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diwako

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Everything posted by diwako

  1. Yeah i especially wanted to avoid the need to edit vest configs. that would be compat hell. There are armor values in the configs, but it would mean to figure out what is a high armored vest and which isn't.
  2. Essentially yes. Right now. I am not too sure how a system would work that takes the vests armor value into account and calculates how much slots that vest type would have.
  3. Nah, it was decided on a gameplay and implementation level that all vests will have the same "plate slots". That means a vest with 0 armor value configured will have also the same amount of slots than a heavily armored vest. So all in all, the max amount of plates are handled via a CBA setting.
  4. It is possible, it is detailed here: https://github.com/CBATeam/CBA_A3/wiki/CBA-Settings-System TL;DR add a file called cba_settings.sqf into the root of your mission and add the exported cba settings you want to force there.
  5. diwako

    DUI - Squad Radar

    In general, each script has roughly 10% faster run time. If you use a lot of "params" it helps even more. It basically is "free performance" if your mod has to run each frame. If your mod is just running a script each few seconds then the run time benefit is not as much in the grand scheme of things.
  6. diwako

    DUI - Squad Radar

    There is basically fuck all. The script compiler used: https://github.com/dedmen/ArmaScriptCompiler Arma tools Bisign has support for it as well now. HEMTT does not atm.
  7. diwako

    DUI - Squad Radar

    Version 1.9.2 Stable has been released This release enables support for SQF Bytecode introduced in Arma 3 version 2.04. Additionally in this release: Added: General - SQF Bytecode support Radar - Added setting to change priority for icons (#191) by @johnb432 Radar - Add an option to show bearing only if the player has a GPS (#186) by @Malbryn Fixed: Nametags - Fixed nametag display inconsistency (#190) by @derbismarck General - Fix incorrect blue color on radar for diwako_dui_colors >> tritanomaly (#193) @pennyworth12345 Nametags - Fixed LIS checks in fast moving vehicles behaving unexpectedly (#195) by @derbismarck Translations: Japanese translations (#187) by @classicarma Clarification for "Fixed nametag display inconsistency": Whenever the user looked a unit, and their "cursor" was over a weapon no nametag was shown. This is now fixed in an MP environment, this fix sadly does not work in SP. Download: https://github.com/diwako/diwako_dui/releases/tag/1.9.2 https://steamcommunity.com/sharedfiles/filedetails/?id=1638341685
  8. Not sure why that was brought up here, we are not changing anything how rounds work, only what targets are allowed to be shot at.
  9. diwako

    DUI - Squad Radar

    Apologies for the delay. Seems like people created pull requests for features, fixes and translations. For this I will post a second release candidate. This time with those changes + sqf bytecode support. Another reason for a second RC is simply recompilation with latest fixes from the sqf script compiler. DUI - Squad Radar 1.9.2 RC 2 Changelog: Added: General - SQF Bytecode support Radar - Added setting to change priority for icons (#191) by @johnb432 Radar - Add an option to show bearing only if the player has a GPS (#186) by @Malbryn Fixed: Nametags - Fixed nametag display inconsistency (#190) by @derbismarck Translations: Japanese translations (#187) by @classicarma Clarification for "Fixed nametag display inconsistency": Whenever the user looked a unit, and their "cursor" was over a weapon no nametag was shown. This is now fixed in an MP environment, this fix sadly does not work in SP. Downloads: https://github.com/diwako/diwako_dui/releases/tag/1.9.2_rc2 https://steamcommunity.com/sharedfiles/filedetails/?id=1617125729
  10. diwako

