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oktyabr

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Everything posted by oktyabr

  1. Sounds very cool! So I imagine this could be used to place a tracking device on a vehicle, for instance?
  2. This +1! Also some sort of MP compatibility? I've also had to find a work around for getting TPW SOUNDS in the *script* version, since they are not included. Can this please be remedied? I'm no professional mission maker but I understand that if I include sounds in a mission that I then share with others (say a locally hosted coop mission) the sound files should transfer to the other clients with the mission and scripts, correct? Or do I have this backwards? Thanks in advance!
  3. oktyabr

    Particle Editor

    Thanks super-truite! I'll give that a go! I was also wondering if anyone has attempted burning ashes... There was this one map, I think it was in COD: World at War mp map "Nightfire" (way better looking on PC than on xbox!), where most of a city was on fire or already burned. Besides smoke there would be these glowing embers flying around in the air, something like snow but these would float up too, mimicking very well updrafts from the heat of the fire(s). Something like that, used in conjunction with a burning building script, would be simply awesome :D
  4. oktyabr

    Arma3 - AGGRESSORS

    I like the looks of this!!! Subscribed! I wish someone would add some more variety to the A3 civs too! Even if you have to throw a guy in a burqa I sure miss having non-GREEK civs :)
  5. Thanks TPW! I discovered that in SP anyway they work quite well, even running along side ALiVE with about 2000 cached profiles at the same time. Very nice to see civs in the villages, some sheep chewing grass in the yard, a few house lights on after dark. Hope you give my incremental house lighting idea some thought too. :) Now all we need is someone to port over the A2 civs so they are compatible in A3 and I can have Taki's in Clafghan!
  6. No rush! I'm just another gamer that misses the civ modules in A2. I look forward to whatever you might come up with. :) I think one thing we really need is a broader selection of A3 civilians, since A2 and A3 "infantry" don't play nicely together. Would love to see more middle eastern type civs and some women!
  7. Test mission, if anyone is interested. How to get units to "spawn" outside of towns and bases? Put the game logics in an existing TAOR (make the TAOR larger if necessary!), make the force size of the MP big enough to "populate" all of them... the included example is one MCP set at force size of 400 but I tested it with 1200 too ;) If the locations are in very difficult to reach areas it may take them a minute or two to move there and I have not yet seen what happens when you have a second OPCOM and opposing force on the map; i.e., other TAORs that the OPCOM might wish to "invade" or otherwise "occupy". More experiments to come. YMMV! Altis with six game logics, one MP and one OPCOM. Here is what it looks like in the editor: http://i40.tinypic.com/2d6rsw7.jpg (151 kB) Here is what it looks like in the game, less than a minute after previewing the mission in the editor: http://i43.tinypic.com/2ivy547.jpg (214 kB) The test mission on Altis in case you want to play with it yourself! :) (Must have ALiVE and CBA loaded! Have only tested on Stable 1.10, not DEV) http://www.filedropper.com/logictestaltis
  8. Thanks again fritznit2. That's why I said it was another one for the "wish list". And I'll add that this is on more wish lists than just mine. Regardless I hope I don't sound unappreciative or anything. I really, REALLY like Alive (I liked MSO and Hetman in A2 also!) and that you guys are making this publicly available for free is simply outstanding. The entire rest of my game library could quietly go away and I'd never miss them, seriously. So let's try this from another angle? I see I'm not the only one having trouble getting an OPCOM to make use of a synced game logic containing "this setVariable ["priority",50]; this setVariable ["size",150];" Like others I see this marked on the map, the logic actually produces a tiny yellow dot on the map too, which is in some way comforting. But, like others here, it seems the opcom does nothing with the location. I've tried both "invasion" and "occupy" and troops move through the area but treat it like any other unimportant section of the map. If this really does work the way it has been suggested (with priority of 50 being the highest) shouldn't we see profiles attempting to gather at that location or something? Thanks again, in advance ;) EDIT! This is curious. I ran the same simple mission a couple of times and the opcom seemed to ignore the game logic. On the third try troops moved right to the center of the game logic and hung out there! I went back into the editor and placed a second game logic a ways above the first one. Previewed it again and now I've got units swarming to both of them (they put down way point markers almost instantly). If I can figure out why it worked this time but not that time then it should be possible to make good use of them, even as a work around for my particular situation. Basically I created a very long, narrow TAOR running pretty much up the middle of Altis between the main base and the northern coast... I set the OPCOM to "occupy" and bumped the MP force size to 1200 (thinking about what you said earlier about them starting at the nearest and working out, until they run out of units). I placed both of these game logics *inside* that TAOR. While the units do *not* spawn at the logic points, profiled units move there very quickly at the start of the mission. In theory this might make it possible to fortify a "front", for example, by setting up a string of these game logics inside an existing (very long and narrow) TAOR and making sure the MP has enough man power to occupy all of them. Sprinkle on some templates of forest outposts and FOBs and you have an occupied front, stretching across (at least a part) of the map. :) ---------- Post added at 05:36 PM ---------- Previous post was at 04:58 PM ---------- PS This was the clue I needed ;) "MP (in Occupy mode) will start by placing AI groups at the closest first and work outwards until it runs out of groups,"
