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Everything posted by Rydygier

  1. Well, that somewhat works, but, like with setVelocity, result is questionable (how this looks). Here, unlike setVelocity solutions, I have full, exact control of heli's movement from-to. But the problem stays same: as soon I lift scripted control, AI immediately climbs up back. So again I have ugly, vertical zigzags instead of straight, smooth flightpath. This could work with some AI-less missile, but here I'm affraid, the only remedy for AI stupidity would be total script control all the way, no AI involved at all. I don't want that, as this in fact is writing custom pilot AI from the scratch. To be exact - fragment of it concerning complete helo's flight behavior from A to B.
  2. BTW still trying to script for 1.5 reliable ultra low altitude flight for helis. The only but decisive obstacle stays the fact, flyInHeight is semi-broken for low altitudes and, as I read, that issue is known for years, still not fixed, thus seems hopeless. SetVelocity makeshifts so far not good enough to me. Anyone anyhow forced flyInHeight to work reliably? For me it works if I set 5 meters, but then, if en route I set it, say, to 15, heli starts to climb up to 50-60 and more and can't be lowered back reliably anymore.
  3. Rydygier

    [SP] Pilgrimage

    Introduction The beauty of Pilgrimage is its effective combination of soldiering sim, orienteering adventure and detective mystery. PCGamer's "Mod of the Week" Alex, freelance PMC, is looking for the body of his brother, recently died on Altis during search of something very dangerous hid by their father. Island is in chaos after civil war, is terrorised by numerous bands of unleashed mercs and other marauders. Even worse, Alex knows only, that his brother fell at one of so numerous chapels or churches. It may be long, risky journey... Pilgrimage is free roam, semi-randomized open whole map SP mission with optional plot to follow set on Altis. I basically combined several well or not so well known ideas, few scripts etc into kind of semi-procedural mission adjusted for my personal taste and use. Should be liked in the first place by "lone wolves" who appreciate freedom of choice, yet want to be motivated by some certain goal and act for a reason. This mission is highly customizable. Gameplay dynamics is, depending on settings not very high, there are long intervals of calm journey across whole island separated by fights of various density if player choose to fight or is surprized by enemy. One gameplay may took many hours. It is designed as mod-friendly and should work fine with most FX, AI and immersion enhancers. Armaholic mission preview by RoyalGamersUK - Thanks! Mission Guides etc Leadminer21 aka alky_lee, an experienced pilgrim, prepared great compilation of useful informations, observations and advices about Pilgrimage gameplay. This invaluable source of knowledge is a must read for all new on the pilgrims' pathway: MISSION GUIDE TO ACCOMPANY PILGRIMAGE by Rydygier Excellent playthrough by BeachAV8R: Pilgrimage - AAR vol. 1 Pilgrimage - AAR vol. 2 Great youtube playthroughs for various mission versions (links to the first parts, follow the links provided there to continue watching): by Scott of Royal Gamers UK, first run by Scott of Royal Gamers UK, second run by leadminer21 by leadminer21, with mods by Starfish by llegostackr by Titus Groan, 1st by Titus Groan, 2nd by Carl Meyer Thanks to all! :) My own playthrough with some features and specifics explained Download Altis, Bornholm, Chernarus, Lingor: Dropbox via Orangedox (1.95) Dropbox via Orangedox (1.95 open Altis) - open folder MANW contest edition Big thanks to all, who voted and supported my work! :) To Do WIP 1.95_beta5 1.95coop_wip7 1.95coop_wip8d 1.95coop_wip10 It is my own "dev branch". Here I'll try to update the file on an ongoing basis each time, I find and fix any bug, so impatient may use it instead wait for the fix in the next official version. Please, play without -noLogs startup parameter, and provide me RPT file (path to the folder like: C:\Users\Rydygier\AppData\Local\Arma 3), if any issue encountered. latest fixes: - content from DLC, player doesn't own, shouldn't be spawned as loot, vehicles or AI units; - redone inspecting vehicle (each part treated separatelly insted of damage/setDamage approach, no FF taken, if inspecting not possible, for example no toolkit and difficulty at least Very Hard and fuel 100%); - updated credits; - significantly more doctors and mechanics, better chance for a doctor, than mechanic; - body has to be actually spotted before loading action available; - "NW" tooltip correction; - main settings