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fn_Quiksilver

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Everything posted by fn_Quiksilver

  1. Hi lads, Small code snippet I'd like to contribute which I strongly encourage all vanilla missions/servers to apply. Problem: When trying to "Treat" an injured player, if he moves even slightly, the Treat will fail, and your soldier will still go through the whole animation. There are two issues here. The failure condition for the action is way too sensitive for regular gameplay. The animation will continue several seconds after the attempt has failed. The result is that players get frustrated by an awkward game mechanic, attempting to treat someone over and over who may not be staying perfectly still. Solution: The below code means that the injured unit can still move slightly and do other normal movements, and will still be Treated/healed as long as they stay in proximity. If the injured unit leaves proximity or dies or whatever, the Treat animation will terminate. The result is that a very common and frustrating moment of gameplay is smoothed out. https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework.terrain/code/functions/fn_clientInGameUIAction.sqf#L84-L149 We applied this change some time ago for use in the "Apex Framework" + I&A mission. Here is a use-able code snippet: // Treat Overwrite by Quiksilver // Paste in player init script // Multiplayer + Singleplayer QS_fnc_treatOverwrite = { params ['_actionTarget']; player setVariable ['QS_treat_entryAnim',(animationState player),FALSE]; player setVariable ['QS_treat_target',_actionTarget,FALSE]; _animEvent = player addEventHandler [ 'AnimDone', { params ['_unit','_anim']; if (['medicdummyend',_anim,false] call (missionNamespace getVariable 'BIS_fnc_inString')) then { if ((lifeState _unit) in ['HEALTHY','INJURED']) then { _target = _unit getVariable ['QS_treat_target',objNull]; if (!isNull _target) then { if (((_target distance _unit) <= 2.5) && (isNull (objectParent _target)) && ((lifeState _target) in ['HEALTHY','INJURED'])) then { _unit removeItem 'FirstAidKit'; _target setDamage [([0.25,0] select (_unit getUnitTrait 'medic')),TRUE]; }; }; }; if (!isNull (_unit getVariable ['QS_treat_target',objNull])) then { _unit setVariable ['QS_treat_target',objNull,FALSE]; }; }; } ]; player playActionNow 'MedicOther'; [_actionTarget,_animEvent] spawn { params ['_injured','_animEvent']; _timeout = diag_tickTime + 10; uiSleep 0.5; waitUntil { uiSleep 0.05; ((isNull (player getVariable 'QS_treat_target')) || {(!((lifeState player) in ['HEALTHY','INJURED']))} || {(diag_tickTime > _timeout)} || {((_injured distance player) > 2.5)}) }; if ((_injured distance player) > 2.5) then { player setVariable ['QS_treat_target',objNull,FALSE]; if ((lifeState player) in ['HEALTHY','INJURED']) then { if (isMultiplayer) then { _nearbyPlayers = (allPlayers inAreaArray [(getPos player),100,100,0,FALSE,-1]) select {(!(_x isEqualTo player))}; if (!(_nearbyPlayers isEqualTo [])) then { [player,(player getVariable ['QS_treat_entryAnim',''])] remoteExec ['switchMove',_nearbyPlayers,FALSE]; }; } else { player switchMove (player getVariable ['QS_treat_entryAnim','']); }; }; }; if (!isNull (player getVariable 'QS_treat_target')) then { player setVariable ['QS_treat_target',objNull,FALSE]; }; player removeEventHandler ['AnimDone',_animEvent]; }; }; inGameUISetEventHandler [ "Action", " params ['_actionTarget','','','_actionName','','','','','','','']; private _return = FALSE; if (_actionName isEqualTo 'HealSoldier') then { _return = TRUE; [_actionTarget] call QS_fnc_treatOverwrite; }; _return; " ];
  2. fn_Quiksilver

    Disable Artillery Computer

    if you want to disable it for certain assets only, you need to use the “getinman” event to remove, and the “getoutman”/killed/respawn events to re-add
  3. fn_Quiksilver

