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igneous01

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Posts posted by igneous01


  1. Guessing at the photo, I would say the average weight would be somewhere around 40 18Wheelers with trailer - 35000 * 40 = 1400000lbs/636363kg

    I dont think theres a strip of land in the world long enough to get that airborne :P


  2. ok, so after some time thinking about it, I have a feeling of what kind of music is appropriate for arma 3.

    the music Pure posted is in my same line of thoughts, its atmospheric, soft (played piano or softer) and follows some harmonic path.

    I think this track from arma 2 worked:

    7tH2OtLB_5M

    It worked up until the piano ended, when the strings started playing spiccato then it just killed the feeling.

    so my suggestions:

    TyGmllnYC3g

    Mahler's piano quartet works perfect, for one its a quartet, makes the music more intimate - compliments being stranded alone on an island - the Motif played by the piano sounds great at pp, this motif repeats all the time in the piece too.

    Another example:

    CqdcDGmtJqI

    again, soft, intimate (just piano playing) and compliments that quiet-time, alone feeling.

    one more good example:

    XPF2GogbHkU

    So, music more along the lines of quartet (4 instruments) or less, Nocturne like, and usually played p or pp or quieter.


  3. No its nothing to do with FADE. Its been there since ArmA

    Heres a video to show what i mean...

    Notice how when i look at the vehicle it fires at its intended ROF set at something like 3000-4000rpm then when i look away its ROF is lower and also when its just outside the view of the screen on the edge it changes. This doesnt happen when your really close to the vehicle but further away it does. The ROF goes down to about 300rpm?

    RWArxk_CAFM

    your right, I have never noticed that before (but then again, ive never used vehicles or weapons with high rate of fire like in the video)

    hope this gets fixed, however I do see alot of problems with computing 2000-4000rpm, having 3 of such units firing for a minute would probably cause fps to drop 10-20 frames.

    Perhaps this was a limitation of the engine and this is the only workaround to it?


  4. There's some discussion here that might give you ideas, but no practical solutions as yet :(

    http://forums.bistudio.com/showthread.php?t=93372&page=2

    I have figured out a solution to this (its a dirty workaround), I created a dummy unit where my dragger is attached to him, and give the dummy the orders to get in the vehicle, once hes in, he gets out, is deleted and the wounded is transported inside. hes made invisible careless and invincible, and it makes it look like the ai drag wounded right to the helicopter and load them in.

    I would post an example script, but its not working right now (dummy unit not getting into vehicle) so when I get it working I will post an example.

    ---------- Post added at 10:20 PM ---------- Previous post was at 09:55 PM ----------

    turns out this wont work :(

    ai wont get in vehicle when u force speed to walk - it just unassigns them, and i need the dummy to move slow to make the drag animation look normal.

    back to square 1 :(


  5. Searched and seen that it hasn't been asked, so I shall ask now.

    How can I get the memory point of the vehicle door? I tried the traditional "dvere" but it does not exist on vehicles.

    Vehicles should have this, as all ai move to the same position (the doors) to get inside and play animation.

    Reason is that I have a rough working version of an AI drag wounded script, but I want them to drag to the vehicle doors (getpos vehicle only makes them drag to the bounding box of the vehicle, and for helicopters this is no where near the vehicle itself) If I can get the memory point of the door, i can do selectionPosition and ModeltoWorld to get the ai to move to the door itself, then afterwards load wounded into medevac chopper.

    Does anyone know what the string is called, or where to find it? (I searched the memory point translations, and found nothing relating to vehicle doors)

    ---------- Post added at 06:39 PM ---------- Previous post was at 05:43 PM ----------

    It seems the unit gets stuck at the helicopters bounding box. It refuses to move any further than the edge of the blades. Is there some way to force them inside the bounding box (so that he approaches the model of the helicopter?)


  6. that doesnt happen for me - when shooting ai in legs and healing, it fully heals them and they can stand again.

    when I tried as a medic to heal, it gave me the heal action, but afterwords when done, the team leader orders you to heal him again - but he gets fully healed regardless?

    ---------- Post added at 10:18 PM ---------- Previous post was at 09:42 PM ----------

    ok so I managed to find this variable to configure the wounds simulation how I want it:

    player setVariable ["BIS_IS_agonyDam",BIS_IS_agonyDam,true];

    however it appears that even with a damage value of 0.4, the unit after getting healed does not stay in agony mode? he gets healed to 0.5, but wont be in agony still (which is what I want)

    ---------- Post added at 10:48 PM ---------- Previous post was at 10:18 PM ----------

    Update****

    I have managed to get a workaround for my problem, it seems agonyDam and canHealTo are proportional to each other, and so changing the value does not effect agony.

