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LowFlyZone

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Posts posted by LowFlyZone


  1. Friend are you sure you aren't using any other addon?

    bcombat (afaik) has totally nothing to do with damage modifiers.

    Please check again your command line and/or bcombat's folder for some misplaced (from other mods) .pbo's

    Double checked again, ran a test with latest bCombat v0.15 and the latest CBA downloads and it still happens, units are invincible to arty fire including MLRS and cluster mines, they seem to all take damage with blood on clothing but they never die, even after multiple hits and flying through the air. If I run without CBA the problem goes away, but it's a requirement for bCombat. If I remove bCombat and just run CBA the problem goes away, so it must be bCombat or the bCombat/CBA combination.

    It's actually quite hilarious watching 4 squads of CSAT all go blood red, flying through the air but still surviving every arty hit.


  2. I've come across a problem, AI units are pretty much invincible to Artillery strikes. I noticed this in two missions then set up a test with the support module in the editor, same story, then I disabled bCombat and voila, back to normal. Even if multiple MLRS rounds land ontop of them, they just seem to bleed a little but not die.

    Please fix this because it's ruining the game for me when I actually need arty strikes to reduce enemy size. Maybe it's a damaged event handler that I think is being used on all the units, since in the config you can define a damage multiplier (I don't use/touch it)...

    ---------- Post added at 10:34 ---------- Previous post was at 10:22 ----------

    @Fabrizio..

    I m testing this with Rydygier's Pilgrimage mission.

    (*I m not running other AI behavior mods)

    To be honest..i was (negatively)surprised when i tried to take by surprise 3 enemy AI's sitting around a campfire.

    It was nearly impossible.

    In a time frame of 3-5 seconds-most of the times the 3rd person could get me with sniper's precision.

    No..i like the AI as a formidable opponent but as a suggestion..maybe there should be a more

    obvious penalty on reaction times/precision when AI is attacked by surprise.

    I noticed this a lot while I was finishing up the Adapt episode, or playing some other random missions. I'm yet to test vanilla AI properly since the last stable patch but with every patch bCombats behaviour changes a little with the default AI changes in the game. There was a time where I felt that the AI would no longer be able to turn around and land one between my eyes at almost any range, sadly that seems to be back with a vengeance.

    For one thing, if the enemy are in combat mode kneeling, standing, or lying in a compound behind a wall 10-30m away from you, and you peek around the wall, they will instantly have line of sight even if they are facing the opposite direction, turn around and shoot you fakt up. Not sure if this was more bCombat or vanilla AI fault, will have to test it out later because I've had enough of this problem.

    I guess it's the way the game/bCombat makes AI units aware of your presence via knowsAbout, it's like a magic radar. These problems are very bad with the AI's first shot or two, they are deadly accurate, after that they receive some spread. As I said earlier, at some point between game patches and bCombat versions this problem seemed largely gone, but it's back.


  3. I've barely used eventhandlers myself yet, but from what I've understood is that if you use multiple onEachFrames added as a stacked event handler via BIS_fnc_addStackedEventHandler it creates only one instance of the handler, and adds everything as function calls in that one instance of the event handler.

    If you use them none-stacked, ie not via BIS_fnc_addStackedEventHandler, then it creates a new instance of each event handler. I guess it affects performance among other things I don't know or understand yet.


  4. A trigger ;)

    A waituntill will execute only once when it's condition is met unless it's inside a loop or the script is called again. If you want anything to run only while it's needed in the mission then you need to add another "if" and break out of the loop when the condition is met, such as a boolean set to true when an objective is complete...

    Checking a condition once per frame is more resource intensive but if you need it then use onEachFrame https://community.bistudio.com/wiki/onEachFrame and/or stacked event handlers. This would run in the core none-scheduled environment btw.

    Generally you should use triggers (none-scheduled environment) or loops/waitUntils with sleeps (scheduled environment) where you can, to save cpu ponies and allow other scheduled stuff to breath.

    ---------- Post added at 20:22 ---------- Previous post was at 20:21 ----------

    EDIT: Does the "rule" of the no brackets needed when there's only one string of code after the condition/loop apply to Arma?

    Nope..


  5. Does anyone know how to add the big boat in a mission, the boat from "Within Reach" in the Adapt episode? (You know that foggy sneak past 1 billion enemy units to link up with Miller at the Dingy's mission...) You can see it chilling not to far off the coast and I assume it does the main haul to Stratis for your squad.

    :confused:

    ---------- Post added at 16:59 ---------- Previous post was at 15:16 ----------

    Nvm sorry, I checked again and realised it's the Trawler available from the Editor.


