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Everything posted by Romanze
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commanding All-in-One Single-Player Project
Romanze replied to Leopard20's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So there is no adjustable dynamic range. It's center of mass && || eye true or false. Maybe possible to turn this off and create a new spotting mechanism. Maybe by noting the players stance + camo + surrounding foliage/objects, then when the enemy can take that calculation into account when you're within visual range. Can a player be detected while standing on grass perhaps? My other issue is when enemy AI are running they stop aim and shoot with super accuracy. We all know as a player we have to catch our breath because our reticle is all over the place. -
commanding All-in-One Single-Player Project
Romanze replied to Leopard20's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there a way when editing the spotting portion of the AI to make it have to see a percentage of the players body. With foliage they can see you through a small crack in the trees or bushes. This is a big problem. -
commanding All-in-One Single-Player Project
Romanze replied to Leopard20's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So they can still see you very easy, it's just that their accuracy depends on your cover? -
commanding All-in-One Single-Player Project
Romanze replied to Leopard20's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I noticed a lot of attention has been placed on path finding and Friendly AI formations. Maybe I missed it, but have you put any work into enemy AI accuracy? For me that is the main problem with AI in Arma 3. They can spot you in full camo in a small crack of foliage an then head shot you you first try. I am getting back in Arma 3, and I am planning on making my Mod into a single player one now where you fight AI. That is why I have taken interest in your mod. Thanks for your reply. -
Random teleporting to ground while flying
Romanze replied to Romanze's topic in ARMA 3 - TROUBLESHOOTING
This would happen with only myself and a friend on the server. Is there a way to measure server health to check for bottle necks? -
I am hosting a dedicated server on a laptop i3 8gb ram. Hosting kp liberation mission using about 5 gb of ram. Ethernet connection, 900mbps up 800mbps down. On another computer I am playing on that server. Also Ethernet 16gb ram i7. When I fly around the map I sometimes get teleported to the ground right beneith where I was flying. Sometimes leading to a wreck or sometimes I am able to get out with a jet or heli whitw sitting on the side of the mountain. I cannot figure out what is causing this. It's very random. I initially thought ram, but I am using 5/8gb on the server including windows. I can't imagine network because I am connected via lan.
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AWESome : Aerial Warfare Enhanced Somehow
Romanze replied to Park.M's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm a pilot IRL and I was always bothered that you can land in any direction with no xwind or tail wind. So, this is right up alley. I'll have to get this when i get on. Thanks.- 29 replies
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I set up a test mission where I let an AI shoot me until I am incapacitated, triggering the revive system. I used: _yo = lifeState player; hint _yo; //returns "INCAPACITATED". So then I run: player setUnconscious false; player setDamage 0; My guy gets up and I run: _yo = lifeState player; hint _yo; //returns "HEALTHY". Only problem is the bleed out effect is still on and it goes until I bleed out. Is there a function to stop this?
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I am having trouble getting a script to work. ["script1.sqf", "BIS_fnc_execVM", true, false, true] call BIS_fnc_MP; ["script2.sqf", "BIS_fnc_execVM", true, false, true] call BIS_fnc_MP; When script1 is called script 2 doesnt wait for it to finish, so they run at the same time. The code starts out in an initServer.sqf then ran with an execVM function. The way I understood it, is that since its spawned the sleeps and waitUntils should work. Also when a script is called, it has to finish running before the preceding code continues. I have read the wikis on scheduled environments, call, spawn, execVM. I have also googled this issue, but i'm afraid I may be misunderstanding this.
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Just to update you, I could not get it to work. After going through the code again I realized one " ( " was missing. At this point, I found another way to handle my JIP players so I removed that timeout code. I want to say thank you very much for helping me out. I start to lose hope when I cant figure things out and you reestablished hope for me, so Thank you. I'll PM you what I am creating when i'm done.
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If you have an Android, I use the app "920 Text Editor". It's great for writing code on your phone. I will try this code out in a few minutes and get back to you. Thank you for your help.
