Kill3rCat
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Kill3rCat started following "Take" EH not firing when picking up item to slot
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"Take" EH not firing when picking up item to slot
Kill3rCat posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I have added a "Take" eventhandler to a ground weapon holder which contains an "ItemMap". If the player has no map, then when they pick up the map it will go straight to their Map slot in their inventory, and for some reason this causes the "Take" eventhandler to never fire. The EH fires fine if the map is manually dragged into their uniform/vest/backpack container, but this behaviour is undesirable. Is this a known issue, and are there any workarounds? -
H-60 Interactive Blackhawk pack - Patch 0.6 released - Join our discord
Kill3rCat replied to yax's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
My unit has also been evaluating the H-60 Pack for use by our aviation. We've experienced numerous crashes, which generally occur after around an hour of gameplay, but may be more or less frequent. We experienced these crashes only with the H-60 pack loaded and the aircraft spawned, and in both dedicated multiplayer, and singleplayer. There are also reports on the Workshop page of crashes. I would advise not using this mod in its current state for events with your unit. Remember, it's a development build and issues are to be expected. My unit is waiting for a more stable build before using it. -
Updating clouds smoothly alongside setOvercast
Kill3rCat posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi. What I am trying to do is (as part of a random weather script) to incrementally change weather values over a set time frame, which is 15 minutes in this case. I realised that setOvercast was pretty useless on its own, as the clouds do not update unless you use forceWeatherChange or skipTime. Because the weather values are updated every 0.5 seconds in my script, forceWeatherChange is not appropriate for lag reasons. Following the recommendations on the BIS wiki, I tried skipTime -24; 86400 setOvercast _overcastval; skipTime 24; However skipTime was screwing with the other weather values such as fog, even if I set new values on a line directly below the second skipTime. All weather values are set to manual in the editor, and these issues don't occur if I remove the skipTime (though then of course the clouds don't update with overcast). Any suggestions? Thanks. -
Getting AI to fire MANPADS at long ranges
Kill3rCat replied to Kill3rCat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, I'll see what I can do in the configs. Thanks. -
Getting AI to fire MANPADS at long ranges
Kill3rCat replied to Kill3rCat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Veles, not sure what you're saying. The Stinger I am using can definitely hit targets at the desired range, because if I remote control the AI in Zeus, I am able to get a lock and fire the launcher, and using the camera I can see the missile fly to and hit the target helo. In the game, regarding balance, I can understand why you'd want to limit the manpads range for balance considerations, but that falls apart when you realise that missiles launched from helicopter and fixed wing platforms can easily outrange the manpads. This leads inevitably to attack helicopters being really kind of OP. Hence why I want manpads to be able to fire at the range they can actually fire at IRL. Anyway, your closing statement is 'I have tested the new long range Sams DLC as well as from pooks sam mod they have a BVR capability so its not a problem with arma AI but rather the weapon/vehicles stats'; could you clarify this statement? Are you saying that with vanilla MANPADS, AI can engage targets at longer range? -
Getting AI to fire MANPADS at long ranges
Kill3rCat replied to Kill3rCat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is the AI hardcoded to never engage further than 5km or something? -
Getting AI to fire MANPADS at long ranges
Kill3rCat replied to Kill3rCat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just tested it without ASR_AI, the results are exactly the same. For testing purposes, I am using a trigger set to BLUFOR present, with the following as the Activation: {_x setSkill ["spotDistance",1]; _x reveal [target, 4]; _x doTarget target; _x doFire target;} forEach units group manpads; This is the result (a picture is worth a thousand words, and a video is a lot of pictures): I also tried without doTarget and doFire, in case the AI interpreted that as 'use your rifle', but this did not fix the issue. At the end, I get a lock and fire the launcher myself, to prove that the weapon system is capable of engaging at that range, and it is the AI at fault. Scenario settings had all weather effects to 0, so they wouldn't affect view distance for either the AI or the player. Moving the target around, the furthest the AI will engage is at just under 5km. Using the same script the AI has no difficulty engaging targets closer than this, such as this target at about 3km: For reference, the furthest I was able to get the AI to engage at was from the hill 'Klen', near Krasnostav, to just beyond Devil's Castle. -
Getting AI to fire MANPADS at long ranges
Kill3rCat replied to Kill3rCat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the quick reply. I looked through those posts, but none of them had the answers I needed. For AI view distance: The method of accomplishing this is something along the lines of unit setSkill ["spotDistance", number];. The obvious problem with this for getting AI to fire at long range, is that setSkill doesn't work for values > 1. Another issue with setSkill is that I am using the ASR AI mod, which afaik, is constantly overwriting the unit's Skill values as that is part of how that mod simulates suppression. For the second and third posts: I don't know if ForceWeaponFire would work, because I am not sure if the AI is even obtaining a lock with the launcher. I know it's possible to at those ranges, because I've done so, but the AI doesn't seem to. As for the third post, I'm already using reveal (4, not 1) as well as doTarget and doFire. The solution for the OP in the third post seemed to be slapping a Nightstalker on the AI's rifle... that is obviously not applicable here. The fourth post is basically a bug report and contains no useful info. :/ The fifth post is entirely useless because the OP's question wasn't even answered. -
Getting AI to fire MANPADS at long ranges
Kill3rCat posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
