Wolfenswan
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Posts posted by Wolfenswan
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Set their behavior to careless. Not only works but it's also how it's supposed to be done. Gunners will still engage any hostiles.Careless does help but is undesirable, as it'll always enable the AI's light and enforce other unwanted behavior.
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Since the latest update (possibly including 0.9.21) I've noticed AI controlled transport helicopters being very timid, breaking off any attempt to land if they are engaged by a lone infantry.
Before that (and with vanilla AI) I could get them to land reliably even under fire by disabling their "Target"/"Autotarget" AI and setting allowFleeing to 0.
Any idea what could have caused this?
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This would be amazing! We play coop with only one reinsertion per hour, so if one gets killed 50min before the next pickup arrives that person could access spectator from base instead of being tempted to disconnect and leave.If the F3 team can make this happen I'll send you the most epic imaginary fruit basket ever!
You can call the function to initiate spectator directly:
[player,player,true,true,true] call f_fnc_camInit;
That would force-activate the spectator camera even if the player is still alive. Attach it to e.g. a flagpost as an action and players should be able to activate spectator script on their own whim.
Do you plan to add paratroopers?What do you mean by paratroopers? Paradrops for players can be enabled by using the mapClickTeleport component and setting the height variable to a value of over 0.
We're currently thinking of whether we should start to pre-implement some AI functionalities but that's not decided yet. If we do, we might also consider AI paratroopers.
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Hello, can this help for making some defend scenarios? I cannot seem to post topics, but this may help.Depends on what you need. F3 provides the Framework for MP adversarials and coops but doesn't include any scripts to spawn AI.
Thanks for the update!I have a question. How can I enable only the caching script without anything else? I don't even want the "Parameters" setting menu to be available and editable for my mission, just caching script active by default with pre-made settings in the config/script. Is that possible?
In init.sqf just add
f_param_caching = 800; (for example)
before
[40] spawn f_fnc_cInit;
Do i have to add anything more than the required things to the spectator script to be able to hear the ACRE comms? THXCan you clarify what you mean? ACRE1 or ACRE2?
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My bad, I think the way I phrased it wasn't very good.The specific feature I would like to see in future releases is spectators being able to hear direct speech of players if they zoom close to said character (similar how F2 worked in Arma 2 with ACRE). Currently our spectators are disconnecting rather quickly in PvP and Coop without respawns because they get can't hear the players still alive. Just to be clear: I agree that most alive players should remain muted in spectator, they should only become audible if the spectator zooms in on an alive player. Our members are missing the intense reaction of their mates such as "Shit, they just killed Joe! Let's get those bastards!" while "Joe" is grinning in spectator watching the scene after his death.
We use TFAR at the moment, but most likely we'll switch to ACRE2 soon now that it has become a lot more stable and refined.
I hope this post illuminates my feature request / suggestion more clearly.
I think this is an issue with TFAR and how it handles spectators. I know that what you described works fine in ACRE2.
I have a question.Is there any way, while in spectator camera, to access the admin tab (like pressing M to open the map and then browse for the admin tab) and select a mission ending?
Like, i want to do a mission with a possible ending like "player's faction has too many losses, mission failed", but i don't want that to be controlled by the computer or have a count, i want to have control over it as an admin.
Is this possible?
It should be possible by force open the dialog/display. Unfortunately displays are a bit of a pain so we'll delay this one. But what does work (awkward though) iirc. is as ZEUS remote controlling a unit and opening the briefing there.
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Does beside the BIKI entry any documentation for this exist?
I'm mostly interested if priority is ascending or descending (direct has priority 0 for example) and what sound3D does (not mentioned on the BIKI and only set for direct).
Also, which affect these values (if any) have on VON.
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I haven't noticed this. Is this with 1.42 stable ? How about ASR AI 0.9.19 ? Did you see it then ?Yes and no, but as I couldn't reproduce it within a few tries I can't say for sure if it might have happened before without me noticing.
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I saw AI heading to cover and starting to "twitch" very rapidly from left to right, changing their doWatch. It's quite possible that it's caused by vanilla behavior but just wanted to mention it here, in case other's see this behavior to with 0.9.20.
It look a bit like the "stuck AI" bug seen in the 1.43 dev branch but afaik that one has been fixed.
