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Fluit

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Posts posted by Fluit


  1. Hey Tankbuster, did you ever resolve this issue?

    I have the same problem with DEP on a Linux server. You are using DEP in your mission too, so I recon you ran into the same problem?

    I know that directory separators are different for Windows (\) and Linux (/), but I would expect the game engine to handle this.


  2. I'm having troubles loading the single player campaign.

    After clicking "PLAY SOLO" I end up on an empty role assignment screen, unable to select a side or role.

    After clicking "OK" I get the message "No player assigned!"

    I have already verified my files in steam.

    • Like 1

  3. 3 hours ago, Nikopol said:

    Hello, me again.

     

    I tried to put the AAF as the AI enemy faction on a Patrol ops Nato

    In patrol ops configuration.hpp

     

    I changed;

    PO3_side_1 = [ west, "BLU_F", "NATO" ];        // Player Side
    PO3_side_2 = [ east, "OPF_F", "CSAT" ];        // Player Side 2 (TvT)
    PO3_side_3 = [ guer, "IND_F", "AAF" ];        // AI Side (Tasks and Ambient)

    But it doesn't work. Error undefined variable for guer, no task is launching.  I tried also independent and resistance on the first entry instead of guer

    independent is the correct side for AAF


  4. The vehicle you look at while in the garage are local and visible only to you. My script (posted above) immediately spawns the actual vehicle visible to everyone when you close the garage interface.

     

    I did encounter a bug where the Blufor (maybe the Opfor too) VTOL wouldn't be spawned correctly, and the player who 'spawned' it would float through the air ('piloting'). The Caesar spawned just fine, so I don't know if it's actually a DLC-related issue or not.

    Thanks for your reply.

    The problem is not the vehicle in the garage but rather after you spawn it and start driving around in it.

    At that moment the vehicles is still local to the player that spawned it.

    Are you saying your script fixes this?


  5. Does ACRE2 plan on having built in radios for vehicles? Its one of the major issues with deciding on ACRE or TFAR (And I really love ACRE).

    If this is the only point of discussion, I'd say go for ACRE.

    What do you use most, direct speech or radio?

    We use direct speech 90% of the time, only important messages are said over the radio.

    ACRE's direct speech is 1000x better than TFAR's.


  6. I just started playing the campaign for the first time ever.

    I noticed the tasks are not correctly saved when you save your game.

    After loading your save, you spawn on the battlefield without objectives.

    This only happens when you restart the game before you reload your save.

    I don't know if this problem only occurs on version 1.60 because I've never played the campaign on earlier versions.

     

    Steps to reproduce:

    1. Play a random mission from the campaign

    2. Save the game

    3. Shut down the game

    4. Restart the game

    5. Resume the campaign


  7. I don't see the point in having a dev branch if the stable branch is being used for testing and bug fixing.

    All the regular players that paid money for a finished game (not an early access game) have to suffer for this.

    For me it doesn't matter anyway, my community died after the previous big update and I haven't touched the game ever since.


  8. Fuel depletion for vehicles needed.

     

    As it is now, hardly any use for fuel trucks which is sad it's not incorporated into the base vanilla game.  You can drive forever and never need fuel.

    Our mission runs for weeks, so we do need the fuel truck sometimes.

    Obviously we don't need it now because the server can't stay up for more than an hour now...

    Also our group completely stopped playing Arma because of this.


  9. So what exactly is the purpose of this? (Arsenal has a built in export button). This just seems like an extra un-needed step in getting a loadout exported.

     

    (I'm not trying to step on you or anything, just wondering if it has any additional functionality other than what you said)

    It started out as something I needed for my missions and I figured to throw it out here for people to adjust to their own needs.

    The main difference is that you can specify the name of unit in the init.sqf file.

    Also this script doesn't change your character's identity.


  10. Scripted Gear Automator
    What does it do?
    This little mission / script aims to help mission devs with dressing up their units.
    The result is a piece of code that can be used to fully kit out friendly and enemy units.
     
    How does it work?
    Simply start this mission in the editor and use the Arsenal on the box in front of you.
    When you’re done creating your ultimate badass simply scroll your mouse and select the “Copy to clipboard†option.
    BLAM! Your code is ready to be put into your mission script!
     
    Where can I get it?
    DOWNLOAD
    OR
    news_download_a3_3.png


  11. No luck so far. I've tried placing an BLUFOR Rifleman (local to HC) on the Stratis airfield and shooting at it from the nearby hill using the OPFOR Recon Marksman and the AI reacted to the bullet impacts.