    DUI - Squad Radar

    Not sure what this has to do with DUI, the CBA setting for this should be "ace_nametags_showPlayerRanks = true;" Icon gets retrieved here: https://github.com/acemod/ACE3/blob/v3.13.6/addons/nametags/functions/fnc_drawNameTagIcon.sqf#L37
  11. @mickeymen Lineintersect surfaces already returns a sorted array of objects it hits, that is first hit object is at place 1 in the array and last hit object is at space 3. So that is already taken into account. Aborting any suppression because there is a bush 10 meters away is not an option, as we still want suppression in forested areas and such. As mentioned earlier we already check what the objects in the array are. It is just as also mentioned not very easy to figure out once we hit a super simple object. If you think you have an easy solution to figure out what such an object is feel free to tell. I got a few ideas on my own, but they involve some heavy handed work which i would prefer to avoid. A slider for suppression is a bit rough to implement, it would result in some random dice roll if they should or not. Suppression in lambs is tied to tactics that the AI executes. It would lessen the issue but not fix it.
  12. We have some code snippet pinned in our discord to add new mags to AI. Just need to put that into init.sqf ["CAManBase", "Reloaded", { params ["_unit", "", "", "", "_oldMagazine"]; if (isPlayer _unit) exitWith {}; _oldMagazine params ["_type", "_roundsLeft"]; if (isNil "_type" || {_roundsLeft > 0}) exitWith {}; (_type call BIS_fnc_ItemType) params ["_magType", "_magLoadedWith"]; if (_magType != "Magazine" || {!(_magLoadedWith in ["Bullet", "ShotgunShell"])}) exitWith {}; _unit addMagazine _type; }, true, [], true] call CBA_fnc_addClassEventHandler;
  13. This is based on current master branch, so version 2.5.1 Some wording explanation "Last known position of target" This is the position the AI THINKS the enemy currently is. This means if they lose sight of the enemy that position can be wildly in accurate. AI also is predicting enemy movement, this is a vanilla feature btw, so that position can wander on for some hundred meters. Again, this position is NOT accurate unless AI have direct line of sight, a squad member told them where the enemy is OR another friendly squad shared their information to them with way more accurate position information. DANGER_ENEMYDETECTED Internal value when danger is detected and AIs latest danger type pool contains that they just detected a new enemy DANGER_CANFIRE Type in the danger type pool which indicates that the AI can fires its weapon. AI will SELF identify this (Base vanilla behaviour) When does lambs danger use suppression when no direct line of sight? Here is a list of functions that invoke any kind of suppressive behavior and condition when suppression is called lambs_danger_fnc_brainEngage -> less than 500 meters distance of last known position of target, not suppressed and danger type is DANGER_CANFIRE or DANGER_ENEMYDETECTED lambs_main_fnc_doGroupFlank -> none flanking unit will suppress area of last known position of target lambs_main_fnc_assaultMemory -> within 65 distance of last known position of target or 10% chance used to get ai closer under "shelter" of suppressive fire lambs_wp_fnc_taskHunt -> when in combat and target is within 25 meters of any building lambs_danger_fnc_tacticsSuppress -> calls lambs_main_fnc_doGroupSuppress when last known position of target is not obstructed by terrain LOD and if another line-of-sight check (3 bounce check) does not hit an object inheriting from class "BUILDING". All from LEADER UNIT POSITION lambs_main_fnc_doGroupSuppress -> has no checks as it is called by lambs_danger_fnc_tacticsSuppress. Is ONLY called by lambs_danger_fnc_tacticsSuppress. All squad members will fire at position even if one squad member is standing right infront of a barn When does lambs danger use suppression when direct line-of-sight? lambs_wp_fnc_taskCQB -> when no building or object is obstructing the enemy lambs_danger_fnc_tacticsSuppress explanation We only check from leader position if the path to the last known position is obstructed by terrain LOD or by a 3 bounce check. Why? Performance. Simple as that. Cannot check on every unit, that would slow things down considerably if it was some soviet mega squad constellation. We assume if the leader can see the position then it is good enough. 3 bounce check explanation and why it is not that easy That name is btw made up by me, could have named it "eye beam laser of inspection" as well. In reality we make a lineIntersectsSurfaces check starting at the AI's position going towards the last known position of the enemy. That check is allowed to pierce 3 objects total before stopping. why only 3? Performance. Cannot reasonably allow 100 objects to be probed without causing some performance issue along the way. After the objects are returned from the lineIntersectsSurfaces command we check them if they are a (simple) object. Then we can query if that object is inheriting from the base class "building". We also may get a "super simple object". That object is as the name implies so simple it does not even have a class, it is just a model, nothing more. Why check for inheritance of building only? Any building in Arma is inheriting from it, at least in the base game. No tree or bush is inheriting from it, again, at least in the base game. We still want suppression in forests as many many playtests has shown it is pretty damn fun. With all that info we then check the returned objects if one of them is an object inheriting from "building". Scenario 1: One object is inheriting from class building. We do not call suppression. Scenario 2: No objects returned. We suppress. Scenario 3: Only super simple objects returned. We suppress Scenario 4: All object do not inherit from building. We suppress Scenario 3 is the MAIN issue. We cannot reasonably know what kind of object this is. We only know its file path. As you probably noticed in the illustration, I used some funny looking file paths. The reason is simple, mods and... Czech. It is nigh impossible to figure out what an object actually is without curating a databank of models and what those are for all of base Arma AND ALL MODIFICATION! This is the part that seemed superfluous to you. Nkenny is the philosopher in the team, so he described it to you on a very high level that AI cannot understand what they are looking at most of the times, same with ammo etc etc etc. Since that failed, here i am, one of the tech guys going on with technical terms. I tell you the ai can look at an object, not understand what that is and still do something. It will not make sense from a human perspective as for us we look at thing, neurons fire in a black box (the brain) and we understand that thing is actually a building. It is really hard for simulated AND ""true"" ai to figure out what anything is, that is why there is so much approximation and tricks to keep things quick. After all, an object for AI is some GEOM mesh, a bounding box and maybe some other thing. For them a colorful house is nothing but some gray box that maybe blocks their sight. I could go deeper into thing, but the I would probably need to get some talk session at the GDC, which frankly won't happen, ever. That said, we still try to improve things along the way. It is just hard to make the AI do things any player would do in that situation. We had people really liking the frankly too suppressive AI, praising them as what they saw during combat or during drills. Then we have others that say it is unrealistic. So we got 2, probably more, extremes that we need to tip toe between. That is why we follow some design philosophies which may make no sense in certain combat situation. One of them being: Rather spend the bullet than just stand around and get shot.
  14. diwako

