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JohnKalo

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Posts posted by JohnKalo


  1. Quote

    The group will move to the waypoint (spatial or object), where any units from other groups who are in cargo spaces of the original group's vehicles will disembark. On a dedicated server, this waypoint does not work if the commander of the group being transported in the back of the vehicle is human. It will only work with A.I.

    There are no human players and the vehicles are trucks so still there should not be an issue. Besides there has only been one bug report and while testing in MP everything worked perfectly       :scratchchin:


  2. Thanks for spending so much time for replying but I do not have LOAD waypoints. The groups that have only got AI units have GET IN and SEARCH AND DESTROY waypoints and the vehicles have MOVE and TRANSPORT UNLOAD waypoints. The vehicles' MOVE waypoints have the condition. Besides the units reported to disobey waypoints are the groups and not the vehicles.

     

    In any case, this post might have blocked other possible bugs in future missions     :thumbs-up:


  3. 19 hours ago, B@Co said:

    @helicopterenthusiast, I read from your words that you love nature. This also applies to me, the reason that I make the Great white shark for Arma3 is that I initially wanted to make a stand-alone mod called "Treasure hunt armada", three teams looking for treasures within a certain time and cash them in their home base, one of the three teams are pirates who can steal acquired treasures (optional). Team with the most cash at they end off the set time wins the round :)
    To make the treasurehunt an exciting event there must also be threat from the ocean. The Great white shark is a spinoff from this stand-alone mod.

    What others want to do with this mod (Great white shark) is beyond my responsibility.

    Let it be clear, i love sharks and nature, hopefully i find more time to make more sea life just for fun to observe in VR :) so the real thing can be left allone.


    Greetings

    B@Co

    Uhm good guess but that is not it  :thumbsup:

    I mean I am not in favor of slaughtering sharks but doing so in a game is not all that extreme. I wouldn't do it but other players doing it in Arma rather in reality is cool. I am just planning on using your mod in a WIP mission. The hypothesis and all is CENSORED but the thing is that sharks attacking constantly will be a serious issue. That is why I would like the sharks' attack ratio to be alterable :smile_o:

     

    Regards,

    HE

    • Like 1

  4. Thanks for the prompt reply.

    Oh so adding items such as crate boxes and such from DLCs will not cause dependacies.

    4 hours ago, dedmen said:

    People will get watermark overlays if they use DLC Items. Which people will not like.

    By use you mean driving them or having them in their inventories. The LOW van for example can be parked and locked for decoration purposes and there will be no watermark overlay there. Correct?


  5. Tried to find an aswer to this but I couldn't so here it goes:

     

    Can players that have not bought DLCs play missions that use DLC assets?

     

    As far as I have understood assets can be used without creating dependacies with the:

     

    a)Malden DLC

    b)Laws of War DLC (Buying it just gives you the possibility to drive the truck)

     

    The ones that create dependacies are:

     

    a)Marksman DLC

    b)Apex DLC

     

    How about:

     

    a)Karts DLC

    b)Helicopters DLC

    c)Jets DLC

     

    All of this free to try in the editor and such has got me a bit confused and I would really like to know what's going on in order to report the correct addon dependacies in our missions.

     


  6. Really glad you enjoyed the mission in the end! What worried me was the possibility of other guys having such bugs and not reporting them and you having some kind of mod that might affect other missions you play too. Oh and all the links are to the same mission. It does not matter where you download it from. It's chaos updating all those links but I am extra careful and I doublecheck when doing so.

     

    Anyways, hope you try and enjoy other missions of ours too and why not provide more feedback :thumbs-up:


  7. Even after the latest  update we can still not use the wanted alliance name!

    So actually you guys ignored us. Plainly put. No excuses.

    We are really dissapointed and we have just created an alliance with another name. That will mean that sa players wont be able to recognize us but whatever...

     

    Regards,

    HE

     

     


  8. Quote

    so I tested it in the editor (so not dedicated server) put my self at the north where the choppers are and watched the squads run by & head south on foot?

    You had mentioned having the issue in the editor too. Maybe you meant an editor while on the Dedicated Server?

