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Champy_UK

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Posts posted by Champy_UK


  1. its all about the 'scope' and those buildings are by script only or by a fudge ;) And what you mention about them not working when you try to edit them is the fudge :P You have to use something else and then add them in at the last minute when you dont have to move or edit them, then they stay as they are.

    https://community.bistudio.com/wiki/Arma_3_Assets

    That shows which you can and cant use, check which ones you can see in the editor and i can nver remember which way round it it is but they are 1 or 2, one meaning in editor the other means script only

    Champy UK


  2. _civ setIdentity "Greek_Civ"; with setidentity now works to a fashion, as the name i have used for the greek guy gets called out when forming the group but still the voice is US....

    class Greek_Civ {

    name = "Greek Civilian";

    nameSound = "Costa";

    face = "GreekHead_A3_01";

    glasses = "None";

    speaker = "Male01GRE";

    pitch = 1.0;

    };

    Have carried out some mission testing... outside the main mission and the scripts work fine when not combined in the Main mission using setspeaker and also using the lines of script to call the civs... mystified now :(

    Thinking its a locality issue in the script within the mission .


  3. Still no luck, setidentity is to create a ID in the description.ext. No where can i see how in a mission that you set the language for any type of player or character within the game. Setspeaker apparently works but again for me it doesnt, wondering if the script its all in has a locality issue. Although through testing its both a local and global command.


  4. Its basically a script with Blufor as player side and civilians as part of the mission, and i was hoping as the civilians were Greek to be either.. automatically setup as per their nationality or to be able to have them so if they are injured they speak in a greek voice. I am creating the civs and then trying to set speaker or to setidentity, neither currently working.

    Thanks

    Champy


  5. Patch your game. SetSpeaker is a new command just added to stable this morning.

    Or use the full cfgIdentities method. See the setIdentity command.

    Also, GRE is a Greek voice. For British you'd want to use one of the ENGB voices.

    unit1 setSpeaker "Male02ENGB";

    Do the Greek voices actually work in game?? As im trying 'setSpeaker' to no avail, with US voices seeming to overide all. And what is the best way to apply it so it works? setspeaker or the cfgidentities?

    Thanks

    Champy_UK


  6. Just wondering if this is what you explained Antoine..

    Your saying although the references are there for the male01gre sounds there are placeholders and to achieve a correct sound per the nationality of the unit we use your method of male01eng for the unit and then it plays the correct sound?

    Edit

    Tried that using the setSpeaker command when im creating the unit and adding Male04ENG... All i get is american voices screaming variuos commands?:-

    I have tried:-

    _civ setSpeaker "Male04GRE";

    All i still get is american voices screaming various commands?

    Should i use setidentity route via description.ext instead?

    TIA

    Champy_UK


  7. Congrats on your release. I have a few suggestions.. is it to possible to add in some more types of weather to make the transition between types less dramatic? Although i havent tested your specific script, im sure its similar to how it is currently within our mission edit as this uses the 24 skiptime. With that the biggest bind is that the changes are way to dramatic and noticable, almost light switching a light on and off again.

    Would you be able to add cases in such as light cloud, medium cloud,lots of dark clouds and then skip into the rain etc?? So it can be possibly doubled up?

    Theory...

    sun/ sun /light cloud/ light cloud/dark clouds/ light cloud/ dark cloud/ heavy rain/light rain / light cloud / sun /sun--- and repeat

    Thus giving you a typical rainy day and the possibility to create a 24hr weather system??

    Please dont take this as a knock, just hoping you can crack this weather system thing as im sure people would like proper weather in any arma mission

    Champy_UK


  8. no, i clealy stated he should pick one where it's happening and upload it to ticket ...

    you can't expect us to try randomly pick some mission and HOPE it will replicate ...

    I think the general view from this thread seems to be missed, although its hard to replicate the exact reasons, its coming across as a more generalization of Multiplayer missions are struggling with any large number of players on Altis, and some possibly still on Stratis. As some of the posts say... pick any Domination.... All Dominations are the same core mission as im sure you could see for yourselves, minor tweaks with VAS or different Flag poles or signage at the base are the only changes to be seen.

    I apologize for my earlier comment but the frustration is borne from the lack of importance towards the direction the things that are breaking the most... after all with out Multiplayer, it wont matter if the suns rays show or the chair casts a shadow because no one will be playing to see it.. hope that makes a little more sense :) And to me thats the last thing i want to see happening.