track for Chernarus port a bit louder; - no more error message about lacking windMedium sound at the intro begin; - added green exclamation mark 3D icon to indicate recruitable POWs positions; - improved setting initial direction of the boat; - blue-3D marked civilians offering special services will not loose their icons after asking them for the intel; - Stuff sellers. Unofficial editions Download links to Pilgrimage custom versions/ports made by other people will be put/updated there if requested. In matters of these editions, please, contact their authors. a2012v's edition (v2016-08-05): Vafana's editions (v2016-08-22): rsoftokz's Tanoa edition thread Pilgrimage - Ported - ports compilation thread Changelog Requirements - Arma 3 Features - whole map reasonably yet dynamically each play initially populated with enemy garrisons and patrols with few possible behavioral patterns. Nothing is spawned later, every kill counts and has meaning; - dynamical adding of random loot to some buildings. Such buildings are, until checked, marked by 3D icon if player close enough; - cameral plot with some small, nasty surprise; - across whole island may be found few dozens of empty vehicles ready to use. If known to player, for easier spotting, also marked by 3D icons if close enough; - context-sensitive jukebox playing with reasonable intervals A3's tracks depending on situation (safe/enemy spotted by player/player spotted by enemy); - simple caching system to keep performance on decent level despite many groups on map; - fuel fund used for fast travelling and repairing or refueling player's vehicle; - kept as high as possible compatibility with mods. Recommended addons - Bigger Trunk addon (experimental); - INCOGNITO addon (alpha7: experimental) - Description; - TPW MODS; - some custom factions/weaponry addons for bigger variety of opposition and loot (African Conflict, CAF Aggressors...); - unlocked uniforms; - Dynamic weather (with init delayed by 30 minutes - In tort_DynamicWeather_config.hpp set "delaySeconds" to -1800 before starting Pilgrimage.); - any preferred low level AI enhancers (bCombat, ASR AI...); - any preferred sound and graphical FX enhancers (JSRS, Blastcore...). Credits & Thanks - zapat for code, that inspired some improvements of my garrisoning functions; - torskee and Law-Giver for language corrections and some new phrases for Alex; - Leadminer21 aka alky_lee for mission guide pdf. Known issues - some mods may cause "no sound at init" issue, often with on screen config errors. In such case troublemaking mod should be found and disabled, then mission restarted without it. Alternatively issue may be "wait out" (should disappear after some time); - since A3 v1.32 was observed sometimes minor issue with not visible "yellow actions" like "sell content" action for the boxes. Usually is enough to approach the box/other object again, otherwise save/load may be suggested. In some cases, if you play with AI companion, may be worthy of checking, if he could perform unavailable action for you via 0-6 order menu; - due to interaction of fast travel and caching system in rare situations may occur enemy units appearance "out of thin air" before player's eyes if hostiles was cached near target position. Tricks and advices - If you got green mark and message about finding the body, it is most likely not farther than 50 meters from you and you had not obstructed LOS towards the body position. If finding brother's body seems too difficult, you may temporary set Terrain Details in video settings to "LOW" to remove grass etc. To load the body bring your vehicle not farther than 10 meters from it and use load action at body. Then guard this vehicle well until reach the boat. - to enable unlimited saves: CONFIGURE -> GAME -> DIFFICULTY and enable "unlimited saves"; - to get a few more FPS, if you not loaded any saved game yet, try to save then load this save. For me it gives noticeable improvement; - game crashes (CTDs) during the mission may have various causes, but some of them, especially those happening at init, eg during loading screen, also probably some weird errors with vanilla config breaking loading screen may be fixed by allowing more RAM for Arma 3 (seems, Pilgrimage needs lots of it during initialization due to lots of things to set). This may be done via -maxmem startup parameter, eg -maxmem=6144 if you have at least 8 GB of RAM or even -maxMem=8192 for 16 GB of RAM. Lower value may be sufficient though, not tested. Should be higher, than 2047. In the Arma's own game launcher this parameter may be set in parameters -> advanced. Same trick may help to reduce greatly initial lag, making initialization much smoother;
  4. Rydygier

