Wolfenswan
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Posts posted by Wolfenswan
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Edit: I seemed to have misremembered that double-posts would merge automatically. How do I flag my post above to an admin for deletion?
I did some testing with the manager and here are my observations. Please comment if I have missed anything.
Behavior:
- corpses sink into the ground and are deleted after a few sec
- wrecks are simply deleted
- crew of vehicles is hidden but not deleted (in one instances those corpses kept floating above ground even) Bug?
- empty groups remain
Mode:
- if set to 1, all alive units + men are automatically added to the collector and removed once dead according to the other settings
- if set to anything else, only applicable units will be in the collector
- if set to anything else than 1, adding units to collector manually does not seem to remove them
- according to the wiki the default value for both modes in MP is 2 but in a dedicated environment getNumber(missionConfigFile >> "corpse/wreckManagerMode") returns 0 if not set in the description.ext Bug?
Thus
- in which scenario would the addToRemainsCollector command be useful, if all modes seem to fill it automatically and it does not work to manually "feed" the manager with units not applicable?
- could someone clarify on the FSM thing? For what it is currently doing there seems to be little benefit to run it via FSM what a simple script looping through allDead can achieve?
- a mode 4 for "manual" might come in handy to allow better control over how often it checks and feeding it manually. or just allow manual feeding in any mode.
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Just noticed you put ASR_AI3 as a public repo on github. What's your stance on forks and/or contributions?
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Excellent, thanks.
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Awesome news! I have very fond memories of playing Unsung in ARMA2, though they mostly revolve around aimlessly stumbling through the jungle, followed by screaming like a little girl and emptying a M60 into the foilage. Good times :D
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how can I remove icons on top right arma-interface and transparent in-game world icon(not map)?it is annoying when it shows up during gun-fight and gun-aiming
but im ok with it but my group members hate it (they hate battlefield UI too)
I was about to open a thread for the same question.
Does anyone know the answer? Is it a dialog?
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Thanks. Is there a way to set a minimal distance to player units to avoid removal corpses which are right next to players or interacted with?
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Mostly for the experience people had with it.
How does it fare performance wise (in MP environment, with x of AI), is it preferable to having an EH register killed units and remove them? Also the documentation on the biki tells me which buttons to push but doesn't really explain the inner works of the Manager, that's why I was asking for further documentation. Maybe someone had already crawled through the code or posted something.
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The ticket Grumpy posted. I didn't see anything in the comments or the ticket itself that is not on the biki or does talk about perfomance/inner works of the manager.
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Wait, that still applies? I figured that due to the corpse- and wreckManagerMode settings it would now also take care of non-respawning/-player units?
Also, the ticket author commented at the bottom:
This can probably be closed as resolved -
Hi,
I'm currently looking to update an older body removal / clean up script and was looking at utilizing the new disposal manager for that. Has anyone done any further tests with it or does documentation exist besides the little that is already on the biki? How does it fare performance-wise against the usual methods, e.g. a killed EH?
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F3 Mission Development Framework for Arma 3
F3 v3-2-1 (Hotfix) Released (ACRE2/ACRE/TFR/AGM/Zeus Ready)
The F3 team is pleased to announce the release of v3-2-1 of its mission development framework, with optional support for Zeus and popular mods ACRE2, ACRE, TFR and AGM.
This release is a hotfix that addresses bugs and compatibility issues with:
- Radio Systems Support (ACRE2)
- F3 Spectator script and F3 Simple Wounding System
For instructions on how to quickly update a mission from v3-2-0 to v3-2-1 please see: http://ferstaberinde.com/f3/en//index.php?title=Upgrading_from_v3-2-0_to_v3-2-1
To make it even easier to start using F3, our fully illustrated online tutorials for making adversarial and coop missions can help you build your first F3 mission in 1-2 hours.
The development team for v3-2-0 has been: Wolfenswan, Head, cptnnick, Snippers and Fer. We would also like to thank the following communities in our wider review and testing team: Folk ARPS | Black sh33p | Bourbon Warfare | Phantactical | Project Awesome | Team One Tactical | The Company
If your community uses F3 (or uses it as part of your own mission framework), we'd really love to hear from you.
