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fn_Quiksilver

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Posts posted by fn_Quiksilver


  1. 10/10 team

     

    more than impressed with the Tanks DLC content.

     

    Dev feedback:

     

    1- AT Offroads have no weapon firing sound

     

    2- New AT soldiers (opfor) need editor preview pictures

     

    3- Placing a unit in Zeus produces an on screen error (awaiting orders audio)

     

    4- Some offroad variants have incorrect Simple Object Z offset. (hatchback cars also suffer)

     

    5- New AT Offroad has a “Beacons On/Off” user action despite no animation/lightbar.

     

    6- Ejection sound effects have unlimited range (the sound should play near the ejecting unit, not near the player)

     

    7- Little red lights on Tanoa still have unlimited range, affecting fps. look at georgetown at night from a distance.

     

     

    • Like 1

  2. 3 hours ago, Braf Mueller said:

    So, I'm not sure if this is due to my incompetence, or if I found some magic bug. Anytime I try to access an arsenal, it displays the tip about the arsenal as it were opened, but there is no arsenal menu. I have tried different supply crates, the ones with the default map, and even a replacement of the client core all to no avail.

     

    are you trying to use the restricted arsenal in parameters? it is not functional in 1.0.6, only 1.0.7 which isnt out yet

     

    restore the arsenal option in parameters to default and then see

     

    1.0.7 will have both a whitelist and blacklist template to use

    • Thanks 1

  3. On 01/03/2018 at 12:04 AM, MTW_Der_Kroi said:

    I will test the script in the week with friends. Thank you very much Quick.

     

    EDIT 01/03 :

    Works perfectly for the Host and the logged admin in dedicated server. Nice :)

     

    However, there is a problem when a player is in a vehicle. 

     

    _On the map I see the icon of a unit on foot instead of the icon of a vehicle.
    _On the GPS I see both, icon on foot and icon of vehicle one overlaps the other.

     

    Tested in Player / Host and on dedicated server. Alone, without other players in both cases. I dont know if it concerns only our own icon (the icon of our character) or that of other players.

     

    thanks for the bug report, the issue has been fixed now


  4. 6 hours ago, donnyx1x said:

    When making a Mission in the eden Editor, I want to put an OPFOR site module down but it only seems available as CSAT Forces even if I,m using another opfor faction. Isthere anyway to Change it to a desired faction? If so how?

     

    you could try making a more PvP oriented mission maybe? AI is an arma 1/2 feature, ported to arma 3 but not really developed since 2011

    • Sad 1

  5. Can we please reduce the Action Menu priority of the new "Unload Incapacitated" user action? It should be down the bottom, at least under all the "Get In" actions.

     

    Reason:

     

    In MP when soldiers run up to a vehicle, they spam the space bar trying to board it. Result is that they will inadvertently unload any incapacitated units inside at inappropriate times. For gameplay reasons, technical actions like this should be a lower priority.

     

    More importantly, its available to vehicle passengers. This could lead to inadvertent selection, such as when trying to press the eject or get out option in combat.

    • Like 3
    • Thanks 2

  6. On 11/18/2016 at 3:56 PM, lawndartleo said:

    Private coop I guess... although we welcome all joiners.

    These two in particular because we are a smaller group and they provide varied gameplay opportunities that don't require more than 2 or 3 to enjoy....

    Dynamic combat generator

    MCC sandbox

    And when there is enough to play., usually 6 or more...

    Invade & annex

    Domination

    If Roy is ever able to find the time to finish Patrol ops 4, that will rocket to the top of the list.

     

    i posted a 'joke' post back in june last year about PO4 release date :) is coming true sadly

     

    https://forums.bohemia.net/forums/topic/158714-spmpcoop-patrol-operations-official-thread/?do=findComment&comment=3200046

     

    not entirely a joke though. im familiar with arma 3 gamemode development and know how easy it is for development time to be underestimated.

     

    even after its finally finished, there will still be an extra 3+ months of playtesting before the major/minor bugs have been resolved. knowing roy86, that 3 months could be 9 months bc "busy with IRL" always


  7. 1 hour ago, rübe said:

     

    A (small) random component is certainly needed, otherwise a crew with same settings still act all the same/like robots. Still, the main components should be: 1) latent skills (e.g. spotDistance), and 2) current conditions (e.g. fatigue or morale).

     

    On a side note: does fatigue influence other skills? E.g. does spotting distance get worse with increasing fatigue? That'd be kind of cool, no? Anyways...

     

    And then there's always the question of modelling various forms of communication/communication channels (e.g. radio). How long does it take for unit A to alert his leader (unit B) somewhere else, who in turn might alert officer (unit C). And can you kill unit A before that chain is set off?

    And can we model the classic inversed pyramid of information in (mil.) communications? E.g. the most important thing first (we're being fucking attacked), giving more and more information/detail with more time/later (who/what is attacking? where is the attack? from what direction? casualties? etc.). The result being: the longer unit A can report about some incident, the more precise the knowledge for his peers will be (e.g. knowsAbout).

    The problem here is that parts of this is hidden in the depths of the arma engine we can not influence, while the remainder can be easily scripted on top of it; but should we really have to, or wouldn't a native, maybe parametrized solution (maybe with triggers/some hook methods) be more appropriate?

     

    remember arma is a game, “fun” is paramount. modelling these complicated things would use a lot of CPU on things a player may not know or care about, while the opportunity cost of that CPU time could have been used on something more “fun”.

    • Like 1

  8. 3 hours ago, froggyluv said:

     

     Yep as well as tied into AI crew skill level. Hell just about everything "random" AI related should be tied into one of their sub-skills so the game could actually play out *cough* strategically?

     

    Every AI unit should also be given a randomly generated variable which has nothing to do with skills and stuff. just a random number to use for delays and stuff.


  9. To admins running this system, there is a serious bug which will affect you on March 1 (2018), related to 28 days in February. It is looking for the weekday of Feb 29 and not finding it. It will work again the following day.

     

    To apply a temporary fix, replace this line:

     

    https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework.terrain/code/functions/fn_core.sqf#L131

     

    with this:

     

    _QS_system_weekday = 'wed';

     


  10. 9 hours ago, whiztler said:

     

    According to https://community.bistudio.com/wiki/allowFleeing:

     

     

    Sets the cowardice level (the lack of courage or bravery) of a group or unit. The more cowardice a Group or Object has, the sooner it will start fleeing. 0 means maximum courage, while 1 means always fleeing.

     

    This to me means that the number could be between 0 and 1. Like setDamage. Correct me if I am wrong please.

     

    check the morale command. if it drops below (-1 + <allowfleeing>), the unit will start fleeing

     

    • Like 2

  11. 12 hours ago, Jnr4817 said:

    Would be awesome to add toggle or lobby parameter for team leaders or any player depending on configuration to click on certain other AI or players and add them to their squad.

     

    A squad join/dismiss feature.

     

    Reed

     

    a nice idea, perhaps there is some squad commanding mods out there for it. the scope of this system is limited to mainly presenting info on the map, blue force tracker. map interactivity is nice but it is a very broad and deep area i think a dedicated mod is better suited for.

     

    of course you can always edit this script too to add that functionality for your uses :) 

    • Like 1
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