    [SP] Pilgrimage

    Blacklists wasn't touched in any way, couldn't be, as these lines aren't even present in vanilla Pilgrimage (did I provide you these lines for your ports? Don't even remember...). Also shouldn't be touched, if worked earlier, 1.951 change is tiny and has nothing to do with this. Their names vary, because each serves for different type of assets, as names suggest, so it uses various blacklist arrays and in different parts of the script. I believe so at least, as said, I do not remember this code, would need to see whole thing. Just be sure, everything you put into proper blacklist array and always all lower case. And so there's indeed everything, you wish to blacklist included.
  5. HAS 1.5 wip3 Changes: - added new type of heli support: CAS with custom heli behavior pattern along with proper comm messages and new user config variables: RYD_HAS_CAS_Distance = 600;//how far from target area CAS helicopter should take firing position (can be lower, if object draw distance is lower, but never below 60% of set value) RYD_HAS_CAS_Range = 150;//how wide around target position CAS helicopter should look for hostile targets RYD_HAS_CAS_OnlyKnownTargets = false;//if true, CAS helicopter will shoot only at hostile targets actually known to its crew or the caller unit RYD_HAS_CAS_reammo = true;//if true, designated CAS helicopter will have ammunition restored at CAS task start Technical details of the procedure itself here (code was improved since then though). Usage: as other types of support. After confirmation map is shown and the heli awaits for the map click marking CAS position. Position may be changed during the mission as long heli didn't reach destination waypoint (as long marker circle is orange). May be also cancelled any time. Recognized as CAS-able gunship helis will be those with some kind of rocket or missile weaponry. It is assumed, heli will shoot straight ahead, thus side/backdoor etc. weaponry not supported. Tested in SP and on dedi, also with vanilla two blufor and two opfor attack helis.
  6. Rydygier