Download F3 from:
- http://www.ferstaberinde.com/f3/en/ (English version) (PLEASE DO NOT MIRROR)
Discuss F3 at:
- BI Forums (http://forums.bistudio.com/showthread.php?149231-F3-Mission-Development-Framework-(F2-for-ArmA-3))
- Folk ARPS Forums (http://www.folkarps.com/forum/viewforum.php?f=44)
From the README.md file:
3-2-1 | 06 DEC 2014
Updated Radio Systems Support component:
- Switched linkItem to addItem for ACRE2.
Fixed F3 Spectator Script component:
- Fixed incompatiblity with most recent Arma 3 update.
About F3
The F3 Mission Development Framework (F3) is the successor to the popular F2 and BAS f mission development frameworks for ArmA 2 and ArmA. The new framework contains many of the features you know from F2, updated to work with Arma 3; new components which take advantage of the new game's special features are planned.
For downloads and to find out more please see our online manual:
- http://www.ferstaberinde.com/f3/en/ (English version)
- Radio Systems Support (ACRE2)
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This is what i have in the init of the game logic:[synchronizedObjects this,["GrpNATO_A1"],true,false] call f_fnc_mountGroups;
So the crew parameter is set to true from what i gather from your F3 wiki.
I haven't tried to disable the FFV function but i'll try as soon as i can, i didn't even know it was possible.
I'm not sure i understand what you're asking. AIs were enabled on game start, however players were slotted in said AIs.
Do i need to disable AI on game start in order to make the module work? Maybe later today i can get someone to help me out testing it some more.
No what you're describing sounds right and is how we do it (and it's working fine for us). I have very little time for ARMA-related things atm. otherwise I'd do more tests myself. Sorry for the hassle.
Regarding disabling FFV, see this snippet.
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I managed to test the premount component without AGM finally, still no success with the assault boats.It seems not to work well only with vehicles that got FFV function with the last update, other regular vehicles with gunner and commander positions seem to work just fine.
This is very odd as I rewrote it specifically for the FFV system. With an outdated version of F3 preMount I saw similar issues to what you're describing. To be sure: The "crew"-flag needs to be set to true, as otherwise the ffv-seats won't be slotted as they are considered "TURRET" rather than "CARGO" seats. Have you tried disabling the FFV functionality for the vehicle to see if that works?
Also, I don't think you answered my earlier question: The to-be-mounted units are present as playable AI, before players join?
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All you need is the f/spect folder and the correct cfgFunctions section of the description.ext. Make sure to apply the hotfix above though.
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In line 38 description.ext it should read:
respawnTemplates[] = {"f_spectator","f_JIP"};
change it to
respawnTemplates[] = {"Seagull","f_spectator","f_JIP"};
We're going to release a hotfix soon.
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As for if the client or server needs to run, not too sure what you mean. As of now, WICT is script only and I've yet to document which functions run where. If you mean if/when it goes addon, I'd prefer if the addon only needs ran on the server.
Yeah was talking about the latter and I agree it would be optimal to keep it server-only.
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I don't have a bitbucket account but that can be arranged. Any reason for why you prefer it over Github? As for client, I'm happy with Sourcetree or just 360 noscope console commands.
Btw., would a client playing in a mission require WICT or is it enough if the server/host runs it?
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Looks good, I might be interested depending on what you need. I'm a scripter primarily and have little experience with coding for addons. Also I noticed the A2 version was using the F2 Framework. Would you be interested in a similar collaboration for this one?
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Well...then I dunno how to setup a folder/project in notepad XDI don't think the functionality is in by default, or at least not as extensively as it is in Sublime. But there's a ton of extensions for np++ which add all kinds of functionality, including a project/folder-tree
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Thanks to you for your dedicated work and ideas. I think that you are the only one approaching the idea of caching using hideobjects instead of deleting units.Which makes me think...why?
For now it's working quite well, so we will have to see in the future.
BTW, still dunno why my allied IA is not being cached.
Hideobject isn't that relevant when it comes to caching, especially for MP, as it's the CPU-heavy tasks which will tank perfomance. Disabling simulation and AI or deleting/restoring AI are still the best options here.
