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haleks

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About haleks

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    Chief Warrant Officer

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  1. Like Grumpy said, the most important thing is why you use it. FindIf stops the evaluation as soon as a matching result is found, whereas count evaluates all elements in an array. On small arrays it won't make a big difference, and not in a reliable way; but if you don't need to actually iterate through all elements, stick with findIf. One thing to keep in mind : the more elements matching the evaluated criteria, the more you have to gain by using findIf. It can be fast too if used to "find a needle in a haystack", but you're basically relying on luck in such a scenario (and hoping the match doesn't happen to be the last element in your array).
  2. haleks

    MyST

    Holy smoke That looks perfect, thanks buddy! That first demo is gonna fun...
  3. haleks

    MyST

    Oh it stays buddy. ^^ Regarding additional parameters, some are planned indeed, like a custom coef applied to damage received by Phantoms (actually, the code is already in - I forgot to add that one to the settings module...). Same goes for a Surge Output, although that one might be trickier to balance. By the way guys, anyone has a good, 100% vanilla underground-type composition to recommend?
  4. haleks

    Ravage

    All the function needs is a group : _group spawn rvg_fnc_ambientChat So if you use the group's init field : this spawn rvg_fnc_ambientChat Or if you prefer the group leader's init field : (group this) spawn rvg_fnc_ambientChat ๐Ÿ˜‰
  5. haleks

    Ravage

    Hi! I'm afraid it's not possible to exclude players from the 'turn' feature at the moment. But I've received a similar request for the 'AI Looters' feature and I'll push a small update soon(ish) to make life easier for mission makers. But before I tweak the Zed resurrection thing, I could certainly use more data on that glitch. ๐Ÿ˜‰ Does it happen on bodies inside vehicles only? Low framerate may be part of the problem, but I wanna make sure I ain't missing something.
  6. As it happens, I began fiddling with Machine Learning very recently... ^^ The first thing that comes to mind, is that you probably need a network of neural networks if you want to achieve something meaningful in such a complex environment : on its own, a neural network is a super dumb and super specialised machine, often offloading a range of tasks before another one takes over (that's how I understand it anyway). It's tough to even imagine what can be done, but I can a picture an AI going through all SQF commands to gather huge amounts of data (although that alone would be a headache of its own) - which could be fed to another network trained in solving tasks in mission-making or system-design. But in any case, I can't see this being achieved without some amount of external programming. FYI : the Finland government recently released a free course on ML : https://www.elementsofai.com/ Google's colab is also a good place to start I reckon. ๐Ÿ˜‰ EDIT : also, as @.kju mentioned, the lack of low level engine access is a big hurdle : it leaves a lot of grey areas as to what should be considered when defining training guidelines. At best, it is a limiting factor, but there is also the risk of training a network biased by false or vague assumptions (which is becoming an emergent problem already IRL).
  7. That's a cool idea! Although I would avoid using "sleep" in this context (the pause can lack precision depending on the framerate - you definitely don't want that if you're making music), waitUntil used along the "time" variable might be a better option. ๐Ÿ˜‰
  8. haleks

    MyST

    And there we go, MyST Concept #3 is up on Patreon! The Steam release should happen within a few weeks, once I have a nice SP showcase up and ready. ๐Ÿ˜‰ The next steps will most likely focus on Phantoms-related gear and interactions : new ways to detect or distract them, new weapons, defensive gear and (optional) tweaks to NVG-battery and Oยฒ consumption... At the moment, any weapon will work on them, but expect that to change guys.
  9. haleks

    MyST

    Hey everyone! A quick update on the project : As hinted in another thread, I wanted to publish a first release for Christmas - but that ship has sailed... I made some important design changes to the "Phantoms" and I think it's wiser to focus on getting them right before proceeding further. A lot of stuff has been tweaked since the last Patreon demos, especially audio fx, visual fx, and both the "attack" and "killed" sequences : overall vfx are less "flashy" and eye-straining - the previous versions were using intense lights during those sequences, which gets old rather fast and feels at odds with the ethereal nature of Phantoms. The new attack sequence is also more in-line with Arma3 mechanics : older versions were using over-complicated scripts depending on the target being on foot or in a vehicle - it didn't work reliably and the result on screen was rather underwhelming... I won't reveal more details on the new one just yet, but let's just say I finally feel like I have something simple, flexible and efficient enough. Short term plan is to release a final preview on Patreon before the public release : the preview will include updated functionalities and modules, and the public release will be shipped with a SP showcase focused on the Phantoms. From there, subsequent releases will add new features and associated modules, and most likely additional showcases for all of them. See you in 2020 guys!
  10. haleks

    MyST

    Death and evaporation of a Phantom :
  11. haleks

    Ravage

    Are you trying to do that from the editor or are you looking for a script? iirc, BIS_fnc_spawnVehicle allows you to create any vehicle for any side. I'll take a look at that traders problem, thanks for reporting. ๐Ÿ˜‰ It adds an "EntityKilled" mission EH that forces AI units to loot any ammo they can from their kill - within reason and depending on the situation. That includes special items such as survival stuff from Ravage. By the way guys, I've pushed a quick fix for the antirad pills : This should the last update to wrap up 2019, I'm focusing on a little something for Christmas at the moment, related to one of my other projects... ๐Ÿ˜‰
  12. haleks

    Ravage

    The code does account for latitude, so you should end up with seasonal zombie migrations. ^^ That bit of code returns all alive zombies : debug_zeds_a = true; 0 spawn { while {debug_zeds_a} do { hintsilent str (count (entities [["zombie"], [], false, true])); sleep 0.5; }; hintsilent ""; }; I haven't witnessed this myself - any mods involved, either Animations or Vehicles? Good catch mate, it's going to be fixed very soon. ๐Ÿ˜‰ Also thanks to @Barmalei75, those are useful informations! I'll get started on an xml file soon, and probably share it here if people want to help with other languages.
  13. haleks

    Ravage

    Hello @Barmalei75! Sorry for not replying sooner - to you and everyone who's been PMing me recently - it has been a busy month on my end... Thanks a lot for the offer! I'm answering here rather than by PM, since this could involve efforts from several people (I can handle French and English, but that's about it!). I'm working rather slowly on Ravage these days, but yeah, I'm definitely interested. What would we need to get started on this? I'm guessing a list of all custom descriptions/names for configs would be a good start? Plus a list of all custom/contextual messages displayed via scripts, probably... I'm thinking a public spreadsheet would work well, if people fluent in other languages want to help? Some parts of the code will only execute server-side if said server is a dedicated one, but that mainly concerns background/system functions, so that shouldn't be a problem. IIRC, pretty much all scripts involving a displayed message are executed locally in Ravage. ๐Ÿ˜‰
  14. haleks

    Ravage

    Hello folks, Time for another tiny update : I doubt I need to say it, but the tweaked sleep system is designed to make your life harder. ๐Ÿ˜‰ It is no longer a fancy skiptime machine : you can't sleep more than 12 hours in a row, and it will take time to "feel sleepy" again. Right now it is a simple cap on how long you can sleep, but the next updates will bring more changes and tie this to fatigue and other stats - in the end it should be very similar to how it's handled in The Long Dark. Have fun guys!
  15. haleks

    MyST

    Haha, yeah! In fact I'm probably going to tweak them to make them more "DS like" : the "stay still if you wanna see them" mechanic is just so brilliant! โค๏ธ
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