oktyabr
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Everything posted by oktyabr
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Yup, I'm getting the same error as well. I've manually disabled sudden's russians too, although 'mas_ru_rifle' should be one in Massi's update to his NATO weapons... sounds like a config mismatch?
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That was fast! Thanks!
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Yup! I just came to this thread to see if our kind author had posted any updates to incorporate the new weapons yet. I'm a bit afraid to update to the new build of massi's stuff for fear it might break my irregulars missions!
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calls/spawns/execVM in init.sqf executes twice on dedicated server?
oktyabr replied to na_palm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nooooo! Don't delete it! I just learned more in 60 seconds reading your posts on the topic than I have in the last year! THANK YOU VERY MUCH for sharing the solution in such detail! :) -
Russian GRU and OMON Spetsnaz A3
oktyabr replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Wow! Thanks Massi!!!! :D -
Very nice improvements Drongo! I especially like the great ALiVE compatibility and the ability to use them as any side. Looking forward to vehicles!
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Nice! Just what A3 needs :) Do they have technicals too? Groups (including manned vehicles) and Alive compatibility will make these a very prominent source on my missions ;)
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Nice work! Just what I needed!
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ALiVE - Advanced Light Infantry Virtual Environment
oktyabr replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm sure you mean that rhetorically, since I supplied the answer in my own post: "Since I'm loading maps via AiA it might be nice to have the appropriate factions as well." -
Group Manager, Loadout and Paper Doll addon
oktyabr replied to subliminalss's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nice work! I'm very interested mostly in the recruitment and group management features. Would you consider making a more modular version, preferably scripts, that don't rely on needing a userconfig? Thanks! ---------- Post added at 06:32 PM ---------- Previous post was at 05:50 PM ---------- I think I would like a way to keep the group manager active, so the scroll menu options are always there. Is there a way to do that? Also is there a way, besides killing them, to remove a unit from the group? -
WW AIMenu (complimentary commands)
oktyabr replied to Windwalking's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for this one! I've become very interested in expanding AI capabilities and will be giving this one a serious whirl ASAP! -
Kryptek Camouflage Family
oktyabr replied to 519Sanel519's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
VERY nice looking stuff! Any planned target date for a first release to look forward to? -
ALiVE - Advanced Light Infantry Virtual Environment
oktyabr replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Any hopes of seeing support for vanilla A2/OA factions in alive too? Since I'm loading maps via AiA it might be nice to have the appropriate factions as well. Thanks! -
tweaked lighting cfgs for AiA (give feedback)
oktyabr replied to fabio_chavez's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Looks VERY nice! This might really add an incentive to use the AiA maps more often. -
ALiVE - Advanced Light Infantry Virtual Environment
oktyabr replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
For what it's worth I've found this script to be quite useful in my ALiVE missions as a "heal" script (won't revive you if you are truly dead). The most useful feature is that AI in your group will come heal you, and other AI, with this script. It's the only one I've found that will do that. It also works pretty well for the SP missions I've built when played as MP Coop. http://forums.bistudio.com/showthread.php?170975-A3-Wounding-System -
Articulate: Squad Voice Command Utility for Arma 3
oktyabr replied to Mpstark's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Thanks for the in depth reply Mpstark. Yeah, that's the kind of dreaming I was talking about :) I'm very impressed with what Articulate can already do. Mine is well trained enough (now) that it has no problem keeping up, even when the pace of my speech speeds up significantly during the heat of battle. For that I owe you guys a good deal of thanks. Where in the past I would have likely died while fingers that should have been on my movement keys were going over different unit menu keys instead, now the AI are at least usable and I can use them much more fully to my advantage. That said other AI command mods and scripts have also made progress in simplifying AI handling and/or extending what they can do by executing custom scripts. One such example is the "clearhouse" script I've mentioned previously. Another I am extremely intrigued by are the various takes on the "join my group" type of scripts, where you can add additional AI found in the mission to your group, taking command of them as well. Additional functionality might be found in addons like this: http://www.armaholic.com/page.php?id=22380 While I'm certainly not asking for Articulate to replace these addons I would like to see some way of more easily integrating the two together. Yes, I realize this depends on some sort of context detection, and I eagerly await any progress you gentlemen make in this direction. As you said, your goal for Articulate is to make it compatible with other software too, not just specifically arma. This would imply some sort of plugin addon that is game specific? -
I asked several hours ago and they said they would take care of it. Must be very busy tonight. You can ad your $0.02 if you like by clicking here: https://getsatisfaction.com/withsix/topics/mod_update_or_addition_requests_pt2
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Shut off lights all over map?