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Server and myself were running the latest official CBA release RC4, not the dev version of RC6 currently available.
If Zriel says they're not seeing those errors pop up, I'll assume it's caused by the older CBA version and will make the switch asap.
But why are the functions called for AI not local to the player?
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Seeing more errors now, again on dedicated server but as a normal client:
0:03:41 Error in expression <1}) then {
[_grp,_dangerCausedBy] spawn asr_ai3_main_fnc_broadcastInfo;
};
>
0:03:41 Error position: <asr_ai3_main_fnc_broadcastInfo;
};
>
0:03:41 Error Undefined variable in expression: asr_ai3_main_fnc_broadcastinfo
0:03:41 Error in expression <_ai3_main_getinweapons) then {_grp call asr_ai3_main_fnc_getInWeapons};
_cover>
0:03:41 Error position: <asr_ai3_main_fnc_getInWeapons};
_cover>
0:03:41 Error Undefined variable in expression: asr_ai3_main_fnc_getinweapons
0:03:41 Error in expression <CausedBy,_dangerUntil,_coverRange] call asr_ai3_main_fnc_moveToCover;
};
>
0:03:41 Error position: <asr_ai3_main_fnc_moveToCover;
};
>
0:03:41 Error Undefined variable in expression: asr_ai3_main_fnc_movetocover
0:03:46 Error in expression <1}) then {
[_grp,_dangerCausedBy] spawn asr_ai3_main_fnc_broadcastInfo;
};
>
0:03:46 Error position: <asr_ai3_main_fnc_broadcastInfo;
};
>
0:03:46 Error Undefined variable in expression: asr_ai3_main_fnc_broadcastinfo
0:03:46 Error in expression <CausedBy,_dangerUntil,_coverRange] call asr_ai3_main_fnc_moveToCover;
};
>
0:03:46 Error position: <asr_ai3_main_fnc_moveToCover;
};
>
0:03:46 Error Undefined variable in expression: asr_ai3_main_fnc_movetocover
0:03:51 Error in expression <1}) then {
[_grp,_dangerCausedBy] spawn asr_ai3_main_fnc_broadcastInfo;
};
>
0:03:51 Error position: <asr_ai3_main_fnc_broadcastInfo;
};
>
0:03:51 Error Undefined variable in expression: asr_ai3_main_fnc_broadcastinfo
0:03:51 Error in expression <CausedBy,_dangerUntil,_coverRange] call asr_ai3_main_fnc_moveToCover;
};
>
0:03:51 Error position: <asr_ai3_main_fnc_moveToCover;
};
>
0:03:51 Error Undefined variable in expression: asr_ai3_main_fnc_movetocover
0:03:56 Error in expression <1}) then {
[_grp,_dangerCausedBy] spawn asr_ai3_main_fnc_broadcastInfo;
};
>
0:03:56 Error position: <asr_ai3_main_fnc_broadcastInfo;
};
>
0:03:56 Error Undefined variable in expression: asr_ai3_main_fnc_broadcastinfo
0:03:56 Error in expression <CausedBy,_dangerUntil,_coverRange] call asr_ai3_main_fnc_moveToCover;
};
>
0:03:56 Error position: <asr_ai3_main_fnc_moveToCover;
};
>
0:03:56 Error Undefined variable in expression: asr_ai3_main_fnc_movetocover
0:04:01 Error in expression <1}) then {
[_grp,_dangerCausedBy] spawn asr_ai3_main_fnc_broadcastInfo;
};
>
0:04:01 Error position: <asr_ai3_main_fnc_broadcastInfo;
};
>
0:04:01 Error Undefined variable in expression: asr_ai3_main_fnc_broadcastinfo
0:04:01 Error in expression <_ai3_main_getinweapons) then {_grp call asr_ai3_main_fnc_getInWeapons};
_cover>
0:04:01 Error position: <asr_ai3_main_fnc_getInWeapons};
_cover>
0:04:01 Error Undefined variable in expression: asr_ai3_main_fnc_getinweapons
0:04:01 Error in expression <CausedBy,_dangerUntil,_coverRange] call asr_ai3_main_fnc_moveToCover;
};
>
0:04:01 Error position: <asr_ai3_main_fnc_moveToCover;
