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Aymen

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About Aymen

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  1. Yeah my bad :D the calculation was good for the second member of the multiplication, in ur example: it is ABS(LOG((μ/2)/64)). But i concluded too quickly for the overall result (here _b). And we can see in ur graph that the overall equation grow slower when the number of players grow due to the second member. It was maybe too late to read some code (3:00 AM now :o)
  2. Hi Roy86 I don't know if u gonna use again ur tasks skeleton or the same calculation for the numbers of A.I But i would like to tell u that there is maybe some errors for _b calculation, for example in the "po3_task_m01_attackBase.sqf" the second part of the multiplication is a little bit weird, when u have 1 player the _b will be the double of the first left member of the big multiplication but when u have 40 players it will be the half. So there will be more A.I, vehicles when u're alone but less when we'll be an army :D but maybe i made a mistake.
  3. Good news, happy to hear that PO4 will maybe come soon
  4. Aymen

    Ghost Missions

    Nice work Ghost :)
  5. Hi dude, We were in the same case, we are only at max 15/20 players. So i made a little change in the spawn ground patrols script: fnc/creator/fn_ambientGroundPatrols.sqf in the 27th line. from : if(random 1 > 0.5) then { "VEH" }else{ "INF" } to: if(random 1 > 0.8) then { "VEH" }else{ "INF" } So here, ground patrols will be more in infantry and so, you can "run away" if you want :D One bug, maybe reported: when you are in the spawn menu, you select the parachute jump, you'll be a beautiful "omelet" because the soldier doesn't have any parachute backpack.
  6. Yep you need to increase the mission difficulty to get more enemies ;) Can't wait for the 3.1 release :D
  7. Ok thanks for the news . I can't wait Another question: I tried to modify weapons for each "role" in the "po3_preDefinedGearLoadouts_A3_AAF.sqf" file as suggested in the 13th page of this topic but it didn't work perfectly or sometimes the VAS doesn't want to show me the weapons/items of the weapons mod. I think that it comes from another file restriction: like a script launched at the start of the mission and doesn't find the good weapons because I don't have any reference of the AAF weapons after my modification :D So if you have time, it would be awesome if you can explain me the structure of the weapons management(without speaking in detail of VAS). If you don't have time, forget it. Going to read all your lines code, that's interesting :) PS:Sorry for my english.
  8. Hi roy86 :) And thank you for your mod, it was really fun to play with my mates. The story: I'm a newbie on Arma 3 editor and in server configuration but i read/saw a lot informations :) So I configure a new serv on your mod and i wanna make some modifications on Patrol ops but i have a little problem that i didn't solve :'( The problem: I would like to make a role play serv, so when we take a medic/pilot/AT etc in the lobby, we spawn directly in the good class without using the squadmod option. So my solution after hours of googling to try to understand how all the things are working, it was a simple solution : call the fonction on the infantry object in initialisation : "this call mpsf_fnc_setAsPilot". But as you might guess, it didn't work, so my question ? How we can make it possible :D Thank you in advance, and again really a good work you made.
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