oktyabr replied to fusion13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That's clever! Thanks for sharing! Something like this would make it possible to shut off all the lights in a town or base by scripting a "blow up the power substation" type task, right? -
Articulate: Squad Voice Command Utility for Arma 3
oktyabr replied to Mpstark's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Thanks for taking the time for the reply! Understand that I haven't done any serious coding in almost 20 years and I know next to nothing about modern APIs, especially Windows Voice Recognition, or how it's capabilities might be used... so I'm just tossing these ideas out (and future posts probably as well) from that context with the hopes that there might be a fleck of gold in all the sand I'm throwing at you ;) I understand the importance of handling commands with a "context". I have no idea what it must take to apply it in such a fashion in this case, only that I hope it's possible. As for custom commands, etc. perhaps after all the "phrases" that Articulate considers valid are passed through it can revert to a sort of speech-to-text utility that can then parse the words and use a couple of simple look up tables comparing the input to: A) the last names of the grouped AI so alias' such as "Smith" or "Jones" could be used. B) common alias' for available actions like "heal", "bandage", "first aid" and "take out", "destroy", etc. for 'target that' C) available object class names in the immediate AO, checking under the player's cursor first, then the FOV, and finally a relatively close radius, so a context of "house", "tank", "APC", "technical", "units", "car", etc. becomes available. This would allow both an aliasing system to be used so "two, heal three" could just as easily be said "Jones, fix up Smith, will ya?" or "Tanner, take out that fucking APC!" and provide a base for custom (scripted) actions as well such as "Red team, clear that house.", "Blue, smoke up the South approach!", "Tanner, lay down suppressing fire on that hill.", "Smith, stay here and give us some overwatch.", "Jones, check that APC for supplies.", "ALL, scavenge for ammo.", "Red, sitrep!", "Blue, set up a secure perimeter." By using simple text based tables the user might be able to easily insert custom actions and alias' themselves as well. I'm sure this is all far out on a limb, concerning current Articulate development but hey... they say only a dreamer can have a dream come true, right? ;) -
ALiVE - Advanced Light Infantry Virtual Environment
oktyabr replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just uploaded a video tutorial on how to set up a "quick and dirty" insurgency setting with ALiVE. In this example I use Clafghan but the same "template" idea should work on any similar map. NOTE: I state in the video you NEED a laser designator. The only thing you really need the laser designator for is to call the CAS module, which I don't even cover in this video. Still, if you get in the habit of equipping one whenever you are building an ALiVE mission you will be ready for CAS when that time comes ;) (Thanks for pointing that out, ARJay!) -
Yesterday I tried getting AI to fly one of the big jets in a leisurely circle around Altis so I could practice some "wing tip to wing tip" close formation escort flying with a F/A-18 Super Hornet. For the life of me I couldn't get the AI craft to fly at and maintain a reasonable altitude, say 1500m? I know this isn't related to this mod because I tried the vanilla plane too and it did the same thing. I suspect vanilla A3 is broken and maybe related to this: http://feedback.arma3.com/view.php?id=11459 BUT I thought I would ask here because this thread seems to have drawn in so many A3 fixed wing enthusiasts! Does someone know a way to get an AI fixed wing to behave as I have described? Or is the game broken?
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ALiVE - Advanced Light Infantry Virtual Environment
oktyabr replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It is now. Must have propagated right after you posted :) -
VERY nice! I look forward to trying your game mode too! :)
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I don't know how "accurately" it lets you emulate a real throttle but I have my Saitek Cyborg USB throttle bound to analog and it's definitely not "all or nothing". Be sure you look under the other options for controllers too like deadzone, sensitivity, etc.
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It's looking great! This is one I've been eagerly waiting for. If you haven't yet you might get a hold of the ALiVE guys and see if there is anything that can be done to help "index" your map properly for use with ALiVE, once it's released. :)