Jump to content

oktyabr

Member
  • Content Count

    778
  • Joined

  • Last visited

  • Medals

Posts posted by oktyabr


  1. I haven't read the entire thread (yet) but I've searched a few topics on it and I've been testing it extensively. Here are a few of my thoughts on the progress so far:

    Climbing: I know this worked (sort of) in AGM and I was excited to hear it would be continued in ACE3. However I have yet to get climbing to work now. I understand it may take a certain view angle to trigger the ability but wish there was some sort of visual indicator like the door or ladder ones to let you know when you have acquired the option. Ultimately this feature would continue to be polished to the point that it is much more reliable and predictable but a visual cue could be an adequate substitute or placeholder.

    Interaction menus: I agree that in the heat of battle it can be quite difficult to make selections in a "realistic" fashion, time wise, due to the size of the icons and fonts and the clutter that many levels of menus can accumulate on the screen. I'm not a graphics coder and can only imagine what it would take to make such an interface, not to mention improve it, so bare with me if what I suggest has a less than ideal price! Perhaps the icons/text could be larger for the current sub-menu and the main menu could alpha out a bit (reducing their visual impact on the screen) and/or become a bit smaller while that that level of the menu is not the focus? Regardless, I like the direction this aspect of the mod is going, perfect or not in it's current state.

    Dismemberment: Everything that can be said about this topic already has so I'll just share my particular opinions on this one. I'm of the school of thought that having a client side setting should be fine. Those that don't want to see it don't need to. The other side of this coin is realism and how players behave in an environment that is more realistic. Medics should be able to tell at a glance, from a distance, where their triage priorities might lay. Explosives and larger projectiles blow people apart and once players realize this, as opposed to simply seeing people get knocked down, their bodies intact, they begin to behave in a more realistically appropriate manner as well. Similarly, a badly dismembered corpse seen laying in a field potentially says "potential minefield", not just "guy bled out from something yet unknown". Further, many of the arguments I've read against the usefulness of such a realistic feature are basically building a strawman in the context of playing Arma3 in a vague, vanilla manner. As already said, some groups have dedicated PJs and the like. Wide acceptance of a system that left a player alive but battlefield ineffective might actually become the fertile ground for new game modes where the number of deaths/respawns count and getting a badly wounded player off the battlefield *alive* might not incur the same penalty as simply bleeding out and respawning.

    Feature request "Cover": MCC has a very nice cover system, similar to RO2, where you automatically lean/peak around cover when you bring up your iron sites. I'd love to have this option in ACE3. :D

    GREAT WORK, so far! I look forward to the first public release (and it's use on servers!) very much!


  2. This is working quite well and I've been playing with the ACE3 (unofficial) mod which includes a very neat "holster" option...

    But I'm back to the original problem... Using the above bit of script sets captive "true" when currentWeapon player isEqualTo "", which keeps my undercover player from being shot at unless he draws a pistol. Using the "sleep" variable assures that even if he puts away the pistol that opfor will continue to shoot at him for awhile. Perfect!

    Now I just need to know how to check to see if a second weapon is present... i.e. rifle slung over the shoulder and no pistol in hand? Now: pistol goes away, opfor stop shooting because they don't see the pistol. The way it should be: Rifle (or launcher, etc.) over the shoulder means player IS armed and I want opfor to shoot at him whether he is holding a weapon in his hands or not.

    Ideas?


  3. I know several mods have mentioned this, even many months ago... "It's in the plans but not quite ready..." or to the effect. Lately since I've been playing a lot more missions that have civs (Hitman!) I've again become aware of how much

    , so to speak. Fine, I get it. Parts of the world still don't let people with boobs play soldier. But civs?!? Come on... Even if you have to throw a burka on male ai and call it a female, that would still be better than what we have now (at least in middle eastern missions).

    Is anyone making any progress on this?

    Thanks in advance.


  4. Spend $200 on a new video card OR keep it in my pocket until this next winter when I can afford to do a whole new build?

    You help me decide? ;)

    As it says in the title... I'm half heartedly considering a GPU upgrade. My current card is a 2GB HD6970 and I've been considering either the GTX960 or the R9 280 but no one seems to use ARMA3 as a benchmark! ARMA3, especially when I'm piloting with a higher view distance... 28FPS @ 4000m (mostly for CAS runs) on high. I don't mind playing at that FPS but twice that would be worth spending $200 on new hardware if that were possible.

