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Nichols

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Everything posted by Nichols

  1. @TonyStarkBR Its a known issue with the attachTo command I believe is what he mentioned in a post literally 3 posts up from yours in this thread. Take 10 minutes or so and watch the video and then you will see what he is talking about.
  2. I am not sure how/why you guys can't spawn in units via Zeus. I have been using this updated mod for a while now in a mission and only have a couple of issues one is with the trucks not showing any damage other than tires getting blown off until they blow up and the Z9A CAS bird that the entire helicopter except for the seats and the tail rotor disappear in a dedicated server setting. Other than that Zeus works fine for spawning in units. Well and the 5.8mm rifle bullets seem to hit like an wet wool sock being thrown from across the room.
  3. This is the one I am talking about https://github.com/genesis92x/VcomAI-3.0/tree/release/3.2 It seems that the AI are a little more stupid now compared to previous versions. I am not seeing them flank at all now in 3.1; but they seem to run directly into the area. Last night we had a group in Vagalala on Tanoa near the gas station that was over 1km away from the group I was in on the hill due south of the town on a cliff, not exposed to the world below by the jungle, wearing camo and laying still. The AI spawned in via ALiVE and then once they were fulling in they made a beeline directly for the location and even when in the trees they only attempted to change course when they could not climb a vertical rock wall to get up to us. Also still seeing a lot of AI using the mines on death even though I have gone down to 10 and under on the "VCM_MINECHANCE = 10; //Chance to lay a mine" in the AISettingsV3.hpp file trying to keep that from happening all the time.
  4. Thanks for the heads up. Also found what may be a little bit of a cross over from past code in ALiVE rearing its ugly head with your script now. Going to do a simple repro again and check but just so you can get a reference a long time ago ALiVE would spawn in units and backpacks would pop in where they had spawned. I have been noticing with civilian units that that are spawning in they are dropping backpacks on their spawn location again. The reason I bring this up is I lowered the number of armed civilians in your script from 70 percent down to 35 percent. The civilians are not bringing guns into the game but they are bringing in magazines for the pistols and long rifles I added to the array. I am going to test this one over the next couple of days and report back about it. If I find an issue I will post it to the GitHub.
  5. @Freddo3000 I noticed you had a 3.2 release branch up on the GitHub. Does it have a changelog available for it so we can see what was worked on for that one?
  6. Is there an EASY way to change the amount of time that it takes to kill or incapacitate all the AI if you are in contact with them in an ambush situation. You had mentioned to me that the time was set at 30 seconds before the AI notified others but I would like to shorten that time to something a little less than that. Also we are noticing an almost immediate change back to incognito in several instances but I think it might all be related to the speed at which our guys are schwacking the AI enemy in a fight. Nearly every time they are catching them and eliminating them inside the 30 second window. Also we are noticing that some AI units are following the players all around the map but they are typically 1500-2000 meters behind them but following the exact trail back to their bases and even splitting up or calling in other AI if the players split up. I am not completely sold that this is anything related to Incognito but it might be a simple communication link between Incognito and VCOM since we are running both on the server. We are investigating this further.
  7. Nichols

    AAF Virtual Navy Mod

    Glad to hear its all OK @mankyle hope it stays that way!
  8. Don't know if the F/G has speaker support but I know the C model did/does have speaker support; however the speaker is powered by an additional 26VDC power supply. There is another speaker that uses the battery pack for the radio itself as well. https://www.armyproperty.com/Resources/Catalogs/Harris-AN-PRC-117F(C).pdf
  9. You need to be within the proper range of the big TFAR antenna and have the right type of radio along with setting it correctly in the mission when the mission is built. It doesn't just magically work like you want it to just by wishing upon a star.
  10. Nichols

