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sproyd

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Everything posted by sproyd

  1. sproyd

    More Modding Support?

    Patience is a virtue. BIS are expecting to release Beta in Q2 which will have loads more content. Btw we are in Q2 right now so in the next 3 months. If you are lucky you may even see more official content prior to Beta launch.
  2. sproyd

    Clouds are not so volumetric

    Its sort of a white lie. If you put a fixed wing aircraft in the game the clouds appear volumetric when you are flying towards them and as your perspective changes but when you get close the illusion is shattered. I made this video a while back and you should be able to see what the volumetric clouds look like when you get closer (the F-35 and A-10 parts). To be honest the clouds overall look great compared with the disabled setting or A2. However, they don't operate as well as the Particle Effects but that's because it would be just too expensive. At the moment I get a few FPS performance hit enabling clouds but its kind of worth it for me for the realism impact.
  3. sproyd

    Oculus Rift VR headset

    Its not "physically 3D" its just two slightly different perspectives that tricks you into thinking you are looking at something in 3D. The 3DS thing the guy is referring to (I have one) is that each eye receives the same image rather than two different perspectives - my guess is this will definitely be switchable via software.
  4. So I have 3 Playable slots in a SP/Co-Op Mission. I want to execute a script that will only execute on the units in a group that are controlled by AI and not human players. There seems to be a bug where when the script executes on a non-AI infantry that it deletes items or something. Anyway is there a command like this if soldier1 = AI then AssignItem "NVGoggles" or {if _x = AI then AssignItem "NVGoggles"} foreach unit group player (the syntax is probably wrong but you get the idea of what I'm trying to do) Thanks!
  5. sproyd

    Operation Goswell

    Glad you enjoyed it and thanks for trying it out. I'll address your findings 1. All 3 playable units are equipped with NVGs in their backpacks. However, I think the problem has to do with a script which is used for AI to equip NVGs once it gets dark - it currently applies to the 2 non-squad leader characters and is probably glitched when these slots are played by non-AI. I'll try and fix this in a future update. The workaround would be to equip NVGs to your person as soon as you reach land and then just enable them with N once its dark. 2. It should be possible to complete the mission without encountering enemy armoured vehicles if you are quick and quiet. The vehicles are spawned outside the AO to simulate a nearby base and will usually only come if they detect activity in the AO. Otherwise they may approach your position and once they've entered the AO it will be difficult to destroy them as you are not equipped with AT. Remember your mission is only to clear the AO of OPFOR so once you have done that you have completed the Primary Objective. One of the divers is equipped with detonation explosives though if you want to lay a trap on any potential incoming vehicle routes. I may tweak this however if it continues to prove problematic. 3. I don't think this is a bug. If the group leader selects the AI squadmate and presses 6 he should find the Eject command as item 1 (there is a popup hint explaining this). The Get Out command is the only one in the default command menu and is not appropriate as when you ask your team mate to 'Get Out' he will; 1- Automatically communicate with the AI driver (who is not in your control) 2- The boat driver will try and drive the boat to land to drop off the cargo which is not advised because a- You are a dive squad who are performing a boat entry into the water b- the boat is scripted to have zero fuel at the diver insertion point to simulate the driver cutting fuel to the outboard and so he can't drive anywhere until you safely leave the area (hint - 15m) and the fuel is subsequently re-enabled (FYI for editors reading this: the EngineOff/On command doesn't work effectively in this instance) c- the AI for driving boats is not great and usually ends up in the boat getting stuck on a rock or on the beach, rendering extraction impossible 3- the team mate will only 'Get Out' once he has reached land, and seeing as he is a diver this is counterintuitive! Instead, the group leader should use the Eject command which works everytime by pressing 6, then 1 (and I've tested this mission at various stages well over 100 times). In reality Eject should be the default command in this situation.
  6. Fixed in dev update after I launched an issue.
  7. So I have a Lose Trigger upon failure of an objective linked to a unit. It all works perfectly except for the fact that that it shows a big MISSION COMPLETED logo despite being a LOSE Trigger rather than a WIN trigger. Anyone else got this and is there a ticket loaded against it? Here's a pic to demonstrate;
  8. sproyd