    Apex Framework

    Updated to 1.1.4 (Release Candidate 2) More bug fixes and tweaks ahead of the Stable build release - [TWEAKED] Reduced slightly AI skills on Tanoa, raised slightly AI skills on Altis/Malden. - [TWEAKED] CAS pilots will have Role menu appear on respawn, instead of having to run long distance to access at an Arsenal crate. - [TWEAKED] If you are a gunner in an armed offroad and get incapacitated, you'll be knocked out of the vehicle instead of remain on the gun. - [FIXED] widthRailway config error when joining server. - [FIXED] Arsenal could sometimes display gear for a role different to yours. - [FIXED] Enemy transport helos would regularly de-spawn after dropping soldiers. - [FIXED] Transport leaderboard was broken in 1.1.4 update. - [FIXED] A Classic mode enemy HQ had a white flag instead of faction flags. - [FIXED] Bug with players unable to join roles which were close to capacity. Ex. sniper (1 / 2) - [REMOVED] Ear collector leaderboard (network optimization). - [REMOVED] Obsolete leaderboard player registration code (network optimization).
  4. fn_Quiksilver

    Apex Framework

    ArmA 3 Apex Framework Version - 1.1.5 (26/04/2018) Compatibility - A3 1.90 Download (Github) Support (Discord) Email - armacombatgroup <at> gmail Documentation (Github) Donate (Patreon) Enjoy ______________________________________________ Terrains: Altis Tanoa Malden 2035 Mission Types: Invade & Annex: Apex Edition. Classic I&A style mode. Sector Control. Domination-style Sector Control mode. Campaign. Insurgency-style campaign mode. Custom. Disable the objectives and use the integrated systems (including advanced Zeus systems) to support your own custom content. Gameplay: Edited Raw Features: Advanced AI behaviors: suppressive fire, building clearance, logistics & helicopter use, dynamic close air support & mortar support, regrouping, automated medics, vehicle repair, demolitions, house/building suppressive fire, stance adjustment, inter-squad communications, evasive behavior, attack & defend routines, tactical commander, organic intel gathering to decide where to commit soldiers & resources. tracer rounds to make battlefield more visceral, custom jungle spawning & patrol routines built for Tanoa. Ambient civilians and wildlife. Custom wildlife and civilians at missions, using high-performance techniques to ensure they don't reduce FPS. Geo-typical dynamic weather. Weather for Altis/Stratis/Malden taken from Lemnos data, Tanoa weather taken from Fiji data. Persistent and full yearly cycle. Storm simulation & fog reduction. Dynamic day/night cycle. Accelerated nights, accelerated noon, slowed down at dawn & dusk. Cinematic AO lighting on dark nights. Persistent and full yearly cycle. Dynamic missions. Players can create tasks and objectives for each other. Recruitable AI. Players can recruit AI to help with the fight, either as engineers, fire support, fully integrated automated medics, etc.. Wide range of enemy weapons. Enemies use a wider array of weapons that those defined in config. 70+ custom player interactions. Intuitive and custom player interactions using the action menu (familiar to veterans and newbies alike). NEW! Custom In-Game Role Selection Menu System. Change role or faction without aborting to the lobby. Custom menu system. Menu system supporting custom buttons, player options and link buttons to your community website. Full difficulty scaling by player population. Dynamic AI difficulty. New and interactive side missions. Custom Zeus systems. Keybindings (numpad) to support on-the-fly Zeus missions, including garrison, patrol, attack, suppressive fire, player revive, unit incapacitation, and hunting/stalking logic. Custom Virtual Arsenal. Use either the custom whitelist or blacklist to set up what gear your players have access to. Custom medical system. An intuitive and simple medical system for public server play, not buggy! Revive, stabilise, medevac, carry, drag, load, unload, ambulances, field hospitals, AI revive. Custom MOUT operations. urban warfare AOs for Tanoa & Altis. Player damage modeling. Dynamic damage