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fn_Quiksilver

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Everything posted by fn_Quiksilver

  1. fn_Quiksilver

    Help with this code

    in deciding whether to offer help in a thread i usually look to see whether the person has spent at least a few hours trying to solve the issue themselves first, and not just using this place as a shortcut.
  2. fn_Quiksilver

    AI Discussion (dev branch)

    [snipped]
  3. fn_Quiksilver

    Script manual in maintenance

    there are rumors its something more serious, perhaps biki deleted or gone for good!!!
  4. fn_Quiksilver

    Script manual in maintenance

    what do you need to know? some of us are walking biki's :)
  5. fn_Quiksilver

    General Discussion (dev branch)

    // Tanoa // editor, put down OPFOR playable unit, run scenario and execute the below 0 spawn { systemchat 'starting'; QS_TEST = TRUE; _position_1 = [11362.9,13112.7,1]; _position_2 = [11254.3,13116.3,1]; QS_position = _position_2; _vehicle = createVehicle ['O_T_MRAP_02_ghex_F',_position_1,[],0,'NONE']; createVehicleCrew _vehicle; _group = group (effectiveCommander _vehicle); _driver = driver _vehicle; _vehicle setDir (_position_1 getDir _position_2); _vehicle lockDriver TRUE; player setpos (_vehicle getRelPos [20,180]); player setdir (player getdir _vehicle); player moveInCargo _vehicle; _e = addmissioneventhandler [ 'draw3d', { drawIcon3D [ 'a3\ui_f\data\igui\cfg\revive\overlayIcons\f100_ca.paa', [1,0,0,1], QS_position, 1, 1, 0 ]; } ]; _driver doMove QS_position; while {QS_TEST} do { sleep 15; if (QS_position isEqualTo _position_1) then { QS_position = _position_2; } else { QS_position = _position_1; }; _driver doMove QS_position; systemchat format ['moving %1',diag_ticktime]; }; removemissioneventhandler ['draw3d',_e]; systemchat 'exited'; }; im just not sure what the dev/QA priorities are anymore
  6. fn_Quiksilver

    AI Discussion (dev branch)

    we have AI heli pilots firing their forward-firing guns in random directions. note the tracer direction
  7. fn_Quiksilver

    AI Discussion (dev branch)

    [snipped]
  8. fn_Quiksilver

    AI Discussion (dev branch)

    i been working with waypoints and AI for years and never noticed. probably would be better to be consistent, but then i can imagine changing it causing some problems too ...
  9. fn_Quiksilver

    General Discussion (dev branch)

    they are pretty cool, good for using on AI imo.
  10. fn_Quiksilver

    General Discussion (dev branch)

    cool, thanks team :) how did this issue get noticed? I first encountered the issue in early 2015, didnt think much of it and never reported it.
  11. [(group (effectiveCommander _vehicle)), _pos,100] call BIS_fnc_taskPatrol;
  12. fn_Quiksilver

    AI Discussion (dev branch)

    just going from memory it is someting like "Land_dynamicairport_F"
  13. fn_Quiksilver

    Using BIS' Sector UI

    it is not so simple no. i explored some options awhile ago and it is not something that is portable or easy to re-purpose.
  14. fn_Quiksilver

    AI Discussion (dev branch)

    apologies for being snappy @h - , had had a stressful day ------------ @Grumpy Old Man professional development needs QA. there is no one looking out for AI development since 2012, these things will slip through the cracks. If you have submitted AI-related tickets to the feedback tracker you see 99% go unassigned, unreviewed, etc, even easy-to-resolve ones that would take 10 minutes to fix.
  15. not really feasible to have machine learning in a sandbox game. machine learning is better with fixed variables like chess, pac-man, etc. and of course $$$ can help, billion dollar companies can do practical machine learning but we shouldnt expect that sort of thing from a small game studio. what we should expect though is basic AI procedures, such as effective convoy driving, AI infantry being able to use buildings effectively when in settlement areas, AI soldiers to walk along the side of the road instead of the middle ... stuff like this. but this is not the thread for that discussion :)
  16. desk of arma AI programmer since 2011
  17. fn_Quiksilver

    AI Discussion (dev branch)

    you dont appreciate the condescending tone and i dont appreciate being corrected with false info ...
  18. fn_Quiksilver

    AI Discussion (dev branch)

    have you tested it or just glancing at the wiki? please dont "actually" someone until you have tested. repro for you // VR 0 spawn { comment "This helipad is close"; _helipad_1 = createVehicle ["Land_HelipadCircle_F",(player getRelPos [25,0]),[],0,"NONE"]; comment "This helipad is far"; _helipad_2 = createVehicle ["Land_HelipadSquare_F",(player getRelPos [75,0]),[],0,"NONE"]; comment "Helicopter spawns farther"; _heli = createVehicle ["B_Heli_Light_01_F",(player getRelPos [125,0]),[],0,"FLY"]; createVehicleCrew _heli; sleep 1; _heli land "LAND"; _heli landAt _helipad_1; }; chopper should land at circle pad, according to the command. let me know where it lands.
  19. fn_Quiksilver

    General Discussion (dev branch)

    Another low-hanging fruit for a bored developer :) In response to some mission troubleshooting on the arma discord, the below will alleviate issues like this: https://feedback.bistudio.com/T126935 thank you
  20. is solo-able tanks a problem?
  21. fn_Quiksilver

    AI Discussion (dev branch)

    https://community.bistudio.com/wiki/landAt alternative syntax does nothing heli landAt helipad Since Arma 3 v1.68
  22. fn_Quiksilver

    Armaholic, how did this pass under your radar?

    ostracizing works, no need to start slinging around bans. Steam Workshop and Armaholic also don't need to be hosting it, it is their platform. I would ask the mission maker whether he's learned his lesson from the response here. Likely he has and we can all go back to whatever we were doing before.
  23. fn_Quiksilver

    Dynamic Simulation Feedback

    here is a situation where it comes in useful. clients are all at one mission (georgetown), so AI at the other mission (east of base) are disabled. There are other ways to do this (virtualization like ALiVE), but DynSim disables these CPU calculations reasonably effectively.
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