    Operation Goswell

    Sorry - I haven't had any issues with Mega.co.nz but I guess its in Beta. Not sure what issues you are experiencing. Anyway, I've linked to Armaholic now instead. ---------- Post added at 23:16 ---------- Previous post was at 23:15 ---------- http://www.armaholic.com/page.php?id=19476
  9. sproyd

    Operation Goswell

    Okay v1.1 released - lots of changes, OP updated!!
  10. http://community.bistudio.com/wiki/assignItem AssignItem Assigns existing item from inventory (uniform, vest, backpack) to a correct slot. unit assignItem item What's the opposite of this? Its not RemoveItem because that is a create/destroy command - which is the opposite of AddItem. I'm looking for the command that takes something from the assigned slot (i.e. weapon attachments/binocs) and puts them into the players uniform/vest/pack.
  11. Thanks TalTsinth. I guess this is the workaround. I am going to log a bug on tracker as AssignItem works for NVGs and so should work for weaponitems too. I imagine that is the intention but the command just hasn't been updated with the new weapon attachment system.
  12. So I've got two problems with AI divers interacting with an inflatable boat. 1) Disembark. When I ask select AI in cargo of a boat to disembark while out to sea, even though they are diver units, the AI driver tries to take the boat to land to let the cargo units out. This is despite the fact that the AI driver is not part of their or my group. The workaround for this is asking them to eject, i.e. 6 then 1. However, that is counter-intuitive to somebody playing my mission so I have to prompt them to use eject rather than disembark. Other tricks I've tried is setfuel 0 to stop the boat going to shore but then I have to script in a trigger for the fuel to come back on once we swim out of the area and its prone to bugs like if the boat drifts out of the area while at 0 fuel. 2) Get in that boat for extraction! Same thing. Boat stops 50m off the beach and I ask AI units on the land to get in the boat. Despite the fact I am not instructing the AI driver of the boat and haven't communicated with him, he decides to come into shore to pick up the troops I've just ordered to get in/swim to his boat and in the process beaches the boat EVERY TIME making it an unwinnable mission. The workaround is to setfuel 0 again but then the AI get confused and seem to mull around the shore waiting to be picked up rather than swim out to get in the boat. I'm open to all ideas and appreciate our help!!
  13. Thanks mikerally - the first link could help although I can't say I fully understand the reverse script - I'll have a play with it. The second link doesn't really help because they are beaching the boat and I think it would be near impossible to get it off the beach after that.
  14. @TalTsinth and @cobra4v320 Thanks for your suggestions but they are not right. addprimaryweaponitem and removeprimaryweaponitem are create/destroy commands. I would like the AI to equip weapon attachments and remove them to/from inventory just like AssignItem works in this regard for NVGs.
  15. Okay thanks, this won't work with weapon attachments though... The weapon stays on the gun. Also, when using AssignItem with weapon attachments - the weapon disappears from inventory but does not get attached to the gun even if the slot is empty. Any ideas?
  16. Sorry - its not going to run well. The 555M will probably be your bottleneck, my 650M is the bottleneck for my system below and its 67% faster than your card. I'm running an Asus laptop too - an i7 3.2GHz plus 650M 2GB overclocked +135MHz , I get usually average 30fps in MP which I'm happy with but when it drops into mid 25s it gets a bit choppy. SP is higher but haven't played much SP since that recent update that improved FPS across the board. However performance vs quality I'm happy. Once the game launches and is stable and optimized I will probably go back to a desktop once we work out the optimal specs to play on the main island. It is just too hard to tell at this stage with optimizations and the island where 90% of stuff is going to take place in the campaign yet to come. I really don't know if this makes a difference (there are conflicting reports everywhere) but I use launch parameters; -nosplash -world=empty -skipinto -cpuCount=4 -exThreads=7 -maxMem=7168 -nopause 1080p VSync - No AA - FXAA High, no MSAA PP - No HDR - Std AF - Std PIP - No Dynamic Lights - Std Texture - V. High Objects - Std Terrain - Std Cloud - Runs better disabled by 1-2FPS, looks better enabled low/med Shadow - Std (DO NOT PUT THIS ON LOW - YOU WILL LOSE FRAMES AND A SIGNIFICANT AMOUNT OF DETAIL) Particles - Std (I can't even consider turning this down it looks so amazing)
  17. sproyd