  6. In Adapt, the mission "Attention Defecit" where you need to create a distraction (Ala Night Showcase), are you supposed to have a team? Miller and Kerry make multiple references to "Your team", or "We" and whatever in the beginning of the mission. I actualy quit to come ask this question because I'm on my own with no team as in the Showcase version of the mission...

    Seems like BI really screwed up the dialogue here if I'm supposed to act alone.


  7. I made a workaround for the Singleplayer Saving problem. I just replaced the missing Dependencies with a dummy file without editing any of your files. It`s just a little hack and is missing a key file but it works good enough for me. I am not allowed to post links at the moment but you can send me a pm at any time.

    I was just about to ask why saving doesn't work with this mod, really had no idea! If this can solve our problem it would make me so happy, already kinda scrapped some of my missions because they desperately needed saving ability. :yay:

    Now I just need to figure out exactly what other addons I have installed also cause this problem, so frustrating!


  8. Updated to v1.1, changelog in 1st post. Give me some maps guys (and links to newest version if ya could) that you would want to see in the Arma 3.

    All the maps ever :yay:

    ...Just kidding, most of them would be fine ;)

    Here's my shopping list:

    Aliabad-Region >> http://www.armaholic.com/page.php?id=16711

    Lazer-Kat Valley >> http://www.armaholic.com/page.php?id=15840

    SAP Everon >> http://www.armaholic.com/page.php?id=7913 (I like this version the most)

    Something Palms >> http://www.armaholic.com/page.php?id=17522 (huge US military testing map)

    Bush's Geotypical Microterrains - Carraigdubh, CO. Leitrim >> http://www.armaholic.com/page.php?id=16435 (stunning map)

    Reshmaan Province >> http://www.armaholic.com/page.php?id=17246

    El Tora Bora >> http://www.armaholic.com/page.php?id=12969

    Napf Island >> http://www.armaholic.com/page.php?id=17088

    I know some already kinda work but would be nice to have them configed properly and with icons. :)


  9. Really enjoyed the Apache but the Black Hawks AND Hueys have terrible sound, from the Ghosthawk I believe which is not right, please change that or use A2 sounds if you can! :(

    The Venom Huey (yoo-ee) has very heavy handling and the old school Huey still has terrible handling from when the dinosaurs roamed, never played a mod with decent handling for these, they can usually backflip 50 times faster than you can blink but now yours can side-roll at the same rate instead. :p

    Lastly, the Cobra has very low-res cockpit textures.


  10. Nice script, had some fun playing with it. I noticed dive bombing and slower speeds are best for accuracy.

    One issue tho, sometimes the CCIP on screen display starts to flicker then it dissapears. Seems to be worse on some maps because in Takistan I could not get it to work for longer than 5 seconds but on Stratis it works 90% of the time, only on occasion will it flicker and go away.


  11. What about MP ? I know there is a bug where , when changing uniforms , you have weird issues in MP like empty vest or soldiers in underwear

    do you tried to make custom setup for MP too ? if yes what scripts you use to load the setup when mission start and on respawn ?

    I don't multiplay much at all (really unreliable connection sometimes) so ddn't even think about that but when I have time again soon I'll make a respawn friendly version. I know it's possible to do, probably even quite easy. It would entail having the gear pasted in an SQF file that refers to each unit that uses it for custom gear initialization that can run when the units respawn. Hopefully I can work around the MP bugs if there any using this method.

    Glad you guys find it useful, for me it's the best way to customize gear instead of using overcomplex and/or none ingame methods. Wish BIS put some more thought into in game GUI customization for this stuff, it's such a critical part of making missions.


  12. /*
    This script will allow you to copy to clipboard the current gear of any unit, allowing you to paste it in the init box of another unit in the editor, or use it in another script to equip a unit.
    It is mainly for customizing your gear using ammo crates or VAS and then being able to use the custom loadout easily in a mission on any unit. All gear and attachments will be in the correct slots!
    
    Execute on any unit via init/trigger/other script, replacing [this] with [unitName] or [player] if needed:
    
    nul = [this] execVM "copyUnitGearToClipboard.sqf";
    nul = [player] execVM "copyUnitGearToClipboard.sqf";
    nul = [unit1] execVM "copyUnitGearToClipboard.sqf";
    
    When it executes a hint will be displayed showing the output and it is also copied to clipboard for you to paste somewhere else.
    
    !!!***Thank you to NeoArmageddon for the permission to share this, basically most of the working code is his. All I did was modify it to copy to clipboard instead of copying to another unit. I also had to script alternative methods for some things because it doesn't work the same as directly copying the gear to another unit in game as the original script does***!!!
    
