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Everything posted by Rydygier

  1. Ah thanks, I'll try, when possible. From available screens I can extrapolate, visually it is pretty decent depiction, of course Poland has quite diverse landscapes, it resembles some of them all right. If they used some Chernaruss-like assets for architecture... Well, there are areas in Poland (South-East mostly, near the border with Czech Republic and Slovakia, I guess) where such old architecture remnants still may be seen, but of course it's not typical, typical rural area depending on region is more or less, but rather modern, like this:
  2. Haha, don't know, how Polish(ed) it is yet, had no opportunity to see it so far. First impression have to wait (maybe for the better), till I get a bit richer... Wait, is it available to play already?
  3. Probably you have someone for this and it would be fixed anyway, but here's some Polish language insight. In the trailer we have this: In the Polish part should be: WKRACZASZ NA TEREN WOJSKOWY NIE OPUSZCZAJ DROGI NIE ZATRZYMUJ SIĘ I NIE WYCHODŹ Z POJAZDU BEZWZGLĘDNIE PODPORZĄDKUJ SIĘ SŁUŻBOM WOJSKOWYM I ZWOLNIJ IM DROGĘ W RAZIE POTRZEBY NA PUNKCIE KONTROLNYM ZATRZYMAJ SWÓJ POJAZD I OKAŻ SWOJE DOKUMENTY (assuming no punctuation marks is actual thing on such plates, could be, also it is not impossible this is based on actual plate with same errors? 🙂 ) Erm, or should this go to the assets feedback?
  4. Rydygier

    Contact Expansion Feedback

    When I saw the announcement of "Contact" DLC I was really excited. Aliens mean new cool toys to play with, very likely to be used in my projects, superb. In that mood I started to watch the trailer and then I saw that warning plate with Polish text. At this point my excitement rapidly spiked up. 🙂 So I went to read exact features list and after that reading from "nice to have" this DLC immediately was promoted to "absolute must have". Green Men in Poland! Once I get opportunity to try it, more feedback is very likely... So cool, thank you for doing this.
  5. Rydygier

    Creating Table Dialog

    Kinda made it working here: (first post contains link to the files, see GUI.hpp, RscInhabitants) Found no way to fill it with custom controls, thus all customization done via scripting, using "ct" commands. Most fields are in fact buttons.
  6. HAS 1.8 wip1 - feature on request: from now on CAS has two alternative patterns. Previous is called "HOVER", new one is called "SAD". Caller chooses the pattern just after the call, before any sentences and before the map is displayed. It is done via mouse actions. After the choice CAS proceeds as before until heli reaches initial CAS position. Till this point is possible to switch patterns, after this point chosen pattern is fixed. SAD pattern is based on vanilla AI behavior during SAD waypoint, so you probably know, what to expect here. The difference is, SAD may be prematurely ended if chopper get too heavy damage or if player cancel the support manually. Also, if RYD_HAS_CAS_OnlyKnownTargets is left as "false", at SAD init all targets within set radius are revealed to the chopper, which somewhat boosts SAD effectiveness. IMHO in most cases HOVER pattern will be more effective. SAD is in general more risky for the chopper. It may prove better however in scenarios similar to depicted in the linked demo - infantry and vehicles without serious AA capabilities in the environment with many LOS blockers, like the town, where engaging targets from many different angles may be helpful. Maybe also where targets are highly mobile or when a bit better fire precision is preferable (friendlies close to the targets). It is more timid/hesitant as for used firepower though, especially the missiles. Also SAD pattern, as based on native AI, will be affected by any changes to the default Arma's chopper AI, bugs or improvements alike. Not tested in MP.
  7. Or probably you may add them all at once earlier, if these units are actually exisiting prior to recruiting.
  8. Yep, check the manual, page 11. To add new units use such code: [newUnit1,newUnit2,newUnit3(etc.)] call RYD_HAS_NewUnits;
  9. Rydygier

    [SP] HETMAN: War Stories

    There was added a button to the GUI to choose manually on the map battlefield area, but not where exactly armies will be initially positioned around it, IIRC.
  10. Rydygier

