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StaticDET5

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About StaticDET5

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  1. StaticDET5

    Enemy occupation system (eos)

    I went through and assigned area markers to all the cities. I -think- this helped with the "stacking" issue, but I'm not sure. It killed the performance of the server. I need to go back and play some more, but another project has really killed my free time.
  2. StaticDET5

    Enemy occupation system (eos)

    I have as well, but assumed that I had done something wrong. The server that I'm building, initially, had the markers with a size of zero (I'm building off of A3 Wasteland). I went through and gave them real sizes, but it seemed to have killed the performance of the A3 scripts. I'm taking a break because I need to code something with a Raspberry Pi for a gift... I need the "Language Separation", so I'm taking a break from A3.
  3. StaticDET5

    Enemy occupation system (eos)

    I think you're going to be stuck with the pathing. That's not an EOS issue, but part of the BIS coded AI. I'm trying to do some AI work myself, but it's REALLY slow going.
  4. StaticDET5

    Enemy occupation system (eos)

    I didn't get a chance to play with the fields before I went to work. I'm wondering a couple of things. How does EOS process the line? Is it iterating over the line (If I had three patrolling groups, and a randomized size, would it generate the same size for each, or would it generate a random size for each?). In the same vein, is the probability all or nothing? If I write [3,4,80] is there an 80% chance for three groups and a 20% chance for nothing? OR, is it three chances of 80% for each group? Negative numbers don't equal zero. It seems to me that you need some input catching to make a negative number equal zero. In this case, I just don't know. I'm probably going to build a test sandbox when I get home from work tonight. I've got too many variables in my current mod build.
  5. StaticDET5

    Enemy occupation system (eos)

    I just pushed out a bunch of changes to my build and things have broken. BangaBob, do you know what happens if you push a negative value to the number or size of the groups in the EOS spawn lines? Example: null = [["Town_1"],[-1,3],[0,0],[3,1,90],[2,60],[0],[1,0,90],[0,0,350,EAST,FALSE]] call EOS_Spawn; null = [["Town_1"],[2,-1],[0,0],[3,1,90],[2,60],[0],[1,0,90],[0,0,350,EAST,FALSE]] call EOS_Spawn; The above are implicit definitions. I'm trying to use random numbers to simulate a town having a chance of being empty.
  6. StaticDET5

    THERMAL IMAGING on NVGs?

    I'm not sure you folks have seen modern thermal imagers. Particularly the new hybrid imagers.
  7. StaticDET5

    THERMAL IMAGING on NVGs?

    Did anyone figure out a way to mod the NVG's to give thermal imaging? We have systems like this now, it'd be kind of nice to see them in ARMA 3.
  8. StaticDET5

    Enemy occupation system (eos)

    Banga, when you do fix it, could you post some detail on the fix? Many others are having problems with this.
  9. StaticDET5

    Need help with modding MX-2A

    Any luck with this?
  10. StaticDET5

    Add custom vehicle to editor

    Post your fix!
  11. StaticDET5

    Enemy occupation system (eos)

    I don't think this is limited to EOS. I'm having the same issue with the Wasteland Mod. I'd love to see a system that automatically "saves" any vehicle that players have gotten into that is above a certain level of damage (Set that variable as needed).
  12. I'm definitely quoting you. You're absolutely correct. The tool to use is the BIS Tool Set for Arma 2. I pointed the FSM Editor at the FSM and it popped right open. Looks good. I went to go install my dad's new computer (new build, some fun new tech for him. He likes flight simulators), and got back way to late to do anything productive. Woke up the next morning, got some work done, and FINALLY sat down to start "playing" and was greeted with a Master Boot Record error... I didn't burn anything down, but now I'm waiting for a new hard drive to be delivered. I didn't really lose any work on this, but the Wasteland Mod that I was working on took a huge hit. I'd spent two hours flying around Altis with a friend of mine (he was piloting) while we were looking at cool locations to code into the mod for some fun fire fights. Gone. Maybe I can get around the MBR... Who knows. But, Weedomatic, your tip was right on. I'll start working on this probably around the end of the week. I haven't gotten into the campaign that deep, so I can't answer the farming question.
  13. Well, that's not going to work. The FSM editor edits FSE's (Whaaa?). Trying to force the issue throws an error and doesn't get you anywhere. The FSM file that I've found (fn_skirmishTrigger.fsm) looks like an XML file. It looks like it could describe a FSM (Items, Links, States, etc), but I haven't really figured out how to make use of it. I think the old style FSM editor is out.
  14. It's dirt simple. Hell, it's about as simplistic as you can get. All I'm looking to do is script a zombie faction. In terms of behaviors, this should be dirt simple. Heck, I don't even care if they attack at this point. Thanks for the leads (Really appreciate this. I would never have thought to look for Flying Spaghetti Monster Arma 3 in a search engine...). I started cranking open functions_f, I found the wiki, and I'm hoping the old FSM Editor works for Arma3. I did some work on Finite State Machines when I was in school. Hopefully that will come back to me. The diagrams looked a little familiar.
  15. Gotcha. I couldn't remember if there was a dog in original Arma. In Arma 3 they've got one. I'm going to have to see if I can do something with it.
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