    Here is a script that when a units damage exceeds are certain limit (0.5 in this case) they are critically wounded, they can get first aid to stop the bleeding, but they will still be unconscious. Hope it helps.

    _unit = _this select 0;
    _wounded = false;
    _state = animationState _unit;
    while {alive _unit} do {
    _state = animationState _unit;
    if (damage _unit >= 0.5 && !_wounded) then {
    	_wounded = true;
    };
    if (_wounded && (lifestate _unit) != "UNCONSCIOUS" && (unitReady _unit)) then {
    	waitUntil {animationstate _unit != _state};
    	_unit setUnconscious true;
    };
    sleep 2;
    };


  7. Ok so I loaded up the first aid module to see If it could work with my medevac script. I read the documentation and said only medics can do full heal on the field, all other soldier types can only bandage wounds. However, when I synchronize the modules to me (as group leader) and shoot one of my mates, I have the action "First Aid" only, and it does a full heal, rather than the action "Heal" which is partial, but they should still be down on the ground.

    What gives? Was the action/feature removed? I want to only be able to bandage my squad mates, otherwise calling in medevac is pointless.

    Can anyone confirm this?


  8. After some fiddling around and getting a basic weapon script working, It has become alot easier winning engagements - the MG setup in kill zones and the mortar fire in the back provides solid effective fire, and allows other groups to advance and maneuver while they are hammering the enemy.

    My two approaches to an assault have been:

    L-Shaped assault, with strong base of fire, with a flank sweeping in, this usually gets the job done, but if the firebase stops firing or suppressing for whatever reason - the flanking squad can get annihilated (really, groups need an order to suppress more in HC)

    Two-Prong assault, with two groups alternating between cover fire and advance, mortar in the back providing indirect fire support to help keep enemy heads down, and MG holding down the main path towards the AO. This can work exceptionally well if the MG is positioned in a good spot that overlooks the AO - I had a few test runs with the script where two MG teams and a 12 man squad managed to eliminate 30+ insurgents with the first MG suppressing, second setting up, suppressing, first packing up and moving closer, with squad on the flank and center providing more support. the MG's alone took out 1/2 of the enemy force. Felt like I was playing Company of Heroes again with Axis.

    Just thought I'd share my findings with you guys - it seems possible now to successfully command and engage where enemy forces outnumber your own, but still a lot of room for failure.


  9. im getting this as well, i have all settings maxed out and maintain good 25 fps most of the time.

    First 5 minutes the textures look great as they should, then suddenly they start getting worse and worse, and then it feels like im playing on extremely low settings.

    Using GeForce GTX 560, gonna try updating the drivers to see if it helps.


  10. I think there's a middle ground, where ArmA's AI really shines. The problems become noticable once we look at micro-AI, or in the other direction, at macro-AI.

    Problems with micro-AI are the most obvious: pathfinding, (immediate) action and reaction of individual units and the like. And then there is a lack of differentiation: AI snipers (or even a sniper team) do not "act" as they should. AT/AA units/teams do not act as they should. MG teams do not act as they should. They all run the same, quite capable routine. But it really shows, and I think a lot could be gained, by starting to introduce more apropriate rules of engagement/danger- and combat.fsm's. Not that every class would need such a special routine. But some really do.

    Then we need to look at the macro-AI. What we have here are either a clever composition of waypoints or some script/fsm, that needs to be written.

    Sure, with the second option we're basically free to do anything we want. Yet I feel there should be something more than waypoints (or some easy interface for editor users).

    With waypoints you may tell your AI to go there and do that, then this... and granted, there are some very nice and dynamic waypoint types, such as the GUARDED BY waypoint. Yet, what's completely lacking are goals, the AI could reach (and get creative about it, hrhr) all by itself. If you could setup your scenario in such a way, that the AI would know: we need to defend this position (first priority), we try to attack that position (second priority)... then there could be some routine, that makes use of that knowledge (on how to win the mission).

    What we can currently do in the editor is: link up a group and give it a destroy waypoint, linked to some unit/object (you know the deal). That's an order. A simple command. But what happens if they won't succeed? Hu :/

    Now imagine you could simply define that unit/object as a target to be destroyed, as a goal or objective, not as a command/waypoint...

    And this could work very well with High Command - if only it had the missing AI part for a working command-chain the AI would make use of. Imagine you'd setup 1) prioritized points and 2) a functional command-chain with the units desired and that's it. Let the AI play it out and reach those defined goals, however it thinks is most appropriate, considering the available resources. Maybe let there be defineable types, from defensive to aggressive/offensive "commanders"...