    Disposable ATs

    There is some very questionable English in this thread!! Or should I say Há alguma Inglés questionável neste segmento So what we are saying is we want realistic representation of real world weapons? So no change. Surely this is a simple case of saying "hey, BIS - this AT launcher doesn't work like this IRL" and they will take a look at it.
  18. There seems to be a lot of missing bits an bobs in the latest Dev build. Noticed in SP and MP. No biggie doesn't seem to break anything probably just the devs changing class names etc.
  19. sproyd

    VIP CAS, a helo love story mission

    Excellent mission - no complaints, everything is working and you even got the task animations functional. Just completed it after a few goes without having to rearm - used 18 rockets in a single strafe run on the 1st objective and 6 well placed rockets did the bulk of the 2nd objective, with the 7.62mm minigun cleaning up the rest. The TOD is perfect also and is a very good showcase for Arma 3's enhanced graphics. The AH-9 annoys me that the rockets seem to always land below the reticule - makes it pretty hard to be precise - and it would be nice if the minigun was higher calibre but apart from that its a lovely chopper to fly. They seemed to have improved the heli physics since launch (might just be me but I noticed more lift and a slight ground effect). When you zoom it makes it almost impossible to fly and it becomes twitchy. ---------- Post added at 21:52 ---------- Previous post was at 21:48 ---------- Oh and commendations on the base feel (which is great) and the co-pilot auto entering the heli. The first time I was like wtf I don't remember there being another guy in here - but he is useful for spotting infantry which turn up on the minimap. I would like to try this mission out with AH-64D Apache Longbow which ports straight in from Arma 2. It works almost flawlessly except for very minor issues like the shadow casting and some odd windscreen glare.
  20. Because as much as you, a guy who posts on the Arma 3 forums, loves ACE it is simply too hardcore for the majority of Arma 3 players. They've implemented features inspired by ACE2 into Arma 3 anyway like fatigue and incumberance.
  21. sproyd

    SP_Operation Hashpoint

    Okay - try mega.co.nz to upload it for linking here
  22. And the Arma 3 Twitter feed (which is on the front page of Arma3.com
  23. This exists in retail Armaverse. Army of the Czech Republic DLC for Arma 2. The main rifle is a CZ-85 (or somethign) and all of the variants have transparent 30rnd magazines that you can see the bullet count. Its actually one of the best things about the DLC (which all in all is about a 7/10 - so great if you are into Arma). ---------- Post added at 17:14 ---------- Previous post was at 17:05 ---------- Here you go - just took these screenshots for your benefit. http://s15.postimg.org/ifioroqwa/fullmag.jpg ---------- Post added at 17:19 ---------- Previous post was at 17:14 ---------- and the real steel for comparison http://www.czub.cz/cz-photo-gallery/cz-805-bren-a1/CZ_BREN_805_A1_30.jpg (292 kB)
  24. I think the approximated bar next to the magazine in the inventory menu would suffice as a 'weight check'. Just remove the HUD element and make you check your Inventory to see how many you have left.
  25. I have a mission where a team is inserted at dusk and over the course of the mission it becomes dark. The playable characters (incl AI) are equipped with weapon-mounted flashlights at the start of the mission but carry NVGs and IR Lasers in their backpacks. Of course its easy for human players to equip NVG and swap the flashlights for IR Lasers if they want but the AI appear to be happy running blind. How can I script the AI to take the NVGs from their backpack and equip them and how do I get them to swap out their weapon attachments. I want them to do this when it gets dark - so I guess I would need to set some sort of timer before they do that action? Thanks for your help.
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