RSF TheCapulet
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Everything posted by RSF TheCapulet
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They've announced an editor on release, so I imagine we'll get to design our own gamemodes with more players.
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I've got 5 open to challengers. Pick a date, and we'll see if we can match it.
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I've been really looking forward to you guys releasing this properly on steam for a while now. So now that the news finally came out, I figure, fuck yeah, I'll be able to find some games finally. Found games all night long too. Most players I've seen in argo in months. But then I got really sad when I realized that argo is nowhere even remotely close to ready for it. This is by far the buggiest release yet. So far, I've seen the spawn bug return, uniforms bugging out in hardcore (Naked, wrong uniform, and surprisingly even uniforms that switch textures and models WHILE YOU'RE LOOKING AT THEM!!!), phasing through walls to shoot outside in mout raid, score handling bugs returning, skill tree bugs that grant you locked accessories, bugs in raid where random players can respawn until they win, broken slots (Incorrect server full message), guns randomly not firing... I probably should have made a list, I know I'm leaving some out. Hardcore mode is completely worthless atm with the uniform bug, and the refreshed gamemode is locked to it. I really really like the direction of this game, and can't wait to get the DLC on steam to show you guys my support. But FFS, this is the worst patch release yet. It can't be anywhere even remotely close to this buggy on June 22, or it won't ever get off the ground. Don't let us down, BIS. I'm really ready for a siege replacement.
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The AI works in Sari's edit. So there's no reason it can't be backported into the latest BE platform. It's damn near the same code anyways. And anything I make is forked up next to benny's git, so OFPS is welcome to my fixes when I figure it out. This is the real problem right now. BECTI is too inconsistent or narrowly developed to appeal to the masses like it did in A2. I don't really think developing features to the tune of a single community really has the future longevity of the mission in mind. It'd be awesome if the devs and tweakers of the mission could get together and brainstorm ideas to bait those players back without focusing on a single community.
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Who here is actively tweaking or developing a BECTI mission or sari edit currently? It'd be nice if we could get some like-minded dudes all in a group to help sort some details out and get some others an outlet for contribution outside of diving into the code.
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Motorcycles.
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http://steamcommunity.com/workshop/filedetails/?id=853132164\
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AI commanding menu. The same menu where you set their orders, squad types, etc. You can select all, and disband, forcing their Ai soldiers to despawn, and themselves to respawn at HQ, where you can give them new orders and they'll build new squads for it. I'm still aiming for this weekend. Got some god awful food poisoning thursday night at my ex-favorite Mexican place, so my convictions on this date aren't super strong. But damnit, I want to play it, so it'll be asap, I promise. lol Heh, forgot about you when I sent tests out to see if I got radars working. I'll make sure you get my next test first. ;) Open mission in 3d editor. copy all content from map view, and create a new mission on altis or Tanoa. Paste your clipboard contents into the mission, and save it. Now alt tab out and copy everything from your github stratis version over into your new altis or tanoa version (Minus the mission.sqm) Now reopen it in the editor, and erase every town and it's camps except for one. Now rename that, and it's associated camps, to the name of the town you'll be using. Keep the syntax schemes as far as spacing goes correct in this portion, as it's important. You'll also have to set the town supply according to the town sizes you have. Supply values should vary between 30 and a max of 120. These values also dictate the resistance and occupation squad sizes. Now copy the town and it's camps, and start pasting it everywhere you want a town and camp. Rename all them. Place them appropriately. Save the mission, and play.
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Not only that, but we have territorial mode now. So the order itself is even more pointless, since they'll be forced to battle-lines either way.
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I wonder if taking away the defend, and take and defend orders will prevent this problem. It seems like they're getting stuck at defending, even in sari edits.
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Nah, it's present in .97 and all it's edits. To fix it, I just reset orders and respawn all of the AI. Haven't started getting into that for the latest source yet. It may be as simple as just writing a super simple heartbeat script that resets orders and respawns AI if they go inactive.
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I was really hoping to finish it up last night. But looks more like this weekend. But yes, I'll be releasing it and hosting it, both very very soon. ;) Don't bother, it's not playable. Pick up one of my latest sari edits, or wait a few days for another release.
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That's because the squads config has them included, but the units config doesn't. The units, gear, squads, etc lists (Anything that has anything to do with varying gear/units) is entirely fucked up. Looks to me as if benny had to pull a ton of OFPS-sourced scripting before he git-hubbed it. So a lot of stuff is fucked up or half done atm when it comes to actual gameplay.
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Same here. Got halo and the radars working, and cleaned out all the OFPS stuff while adding in deeper mod parameters. I'm really liking the platform update. Lots of fun new stuff to try to break.
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I have played a metric shit ton of KotH and Wasteland in the past. But I'm in the same vien of players you are. I like my graphics cranked to max, and my immersion high, so I'm automatically at a disadvantage when it comes to low graphics and 3p players. But I still do just fine by falling back on the time honored cover and concealment. Any more, KotH and wasteland are a relaxing break from the intense AI fights that I subject myself to nowdays. Real players are less coordinated, more predictable, and typically lose it in high stress situations. You just have to play to the advantages you have over them, while keeping the ones you lack in mind.