    Modified from the original Script found at http://forums.bistudio.com/showthread.php?169876-Script-Copy-a-units-loadout
    Author: NeoArmageddon
    Website: www.modfact.net
    */
    	private["_unit","_weapons","_assigned_items","_primary","_array","_blacklist","_gearText","_headGear","_vest","_uniform","_backpack","_goggles", "_handgun"];
    
    	_unit = [_this,0,objnull,[objnull]] call bis_fnc_param;
    	_gearText = "";
    	//_primary = primaryWeapon _unit; //not used as variable
    	//_weapons = weaponsItems _unit; //not used as variable
    	//_handgun = handgunWeapon _unit; //not used as variable
    	_headGear = "";
    	_vest = "";
    	_uniform = "";
    	_backpack = "";
    	_goggles = "";
    
    	_gearText = _gearText + "removeAllWeapons this; ";
    	_gearText = _gearText + "removeAllAssignedItems this; ";
    	_gearText = _gearText + "removeAllContainers this; ";
    	_gearText = _gearText + "removeHeadgear this; ";
    	_gearText = _gearText + "removeGoggles this; ";
    
    	if((headgear _unit)!="") then {
    		_headGear = headgear _unit;
    		_gearText = _gearText + format ["this addHeadgear '%1'; ", _headGear];
    	};
    	if((goggles _unit)!="") then {
    		_goggles = goggles _unit;
    		_gearText = _gearText + format ["this addGoggles '%1'; ", _goggles];
    	};
    	if((uniform _unit)!="") then {
    		_uniform = uniform _unit;
    		_gearText = _gearText + format ["this addUniform '%1'; ", _uniform];
    	};
    	if((vest _unit)!="") then {
    		_vest = vest _unit;
    		_gearText = _gearText + format ["this addVest '%1'; ", _vest];
    	};
    	if((backpack _unit)!="") then {
    		_backpack = backpack _unit;
    		_gearText = _gearText + format ["this addBackPack '%1'; ", _backpack];
    	};
    
    	//_blacklist = ["Rangefinder","Binocular"]; //binoculars and rangefinders don't get copied!
    	_blacklist = [""];
    	{
    		if((_x select 0)!="" && !((_x select 0) in _blacklist)) then {
    			//This will get the current loaded magazine in the weapon
    			if(count(_x)>4) then {
    				//_gearText = _gearText + format ["this addmagazine '%1'; ", [(_x select 4) select 0,(_x select 4) select 1]]; //weapon starts with no magazine!
    				_gearText = _gearText + format ["this addmagazine '%1'; ", ((_x select 4) select 0)];
    			};
    			if(count(_x)>5) then {
    				//_gearText = _gearText + format ["this addmagazine '%1'; ", [(_x select 5) select 0,(_x select 5) select 1]]; //weapon starts with no magazine!
    				_gearText = _gearText + format ["this addmagazine '%1'; ", ((_x select 5) select 0)];
    			};
    			if((_x select 0) != "")then{_gearText = _gearText + format ["this addweapon '%1'; ", (_x select 0)];};
    			//if((_x select 1) != "")then{_gearText = _gearText + format ["this linkItem '%1'; ", (_x select 1)];}; //does not add the attachment
    			//if((_x select 2) != "")then{_gearText = _gearText + format ["this linkItem '%1'; ", (_x select 2)];}; //does not add the attachment
    			//if((_x select 3) != "")then{_gearText = _gearText + format ["this linkItem '%1'; ", (_x select 3)];}; //does not add the attachment
    		};
    	} foreach (weaponsItems _unit);
    	//Now the attachments get added!
    	{
    		if(_x != "") then{_gearText = _gearText + format ["this addPrimaryWeaponItem '%1'; ", _x];};
    	} foreach (primaryWeaponItems _unit);
    
    	{
    		if(_x != "") then{_gearText = _gearText + format ["this addHandgunItem '%1'; ", _x];};
    	} foreach (handgunItems _unit);
    
    	_array = getItemCargo uniformContainer _unit;
    	if(count(_array)>0) then {
    		{
    			for[{_i=0},{_i<((_array) select 1) select _forEachIndex},{_i=_i+1}] do {
    				_gearText = _gearText + format ["this addItemToUniform '%1'; ", _x];
    			};
    		} foreach ((_array) select 0);
    	};
    
    	_array = getMagazineCargo uniformContainer _unit;
    	if(count(_array)>0) then {
    		{
    			for[{_i=0},{_i<((_array) select 1) select _forEachIndex},{_i=_i+1}] do {
    				_gearText = _gearText + format ["this addItemToUniform '%1'; ", _x];
    			};
    		} foreach ((_array) select 0);
    	};
    
