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frankfranconi

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Everything posted by frankfranconi

  1. Your glasses are, as is all of your campaign, very well done. Have you tried using eventhandlers and noticed an impact? Because I really wonder how much of the performance loss in Showcase: Defender is due to this feature of the HUD.
  2. That's what I was too hesitant to say. I was looking into the ShotFinder feature of the helmet and unfortunately it's initialized manually for all units present in the mission. I tried to implement something similar with a more flexible approach, cycling through all present units of one side and applying the callback automatically. It didn't work however and I didn't have enough time to debug it properly. Maybe I'll try again at some point.
  3. I was wondering too and had a peak, they're all sqf. It's really just the sheer amount of scripting going on that makes performance a problem.
  4. Just played the mission and I loved it! Do you have any plans to release some of the features like the Defender HUD as separate mods to be used outside of your campaign?
  5. frankfranconi

    U.C.S.V. Cargo & Support Drone

    Amazing, I'll check it out right away!
  6. frankfranconi

    [OPEN BETA] [SP] bCombat infantry AI Mod

    I've been testing it in Multiplayer with a friend of mine and we were positively surprised. I really thought there would be some issues, but we experienced none. Absolutely no problems and everything was working as intended. We didn't try anything fancy like J.I.P. though. As for the mod itself, I'm quite happy with it. There's really nothing I would change. When enemies are suprised they do react quickly (like humans would), but aren't too accurate (which again is what a human reaction would look like). Suppression finally has some effect, infantry isn't as dumb as it used to be, it's really starting to feel like you're fighting players. Mission accomplished, I think :) Thanks for this great mod, I'll never play without it again.
  7. frankfranconi

    [OPEN BETA] [SP] bCombat infantry AI Mod

    I always imagined having a dedicated server would drastically improve performance, but what is it with this PERF exe?
  8. frankfranconi

    [OPEN BETA] [SP] bCombat infantry AI Mod

    Now you definitely need to post your specs. Didn't believe this was possible, especially since Arma never takes advantage of the most advanced hardware.
  9. It certainly looks amazing, but is it as of yet available in a mod or is it just a model for now?
  10. frankfranconi

    U.C.S.V. Cargo & Support Drone

    This is amazing, thanks a lot! I'm especially excited about the changed flight model, because unfortunately Arma 3's VTOL is still fucked up.
  11. frankfranconi

    RQ-11B Raven for Arma3

    Yes, thank you very much for all the work. I'm sure it's worth it!
  12. I was really excited about the mission wizard and it's been working really well when I tested it on my own. So I invited a friend of mine to join my server and put together a mission. It worked perfectly for me, but my friend got neither any tasks nor did he see the zones on the map. There was no mission intro dialogue for him either. I thought maybe he needs to have mcc as well, but this didn't work. Any ideas what I did wrong?
  13. frankfranconi

    Realistic repair script

    Wow, that's what I call an answer! Thank you, this will be very useful to us.
  14. frankfranconi

