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fn_Quiksilver

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Everything posted by fn_Quiksilver

  1. fn_Quiksilver

    AI convoy. Best practices?

    if a full head of not-grey hair, and a good nights sleep, sound like nice things to you, then yea dont. a different story if we could edit the underlying code, but when the studio refuses to fix even basic bugs or spend a few days taking care of the critical issues, then i would call it being a sucker, to attempt to layer a fix ontop of a broken foundation that we’re not allowed to touch.
  2. fn_Quiksilver

    Apex Framework

    Updated to 1.0.8 "Hotfix 3" Addressing bugs, issues and smoothing out rough edges - [ADDED] Medical drone boxes & Medical drones now revive incapacitated players if within 5m (consumes the box/drone). - [ADDED] Documentation for creating base speed-limited areas and base vehicle-restricted area. - [TWEAKED] Friendly respawning UAVs can now be placed in 3D Editor. - [TWEAKED] Overhaul of friendly UAV operator script. - [TWEAKED] Attempt to reduce chance of enemy CAS nose-diving after spawn. - [TWEAKED] AI building usage will check to see if structure is hidden/invisible before trying to use it. - [TWEAKED] Desert mortar pit composition. - [TWEAKED] Some enemy at Escort Vehicle side mission now have AA shoulder launchers. - [TWEAKED] Should be at least 1-2 vehicles in AO even if AO doesnt have enough road segments (Classic & Sector Control). - [TWEAKED] New AI vehicle selection logic enabled for Sector Control mode. - [FIXED] Group Management system was not updating changes properly. - [FIXED] Pilot would sometimes teleport to ocean when ejecting from plane. - [FIXED] Incapacitation overlay would stay on screen after death. - [FIXED] Decorative submarine had incorrect "featureType". - [FIXED] Crew HUD missing icons. - [FIXED] Medical UAVs can add respawn tickets to FOB. - [FIXED] GPS jammer task icon would not clean up if Jammer was deleted instead of destroyed. - [FIXED] Text error in admin/curator "cycle mission" option. - [FIXED] Small error in AI recycler. - [FIXED] Hidden a partially submerged terrain structure on Malden. - [FIXED] UGV Stompers (unarmed) now correctly spawn with Stretchers & logistics system even when created with Zeus. - [FIXED] Falcon UAV drone would sometimes spawn damaged and partially tipped over on Aircraft Carrier.
  3. fn_Quiksilver

    General Discussion (dev branch)

    i dont know, its just how ive always done it ... put the person on the ground, setcaptive true, and then false once they're back up setcaptive just adds them to "sideFriendly" which is friendly to all factions setUnconscious should do that automatically (no need for setCaptive) unless they changed something ... in that case im happy i didnt bother to remove the setcaptive stuff
  4. fn_Quiksilver

    General Discussion (dev branch)

    did incapacitated units lose their "setcaptive" state? also what revive/incapacitation system? I still execute "setCaptive", no troubles here. I think the ACE3 team moved over to using "setUnitTrait ["camouflageCoef",..." instead of setcaptive.
  5. fn_Quiksilver

    General Discussion (dev branch)

    Partially submerged building on Malden gives AI a hard time located here
  6. fn_Quiksilver

    General Discussion (dev branch)

    Non-TI variants wouldnt make much sense, as the helmet model has IR and thermal imaging lenses all over it. I agree the helmet is OP, but the solution is to remove it from the scenario.
  7. Just a note regarding the artillery commands. The magazine/muzzle string is case-sensitive, must match exactly the string that is in config.
  8. fn_Quiksilver

    Apex Framework

    There is no built in teleport,sorry. There should be a few good scripts/mods out there for it that you could add with a flagpole or something
  9. fn_Quiksilver

    General Discussion (dev branch)

    Already accidentally unloaded as incapacitated 3 times now in just a few minutes. This was expected, and reported 3 times over the past 9 weeks, to bury the "Unload Incapacitated" option on the scroll wheel to lower priority than the default actions. Its a 2 minute fix to change the priority number to a negative number. 1. Inactive 2. Incompentent 3. Indolent which one?
  10. fn_Quiksilver

    [MP] co40 Domination!

