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About fn_Quiksilver

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    Warrant Officer

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  1. fn_Quiksilver

    Mission Feedback

    hey ill give it a play having mods will cut down the number of players. for mission design i'd suggest to do initial design in vanilla in possible and then once you find something that you and others like, bring in the mods
  2. the vehicle AI driving was left in a broken state around 2016/2017
  3. fn_Quiksilver

    Apex Framework

    Another necessary hotfix. only causes issues when recruitable AI are used The fix is applied here, to make the change yourself before I update the default files https://github.com/auQuiksilver/Apex-Framework/commit/ca0432cb83e02f4ca4f0464291b77699815e84ab
  4. fn_Quiksilver

    Apex Framework

    Small but critical script error in 1.2.0 , it will appear in the RPT log. The fix is here: change the || to && https://github.com/auQuiksilver/Apex-Framework/commit/708d47a020f8b99c61c9e12793957f7a8377dc67 https://github.com/auQuiksilver/Apex-Framework/blob/708d47a020f8b99c61c9e12793957f7a8377dc67/Apex_framework.terrain/code/functions/fn_core.sqf#L377 Will publish to the packed PBO versions today
  5. fn_Quiksilver

    ARMA3 - useful knowledge

    you can check for AI that are not in combat and not moving, despite having waypoints. if they not moving then use line detection for overhead objects. if the object has "rock" in the model name then set the bot up, and save that position to server profile as a "problem spot". over time you'll have a short list of problem areas to not spawn stuff in
  6. fn_Quiksilver

    ARMA3 - useful knowledge

    there are many many ... to kick it off, a small one: if you are having trouble with AI spawning inside rocks, use this function on spawned units. _unit setVehiclePosition [(getPosASL _unit),[],10,'NONE']; it will put them ontop of the rock instead of under. careful not to use this on units placed in buildings, as it will put them on the roof! so it would look like this: _unit = (creategroup west) createUnit ['b_soldier_f',<spawn position>,[],0,'NONE']; // maybe spawned inside a rock _unit setVehiclePosition [(getPosASL _unit),[],0,'NONE']; // will set them ontop of the rock ..... One other. If you want to nerf thermals in your mission, use "setDate" to change the month to december (winter). terrain is colder so contrast will be so high that it is not useful.
  7. fn_Quiksilver

    [SP/COOP] Random Infantry Skirmish

    hey i played some of this on Tanoa. very cool setup, cleared the town then went around a corner and enemy on static HMG was waiting. looks good and no bugs
  8. fn_Quiksilver

    Apex Framework

    Updated to 1.2.0 Maintenance update, bug fixes and gameplay tweaks with some moderate optimisation First update after some time away. Areas of focus are key bug fixes, script optimisations, and gameplay ergonomics tweaks. Next update will be focused on mission/gamemode/AI improvements. - [ADDED] (Options Menu) Option to hide 3D group hexagons. - [ADDED] (Options Menu) Option to hide extended system chat messages (battleye chat spam). - [ADDED] AI Medics now have more advanced behaviour (Both player-controlled and Zeus-spawned). - [ADDED] Ability for passengers & other pilots to Take Control of a helicopter mid-air, when the pilot disconnects from server with passengers on-board. - [ADDED] Increased Helicopter survivability on taking critical damage. - [TWEAKED] Smoke countermeasures now work much better. - [TWEAKED] Dramatically reduced probability of T-140 Angara spawning at all missions (due to its superior active protection system) - [TWEAKED] Dramatically reduced enemy drone spawn frequency at defend missions. - [TWEAKED] Upgraded our main position-finding functions - [TWEAKED] Small optimisation, applied new "isNotEqualTo" command across most frequently CPU-evaluated functions. - [TWEAKED] Small optimisation to network bandwidth of map marker updates - [TWEAKED] Small optimisation, replacing "compile preprocessfilelinenumbers" with "compilescript" - [TWEAKED] Improved weapon sway with heavy weapons (MMG & Sniper) when player is standing/crouched and weapon is stabilized but not formally deployed - [TWEAKED] 1 less enemy sniper team in AOs (if player count is < 25) - [TWEAKED] Players will now get incapacitated when on the deck of a ship, instead of killed - [TWEAKED] Enemy vehicles with camo net can now be Reported/Confirmed, it just takes longer - [TWEAKED] Group leaders can report enemy vehicles to the map if their group size is 4+ (fireteam and above), but not create Fire support tasks like JTAC - [TWEAKED] Group leaders of groups 4+ players, can see map enemies at much further distances - [TWEAKED] Improving & Optimising player damage effects feedback (screen post-processing effects) - [TWEAKED] Reduced skill accuracy of AI spawned by Zeus. - [TWEAKED] Enemy UAVs at low-player-count times no longer carry bombs. - [TWEAKED] Enemy plane countermeasures less effective against shoulder-fired AA (to promote infantry gameplay) - [TWEAKED] Big UI optimisations to map icons, gps and squad radar. - [TWEAKED] Vehicle crew display now shows the player role icon. - [TWEAKED] Some FOB respawn tickets are retained from old FOB when new FOB is created. - [TWEAKED] Robocop hit detection was re-factored & optimised, plus better detection of vehicle ramming. - [TWEAKED] Robocop now logs recent events to server profile - [TWEAKED] AI saboteurs now more use a dead-man switch (enemy units which plant explosives on player vehicles) - [TWEAKED] Helicopters have armor upgrade package - [FIXED] Fog on Tanoa was higher than intended. - [FIXED] Enemy helicopters at AO could disobey orders and hover in place for several minutes. - [FIXED] Players can now correctly get in Helicopters at base in official version. - [FIXED] Trophy APS system did not work against missiles fired by Zeus-spawned units. - [FIXED] Uniform MP bug where some players appeared naked to others (but not themselves). - [FIXED] Whitelisted slots did not work correctly - [FIXED] Static weapons (mortars, HMG) could not be mounted by the small flatbed truck - [FIXED] Small ammo/revive crates were not spawning on Altis main base, the collision detection range was too wide. - [FIXED] Boats were not spawning at north dock (Kalithea) - [FIXED] Role Selection Menu button was not available in Escape/Pause menu, even when set in parameters. Also recorded a Setup Guide video:
  9. fn_Quiksilver

