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BL1P

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Everything posted by BL1P

  1. BL1P

    [SP/MP] BeCTI

    Ahh right the AI_Skill function hmmm yer it would overwrite that (I think :) ) Unsure to be honest only tests would show
  2. BL1P

    [SP/MP] BeCTI

    @SpanishSurfer You could try something like this in \Common\Functions\Common_CreateVehicle.sqf if (_type == "Classname") then { clearWeaponCargoGlobal _vehicle; clearMagazineCargoGlobal _vehicle; clearItemCargoGlobal _vehicle; _vehicle addMagazineCargoGlobal ["classname", 5]; }; Not tested. Although an easier solution is to add the clearWeaponCargoGlobal _vehicle; clearMagazineCargoGlobal _vehicle; clearItemCargoGlobal _vehicle; at the end of the file so all vehicles have ammo in inventory's removed. As for ASR_AI etc. as far as I remember they are server side mods so you just run it on the server and it effects all AI globally. No idea about Zertys :)
  3. A nice little sever check on the mod to see if the server has magic hexagons on and if not then clients do not either would be nice.
  4. I thought I would give some more info in the hopes of getting a fix :) Heres how AI are created via the init.sqs AW_fnc_spawnUnits = { private ["_randomPos","_spawnGroup","_pos","_x","_armourGroup","_armour","_airGroup","_air","_airType"]; _pos = getMarkerPos (_this select 0); _enemiesArray = [grpNull]; // squad pat _x = 0; for "_x" from 1 to PARAMS_SquadsPatrol do { _randomPos = [getMarkerPos currentAO, PARAMS_AOSize] call aw_fnc_randomPos; _spawnGroup = [_randomPos, EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad")] call BIS_fnc_spawnGroup; "O_Soldier_AA_F" createUnit [_randomPos, _spawnGroup]; [_spawnGroup, getMarkerPos currentAO, PARAMS_AOSize] call aw_fnc_spawn2_randomPatrol; [(units _spawnGroup)] call aw_setGroupSkill; if(DEBUG) then { _name = format ["%1%2",name (leader _spawnGroup),_x]; createMarker [_name,getPos (leader _spawnGroup)]; _name setMarkerType "o_unknown"; _name setMarkerText format ["Squad Patrol %1",_x]; _name setMarkerColor "ColorRed"; [_spawnGroup,_name] spawn { private["_group","_marker"]; _group = _this select 0; _marker = _this select 1; while{count (units _group) > 0} do { _marker setMarkerPos (getPos (leader _group)); sleep 0.1; }; deleteMarker _marker; }; }; _enemiesArray = _enemiesArray + [_spawnGroup]; }; //--- Defence pat _x = 0; for "_x" from 1 to PARAMS_SquadsDefend do { _randomPos = [getMarkerPos currentAO, PARAMS_AOSize] call aw_fnc_randomPos; _spawnGroup = [_randomPos, EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad")] call BIS_fnc_spawnGroup; "O_Soldier_AA_F" createUnit [_randomPos, _spawnGroup]; [_spawnGroup, getMarkerPos currentAO,50] call aw_fnc_spawn2_perimeterPatrol; [(units _spawnGroup)] call aw_setGroupSkill; if(DEBUG) then { _name = format ["%1%2",name (leader _spawnGroup),_x]; createMarker [_name,getPos (leader _spawnGroup)]; _name setMarkerType "o_unknown"; _name setMarkerText format ["Squad Defend %1",_x];; _name setMarkerColor "ColorRed"; [_spawnGroup,_name] spawn { private["_group","_marker"]; _group = _this select 0; _marker = _this select 1; while{count (units _group) > 0} do { _marker setMarkerPos (getPos (leader _group)); sleep 0.1; }; deleteMarker _marker; }; }; _enemiesArray = _enemiesArray + [_spawnGroup]; }; // teams pat _x = 0; for "_x" from 1 to PARAMS_TeamsPatrol do { _randomPos = [getMarkerPos currentAO, PARAMS_AOSize] call aw_fnc_randomPos; _spawnGroup = [_randomPos, EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam")] call BIS_fnc_spawnGroup; /* "O_Soldier_AA_F" createUnit [_randomPos, _spawnGroup]; [_spawnGroup, getMarkerPos currentAO, (PARAMS_AOSize / 2)] call aw_fnc_spawn2_randomPatrol; */ [(units _spawnGroup)] call aw_setGroupSkill; if(DEBUG) then { _name = format ["%1%2",name (leader _spawnGroup),_x]; createMarker [_name,getPos (leader _spawnGroup)]; _name setMarkerType "o_unknown"; _name setMarkerText format ["Team Patrol %1",_x];; _name setMarkerColor "ColorRed"; [_spawnGroup,_name] spawn { private["_group","_marker"]; _group = _this select 0; _marker = _this select 1; while{count (units _group) > 0} do { _marker setMarkerPos (getPos (leader _group)); sleep 0.1; }; deleteMarker _marker; }; }; _enemiesArray = _enemiesArray + [_spawnGroup]; }; // cars pat _x = 0; for "_x" from 1 to PARAMS_CarsPatrol do { _randomPos = [getMarkerPos currentAO, PARAMS_AOSize,6] call aw_fnc_randomPos; _spawnGroup = [_randomPos, EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Motorized_MTP" >> "OIA_MotInf_Team")] call BIS_fnc_spawnGroup; [_spawnGroup, getMarkerPos currentAO, PARAMS_AOSize] call aw_fnc_spawn2_randomPatrol; (vehicle (leader _spawnGroup)) spawn aw_fnc_fuelMonitor; [(units _spawnGroup)] call aw_setGroupSkill; if(DEBUG) then { _name = format ["%1%2",name (leader _spawnGroup),_x]; createMarker [_name,getPos (leader _spawnGroup)]; _name setMarkerType "o_unknown"; _name setMarkerText format ["Car %1",_x];; _name setMarkerColor "ColorRed"; [_spawnGroup,_name] spawn { private["_group","_marker"]; _group = _this select 0; _marker = _this select 1; while{count (units _group) > 0} do { _marker setMarkerPos (getPos (leader _group)); sleep 0.1; }; deleteMarker _marker; }; }; _enemiesArray = _enemiesArray + [_spawnGroup]; }; // armour pat for "_x" from 1 to PARAMS_ArmourPatrol do { _armourGroup = createGroup east; _randomPos = [getMarkerPos currentAO, PARAMS_AOSize,7] call aw_fnc_randomPos; if(random 1 < 0.75) then {_armour = "O_MBT_02_cannon_F" createVehicle _randomPos} else {_armour = "O_APC_Tracked_02_AA_F" createVehicle _randomPos}; waitUntil{!isNull _armour}; "O_crew_F" createUnit [_randomPos,_armourGroup]; "O_crew_F" createUnit [_randomPos,_armourGroup]; ((units _armourGroup) select 0) assignAsDriver _armour; ((units _armourGroup) select 1) assignAsGunner _armour; ((units _armourGroup) select 0) moveInDriver _armour; ((units _armourGroup) select 1) moveInGunner _armour; [_armourGroup,getMarkerPos currentAO,(PARAMS_AOSize / 2)] call aw_fnc_spawn2_perimeterPatrol; _armour spawn aw_fnc_fuelMonitor; _enemiesArray = _enemiesArray + [_armourGroup]; [(units _armourGroup)] call aw_setGroupSkill; _armour lock true; if(DEBUG) then { _name = format ["%1%2",name (leader _armourGroup),_x]; createMarker [_name,getPos (leader _armourGroup)]; _name setMarkerType "o_unknown"; _name setMarkerText format ["APC %1",_x];; _name setMarkerColor "ColorRed"; [_armourGroup,_name] spawn { private["_group","_marker"]; _group = _this select 0; _marker = _this select 1; while{count (units _group) > 0} do { _marker setMarkerPos (getPos (leader _group)); sleep 0.1; }; deleteMarker _marker; }; }; }; if((random 10 <= PARAMS_AirPatrol)) then { _airGroup = createGroup east; _randomPos = [getMarkerPos currentAO, PARAMS_AOSize] call aw_fnc_randomPos; _airType = if(random 1 <= 0.5) then {"O_Heli_Attack_02_F"} else {"O_Heli_Light_02_F"}; _air = _airType createVehicle [_randomPos select 0,_randomPos select 1,1000]; waitUntil{!isNull _air}; _air engineOn true; _air lock 3; _air setPos [_randomPos select 0,_randomPos select 1,300]; _air spawn { private["_x"]; for [{_x=0},{_x<=200},{_x=_x+1}] do { _this setVelocity [0,0,0]; sleep 0.1; }; }; "O_crew_F" createUnit [_randomPos,_airGroup]; ((units _airGroup) select 0) assignAsDriver _air; ((units _airGroup) select 0) moveInDriver _air; _air removeMagazineTurret ["8Rnd_LG_scalpel",[0]]; _air removeMagazines "8Rnd_LG_scalpel"; if(_airType == "O_Heli_Light_02_F") then { "O_crew_F" createUnit [_randomPos,_airGroup]; ((units _airGroup) select 1) assignAsGunner _air; ((units _airGroup) select 1) moveInGunner _air; }; [_airGroup,getMarkerPos currentAO,(2 * (PARAMS_AOSize / 3))] call aw_fnc_spawn2_perimeterPatrol; _air spawn aw_fnc_fuelMonitor; _enemiesArray = _enemiesArray + [_airGroup]; //[(units _airGroup)] call aw_setGroupSkill; if(DEBUG) then { _name = format ["%1%2",name (leader _airGroup),_x]; createMarker [_name,getPos (leader _airGroup)]; _name setMarkerType "o_unknown"; _name setMarkerText format ["Air %1",_x];; _name setMarkerColor "ColorRed"; [_airGroup,_name] spawn { private["_group","_marker"]; _group = _this select 0; _marker = _this select 1; while{count (units _group) > 0} do { _marker setMarkerPos (getPos (leader _group)); sleep 0.1; }; deleteMarker _marker; }; }; }; { _newGrp = [_x] call AW_fnc_garrisonBuildings; if (!isNull _newGrp) then { _enemiesArray = _enemiesArray + [_newGrp]; }; } forEach (getMarkerPos currentAO nearObjects ["House", 600]); _enemiesArray }; Which is then called later in the init.sqs //Spawn enemies _enemiesArray = [currentAO] call AW_fnc_spawnUnits; This is the error given from the Cache scripts 1:22:23 Error in expression <, []]; _arr = _obj getVariable _var; }; _arr set [(count _arr), _val]; }; UCD_f> 1:22:23 Error position: <_arr set [(count _arr), _val]; }; UCD_f> 1:22:23 Error Undefined variable in expression: _arr 1:22:23 File mpmissions\__cur_mp.Altis\scripts\unitCaching\lib\arrays.sqf, line 26 Once again thanks for any help BL1P
  5. Hello. I have implemented your AI Caching and Distribution System into a version of AW invade and anex. It caches the AI scripted for the AO with no problem until it comes to the UnCaching which it then seems to half the amount of AI that where originally there. I used the ASM server monitor on a version without your AICDS which had aprox AIL - 160 (AI local to server) when the same mission was ran with the AICDS on it cached them down to approx AIR - 28 (AI remote on HC) When they un-cached there was only aprox AIR- 88 (AI remote on HC) Ran that test a few times and each time it seemed to reduce the AO amount of AI by half size groups. Any help appreciated. Thanks BL1P.
  6. Whats is this Life thing of which you speak ?
  7. Unrelated but really nice signature Images m8 what did you use to create them ?
  8. Ok nps will the other functions be transferable re-trans turn off radio when unconscious via revive script etc ?
  9. Will this be functional in the new version and working ? acre_api_fnc_joinServer Also will the old APIs functions be compatible ?
  10. Apart from the 3rd usage Nice blog.
  11. An update of the MP browser. With features like :- Mission name exclusion. A way to remove servers using a list of mission names, similar to the show only missions with this name feature currently in place but with it excluding missions and with the ability to use multiple names (example life;bl1psmission;counterstrike would exclude all missions from the server list if they contained any of the three words. Difficulty Settings Show and Hide. A way to show only servers using certain combinations of settings. Example :- A drop down system with tickable boxes along with a select and deselect all box at the top. A ticked option would mean show server if setting is ON or OFF. Not having a tick next to an option would mean DO NOT show servers with this option ON. Armor FriendlyTag EnemyTag MineTag HUD HUDPerm HUDWp HUDWpPerm HUDGroupInfo AutoSpot Map WeaponCursor AutoGuideAT ClockIndicator 3rdPersonView CameraShake DeathMessages NetStats VonID ExtendInfo StanceIndicator So if you only unticked 3rdPersonView you would only see servers with 3rdPersonView OFF in the list, but would see servers with and without all the other options. If you left them all ticked you would see all servers. Or have a show if on and hide if on box for each option which when not ticked showed servers with that setting on or off. I think that this allows for all tastes.
  12. BL1P

