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Everything posted by diehardfc
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cleanup commands in description.ext
diehardfc replied to jandrews's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If I spawn a unit as a Zeus curator in a multiplayer game and decide that I want to exclude it from being handled by the garbage collector, how would I execute the code? In my case, I have the Ares Achilles "Execute Code" module. Someone suggested that I should use a command for removeFromRemainsCollector, but I'm not sure what the exact syntax should be. Is it a simple matter of: _this removeFromRemainsCollector; Or do I need additional syntax? Can I do it to a unit after it dies or does it have to be before? -
MKY Blizzard and Snow script
diehardfc replied to m0nkey's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Not sure if you're still actively developing this or not, but we've been trying to use it on our community missions. In these 40-50 player coop missions, we typically start at an airfield, climb into helicopters, and fly out to the AO to fight bad guys. The snow looks great at the airfield, but once we leave, the snow effect remains behind. Is there a way to get it to pick up again when players disembark the helicopter? Or a way to pause it from starting until later in the mission? -
So, this version seems to load very smoothly and swiftly on CUP terrains for me. I haven't tested in a 40 player environment with TFAR running, however, because it doesn't seem to work on some third party maps. Our current campaign is on Napf, and 0.0.4d won't activate. Any thoughts on why that might be? Version 0.0.4c works fine on Napf, however.
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The keyboard command is actually SHIFT + CTRL + C or V. Instead of just copying the unit's base config, as you'd get with CTRL + C, it copies any changes you made in the Arsenal and pastes them down as a new unit, provided you use SHIFT + CTRL + V.
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I agree about the suppressive fire. It's probably my favorite part of this mod. That, and the Instant Garrison and Patrol modules. And the Switch Sides. Okay, I like everything about it! We're still puzzling through the slow load of Zeus, as well. We have 2-4 curators per game and a nearly identical mod list and number of players. No one has reported and I have not observed a "lock up" for non-curators when someone enters Zeus mode. There is definitely a long delay of about 15-25 seconds when entering the Zeus interface the first time. During this time, Task Force Radio disconnects, and there is a significant danger of Teamspeak or Arma crashing or, if you're unlucky like me, your computer locking up. Kex has graciously rewritten the Achilles code to try to account for this, and we'll be doing a formal test tonight. While this may solve the TFAR problem, I suspect that the long load into Zeus issue may be related to the number of mods being used and some sort of synchronization between client and server. I can't confirm it yet, but that's my guess. When I test missions on my local machine, the load time is reduced. Not lightning quick like when Zeus was first introduced, but definitely less than in multiplayer. Alternatively, it could be related to the number of objects and units in the mission. When testing locally, there are almost no objects, but our multiplayer missions can have lots of them. And while we used to do two servers with 20-30 players on each, we've lately taken to combining into one operation with 40-50 players, on average. That pushes up both the object and player counts, which may be factors. Not super helpful, but I wanted you to know you're not alone. EDIT: Since Ares Achilles is not required to be on the server, I recommend removing it and just having it on the local systems of your curators.
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I guess that the RHS guys maybe cheated a tiny bit when designing the configs for their AK-74s and AKMs. In the Arsenal, you can equip both with tactical lights. The AKMs used by the Bohemia Syndikat forces, on the other hand, will not accept any attachments, perhaps mirroring real AKs? I'm not familiar enough to say for sure. Does anyone know how other mods with AKs, like massi's Spetsnaz, handle this? On the upside, if I give the units tactical lights in Arsenal, your module turns them on! I'm not 100% sure about the TFR test we performed. I upgraded to a version different from what was running on the server, so I don't know if it was valid test. I did go in an out of Remote Control numerous times, and didn't crash until a few hours into gameplay, so my gut tells me it's much better. I won't know for sure until we test again this weekend with both systems having the same version of TFR.
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Very excited for this new version, kex! The new suppression feature of orientation is spectacularly smart, and I really enjoy the extra options for tweaking unit behaviors. Just being able to Hold Fire is a real treat! I am going to try to test the TFAR compatibility at this weekend's operation. In addition, there seems to be an issue with the EQUIPMENT -> NVD/Tactical Light/IR module. It applies lights and IR devices to most rifles except for AKs. At first, I thought it was just the way they were configured in the RHS modpack, which is where I get most of my extra units, but then I added some BIS Syndikat forces, and they had similar problems. Oddly enough, Syndikat AKMs would not take a device, but AK-12s would. However, AK-12s refused to be activated by the Tactical Light/IR Laser On/Off module. Any idea what might be the problem? Thanks again for your hard work on this tool. It really is indispensable to my work as Zeus!
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I found a bug with Suppressive Fire. If I create more than two (2) Suppression Targets, the Suppressive Fire module returns an error message when placed on a unit. It says "NO TARGET AVAILABLE!", even if it's a unit that has already fired at a Suppression Target. This occurs in single player and multiplayer, with a full suite of active mods, such as CBA, ACE3, and RHS.
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SAMO is spectacular. A real advance in squad control, but it can't be used by a curator in Zeus mode. Is anyone aware of options beside the Suppress module of Achilles that would enable a Zeus curator to apply these commands to groups of AI?