    [SP] Pilgrimage

    Yep, APEX requirement is a problem. Still, if you use open folder Pilgrimage, you can add this SMG for yourself. Should be easy enough. To do so, modify accordingly SMG classnames, you'll find around exactly same lines of JRInit.sqf, you quoted here: _weapArr = [["hgun_PDW2000_F",["30Rnd_9x21_Mag"]],["SMG_01_F",["30Rnd_45ACP_Mag_SMG_01"]],["SMG_02_F",["30Rnd_9x21_Mag"]]]; if ((RYD_JR_Daytime < 4.5) or (RYD_JR_Daytime > 19)) then { _weapArr = [["SMG_02_F",["30Rnd_9x21_Mag"]]]; }; Simpliest would be to replace one or all SMG classes with desired one (mag class too, if different is used). Or add new entry to the array. Second array with only one SMG (able to hold flashlight) is for night start.
  7. Title explains, what I try to achieve - thing like this. Shooting straight ahead seems to work (tested with code from BI CAS module used for planes, also works with forceWeaponFire), worse with targeting at ground targets - here I encountered few issues. Heli ignores/will not change direction/pitch/aiming at doWatch/doTarget with or without target reveal (apllied to the heli, heli's gunner and/or driver), target may be allied or hostile unit, whatever. It doesn't even turn minigun turret at the target. Ignores also setFormDir. Said CAS module uses also spawned laser target object. But as soon I spawn it, heli starts to spin around: BTW Similar thing happens after using BIS_fnc_fire (action "UseMagazine" way), but some shots are fired then. Also doSuppressiveFire seems not work with the heli (pity, would be optimal for my need). If applied with position or object, heli will not shoot at it, instead will start doing flybys, like in normal attack pattern until reach some position or indefinitely. I would like to avoid using enforced ways, like setDir, addTorque or setVelocityTransformation, rather to base on AI than fighting with it. Still it may be unavoidable, since to shoot from fixed weaponry at ground level target, heli needs to dive a bit, which without invisible "helping hand" means flying forward (could be countered with setVelocity). Anyway, tested setVelocityTransformation, with partial success. This code: makes the heli turning in right direction, but the turn is too wide (why?). This from the other hand does the trick: but faster, than in 2 seconds and after few more seconds heli starts very rapidly change its vector, like crazy (why?). I have no experience with setVelocityTransformation, so I might misuse it somehow. (_gun/v1 is the heli, _tPos) - target position. I would appreciate any insight.
  8. Thanks. Well, that impressive stuff smells like lots of workhours put into it, especially polished GUI functions, no doubt. Great mod. From what I see helis may be aiming same way, I figured out, but maybe I'll ask, perhaps he found something better.
  9. It took a while, but I feel, it's ready enough now, also to consider adding it into HAS mod (that was the intent). Here's the code: and simple demo scenario. Accuracy seems decent, considering dispersion, although I'm not 100% sure of my ballistic calculations. So far tested with Blackfoot and Pawnee. Exemplary usage: [RYD_HAS_Chopper,(screenToWorld [0.5,0.5]),player,600,150,false] call RYD_HAS_CAS; RYD_HAS_Chopper - heli object to be used. (screenToWorld [0.5,0.5]) - intended CAS coordinates (ATL). player - caller unit. 600 - desired distance between the heli and CAS coords when firing. May be lowered, if objects visibility distance is lower, but never below 60% of set value. The closer, the better accuracy of non-guided weaponry (less dispersion impact), but the higher risk of enemy fire from CAS coords vicinity. 600 seems close enough for good accuracy of non-guided, for guided 1000 or more seems enough. 150 - how wide around CAS coords code should search for hostile targets. false - if should be considered only targets actually known to caller unit or to helicopter crew. Procedure: Heli will be used only, if according to the script it is proper attack helo/gunship. It is checked by the presence of rocket/missile-based weaponry (assuming, such weaponry is on firing forward pylons/mounts/turrets, as only such weapons can be used here). After that, heli is set to "BLUE"/"CARELESS" and gets move waypoint in the straight line between heli's position and CAS coords at set distance from the target. When on place, there is LOS check performed (terrain only, I'm still considering, if also should be checked for objects). if no LOS, hovering altitude is raised until there's LOS with several meters of reserve. At this point code checks for enemy targets presence at CAS coords. Ignored will be targets not visible (terrain-sensitive LOS) from heli's position. Targets are engaged in certain priority order depending on expected threat posing to the heli and heli's armament. If no guided AT weaponry available, attacked will be only soft targets, infantry first, but including vehicle's crews even, when inside, the landed aerial assets and cars. Otherwise first heli attempts to neutralize armored targets, then aerial, then cars and then infantry. Guided weaponry will be used only against vehicles. Each target in the queues gets certain amount of time of "attention", then fire moves on next target. This procedure is looped. Heli is quite persistent, if not uder fire, CAS may take few minutes - picking every single AI unit from the grass using minigun takes time at these distancies. If no targets detected at CAS coord, heli will perform shorter unguided fire on the CAS coords directly. CAS will end, when all targets are destroyed, ammo depleted or some point earlier, if code "decide" it's enough/pointless to continue, which may happen earlier, if heli is damaged. Will end also when heli is considered too damaged by returning fire or destroyed/unable to fly/fire. If able to fly, next heli gets land waypoint at its initial position, while flight altitude is resetted. Footage: https://youtu.be/uA0m2dx0UXg
  10. Not so great after all. FlyInHeight initially works, but when chopper is on the move, it gets very imprecise. Heli gets order to lift up from 5 to 15 - heli goes 50/60, and takes lots of time, till it go down back somewhat. No practical use here. Altitude enforced by setVelocity may also be no go, seems, this for some reason blocks AI straight flight. Full velocity control is primitive, looks unnatural and movement is kinda... choppy. Not good.
  11. Rydygier