    [COOP6] Gendarmerie: GCRF

    hey, did a small recorded playthrough of it. did not get far, i tried 🙂
  10. fn_Quiksilver

    General Discussion (dev branch)

    And another small command request: "nearSimpleObjects" we already have these: nearEntities nearestBuilding nearestMines nearestObject nearestObjects nearestTerrainObjects nearObjects nearObjectsReady nearRoads nearSupplies but no simple way to detect nearby simple objects without iterating through big array of simple objects and checking distance
  11. fn_Quiksilver

    General Discussion (dev branch)

    small one-liner tweak request @killzone_kid in "initFunctions.sqf" can we please add the new "fileExists" command, to prevent unnecessary execution of BIS_fnc_MP In this section: if (!is3DEN) then { if (isserver) then { [] execvm "initServer.sqf"; "initServer.sqf" call bis_fnc_logFormat; }; //--- Run mission scripts if !(isDedicated) then { [player,didJIP] execvm "initPlayerLocal.sqf"; [[[player,didJIP],"initPlayerServer.sqf"],"bis_fnc_execvm",false,false] call bis_fnc_mp; "initPlayerLocal.sqf" call bis_fnc_logFormat; "initPlayerServer.sqf" call bis_fnc_logFormat; }; 0.90 call bis_fnc_progressloadingscreen; add like so, if (fileExists 'initPlayerServer.sqf') then { [[[player,didJIP],"initPlayerServer.sqf"],"bis_fnc_execvm",false,false] call bis_fnc_mp; }; At the moment, I have this every time a player connects: 22:02:21 Scripting function 'bis_fnc_execvm' is not allowed to be remotely executed 22:02:21 User Quiksilver (76561198084069420) tried to remoteExec a disabled function
  12. also affects things like infantry-fired RPG at static weapon. AI RPGs do.not.miss. when fired at static weapons, no matter range
  13. welcome back 🙂 only suggestion i have is to look at the handleDamage code and see if it is having the effect you want (at the moment, damage to his hands is treated with same severity as damage to head)
  14. its not practical without scripting to have vehicles be both transport and cargo. most or all of these vehicles have a cargo variant
  15. fn_Quiksilver

    Apex Framework

    Harzach is generally correct... The Apex Framework security is quite tight compared to other publicly available missions/gamemodes, but i generally don't discuss it. However server admins can choose how tight they want to keep it. Many coop servers drop the security in favor of allowing client-side mods, that's a cost/benefit decision based on how often the server gets exploited/attacked. Regarding file patching specifically, Server file patching via the commandline -filePatching is irrelevant, since if the script kiddy has gained access to server-side execution, then they can already do whatever they want. Client file patching can be controlled here, https://github.com/auQuiksilver/Apex-Framework/blob/20e9ec54477e8685dbc7c7a37aef269d44e7aebe/server.cfg#L125 That should be set to 0 or 1 for elevated security protection. If you think it is not, contact the server admin and make them aware of it. It is set to 2 by default by accident, I generally drop security on my dev build to work on scripts, and occasionally dev build configs slip through to release builds. (I would suggest all servers running the framework to use that server.cfg file template, as it contains many useful options.)