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SavageCDN

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Everything posted by SavageCDN

  1. SavageCDN

    Tanks...are you kidding me???

    http://feedback.arma3.com/view.php?id=11977 http://feedback.arma3.com/view.php?id=16717
  2. SavageCDN

    Authentic Gameplay Modification

    What if you try deleting any AGM modules, editor objects and replacing them? Sometimes this is needed after an @ALiVE update so perhaps the same holds true here?
  3. Also spitfire try removing and replacing the CQB modules in your mission (if it was created before the last update)
  4. Yes thanks for updating!!
  5. It makes no changes to AI behaviour other than giving groups waypoints... and for your 2nd question you need to place some ALiVE modules in the editor if you want to use features like CAS, transport, CQB, admin stuff, etc.
  6. Ok thanks for the info guys
  7. SavageCDN

    R3F_AiComTarget

    Yay R3F stuff!!! Will check it out thanks.
  8. It's been a while since I've played with UNSUNG looking forward to the next release. I can't recall.. in previous versions were there UNSUNG missions included in the download (either custom objective ones or MSO style)?
  9. SavageCDN

    Slow listing in MP lobby!

    Found this the other day might be helpful as well: https://community.bistudio.com/wiki/hosts.txt
  10. SavageCDN

    Multiplayer with PMC 51km Desert terrain

    Hi Snake - I'd be happy to give you a hand and can most likely drag some other players along. When are you usually online?
  11. Nice can't wait to try these out!!
  12. Windows OS likes to 'protect' you by blocking .dlls it doesn't recognize. You can right-click the .dll file and somewhere in the Properties menu there is an option to unblock them.
  13. @twisted - are you testing in MP or on dedi and have DAC_Markers enabled in DAC_Config_Creator.sqf? If so try setting all DAC_Markers values to 0 and test. @krem - there was talk of this but I haven't seen anything appear
  14. Wow this sounds very impressive...can't wait to see it in action. Have you considered caching methods for your script or the possibility of it working with other caching scripts (Naught, Zorro, DAC, ALiVE)? Please excuse me if this is a dumb question :p
  15. I'm fairly certain that the group will get assigned 10 waypoints and cycle through those until killed (ie: it doesn't assign 10 new ones after it finishes its 'patrol'). If re-spawn is used the group will get assigned 10 new waypoints on re-spawn. If you use custom waypoints it will get assigned those first.... so if you have 5 custom wp it will assign those then 5 more from the 'random pool' I would guess that if it was a waypoint problem (not finding any) you would get an error.. maybe not like the ones at mission start where you have to press OK but perhaps something is logged in RPT file? Does anything show up visually if you have marker debug on?
  16. No worries added issue on tracker: https://dev.withsix.com/issues/74655
  17. SavageCDN

    Blastcore: Phoenix 2

    Yeah if you don't feed me regularly I can get pissy :p Welcome back.. ignore the fools.
  18. Ah ok now I understand :p Perhaps it is a BIS bug?
  19. SavageCDN

    HETMAN - Artificial Leader

    Yes it's been tested with 3 full battalions so just under 4000 units.. of course most of those are virtualized. I'm guessing it can handle even more I'm just worried my PC will explode :p That number is just for groups spawned by the placement modules and doesn't include the CQB component which depending on the map can add another few hundred units. Yeah I didn't think that one through... also I would assume it would be more 'expensive' to do LOS/visual checks for each unit vs just a simple distance check.
  20. SavageCDN

    HETMAN - Artificial Leader

    Yeah I see what you mean especially with fighting between two different types of group (cached vs non). Also (based on how DAC works) caching vehicle groups poses problems when the group has > 1 vehicle in it... DAC cannot handle this and just does not cache the group at all. If the group has only one vehicle it will cache all except the driver. I assume this is some problem with accurately getting the 2nd driver.. but not sure. That being said I don't find the performance hit too bad with DAC caching... as long as you have a total of under about 150 units on the map at any one time it seems ok (so for DAC that is probably around 25-30 groups). IIRC zbe-caching un-caches the group if near other AI players so battles between AI groups can still happen in 'reality' even if the player is far away. That's a good question I thought it was just straight distance check but if there was a visual check that would be even better!!!!
  21. If you are referring to the text that appears in the respawn menu (ie: Main Base, FOB) you cannot use the modules you must use respawn_west markers (it's a bug). So instead of say 3 modules place down 3 markers called "respawn_west", "respawn_west1", "respawn_west2" and in the text field of each write the text you want to appear in the respawn menu.
  22. SavageCDN

    HETMAN - Artificial Leader

    That sounds very interesting RYD.. although it seems it will be a ton of work to get the two systems working together. Have you looked at other caching methods that reduce the group to just the leader? DAC does an excellent job of this... perhaps there is a way to use both systems... Please be gentle... I don't know nearly enough about this stuff and perhaps what I'm saying is just plain silly :p PS: IIRC ALiVE no longer caches arty units by default
  23. What you could do is start the mission with a black screen so players can't see where they are and teleport them to where you want them to be after the mission starts, then fade back in the screen. When the player dies he gets your fancy respawn menu.
  24. How do you have it setup? Are you using the actual respawn modules in the editor or markers like "respawn_west" ?
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