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Everything posted by PVT Watt.J
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[WIP] bCombat infantry AI Mod [SP]
PVT Watt.J replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thanks for this release. The videos show some very promising stuff. As a mission-maker, I'm wondering how best to handle working with bCombat. Previously I have used scripts such as UPSMON to handle both combat (react to contact, flanking, etc...) and non-combat (patrol, garrison) behavior. While this mod seems like it will nicely handle combat behavior, I'm wondering how best to handle noncombat behavior. Does UPSMON play nicely with bCombat? I imagine they might conflict as it sounds like they handle some of the same types behavior. Should I stick to manually-defined patrol/garrison waypoints to ensure that bCombat can take full control or are there patrol/garrison scripts that will work nicely with bCombat? -
Big PHYSx compatible ship. LCS 2 technological demonstrator
PVT Watt.J replied to mankyle's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This is groundbreaking. You've invented a new license: Arma Public Ridicule License (APRL) With this licence you are free to adapt (i.e. modify, rework or update) and share (i.e. copy, distribute or transmit) the material under the following conditions: Attribution - You must attribute the material in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the material). Noncommercial - You may not use this material for any commercial purposes. Arma Only - You may not convert or adapt this material to be used in other games than Arma. Author Ridicule - You must accept that author thinks what your are doing with it is terrible and that you should feel bad for doing it. -
ALiVE - Advanced Light Infantry Virtual Environment
PVT Watt.J replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is pathfinding currently linear? In any case, an index of the road network would be useful here. Dijkstra's algorithm could be used at the start of the game to select representative road segments and compute shortest path to other representative road segments. Once you have that, you could do something like: 1. Unit at location A is assigned objective at location B. 2. Check to see if a dry (no water) straight-line path exists between location A and location B (by sampling points along the line and checking surfaceIsWater at intervals). 3. If dry straight line path exists, use that. If no such line exists, find nearest representative point on road network with a dry straight line path (max 3 tries, if none is found use straight line path or cancel objective assignment). 4. Have unit take indexed path from location A to chosen representative point and then take straight line path from representative road segment from to location B. This would tend to (realistically) funnel units along roads for longer trips and would significantly reduce the number of water trips, but it would require some substantial calculations up front. -
AH-64D Apache Longbow for ArmA2 by Nodunit and Franze
PVT Watt.J replied to franze's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I'm wondering what point on the aircraft is used for the LoS? Is it the optics, the pilot's eyes, or the mast-mounted FCR antenna? Ideally for the 114Ls it would be the FCR so that the aircraft can fire from behind defilade as it can IRL. I have no idea if that is actually feasible to change, though. -
AH-64D Apache Longbow for ArmA2 by Nodunit and Franze
PVT Watt.J replied to franze's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
How can I access the heads-up nightvision/FLIR view shown in the link below? Does that work in Arma 3? http://s229.photobucket.com/user/NodUnit/media/PIPT2_zps369f19e7.jpg.html?sort=3&o=9 -
AH-64D Apache Longbow for ArmA2 by Nodunit and Franze
PVT Watt.J replied to franze's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks so much for this Nodunit and Franze. I am using this in Arma 3 now and I find I am unable to consistently access PNVS/TADS. When I hit the optics key, it will zoom in instead of bringing up the camera view. Any ideas? Also, I'm wondering if you have any plans on lowering the center of gravity of the Apache a bit as it is currently leading to some unusual maneuvering and making the helicopter behave very unusually when on the ground. Thanks! -
ALiVE - Advanced Light Infantry Virtual Environment
PVT Watt.J replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thank you for this mod, it does some pretty amazing stuff. I'm having some major issues with the way vehicles are being placed down, however. Much of the time they explode immediately upon being spawned! Have I set something up correctly or are there some major bugs in how vehicles are placed down (whether the elevation is wrong, or the chosen spots are occupied, or vehicles are spawned on to of one another...). Any ideas? -
AH-64D Apache Longbow for ArmA2 by Nodunit and Franze
PVT Watt.J replied to franze's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi WMKS, I would greatly appreciate some instructions on how you got it (mostly) working in A3. -
Thanks for this Azroul. I will try out 6.0.4 and I look forward to the next version. These changes are much appreciated. I continue to get excellent results with UPSMON. Here are a few additional suggestions which might make this even better: 1. Set max distance to call for reinforcements/artillery on group level (passed as a parameter when adding unit). 2. Set max distance to respond to reinforcements/arty targets on group level (passed as a parameter when adding unit). 3. Have functions so that 1 and 2 can be altered at runtime (so it would be possible to reduce radio range of units in an area if nearby radio tower is destroyed). 4. Better support for Motorized/mechanized/airmobile infantry (pass group of crew for transport vehicle as an argument, transport vehicle follows/supports infantry, infantry will always use that vehicle for transport if waypoint is far).