    Terox, and or BIS .. im sure by private invitation between the people in this thread and trusted friends of, we could muster 50 players to fill a server to prove and hopefully get to the bottom of these/this issue. I know my clan mates and associates would be happy to oblige. Just a thought... Anything to sort it and be productive

    Champy_UK


  9. Ours is the same, Plays great for days as long as you dont go above 10 players and whilst your input Dwarden is appreciated, saying its WIP is a little to late when the clan members we are losing week on week because of this are going either backwards to A2 or leaving us for better multiplayer games. Whilst we expect to have some drifting within our Multi Gaming clan, how are we to be expected to keep players when the MP side of Arma 3 is broke.

    As Terox mentioned, we too are on stable and tbh the rpt spam doesnt help and before you say use No Logs, how does that help us play test our mission? Then add in the fact the Rpt spam is BIS related errors still present in a released Version of the game? As far as im concerned this game hasnt as yet reached a Beta stage nor reached anywhere near what we were lead to believe the game should be.

    Rather than wasting time looking at how shadows form from the camping chairs or rays of sun light... please make the game more playable or lose what people you have left


  10. I was about to post this in the DEV AI skills but as we are currently playing on the stable branch version and this all beit a generic question that applies to both versions, the majority of the findings only relate to Stable version testing.

    Is there a definitive list of the settings for the AI skill array? Only one of the types has an explanation on the biki https://community.bistudio.com/wiki/CfgAISkill

    I appreciate that RIE mentions in a post that this could be imminent?? But maybe i understood the post wrong...

    Through lots of testing in game and some seriously varied results of the same settings but on different dedicated servers, i have a skill array that 90% suits our style of gameplay for our mission. My only fear that is now albeit a for a few tweaks and not using any Mods to control the AI, my next step might put the hard work back a few steps.

    I have searched the forums and i havent been able to find a thread or post that says exactly what each part of the skill array allows for ie

    lets take one part of the array.. aimingAccuracy 0.5

    If i were to take my aimingAccuracy to 1 does this then say that the AI will be using this to their best or worst ability?

    Then does it work in the same way across the rest of the types? Or are there things like shake that are less shake the lower the value or..?

    these questions might sound noobish :) but clarification would be the answer to help all.. And maybe some explanation on exactly what each type allows for... Endurance.. what is this, how far they run? how long they last before getting shot. 1/2 shots then die?

    The Biki should be a fountain of all knowledge but currently it lacks in certain parts and by no means am i moaning at the hard work by those who have contributed to it already, with a big thanks to Killzone for updating as much as humanly possible in one day to help those of us to learn and code:) but its still missing so much.... such as the skill definitions

    Our current skill array is 0.2,0.25,0.85,0.35,0.63,0.4,0.4,0.5,1,0.5

    (setup _x setSkill ["aimingAccuracy",(_skillArray select 0)];

    _x setSkill ["aimingShake",(_skillArray select 1)];

    _x setSkill ["aimingSpeed",(_skillArray select 2)];

    _x setSkill ["endurance",(_skillArray select 3)];

    _x setSkill ["spotDistance",(_skillArray select 4)];

    _x setSkill ["spotTime",(_skillArray select 5)];

    _x setSkill ["courage",(_skillArray select 6)];

    _x setSkill ["reloadspeed",(_skillArray select 7)];

    _x setSkill ["commanding",(_skillArray select 8)];

    _x setSkill ["general",(_skillArray select 9)];)

    Played with Veteran setting and on a edited Domination mission to allow the use of skill array.

    With these settings we are currently getting great results with the AI hiding or looking to get to cover when suppressed. They are also patrolling in and out of buildings and also trying to get higher viewpoints by climbing ladders etc. Under silenced gunfire they are reacting accordingly by looking for where the shot is from, not always firing back immediately and the expected reverse if you loud fire you tend to get 2/3 shots and then your killed, or if you move within the shots your improve your chances of staying alive which to me is acceptable. Close contact is varied depending on your reaction time and their awareness of your presence. Expect to get shot if they know your there, but there is still a chance you can catch them on the hop and shoot them first

    The tweaks we would like to try to get would be a little more firefight to the initial contact without pushing it back to much.

    Please can someone share their experiences with proven testing and facts... with regards to someone then making this less of a witchcraft and being able to add these proven findings to the BIKI??

    TIA Champy


  11. Well im pleased that you think that we should reduce the amount of items in our box just to remove a error. Sorting by type still doesnt cut the mustard. It might be fine for you.... it doesnt work for us and many others. Sadly i think that this comment is really silly and maybe you should think more before you post. Why should we be restricted on how many items should be in an ammo box? Why should we have eight boxes when one will do?

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