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I34dKarma

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About I34dKarma

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  1. I34dKarma

    Karma Modules

    Well took about 4 hours but seemed to have fixed the bug in the script version I will try and update the module version soon. At least Arma 3 is not crashing as much any more.
  2. I34dKarma

    I34dKarma's Roadblock Site Script

    Sorry for the delay between real life stuff and the Arma 3 Physix Dll crashes (Hopefully those are gone) I have not had a chance to look at the script. Seems like either a model change or a simulation change in the game engine itself caused the problem. Hope this fixes it for all users. I will update the module version as soon as I get time. ---------- Post added at 01:35 ---------- Previous post was at 01:22 ---------- Run the script with debug on that will make sure that all the sites you set up are loading. Put a hint after the script launch just to make sure that its hanging up. I did remove a waituntil command that might have caused an issue. Possibly move it to the end of your init.sqf file to make sure its the last to load. Another possible thing you could add would be to do a small sleep command after you start the roadblock script. I have done several dedicated tests without error as well as having the SO community use the script in a few private ops which we always have lots of scripts and mods running. Best Of Luck Karma
  3. I34dKarma

    Karma Modules

    First off sorry for the delay in updates I have been having issues with a physx.dll crash with the latest patch that makes it really hard to work on and test code when it crashes. Hopefully a new update will fix the issue. Now I remember why I did not set the behavior, I had a little issue with it during initial testing with civilian traffic so I am trying something to get it fixed. The units do not use waypoints just to keep the code cleaner as well avoiding the hassle of making more groups. Oktyabr here is an answer to a few of your questions. - Double checked the code on the roadblocks and civilians should pass through roadblocks without any trouble. I know that the roadblocks see the car bombs as enemies so they will open fire on them. - I did not use military bases as spawn locations or destinations for civilian drivers just do to logic. A civilian would not have much use of driving to a military base. Might consider it in the future if I get enough requests for it. The locations are grabbed from the map so it also depends on how the map maker classifies locations so results are going to very from map to map. - The car bombers will do a speed change when a target is spotted. They will come to a stop (Arm the bomb) then accelerate to max speed if they can. Trying to deal with the headlights though is going to be tricky because it is tied directly to AI behavior, so if I change the behavior to turn off the lights they will no longer drive right at the target but instead try and avoid incoming fire. They will then try to find cover and flank so it kinda ruins the experience. Might change the car bomb code and civilian code to do FSMs and it might be possible to get them do it with that method. - To get the player units to be able to interact with the traffic might be possible but that is going to take a ton of client side coding to do. To be honest that is where my scripting skills start to dwindle. I can ask the creator of TPW to use some of his code it might help but still this is going to be a backbunred part of the project. - I can put in a radius for spawning units in the city garrison module. That will be pretty easy. Currently the radius is 200m from the center. The civilians how ever will run that same 200m scan for a building each time they find a new building to go to so they will wonder around a bit further from the module placement. This seemed to work fine in smaller cities but I agree that an adjustable value would be handy for larger cities. - I did not cache the units the city garrison script because all the code is done with FSMs, to cache the units it would require another loop running. To keep the over head low I did decided not to do it. I did zero out a lot of the skills that that AI have that the civilians don't need to keep the overhead low. I may also see what disabling a few of the AI features might help as well. I populated about 4 cities on the map and did not notice any real changes in frame rates or perfomance. - Custom civilians should work as well with the city garrison module. I did not test with custom civilian units but I did test with custom/mod military units and that worked without issue. That was the main reason I used the method of synching units to the module. Call it a lesson learned from getting roadblocks to work with custom units. - Civilian drivers do react to combat somewhat. Its pretty much the default AI civilian behavior AI running there. Hopefully BI will improve the civilian behavior down the road considering its pretty basic right now. Hopefully BI will fix the crash issue soon so I can get to work on releasing an update.
  4. I34dKarma

    Karma Modules

    Glad you got your marker script working. I have been a little busy so have not had time to look at it but its good to know I was not crazy. Locality in scripting can always be a challenge to work with. Thanks for the information about the AI drivers and headlights. I can test the AI in safe behavior and see what they do but in Arma 2 I think in safe mode the units would start to drive off road. Careless was the only way to get units to stick to the roads. If that does not work I can script the driver to turn the lights on. I code hard code it in or set an option in the module settings with Lights On Time or Lights Off Time. Not sure what people would rather see so I hope a few of the Mod users post an opinion. Hopefully this should be patched in the next release along with a few other minor bug fixes.
  5. I34dKarma

    Karma Modules

    I never tested the car bombs at night so I never saw weather or not the lights were on. I took a look at the code and based on the old arma 2 behaviour they should have the lights on at night. I will give it a test and see what happens. If the behavior scripting has changed in Arma 3 then I will try and find a solution. I guess I could either set an option in the module to have lights on or script a solution based on time of day. The marker problem is really interesting considering the allUnits, vehicles command should pull up all the units in the game. The problem could be a possible issue with scripting locality server vs client issue. Are you running any other mods?
  6. kylania This works fine I was just wondering if there was a way to create a task in script that will not use a marker at the task location. If the player had to search for the task to complete it. You don't exactly want to give away the location to complete the task in that example.
  7. I34dKarma

