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About zilfondel

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    design, gaming, hiking, cycling
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    computer tech

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    Соколиная ночь

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  1. Thanks for the reply! I've been using your mod and it seems to add a better feel for the planes. ACE3 actually has a feature for aircraft handling as well: https://ace3mod.com/wiki/feature/aircraft.html 1.1 Adjusted flight behaviour Changes the flight behaviour of various aircraft. ...its not too clear what that change is exactly.
  2. GOing to try this out! Question - how does this interact with ACE3 updates to aircraft flight characteristics? How about the Firewill planes, such as the Harrier, F18, F14, F15 etc?
  3. zilfondel

    RHS Escalation (AFRF and USAF)

    I'm a mission maker for a major unit, would like to use these amazingly detailed assets but would like to hand them over to AI as well, since we primarily run coop missions. But I've ran into some major, major AI related issues with the tank assets. Here's what happened: In a single player mission, I had an entire platoon of M1A1 drive up to a truck full of OPFOR infantry, and shoot a few rounds from the coaxial to disable the front wheels. Then they stopped. And waited... for the infantry to dismount. The infantry then throw grenades, exploding next to the M1. The crew to the M1 bailed out, and were immediately killed by the dismounted infantry. So I've done some basic testing tonight of the RHS vehicles' AI. Was not very impressed with the AI behind the MBTs. Setup included pitting a single tank vs a bunch of light trucks, BTR-60s, and a T72. The vehicles were unarmed/no gunner. Distance was about 200 meters. Results: BLUFOR - USMC and US Army tanks would wait ~15 seconds, then start and continue sporadic machinegun fire on the tank and BTRs. They would normally allow the trucks to drive off unharmed, although occassionally they would kill the occupants. The BLUFOR tanks (M1 variants) seem to flat-out refuse to engage enemy ABCs and IFVs with their main guns, period. That is... until I removed the lighter unarmored vehicles. Then the tanks would reliably engage the armored targets with their main guns. But as soon as there were enemy infantry or unarmored vehicles that they were aware of, they would switch to exclusively using the machinegun. The main gun would only be sporadically used in a mixed environment, often leaving heavier IFVs untouched and able to counter. I also tested the BLUFOR IFVs, which would immediately open up with their autocannon and ATGMs on enemy armor, often knocking them out. They would also fir on the APCs and IFVs with their autocannon, and use the machinegun to engage the trucks. However, other times it would allow the BTRs to drive right up to the IFV and they would site there for minutes and not do anything. I'm assuming that kind of behavior may be more due to poor Arma AI. OPFOR - the Russian tanks would typically fire the main gun a bit more often, normally targeting the highest level threat it sited, and then prioritize the lesser vehicles with the main gun, while intermittently switching to the machinegun to engage the smallest trucks. What I've also noticed is that vehicles tend to aim for the turret on enemy vehicles - which unfortunately has the highest amount of armor, making for very long engagements that typically fail to actually destroy the other vehicle (!). So at this point it seems that the MBTs in RHS do not have functional AI. Has the RHS team not spent any time on the tank AI or do we know when they will get it working? It seems like the AI should #1 prioritize using the main gun to go for main hull/rear shots on the biggest targets, continue using the machinegun as it is, or less. But to not be afraid of engaging at long distances with its main gun! Thats what the damn thing is for! Mods: RHSUSAF RHSAFRF RHSSAF RHSGREF CBA_A3 Project OPFOR CUP maps Ares Mod taskforce radio
  4. zilfondel

    EDEN bug

    Hi, I have never seen anyone discussing this bug before, but here goes: I have noticed a bug where I cannot open a mission on a particular map. If I try to open a specific mission, it opens a different mission instead. Steps to reproduce: edit a mission on Altis that has been previously saved make changes to mission, but do not save open a different mission on a different map - discard changes made to mission try to open the mission from step 1 Eden will not open the mission, but will open a separate mission from Altis instead. The only way I can then open that mission is to exit Arma 3 entirely and relaunch. Sorry, the issue persists even if I exit the game. You have to save a new mission on the same island, and only then can you load your old mission. I have been experiencing this issue for at least a year. Occurs with no mods installed.
  5. Oh wow, I didn't realize that analog controls enabled actual analog control. Interesting!
  6. Ground vehicles really need analog throttle controls. Why can we use joysticks and steam/Xbox controllers to fly jets and helicopters, but not ground vehicles? This technology is about 25 years old by now.
  7. zilfondel

    VR Support?

