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aviatormoser

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Posts posted by aviatormoser


  1. After spending two hours trying to work out how to move an AI w/ no documentation, I gave up and applied for a refund. No forums and no documentation at release demonstrated to me that things are a bit underbaked regarding the Reforger situation.

     

    Working my private AI mod in Arma 3 still gives me plenty of enjoyment.

    • Sad 1

  2. 6 minutes ago, dave_pilot said:

     

    From what i have seen in my minutes in the workbench, you COULD create some coop and singleplayer missions by placing AI and giving them waypoints to patrol. 

     

    You're miles ahead of where I'm at....flailing around trying to find a list of units to put down.


  3. 6 minutes ago, EO said:

    The Enfusion Workbench, launched through Arma Reforger Tools, should be looked upon as the new Editor, it just looks a little complicated and not user friendly at the moment.

     

    Still trying to figure out how to place anything down. This looks more like what it's called. A world editor, rather than a mission editor.


  4. 5 hours ago, kremator said:

    Restarting every four hours isn't that cool .... as there is no way to capture a whole island in that ime :(

     

    An idea of the active grid would indeed help.

     

    The conquered grids and towns, base installations, etc. are persistent between restarts.

     

    Meanwhile, standby on the RHS version -- I was trying to do Dom a favor by fixing his simple param for the player stamina, but for whatever reason only vanilla units are spawning now....


  5. ok. this script is broken.

    21:39:40 Error in expression <itlist.sqf"
    
    disableSerialization;
    
    if (bon_dynamic_list) then {
    _scripthandler >
    21:39:40   Error position: <bon_dynamic_list) then {
    _scripthandler >
    21:39:40   Error Undefined variable in expression: bon_dynamic_list
    21:39:40 File mpmissions\__CUR_MP.tavi\bon_recruit_units\build_unitlist.sqf, line 7
    21:40:06 Error in expression <
    if((count (units group player) + count bon_recruit_queue) >= bon_max_units_allo>
    21:40:06   Error position: <bon_recruit_queue) >= bon_max_units_allo>
    21:40:06   Error Undefined variable in expression: bon_recruit_queue
    21:40:06 File mpmissions\__CUR_MP.tavi\bon_recruit_units\recruit.sqf, line 4
    21:40:06 Error in expression <

    I am trying to use this on DS with ALiVE and dynamic = true. the above are the errors.

     

     

    I've used it countless times with Alive and dynamic list generations. I'm not sure why it gives you an undefined error. Have you tried the example demo without errors?

     

    Is there a way to change what type of gear and weapons AI recruiters comes with? 

     

     

    Not without major edits to the code, and that's kinda of outside the scope of the script.

     

    I am a huge fan of this script and it works flawlessly. However, I do have a question. I want the recruit list to be inclusive of just 5-6 unique soldiers whom I gear up with virtual arsenal loadouts.

     

    Lets say I got 3 normal riflemen put down in the editor, I put 3 different virtual arsenal loadouts in their "init" respectively and I name them p1, p2, p3. How can I hide them from mission start and only make them recruitable "n" amount of times?

     

    Thank you.

     

    Like the above, this feature is kinda of outside the scope of the project. It would probably easier to write a new script that does this.

     

     

    Does anyone know how to change the elevation that the recruited units spawn at? I'm trying to use this on the Nimitz but they just spawn in the water below the ship.

     

     

    You'll have to edit the spawn mechanic in recruit.sqf.

    _unit = group player createUnit [_unittype, [(getPos bon_recruit_barracks select 0) + 10 - random 20,(getPos bon_recruit_barracks select 1) + 10 - random 20,0], [], 0, "FORM"];
    

    The last coordinate position in [(getPos bon_recruit_barracks select 0) + 10 - random 20,(getPos bon_recruit_barracks select 1) + 10 - random 20,0] must be changed from 0 to the height of the deck on the Nimitz. As it stands, the height is set to the surface at which the object you set the recruit action to.


  6. Are you sure you are all using the same frequencies? Some missions will run scripts to fix frequencies and/or configure TFAR to end up with desired frequencies by default, while some don't.

    Is direct chat working in all missions? Or is it broken for you as well?

    For us, the only (technical) issue with TFAR currently is bugs in Play withSIX that prevent SIX from copying the userconfig and .dll files into the appropriate directory, which requires the users to do so manually, which most don't know how to do.

    I can assure you, everyone in our group knows the TS3 plugins have to be installed manually. How else would it interface with TS3?

    Radios work fine. The voice modulation, distortion, etc. works fantastic. Direct speech does not work correctly on Isla Duala. You can hear everyone talk normally in TS3 even if you are standing 10 km away. How the radios function correctly, but the direct speech doesn't is beyond me. For whatever reason, it does not work on Isla Duala.


  7. Are you use ACE too?

    Also, have you tried clear arma profile and vanilla mission?

