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bullhorn

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Everything posted by bullhorn

  1. bullhorn

    AI Discussion (dev branch)

    The Matrix was released in 1999, kids today don't even know what it is. :( I agree, vanilla AI's senses need some tweaking...
  2. BattlEye uses whitelists. This means every software must be allowed, otherwise it's impossible to use it in conjunction with Arma 3. This means that EVERYTHING is pretty much blocked... Safe but annoying. So far we know that OpenTrack, TrackIR 4, TeamViewer, TSNotifier, most of ACE3, etc. are blocked. If you have any .dll that gets blocked by BattlEye and you think it shouldn't, please follow these steps: Get the name and version of the software Provide the official download URL to the software Write down why you think it shouldn't be blocked Accurate name of the specific .dll that gets blocked MD5 + SHA-1 hashes of these files Post these hashes in this thread and I'll email BattlEye on a weekly basis with a compiled list. Here's a couple of examples: TSNotifier - (overlay for TeamSpeak for showing players' names in the corner of the screen): 32bit: TSNotifierHookDLL.dll MD5: 410fed9d82f07afbb2a8f823c9514869 SHA1: a772ff4b5419f1e4d6edd7e37b91a14dc0963045 TeamViewer - (useful for troubleshooting or learning from other players) 32bit: tv_w32.dll MD5: 77b96b7ecfbaefacd97076053ba1c4f1 SHA1: 72179361b3f4ca08947bde32a610ba95e16d0148 64bit: tv_w64.dll MD5: cda3a5777e0cf405fbcf79e9d9a940d1 SHA-1: 36f580a1833d1d74acaf40b47474695b90f41042 -EDIT: Now that I think about it, can we really whitelist the entire internet? This seems absurd, there must be a better way. Lets wait for an official reply from BE or BI. :p
  3. TSNotifier is an overlay plugin for TeamSpeak that shows speakers' names in the corner of your screen (similar to TeamSpeak's Overwolf but not as obtrusive and heavy).
  4. bullhorn

    AI Discussion (dev branch)

    That screenshot was taken from Google but we all know and love when AI goes prone and aims at your face while inside buildings. AI really lacks proper behavior inside buildings... I'm guessing AI doesn't even realize it is inside buildings?
  5. Completely the opposite of what happened.. We usually use a locked Event Room channel for only those who are online and made sure to disable hearing dead players.
  6. BE has to whitelist specific .dlls. It also blocks trackir for some, opentrack for everyone, tsnotifier (teamspeak overlay), OBS, possibly FRAPS/Dxtory, all of ACE3 is blocked, etc... It'll probably take a day or two for the .dlls to be whitelisted. ;x
  7. The module seemed to break entirely too. It was loaded with default settings so nobody was moved to event room, dead players could speak to everyone, etc.
  8. TIR works for me but other players who use OpenTrack couldn't load it. BE blocks a LOT of crap it shouldn't be. Maybe rename the thread... TSNotifier (overlay with TS names) doesn't load. OBS has an issue hooking in order to record/stream video unless you use their weird 'Anti-cheat compatibility hooking'. I'm sure it's the same case with other software like FRAPS, Dxtory, etc.
  9. bullhorn

    BattlEye service implementation

    1.46 broke stuff differently. The method of using arma3battleye.exe 0 1 no longer works. Seems like the only way is to either let the game restart or use the vanilla launcher, which is a deal breaker for most communities that use A3S/PWS or other advanced launchers. Also, BE now opens and keeps an unappealing CMD window open when it runs..... -EDIT: Seems like loading the game once via vanilla Launcher fixes the issue... Still using arma3batteleye.exe 1 0 effectively.
  10. Its good that you guys mentioned the FOV issue. I bumped the report and Adam reaknowledged it. :thumbs_up:
  11. Sub'd. I'll have to look deeper into this system considering all the DAC and ASR mentions..
  12. I learned of the unit setUnitPos "UP" command How can I apply it to a specific DAC zone? It can be really useful for a DAC_Behavior where you set AI to enter buildings and stay there for 99999999 time - making CQB a real thing!
  13. That's not the same thing because you can control what mods are allowed on the server but you can't control what config changes people apply in their config files. I'll reopen the ticket and we'll see what's up. :)
  14. Now this is where it's strange. I've never seen GAIA AI lean left/right when behind cover or do some less robotic stance adjustment - which are things that are part of Vanilla. I tested by spawning Zeus AI and MCC GAIA AI and the way they performed these micro actions I mentioned above was WAY different.
  15. bullhorn