    I know the rest of my system is starting to show it's age but typically I don't do a major overhaul or new build until the winter.

    Current hardware is:

    AMD FX-4100 (@3.6 GHz)

    Asus Sabertooth 990FX rev2

    2x8 G.Skill Sniper DDR3 1866

    Crucial MX100 (512GB) SSD for Steam and OS.

    Rosewill CAPSTONE Series 750W 80 Plus Gold PSU

    EVGA HD6970 2GB OC

    So here is my quandary... I can afford roughly $200 for a GPU upgrade OR I can save it until I'm ready for a big build in another six or seven months. I'm not looking for any advice on a complete build at this time (thanks just the same!) I'm interested in knowing if either of those two cards would be a worthwhile improvement on my *existing hardware*. Of course if someone thinks that $200 could free up more FPS some other way I'd be interested in hearing that option too, but please back it up with benchmark comparisons or at least your upgrade story (most interested in hearing from someone with similar hardware, of course).

    Thanks in advance!

    ---- EDIT -----

    OR keep my HD6970 for another half a year and step up to an FX-8350 or maybe even a FX-9590?


  5. @BIS DEVS: I already own everything under the sun relating to ARMA including IF'44, A2, OA, and A3. That said I would pay MONEY for a proper IF'44 DLC (for Arma 3), just so I could free up some hard drive space and not worry about mod compatibility. How cool it would be to have IF in A3 with the ability to utilize Zeus, MCC, etc. I miss WW2...


  6. I'm loving MCC in Arma3 even though I never really did get into it much in Arma2! Had fun yesterday testing a new map by putting some opfor (cached) groups, defensive and some garrison, under GAIA control in a small town then creating three recon patrols of blufor, aggressive, under GAIA control outside of the town. Not wanting to lead I just clicked on one of the blufor in the squad (not the squad leader!) and made him "player"! Good times!

    A couple of questions though:

    First, and I asked this a few days ago too... is there is a quick and easy way to populate a town with civilians using MCC? I see I can only place individual civilians and it can take quite some time to populate even a village, one at a time.

    Secondly, do cached groups continue to move, even when cached? Will they conflict with other cached groups of the opposing force, ala ALiVE?

    Thanks in advance!


  7. This a really good map. It has an interesting feel to it, similar to Clafghan, but with out the soul destroying mountains. Great Job!

    LOL! It DOES remind me of Clafghan, probably my favorite map of all time. And yeah, I agree about the mountains :D

    @Makhno, do you intend to get this on the Steam Workshop? The automatic updates are sweet, especially for mods and addons that are getting frequent updates.


  8. You may be able to do the following as well, since it's not a heavy performance hit (I don't think so anyhow), mind you though that this will almost instantaneously change setCaptive on the player depending on the current weapon state, and it will not be re-applied on respawn. In other words, add functionality where needed:

    //also in the initPlayerLocal.sqf
    [
    "checkWeapon",
    "onEachFrame",
    {
    	if (currentWeapon player != "") then
    	{
    		player setCaptive false;
    	}
    	else
    	{
    		if (currentWeapon player isEqualTo "") then
    		{
    			player setCaptive true;
    		}
    	};
    }
    ] call BIS_fnc_addStackedEventHandler;

    EDIT: A thread of similar merit- http://forums.bistudio.com/showthread.php?189444-Script-Help-Enemies-Ignore-Players-Based-on-Uniform

    EDIT2: Changed my mind on some logic, fixed above.

    JShock, thanks for sharing! I've been trying your bit of code and it seems to work pretty well. But as I'm not much of a scripter could you please tell me if there is a way to put a delay on the "true"? I don't want my player to get out of trouble instantly, just because he no longer has a weapon in his hands. :)


  9. add sleep, so he's not captive until a few more min/seconds?

    seems like it would do the trick.

    or once he kills the guy make him perm enemy?

    I really need to find a test for weapon in hand. As I said, the way I currently have it working, a player can setcaptive true by concealing the pistol and then pick up another weapon and shoot all day long without payback... because setcaptive is true.


  10. Personally I'd have made the player blufor with setcaptive true; when the sidearm is out, setcaptive false. Make sure indeps are enemy.

    I didn't read how in-depth these guys got, so you may disregard my comment if its nothing you want.