    Also the whole "flee"-thing could benefit, by AI declaring such goals as unreachable. If all goals are declared unreachable, AI will flee - which then could be easily detected by some trigger to end the scenario or something.

    And let there be a basic set of goals or objectives (just like waypoint types): attack, defend, destroy, reach position... what else? :)

    I was thinking the exact same thing for AI as well. Similar to how the AI in RTS games behaves, there are priority nodes that placed on the map (resources, territory, flags) and the ai makes moves to these areas to fulfill a goal. Now obviously the priorities change as the fight goes on, and this can become complicated (as in Supreme Commander Complicated) but really, if the AI could at least be assigned priority nodes (game logics with setVariable) then this would be more than enough to setup some very interesting engagements.

    And I must stress the AI needs to know how to use WEAPON SYSTEMS. In any large fight (platoon vs platoon) the MG team is the most valuable asset, it suppresses and racks up the kills, mortars also rack up kills with indirect fire on the enemy. If AI could learn to use these weapons on their own, then fights would change forever (no more of this flanking everywhere without a purpose, MG is setup, firing away at your position, and teams are flanking to destroy you). This changes the priorities for the human players, suddenly the MG is the most important target to eliminate.

    but simply put, simple goals as reube said with a priority setVariable, and ai to handle assembled weapons independantly. (also, more different combat FSM types, or atleast killing one type of combat FSM when the unit looses its weapon (Mortar out of ammo, no more AT rounds) then run primary FSM)


  11. Script updated to 1.0, here are the new changes:

    - added OA backpacks for all weapon teams (backpacks are added/removed when teams are deployed/packed up)

    - added ammo count for MG teams (default is 6 belts per team) can be changed in the WeaponTeamInit

    older changes:

    - added support for multiple selections while using weapon team actions

    - added ammo count for mortar teams (default is 12 shells per team) you can change this in the init script

    - added a submenu for mortar fire missions

    - added many more fire mission types, including ability to cancel

    - added support for all sides

    All the actions are in the communication menu (0-8), groups that are added to the script will have their HighCommand Group Icon change into the appropriate team symbol. You order these groups around like any other high command groups, then use the communication menu to deploy/packup and call in mortar strikes.

    Teams when asked to deploy/pack up will go down, play an animation, then the weapon will appear and the unit will go into it. If the gunner dies in combat while deployed, the next man in the team will take over the position and continue firing. Teams are vulnerable when setting up/packing weapons and it takes 15 seconds to finish setting up.

    This is Executed Via:

    nul = [[g1,g2], [g3,g4]] execVM "WeaponTeamScript\WeaponTeamInit.sqf"

    where [g1, g2] is an ARRAY of GROUPS that are to become Mortar Teams, and [g3, g4] is an ARRAY of GROUPS that are to become MG Teams.

    EXAMPLE MISSION:

    4 shared - link 1

    Media Fire - link 2

    In the example mission, you will start on Utes with 3 fireteams, 2 mg teams, and 2 mortar teams. There is some enemy in the north village for you to take a test drive.


  12. Do you really need to?

    onMapSingleClick 
    {
      _FireMissionPos = _pos;
      _FireMissionPos set [2, getTerrainHeightASL _FireMissionPos];
      //execute ARTY MODULE firemission
    };
    

    If you do, then just use global variables instead.

    _neo_

    for this particular instance yes, because the arty module is dynamically created and removed (and so appending global variables is too cumbersome for me) also, i need to be able to detect if more than one mortar team is present, to allow the ability to work for other teams.


  13. 60 men against 80+ guerillas occupying fortified positions with mobile armored vehicle reserves? That is pushing anyones luck. :)

    Without a significant force multiplier all the planning in the world won't let AI led troops handle those sort of odds. In fact it may be pushing it with human players too. (depending on mod/difficulty levels)

    Think about adding some limited Air or Artillery (mortars are great) assets.

    For questions regarding formations and spacing I can only refer to the appropriate Field Manuals.

    -k

    yea, I guess I was trying to challenge myself (i admit - too much so), I did add in 3 call ins for CAS and Helos, and thing is, they ripped the entire island apart with no support, after my men were all slaughtered.

    BTW, It would be great to have ai mortar teams that function (Im using ACE too) that would pack up/deploy and suggest fire missions, same with MG teams. Right now I am only doing basic 4 regular fireteams - 3 mg teams - 2 at teams

    I shall have a look at the field manuals though, see If I cant find anything useful to use.

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