    Karma Modules

    Karma Modules is now on Play With Six. Take a look under system. It should make it easier for mission makers and the community to get and use the modules.
  8. I34dKarma

    [WIP] Challenger 2 MBT UK

    Yoshi feel free to get your first mod done before making a video or doing a tutorial. You might have some good insight on how to do things and you can advise the new modders about what to do and what to avoid. Found this on vehicle creation for 3dsMax, it would be nice to have a companion piece for Blender since it is an open source program that anyone can get at no cost. http://forums.bistudio.com/showthread.php?128036-Tutorial-How-to-make-vehicle-models-for-ARMA2-using-3DS-Max
  9. I34dKarma

    Karma Modules

    Just ran a test with A3MP on Zargabad with Stalker British Units and in ran just fine. I also did a test on Sangin and worked as well. The only A2 maps that might not work would be ones that have buildings that are not made with the BI standards, lacking AI building position indexes ect. One thing I did realize was that in larger cities like Zargabad you might need more then one module to populate the entire city. Right now the diameter for spawn distance is hard coded at 400m. I can make that an adjustable number in a later version.
  10. I34dKarma

    Karma Modules

    AngelWingGamingJacob- Yes I designed it so you can use an units in the game for the City Garrison Module. I made the module so you could synch the units you wanted to use to the module itself, any unit you see it the editor should work. It takes a little more setup time to do it this way but the advantage is the flexibility of the module. sttosin give me link to that TPW mod and I can take a look. I just started getting into FSM scripting and that could open up some possibilities. I might even recode the carbombs with FSM's just to make the code cleaner.
  11. I34dKarma

    Karma Modules

    Version 1.4 Of Karma Modules Is Released Changelog Version 1.4 - Added City Garrison Module - Added Mod Logo - Minor Code Tweaks - Added Licence Agrement On BI forum thread. (Nothing Unreasonable In My Opinion) Updated Future Modules And Features - IED Module - Add Suicide Bombers To City Garrison Module - Add Blacklist Area To Carbomb Module - Investigate Using Module As A Server Side Only Mod - Add To Play With Six Feel free as always to post comments, suggestions and any errors. Hope You Enjoy The Update Karma
  12. I34dKarma

    [WIP] Challenger 2 MBT UK

    Yoshi nice progress on the model I am looking forward to a real MBT to be added to the game. Since the Challenger and the Abrams MBT share similar size shape ect would you ever consider modifying your model to add another NATO based tank to the game? NodUnit thanks for posting up that info on modeling and UV maps ect. I have always been tempted to try and make a model or vehicle for Arma but got frustrated bouncing all over the net and forums looking for information. That one video you posted answered a lot of my questions. Perhaps you and Yoshi could make a little tutorial on the process to make a vehicle in blender, not so much the modeling itself but UV mapping baking ect. I know with Alwaren's Arma Toolbox Box for Blender it should be easier then it was in the past.
  13. Well this is a revisit from the beta. I have tried using the take event handler for working with an intel type system. What I have found are some interesting results. Here is the event handler _takeintel = player addEventHandler ["Take",{ _player = _this select 0; _wepcontainer = _this select 1; _item = _this select 2; _itemobject = 0; if (_item in BAKE_INS_INTEL_CLASSES) then { hint "Intel Found"; _itemlist = assigneditems _player; hint str _itemlist; if (_item in (assignedItems _player)) then {_player unassignItem _item}; _player removeItem _item; removeAllItems _wepcontainer; }; }]; So it looks for a list of items in BAKE_INS_INTEL_CLASSES and if its in that list it triggers. The interesting thing is the first time you pick up an object it will not fire. But if you use a map for an example and you already have one in your inventory then it will trigger the event handler. Its kind of interesting but its a semi working solution. Update :In single player the workaround using a take event handler seems to not work until you take one item from any weapon holder. After that the take event handler fires every time. This will not hold true in a dedicated environment however. The Take Event Handler is a little buggy but it will work just takes some experimenting.
  14. I34dKarma

    Karma Modules

    Well you can always ask Sickboy (The creator of PlayWithSix) to add it to the mod database.
  15. I34dKarma

    Karma Modules

    To answer your question, yes if it were a script it would be downloaded to all the connected clients. With the module all clients would need the mod. In my opinion the ease of using the module out ways the client having to download the mod. As to releasing a script version I am not sure if I will release a script version or not. The main reason is the amount of time it takes to updated two versions. With the latest release of the roadblock site script it took me too much time to integrate the changes into the other version. If its a minor change it can be really easy but if it was a major change it takes time to get it working in the module again. So at this time I am just going to keep things integrated in the module. I have two new features that I am working on right now that might make the module pack even more useful.
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