forces. simpline_11-16.png
    • Added: New Project OpFor Iranian Enemy Preset simpline_11-16.png
    • Added: New 3cb Factions Insurgents Enemy Preset simpline_11-16.png
    • Added: Civilians now react to combat near them in a variety of different ways. simpline_11-16.png
    • Added: Static Line Paradrop that allows AI in the players party to jump with you. simpline_11-16.png
    • Added: Support Provider for artillery, CAS, Transport and more for single and multiplayer use. This is tied to the Commander Slot. simpline_11-16.png
    • Updated: AI should preform more realistic in combat or as close as the engine allows. The enemy will call for artillery, radio other units in active sectors for help, and much more - Ongoing

     

    We have a couple test videos up on Youtube.

    • Like 2
    • Thanks 1

  2. I apologize in advance, but I could neither find the answer to this in google or youtube.

     

    I created some mobile air defense assets using items already in arma. I was able to create and pack the pbo and it has the bisign created for it as well thru Arma Tools. However, I do not have a server key after I packed the addon. My question is how do I create that server key or is it no relevant because the addon has only one pbo in it.


  3. I've been working on a static line para drop for awhile. When the aircraft reaches the completion radius of a waypoint, it fires a script to start a static line jump. Most of the time it works. Sometimes the helicopter flies in circles and never starts the drop. I am at the point where I am not sure what else to do as raising the waypointCompletionRadius does not fix the issue 100%. Thanks in advance.

     

            _newvehicle flyInHeight 75;
    
            _waypoint = _pilot_group addWaypoint [ _pos, 25];
            _waypoint setWaypointType "LOITER";
            _waypoint setWaypointSpeed "FULL";
            _waypoint setWaypointBehaviour "CARELESS";
            _waypoint setWaypointCombatMode "BLUE";
            _waypoint setWaypointCompletionRadius 300;
            _newvehicle flyInHeight 75;
            [_pos] execVM "scripts\shared\functions\F_StaticLine.sqf";

     


  4. 17 hours ago, shi4stone said:

    But I could not see mobile respawn in the logistic category (as the standard HEMITT), is it under other one?

    Another question, in the parameter one option is enable blufor sector defense, is that referring to auto generate defender at controlled sectors? If so I haven't notice any.

    Last one, maybe its more an AIS question, but not sure if you modified it in the mission: do AI only squad heal up or revive each other? it seems they die out pretty quickly....And is there way to set AI medics to auto heal injured/incapacitated teammate? I know there is a automedic script, but not sure how it would work with AIS.

     

    Thanks for the quick response.

    1 - its an ambulance

    2- BluFor defense spawns when the sector is attacked. Usually they just die off to anything more than a few infantry.

    3 - AIS will only work if you direct them to heal via commands. That's how it was designed with the new changes. It's a new version, but the older version will do what you are asking. The new version may get to that point as well.

     

     

     

     

     

    Me and Scud's dad died Friday so I will be offline for a week or so. Pardon us not being fast to respond but it was sudden and unexpected.


  5. Myself and "SCUD" are working on deploying remote sensors to the battlefield today. This is our first step into OpFOR AI reconnaissance for the more tech savvy enemies we have in ARMA 3. We just finished adding FFAA and AEGIS. If you haven't looked at those addons, you should. FFAA adds Spanish forces to ARMA3 and has some really great features. AEGIS extends NATO forces and adds Future British forces to ARMA3. It adds remote controlled weapons, new aircraft, and so much more that should have been in ARMA at release. The next release might make it this week, depending on if we can figure out how to randomly deploy the sensor via scripting. Still re learning ARMA...

     

    We changed the way Battle Groups spawn. They will now spawn near Large cities and Military Bases. Taking those sectors now reduces the OpFOR AI Commander's choices on where, and if, he can deploy his offensive groups.

     

    Currently we know about the pricing in the presets being wrong in some areas. We fixed those and it's my fault as I like to copy paste a little to much. The injury code in [WarFighter] Liberation breaks ACE. There is a work around listed on the front page. There are currently no other known bugs but I am sure they are there. 

     

    Enjoy your week!


  6. On 7/5/2017 at 1:43 AM, Night515 said:

    Thanks! Here is the classname:

     

    IND_POL_F

     

    Both factions already have vehicles, though a riot hunter may or may not be planned for the former. No promises. :)

     

    Thanks for answering bud. I appreciate it! 

    • Like 1

  7. 17 minutes ago, Danilik said:

    1) in vcomai I must deactived "west" ai ?