modeling to make playing against AI more fun. Admin tools. Admin tool menu with a range of options for moderators, admins and developers, including a custom dev terminal. Anti-cheat. A proven anticheat custom-fitted into the mission, caught about 30 cheaters on the development server over 16 months. Anti-troll. A system to resist and counter common forms of griefing. Restart schedule. A custom restart schedule built into the mission to provide graceful restarts, reminding players which server they are on and time-until-restart. Helmet-cam live feed. Players at base can watch a live feed of operations. Enemy capture. Capture enemies and imprison them. Blue Force Tracker. High detail blue force tracker system with dozens of configurations, including custom enemy info on the map display. Earplugs. Squad radar HUD. Visibility & View Distance menu. Magazine repack. Backpack locking. Parajump backpack-to-chest. Explosives charge 'attach to surface'. Gameplay Leaderboards. Track transport pilot effectiveness, top medics and other objective-based metrics. Semi-persistent (weekly ladder). Dynamic Simulation. Server-side dynamic simulation and client-side optional dynamic simulation to improve FPS and performance. Logistics, Towing, Hauling & Mounting, Carrying & Dragging. Custom system to facilitate towing, and mounting of static weapons to suitable vehicles. Also linked directly to ingame Vehicle-in-Vehicle system for seamless logistics. Enhanced Slingload rope controls. Adjust rope length during flight and seamlessly attach Taru pods to Taru helicopters with simple controls. Forward Operating Bases. Forward operating bases built directly into the framework, with logistics tasks, respawn tickets, vehicle respawns, ... Aircraft Carrier (USS Freedom). Dynamic aircraft carrier can be toggled on and off with a mission parameter, spawns at random locations, fully supported with vehicle respawns, player respawns, optional defensive turrets, and field hospital mechanics. Destroyer (USS Liberty). Dynamic destroyer can be toggled on and off with a mission parameter, spawns at random locations, fully supported with vehicle respawns, player respawns, optional defensive turrets, optional naval artillery, and field hospital mechanics. 40+ Custom object compositions. Many missions spawn custom scenes to add a fresh and replayable element to the missions. Custom vehicle & uniform skins. A variety of custom and realistic military skins created for this framework. Monetization solutions. Servers cost money, so we have put in solutions to reward players for donating. Custom cosmetics system for patches, uniforms and vehicle skins, and whitelisted lobby roles. Monetization license. You may use this framework on monetized servers. Highly polished. Considerable time spent polishing and ironing out bugs and rough edges, a necessary part of professional development missing from many other mission offers. Performance. Surprisingly high FPS (both client & server) for the amount of action going on, smooth and doesn't stutter. Change Log: https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework.terrain/documentation/_Change Log.txt Mods supported: Blastcore Edited (standalone) by Opticalsnare JSRS soundmod by LordJarhead Mods integrated: Advanced Rappelling by duda Mag Repack Custom skins (third party designers): A sample of the vehicle & uniform skins that come as a separate content pack for use with the framework, purchased from third-party designers. Notes: Do not use AI mods like VCOM and ASR. There is an AI system built directly into the framework. Youtube development channel: https://www.youtube.com/user/QuiksiIver/videos License: Monetization permitted APL-SA (you have permission to modify and publish the modified version for others to download/use). Credits: coming soon
  5. cold war era is definitely the easiest era to find the "fun" in arma combat. 2035 tech makes finding the fun more of a challenge, with all the high tech equipment. like, imo its just less interesting to creep around in a jungle with thermal screen, compared to naked eye or nvg
  6. fn_Quiksilver