    [SP/MP] BeCTI

    Said Hello on steam the other day so hes still alive :)
  13. Really ? Could you tell me where the "Exclude Mission Name" filter option is because I would love to use it ! Atm all you can do is "Show only Mission Name". The browser needs a major revamp with the ability to exclude missions and server settings added to the filters.
  14. BL1P

    Terrible Performance

    A note on the -High command. Although using -high does nothing via command line you can do the following :- Create a .bat file that launches the game in high priority and use affinity to set the cores it uses. I use the following to run 5 of my six cores on my 1090t all on high priority @echo off echo Launching Arma3... cd /D "C:\Program Files (x86)\Steam\steamapps\common\Arma 3\ start "" /wait /high /affinity 3E "C:\Program Files (x86)\Steam\steamapps\common\Arma 3\arma3.exe" -noBenchmark -noPause -noSplash -world=empty -skipintro -showscripterrors leave out the /affinity 3E part to run on all cores as default but with high priority. Don`t just copy paste what I put here as your system will be different. Disclaimer if ya PC blows up it wasn't me !
  15. BL1P

    Why this game sucks...

    They do really need to improve the Browser filters though the OP is right about that. Certain things are total game changers so you should be able to filter the following options to Show or Hide, So that you only see the servers with settings you would want to play on. Armor FriendlyTag EnemyTag MineTag HUD HUDPerm HUDWp HUDWpPerm HUDGroupInfo AutoSpot Map WeaponCursor AutoGuideAT ClockIndicator 3rdPersonView DeathMessages NetStats VonID ExtendetInfoType As well as that you should be able to add to a drop down list of mission names to exclude. So you could add names to a list like this DayZ Life Wasteland Farm BL1Ps mission of awesomeness Then any missions with those in the name would be excluded or better still have the list of names generated by the Browser and you select the ones to ignore ! At the moment its very difficult to find the Servers with missions and settings which you want to play on. All you can do is join a server and see if it is using the Server settings you like with the mission style you like. This is because of the way a server owner can alter the base settings of any Difficulty making them all the same so that Recruit can become Elite. The only one that is hard to revert is Elite but most don't use that as you cannot set the default start Difficulty as a server admin so all missions default to regular on mission change or server restart. So the majority of Servers run and alter the Regular Difficulty because the server always defaults to that Difficulty. This is why everyone reverts to playing with a community or clan and eventually the pubbers just revert to playing whatever spams the MP lists as they cant filter for what they want with enough detail.
  16. O dear you really didn't think before you posted that did you :) It shows the servers difficulty but not the servers difficulty settings. Hmm an example... You can run a server with Regular difficulty mode showing but it will be running with Elite settings (3rd off, extended Armour off etc etc etc). Doesn't take a genius to figure that out :) So to find a server with 3rd off isn't as easy as looking for only Elite difficulty servers as 99% of the 3rd off servers are altered Regular, Veteran or Recruit difficulty settings.
  17. Because of ACE + ACRE So BIS time to take note and create a DLC that's got AIA, ACE and ACRE fully implemented and supported. And while your at it give us a filter drop down section for server difficulty settings, so people who want to play a certain way don't need to spend hours testing what settings each server has on, by joining every Fking server to test it !
  18. BL1P

    [SP/MP] BeCTI

    Simple answer = Nope. It would take alot of re-coding to allow the use of player in player groups because of the way the AI teams\groups - cash - gear - etc works. I tried and it was beyond me but I think Benny got it working in a version for Arma2 maybe when he comes back he will get player in player groups working again. Sorry! I have tried to do this quite a few times as me and my m8s use sthud and would love player in player groups ! So if anyone gets it working please write down how you did it for us !
  19. BL1P

    [SP/MP] BeCTI

    CHANGE THIS :- In Client\Functions\Client_JoinRequestAnswer.sqf line 39ish make it read like this if (_can_join) then { CTI_P_CanJoin = true; } else { CTI_P_CanJoin = true; hint "I love BL1P"; }; Might work :) Dunno answering whe n dwunk !
  20. BL1P

    Pet Peeves of A3

    Not being able to find servers with 3rd off using filters.
  21. BL1P

    A3 and DayZ share anything?

    I would like the ability to remove servers using 3rd from my search options introduced to Arma3. I think a drop down box with all the server difficulty's in the filter section would be a good thing.
  22. Thanks .Kju Ill check this out after the weekend thank you.
  23. Yer your right m8 I didnt read the setup list of things you need to do. I have now and there is way too much stuff to do just for this. Thanks but like i said ill wait till I can click a button and play or not. Lost too many hours fing about with mods in arma already :)
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