    AI Discussion (dev branch)

    AI goes prone extremely often when it goes into combat mode. The worst part is how they just go prone and stay that way inside buildings, it looks reaaaally silly most of the time (a la http://i.imgur.com/JdbavqI.jpg ). I know there's these commands: 2 questions: 1) How do I actually link this command to AI units? Specifically - i use DAC Zones (logic) that spawn AI inside the zones... Can I just link another logic to the zone logic? Or just add this command into the zone's own module settings? 2) Can I make AI toggle between UP and MIDDLE position randomly at some preset interval? It makes sense for AI to stand and/or crouch every once in a while when they're inside buildings.
  16. I reported this and it was closed the same day: http://feedback.arma3.com/view.php?id=23278 Last time I tested, those FOV settings in the config don't change anything when you connect to a server. I never tested it in singleplayer.
  17. You can't change FOV online in Arma.
  18. Didn't work for me. Whenever I set the Forecasted Rain/Lightning to a lower number than the starting Rain/Lightning, it re-set the Forecasted to 85 whether I liked it or not.
  19. Would be cool if you could use keyframes like in video editing software... Set whatever amount of weather 'points in time' to which the weather gradually slides into.
  20. bullhorn

    AI Discussion (dev branch)

    Is there a document/wiki explaining how to create different weapon's firing modes? This sounds awesome!
  21. Why are the mission Weather settings limited to the Forecasted settings? What I mean is this: You can set Rain to 40 and Forecasted Rain to 85 - so as the mission progresses, the rain comes and becomes heavier. You CAN'T set the rain to 85 and Forecasted Rain to 40 - so as the mission starts with rain and slowly clears out. The Forecasted rained is locked at a minimum of 85 in this case... Same for other settings like thunder, etc.
  22. bullhorn

    AI Discussion (dev branch)

    That's a completely different thing... I know that some AI mods like ASR AI3/ACE3 already improves that but I don't know how exactly they achieve this without an official support for changing engagement range. We currently use only x1 scopes because Vanilla/MCC AI never engages beyond 350-400 meters. With ASR/ACE, I'm often engaged from 450-500 meters before I even notice the enemy and I was told that machine gunners sometimes engage from 600-700. But this is less important because you can just do what we do and not use powerful x6-x20 scopes. Making AI challenging at long range (200-500) but not OP at short ranges (under 150) is difficult with the current settings available to us.
  23. bullhorn

    AI Discussion (dev branch)

    From my testing, it feels like each of these settings completely disregard range. It makes it difficult to keep AI dangerous at long range without making it TOO difficult at close range. It would be great if we could have a value that adjusts AI behavior according to range, for example generalRange - Set it above 0.5 and AI becomes exponentially more dangerous at long and longer ranges without modifying them otherwise. Of course, I might be entirely wrong, so let me know. I've been messing around with these values for hours and couldn't find that 'perfect' middle spot I've been searching for. :)
  24. Ah, I was afraid z1 troops will go back to z3 zone because they are shared... But if I don't set any waypoints there it should be fine! Thanks
  25. I'll keep messing around with AI settings... Anyhow, another question. I created a couple of zones (z1 & z2) and I created a zone that has a camp in it (z3) that I want to use to reinforce z1. Here's the first zone: Here's the camp zone: The camp respawns the dead guys but it never sends them to z1. Instead, it looks like 1 group is moving but all other groups get a MOVE command back towards the spawn camp... What did I break? :p
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