    Welcome back Xeno! you inspired many over the years and its great to see you around
  11. fn_Quiksilver

    Apex Framework

    Updated to 1.0.8 Hotfix Addressing Tanks DLC game & mode-related bugs - [ADDED] Documentation file for Arsenal + Gear Restrictions. - [TWEAKED] Arsenal system. - [TWEAKED] Gear Restrictions system. - [TWEAKED] 3D HUD icons better integration with Teams + Commanding. - [TWEAKED] 2D map font reverted from TahomaB to RobotoCondensed - [TWEAKED] Enemy less likely to spawn T140K at low server population. - [TWEAKED] Removed AT Offroad from easter egg vehicle spawning, as it was spawning underground (BIS has not configured it for simple object yet). - [TWEAKED] Datalink system. (Nyx Recon should be more effective). - [TWEAKED] Ambient hostility tweaks. - [TWEAKED] AA Battery hulls made slightly less durable. - [TWEAKED] Min FPS threshold to ambient hostility module. - [TWEAKED] Ambient Hostility enabled only when Mission type is "Sector Control" or "Classic". - [TWEAKED] Sector control sites are spawning too close to map structures. - [FIXED] Recycled AI were invincible. - [FIXED] Ambient hostility should avoid some areas (base, fob, AO, side mission). - [FIXED] Some vehicle-related user interactions were not working (arma game change). - [FIXED] Removed debug line from reinforcement vehicle spawn script. - [FIXED] Commander could give orders to unrecruited recruitable AI at base. - [FIXED] Small internal bug with AI recycler. - [FIXED] Incorrect failure message in Kavala mission. - [FIXED] small AI-related Script error. - [FIXED] Player killed while in ambulance causes medical revive glitches. - [FIXED] Vehicle Service & slat armor can be applied from any distance. - [FIXED] Commander could control drones owned by UAV operator. - [FIXED] Enemy indirect fire (mortars,arty) was adversely affected by Dynamic Simulation system.
  12. fn_Quiksilver

    Use of "#" instead of "select"

    with no speed increase its just not worth it, ill stick with select
  13. a method i like to use is not to delete entire groups, but to trim them, so perhaps they have 5-6 units instead of 8. https://community.bistudio.com/wiki/allPlayers heres an example: default number of units trimmed number of units and a block of code to achieve something like that could look like this: // init.sqf if (isServer) then { _maxplayers = 10; _playerCount = count allPlayers; _multiplier = _playerCount / _maxplayers; // example: _multiplier = 4 / 10; private _grp = grpnull; private _grpcount = -1; private _newcount = -1; { if ((side _x) in [EAST]) then { _grp = _x; _grpcount = count (units _grp); _newcount = round (_grpcount * _multiplier); while {((count (units _grp)) > _newcount)} do { deleteVehicle ((units _grp) select ((count (units _grp)) - 1)); }; }; } forEach allGroups; };
  14. fn_Quiksilver

    Tanks - Vanguard MP Mode

    just re #6, no unit/player is ever without a group in arma. just means they are 'SQ Leader' of their own group.
  15. fn_Quiksilver

    General Discussion (dev branch)

    New assets still do not have simple object configurations. spawning as simple object = muzzle flash, bis clan tag, and spawning with incorrect Z-axis offset, and (in case of offroad AT), default offroad camo
  16. fn_Quiksilver

    Apex Framework

    Preparing a hotfix for the weekend to address patch-related issues
  17. fn_Quiksilver

    Apex Framework

    There is a bug causing invincible AI, in version 1.0.7 Im unable to edit (out of town), to self-fix: 1. locate the file “code\functions\fn_spawnGroup.sqf” 2. locate the line “_unit enableSimulationGlobal true;” 3. insert a line below it: ”_unit allowDamage true;”
  18. fn_Quiksilver