    	_array = getWeaponCargo uniformContainer _unit;
    	if(count(_array)>0) then {
    		{
    			for[{_i=0},{_i<((_array) select 1) select _forEachIndex},{_i=_i+1}] do {
    				_gearText = _gearText + format ["this addItemToUniform '%1'; ", _x];
    			};
    		} foreach ((_array) select 0);
    	};
    
    	_array = getItemCargo vestContainer _unit;
    	if(count(_array)>0) then {
    		{
    			for[{_i=0},{_i<((_array) select 1) select _forEachIndex},{_i=_i+1}] do {
    				_gearText = _gearText + format ["this addItemToVest '%1'; ", _x];
    			};
    		} foreach ((_array) select 0);
    	};
    
    	_array = getMagazineCargo vestContainer _unit;
    	if(count(_array)>0) then {
    		{
    			for[{_i=0},{_i<((_array) select 1) select _forEachIndex},{_i=_i+1}] do {
    				_gearText = _gearText + format ["this addItemToVest '%1'; ", _x];
    			};
    		} foreach ((_array) select 0);
    	};
    
    	_array = getWeaponCargo vestContainer _unit;
    	if(count(_array)>0) then {
    		{
    			for[{_i=0},{_i<((_array) select 1) select _forEachIndex},{_i=_i+1}] do {
    				_gearText = _gearText + format ["this addItemToBackpack '%1'; ", _x]; ///////WEIRD?????\\\\\\\\\\
    			};
    		} foreach ((_array) select 0);
    	};
    
    	_array = getItemCargo backpackContainer _unit;
    	if(count(_array)>0) then {
    		{
    			for[{_i=0},{_i<((_array) select 1) select _forEachIndex},{_i=_i+1}] do {
    				_gearText = _gearText + format ["this addItemToBackpack '%1'; ", _x];
    			};
    		} foreach ((_array) select 0);
    	};
    
    	_array = getMagazineCargo backpackContainer _unit;
    	if(count(_array)>0) then {
    		{
    			for[{_i=0},{_i<((_array) select 1) select _forEachIndex},{_i=_i+1}] do {
    				_gearText = _gearText + format ["this addItemToBackpack '%1'; ", _x];
    			};
    		} foreach ((_array) select 0);
    	};
    
    	_array = getWeaponCargo backpackContainer _unit;
    	if(count(_array)>0) then {
    		{
    			for[{_i=0},{_i<((_array) select 1) select _forEachIndex},{_i=_i+1}] do {
    				_gearText = _gearText + format ["this addItemToBackpack '%1'; ", _x];
    			};
    		} foreach ((_array) select 0);
    	};
    
    	{
    		_gearText = _gearText + format ["this linkItem '%1'; ", _x];
    	} foreach assignedItems _unit;
    
    	copyToClipboard _gearText;
    	sleep 1;
    	hint _gearText;


  13. Thank you for this, it will go down well with creating loadouts for my singleplayer missions. :)

    I've been getting tired of the havoc of manually coding in new loadouts, LEA is too complicated for me in Arma 3 and I wanted a script I could use to copy a loadout after I custom equip my unit using VAS and/or other ammo boxes. I like equiping my unit in game with the visual aspect of it, easily testing weapons and getting a feel etc.


  14. I don't care how it's packaged and just because it has weapons doesn't mean you have to use them, and I see no problem with bringing over some classic standard weapons that BI released for ArmA 2, which is what this mod is about (legacy content)... I think this is one of the most anticipated mods, at least for me personally, which goes a long way into bringing back some classic content and luckily there are plenty of infantry related mods out there already to go along with these much needed vehicles.

    I think instead of blatantly questioning and making clever statements on how and why a modder puts together his mod, rather sit back, relax and be more greatfull for the content a modder such a Alduric has provided/ported over (with quality) to ArmA 3. He made his statement on how he is packaging it so deal with it, he ddn't ask for your suggestions and it's not a serious problem to warrant a change of course.

    The problem isn't the criticism/questioning so much as the attitude that sometimes goes with it, people act entitled and you can see it by the sheer amount if BI bashing that sometimes goes on and I sometimes (sadly) see it being swung towards modders who are the backbone of this series. But I guess we can bare in mind that there's different cultured people on these forums who carry over thoughts/words/ideas differently to others, much like in real life with actual human contact. :803: eek


  15. I've just noticed an issue when running bCombat v0.15 on latest stable release of Arma 3. When placing AI units near a campfire they go into prone position, move them further away and they're fine. They ignore behaviour "SAFE" and the unit action ["sitDown", targetUnit] command.

    Upon further testing I noticed that even units that move/patrol past a campfire will go into prone position and crawl their way, it seems the affected radius is about 10-20 meters.

    Without bCombat I got 99 problems and this aint one. ;)

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