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Tutorial: Installation & Configuration of ArmA3 Dedicated Server
PVT Watt.J replied to terox's topic in ARMA 3 - SERVERS & ADMINISTRATION
I am trying to run an Arma 3 dedicated server on one computer on my network and use the other computer as a client. When doing this, I am unable to connect to that server. Using the same settings, however, I am able to connect to my dedicated server when I use the SAME computer as the client. Windows firewall is not a factor as both computers have it disabled. Any ideas? -
Thanks for your help, glad to see I am not going crazy (yet). Could you point me to where that workaround is described? I looked back many pages and did not find it (though perhaps I missed it).
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Lags A Consequence Of Having A Populated Mission - Measures To Reduce It?
PVT Watt.J replied to infiltrator_2k's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I believe that this has already been mentioned in this thread. Of course that proposed solution only works for a linear mission design. For something more dynamic, unit caching would have to be added. -
Lags A Consequence Of Having A Populated Mission - Measures To Reduce It?
PVT Watt.J replied to infiltrator_2k's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you for this. I am very curious about the limits of performance with HC. Do you have a sense of how far you can push this in terms of the number of AI units on field at a time? I'm working on a dynamic war mission which will push the effective AI population of Altis (Enemies, civilians) above 1,000. Unit caching is perfectly capable of this under ideal circumstances, but in certain cases unit caching provides no advantages (such as in cases of large numbers of players scattered over the map. Is headless client something that can 500+ units, each in groups running AI scripts such as UPSMON? -
Hi Azroul, Thanks for your work on this script. I have been using it to great effect in the dynamic war mission I am working on. It has worked great not only with infantry patrolling towns, but also with vehicles on non-urban patrol routes (using the nowp arguments). Thanks to this, now all of my enemies are capable of calling for reinforcements, providing others with reinforcements, and calling for artillery. I do have a couple of questions about the current behavior: -Fortify: Units don't seem to take up the best positions in buildings. With 6.0.3, I still get men looking through boarded-up windows. Zoliya's script seems to handle the choice of building positions very well, so perhaps there is something to learn from that:http://www.armaholic.com/page.php?id=17678 -Ambush: With this argument, I get units which raise and lower their weapons repeatedly. Any idea why? Also, may I suggest a new patrol mode which has groups search all buildings in sequence? This would be tremendously useful for me as I need AI that is capable of reliably clearing an area of players/AI. As it stands right now, an enemy hiding in a building might not be found at all and the battle will never actually end without human intervention. Thanks, Shadow
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Altis Alliance dynamic campaign (Jagged Alliance themed tribute) pop-up GUI?
PVT Watt.J replied to Wilson_B's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've been playing around in the mission editor here and there since Alpha. Beyond that I have some general experience in modding and coding. My steam ID is mikemcmahon08. Add me sometime and we talk about what we've done so far, what our goals are and whether it would be useful to work together. -
Altis Alliance dynamic campaign (Jagged Alliance themed tribute) pop-up GUI?
PVT Watt.J replied to Wilson_B's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oddly I have been working on the same idea, though it looks like you are much farther along than I am. So far I've just been working on setting up garrisons for the various towns in Altis using EOS.