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tinter

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Posts posted by tinter


  1. Problem has been fixed after much recompiling. I added

                    minValue="rad -360";
                    maxValue="rad +360";
                    angle0="rad -360";
                    angle1="rad +360";
                    memory = 1;

     

    To the animations of both the turret and the gun, as in those using the mainTurret and mainGun source. Not sure which one them did it, I suspect memory=1 wasn't it though. Not gonna test though.


  2. Got an issue with a tank that works pretty well when players use it, but AI consistently undershoot their target. It seems their aimpoint is higher than where the projectiles actually come out.

    I've googled around and found something that seems to describe my problem.

    https://forums.bistudio.com/topic/176346-tank-under-shooting/

    https://forums.bistudio.com/topic/59081-racs-m60a3/page-3

    Neither of these provide a fix though, it is apparently an issue with the model, but nothing looks out of place, I've tried moving some memorypoints around but none of them seem to affect the AI in a way that wouldn't effect players. Comparing my model to the tank sample looks fine as well, but I still can't help but wonder if I'm missing a memory point that the sample doesn't have either.


  3. Is there anyway to shoot airburst ammo from a gun without the FCS, or at least make it so you can tune the FCS with page up and down?

    I have a turret with airburst ammo loaded, but the only way to set the range is to press tab and that isn't really realistic for my purpose. If I could put in the range with page up and down or use the default zero as the setting or whatever, that would be good.


  4. As far as I know there's no way to make the flare last longer without changing the config of it, but what you can do is give the impression of lasting longer by creating a flare when it burns out. I don't remember the exact timing,  but just remember it takes a bit for them to start burning so you have to spawn it a second or two before it burns out.

    As far as intensity goes, I don't know much about these light commands.


  5. The second argument can only be code, so you'd have to make it into a single piece of code. Just separate the lines with ;, as such:

    this addEventHandler ["killed", {deceased = this; null = [] execVM "unitkia.sqf";}];

    As for the problem with "this". "this" is a reserved variable, but it's null anywhere not in the init field. When you add an event handler, it runs some code, but it's separate from the init field. Luckily you can get the object the event handler is assigned to, in most cases with "_this select 0". "_this" being an array with some arguments to the event handler.

    There's a long list of descriptions of the event handlers here https://community.bistudio.com/wiki/Arma_3:_Event_Handlers


  6. Pft wtf? The amount of civilian stuff is what made OFP and Resistance a great milsim game and more immersive. I hope the BIS doesn't have too much fallout from this leak. I'm sure they had contracts with the event planners and sponsors.

    I'm sure they'll be fine, it was only a few pictures and a small description. If this isn't all they'll be just fine. I'm interested to hear what BIS has to say about the map anyway.


  7. Seems like your situation is a tough one.

    I think if you use

    disableAI "FSM"

    then it'll disable some danger checking routines and make them more impervious to danger.

    You could also try setting their behaviour to careless as long as they don't need to be engaging the enemy, but I don't know how well that works.

    Lastly you can also try to force it by disabling targeting routines for the ai and make them move at full speed until they're close enough that it can be reenabled.

    ---------- Post added at 09:50 ---------- Previous post was at 09:37 ----------

    From running my own test, then out of all my suggestions disabling fsm on the units seems to be the most effective, but it did slow down their advance heavily as they were put under fire and started taking casualties, they also seemed to retreat as their squad got murdered by the HMG they were assaulting. Despite this, it fared better than the others.

    ---------- Post added at 09:57 ---------- Previous post was at 09:50 ----------

    And running another test gives some interesting results. I placed three of these squads with no fsm and observed.

    http://i.hizliresim.com/4g30v7.png

    There's the blufor HMG to the left above the group that is charging.

    To the very right is the first group who were immediately engaged and acted as a covering squad, suppressing the HMG as the others moved up.

    To the left of that, we have a squad that was wiped out, except for the one soldier retreating.


  8. Hey Makhno,

    the map is really great, we just noticed one problem while playing!

    The Southwest Airfield on the Island is a little bit buggy or something, choppers explode randomly on their parking spots in front of the hangars?

    I think they glitch in the ground or someting!

    Could you take a look at this?

    I can´t find any solution to this, so i think it comes from the map itself?

    Desty

    Are you using the RHS hueys? Those are bugged on dedicated servers.

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