    Yes and yes, we've have it working fine on some missions on ACE. Direct speech works as it should. However, on other missions the direct speech does not work correctly. For example, we have an Alive ACE mission on Takistan and it works perfectly. However, on Isla Duala it has never worked properly. Is there some kind of map dependency?

    I find it hard to believe so many people have problems with Task Force Radio. Out of all of the ArmA 3 mods TFAR is pretty much the most stable and reliable of any of them.

    As someone who has over 50 people in their unit who plays with another unit who has close to that number as well and everyone works fine.

    The only reason you would be having problems with it is if the end user hasn't installed it correctly or it hasn't been installed correctly on the server.

    I will point out though, we could never get any version of TFAR downloaded off PlayWithSix to work on our server (although users have no problem) we always had to use the official website version on our server.

    Installation isn't a problem. Everyone has it installed correctly within our group. We're quite experienced with building missions as we've been doing this for years. The issue is that TFAR is not working consistently from mission to mission. When it works perfectly on one map for everyone, and then not at all for everyone on a different map, we know it's not an installation problem.


  8. Hey there, I've got a minor bug on my server, we just updated to 0.9.8 from 0.9.7 with our monthly mod update, and we have working TFAR Radios, working IDs and assignments, but no direct speech or positional sound. You can see people's rank indicator changing to indicate the fact that they are speaking, but we can hear them directly from TS, rather than the positional audio and the fade-away from distance.

    Radios seem to work correctly, and fade with distance properly

    RPTs indicate no error with TFAR, both client side (from 3 players) and server side.

    I've confirmed that no mods are interfering with TFAR from either server end nor client end.

    Also tested with additional clients, so now 6 players are having the issue.

    Cannot isolate issue to other mods, same problem occurs whilst running just CBA, ACE3 and TFAR, much less the other 50 mods.

    I'm experiencing this same problem. Direct speech does not work in game. We hear everyone in TS3 normally. Radios do work, but it's not like it matters when everyone can hear everything.

    Also, the preset radio frequencies only work in the editor preview, and not on the dedicated server? I wonder what I've done wrong.


  9. Damn .kju, I hate to see you leave. You were a beacon of hope that A3 could become something.

    Arma 3 and BI have just been frustrating in general. The community has put in so much time and effort into improving the A3 situation. I don't know what BI's goals are for A3. The engine has made improvements in some areas, but it still suffers so poorly in the biggest area of them all. Immersion.

    - AI is horrible. They can't drive without losing a tire. They do not react at all when being struck by bullets. No suppressing effect. No loss in accuracy. No change in rate of fire. Up to the modders to fix.

    - An uninspired civilian all-male faction that has decided their homes must be completely empty of everything -- only walls and floors. Up to the modders to fix.

    - Stealth aircraft in a game that does not simulate active and passive sensor system, and therefore negates their stupid designs. Up to the modders to remove that stupid $#%.

    - The ridiculous up-up-up recoil and weapon sway. Keep shooting and your natural arm position now relaxes 60 degrees into the sky. No muscle memory taken into account whatsoever. Up to the modders to fix.

    - NETCODE - DESYNC GALORE. Modders can't fix.

    - The cookie cutter, copy and paste content across factions. Up to the modders to fix.

    - Time and energy spent on developing underwater ops without providing any inspiration to do so. Modders have no motivation to fix.

    There is no motivation - no big picture. Why should I play your game, BI? MP is a mess. There is such a large general dissatisfaction toward the default A3 content, that it's difficult to find a common mod-base amongst servers. Back in Arma 3, you only really need ACE and you were set. Nowadays, you need a tremendous amount of mods just to be able to stand the game. On top of all that, BI issued the 1.63 patch for OA, in which they decided to issue new standards for variable declaration, and therefore broke not only their own missions, but also a plethora of community scripts that were made over a 5 year time period from authors who have come and gone. 1.63 was like a huge FUCK YOU to the community. Who is fixing that mess now? Corepatch by the community, and that is only for your OWN content. Good job BI. You'd think the community that tirelessly works to save your game is wasting their time.

    Here's a tip for BI. REWRITE YOUR CORE ENGINE or make a new one so we can have a fresh start. You are riding on the wave of popularity from DayZ, and your customer base is larger than ever. I don't want to hear excuses on time and financial budgets.

    /rant

    P.S. I'm too pissed about .kju leaving to care about inevitable disagreements.


  10. Just wanted to drop by and say thank you for this awesome script.

    ---------- Post added at 11:03 ---------- Previous post was at 10:57 ----------

    Can I ask if its possible to add also high command squads ?

    You're welcome! Um, I'll look into it if its possible. Usually anything is possible in Arma. I'll look into it, and see if it's doable without rewriting the entire script!

    If Dr Deaths issue has been fixed, could we receive that updated version of the script (if anything was actually wrong with it). Thanks!

    Hi pero2589,

    Nothing was actually wrong with the script. He did make a suggestion of toggling AI cleanup after player death on/off in the params, which I'll probably do once I get to it, of course!

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