  9. No, no priority! Articulate isn't the only app I run that has this "issue" and I'm quite accustomed to dealing with the headache (like disabling the onboard chip in BIOS, etc.) I love your software! It's far better than the vanilla AI deserve, if you ask me. I played with this new version of Articulate for several hours last night... long enough I almost forgot the actual keybinds to the menus (that's a good thing!) Feature requests? I know you are working on establishing some means for users to make custom associations and that made me wonder, since it just emulates key presses, could it be made to select "custom binds" too? This would enable one to shove any required custom binds to more remote, less used keys and key combinations. "Custom One" or "Function One". With alias' it could be "Open command console" (or other bindable function)... especially useful if/when flying, etc. using a joystick and you just can't reach the keyboard easily. Last but not least, and I mentioned this before several pages back, it might be nice to be able to trigger AI to use a script as well. The one in particular I have in mind is the "Command Overhaul Mod" by gizzy46, in particular his clearBuilding.sqf. This script manifests itself in game as the player looks at a building and is given the option to <selected units> "Clear that building", which they do surprisingly well! I'd love to be able to do something similar via Articulate. http://www.armaholic.com/page.php?id=19951 Love the program, hope you keep up the work! It really makes dealing with AI tolerable. :)
  10. Thanks for the reply friznit2. I know it's not easy to do but surely there must be some work around? For instance I know that shrinking a TAOR marker will help concentrate the profiled units to a higher density, in a smaller region, and yet the opposite is not true. Once the TAOR is scaled to a certain size (one sector it would seem) all the profiled units will spawn there, regardless of how much larger the TAOR really is. Even if this was somehow tweaked I could get what I want by simply making a large enough TAOR, making certain that at least one (or both) strategic and regular markers were found within it. Being able to use a game logic, or combination of things with perhaps a manually placed FOB, insurgent camp, field hospital, aircraft crash location, etc., in lieu of having a predetermined spawn marker would really open up the mission making with Alive. This would also be essential for maps not containing *any* existing civilian or military locations, where the mission editor is expected to place temporary type structures himself. Another for the "wish list" I guess..
  11. Thanks Savage, for your help elsewhere, but I'm still struggling to do one thing... I want to get units to spawn in a location away from any "strategic" or "regular" spots picked up by ALiVE. I've tried one player, Requires Alive, Profile System, CQB, I've tried placing some "empty" structures like tents and bunkers, within a TAOR... and tried switching all variations of MP and CP with both "Place Units" and "Objectives Only". I've even tried using a game logic. In lieu of having a method to create custom "strategic" and "regular" markers in the editor, is there any way at all possible to spawn units and have them be profiled in wilderness areas, away from the locations that are detected initially by Alive (without placing groups and waypoints manually?) If someone has figured this out I would *really* appreciate a demo mission to decipher. I've spent half the day already trying to get this to work... :(
  12. PS Perhaps a feature request for "house lighting": Light houses with civs in them, lights go out when no civs, optional? Second, while it seems for whatever reason that lights go on and off automagically anyway it might be nice to actually have them go on, stay on for a random length of time, then go back out again. This could be further modified by time of night... say after 2400 hour fewer lights are used (most people are asleep!) maybe even incrementally so just after sunset the most lights are on and then the chance becomes less the closer you get to sunrise?
  13. Here is kind of a strange "bug": Start mission as preview in editor and if I spawn myself as a SL I *occasionally* discover that I cannot change firemodes, i.e., single, auto, GL. Sometimes I can force it by double tapping my firemode bind and it will change from single to auto and then a single tap on the bind will revert it back to single again, skipping over the GL mode. So far seems to only happen about 25% of the time and most of the time I just restart the mission (without doing anything else) and it the problem never appears. I don't have repro mission yet as I'm trying to save YOU guys some trouble with this one too. I first found it running the 75th vs DRI on Clafghan but I also experienced the same with vanilla NATO forces on Stratis. I'm not sure yet if the addition of any module initiates it (suspected CQB and/or garbage collector at first) or if it's simply too many profiled units (all m & c placements total around 1200). I'll be sure to report back if I can repro it reliably but thought I would post here too in case anyone else has ran into this. Also, I notice that even though I have stayed with the default "laser designator" for admin actions, if a unit I spawn in as comes already equipped with a "range finder" it gives me admin actions as well. Not really a problem, just thought it curious. Haven't tried setting the device to radio or anything yet.
  14. oktyabr