    Could you please create some repro mission, ideally with as few units as possible, so we're checking the same environment?

    Thanks a lot!

    I think the AI needs to be spawned via script on the HC rather than placed in the editor.

    This is how I spawn my units:

    _unit = _group createUnit [_type, _pos, [], 0, "NONE"];


  12. Definitely confirm this.

    With server + HC, the AI ignore rounds landing close to them. With a standard server client, the AI goes active when round land nearby.

    This can best be tested when firing at the AI from a great distance (500+ meters).

    It is only when you are more or less outside the spotting distance they will ignore all rounds impacting at their feet.

    When standing too close the AI do react (probably because they can then hear/see you).


  13. http://feedback.arma3.com/view.php?id=19829

    http://feedback.arma3.com/view.php?id=22741

    ---------- Post added at 11:29 AM ---------- Previous post was at 11:27 AM ----------

    You are incorrect; this warning has been in ACRE2 since public release - downgrading is just "making it go away" because you are restarting your mission, and coincidentally not hitting the bug yet. It is not removing the error or changing anything to do with it. Downgrading is having no affect on the warning occurring or not, you will still get it.

    We never had this message pop up while using 560. Our mission runs for days, sometimes weeks on this version. I get that it's an arma bug that needs fixing, but flashing it constantly on screen after we've worked for hours to clear a route to our objective is not going to fix the problem. This will only result in people reverting to a version without the message, like we did, or people searching other solutions for radio's.


  14. What do you mean, it "does not work" ? How are you testing? What do you mean? How is it exhibited? Where are you seeing it? Are you expecting AI to shoot at you instantly when they hear you? If so, that is not the case.

    Current ACRE weighted Reveal

    		private["_distance", "_rand", "_curChance", "_finalChance", "_curWeight"];
    		// Scale revealing to be a better and better chance over time
    		// and based on distance
    		_distance = _curUnit distance player;
    		_curWeight = _curUnit getVariable[QGVAR(speakingReveal), 0];
    
    		_rand = floor(random (_distance ) ) * 0.1;
    		_chance = 1.0 / sqrt ((_distance - 0.001) ^ 3);
    		_finalChance = _chance - (_curWeight * 0.025);
    
    		TRACE_6("", _curUnit, _distance, _rand, _chance, _finalChance, _curWeight);
    		if(_rand > _finalChance) then {
    			TRACE_2("REVEAL!", _curUnit, player);
    			_hasRevealed = _curUnit getVariable[QGVAR(hasRevealed), false];
    			if(!_hasRevealed) then {
    				_curUnit setVariable[QGVAR(hasRevealed), true, false];
    				["acre_onRevealUnit", [player, _curUnit, [_finalChance, _chance], ACRE_REVEAL_AMOUNT ] ] call CALLSTACK(LIB_fnc_globalEvent);
    			};
    		};
    		_curUnit setVariable[QGVAR(speakingReveal), _chance, false];
    

    we strictly incrementally make them "aware" of a presence and then of the specific persons presence in a weighted method. We never set a full reveal 4; additionally, occlusion occurs for the hearing so obstructions will prevent this.

    Hi jaynus,

    I was helping BL1P test this.

    We basically had an empty mission with 2 east AI soldiers behind a wall and about 4 players on the other side of that wall.

    After chatting over direct speech for a couple of minutes the AI still hadn't moved or changed from unaware state.

    We then proceeded to add the acre api function to the init.sqf of the mission like BL1P already mentioned.

    _status = [true] call acre_api_fnc_setRevealToAI;

    The result was the same.

    In the test missions included in this ACRE release we noticed an ACRE module called "Difficulty Settings" placed in the editor.

    After adding this module to the mission we had similar results.

    We then added all 3 possible ACRE modules to the mission and received a script error caused by the "Name Channels" module:

    23:02:32 Error in expression <t _exception; assert(exception=="");
    };
    _val
    };
    
    acre_lib_fnc_hashHasKey = {
    
    pr>
    23:02:32   Error position: <_val
    };
    
    acre_lib_fnc_hashHasKey = {
    
    pr>
    23:02:32   Error Undefined variable in expression: _val
    23:02:32 File idi\clients\global\addons\game\XEH_pre_init.sqf, line 108
    

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