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timsk

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About timsk

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  1. Your better off asking that on the BTC Revive forum thread. I actually implemented the BTC revive system, but ended up taking it out in favor of a revive system that works for SP and MP.
  2. The supply drop uses the VAS. It should contains every weapon, ammo and equipment item.
  3. That's the sort of thing I had in mind. Seeing as triggers are in-engine, they are probably the fastest way to check distances and such. There's definitely a few ways to achieve the effect (as with anything). I personally don't have time to code it on top of the other bits I'm doing, which is why I asked if anyone else wants to do it.
  4. Ahh, I totally forgot to mention that bit to you, sorry. I mentioned it here so it just didn't cross my mind to add it in the PM to you. I left the credit to aeroson in the code. But yeh, should probably add him to the mission credits. My original plan was to add the cleanup time to the setup GUI so it was configurable but I've never played with the GUI stuff in Arma. You think you could add that Kibot? I'm currently still working on the high command waypoint stuff and the syncing of radio chatter to clients. As well as trying to figure out what the hells going on with the AI not engaging people. From the different reports from people it really looks like we are running into an engine limitation somewhere. The way I see it, there are 3 problems it could be running into: having too many units, too many groups or something else. I have run a game with 1,000 units and it chugged along at 30FPS (I usually get 40-50). They were split into groups of ten, so that's 100 groups. Everyone shot me (a lot!). Either way, the fix I mentioned earlier (to remove opfor units too far from any blufor units) would fix it I think.... anyone feel like implementing that? :).
  5. Hi Frostiken, I'll try to address your points one by one. This sounds too contextual to be able to check really. I've fought plenty of vehicles and I usually end up fighting the crew, but I don't notice that they are better or worse than normal infantrymen. It's probably more of a tactics thing, I usually get my friend (who is a sniper, with a squad of spotters and snipers) in position when me and my squad take out a vehicle. He can then pop-off the crewmen as they come out the vehicle... it's all about organization ;). Good suggestion. I like the idea of 'upgrading' your armory. Or it upgrading as you gather more AP. The only problem I have with this is, a grenade launcher might be worth more to one player than another. It's hard to balance the 'gifting' of equipment, it's too dependent on gameplay style. Definitely a valid concern. The code looks for flat, open areas to place enemy emplacements and that whole mountain area is pretty much off-limits for that sort of thing. The right hand side of the map just happens to be more flat then the center, or left. I've been thinking of solutions to this for a while but haven't come up with anything great yet. Never noticed that really... Good point tho, the costs of units and squads definitely needs to be reviewed. Thanks for the feedback :)
  6. V.75 has a constant cleanup script running now. Interesting stuff with the tests of the AI guys. It certainly seems to be related to having a lot of AI units on the map. Arma 3's documentation says that there is no limit on groups or group members (although there was in previous games). It certainly sounds like the AI isn't being processed. It also seems to depend on how fast your computer is (better computer = higher amount of AI, makes sense). The way I see it, there is only one fix for this. Remove any opfor units that aren't within 2km of blufor units, then recreate them when a blufor unit gets within 2km. I can't see that causing any gameplay issues myself...
  7. Use the release build. I get all sorts of issues on the dev build (in this and other missions).
  8. That was a bug in an earlier version. Make sure you've got the latest version. Thanks for the reports on the AI not engaging. It is very odd but I am looking into it. I think a new version is coming by the way! :).
  9. How do you know the AI is not engaging each other? Can you see them stood next to each other, or are you going on last-known positions on the map? Will the enemy engage you or do they seem oblivious to everything? Also, is this just for high-command squads or does it happen with your own squad too? As for the fatigue issue, I'm still doubting that this is to do with DUWS. What are you carrying? The fatigue system in Arma is pretty hardcore (weight from gear adds up really quick). When I play as an AT guy (rifle, pistol, AT gun, FAK, ammo, 3 rockets) I find just jogging(or walking up-hill) a few metres will make my guy out of breath. DUWS never touches any players fatigue level, which is why I'm doubting it is related to this mission. I would really appreciate some more detailed bug reports from you guys. I know it's a pain having to report lots of seemingly irrelevant information but it really helps when trying to figure out whats going wrong if I know more information.
  10. That's a good point. I'm gonna go through and tweak our waypoints to always explicitly set a behavior for the group. If they are somehow getting stuck on Careless, then explicitly setting them to Aware of Safe every time should solve it.
  11. I would be hesitant to say anything in DUWS is causing that. It sounds like you've been shot and bandaged yourself. I just want to make a note for anyone who reads this thread. Make sure you are running the stable release version of Arma 3. I've noticed lots of problems in DUWS and in other missions on the dev branch (beta opt-in).
  12. Hi Strider, this is a known bug that's been reported by a few people now. I've put in a fix for something that may have been causing it, but I can't be sure as I haven't actually seen it happen myself. We should have a new version up this weekend that will have my attempt at fixing it in.
  13. Could be a bug, I'll check it out tonight.
  14. Just bumping this. It's easy enough to do on a dedicated server (OnPlayerConnected), but on a normal server, I really can't find a way to run a script when a game is hosted from a save. Savegame works alright, but I have custom variables I want to save and load.
  15. Read through the thread. I've already said I'm working on the high command stuff. My plan is to expose some different waypoints (get in, get out, S&D etc). You can already buy and use off-map artillery. Making it a real squad of MLRS vehicles might be good, but that's definitely at the bottom of the list I think.
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