    [SP] Pilgrimage

    You mean blufor classes for arty etc? It's just default part of FFE mod, I pasted that mod "as is", had no reason to remove blufor from it. IIRC there's no AI blufor arty in Pilgrimage... unless you play with some mod, that will add it, then FFE indeed may utilize it against blufor enemies.
  12. I did some tests out of curiosity. I was mistaken in one thing: I remembered it wrongly, or it changed since previous tests, either way I actually can make heli fly say 5 meters above the ground towards a waypoint. However I was right about second thing - heli's AI completely ignores map objects, like buildings (AFAIK no way to change that). So still there's required scripting to manually lead the heli with objects avoidance. Perhaps I'll test some possibilities in this regard, because it would be cool to have indeed, but better do not have high hopes here. Maybe calculated, pre-planned route? But in this case entering extremely low altitude mode on the fly wouldn't be possible. Or easier/more flexible: vertical avoidance done via dynamic flyinHeight changes if any obstacle detected close ahead... Stuff like that could work while simple enough. We'll see if at least this one thing could be done or not...
  13. Heli's AI simply ignores flyInHeight below certain altitude, as I tested. I know no way to convince it otherwise. For a reason, that AFAIK it will simply not avoid map objects (simple check for objects ahead changes nothing, as AI will not use this data by itself). To have it fly, say, 5m above the ground AND avoiding obstacles in the process, you need to write complete pilot AI replacer, I think. Doubtful, and if possible, only using some long stick like constant setVelocity etc. at least.
  14. Thanks, but man, you're asking for a lot (like hundreds of workhours), most of which sounds as for my knowledge not really possible to script reasonably/reliably, even if cool, some at most rigidly scripted for certain, repetitve situation, but not as universal AI mod. There are limits of what you can achieve with SQF in Arma 3. One can't control AI in such advanced/precise ways AFAIK, the AI is too clumsy and uncontrollable for that and SQF too sluggish and limited to replace the AI. Flying below treetops alone is something, AI most likely will never agree to try and if it would be forced to try somehow, it will crash very soon. That alone would kill CPU. And on the top of that one would need to script step by step whole heli flight model/behavior, basically universal SQF replacer since AI can't be used for such maneuvers. Simply: no go for me, sorry. Thats some nice script indeed. But it simply in rigid way attaches objects in chosen formation, then sets velocity for it. It looks cool, but does nothing more, nothing, what you desire, I'm affraid. Useful stuff for a military parade planes flyby cut scene perhaps, that sort of things. I understand, it is about separate mod request. Not sure about Gunters plan, as for me - it's unlikely, I'll pursuit what you desribed, I'm currently investigating some possibilities as for heli CAS missions and if successful, some form of it perhaps may be added to the HAS in the future (too early to say anything more though), but it would be much, much simplier, than your dreamed heli mod 🙂 (and still quite time consuming). But hey, I know, how it is, when you feel, Arma lacks something so cool, that you want so badly. That's how I started my adventure with scripting - good motivation. If you're persistent enough, perhaps try yourself and prove me wrong? 🙂
  15. Sadly. That's why it was plan "B". Exactly! Sure thing, I'm working on it.
  16. After some tests and analyze found such solution: Crucial fix lines: _actVec = vectorDir v1; if ((abs((_actVec select 0) - tV0)) < 0.001) then { _actVec set [0,tV0] }; if ((abs((_actVec select 1) - tV1)) < 0.001) then { _actVec set [1,tV1] }; if ((abs((_actVec select 2) - tV2)) < 0.001) then { _actVec set [2,tV2] }; Basically, after analyzing exact vectorDir values each frame found out, there are very tiny differences, where shouldn't be any. These differences was probably accumulating in time or something like that. Above lines stabilize vector values - counters the change if it is too small to consider it intentional. Feels like makeshift workaround (because it is) but works: So, after all, it is possible to make AI heli to shoot at area from hovering position. But that was just preliminary step, far from desired final solution yet.
  17. Yeah, I know the charms of AI and in general I would agree. But I feel almost there. If not via using AI, I can at least make heli shoot despite AI moods, it works, and I nearly can make him aim, where I want via setVelocityTransformation. The only blocking me issues at this point are described unwelcomed side effects of my implementation of setVelocityTransformation, I pasted. Perhaps someone more experienced with this command could tell me, how to fix this, I'll try myself too. First snippet issue (too wide rotation) looks like this: Second snippet, most promising, issue (crazy vector changes) like this:
  18. Rydygier

    What was your Gateway Arma?

    I've tried OFP demo, when it was new thing, but was discouraged at the time by the fact of no free saves, while easy to be killed. I was into different type of games then, mostly turn based strategies. Then I was back around Arma 1 but not convinced at all, then bought Arma 2 and was not convinced that much as well till my video card died and using secondary old one I could play only Arma 2 on low amongst my games. That was the time, when out of boredom and some frustration about lacking things in A2 I discovered scripting, SQS at first (at this point I joined BI Forums and learned most of my written ENG skills by trying to ask about stuff), but main breakthrough and most difficult moment was moving to SQF. There was few years gap lately, but here I am.
  19. Rydygier