     

    Also I tried explaining the bug through the editing forums but nobody had any ideas about this. The specific waypoints and triggers should work even in a Dedicated Server. I mentioned mods simply because there wasn't any other such bug reports. I mean the other Dedicated Server bugs you guys reported were explained, logical and were fixed but this one could not be explained.


  9. The trigger condition is a simple BLUEFOR Present condition.

    Update: It is not a Dedicated exclusive issue. As it seems the guys providing the feedback have the same result even in the editor. Really strange since I tested the mission again and the AI units remain in their vehicles no matter what. Only when the trigger condition is met do they move. Maybe it is one of the mods they use?

     

    In any case, I will place a condition for the AI units too if they are moving in some players and release a v1.1 mission version.

    REALLY AWKWARD!


  10. Hello,

     

    It was logical for you guys to be puzzled since the AI waupoints were messed up. Something which is still strange since following your feedback I tested the mission in the editor again and the AI did not move. They were still in their vehicles. I do not understand why we are using the same mission and seeing different results. Maybe one of the addons you use affect the AI's triggers? Nothing else I can think of at the moment.

    Now I will too use more conditions needed for the AI to move although on our end it is not needed. If it happened to you it may happen to other guys as well so a change is needed. Maybe in a few hours we will have a v1.1 release.

    Glad to see you guys enjoyed the fight. Realism is something we really try to concentrate on.

    A nice job with the release. I will add your steam link once our v1.1 version is released.

    Many thanks!

     

    PS.

    Spoiler

    Spoiler text pls. The choppers and the AIs coming are possible spoilers :f:

    EDIT: A v1.1 release will be stalled as long as bugs are not reported by other mission players. That is because a v1.1 release will involve adjusting crucial mission triggers at a time when we cannot test a new mission version.


  11. We have had another issue regarding a Dedicated server. This time Waypoints were activated when they shouldn't! 

     

    Mission: Samaris Scrutinization

     

    Details:

    1.] AI units have waypoints to get in choppers and trucks.

    2.] The following AI units' waypoints are SEARCH and DESTROY waypoints.

    3.] The folowing vehicles' waypoint is a MOVE waypoint that is blocked by a trigger condition.

    4.] The following vehicles' waypoints are TRANSPORT UNLOAD waypoints.

     

    Differences:

    [Hosted MP] AI units get in the vehicles. Afterwards, following the trigger activation the vehicles start moving and transport the units when and where they should. The AI units then follow their waypoints.

    [DEDICATED] AI units get in the vehicles, disembark and move towards the SEARCH and DESTROY waypoint without the vehicles.

     

    Result:

    A mess regarding Dedicated Server gameplay.

     

    :help:


  12. Hello,

     

    Glad to hear from your feedback again. Now the issues and bugs you have encountered are really perplexing and we have never had them before. Most likely it is again a Dedicated Server issue. Not that it makes sense since the AI you mention only has to follow simple waypoints but in Arma 3 editing such surprises are always a possibility. Yet again I will search for an answer in the editing forums.

    The area clear waypoint you mention is deliberately not in an OPFOR not present condition on purpose since such a condition can easily not be activated. Even if one OPFOR unit is present, hidden or stuck somewhere it will not be activated.

    About the end trigger can you please send me the exact code you used?

    About your release, after testing that everything works yep you can publish it on steam as long as you credit us and provide our website link as an additional mission source. I will also add your link to the BI forum post if it is ok with you.

    Last but not least can you please add a spoiler text in your comments whenever possible spoilers are in them? It would be really appreciated.

     

    Sorry for all this mess and I really hope your fixes make the mission enjoyable even on a Dedicated Server. As it seems some of our missions are not Dedicated Server compatible.

     

    PS. Yep that town needed like SO many hours in order to be created.

     

    Edit: And we will create a fix for our version too when we can.


  13. Thanks for the prompt reply.

     

    Well I tried ordering the pilot to take off and start flying because maybe the searchlight only worked with the engine on but that didn't work either.

    Now I have erased the addon and cannot make further tests (The choppers were all I needed). I had not pressed "L". That was the only difference while testing. Could that be causing such an issue?

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