exentenzed
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Ah, yea use both of them then. :)
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Seems like setCombatMode is used for allowing a unit to return fire. https://community.bistudio.com/wiki/setCombatMode Try using setBehaviour instead. https://community.bistudio.com/wiki/setBehaviour I recommend using "CARELESS" if you want the heli to ignore all enemies.
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enableSimulation messing up weapon crates.
exentenzed replied to exentenzed's topic in ARMA 3 - TROUBLESHOOTING
Upon review, does this belong in the Arma 3 - Editing and scripting section? If so, could a mod please move it? -
So correct me if im wrong here, but if you use this enableSimulation false; on a weapons crate, that is only to make sure it wont be affected by gravity? For example if you place it on a table and dont want it to fall off. Because that what it seems to have been doing exclusively for the past week while i've been creating and testing my mission. Now today, i couldnt grab or place, any weapons or items from my weapon crates. And after some experimentation i found out that it was enableSimulation that did this. Things i've tried: Disabling all mods, and creating a new mission from scratch, plopping down a regular soldier as player, add in an ammo box and set its name to ammo1, and init to "ammo1 enableSimulation false;" use the debug menu to toggle enableSimulation to true and false. (true allowed me to place/grab items, false didnt) utilizing both SP editor and MP editor. --------------- I initially started using it last week, after an extensive test of the mission caused ammo crates to eventually start jumping around on the tables i had put them on, eventually falling off. After i set enableSimulation to false, i did a recheck, and i could now see the crates hovering SLIGHTLY above the tables, but i could still use them normally. Infact, we played the mission for about 2 hours yesterday with no issues in regards to the ammo crates. (still hovering slightly above, and crates did not fall off the tables, didnt even move an inch.) -------------- Now i had to fix something else in the mission, and upon one of my tests i needed a weapon, but today, i couldnt use any of the crates that had enableSimulation set to False, all other crates worked normally. Can anyone reproduce? Any idea of what has happened here?
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Artificial intelligence Support System! Released
exentenzed replied to mikey74's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Allright. Just making sure i didnt miss out on anything. :) I also see i didnt before, so let me now say thank you for this AI enhancement. I'm really enjoying it so far. :) -
Artificial intelligence Support System! Released
exentenzed replied to mikey74's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Was just wondering, i see units without waypoints will start to patrol, and units that has non-cycled waypoints will start patrolling once they dont have any waypoints left. So what is the difference between units without waypoints and those that are set on patrol with the module? Thats kind of you to say. :) -
Artificial intelligence Support System! Released
exentenzed replied to mikey74's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hold on, from the instructions i gathered that the hold waypoint/module, was meant to make it so that units patrol/garrison but does NOT respond to support calls from other friendly units? Not testing in zeus no, i read about the part where you but in a timer before AISS activate for zeus placed units. :) Patrol started working after restarting the mission. i usually stand and watch them for about a minute before i end the mission. EDIT: I reread the instructions, and im afraid i'm in the wrong here and have wasted your time. ""If a group has a current waypoint at hold. AISS2 will ignor them as far as a support call. But they will still call others to support them."" Thats from the instructions, and i made the assumption that they would also patrol/garrison... Im sorry. -
Artificial intelligence Support System! Released
exentenzed replied to mikey74's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Oh noes! :( Them updates eh? The struggle is real. :P Just retried with a fresh install of AISS, still no dice. Simple thing to check wether i've done something wrong or if its broken seems to be to check if hold waypoint/module do anything for you. Because neither of those makes units do anything at all. -
Artificial intelligence Support System! Released
exentenzed replied to mikey74's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello! :) Had some problems with getting the different waypoints and modules to work in a mission, So in a new mission, I tried setting down multiple small squads with each of them their different waypoint/module, and here is my results: Squads with waypoints: No waypoint - Units starts patrol. move waypoint - Units starts patrol after move. Hold waypoint - Units stand still Cycle waypoint - Units stand still Support waypoint - Units stand still (As expected) Squads with modules: Exclude - Units stand still (As expected) Garrison - Units starts running around (Possibly looking for buildings?) Hold - Units stand still Patrol - Units stand still Support - Units stand still (As expected) Userconfig is set to have AISS be activated without the main AISS module placed, but just incase i retried with the module placed, still no change. Can someone reproduce this? Because while i THINK they worked a few days ago, (2-3) i was completely new to this mod so i might have misinterpreted what i saw. Or maybe im misunderstanding instructions and/or they are out of date? Whats the most surefire way to make units do what you want? Modules or Waypoints? EDIT: Patrol module seems to work aswell from time to time. -
Yea, i havent used that button yet either. Have a different problem with them now though, might just be something i missed or maby the button itself, but for the life of me i cannot set regular waypoints for the UAV anymore, the only ones i can place is when i right click enemy vehicles and i get the option to either "Follow target" and "Destroy target". Are you currently reworking UAV waypoints at the moment? I have also not quite figured out the correct procedure to control a fixed wing UAV in a way that i can designate targets for it and have it succesfully drop bombs on them. This might solely be due to the fact that when i am controlling the Fixed wing UAV's turret control and lase a target, it will fly erraticly and make me lose the target because i reach maximum rotation on the camera. But yea, stabilization in itself is absolutely perfect now. Thanks alot for your efforts. :D
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From yesterdays Devbranch changelog. I may be a bit optimistic here, but could this possibly be a subtle hint at weapon resting in development?
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Jet engine shutdown after a certain damage threshold is reached.
exentenzed replied to exentenzed's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I havent tested it in Multiplayer yet, but tests during singleplayer was perfect. the only thing was that i had to type in: [color="#0000FF"]_efs[/color] [color="#00FF00"]=[/color] [color="#0000FF"][yourPlane, 0.4] execVM[/color] [color="#FF0000"]"engineFailure.sqf"[/color]; or else it just returned "Type script, expected nothing." But yea, worked perfectly. Will test in Multiplayer later on and will also check it on a dedicated on monday. You're Amazing. Edit: Works fine in multiplayer. :) -
Jet engine shutdown after a certain damage threshold is reached.
exentenzed replied to exentenzed's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Wow, i wasn't even close. :P You have my gratitude for your assistance, I will try it out in a bit. Edit: It works quite well, only thing is that it is only ammunition with splash damage that activates it, regular 14.7mm rounds and smaller do damage, but does not make the engine shutdown kick in, anyway to fix that? Either way, Thanks again for your help. Even if this last little issue cannot be fixed, this little script will help both me and my group. :) -
Jet engine shutdown after a certain damage threshold is reached.
exentenzed posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I've been searching around on Armaholic, Bis forums and Google trying to find a script that disables the engines on jets after a certain damage threshold (0.4-0.6), but not luck so far. I even tried making one, but due to my ineptitude i didnt get very far with that either. What i am specifically looking for, is a script that makes a jets engine turn off without beeing able to turn them back on after a certain amount of damage is reached, but also be able to turn them back on if it manages to emergency land and get repaired. Since jets only have the Hull damage sector it seems that it will either get blown up or continue flying with max power. Can anyone help me with this? I would settle for something as simple as all fuel beeing removed after said damage threshold was reached, as i believe it should accomplish the same thing. -
I can live without rounds not staying in the chamber or speed reloading. But magazine repackaging is essential IMO.