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Everything posted by Grumpy Old Man
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Mk 45 Hammer as NGS needs the artillery computer
Grumpy Old Man replied to goose4291's topic in ARMA 3 - DEVELOPMENT BRANCH
Most likely because the spruance destroyer isn't a LCS. Those ships are from different eras for different roles, the spruance has vastly greater anti ship capabilities than the LCS. Maybe one of the devs can chime in to further enlighten us why the Mk45 doesn't have an artillery mode. If it was for me I'd mount 18" triple cannons on a ship and call it a day. Cheers -
Mk 45 Hammer as NGS needs the artillery computer
Grumpy Old Man replied to goose4291's topic in ARMA 3 - DEVELOPMENT BRANCH
On which ship would the US Navy use 5 inch cannons as artillery guns? Destroyers? Don't know of any, cruisers have better suited weapon system 8"+. Maybe I've missed something, but I know not a single US navy destroyer (which the liberty is supposed to be) that's using 5" guns for artillery, rather than as a backup weapon. Cheers -
At least we get a destroyer to play with! Cheers
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General Discussion (dev branch)
Grumpy Old Man replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Made a quick teaser for the destroyer, such a lovely vehicle deserves a bit of praise, heh. Enjoy -
About "BIS_fnc_selectRandom"
Grumpy Old Man replied to Nana1999's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This should get you started, best run this in initServer.sqf so every player gets the same song, should work in MP: //initServer.sqf //init song array GOM_songs = ["Song1","Song2","Song3"]; publicVariable "GOM_songs"; //define function once GOM_fnc_getNextElement = { params ["_array"]; _element = _array # (_array pushback (_array deleteAt 0)); publicVariable "_array"; _element }; //pick the first song, then put it in the back, so the second song will be next _currentSong = [GOM_songs] call GOM_fnc_getNextElement; systemchat format ["Current: %1",_currentSong]; systemchat format ["Next: %1",GOM_songs#0]; Edit: forgot that deleteAt returns the deleted element, adjusted it Cheers -
Mk 45 Hammer as NGS needs the artillery computer
Grumpy Old Man replied to goose4291's topic in ARMA 3 - DEVELOPMENT BRANCH
The Mk45 simply isn't an artillery gun, it lacks the necessary elevation (20° max if I remember), it's just a direct fire backup weapon for the rocket artillery, which should be your go-to solution for problem solving. Cheers -
Change orientation of tank
Grumpy Old Man replied to x3kj's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Of course. Cheers -
General Discussion (dev branch)
Grumpy Old Man replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Absolutely a missed opportunity. They even named it dynamic loadout. Or was it Curious if the ability of AI landing on the destroyer will be added to the carrier @nodunit? Same for the name and number textures? Would be a neat addition. Cheers -
Randomizing 2 tasks out of 8 with timed visits for a VIP ?
Grumpy Old Man replied to CoolSpy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Might be caused by the trigger, try setting it to server only. Hard to tell without seeing the rest of it. Cheers -
General Discussion (dev branch)
Grumpy Old Man replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Pretty neat that AI choppers can land on the rear deck. Cheers -
Spawn and disable spawn on command
Grumpy Old Man replied to Nutzgo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
As simple as it gets. Also the fastest way to flick a switch so to speak. spawned = if (spawned) then {false} else {true};//0.0014ms spawned = [true,false] select spawned;//0.0011ms spawned = !spawned;//0.0006ms Cheers -
Behaviour change Event Handler
Grumpy Old Man replied to barbolani's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Then you wouldn't need a behaviour eventhandler in the first place, if timing doesn't matter. Cheers- 9 replies
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Modder needs quick test trigger
Grumpy Old Man replied to wld427's topic in ARMA 3 - MISSION EDITING & SCRIPTING
In the triggers onAct field: _explosive = "Rocket_04_HE_F";//type you want to spawn _pos = player modelToWorld [0,100,0];//100m in front of players direction _pos set [2,20];//at 20m altitude _boom = _explosive createVehicle _pos;//spawn it _boom setVectorDirAndUp [[0,0,-1],[0,-1,0]];//make it point towards the ground Cheers -
Customize vehicle displays?