I would like to test (this evening) for a change in code, use hideobjectglobal and enablesimulationglobal, and run this only in server (much very like the addon version).F3 caching is very similar to Zorrobytes (given the same source of inspiration) but has been using the global commands for a while now. From the tests we've conducted there wasn't any difference in the perfomance improvement compared to the non-global variant. A thing to keep in mind is that uncaching many AI at once (i.e. without a miniscule sleep between units) will negatively affect perfomance in any case.
Building sensitive caching isn't impossible to do but needs work and time, something I'm short of at the moment. I wouldn't mind adding a dev or two.
For F3's caching I've simply added a check like this:
// If the group leader is moving, set his group back next to him if (speed leader _this > 0 && vehicle _x == _x) then { _x setPosATL (formationPosition _x); };
This assumes that the group leaders of a garrisoned group will be inside a building and thus immobile. It's not the perfect solution but given the alternatives (checking for e.g. nearestObject) it seemed to be the least expensive.
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Hey sorry for taking so long, anyway i tested the open truck and the premount component doesn't work with that either on dedi server.As for the revive, i currently cannot modify the modset on my dedi server so i don't know how to try that out.
This is incredibly strange as it is working fine for us. I'm very much inclined to assume it is caused by a mod running on the server but haven't got a clue which one it could be. There are other communities running AGM with F3 and I haven't heard of a similar issue. Do you have access to the .RPTs of the dedi?
Out of interest: Can you describe the exact setup of the mission? Is the AI of playable units enabled/disabled? Which respawn-value is set?
Hey,I am struggling to understand how i disable the caching AI system altogether?
Can someone please help. The wiki does not help me enough
It is disabled by default. Do you want to remove the components from your mission folder?
Thanks. Funny thing, then I take script from this mission - it works, spectator launches, but then I take contents of "spect" folder from the last framework version and replace the mission ones - my mission simply ends on players death. At the same time all corresponding lines in the description.ext are identical, I've checked. Maybe, mission author have made some changes in spectator scripts? Or used some old version, I don't know.What you described should work. Are you getting any error messages? There is a bug (we can't do anything about) where the mission will end if you're the only player and select the first person view in the spectator script, but I don't think this applies here.
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Looks great!
Mind if I link this thread (or directly to the pdf, whichever you prefer) on the sidebar of /r/armaDev?
Edit:
I think your explanation of local/global/public Variables while correct might be a bit confusing for beginners. I found it helps describing scope as pockets of knowledge and local variables being confined to their own "pocket" while global variables can be accessed (and written!) from anywhere. I understand why you want to avoid tackling scope but at least describing it in a very abstract fashion would be helpful to avoid people getting wrong ideas (such as using only global & pub vars ;) )
Also regarding set/getVariable:
You might want to mention to optional public-flag as you're mentioned publicVariables as well.
For getVariable I'd def. mention the optional but much more useful method of returning a default value if the variable doesn't exist.
Edit2:
I've been meaning to flex my neglected webDev skills and was looking for a small project. Feel free to drop me a PM if you want to tackle the website thing, maybe we can brainstorm a little or I can throw you something together.
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You mean that the player is supposed to stay wounded?Do i need a dedicated medic with the larger medipack to treat the wounded?
I'm running AGM however we don't use the revive module yet, so there shouldn't be any other revive system interfering with it.
Mission parameter is also set to SWS.
Sorry I meant the way you expected it to work is how SWS is supposed to work, i.e. getting someone up with a FAK. If the bug can be reproduced reliably, could you do a test without any AGM modules running? There might still be some interference.
They are synchronized with the assault boats and the group name is changed accordingly.As i said earlier, we are running AGM.
However, this isn't the first time i use the component in my missions, and when used along with the speed boat (the larger armed boat) it works fine.
As i said the driver slot is filled correctly, all the others however don't work.
I just tried again, even with AI, drivers get slotted correctly, all other positions don't.
Do i need to give the boats or the game logics any particular name?
Very weird. Can you do a test with the open HEMTT trucks? And if possible also without AGM, though I can't imagine how it would be the culprit here. I'll do a test with the boats when I find some time.
AI aggressive combat behavior - CreateGroup and JoinSilent - a community topic -
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Have you tried out enableAttack? It prevents the group leader from giving commands to his subordinates so they act according to their own knowledge and (for the lack of a better word) judgement. It might be preferable perfomance wise to creating new groups.