So, there are a lot of man-portable surface-to-air missiles in Arma 3 plus the many mods on the workshop. The FIM-92F Stinger, both from CUP and RHS, has a range of about 6500km, or at least that is about the max range I was able to get a lock with it. However, AI refuse to engage targets at this range. Even when using a variety of methods; 'reveal', 'doFire', 'doTarget', etc. Any ideas? -
AH-64D Apache Longbow for ArmA2 by Nodunit and Franze
Kill3rCat replied to franze's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ah great, thanks for the info. Can't believe it took me a week to notice your reply. :/ -
AH-64D Apache Longbow for ArmA2 by Nodunit and Franze
Kill3rCat replied to franze's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Very nice mod. A couple questions though (sorry - I know, there's a lot): AH-64D: Why is there such an obnoxiously loud APU startup sound? It's deafening, when compared to other sounds such as the M230 or the normal rotor sounds. Also, why is a further button press (collective raise/lower) required after disengaging the rotor brake? In the tutorials and missions, there's a parameter in the craft's init which bypasses the startup, but if you follow the startup procedure via the panel on the left, the rotors start spinning as soon as the rotor brake is disengaged. Why is this, and is it simply an unavoidable limitation? Other aircraft: I checked this thread, but couldn't find any further mention of the AH-64A. Is that still in the works, or did you scrap it? Or, is that already in and I am just being silly? ;) ArmA 3 port: Are the side positions for 'passengers', to use that term loosely (lol), compatible with A3's firing from vehicles? If not, are there any plans to implement that or is it seen as unnecessary? Further, is this mod compatible with A3's Rotorlib advanced flight model and if not, are there any plans to make it so? -
Annoyingly, I have found this mod rather unusable when attempting to scale rock/cliff faces. Extreme juddering and rubber-banding is present, which is usually present to a much lesser extent when descending the sides of buildings and such. On a side note, I have had problems with the other mod (advanced repelling), where I would select 'rappel self' and would just be ejected from the helicopter (used a UH-80 Ghosthawk from vanilla) into a freefall of death.
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ACE3 - A collaborative merger between AGM, CSE, and ACE
Kill3rCat replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well, that's silly. One of my antiviruses is, for some reason unbeknownst to me, flagging 3 ACE3 files as threats. The files in question are: - ace_break_line.dll - ace_clipboard.dll - ace_fcs.dll -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Kill3rCat replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I don't get it - I thought ACE3 was supposed to augment the Arma experience, not break it (relax, I'm joking). With the 'Prevent instant death' setting disabled, me and my mates have observed the following effects: - Falling from 10km and hitting the ground without a parachute at high speed renders a player unconscious, instead of killing them outright. In fact, nothing is able to kill a player outright (except for backblast, oddly). Even standing on top of 6 satchel charges when they're detonated is apparently not a lethal experience. Driving a quadbike at extremely high speeds into a wall or rock does not kill the player, and instead like above only renders them unconscious, though this isn't a serious issue. - With the advanced medical system, players cannot be awoken from the unconscious state. Epinephrine increases heart rate and we always use it in conjunction with morphine to prevent cardiac arrest, but the player cannot be awoken. We tested this and gradually injured a player until they'd fall unconscious (to make sure it's not just that in the other situations a player was too badly injured to be awoken), and as soon as a player slips into unconsciousness, two things can happen. They will either wake up of their own accord (and be knocked out again due to pain, sometimes), or they will not be awoken at all either by epinephrine or luck. The latter scenario is the most common. The only way to wake up a player is by allowing PAKs to be used by a medic in the field, and then using a PAK on an unconscious player to restore them to 100% combat readiness. If anyone else has found a workaround or fix for the above grievances, please get back to me. I'd also like to make it clear that this is not me 'whining' or '[redacted]' (I am not sure about the forum's rules regarding swearing so I'll play it safe), it's just these are a collection of game-breaking issues and they don't even make sense, from a gameplay or realism perspective. - The following is not an issue, it is a suggestion. I'd suggest you make it so that you can only use a Personal Aid Kit on a player in the event that they are fully bandaged, and (perhaps) under the influence of morphine like it was in ACE2. Otherwise, the PAK is utterly OP and since it's the only way to wake up a player with the advanced medical system, we've had to make it so the PAK can be used in the field. -
This is awesome. Finally, a high-quality P90 pack. Custom reloading anims, transparent magazine (which depletes visually), decent textures and detailed model. This has been long awaited. Would you consider doing a UMP-45 pack of similar quality? There is also a serious lack of mods for this weapon, and if you could create a UMP-45 pack of such high quality as this, I don't think I stand alone when I say I'd need a fresh change of underwear. Another suggestion I have, not so important, but how about an Insurgent weapons pack, consisting of old guns like the Mosin, SKS, MP40, PPSh, etc.? Toadie2k has already filled the AK47 and FAL niche quite beautifully, so there wouldn't really be any point of producing a similarly high quality mod of the same weapons. Failing that, an SVD would be awesome. All of the SVD addons that I have found for Arma 3 are either Arma 2 ports, retextured or slightly remodelled Arma 2 ports, or even if they're produced from scratch, they are still of a notably low quality with stock reload animations, stock sound effects, poor quality models and incorrect hand placement. In short, there are many different niches for high-quality weapon packs to be filled with ArmA III. You filling just the P90 niche is awesome, and is fine. Creating another much-needed addon of such high quality would be doubly awesome though.