fn_Quiksilver
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Vcom AI V2.0 - AI Overhaul
fn_Quiksilver replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@genesis92x i discovered that for “domove” or “dofollow” to work properly, you must first use “dostop” to cancel the last domove. your “forcespeed -1” is the right idea but dostop works better. -
LBE usually has a "dump pouch" for combat where you drop spent mags and stuff. just like a big open pouch around the waist that you dump stuff into without fussing around with securing it. I think i seen it on some of the arma uniforms some big enough even for carrying a spare pupper
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it doesnt want anyone using the ingame server commands, but you can change that. simply delete the lines here https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework.terrain/code/functions/fn_ahScanString.sqf#L26-L30
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Jets - Custom Panels (GPS, Camera feeds, ...)
fn_Quiksilver replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
@oukej is there a way via script to determine what "panel mode" a player is using? Specifically the minimap display where it can act like a "squad radar" and rotates with the camera. not too important, just wondering :) also there are some associated scripting commands which aren't yet documented: infopanelcomponentenabled enableinfopanelcomponent infopanelcomponents setinfopanel infopanel infopanels any i missed? I know @Lou Montana has been active in the wiki lately, maybe he's interested in adding some pages :)- 200 replies
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if there are only 2-3 people still assigned to arma 3 part-time (few hrs a day), it makes sense for most tickets to be unattended.
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i asked him if he might do contract work in the future. seemed like a yes
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The company probably doesn't have much work for him at the moment. The gap between last title and new engine + new title for a studio is very challenging for talent retention
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script ACE3 Ride on back script [release]
fn_Quiksilver replied to computer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
make it happen :)- 4 replies
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Dynamic Simulation scripting problem
fn_Quiksilver replied to fn_Quiksilver's topic in ARMA 3 - MISSION EDITING & SCRIPTING
yeah something like this -
Dynamic Simulation scripting problem
fn_Quiksilver posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi guys, having an issue the past few months that I didn't run into before, regarding scripting some dynamic simulation (not the official one). what I do is basically use client "enableSimulation" on non-local entities when they are distant from the player. this works fine if the entity is stationary, like an empty vehicle or prop. player moves into range, the entity sim is enabled. player moves out of range, entity sim is disabled. problems arise when a distant entity (disabled) moves toward the player, on the players machine the entity is never detected as being nearby in order to enable sim again. When i was designing this system i tested this sort of thing, and player was able (IIRC) to get the actual position of the vehicle, but it seems this is not the case? Is there any way from the client to get the true position of a remote entity if simulation is disabled? Here's the code for the script https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework.terrain/code/functions/fn_clientSimulationManager.sqf -
Dynamic Simulation scripting problem
fn_Quiksilver replied to fn_Quiksilver's topic in ARMA 3 - MISSION EDITING & SCRIPTING
clients machine must know the true/predicted position of each entity, to handle the internal network simulation bubble, but i dont know how to get this info with SQF. i dont really want to use remote exec or variable propagation. with 60+ clients i think the cost would outweigh the benefit for variable propagation, id probably only send a position update when the entity enters a new “cell”, like map grid. -
best way to get an AI vehicle moving is “setVelocity” or “addForce”. Not sure which is more practical.. - get AI drivers to reliably move from A to B - get BIS developers to fix the damage theyve done to AI drivers since 2016 both seem unlikely
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any idea how to make a model “wobble”? like the watch and compass look 2D. if there was a bit of wobble it would make it look more 3D
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also Q and E can extend/retract the players telescopic neck to adjust the eye position!
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are running with the built-in anticheat on or off? Use a 3rd party RCON tool like battlewarden or EPM for admin/server commands, kick/ban/etc. Also try using some of the provided battleye filters, especially the remoteexec.txt and createvehicle.txt. they work quite well. if you are running a default framework without mods, try enabling the anticheat, its quite effective at resisting and also countering average script kiddies. If running with mods you can still use the anticheat but youll need to keep an eye on the server RPT and make changes to the anticheat to filter out the false positives. also if you log in as admin on the server, in the map player list youll have options to kick/ban.
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important fix published, related to Malden AOs not spawning replace this file (or merge the changes) https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework.terrain/code/functions/fn_core.sqf
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- would be nice, i dont want to spend the time working on it though (would be like a 25hr project, all free time for several weeks) - there are only 2 spawn points for such a system. - didnt really want "from base" teleporting in the mission. - I dont really like CAS in arma, especially against AI. there is no way to balance against it without damaging the infantry experience. - have you tried making a custom base and just putting a respawning cas jet at base with a second cas slot in the lobby? - squad leader has superior enemy intel on their map. most soldiers are limited to 300m, while leader roles have 500m. In addition leader roles can create target tasks for CAS/support with their binoculars/designator. - squad leader also has higher endurance. for instance when climbing hill with backpack on, leaders breath will steady earlier than other soldiers. - good idea - feel free to edit what spawns at the FOBs https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework.terrain/code/config/QS_data_vehicles.sqf#L112-L120 https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework.terrain/code/config/QS_data_vehicles.sqf#L207-L215 - another 25hr project (all free time for several weeks) - nice to have, there is a mod out there for something like this, perhaps try adding that
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AI programmers aren't cheap, and convincing a good one to come and work on an old engine would be challenging and probably more expensive even. Also BIS is coming up to 5 years without a major title. It isn't a small company anymore. Lots of employees to pay. I suspect there is a lot of pressure on the team and they won't be able to stretch the budget out for too many more years without getting some product on Steam.