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SAMO Squad Action Menu Orders
diehardfc replied to mikey74's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This is an insanely cool mod. cosmic10r, you are to be commended on what you've accomplished here. Suppression is, hands down, my favorite feature. It's very reminiscent of the VBS suppression effect. Out of curiosity, have you ever considered expanding the functionality to include Zeus multiplayer? I don't know if that's a mode you play very much, but there would be some very real benefit for curators to be able to click on groups of AI and instruct them to suppress an area of the map. -
I would strongly advocate for the addition of suppressive fire to Zeus. The Achilles extension of the Ares mod accomplished it, I believe through a use of a placed target along with doFire and other commands. It's a little buggy, though, so a baked-in engine solution would be preferable. And that VBS suppression! I'd lose my mind if we ever got that in Arma 3!
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Would the aircraft still fly if I'm not using CUP Vehicles or Weapons? I don't need any other features than the ability to fly from point A to B. Having infantry aboard would be a "nice to have." My community is trying to keep our list of mod requirements small.
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We've noticed it, but it also seems to affect players who die. They just seem to get momentarily disconnected from TFAR. It's to the point in our unit that we warn everyone not to curse or shout when they die because everyone on the server will hear them. Not sure if the recent TFAR update addresses it.
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I appreciate you taking a look at the problem, Kex - I agree that it's something that the community has been trying unsuccessfully for years to fix, so it's probably unrealistic of me to think it could be solved within the confines of a Zeus addon. I will attempt to get as close as possible with the new features you're adding to units, which look very exciting. Thank you again for all your hard work on this mod. It is, hands down, the most important one in my library.
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Very exciting news! I just downloaded v.0.0.3, and I really loved the many improvements. I was especially fond of the changes to Suppression and the return of Animals. Great work, Kex! Since you're working on options for units, I was wondering if you'd be willing to take a shot at one of the bogeymen of Arma: AI behavior. Sometimes a curator needs units to advance, even though it doesn't make sense or they're under fire or they're covering a moving ally. Unfortunately, Arma AI has some very strict rules about what to do when they get into contact. Sadly, this usually means lying down and not moving for a looong time, typically at a range that favors the players more than the AI. I, and many other community members, would love to see the option to force AI to move, no matter what else is going on around them. Maybe call it RUSH or CHARGE or something. I know this could be achieved through some scripting back in the old 2D editor, something to do with hold fire waypoints and Blue setCombatMode. These options don't appear in Zeus, however. In fact, the only thing that seems to immediately change AI behavior are options like your Suppression module, so if that could be used as a framework, I would be happy to utilize it along with RUSH or CHARGE targets. And in that vein, there is no HOLD FIRE option in Zeus! Is that something you could add to Achilles?
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I think someone mentioned it already, but I really miss the animals. They're a quaint little addition to the scenery that always catches players' attention.
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These modules are not available in the editor, only when you are playing a mission as Zeus. Ares had its own modules, indicated by the Spartan helmet, but Achilles modules are integrated into other dropdowns with no special markers.
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Sorry, when I said remove ammunition, I meant with a slider bar, like the Health/Armor or Fuel sliders you see when you bring up a unit's properties box. It takes too long to do through Arsenal when the unit is in the middle of combat. Maybe this is a corner case, but there have been times in my games where an enemy unit is pounding the players and I want it to stop. Without a 'CEASE FIRE' waypoint, what I used to do with MCC is just take away all of their ammunition with the slider. I could even give it back later, if necessary. It's also helpful for when I want to "scare" players by sending an attack chopper or fast mover to do a flyby. The AI will always attack targets, but if I remove all the ammunition, there's no threat of that.
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Outstanding work on this mod. Many of these functions have been missing from Zeus for a long time. I'm especially impressed with the Suppressive Fire module! I will happily use this as is, but if you make any adjustments, a random seed would be much appreciated. Something that allows some units in a group to fire in bursts would really increase the volume of firepower. For a proposed feature, I would love to see the ability to remove ammunition from units. That feature was part of MCC, but that mod didn't play well with others, sadly.
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ZEC - Zeus and Eden Templates / Building Compositions
diehardfc replied to lsd's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just wanted to congratulate and thank lsd for this outstanding collection. I cannot tell you how much easier this makes life for the mission makers in our milsim community, who have to come up with new and interesting locations for missions every single week. Having a tool like this, without any dependencies (I'm looking at you, JBAD), is a godsend = thanks very much!- 73 replies
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- template
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GCam (Let's fix this great mod)
diehardfc replied to rebelvg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm not sure why I didn't think to do this sooner, but I reached out to the head of our mission making staff last night and explained the problem. He spent 5 minutes looking at the TF47 config and about 2 minutes looking at the GCam files. In the end, he figured the simplest way to avoid the conflict between the two mods was to just modify the way GCam is activated. Gigan's version activated GCam by way of an action, but Anders tweaked it so it's called by script instead. I tested the fix with the TF47 mod active, and it works! He said I could share the results, so feel free to download the new version and try it out. -
I would also like to see this fixed, as my community uses the TF47 launchers in a custom (private) modpack. I wonder if blackpixxel could huddle up with Reyhard and puzzle out a solution.
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GCam (Let's fix this great mod)
diehardfc replied to rebelvg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I don't know if you'll find this useful or not, but what I did before RHS's TF47 launchers were made compatible was to use an older version of the standalone TF47 launchers from June of 2015. I'm not sure how different that version is from the latest, but at least it worked with GCam.