    That's how I've been doing it. A blufor player dressed as a civilian with setcaptive true as long as no pistol in his hands. Since the mission I'm working on specifically forbids any type of weapons in civilian possession, for the player to 'blend in' this method doesn't work perfectly because player can still have a rifle slung over their shoulder and keep setcaptive status. Realistically I would like any visible weapons to trigger a violent reaction.

    More so I've been considering what could be done with addRating and do away with setCaptive altogether. I'm not much of a scripter but this is sort of how I think it could work:

    Uniform player is wearing determines Faction/Side. Player dressed as a civilian is shot at if seen carrying a weapon(s). Player dressed as opfor is not shot at until he blows his cover by shooting at other opfor (player addRating = -2000, etc.)

    Next, assuming player survives any aggression in the immediate area it would be cool to re-adjust that rating based on the time and distance the player is from the last infraction. Example: player dressed as opfor assassinates opfor general with a rifle, and his two body guards, immediately making him targeted by any (?) opfor due to negative rating. As time passes and/or distance from the scene of the crime is established, rating could improve incrementally to the point that he is no longer shot at by other opfor. This would help simulate an assassination, a quick fire fight with body guards (who either win, killing the player, or loose by dying themselves), or witnesses, and as long as no other opfor show up on the scene in the next few minutes the player can distance himself from the scene of the crime and once again be safe as just another opfor going about his tasks.

    Civilians too... Civilian should be shot at by opfor if presenting any weapons, whether in hand or slung over shoulder. The "holster" script I've been experimenting with seems to completely remove the pistol from inventory, only adding it back again when the player selects the "Draw Pistol" addaction, so that shouldn't be a problem. Civ player shoots opfor general with pistol, killing him. Outgunned by the bodyguards he manages to escape, concealing the pistol again (removing it from inventory) and quickly fleeing the scene. This last concept brings to light a point I'm struggling with concerning the setCaptive usage. Currently, if I use the holster script as I have it configured (setCaptive true if no pistol in hand, false when pistol is present) means that the player could shoot the opfor general, maybe trade a couple of shots with the angry bodyguards and then instantly find safety simply by concealing the pistol again, which returns setCaptive to true... and the bodyguards lower their weapons and stare at the player in confusion. :p

    There MUST be a better way! Isn't there????

    EDIT:

    Oh scripting gurus, please help me! :D

    I altered the holster script (see the posts in the first page) by adding _unit setCaptive true; when pistol is holstered, and the opposite when the player draws the concealed pistol (via addaction). Is there an easy way to put a delay on the setCaptive true so the player still gets treated as "false" for a time, after concealing the pistol? Further I've found another "exploit" using this method... While an easy way to make it work (sort of), the player gets setCaptive true just by holstering the pistol. If he then picks up a weapon off a dead body or whatever he can use it with impunity because setCaptive status is solely based on the last addaction (holster or draw) the player used.

    Thanks in advance!


  11. For some reason I couldn't get the trigger to work! This is the exact code from my mission.sqm:

    activationBy="ANY";
    		repeating=1;
    		interruptable=0;
    		age="UNKNOWN";
    		name="TEST";
    		expCond="currentWeapon player == """""""";  ";
    		expActiv="player setCaptive true;   ";
    		expDesactiv="player setCaptive false; ";

    I know it must be me not using the trigger correctly because if I insert _unit setCaptive true; into the concealment script (when the pistol is concealed), and vice versa when the weapon is drawn, and hint about it, it works and they won't shoot me *until* I draw the pistol. The problem with that method is that it only works properly if the player never picks up anything BUT the pistol. If I pick up a rifle for example, while the pistol is "concealed", I'm still left in a setCaptive true state and can shoot the OPFOR with abandon. :(


  12. I use a basic trigger that covers the map. Not sure but this may help. I have players as civ's too, if they do not have gun, they dont get shot, if they do they get shot. Allows players to move around enemy areas. Have not tried concealed weapons.

    activationBy="ANY";
    repeating=1;
    Cond=currentWeapon player == """";
    Activ=player setcaptive true;
    Desactiv=player setcaptive false;

    Hmmm... Thanks for the suggestion! I wonder if there is a way to incorporate that into the conceal weapon script? The script I'm trying does remove the weapon while it is 'concealed' but leaves any extra magazines in my inventory. I suppose I could try it and see!


