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GDent

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Posts posted by GDent


  1. It would be very cool if this mod were compatible with ALiVE. That way you could just make the zombies spawn anywhere with a custom military objective and not worry about them specifically. It'd also add an element of randomness to missions. I'd just want it so we could make sure they can or can't throw cars and all that.


  2. sorry, I guess the file in the server's userconfig is now called asr_ai3_settings_ss.sqf? the filename didn't seem to update in Play withSIX, but I could have just made a mistake. the enemy aiming seemed to go back to being way too hard, and I guess it's because I didn't have the file renamed correctly


  3. yeah, when anyone mentioned ACRE2 Arcade it's just weird to think about. I remember in ACRE1 we had to manually change the power setting in our radios. The 148 seems to start out with maximum power already. it's even simpler to use now.

    so I don't even see a reason to make an arcade version. ACRE2 has been easier to use than ever

    one question though - I remember there being a demo video with all kinds of options being changed in the 148, including Tx and Rx frequencies and other things, but I can't seem to get to any of that. is it not in the release build right now? all I can do is change the audio to the speaker, change the group, channels, and volume afaik


  4. Inspired by the Kunduz province thread, some people were complaining about AiATP's huge size and bugginess. Honestly now that .kju is no longer working on the project, it's only a matter of time before an update to Arma 3 breaks the mod making it no longer usable.

    So what terrains are you guys using? Is Bornholm a good replacement for Chernarus? Is there anything good that replaces Takistan? What about Zargabad? These are the three main reasons why I use AiATP, but I'm afraid I might be forced away from it in the future.

    Of course this is aside from Altis and Stratis, but if you have something to say about those terrains then go ahead.


  5. Place a marker down on the map and label it respawn_west . I have had this happen many times when you will just respawn on your body. I found its because i did not have a respawn point set. If you place that marker down in the editor you will spawn on that marker whenever your killed.

    the problem is that I don't want anyone to respawn, I want them to die and go to spectator mode. I swear I saw a video where someone's game crashed and then he returned right where he left off. i've been wanting to implement that into my missions, along with JIP, since I saw it, but had to deal with server issues.


  6. yeah, we're definitely not using a revive script. just ALiVE's player options, maybe AGM would have something to do with it? but we don't use AGM respawn or anything.

    if it's not too much to ask, maybe a simple step by step would help me figure out where i'm going wrong. but I'll try figuring it out through looking at other mission frameworks and examples I might find. it's hard because there doesn't seem to be any documentation on these sorts of things anywhere


  7. What is really terrible is that many terrains made just for Arma 3 still rely on Arma 2's assets, and therefore AllinArma Terrain Pack. Now what? Either people make a better/equal replacement for Chernarus, Takistan, Zargabad, etc. or a bunch of people pick up the project and continue it. certainly something needs to be done. is there any discussion about this going on? the game is going to start updating again very soon. I only wish I had the skill to help.


  8. hey guys. I've asked this a bunch of times but I still can't get it to work right

    trying to get JIP to work with ALiVE's player saving per mission.

    if I keep AI enabled in the mission, it works "right" but I don't like that the AI are there. they're annoying and they take over when a player disconnects, which gets them killed. but the slot remains when they disconnect and it restores their position, which is cool to see.

    I tried adding disabledAI = 1; and respawn = 4; in the description.ext and they can JIP, but then the slot disappears when they disconnect. I want to have it so players can come right back in if their internet messes up or whatever.

    maybe there's a way to force the player-controllable AI to profile/cache if it's not under player control, but I don't know if this is the best solution. anyway, I've asked this before and was told to turn respawn on or something, but I had other concerns and never tried it. now that things have really settled down, I can try this.

    thanks for your hard work and help


  9. two things I want to know is, if Thedog88 is not around to fix this mod anymore:

    1. How to edit the mod so that it no longer shows that error when MCC is loaded

    2. How to make it available in Zeus/MCC so that we can place the objects in 3D and not have to mess around with the 2D editor. otherwise it's not worth my time using most of the wonderful objects here, which is a shame


  10. Hi!

    It can take quite a while, until it happens - be aware even if you turn it to 4x, scripts may not be able to follow the 4x acceleration. How long did you leave it run, and did you ale ensure to kill some civis ;)?

    thanks

    I didn't know that about the scripts and acceleration, that's good to know. I left it running for about 20 minutes, and about 10 minutes in I did kill some civs. Is there a way to make them want to bomb/kill you without having to kill them? It's meant to be a mission with really high tension already

    So it still takes a long time even with hostility set to extreme?


  11. It's been a couple of days, so I want to bump this thread since I've made a little progress.

    It turns out that you can have simple but very crude JIP by leaving the AI on in different slots. Players can disconnect and rejoin, except that they're taken over by AI when they disconnect. This results in the AI being itself and getting itself killed. If there's a way to always have player-controllable AI always despawn then that would solve everything for me.


  12. quick question: how do you get suicide bombers? I tried setting civilian hostility to extreme but I'm not getting any of the weirdness i saw in the tutorial video. they don't seem to sneak around, gather around the player, or suicide bomb at all. can't see any debug output either

    edit: i was wrong, they do exhibit strange behavior, and they turn red on the map in the debug. but still don't see any bombers. very cool to see so far

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