};
>
0:04:01 Error Undefined variable in expression: asr_ai3_main_fnc_movetocover
0:04:07 Error in expression <1}) then {
[_grp,_dangerCausedBy] spawn asr_ai3_main_fnc_broadcastInfo;
};
>
0:04:07 Error position: <asr_ai3_main_fnc_broadcastInfo;
};
>
0:04:07 Error Undefined variable in expression: asr_ai3_main_fnc_broadcastinfo
0:04:07 Error in expression <_ai3_main_getinweapons) then {_grp call asr_ai3_main_fnc_getInWeapons};
_cover>
0:04:07 Error position: <asr_ai3_main_fnc_getInWeapons};
_cover>
0:04:07 Error Undefined variable in expression: asr_ai3_main_fnc_getinweapons
0:04:07 Error in expression <CausedBy,_dangerUntil,_coverRange] call asr_ai3_main_fnc_moveToCover;
};
>
0:04:07 Error position: <asr_ai3_main_fnc_moveToCover;
};
>
0:04:07 Error Undefined variable in expression: asr_ai3_main_fnc_movetocover
0:04:13 Error in expression <1}) then {
[_grp,_dangerCausedBy] spawn asr_ai3_main_fnc_broadcastInfo;
};
>
0:04:13 Error position: <asr_ai3_main_fnc_broadcastInfo;
};
>
0:04:13 Error Undefined variable in expression: asr_ai3_main_fnc_broadcastinfo
0:04:13 Error in expression <_ai3_main_getinweapons) then {_grp call asr_ai3_main_fnc_getInWeapons};
_cover>
0:04:13 Error position: <asr_ai3_main_fnc_getInWeapons};
_cover>
0:04:13 Error Undefined variable in expression: asr_ai3_main_fnc_getinweapons
0:04:13 Error in expression <CausedBy,_dangerUntil,_coverRange] call asr_ai3_main_fnc_moveToCover;
};
>
0:04:13 Error position: <asr_ai3_main_fnc_moveToCover;
};
>
0:04:13 Error Undefined variable in expression: asr_ai3_main_fnc_movetocover
0:04:18 Error in expression <1}) then {
[_grp,_dangerCausedBy] spawn asr_ai3_main_fnc_broadcastInfo;
};
>
0:04:18 Error position: <asr_ai3_main_fnc_broadcastInfo;
};
>
0:04:18 Error Undefined variable in expression: asr_ai3_main_fnc_broadcastinfo
0:04:18 Error in expression <CausedBy,_dangerUntil,_coverRange] call asr_ai3_main_fnc_moveToCover;
};
>
0:04:18 Error position: <asr_ai3_main_fnc_moveToCover;
};
>
0:04:18 Error Undefined variable in expression: asr_ai3_main_fnc_movetocover
0:04:24 Error in expression <1}) then {
[_grp,_dangerCausedBy] spawn asr_ai3_main_fnc_broadcastInfo;
};
>
0:04:24 Error position: <asr_ai3_main_fnc_broadcastInfo;
};
>
0:04:24 Error Undefined variable in expression: asr_ai3_main_fnc_broadcastinfo
0:04:24 Error in expression <_ai3_main_getinweapons) then {_grp call asr_ai3_main_fnc_getInWeapons};
_cover>
0:04:24 Error position: <asr_ai3_main_fnc_getInWeapons};
_cover>
0:04:24 Error Undefined variable in expression: asr_ai3_main_fnc_getinweapons
0:04:24 Error in expression <CausedBy,_dangerUntil,_coverRange] call asr_ai3_main_fnc_moveToCover;
};
>
0:04:24 Error position: <asr_ai3_main_fnc_moveToCover;
};
>
0:04:24 Error Undefined variable in expression: asr_ai3_main_fnc_movetocover
Both client and server are running the same version. The errors do not appear in the server's RPM.
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Getting the following error in 0.9.19 on 1.42 stable. I have not seen this error in 1.42 RC using 0.9.19:
if (_asrenabled) then {_this call asr_ai3_main_fnc_shootingStance};
_thi>
Error position: <asr_ai3_main_fnc_shootingStance};
_thi>
Error Undefined variable in expression: asr_ai3_main_fnc_shootingstance
Appears only when creating units as ZEUS on a dedicated server.