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this is true as well :) my source on the inside has gone silent in recent month, i can only assume the leaker has been caught and neutralized
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nice post, lots to think about :) Just on the issues first, responses in bold. 1. Initiating "Clean up Island" will also wipe away any rewards that have been earned by completing side missions. My players had earned themselves an armed Blackfish but I mistakenly wiped it. It wipes everything clean, not meant to be used often and we could probably safely disable this admin tool since the cleanup system is fairly tight. We should also put a 'safety' on it to prevent accidental pressing. 2. Escort Truck side mission is almost impossible because it seems that AT Mines that spawn due to mission are not detectable by mine-detector. We're required to use a Bobcat with the scoop down in front, however sometimes the Bobcat won't survive. The task briefing has some useful information for completing the Escort Truck mission: 'Get the vehicle to its destination near %1 (marked on map). It is strongly advised to stay on roads, and not to bring tanks or APCs, as this can disturb buried IEDs. It is suggested to keep moving even during contact, to prevent getting flanked and attacked by more heavily armed insurgents. Good luck, soldier!' It was meant as a mission for MRAPs and LSVs, so armor is given a hard time. The reason for this is that if we allowed armor to come along, we'd have to spawn enemy armor or enemy AT, and then its not really a logistics convoy mission anymore. 3. Recently switched to Altis, but when we were on Tanoa, (Might have been on 1.0.6) helicopter would sometimes receive "This is for Helicopters only, not planes or VTOL"(Or something along those lines) message when trying to service at Heli Service point. This issue is fixed in 1.0.8, at base service should be done from within the vehicle, not on foot. 4. Experiencing an error similar to "Cannot find Custom Font, using Default Arma 3 font" shortly after connect or attempting to recruit AI. Easy to select "Ok" and continue playing. Fixed in 1.0.8 as well 5. Players are reporting that the Mohawk is unable to lift Cargo crates larger than the Taru Pods. This is a problem for players without Helicopter DLC that want to supply the FOB. An interesting dilemma. On Altis all the FOBs are land-connected so driving should be possible (albeit time consuming!), and on Tanoa the Huron containers can be lifted by the Blackfish VTOL. I don't want to spend the time fiddling with weights of the Huron containers to allow Mohawk lifting, as you have to account for different situations (pilot disconnecting while sling loading, etc) for when to reset the mass. Best to find someone with the Helicopters DLC. This represents a wider problem of how to integrate DLCs into a gamemode, and I tend to err on the side of disregarding the DLC status of players and just putting stuff in that seems right (for instance the CAS slot says "Jets DLC required" in the lobby). I dont really have advice here, just agreeing that its a dilemma but not one that I want to solve :) If you want to try fiddling with the mass of the Huron containers to allow Mohawk lifting, let me know i can tell you where to start.
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Arma 3: Community wishes & ideas- DISCUSSION
fn_Quiksilver replied to Maio's topic in ARMA 3 - GENERAL
Theres no reason for BI to spend much time on textures (aside from Tropical camo for the default vehicles) since anyone can do that and put it on a public server, and they recently introduced new police/EMT assets and siren horn. From what I remember of Altis Life, what was really missing were 2 things: 1 - Civilian firearms. hunting weapons, shotguns, old bolt guns, some more pistols, etc. 2 - Visual representation of items. BIS could have created some more inventory items, like can of soda, bananas, batteries, money, water bottle, canteen, food items, etc. Just items for roleplay that--in RPG modes--are virtualized into text/numbers on a menu. The number of non-essential items in the game is zero. All we have is watch/compass/map/radio/gps. Some generic items that could be added to inventory would have been good. -
AI convoy. Best practices?
fn_Quiksilver replied to Tankbuster's topic in ARMA 3 - MISSION EDITING & SCRIPTING
while the driving is abysmal, here's an example of what is/was possible with the driving, using the "setDriveOnPath" command. Mind you, it takes a lot of micromanagement and probably isnt suitable for sandbox driving (you cant tell the vehicle to reverse for instance). Basically a scripted police chase with AI interceptor, with pursuit speeds up to 150km/h -
I think he means that mission updates to Vanguard might take awhile to get to ArmA 3 stable build. What if it was somehow available through Steam Workshop?
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50m? would be a glorious day if they would stay above 50m best predictor of future outputs is past inputs. i haven't seen any indication that there will be AI at all in A4 :) I would guess they'll port Zombies AI (past input) from DayZ to the new engine, so there might be Zombie AI.
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