Grumpy Old Man replied to bluesilence's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This topic showed up a few times, doubt it's possible to overwrite a vehicles pip screens. Cheers -
Behaviour change Event Handler
Grumpy Old Man replied to barbolani's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Waituntil runs mostly once each frame. That's 60 times per second at 60 fps. Doubt animations change more than 4-5 times a second, except spamming WASD. Cheers- 9 replies
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AI Driving - Feedback topic
Grumpy Old Man replied to klamacz's topic in ARMA 3 - DEVELOPMENT BRANCH
Thing is, it was working fine before the AISteeringComponent has been introduced. It was good enough somewhere in the middle of 2017 but got worse since then, without any indication of fixing it/reverting to the previous system. Same goes for the out of the blue AI skill "refactoring" but let's leave it at that. A2 also didn't have this feature, convoys are working fine in A2, same for vehicles that get a waypoint behind their direction, requiring a 180° turn. In A3 AI will struggle doing a 3 point turn and simply stop moving. Disabling it using useAISteeringComponent doesn't seem to do anything. I believe the error to be somewhere inside the AI brains or whatever you seem to call it, something that has been requested to make available for modifications through sqf scripting but for some reason hasn't happened yet. At this point doing anything with multiple vehicles in a single group is a pain in the rear if it involves that group moving from A to B. It's good that we have the possibility to tune the AI steering component, but why bother if the devs themselves, who introduced and developed this system can't seem to find a working solution? Cheers -
General Discussion (dev branch)
Grumpy Old Man replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Smokes aren't hard cover. The purpose of the smoke is to make the missiles lose lock, if you're out in the open with no hard cover nearby to retreat towards then you're toast. No different with a tank than it's as infantry. Cheers -
General Discussion (dev branch)
Grumpy Old Man replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
The thing with launching those smoke rounds is, you shouldn't stay there after deploying them. Cheers -
General Discussion (dev branch)
Grumpy Old Man replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
When no one cares to take care of choppers/jets/AT infantry then the tank will be cannon fodder. Just because you're in a tank doesn't mean you're invincible. Don't drive head on into an AO, scout the surroundings first and rely on other players to relay information about possible threats to a tank. With a bit of cooperation a deployed sniper team and 2 folks with AA launchers should be able to eliminate all threats to the tank. If it's clear you can move in and make short work of MRAPs, APCs and other tanks/infantry with ease. Nothing wrong there. Cheers -
Any Tie-In to AI Auto Report?
Grumpy Old Man replied to froggyluv's topic in ARMA 3 - MISSION EDITING & SCRIPTING
A few things to keep in mind, targets are almost instantly shared within a group, so it's basically impossible to check which unit spotted an enemy, within the same frame the entire group knows about that target. This is a watered down version of what I'm using to enhance high command, since it always annoyed me that high command group subordinates are dead silent: GOM_fnc_monitorGroupTargets = [group1,group2]; GOM_fnc_targetReports = GOM_fnc_monitorGroupTargets apply {""}; GOM_fnc_reportNewTargets = { params ["_group"]; GOM_fnc_targetReports set [GOM_fnc_monitorGroupTargets find _group, format ["Group %1\nNo targets\n",_group] ]; _currentTargets = []; while {count (units _group select {alive _x}) > 0} do { waitUntil { !((leader _group targets [true] select {_x getVariable ["GOM_fnc_newTarget",true]}) isEqualTo _currentTargets)}; _newTargets = (leader _group targets [true] select {_x getVariable ["GOM_fnc_newTarget",true]}) - _currentTargets; //set report to display if (_newTargets isEqualTo []) then { GOM_fnc_targetReports set [GOM_fnc_monitorGroupTargets find _group, format ["Group %1\nNo new targets\n",_group] ]; _currentTargets = _newTargets; } else { GOM_fnc_targetReports set [GOM_fnc_monitorGroupTargets find _group, format ["Group %1\nNew targets: %2\n",_group,_newTargets] ]; _currentTargets = _newTargets; leader _group sidechat format ["Contact, %1 enemies!",count _newTargets];//adjust to your liking sleep random [1,3,4]; _newTargets apply {_x setVariable ["GOM_fnc_newTarget",false]}; }; }; GOM_fnc_targetReports set [GOM_fnc_monitorGroupTargets find _group, format ["Group %1\n-KIA-\n",_group,_newTargets] ]; systemchat format ["%1 has no more alive members",_group]; }; {[_x] spawn GOM_fnc_reportNewTargets} forEach GOM_fnc_monitorGroupTargets; onEachFrame { _report = GOM_fnc_targetReports joinString ""; hintSilent _report }; This will make group leaders of predefined groups (group1, group2, etc) do a basic report on how many targets they spotted, every 1-4 seconds, or no report if no contact has been made. Already spotted targets won't be reported again. Also constantly shows a hint of the spotted units. Should definitely get you started. Cheers -
Bulletproof Windows and Tires
Grumpy Old Man replied to JohnKalo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can use a handleDamage EH, check for the selection, if it's a window/tire, return 0. Keep in mind that you'd also need to delete the projectile after it hit the vehicle, otherwise it could cause more damage after passing the unharmed window. Cheers -
AI Driving - Feedback topic
Grumpy Old Man replied to klamacz's topic in ARMA 3 - DEVELOPMENT BRANCH
End of A3's life cycle, more likely. Fixing stuff that has to work on multiple layers, like AI driving, takes up loads of resources, most likely won't happen from what it looks like. Cheers -
Simple ATM/Bank System
Grumpy Old Man replied to gokitty1199's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No, don't add actions all over the map, that's insane. Try something like this: player addAction ["It's an ATM!",{ systemchat "Nothing in there."; },[],0,true,true,"","_this isEqualTo vehicle _this AND !(toUpper str cursorObject find 'ATM' isEqualTo -1) AND _this distance cursorObject < 2",5]; One action for every player, only shows when looking at an ATM from closer than 2m, works with map and editor placed ATMs. Cheers -
DESTROY waypoints not working
Grumpy Old Man replied to ffredyk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Possible scenario could be blufor vs opfor curators, RTS style. Doubt a destroy waypoint would do what he wants anyway, since AI still pick their own targets, depending on incoming threat etc. Cheers