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Is there any plan for integration with ACE3?Given that the AGM team has merged with the ACE3 team I'd say it's safe to assume that we'll aim to support ACE3 eventually. But that all depends on the first release and how desirable it'll be to switch to ACE3 in it's early state.
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I'm wondering, is there any plan of implementing an "init line" into the unit editing window?The F3 framework adds it and it's wery useful.
Not sure what you mean, we don't add anything directly. But by default F3 enables the debug console for logged-in admins, which also enables the init window when editing units as ZEUS.
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It is a part of the RC, so I would guess so :icon_twisted: Yes, it should.Which vehicle currently allow turned out position turrets? I noticed it doesn't work with the T-100 for example.
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No objection to either of you. Maybe we'll get the barrel changing in the Assistant Gunner DLC ;)
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Wow BIS - really?! http://feedback.arma3.com/view.php?id=23498they say the 1500 RPM burst mode isn't a issue - now i can see this thing being spammed like a minigun in the whole game ... FPDR
Different perspective: for myself I appreciate the addition of a unique and powerful MMG which sets the dedicated MMG attachment apart from the ARs in the fire team.
I'm not sure how to resolve this, wouldn't mind a reduction of the burst RPM but I wouldn't want to see it removed completely either.
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For the number crunchers, here's a dump of the 1.42RC config (excluding vehicles) as a google spreadsheet.
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Since 1.40 we've been noticing a significant effect on sFPS from spectator. This will be fixed in the next release of F3 (within days of 1.42 should everything go to plan) but for now we can offer this simple hotfix:
Updating sqf (preferable method)
In f/spect/f_camInit.sqf
Modify line 41:
_newUnit enableSimulationGlobal false;
Debug console (on-the fly method)
Once there's a signifcant drop of sFPS, execute
{_x enableSimulationGlobal false} forEach (allMissionObjects "VirtualCurator_F")
in the debug console, server-side.
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general subskill no longer modifiedCare to elaborate why?
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I've written a small server-side addon/script to add bipods for players in older missions which use a gear assignment script (removing attachments without considering bipods).
I won't have time to test it extensively in MP before the eight of April, but if people here are running MP in dev and want to try it, I'd appreciate it. The easiest way would be to simply run this code (without the //comments) from debug console (server exec) after a mission has started.
The code only checks for the unit class or F3 assign gear type, not the weapon itself. I could add the latter too but if it's really necessary.
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This ticket (Legacy 7.62x51 ammo does not work in Zafir) has been assigned for a while but nothing came of it as of yet. Would be good to know if the fix will make it into 1.42 as otherwise I'd start writing a workaround addon. -
But isn't that kinda the point, that AI mount statics to replace a dead gunner? :P
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Noticed in latest ASR_AI3:
- AI mount vehicle turrets even if the vehicle is locked
- AI mount vehicle turrets even if their ammo is empty
I assume line 6 in fnc_getInWeapons needs to be:
_weapons = [getposATL _leader, vehicles, 100, {_x emptypositions "Gunner" > 0 && (locked _x != 2) && (ammo _x > 0) && !(_x isKindOf "Plane")}] call FUNC(getNearest);
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Thank you so much for the reply, I've been working for hours trying to fix it on my end. So I guess it's time for the waiting game. There's no workaround I'm assuming?We've taken to run {_x setSkill 0.45} forEach allUnits via debug console at the beginning of each mission (and more often if a ZEUS is present).
With precisionAI on server.cfg set to 0.15 (skillAI around 0.85) this yields acceptable results.
F3 Mission Development Framework (F2 for ArmA 3)
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted · Edited by Wolfenswan
Possible 1.44 bug
Hi all, 1.44 seems to have changed something about the way parameters are initialized. This is def. breaking backpack assignment and might affect other things as well.
We don't know if this is a deliberate change by BI or a bug. Until either them or we provide a fix you can enforce a backpack loadout, as described here.
Edit:
You can also execute this code from a small server-side addon's config.cpp to force f_param_backpacks to 1 and get backpacks to appear properly:
The addon only needs to be run on the server and requires CBA.