Wolfenswan
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Posts posted by Wolfenswan
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Does such a thing exist?
I'd be very interested to know what affects VON quality for clients (aside from vonCodecQuality), how it interacts with other server.cfg values and how VON can be improved in general.
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Thanks Zipper5!
Are you planning on making the system customizeable, so mission-makers can for example restrict it to medics-only revive or making it more similar to the ARMA2 wounding system in functionality (if you died when downed you're dead for good)?
Can downed players be dragged/carried by other players?
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Can anyone elaborate on how this revive system works in-game?
Does it simply freeze "dead" players in a downed state until help arrives?
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It's impossible to load "legacy ammo" into the Zafir:
Player addMagazine "150Rnd_762x51_Box" will produce a magazine which is identical in name and appearance to "150Rnd_762x54_Box" but can not be used to reload the Zafir.
This is very important as it would otherwise break tons of missions relying on scripted loadouts.
Edit, ticket:
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Set the combat mode to FIRE AT WILL (YELLOW), set the behaviour to "CARELESS", and disableAI "TARGET" to the pilot only. It works for me all the time, otherwise helis do what you said.Interesting, did not know AI would still engage/give firing orders when set to CARELESS.
Anyway, I'll not create a ticket for this, I guess it's just a side effect of improved AI detection. The question of how AI pilots should land by default (without resorting to disabled AI) is a different one.
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I just noticed this recently in stable and am not sure if it's a bug or "working as intended":
Since 1.40 helicopter pilots tend to go crazy when given a "transport unload" waypoint and becoming aware of enemies.
Even if the enemy is not engaging them and allowFleeing is set to 0, they will overshoot or completely ignore the unload waypoint, often actually flying *towards* the danger.
Setting the waypoint to "never fire" or disabling "TARGET" & "AUTOTARGET" AI seems to fix the situation. But this seems counter-intuitive and mostly nullifies any defensive potential of the helicopter.
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In the latest OPREP Cyrus has the wrong description (same as Kir)
Edit: Has been fixed. I'm happy to take all the credit and whatever BI usually pays their lector.
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Nice work!
Known Issues
If you make sharp turns when driving too fast the vehicle will roll over.
Sounds like a feature to me :D
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Any documentation of this bug?http://feedback.arma3.com/view.php?id=22973
Ahh yes I too have experienced this error since 1.40, except only where the AI are local so I do not see the error in dedi+noHC. Appears in rpt.An you are def. running no AI mods? I've only seen this issue when running ASR_AI3 prior to 0.9.18 in 1.40.
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I got this error by "testing" new weapons, it seems related to AI suppression so I post it here :http://image.noelshack.com/fichiers/2015/11/1426069338-2015-03-11-00001.jpg (458 kB)
Update ASR_AI3 to 0.9.18
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Another problem is that 1.40 is bugged because when you apply a value to a subskill it gets applied to all other subskills so here because spotting are set last, you end up with spotting values applied for everything due to the bug.Does your addon use setSkill(array) or modify cfgSkills? Because I think the latter works fine, as it is a modifier for the general skill set by setSkill(number) or in the editor.
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F3 SetAISkill Bug in 1.40 stable
Due to a BI bug in 1.40 stable (fixed in current dev branch), F3 SetAISkill won't work as expected. Simply speaking, the last skill value will override all others. So by default aimingAccuracy etc. will use the "general" value. There is nothing that can be done to fix this script-side so for the time being we'd recommend lowering precisionAI in your server.cfg and maybe use the debug console to set AI to a lower overall skill value.
Nice update. Can you please add ability to zoom while in free cam mode in spectator?You mean the FOV zoom? We can look into that.
Great work on the new release.I have a question about the respawn script: how can I get AI to respawn with the gear that they were spawned with via "assigngear"? What I've been able to gather is that "f_JIP_playerRespawn" is responsible for re-running the "assigngear" script, however I can't figure out how to get it to run on AI when they respawn. Any help would be appreciated. Thanks!
As AI are not players they are not processed by the respawn script. My guess is that what you mean by AI respawing is that they are recreated via script after being killed?
You could try running the new assignGear_AI component in a loop or everytime the new AI are spawned. It will ignore already processed AI so only the "respawned" AI will be affected.
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Wonderful sounds, this one looks really promising. Have you been able to test this in a MP-environment?
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No experience with AGM directly, I only know that AGM is modular and disabling AGM_AI should be very straightforward. Check their documentation or wait until someone with experiences on that chimes in here.
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I'd be suprised if AGM_AI and ASR_AI3 would not conflict. Also there has to be a mention of ASR_AI3 running when booting the server, otherwise it's def. not active.
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Check the server RPT, does it say ASR_AI3 is loaded properly? Do the issues occur with vanilla units or addon units? Is AGM_AI activated?
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Cheers for the update!
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The BIKI page on server.cfg is fairly out of date.
These commands are not explained in depth:
MineTag
StanceIndicator
ExtendetInfoType
apart from ExtendetInfoType these seem to be self-explaining, but an "official" comment on the BIKI would be helpful, especially to new server hosts.
Further on it's unclear whether some of the older commands are deprecated.
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think I should take a break and come back after they fix this messOh god what I have done.
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Saw it and commented as possibly related. Unless you have used setSkill array I think it's a different issue though, only related in the sense that it's prob. caused by/a bug in the new skill propagation method.
This is a nice one-two punch though:
1. Groups using setSkill Array to tweak AI skills will most likely have too-high aiming values in many missions.
2. Lowering precisionAI on the server to counteract the issue won't have any results, lowering skillAI will make the AI very sluggish.
A+++ bug :D
Edit: Seems like your bug is slightly different to what you reported. Check my second comment on the ticket. It also means the one-two punch does not apply.
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A bug you might want to take note of:
http://feedback.arma3.com/view.php?id=22973
Individual setSkill overwrites all other skills.
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I just noticed that setSkill (array) changes all other skills as well (in 1.40 stable). Pretty serious bug for those adjusting AI skill values by script. Can someone in DEV test if the issue still persists?
http://feedback.arma3.com/view.php?id=22973
It would also explain why some people are experiencing laser AI while others are not: If you are using a setSkill script, which keeps aiming/precision at a low level but a later set value at a high one, the difference will obv. be much more noticeable. While if you use the editor-set skill, there won't be any difference.
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I'm assuming you're testing the best way to adapt ASR_AI3 to the changes in danger.fsm and other AI-related engine updates; is there anything we can help with?
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We're using ASR_AI3 for our group (and will again once it has been patched to 1.40), as it only applies a "soft touch" to AI without overwriting mission maker's intents. Plus it's fairly configurable and made with MP in mind.
ASR AI 3
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
There's a bug in 1.40 stable where setSkill "sub-skill" overrides all other sub-skills too.
Thus:
This has been fixed in dev.