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AI commander works fine in Sari's edition atm. When I fixed it in that mission, it was an issue with AI squadsets in \Common\Config\Squads, and his upgrade flow in \Common\Config\Upgrades.
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Lots of great posts lately. :)
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I couldn't really find it calling anything aside for the compatibleItems array from the weapon config. And with that said, it seems like it should be working just fine. case (_type == CTI_TYPE_ITEM): { switch (getNumber(configFile >> _config_type >> _item >> 'ItemInfo' >> 'type')) do { case CTI_SUBTYPE_ACC_MUZZLE: { _acc_idcs = [77014, 77019, 77024]; //--- Where does it fit? { if ((_x select 0) != "") then { if (_item in (getArray(configFile >> _config_type >> (_x select 0) >> 'WeaponSlotsInfo' >> 'MuzzleSlot' >> 'compatibleItems') call CTI_CO_FNC_ArrayToLower)) then {_idcs = _idcs + [_acc_idcs select _forEachIndex]}; }; } forEach (_gear select 0); }; case CTI_SUBTYPE_ACC_SIDE: { _acc_idcs = [77015, 77020, 77025]; //--- Where does it fit? { if ((_x select 0) != "") then { if (_item in (getArray(configFile >> _config_type >> (_x select 0) >> 'WeaponSlotsInfo' >> 'PointerSlot' >> 'compatibleItems') call CTI_CO_FNC_ArrayToLower)) then {_idcs = _idcs + [_acc_idcs select _forEachIndex]}; }; } forEach (_gear select 0); }; case CTI_SUBTYPE_ACC_OPTIC: { _acc_idcs = [77016, 77021, 77026]; //--- Where does it fit? { if ((_x select 0) != "") then { if (_item in (getArray(configFile >> _config_type >> (_x select 0) >> 'WeaponSlotsInfo' >> 'CowsSlot' >> 'compatibleItems') call CTI_CO_FNC_ArrayToLower)) then {_idcs = _idcs + [_acc_idcs select _forEachIndex]}; }; } forEach (_gear select 0); }; case CTI_SUBTYPE_ACC_BIPOD: { _acc_idcs = [77017, 77022, 77027]; //--- Where does it fit? { if ((_x select 0) != "") then { if (_item in (getArray(configFile >> _config_type >> (_x select 0) >> 'WeaponSlotsInfo' >> 'UnderBarrelSlot' >> 'compatibleItems') call CTI_CO_FNC_ArrayToLower)) then {_idcs = _idcs + [_acc_idcs select _forEachIndex]}; }; } forEach (_gear select 0); };
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Lol, we're in the same boat. Guess that makes us designers? Now we just need to find a programmer to exploit! With that said, BECTI has been given permission to use the jet loadout selection UI system by John spartan and Saul so we can finally get a replacement for EASA. Anyone want to help implement it?
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_var = missionNameSpace getVariable _picked; // Rpt error. _upgrades = _side call CTI_CO_FNC_GetSideUpgrades; _upgrade = switch (_var select 5) do { case CTI_FACTORY_BARRACKS: {CTI_UPGRADE_BARRACKS}; case CTI_FACTORY_LIGHT: {CTI_UPGRADE_LIGHT}; case CTI_FACTORY_HEAVY: {CTI_UPGRADE_HEAVY}; case CTI_FACTORY_AIR: {CTI_UPGRADE_AIR}; default {-1}; }; if (_upgrade > -1) then { if (_upgrades select _upgrade < _var select CTI_UNIT_UPGRADE) then {_can_use = false; _need = _need - 1}; }; This is exactly what the issue is. Great find. In my missions, I have the AI buying Abrams and t-90s out of upgrade order because I haven't gotten around to finishing that config page up entirely. So when the AI finally hits gear 2, it's calling this but failing I'm assuming somewhere in the if statements. Which makes the timing of the crashes make perfect sense too. The interesting bit is that it only happens in a dedicated environment. Hosting locally doesn't seem to let it cause a crash. An important bit of code, if we can get it working though.
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Law-Giver, add me on steam: http://steamcommunity.com/id/TheCapulet Edit: Btw, I have reason to believe that the AI unit purchasing issues are causing eventual server crashes. Thanks a ton for digging into it.
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Arma 3 STABLE Server 2.18 "profiling / performance binary" feedback
RSF TheCapulet replied to Dwarden's topic in ARMA 3 - SERVERS & ADMINISTRATION
Was getting crashes with v14. Here's the minidump. http://www.torsquad.com/mdmp_v14_166.zip I'll be testing out v15 tonight. -
http://www.torsquad.com/desertwarfarepack.zip
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Hell, I have AI commanders battling it out on my server as I type this. They've been at it 4 hours, and I expect they'll be at a stalemate when I get back to it in the afternoon.
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IIRC, He gave up on 2.074 and had started pushing hard to finish Warfare3. Warfare3 was never finished before A3 release. And I assume most of it's structure went into BECTI. What AI issues are you talking about btw? I've been playing against them nearly every night without issue lately.