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Like this? private _convert = { params ["_num"]; _num / 1000; }; private _start = [diag_tickTime] call _convert; private _dif = { params ["_num1", "_num2"]; abs (_num1 - _num2); }; private _timeOut = 30; waitUntil { _thing = [diag_tickTime] call _convert; _thing2 = [_start, _thing] call _dif; (count allPlayers select {_x getVariable ["resetDone", false]}) isEqualTo (count allPlayers)) || _thing2 >= _timeOut; }; I guess before it wasn't converting the _start from milliseconds to seconds right?
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I'm not sure diag_TickTime will work because it's the time since the game started. Seeing that these Scripts are used over and over, it will always be true after 30 seconds.
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So, looks like i'll need this. Tell me what you think. On the server side: execVM "scripts\scriptpauseTimer.sqf";//all it is in here is sleep 30; forceNext = true; publicVariable "forceNext"; waitUntil { count (allPlayers select {_x getVariable ["resetDone",false]}) isEqualTo (count allPlayers) || forceNext; }; {_x setVariable ["resetDone",nil,true];} forEach allPlayers; forceNext = false; publicVariable "forceNext"; or maybe: _timeOut = 0; waitUntil { (while {_timeout <= 30} do { _timeout = _timeout + 1; sleep 1; }; exitWith { forceNext = true; }; ) count (allPlayers select {_x getVariable ["resetDone",false]}) isEqualTo (count allPlayers) || forceNext; }; Would that suffice? Just trying here, i'm a newb.
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UAV can only be called one time, black screen
Romanze replied to fortun's topic in ARMA 3 - MISSION EDITING & SCRIPTING
All I can say is i'm having the same issue. 0 = [getMarkerPos "taskArea", "Next Round Starting...",110,50,-90,1,[],0] spawn BIS_fnc_establishingShot; Next time that runs... black screen. -
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Okay testing now. Thank you for your help. I will edit this post with an update. Edit: It worked for the first iteration. There are rounds that are repeated. After the first iteration, the the waitUntils no longer work. I have for the end of Script1: player setVariable ["deciderDone",true,true]; and the beginning of Script2: waitUntil {count (allPlayers select {_x getVariable ["deciderDone",false]}) isEqualTo (count allPlayers)}; player setVariable ["deciderDone",nil,true]; As I said seems to work the first time around, but after that its chaos ;-)
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These 2 scripts are repeated an infinite amount of times. Is there a way to clear the variables from the players?
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Ah okay point taken. Thank you.
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Great idea Thank you!
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Can I use this with ["script1", "BIS_fnc_execVM", true, false, true] call BIS_fnc_MP;? I need script1.sqf to be run on all clients and script 2 to be run on server only. Thats why I was hesitant to use scriptDone. The examples I saw were used with execVM, and unfortunately I have to use BIS_fnc_VM for MP purposes.
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In my case, I do know when its going to finish. Non of my scripts are long, or able to be paused. For instance, script1 may be a music track with a sleep timer for the duration of the song. So in that case, I would want script1 to run then when finished script2 to run. I need script 2 to wait for 1 to be finished in order to proceed. I will try the BIS_fnc_spawn. Thank you.
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Laws of War DLC Playable Content (Campaign / Showcases / Time Trials)
Romanze replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Thank you for clearing this up. I thought I was overseeing something. I was looking in the controls keybinding for ways to surrender and stuff :-) . So it's included for mod support. Am I correct? -
Laws of War DLC Playable Content (Campaign / Showcases / Time Trials)
Romanze replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
And that is what I'm am so confused about. The showcase goes on and on about being humane with injured or incapacitated enemies, but there is no way to put them in those states. So how are we supposed to be humane? Why is there laws in the field manual and what happens if we break the? -
Laws of War DLC Playable Content (Campaign / Showcases / Time Trials)
Romanze replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Ok so my next question would be, if your in a fire fight with an enemy ai, how do you get them to drop their gun on the ground?