    Draw circle on terrain in script

    If you see something in our missions just ask the mission maker 🙂 our solution isn't as sexy as all that math, but its simple and efficient: https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework.terrain/code/functions/fn_config.sqf#L295 We used them to create those pretty terrain circles:
  7. Depends on your audience. If your audience is the End User/Player, then Steam + Armaholic. If your audience is server admins/communities, then posting it in "User Missions" subforum here is sufficient.
  8. fn_Quiksilver

    Apex Framework

    Updated to 1.1.4 (Release Candidate 1) Applying bug fixes and tweaks to the 1.1.4 build. When it is polished we will release as 1.1.5. - [TWEAKED] Role selection pause menu button now hidden when disabled in parameters. - [TWEAKED] OPFOR slots hidden when not available, by default. - [TWEAKED] Role menu player list shows all players now, instead of only those in the selected faction. - [TWEAKED] Added a "Close" button to Role menu. - [TWEAKED] OPFOR players have Role menu access when respawning. - [FIXED] 1.1.4 patch broke the ability to respawn at FOB instead of base. - [FIXED] Script error related to vehicle access and use of the new # command.
  9. fn_Quiksilver

    Apex Framework

    Updated to 1.1.4 (Dev Build) Role Selection System This update brings us a 'beta' development build, primarily testing a new scripted system to replace the vanilla Role Assignment Lobby with an ingame alternative, alleviating the need to abort to lobby to change roles, and adding a lot of flexibility for custom missions involving changing roles, locking/unlocking of enemy/opfor slots, etc. - [ADDED] Role Selection System. - [TWEAKED] Replaced "select" with "#" in most active server/client scripted systems. - [TWEAKED] Micro optimizations to main client scripts. - [TWEAKED] Small optimization to player object namespace for UI data. - [TWEAKED] It was possible to use vehicle Manual Fire mode to bypass the base safezone protections. - [TWEAKED] AI skills boosted slightly for Regular and Veteran AI. - [FIXED] Easter Egg helicopters could de-spawn with players inside!
  10. fn_Quiksilver

    what do you want hosted?

    Something fun 🙂 For 4-8 players
  11. fn_Quiksilver

    Apex Framework

    you will have to disable the arsenal whitelisting/blacklisting in parameters, in order to use modded gear without further effort/editing. https://github.com/auQuiksilver/Apex-Framework/blob/master/%40Apex_cfg/parameters.sqf#L62 change that value to 0. Making use of the whitelisting/blacklisting feature in addition to using modded gear will take extra effort to add those desired items to the respective whitelist/blacklist
  12. fn_Quiksilver

    AI Driving - Feedback topic

    imagine if even a couple weeks of effort were put into AI/Driving by the devs in the past few years. would have made huge difference. instead we get politician-like stalling/delaying/deflections/etc until its too late
  13. nothing, as has been the case for many years 🙂 not even allowed to disable or overwrite with our own systems, only layer on top.
  14. fn_Quiksilver

    AI Driving - Feedback topic

    ditto
  15. SOLDIER TRACKER by QUIKSILVER v2.5.0 CREATED: 8/08/2014 UPDATED: 26/02/2018 A3 1.80 Download (GitHub) VIDEO: IMAGES: DESCRIPTION: A system for showing Soldier, Vehicle and Group information on the Map, GPS and HUD. PURPOSE: Designed for scenario designers to have a powerful, high-performance and highly flexible solution to presenting player, vehicle and group information on the map, GPS and HUD interfaces. FEATURES: FUTURE DEVELOPMENT: INSTRUCTIONS: PERMISSIONS: SUGGESTIONS / FEEBACK / BUG REPORTS: KNOWN ISSUES: CHANGE LOG: THIRD PARTY CREDIT: DONATE: DOWNLOAD LINK: Download (GitHub) Cheers! :)
  16. fn_Quiksilver

    Scripting Discussion (dev branch)

    do we even have write access on those configs?
  17. fn_Quiksilver

    General Discussion (dev branch)

    There are issues with the Simple Object Tropical HEMTT Medical, HEMTT Repair and HEMTT Box. As example
  18. fn_Quiksilver

    Apex Framework

    PM me a copy of your servers RPT file
  19. fn_Quiksilver

    Apex Framework

    Here is what is in store for next patch (no ETA) Role Selection System to replace the lobby. Change and view roles ingame, and admins can set available roles dynamically based on selected mission type, without editing the mission file. Includes multi-faction support for TvT options.
  20. fn_Quiksilver

    COOP 30 Carrier Ops Day 3

    No steam/file link?
  21. fn_Quiksilver

    Machine learning / AI projects using ArmA?

    can we play on your server? always like fighting against different AI flavors
  22. fn_Quiksilver

    Machine learning / AI projects using ArmA?

    EA has been experimenting with FPS AI machine learning in Battlefield 1 may be of interest
  23. fn_Quiksilver

    Machine learning / AI projects using ArmA?

    Generally no, there are too many variables for the AI. In chess and Go, there are limited options so it is possible to attach a "success/fail" value to each move and store that move/position + value in memory. Simply having a player as Zeus to govern the AI is much easier to arrange with much better results and less CPU cost.
  24. fn_Quiksilver

    General Discussion (dev branch)

    it worked fine right up until the June 2016 1.62 Driving Overhaul
  25. fn_Quiksilver

    Apex Framework

    that .dll file needs to be in your servers game directory, as pictured in the setup.
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