pcc
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Everything posted by pcc
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Salvage trucks are not able to clear the wrecks fast enough. Is there a way to delete dead vehicles using the Init.sqf? I've tried ABANDONEDVEHICLETIME = 5; in Init_Common, but it doesn't work.
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Anyone else getting crash opening virtual garage? Also, seeing NLAWS used in the current war, AI unable to use PCML against certain high armor tanks is especially bad.
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Titan Compact top down fire mode missing
pcc replied to Akibuua-FIN-'s topic in ARMA 3 - DEVELOPMENT BRANCH
NLAW is also missing it. -
Rejoin rogue AI units back to their original group
pcc replied to pcc's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm trying to spread awareness and hope that gets the game bug fixed by BIS. But if somehow the bug is caused by mission script code, I just don't see it. Test mission: https://feedback.bistudio.com/T162211 -
Rejoin rogue AI units back to their original group
pcc posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
My mission spawns vehicles with crew and cargo in a while loop into the same group each side. However, occasionally somehow the cargo AI units will end up in their own separate group despite being created originally with the group they are supposed to be in. Is there a way to get all the groups of one side, and if units are not in either the original or player's group, then rejoin those units into their original group? [] spawn { while {true} do { if(count (allGroups select {side _x isEqualTo west}) > 2) then { { //all groups except _group and group player joinSilent _Group; }foreach (allGroups select {side _x isEqualTo west}); }; sleep 30; }; -
Rejoin rogue AI units back to their original group
pcc replied to pcc's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So apparently the issue is due to game bug where some AI cargo units creating their own rogue group after disembarking. When an infantry AI unit is becoming rogue, there will be a new rogue group that appears with no units in the spectator entities list. The rogue AI at this point is still listed in their original group, but they act like they're in the new rogue group with no waypoints. When the rogue AI is the only survivor of it's original group, their name will be moved to the new rogue group. This leaves stranded infantry AI units with no waypoints as their new rogue group doesn't have the waypoints from their original group. The problem gets worse in waves of spawning AI vehicles groups. You also can't give waypoints to this new rogue group until rogue AI infantry officially moves to the new rogue group. The rogue AI Majeed Gailani is originally in group Alpha 3-2, but also created it's own rogue Alpha 3-6 group. At this point it no longer follows it's original group. -
Removing missile lock minimum range limit
pcc posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've tried missileLockMinDistance=0 on it's ammo class, but there's a still minimum distance limit about 20m where it won't lock. Is there another config value that controls missile lock minimum distance? -
Removing missile lock minimum range limit
pcc replied to pcc's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Tested with various launchers for both infantry and vehicle mounted at point blank and up to around 20m it can't lock. Was hoping it isn't some hard coded limit that's not modifiable. -
This problem is amplified on slopped terrain as the tank will roll back until it's stopped by an object. As a result AI tracked vehicles tend to up stuck at the bottom of ravines on stratis. It's frustrating that the problem still persists without official fix. Are there any fixes via configs or scripting?
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It's the AI reversing the tanks into them. No problem with player controlled tanks, actually its great.
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There's no problem when player is driving the tank. It's the AI. If you spectate the AI crew tanks, you can see that they sometimes will do a right and left reverse when commanders orders it to new waypoint. It's a short reverse when terrain is flat, but on slopes, the tank will roll backwards and the AI will get stuck in reverse state until the tank hits somethings.
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I've tried using BIS_fnc_fire and fire command but both failed.
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Force unoccupied vehicle turret to fire
pcc replied to pcc's topic in ARMA 3 - MISSION EDITING & SCRIPTING
How can I check if a vehicle's gunner or commander turret has smoke launcher before adding the event handler? I tried using if(((_veh weaponsTurret [0]) find {"SmokeLauncher"}) isEqualTo 1)then {_veh addEventHandler...}; but even vehicles with smoke launcher at gunner turret aren't getting the event handler. -
Force unoccupied vehicle turret to fire
pcc replied to pcc's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm want vehicle turret to fire smoke grenades when locked by incoming missile, even if gunner is killed. -
AI uses tow missiles against flying aircraft and can lock on, is that intended? Btr90 cannon muzzle flash is at the barrel instead of the tip.
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AI commanders and gunners sometimes spam "move to grid..." to the driver and it slows down vehicle path finding. They also sometimes spam "target that...". I tried using setSpeaker "NoVoice" and enableChannel to disable vehicle chat, but neither worked.
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It didn't work, but it blocks other chats. Tried enableRadio false, which does block vehicle command radio, but it also blocks all other radio chats. I only want to block vehicle command radio.
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20mm HE grenades are used in static turrets. 40mm HE grenade are used more and it has 80 hit damage, so the explosion affecting initial hit doesn't apply. It also wouldn't make sense because explosion happens after the initial hit damage. Is it not true that bigger rounds should hit harder initially than smaller rounds especially when it more than twice the size? If I had to guess, auto cannon fired HE rounds hits hard than HE grenades rounds of similar mm IRL. 30×165 mm should have the higher initial hit value. Penetration damage is another value, that HE rounds don't have. Also, the main problem is same initial hit value for both 30mm with 12.7, and nothing seems to justify that yet. 30mm vs 12.7, but somehow they have same initial hit damage.
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The hit value is 30, which is the same as a 12.7x99. Isn't 30mm more powerful than .50 cal in real life? Compared this to 20mm HE which does 60 hit damage. I could just adjust values in the config, but I'd like to know if there's a reason for its value that I missed. Also, I'm not really sure how high it should be because, 40mm GPR does 70 hit, but 30mm MP is 90. Just look at the difference
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But even the 20mm HE grenades has more hit damage than 12.7 too. So I think 30mm HE probably should at least have a hit higher than 40 (the hit value of 20mm grenades). Yes, explosive damage of 40mm GPR should be higher than 30mm MP, but why its hit value is lower? Another problem is that AI will not fire if the ammo's hit value is too low and armor value of target is too high even though the ammo can still damage parts of target like tires. Even after setting damageResistance to 0 AI won't shoot.
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How do you select the Kh29 missile for su-34? The weapon is not showing for gunner or manual fire. Using class CUP_O_SU34_RU. Also I noticed AI tend to fly CUP jets higher and further away than vanilla jets while circling back to attack ground targets. Is this set in the configs?
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That's the confusing part too because 60Rnd_20mm_HE_shells magazine uses B_20mm and there's a separate 20mm AP round too. But still, shouldn't the 30mm HE do more direct hit damage than 12.7 regardless of additional explosive damage? Also, what about 40mm GPR's lower hit damage than 30mm MP?
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Tracks slipping on offroad terrain
pcc replied to .Tom's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
What's the banana drive bug? -
Adjusting AI aim of skyfire rockets in aircrafts
pcc posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
AI in aircraft always overshoot when using skyfire rockets against ground targets. What config adjustments can be done to compensate? -
Check if vehicle has unit in cargo seat including FFV
pcc posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm trying to check if spawned vehicle with crew has a unit in cargo seat even if its FFV, to add unload waypoint. Fullcrew with cargo filter doesn't doesn't consider FFV seats as cargo.