    I bought a new computer for my Rift and am very interested in playing Arma 3 with it. I know of the resolution issue, but then Arma has this neat feature where you can zoom in using optics. I'd love to be able to pilot aircraft, helicopters and vehicles and be able to look around instead of using the clunky mouselook. Newer gaming PCs can run Arma 3 at ultra high settings at extremely high framerates. Even in our larger firefights I rarely drop below 60.
  8. zilfondel


    Yes, my version of buldozer.exe is Product name: Arma 2 OA -should be good, as I bought Arma2 CO off of steam
  9. zilfondel


    I hate to open a really old thread, but I cannot get buldozer to work. I have Arma2:CO that I bought off of Steam. Works fine, everything's great. I am trying to learn how to edit vehicle models. Not going to edit terrain. I just want to get the buldozer model previewer to work. If I try running Arma2OA.exe in "buldozer" mode this way, it also fails with an ugly error message: "C:\Program Files (x86)\Steam\steamapps\common\arma 2 operation arrowhead\arma2OA.exe" -window -buldozer -noland However, trying to run it the proper way: P:\buldozer.exe -window -buldozer -noland ...still fails with the error: Shaders not valid (mismatch of exe and data?) I have no idea how I'm supposed to get this to work at this stage. I've been following these horribly disjointed tutorials with no success. Steps taken: Found and followed these guides: -followed Gnat's youtube tutorial to install the BI Tools: linkie was directed to Bush's Geotypical Microterrains - Source Files & Beginners Guide: http://forums.bistudio.com/showthread.php?124623-Bush-s-Geotypical-Microterrains-Source-Files-amp-Beginners-Guide -installed BI Tools 2.5.1 -unpacked Mikero's Arma2P.2.5.1a.rar -ran the "Arma2P.2.5.1.cmd" app -> it unpacked ~12 GB worth of data to my P:\CA directory. No errors. So far, so good. -Bush's tutorial states not to update any settings for buldozer: Ignore the "Update Buldozer" section which follows immediately afterwards! Since the new tools version 2.5.1 was released, there's no need to mess about "using Arma2OA.exe as buldozer" or anything like that at all! -Tested buldozer - giving me the "Shaders not valid (mismatch of exe and data?)" error Help! What am I supposed to do? Besides wait for Arma3? I'm at a dead end. ---------- Post added at 11:47 PM ---------- Previous post was at 11:40 PM ---------- FYI, here is my P: dos folder list: Directory of C:\Users\Gamer\Documents\ArmAWork 02/24/2013 11:39 PM <DIR> . 02/24/2013 11:39 PM <DIR> .. 02/24/2013 04:18 PM 521 ARMA2 P3D viewer.lnk 02/23/2013 02:56 PM 2,460 basic_defines.hpp 02/24/2013 11:32 PM <DIR> bin 02/23/2013 02:56 PM 11,111,560 buldozer.exe 02/24/2013 05:32 PM <DIR> ca 02/23/2013 02:57 PM 5,491 config.cpp 02/24/2013 05:20 PM <DIR> core 02/24/2013 11:39 PM 0 dir.txt 02/23/2013 02:57 PM <DIR> Doc 02/23/2013 02:57 PM <DIR> Dta 02/24/2013 05:20 PM <DIR> languagecore 02/23/2013 02:57 PM 8,704 makeShorCut.exe 02/23/2013 02:57 PM 48 mapdisk.bat 02/23/2013 02:57 PM <DIR> MatTemplates 02/23/2013 02:57 PM 351 model.cfg 02/24/2013 11:32 PM 2,907 net.log 02/23/2013 02:57 PM 135 stringtable.csv 02/23/2013 02:57 PM 329 UnInstall.csv 02/23/2013 02:57 PM 601,224 UnInstall.exe 02/23/2013 02:57 PM 1,308 UnInstall.log 02/24/2013 05:32 PM <DIR> WRP_PROJECTS
  10. That worked, thanks - now I understand how eventhandlers work!
  11. Thanks for the help guys, it works perfectly. I am now working on another script runs for a unit and checks to see if he has fired his weapon when he is near a marker. Very simple script, but I can't get it to work. Here it is: _unit = badger1; _AO1 = markerpos "AO1"; _AO2 = markerpos "AO2"; _AO3 = markerpos "AO3"; while {true} do { if (badger1 distance _AO1 < 10) then { _unit addeventhandler [“firedâ€, "badger1firedAO1 = true;"]; } else { }; sleep 1; }; Error message: error invalid number in expression --------------------- The previous script I tested successfully was this by itself: badger1 addeventHandler ["fired", "badger1firedAO1 = true;"]; These scripts are basically identical except for the if-then. How do I get this to work properly? Do I need to add the eventhandler and THEN check to see if he is near the marker's location?
  12. Thanks for the help, but now I'm getting a different error: ...e] do { Error &&: Type number, expected Bool,code File C.... Profiles\... line 10 if ((_unit distance _AO1 < 10) |#|&& badger1firedAO1) then { ...which doesn't make any sense to me, as according to the Biki, my original syntax was correct: http://community.bistudio.com/wiki/and
  13. Hi, I've spent the past few days researching and trying to build some code to check whether a unit has fired its weapon near certain marker locations (AO1, AO2, AO3). My goal is to create a script that sets the units setcaptive to true/false depending on whether it has blown its cover at that location or not by firing its weapon. In order to achieve my goal, I need to check several conditions on my unit. Is it not possible to use this type of statement? if ((a = 1) && (b = 1)) then { } else { }; This is the entire script that is blowing up on me: if (!isServer) exitwith {}; _unit = this select 0; _AO1 = markerpos "AO1"; _AO2 = markerpos "AO2"; _AO3 = markerpos "AO3"; while {true} do { if ((_unit distance _AO1 < 10) && (badger1firedAO1 == true)) then { hint "You have been a bad boy in AO1"; _unit setcaptive false; } else { if ((_unit distance _AO2 < 10) && (badger1firedAO2 == true)) then { hint "You have been a bad boy in AO2"; _unit setcaptive false; } else { if ((_unit distance _AO3 < 10) && (badger1firedAO3 == true)) then { hint "You have been a bad boy in AO3"; _unit setcaptive false; } else { hint "You are safe"; _unit setcaptive true; };};}; sleep 1; }; Unfortunately, this throws an error when I start the mission - Error ==: Type Bool, expected Number, String, Object, Side, Group, Text, Config entry, Displaly (dialog), Control, Team member, Task, Location blah blah blah line 10 This is line 10: if ((_unit distance _AO1 < 10) && (badger1firedAO1 == true)) then { The script worked fine until I added the second condition: && (badger1firedAO1 == true). Any ideas how to fix this so that it works correctly?
  14. zilfondel