  13. ~sigh~

    I've been reading post after post, script after script, and I thought maybe it was time to see if anyone who has been down this road before might save me a bit of time and tell me the easy/best way to do the following:

    Mission: SP/CooP, player(s) is undercover as a civilian in a bad, bad place, and is given missions to complete. Looks like a civilian, gets along with the civilians, as long as he isn't caught holding a (prohibited) weapon in his hands.

    When this happens the civilians need to turn nasty, the mob (independents) need to engage, and any military (OPFOR) that happens to be in the vicinity should react with hostility as well.

    So far I've been experimenting with ways to "holster" weapons and I think I've settled on Arctor's "Sidearm Holster Script", which seems to work perfectly. NOW what I would like to know is how to get the player(s) sides to switch when a weapon is in their hands, and then perhaps revert to a neutral one when the weapon is gone (or concealed, in the case of a pistol). I know there are several options available, at least the ones I know about, and these would include setCaptive, setFriend and I'm assuming there must be a way to make a switch in a script using playerSide?

    I'm sure left to my own devices (until the real world calls me back for my 'free' time) I would eventually figure out something that worked. I'm posting because I am hoping maybe someone already has figured out the optimal solution and wouldn't mind sharing it?

    I plan to populate civs probably with TPW Mods, maybe with MCC/GAIA or even ALIVE, if that matters?

    Here is the code of the holster script I'm using:

    //
    //	arc_holster.sqf
    //	Sidearm-Holster-script by Arctorkovich
    //
    // in init.sqf put:
    // 
    // if (!isDedicated) then
    // {
    //		holstered = 0;  
    //		player addAction ["Holster sidearm","arc_holster.sqf",nil,2.5,false,true,"",""];
    //  };
    
    if (isDedicated) exitWith {};
    
    private ["_unit","_holstered"];
    
    _id = _this select 2;
    _unit = player;
    _holstered = holstered;
    
    switch (_holstered) do
    {
    case 0:
    {
    	class_weapon = currentWeapon _unit;
    
    	if (currentWeapon _unit != handgunWeapon _unit) exitWith 
    	{
    		hint "Equip your sidearm first!";
    	};
    
    	_unit removeAction _id;
    
    	A_mags = [];
    	_magazinesAmmoFull = magazinesAmmoFull _unit;
    
    	for "_i" from 0 to ((count _magazinesAmmoFull)-1) do
    	{
    		_type = (_magazinesAmmoFull select _i) select 3;
    		if(_type == 2) then 
    		{
    			A_mags = A_mags + [(_magazinesAmmoFull select _i) select 0];
    		};			
    	};
    
    	A_mags = A_mags + [handgunMagazine _unit];
    	b_count = _unit ammo class_weapon;
    
    	_unit removeWeapon class_weapon;
    
    	holstered = 1;
    	_unit addAction ["Draw sidearm","arc_holster.sqf",nil,2.5,false,true,"",""];
    };
    case 1:
    {
    	_unit removeAction _id;
    
    	for "_i" from 0 to ((count A_mags)-1) do
    	{
    		_unit addMagazine (A_mags select _i);
    	};
    
    	_unit addWeapon class_weapon;
    	_unit setAmmo [handgunWeapon _unit, b_count];
    	_unit selectWeapon class_weapon;
    
    	holstered = 0;
    	_unit addAction ["Holster sidearm","arc_holster.sqf",nil,2.5,false,true,"",""];
    };
    };
    
    if (true) exitWith {};

    Thanks in advance!


  14. Heyo,

    Thinking about trying my hand at mission making (again), either for SP or ideally for SP/COOP, and it got me thinking about a problem I hope someone here can help me solve.

    I want the players to have to move across the map fairly quickly which means having to steal a car. I know it's easy to place a car and let the player(s) get into it but I'm also interested in the realistic possibility of carjacking... standing in the road, with weapons ready, forcing the civilian (AI) vehicle to stop, get the civvie out of the vehicle and take it, preferably without shooting them.

    I've been away from ARMA for awhile and my memory is a bit dusty. I remember one addon that had civilian population and worked like this for stealing cars, but I seem to remember it only being for single player (at the time). I know some other addons have civilian interaction but I'm not sure if any of them would work well for this particular case. ALiVE, AGM, etc. are all within the realm of possibility, if needed.

    Thanks in advance for any help, tips or suggestions! (Yes, I did search first)

×