    @A3MP - ArmA 3 Map Pack

    Thanks for sharing that info, Banky and SnowingJimBob! Can anyone tell me, if I am using PWS, do I remove this pbo from just @clafghan or do I have to remove it (or leave it) in @clafghan > .rsync > .pack > addons folder as well? I'd like to be able to remove this vertical pond pbo without PWS trying to replace it or producing errors from it's loss?
  15. That's most excellent! Thank you both! I will be doing plenty of testing, unless my wife smashes the computer with an ax first ;) ---------- Post added at 10:06 AM ---------- Previous post was at 09:45 AM ---------- Nice job! I see what you did there, extending the house types. @TPW I don't really understand the math that is being used in your script but I wonder if there is a minimum number of civilians that can be specified (assuming no combat and daytime)? I've been playing with Clafghan a lot lately and like others, this one has some very small villages... 10 or fewer buildings in total. These remote places are where I would expect to find at least some civilian life but I rarely see more than one (sometimes none!) Is there a way to guarantee a few civs in a small village without over crowding a larger town? Thanks again! EDIT: something like this, unless your scripts already do it? (pseudo code) If houses in radius <10 then min_civ=4, else min civ=0
  16. oktyabr

    @A3MP - ArmA 3 Map Pack

    Ya, I understand what causes them but I read this in the updated 1.3 info on the first post: :confused:---------- Post added at 01:19 AM ---------- Previous post was at 01:18 AM ---------- North side of the map (talking about Clafghan here), near the water. It's not everywhere but it's bad enough around the northern towns in places that CQB is a real pain. I too got everything from PWS.
  17. Thanks Spartan!!! Just what I was looking for :) Feature Request: Select the input Articulate listens on. I've recently been experimenting with different mic/headphone setups and currently have no fewer than three input options, although I only run one at any given time (on board sound card, USB audio, and a pro audio sound card).
  18. oktyabr

    @A3MP - ArmA 3 Map Pack

    I'm still getting the "water line bug" on Clafghan. A3MP version 1.3.1, as reported by PWS. It's why I thought I'd try it in A3MP instead of AiA... to get away from that water line bug! :(
  19. GAH! The water lines! The water lines! I wish there was a fix. I'm playing with Clafghan and most of the map you never see it... but if you end up in a firefight someplace where it's bad, it's REALLY bad. :(
  20. oktyabr

    Blastcore: Phoenix 2

    Anyone seen this yet? No Entry 'config.bin/CfgCloudlets.25mmSparks'. I'm running the latest version available with PWS anyway (says 0.3).
  21. Is there any Arma 3 compatible script, tool or method to view building class names in a map loaded via AiA? I want to try my hand at scripting on older maps. Thanks in advance! EDIT: I'd also like to know if there is some method to close every door on every building in a map loaded in AiA... I haven't tested many different maps yet but at least Clafghan previews in the editor with many building doors open.
  22. Has anyone done any work in getting the civ scripts to work on other maps, perhaps via AiA? If I knew what/how to look for building, vehicle and civ names I'd give it a go myself... even though I am no script wizard :)
  23. oktyabr

    Middle East Irregulars

    I've had them working in ALiVE today too. Watched many battles between them and super's version of Irregulars duke it out all over Stratis and now porting that mission to Clafghan. To say they will NOT work is a bit extreme. Work perfectly? I hope we can find a solution.
  24. In case anyone else is interested in testing drIrregulars and massi's 75th here is a test mission on stratis you can use as a template. Many thanks to ARJay for setting up the original that this one is based on! :) http://www.filedropper.com/alive75thvsdristratis Installed and activated addons (I use PWS but for those that don't): ARMA 3 1.10 stable CBA A3 (beta) ALiVE 0.5.6 @NATO_Russian_SF_Weapons (by Massi) @African_Conflict (by Massi) @HiddenIdentityPack (by Spec4Mods) @kio_balaclava (by Kiory) @mas_usa_devg (by Massi) @sud_russians (by sudden) @dr_irregulars (by Drongo69)**** ****Originally by Drongo69 but you MUST use superfluid's version for it to work in ALiVE!!! http://arma.quartermoa.com/mods/super_irregulars_20131213.zip
  25. I appreciate the work you've done on this! But like some of the other scripts out there this one is oriented to one island (or house configs anyway). Have you considered working on a version that might work with other maps, particularly via AiA or A3MP? Here's hoping BI decides to give us AI modules for Arma 3 again...
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