    Apex Framework

    Updated to 1.0.7 "Tanks" This patch is all about the Tanks DLC and plugging in new AI behaviors and mission content Change Log: [ADDED] Interaction to deploy/retract armored vehicle Camo Nets. [ADDED] Interaction to mount/remove armored vehicle Cage Armor at vehicle service points. [ADDED] AI enemy support vehicles & AI support logic (repair, rearm, refuel). [ADDED] AI increased use of frags & smoke. [ADDED] Enemy armor appearance randomization. [ADDED] New enemy vehicle spawn logic. [ADDED] AI recycler system. [ADDED] New side mission. [ADDED] Tanks DLC Repair Depots. [ADDED] Ambient hostility module. [ADDED] Commander role (Beta). [TWEAKED] Overhaul of AA Battery side mission. [TWEAKED] Added some of the NATO skins for opfor/indep vehicles (varsuk, mora, marid, kuma). [TWEAKED] Extended use of "Attach explosive charge" ability. (will now work on most map objects + enemy vehicles + flagged entities) [TWEAKED] Overhaul of how Classic AO objectives system, to support more flexible/dynamic objectives. [TWEAKED] Enemy infantry patrols at Classic AO now patrol forests better. [TWEAKED] Many code optimizations in frequently-used functions & procedures. [TWEAKED] Blufor Tracker overhaul (optimized + teams integration + bug fixes). [TWEAKED] View Distance delta smoothing. [TWEAKED] Removed workarounds for Incapacitation arma bugs (player could keep driving and shoot vehicle turrets and could not be unloaded from vehicles normally). [TWEAKED] Artillery script to add Tropical vehicle variant. [TWEAKED] Reduced memory footprint of core client scripts. [TWEAKED] Surrender interaction speed linked to target morale [TWEAKED] Surrender progress bar will now remain in center of screen [TWEAKED] Created more performance-efficient versions of some heavily-used BIS functions.w [TWEAKED] Marid APC upgraded to new Tanks DLC variant (2 crew instead of 3). [TWEAKED] Gear restriction now uses mostly data from "code\config\QS_data_gearRestrictions.sqf" and "code\config\QS_data_arsenal.sqf" [TWEAKED] Squad Radar HUD reduced in size by 25%. [TWEAKED] AA Sites given added force protection. [TWEAKED] AA Site compositions tweaked. [TWEAKED] Some enemy groups in AO were using default fireteam composition instead of specialized/randomized composition. [TWEAKED] AA Sites can spawn closer to center of AO (more protected). [TWEAKED] Projectile HUD icons (2D and 3D) now spin in flight. [TWEAKED] Incoming missiles are now visualized on your map. [TWEAKED] AA Battery missiles are now visualized in 2D and 3D HUD. [TWEAKED] AO Sub objectives should spawn closer to center of AO. [TWEAKED] Aircraft Carrier defense turrets will behave properly now. [TWEAKED] Enemy fixed-wing support now has config option. [TWEAKED] Removed Zeus camera pitch restriction (it can not look up in vanilla). [TWEAKED] Vehicles not Blackfish-loadable with Slat armor applied. [TWEAKED] Enemy CAS/UAV now provide support to AI at side missions and elsewhere. [TWEAKED] Enemy AI ground vehicles will do more to support their infantry during combat. [TWEAKED] Crates should now usually keep their custom inventory when reset to base. [TWEAKED] Enemy AI threat analysis for Commander-controlled adaptive spawning. [TWEAKED] Rescue-maneuver to 'unstuck' enemy boats. [TWEAKED] Extra health for enemy artillery vehicles. [TWEAKED] Towing of larger vehicles like Blackfish/Huron/Xian (with HEMTT Mover) no longer looks so weird. [TWEAKED] Convoy side mission will spawn stronger enemies if convoy stops. [TWEAKED] AO minefield will only spawn once players are in the vicinity (reduces chance of AI walking in prematurely). [TWEAKED] Added failsafe timeout to IDAP side mission incase crate becomes unfinishable. [TWEAKED] Examine interaction could be hard to get. [TWEAKED] Adaptive enemy infantry group-type spawning. [TWEAKED] Carrier jet launch sequence now plays sound for deflectors. [TWEAKED] Anticheat to 1.82 compatibility. [FIXED] Bug with Viper Teams on Sector Control mode. [FIXED] Enemy artillery was using Tropical variant on Desert terrains. (composition is still tropical) [FIXED] Tropical engineer unit was appearing on desert terrains. [FIXED] Legacy side mission enemy vehicles didnt have new AI vehicle brains. [FIXED] Stand interaction could disappear while seated, if Sit/Stand were spammed. [FIXED] Ruined structures were not being cleaned up.
  19. fn_Quiksilver

    Place MG same height as unit

    _static = createVehicle ['B_HMG_01_high_F',[0,0,0],[],0,'NONE']; _static setDir (getDir player); _static setPosASL (player modelToWorldWorld [0,1,0]); manipulate the [X,Y,Z] numbers [0,1,0] to get an idea of how it works
  20. fn_Quiksilver

    Place MG same height as unit

    modeltoworld [0,1,0]
  21. fn_Quiksilver

    Check if gun is occupied

    can further simplify the code: ((crew _gun) isequalto [])
  22. fn_Quiksilver

    General Discussion (dev branch)

    remember we’re talking about a patch coming in a few days. sorting the Unload Incapacitated action to lower priority is a 2-minute task and should be feasible, if Devs are around
  23. fn_Quiksilver

    General Discussion (dev branch)

    Unload Incapacitated is still sorting to the top of the Action Menu. Please bury it down the bottom with low priority, it shouldn't be up at the top for accidental pressing.
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