    [SP] Ragnarok'44

    Thanks. Most of the core scripting we have thanks to Mondkalb and his Window of Opportunity mission/framework. I've added mainly own opponent AI (both base building and commanding - adjusted Hetman) plus some camera tweaks, FPP mode and few other gimmicks and ported whole thing into Iron Front assets.
  20. I agree, still, I want to try, what can be done. It is not for a specific situation for a specific scenario. It should work each time for any heli, that flies somewhere by waypoint, peforms such kind of attack, then goes back. I noticed, after setVelocityTransformation AI rather behaves normally, so there's a hope.
  21. Unfortunatelly appeared, now, for a change, there's similar issue when fast roping from ghost hawk on dedi. Last unit (player) hangs at the top of the rope, won't go down, then is teleported back into the heli. What causes that MP voodoo? It may be getting out delayed by lags interrupted in the middle by attaching the unit, which breaks it. So I've added waituntil unit == vehicle unit between ejecting the unit and attaching it to the rope. Helped, but who knows what may happen for high ping... HAS 1.5 wip2 Tried also to improve how fast roping looks. With some success in SP - units are now moving down rather along the ropes, than vertically to the main heli axis (the difference is visible when the rope doesn't hanging exactly vertically which happens sometimes), but in MP it looked very choppy, so this small improvement is applied only in singleplayer. BTW also because MP I didn't tried to make it more fluid via onEachFrame. Possibly too often changes to sync over network.
  22. HAS 1.5 wip1 - units from FFV positions should be fast roped properly on dedi (not sure, if 100% reliable, it's kinda voodooish and messy workaround but worked in my tests...); - units with "canCall" false will no longer trigger transport task by entering the heli (such unit entering heli will be ignored); - AI units after fast roping will now take some random positions few meters around to avoid next unit landing on previous unit's head etc. - also on dedi AIs should now after several seconds properly follow player TL's lead again.
  23. In my last project I was trying something new - based GUI on Pixel Grid System hoping, this will allow me to define easily a HUD or GUI display , that will keep its dimensions and position in relation to screen boundries constant, regardless of set resolution or interface size in video settings. I was following provided example this way: But no, if I change the UI scale from "small" to "normal" all is bigger, set more to left and lower, not fitting the screen, even worse, if I change resolution from 1920x1080 to lower. Using pixelGridNoUIScale or pixelGridBase instead of pixelGrid makes the size difference even bigger. Most likely I misunderstood something. How to achieve, what I try to do? If I define HUD element just below the upper edge of the screen, I do not want it to go out of screen boundary for lower resolution (or farther from the edge for higher resolution) etc.
  24. Ad. 1 Tested that with Hummingbird's benches. Fast roping works OK also from FFV in SP, but fails, as you described with dedi/client-side players. So it is related with MP somehow. I've no idea, how at the moment, it maybe something, I should do on my end but also it may be some game bug in FFV feature. So far my attempts failed (tried remoteExec on setPos outside and unassignVehicle). I'll continue tests, but have to figure out, what else I could try. Advices anyone? EDIT Weird thing. Applied modified code, tested on Hummingbird with 6 men, me as TL, on dedi, rest AIs. Fast roping goes OK till the fourth unit (first from inside). It is going down along the rope, but as soon it is detached from the rope, it's immediately teleported back on its cargo seat inside the heli. At this point code stucks. So one issue is replaced with another now. Did I mention, how I love MP sc... OK, I mentioned. Perhaps there's something wrong with issuing "get in" order to AIs on dedi. There's suspicious delay before they embark. Maybe this is bounded somehow... Same code in SP no problem of course.
  25. Thanks for the feedback. 1. I'm not familiar with FFV positions. I mean, I heard, there's such feature, saw some pics, but that's it. Don't even know, how to use them really :). Didn't think about them at all. Apparently FFV works in some unexpected way, if breaks the code. I'll test this. With some luck all, what's needed, is additional line with detach command. 2. I'll look into this, not sure yet, what I'll decide about it. And what's possible in the first place. I'm affraid, it's pretty hardcoded, that actions to choose the destination are given only for the caller (in this case the caller is the unit, that entered the heli first), but perhaps possible to change. Also should be possible at least to make so the HAS will ignore unit entering the heli as first, if "RYD_HAS_canCall" is false for him. It should be done anyway - it's a gap in the logic. Hm. Not for me. When I'm getting in, the task begins by this fact, thus obviously gone are options to call the heli (it is considered called already), but I can use 0-8 to change flight ceiling, as should be at this point, no problem here.