    Realistic repair script

    Love the script, but it would be very cool if we were able to fix downed choppers as well. I was looking to implement it myself, but I noticed that I don't know the names of chopper hitpoint parts. I tried searching for them, but I only found hitpoints for tracked vehicles and cars. Any ideas?
  15. I didn't really know where to post this, as it's a cry for help and a rant at the same time. Sorry about this unfortunate combination. I recently discovered the new "Sector" module and wanted to create a mission based around capturing different sectors and advancing towards a final target. The sector module is quite solid, it pretty much works for me and I was able to create two sectors. But that was when the problems started. I didn't want to simply place players on the map and tell them to capture sectors. So I managed to get a parachute insertion followed by a land-based transport to the AO running. In order to do this properly, I was thinking of two tasks, one for steering the parachute to the LZ and the other for driving near the first sector, before I'd activate the sectors and let the module handle this part of the mission. First, I tried the new tasks module, because it allows me to do everything from inside the editor instead of going through the schizophrenic process of having stuff in the editor and tons of scripts outside the game. I can't belive it's still impossible to edit scripts from inside the game. Anyway, while I got the task module to work in a previous mission (after a lot of fiddling around due to its bugginess), it plain screwed me this time. Depending on which task I placed first, the other one wouldn't show up in the mission, although I double checked everything and did it exactly the same as in my other missions. After trying all possible and impossible combinations in the editor, I finally gave up on the completely bugged task module. How did something like this even make it into the release? So I resorted to good old scripting and put all the stuff in briefing.sqf waitUntil { !isNil {player} }; waitUntil { player == player }; switch (side player) do { case WEST: { player createDiaryRecord ["Diary", ["Execution", "This is simple. Remove the enemy at all cost and deal with General Agha in a way that seems appropriate to you. We could take him prisoner, but this would cause a long trial and who wants that? So we'd appreciate it if you could just execute him. We'll say he was armed and it was self-defense. Then we'll throw him overboard in the middle of the sea and everybody's gonna be happy. Okay?"]]; player createDiaryRecord ["Diary", ["Situation", "The Iranians offered their help in removing General Agha, but having foreign troops in our AO would be inacceptable. That's why we're dealing with the problem ourselves."]]; player createDiaryRecord ["Diary", ["Mission", "General Agha of the Iranian Armed Forces has gone rogue and is occupying part of the island with his troops. He acted against the direct orders of his government, we are currently not at war with Iran."]]; [player, "tLand", ["Land at the designated LZ","Land", "Land"], getMarkerPos "mLand", "Assigned", 1] call BIS_fnc_taskCreate; [player, "tDrive", ["Drive near the AO","Drive", "Drive"], getMarkerPos "mDrive", "Created", 2] call BIS_fnc_taskCreate; }; case EAST: { }; case RESISTANCE: { }; case CIVILIAN: { }; }; Despite SQF being the abomination it has always been, this stuff just works. All the tasks were showing up and I could easily place a trigger activated by BLUFOR presence that did ["tLand", "Succeeded"] call BIS_fnc_taskSetState; ["tDrive", "Created"] call BIS_fnc_taskSetState; ["tDrive", "Assigned"] call BIS_fnc_taskSetState; on activation. At first however, I only let it do ["tLand", "Succeeded"] call BIS_fnc_taskSetState; ["tDrive", "Assigned"] call BIS_fnc_taskSetState; because the second task is already created in briefing.sqf and I don't see the need to set its state to "Created" again before assigning it. But without setting the state to "Created" again, the notification that it has been assigned wouldn't show up. It would simply say the first task has been done and assign the second one, without showing a notification. But anyway, with this problem fixed, everything seemed fine and the mission was ready to be tested with another player. It went well until the first task was changed to "Succeeded". This worked, but shortly after the notification showed up again and the "Task assigned" for the second task also showed up twice. Now, I'm aware that each script is executed on every machine locally, which makes scripting in missions with many players very difficult. Could this be the cause of my problem? I really feel like quitting this mission, because it seems to me as though ArmA 3 tries to sabotage my efforts each time possible, which is unbelievably frustrating. Perhaps you know that feeling. It really sucks, because I know it's possible to create awesome missions in ArmA and the game itself has so much potential. But because the game's so badly made in some respects, the experience never really lives up to that potential. It starts deep down with ArmAs inability to use more than one processor core (which I didn't think is still a thing today), goes on with the fact that you have to switch between the game and your file system to script missions and ends with stuff like non-functioning task modules in the editor. I really love this game, but sometimes I can't help but hate it and can't understand how something can suck so much.
  16. frankfranconi

    U.C.S.V. Cargo & Support Drone

    Yeah, but what to do until this happens? I think making the UAV have helicopter characteristics until VTOL is actually working is a good idea.
  17. frankfranconi

    U.C.S.V. Cargo & Support Drone

    We were just testing it and it's great. Apart from the fact that it's simply impossible to pick up cargo. The thing is just not controllable in vtol mode. Otherwise great work!
  18. frankfranconi

    [CO 04] Cappin'

    Cappin' CO 04 By invrecon Description: General Agha of the Iranian Armed Forces has gone rogue and is occupying part of the island with his troops. You and your squad are tasked with stopping him at all cost. Features: Special Forces with suppressors Halo insertion Sector control Sniping Installation: Extract the .pbo file to your ArmA3\MPMissions folder. Notes: One Demo Specialist is required to fulfill all tasks. Changelog: 1.0 - Initial Release Pictures: Download: >> Download from Dropbox <<
  19. frankfranconi

    Simple tasks are a pain in the ass

    Since I'm subscribed to the dev branch I already noticed their efforts to simplify this. I really like where this is going, but as of now I was still unable to really use it since it bugged me out. But it's great they're working on it!
  20. frankfranconi

    Simple tasks are a pain in the ass

    @Johnson11B2P Yeah, just figured out the function viewer myself. Great tool, especially since the biki is lacking sometimes. Thanks! @kylania Yeah, I noticed while looking at BIS_fnc_taskCreate's code. Thanks for giving me a hand. The longer I look at all the SQF stuff the more I understand
  21. frankfranconi

    Simple tasks are a pain in the ass

    @Johnson11B2P I'd give BIS_fnc_setTask a go, but unfortunately it isn't very well-documented. The BI Wiki doesn't have a page on it and the only helpful one of the four sites I found with Google was your thread where you apparently struggled with a similar problem. I didn't find any finished solution though, I'd be very grateful if you could share the meaning of all the parameters or post an example of a working BIS_fnc_setTask. @KevsnoTrev Thanks for the hint, if I can't find a simple solution I'll definitely try Taskmaster. Thanks and good night everyone!
  22. frankfranconi

    Simple tasks are a pain in the ass

    Yes of course, otherwise the tasks wouldn't even appear. The problem's not that simple.
  23. frankfranconi

    Finding all watchtowers on Altis

    We're using the development build. BI deploys all the new, untested stuff there to see how it's working. That's why you get stuff earlier this way, but it may also be buggy at times.
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