    ACE for OA 1.13

    Could we get the laser designator added back to the attack jets (especially the A10)? It seems ridiculous that the pilot of the A10 doesn't have the ability to know when his bombs are seeing the laser spot from the laser designator on the ground targets. This technology has been around since the 1970s and is known as the "Pave Penny:" The Lockheed Martin AN/AAS-35(V) Pave Penny is a laser spot tracker carried by US Air Force attack aircraft and fighter-bombers to enable them to track a laser spot on the ground (it does not produce a laser beam itself, so the aircraft cannot launch and guide laser-guided bombs against ground targets without additional hardware). PAVE was later used as an acronym for Precision Avionics Vectoring Equipment.[1] Pave Penny was developed in the mid-1970s based on the earlier AN/AVQ-11 Pave Sword laser tracker used on a few USAF F-4 Phantom II during the Vietnam War, miniaturized using solid-state electronics. The compact (31 in / 78 cm) pod, which weighs only 32 lb (14.5 kg) is a simple laser spot tracker that searches for reflected laser light from other laser designators (used by friendly air or ground forces) and displays that target information on the aircraft heads-up display (HUD). Unlike the LRMTS (laser ranger and marked target seeker) systems common to European aircraft, or the more sophisticated ASQ-228 ATFLIR, TIALD, and LANTIRN designators, Pave Penny does not contain a laser. Pave Penny can recognize specific laser designation signals based on pre-determined four-digit codes encoded into the laser pulse, allowing it to seek out particular targets and ignore others (to avoid, for example, several aircraft hitting the same target). It has no range-finding capability. Pave Penny's nominal range is 20 miles (32 km), although effective range is considerably shorter. The Pave Penny pod was used by USAF A-7D Corsair II aircraft, fuselage-mounted beneath the engine intake, and the A-10 Thunderbolt II, mounted on an external pylon designed specifically for the pod (see photo top right). It was previously used by some F-16 aircraft, although most now use LANTIRN instead. Some pods were also supplied to Singapore, where they are used on that nation's upgraded A-4SU Super Skyhawks. source: http://en.wikipedia.org/wiki/Pave_Penny
  15. You don't even need to use that much coding. Createvehicle has randomness built into it. from the wiki (http://community.bistudio.com/wiki/createVehicle_array): _veh = createVehicle ["2S6M_Tunguska",getMarkerPos "marker1",["marker2","marker3"], 0, "NONE"] This will spawn a Tunguska at either marker1, marker2, or marker3. You could substitue an ammo box in for the Tunguska. Or you could spawn an artillery round and have randomly-placed explosions (IED?). [type, position, markers, placement, special]: Array type: String position: Position markers: Array placement: Number special: String