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n_icomach

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Posts posted by n_icomach


  1. Ability to change build timers added.
    Integrated with ACE Trenches in CBA Addon Settings.
    Foxhole and Trench End are tied to ACE Small Trench.
    Rest are tied to ACE Large Trench.

    More customization is planned with the timers, but I really suck at understanding CBA settings.
    If anyone happens to know a guy whos interested in helpin explain it, im all ears.

    • Like 2

  2. 22 hours ago, Enigx said:

     

    Hi,

    the suggest of Play3r can be applied to your scope.

    Open file ESS_system\functions\ESS_Launch.sqf. At line 24 it is defined the trigger for EZZ zone activation. Try to change the line

    
    _essActivated setTriggerArea [(_distance+_mkrX),(_distance+_mkrY),_mkrAgl,FALSE]; 

    with 

    
    _essActivated setTriggerArea [(_distance+_mkrX),(_distance+_mkrY),_mkrAgl,FALSE , 100 ];    
    
    // 100 (meters) is the height of the trigger. Modify it with your minimum flight altitude

    Not tested but it should work.

    Of course flying vehicles below the 100m will always activate it ☺️

    Note: I don't know how it could work for infantry activation if ESS area is defined on mountains. You need to do some tests and find the optimized height limit.

    Thank you for the feedback. I misunderstood what Play3r was attempting to inform me of apparently.

     

    I'll go ahead and mess with that on my end.

    Thank you!


  3. 3 hours ago, Enigx said:

     

    Hi, thank you for your reply.

    As mission maker I have used the EOS for many times and it is an excellent flexible system. No discussion about that, and infact I used a similar architecture. The only remark that I can do is that sometime I noticed some sporadic AI infantry units tend to go outside the area forcing you to check them from Zeus to avoid they walk around the map. 

    Maybe it's an effect that only I have had, I don't know. Anyway I created this personal system (using script done for a more complex gaming system in which the ESS is intergrated as dynamic spawning system when in-game), in which this effect doesn't happen and with which I have had a positive experience in my MP missions.

    Of course It does not want to be pretentious or replace systems already in use and tested, but only my small contribution to share with the community, as many similar systems you can find on web. No more, no less :wink_o: :smile_o:

    cheers

     

    Thank you for the reply!

    I'll go ahead and give it a shot.

     

    Thank you for your contribution to the community! 


  4. # Release 0.16

     

    Added
    IG 80mm Deployable Mortar
    BP 80mm Deployable Mortar
    Accatran Pattern Carry Handle
    Accatran Pattern Red Dot
    Accatran Pattern Marksman Scope
    Accatran Pattern Bipod
    Accatran Pattern MkIV lasgun
    Accatran Pattern MkIV(M) Lasgun
    Accatran Pattern MkIV(G) Lasgun
    Fast Roping for Valkyrie
    Static and Mobile version of Wyvern
    Static Earthshaker cannon
    Basilisk Tank
    Static Hydra

     

    Changed
    SOB Backpacks now TFAR Compat (Was included in 0.15)
    Cost for BP Officer and Team Lead now match vanilla officer cost levels
    Autorifleman cost
    Heavy and Light AT Cost
    AT kits total loadout (For future mass/item adjustments)
    BP Chimera Kit (All Variants) to reflect the faction
    Skitarii armor from 4 to 18
    Taurox base class ACE Cargo Space to 6
    Taurox Unarmed Cargo to 10
    Chimera base class ACE Cargo Space to 5
    Transuranic Recoil reduced by half
    Autocannon Static Short/Tall firegeo buffed, less calibers will pen.
    Heavy Bolter Static Short/Tall firegeo buffed, less calibers will pen.
    Multilaser Static Short/Tall firegeo buffed, less calibers will pen.
    Lascannon Static Short/Tall firegeo buffed, less calibers will pen.
    RespawnMagazines to all Bloodpact Units
    Red Chemlights to all BP Kits
    IFAKS to all BP Kits
    Chemlights to all BP Kits
    Officer Icon for BP Etogaur
    TeamLead Icon for BP Team Lead
    Prekit Backpacks, for Light and Heavy Bloodpack AT
    100lb Bombs indirectHit and indirectHitRange Balanced for wider area damage
    250lb Bombs indirectHit and indirectHitRange Balanced for wider area damage
    750lb Bombs indirectHit and indirectHitRange Balanced for wider area damage
    Kit to BP Tuarox, all variants
    Kit to the BP Russ, all variants
    Kit to BP Valk
    Grenedier BP Unit
    Stat Buff to Godwyn Bolter Ammo
    Stat Buff to SoB armor
    Suffixes of all weapons with Black or Silver to (B) or (S)
    Valkyrie fuelConsumptionRate changed from 0.45 to 0.38
    Transuranic Penetration Increased

     

    Fixed
    Bloodpact Vox Operator now carries correct equipment
    Missing Respawn entry for officers armor vest
    respawnWeapons Config entry (Missing Primary Weapon for several units)
    Bolt Pistol muzzleFlash Rotation on proxy
    Lascannon High backpack added to zues
    Multilaser high dissembled to wrong backpack
    CBA Disposable Launchers

    Removed
    Backpack filler script on BP, swapped out with pre-kit backpacks
    DLC option
    SecondaryAmmoCoef on AT
    Old ACE disposable classes for launchers
     

    • Thanks 2

  5. 15 hours ago, Crielaard said:

    We have found some strange Geo lod issues.

     

    On the Containerless variant there seem to be some invisible containers.

    Also extending from the bow to the starboard side there seem to be geolod faces. You can walk in the sky there for over 30 meters.

     

    Also its imposible to determine on which side the doors rotate. Which makes CQB hell.

    Hello Crielaard,

     

    I am aware of the containerless one being....borked to the say the least.

    As for invisible 30m of floor can you take a small video or pictures?


  6. 5 hours ago, pognivet said:

    fantastic. i hope you release more ships of different varieties such as oil tankers or cruise ships. this cargo ship actually works as well as a clandestine center of operations or base as it does a target of a raid. i've successfully gotten ai helicopters to take off and land on it. i just hope the bridge gets more work so its not just untextured greyness.

     

    i'm well aware of the reality of arma's ai, but do you know of any way to make ai follow a strict path in a straight line using doMove? having people sitting in chairs and standing around is cool, but it would be awesome to have people walking up and down hallways.

     

    i've been able to achieve this using doMove. they don't fall off into the ocean, walk back and forth just fine like you'd expect in an early rainbow six game or something like that. the only problem is that they don't walk in a totally straight line but will deviate their path left or right about 3 or 4 feet which is enough to make them walk through walls. i've tried adding more doMove "waypoints" in the script, but they still deviate even if walking just a few feet. i know theres no way to stop ai in arma from walking through walls/buildings/doors etc so is there at least a way to keep them from deviating from a beeline path? i've tried disableai fsm and other weird stuff, but cant really make any progress. anyone know an answer? thanks.

     

    3 hours ago, Crielaard said:

    could be solved if the model has building pos memorypoints.

    @n_icomach do you have that? 

     

    @pognivet @Crielaard Pos points are planned later on but are currently not in the model. 

    • Like 1

  7. Update V0.3

     

    Fixed Model.cfg for Cargoless Ship variant. Now all doors will work.

    Adjusted GEOLOD for cargo crates to stop bouncing of character when moving from crate to crate.

    Adjusted Multiple roadways to fix "Holes" In ship.

    Adjusted Random face blocking view of the Deck to interior door.

    Added staircases for water based boarding.

    Multiple Other small tweaks.

    • Like 8
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