    2) Don't load virtual arsenal, my soldier is nuked -:)

     

    West is already disabled in vcomai

     

    I'm not sure what you mean on line 2 But I will take a guess. Based on your selection of Preset, it loads the arsenal type used for those units. So Aegis-USForces has no arsenal, it just loads everything. 3cbBAF loads British equipment, weapons, etc. 


  8. Version: 1.01 Released

    • Fixed: VCOMAI and building defenders code clashing. simpline_11-16.png
    • Fixed: CSAT Preset forces were acting up. We taught them to behave. simpline_11-16.png
    • Added: New Sectors are now explained in the tutorial available at your starting base. simpline_11-16.png
    • Added:  Randomized AI calls for Artillery Support to simulate calls for fire support - ongoing modification. simpline_11-16.png
    • Added: Created randomized OpFOR AI Fire Teams for use in sectors that doesn't require larger OpFOR forces. simpline_11-16.png
    • Added: Parameter to enable ACE scripts within Liberation. If you run ACE, set this to yes. simpline_11-16.png
    • Changed: Added new/moved sectors on the LYTHIUM map. simpline_11-16.png
    • Removed: Changed Friendly AI at FOB Martin to Default ARMA 3 AI to remove dependency for those not use 3cb BAF. simpline_11-16.png

    Download link on Page 1 of this thread

     

    Known Issues:


  9. 3 minutes ago, Silky322 said:

    I will give that a shot. I poked around in some of the mission files last night when I was trying to see if it was an issue and saw the kp cfg file with the parameter in it, but that obviously didn't resolve it. I will keep looking tonight and let you know if I find anything that may be helpful. Thanks for the workaround. 

    It's actually in fn_preinit.sqf. There is a line that should exit the script if it detects ace but something isn't right, of course. The new parameter will take care of turning on different areas of the scripts that the config file now initiates.

     

    if (isClass (configFile >> "CfgPatches" >> "ace_main")) then {
     
     

  10. Still looking for a fix. It's not as simple as adding a parameter.

     

    Disabling the below in description.ext will enable ACE interactive keys within the mission.pbo if you want to use ACE while you wait for a fix.

     

    #include "AIS\Effects\BarDlg.hpp
     
    };
    class CfgFunctions {
        #include "AIS\cfgFunctions.hpp"
    };

  11. On 7/3/2017 at 5:00 AM, baton1990 said:

    I launched your test mission http://steamcommunity.com/sharedfiles/filedetails/?id=954149033&searchtext= on local server with Vanilla Arma 3, CBA and ACE. AIS not work (not init as you say) but also ACE buttons and menus stop working.

     

    I can confirm this is indeed happening. Here is the report I have:

     

    I am having some issues with ACE compatibility. It seems like ace is deactivated by the mission (no windows key context menu), but the default medical system does not activate even with ace not working. I still see the ace bandages but am not able to use the medical menu or the context menu to check/bandage players. If I disable ace medical the default scroll wheel med system works again. This is on a dedicated server with no headless clients. I will grab the rpt file tonight when I get back from work but just wanted to check if this was a known issue or I am missing something in the config files.  

     

    Disabling the below in description.ext enabled ACE interactive keys within the mission.pbo. 

     

    #include "AIS\Effects\BarDlg.hpp
     
    };
    class CfgFunctions {
        #include "AIS\cfgFunctions.hpp"
    };
    • Like 1

  12. 8 minutes ago, Silky322 said:

    I am having some issues with ACE compatibility. It seems like ace is deactivated by the mission (no windows key context menu), but the default medical system does not activate even with ace not working. I still see the ace bandages but am not able to use the medical menu or the context menu to check/bandage players. If I disable ace medical the default scroll wheel med system works again. This is on a dedicated server with no headless clients. I will grab the rpt file tonight when I get back from work but just wanted to check if this was a known issue or I am missing something in the config files.  

    It is a reported bug and I believe we will add an ACE Parameter so you can disable to the medical system. That should be a temporary fix for now.

    • Like 1

  13. constance68w has joined the team and will be handcrafting [WarFighter] Liberation maps for the community.

     

    We also have a new release coming out later today that correct a bug with OpFOR AI either not entering or leaving buildings before the should. We also increased the randomization of OpFOR AI calls for fire missions (if artillery is available) to simulate calls for support. With that comes the inclusion of static (mortars only) to some sectors. We also broke down some squads in some sectors into fire teams of 4 OpFOR AI. This allows us to use far less AI in some sectors that wouldn't really call for the full court press by the OpFOR AI commander which furthers the realism we are heading towards and is the first step in CQB enhancements we are trying for in built up areas of the map.

     

     

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