    [SP] HETMAN: War Stories

    Hello. No such plans currently, I'm generally not interested in MP and simply do not like MP scripting. If someone would like to try himself... It may be possible with substantial amount of work hours, woulnd't be trivial though, especially around stuff like spectator mode or initial GUI.
  11. In that case it may be a scenario about how wrong shit happens on war. Call it "The fire, that was friendly" or alike. 🙂
  12. Well, when time will allow I'll run some tests with mixed allies&enemies in the zone to see, what happen. If it turns out, that it's accidental (ally crossing the line of fire), I probably can't do much about it though.
  13. On purpose aimed at it, or accidental? Was that VTOL (and anyone in it) indeed of same/allied side to the caller? In the code there's a check of friendliness between entity side and caller unit side. If this was on purpose, and VTOL was indeed allied with the caller, then I need to investigate, what's wrong with that check and then, if I find anything wrong, apply the fix, sure. Just not at once, I'm still busy elsewhere.
  14. Rydygier

    [SP] Pilgrimage

    Water of certain depth and usually any kind of "house" just at the water - which usually means piers. Used expression for selectBestPlaces looks like this: _expression = "((waterDepth factor [1,1.4])/(1 + waterDepth)) * ((randomGen(houses factor [0.1,0.6]))/(1 + houses))"; In other words, algorithm prefers depth 1-1.4, the closer to 1.4, the better, but the choice is affected in random-per-point degree by presence of any kind of building close enough. The trick was to keep positions deep enough to make boat float, but shallow enough to allow getting inside without swimming, and with tendency to be located close to the piers, but not colliding with them. Thing is, after one of game updates code became too intensive with high accuracy for Altis, which lead to game crash. This was solved by lowering the accuracy, but this mean, now boat sometimes will collide with a pier or even land on it.
  15. Rydygier

    [SP] Pilgrimage

    I don't know. Never tested that command with editor-placed "houses". Test if you wish and tell me. 🙂 At the moment no further Pilgrimage version in plans, sadly. If/when there will appear such plan, I wonder, how to make happen, what you request. I would like not to complicate hitch-hiking procedure, but perhaps instead there could be an action on your companion switching, if he should go with Alex or stay. Or perhaps even simplier, no any actions, but he'll stay, if ordered not to follow (assuming, I'll find a command detecting that, I'm unsure about that).
  16. Not sure yet, but preliminary idea would be: when player call CAS, instead of immediate map screen, as it is now, he'll get two mouse actions similar, as for destination choice in transport task, one per variant: current "stationary firing position" CAS pattern and another, based on SAD waypoint (working similar to heli patrols in Pilgrimage). After the variant choice, task proceeds as it is now with map screen etc. Probably variant choice actions will stay there in case, player change his mind on the fly, as it is during the transport. I'll try to make another wip version with this in the scripted version thread after I complete other stuff, I'm doing currently (may take several days...).
  17. Or rather like vanilla "SAD" waypoint behavior... If heli is on the move, can't be used AI-less approach used in current CAS, so such thing would rely on the AI. To smack SAD waypoint at pointed position sounds rather simple, but of course effectiveness of such CAS will be same, as usual for AI-controlled helis - capricious at best against vehicles, abysmal to poor against foot infantry (maybe better with cheating - scripted revealing units).
  18. Rydygier

    Nassau 1715

    It's so cool, finally proper naval warfare in Arma 3!
  19. Tested that - called transport, then raised altitude to > 500 meters. Pilot found the signal wihout any problems. Then tested with modlue and set same initial altitude in module settings. No problems. BTW search is conducted around caller's position (where he was when making the call), not around heli, so heli's altitude also because of that shouldn't matter.
  20. That's intended behavior at this point. Map screen here is for optional flight path customization. Final spot is fixed though.
  21. Hm. Logical conclusion would be: search for flare/smoke object is 3D, so altitude matters. But it isn't: _nO = nearestObjects [_pos, [], _radius,true]; Where "true" means 2D mode according to BIKI. So that's unexpected, altitude shouldn't change anything. If however search radius would be 3D, then increasing RYD_HAS_SignalSearchRadius value should make a difference. I guess, I need to test that next week. Thing is, by default this value indeed is equal to 150. Weird.
  22. Perhaps try without GAIA and with HAS, then again, with GAIA, but without HAS. Comparing results should shed some light. For sure in HAS heli shouldn't fly anywhere without prior request (and doesn't in demo scenarios, I hope).
  23. Don't know GAIA too well, but first, that came to my mind was to exclude HAS helis from GAIA control. If not possible - do not use GAIA together with HAS. AI mods tend to interfere each other. If GAIA offeres functionality similar to HAS, then conflicts seem inevitable. Pick one. Don't know about GAIA, but better do not do that in HAS.
  24. Rydygier

    Music Recommendations

    Newest WW2 Sabaton - Bismarck. Includes really well made cinematics.