    Missing Units

    Good to see you are still making this one happen. Thanks for the additional items/units to mess around with in scenarios.
  11. Prior to the last update (1.88) headlessclient (HC) connected like they were supposed to on our dedicated server. Since that release HC will not stay connected. We keep getting the following message repeatedly and HC attempts to reconnect continuously. 16:59:51 Dedicated client created.17:01:57 > headlessclient uses modified data file17:01:57 > Player headlessclient (2) connecting17:01:57 > Player headlessclient connected17:01:57 > Player headlessclient (2) connected17:01:57 > You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.achilles_data_f_achilles Here is the funny aspect of it....Achilles is running on the server and is configured to use it for our GM users. Anyone have any ideas?
  12. @Rydygier I do not have your non-vcom attached version running and I can confirm that today the CSAT Sochor will in fact fire when used in conjunction with VCOM Dev version. It laid down some fairly accurate; set it via settings menu to less than perfect; fire via AI calling for rounds on target. If you need or want some feedback I will be glad to help out.
  13. First off @Incontinentia thanks for your patience and willingness to bounce stuff back and forth last week. After much effort I think I have it tweaked to the point where it's humming along nicely as far as settings go. The question now is how does it handle boats and aircraft? Do they register by faction or as a non-faction empty object? If they are by faction; I am guessing that we need to name them specifically in the vehicle arrays but under which array and function? Would they trigger the compromised side all the time for being considered off road; or is that not a consideration for them even though there would not be boundaries like there are with the roads on maps? Just wanted to know if you had thought about it at some point in the past and if so is it even possible to make them work?
  14. Nichols

    (SMA) Specialist Military Arms

    I would suggest posting them here for posterity sake in case someone can tries to revive the mod at some point. It appears that development ceased and the site is now gone....Maybe a new iteration of it since it might be difficult to get permission to continue the work.
  15. Nichols

    (SMA) Specialist Military Arms

    I just went to check the SMAproject.com website looking for a specific classname that isn't showing up right and it appears that the site is gone for good. Getting a redirect to a generic page for nothing but alternative names.
  16. @madpat3 I haven't noticed this as a problem with our dedicated box. What exactly is the problem? Maybe I am overlooking something.
  17. @hcpookie The item "Box_PLA_Explosives" contains medical inventory and no explosives when placed in the editor and then seen in the game.
  18. @Incontinentia you ever have any issues with units who start as independents being unable to change from whatever their starting clothes to civilian? I am having an issue where players are not able to get into civilian clothes after they spawn into the game.
  19. Well crap was going to use your furniture script on a redo of my Tanoa Takedown mission and just read the thread where you said you weren't releasing yet with the update....bad news for me but good news overall. I can pull the furniture script out to save some FPS for my community but then I loose the action of having furniture in the buildings all over the map.....DANG IT MAN!!!! Seriously keep up the progress; will be good to see what you have come up with in the future.
  20. I know this one is old but I am getting this error constantly spamming the RPT of a mission I am building. I am using the mod version of this but its not helping when I use the script either. 15:19:38 Error in expression <vehType) then { _isAllowed = true; }; } forEach _vehKindWhitelist; if (!(_isAllo> 15:19:38 Error position: <forEach _vehKindWhitelist; if (!(_isAllo> 15:19:38 Error foreach: Type Bool, expected Array 15:19:38 File r0ed_SurvivableCrashes\functions\fn_vehicleInit.sqf, line 13 15:19:38 Error in expression <vehType) then { _isAllowed = true; };
  21. @EutychesNo idea on the release date; real life is slowing a bunch of us down at the moment for work and family. We are actively working on it when we get a chance which is about once a week but the final config work is all we lack and that is taking the longest time. Once we get a version we think is ready for final testing I will drop you a PM about it.
  22. @Eutyches Thanks for the heads up. We honestly had not thought about that side of it and I didn't realize that lower case versus upper case made a difference in how the mod worked on the different server types. I will be sure to pass along the information and get it pushed to be a cross platform setup. Also will go about working on my other faction mods to make them more appealing to Linux community's for same reason.
  23. I did just find a bug that wasn't squashed so it doesn't work as it should when loading into Arma 3. Got to get the kinks worked out of it before I can release the hounds to the world.
  24. @foxhound thought you might want to know that the 45th has been renamed and rebuilt.
  25. @hcpookie Posted another set of issues on the Steam Page for you to take a look at; will post some pictures in here as soon as I get to a stopping point with my faction rebuild. I deleted the "Arid" troops from my 45th_Airborne and 15th factions as they don't fit with the look because most PLA troops outside of the special forces types do not have body armor. https://steamcommunity.com/workshop/filedetails/discussion/1562282342/1750106661719595317/#c3020122487774192780
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