    DUI - Squad Radar

    Hey everyone, As Arma 3 2.04 just dropped it also added sqf byte code support. That means the sqf code can be packaged precompiled into the mod. Well that sounds alright so far but why do we want that anyways? It also means the code itself can run a little faster. In general a boost in ~10% performance can be expected. 10% does not sound much, but as DUI has components that run every frame, that is kind of a huge deal. SQF bytecode is still pretty "new" (testing was already done last Arma 3 version on the profiling branch), so I am cautious to just throw the update directly to the stable branch. So I am running small RC for DUI version 1.9.2. Downloads are here, as usual the mod is signed with the same key, so you can join any server that allows that key and is not running DUI itself (pbo file hashes are also checked to ensure same version): https://github.com/diwako/diwako_dui/releases/tag/1.9.2_rc https://steamcommunity.com/sharedfiles/filedetails/?id=1617125729
  15. diwako

    RHS Escalation (AFRF and USAF)

    For transparency, the issue seems to stem from the NIARMS compatibility mod (CfgPatches HLC_COMPAT_RHS_AK). Either wait for an update for that or remove the compat pbo in the mean time.
  16. diwako

    DUI - Squad Radar

    Version 1.9.1 has been released. This is a bugfix release, as it looks like some issues snuck in Fixed: Radar - Fix speaking icon being stuck for TFAR beta (#182) Nametags - Fix not showing UAVs with names (#183) by @DomT602 Nametags - use fire instead of view for lineIntersectsSurfaces (#185) Download: https://github.com/diwako/diwako_dui/releases/tag/1.9.1 https://steamcommunity.com/sharedfiles/filedetails/?id=1638341685
  17. diwako

    DUI - Squad Radar

    Without further ado Version 1.9.0 has been released Changelog: Added: General - Setting to show DUI during open dialogs (#175) General - Add TFAR 0.9.12 support (#167) by mikehudak Radar - Setting for Bearing outline (#174) Radar - Setting to show bearing numbers only when driver/pilot of vehicle (#177) Nametags - Custom Group name support (#170) by BrettMayson Nametags - Add LIS check to see names inside and outside vehicles (#172) by jokoho48 Fixed: Radar - Fix ACE EOD status when integer is used (#173) Nametags - Don't show on uav (#162) Nametags - Fixed issue with fast moving vehicles and new in vehicle LIS check (#177) by jokoho48 Changed: General - Add consolidated support for custom names (see: https://github.com/diwako/diwako_dui/wiki/Custom-unit-specific-(group)-names) (#176) General - Improve spectator detection for none ACE or EGS spectators (#169) by jokoho48 Radar - Increase Proiority of Medic, Engineer and EOD for Icons (#180) by jokoho48 Translations: Chinese Simplified and Chinese Traditional Translation (#161) by YRUSoPractised Download: https://github.com/diwako/diwako_dui/releases/tag/1.9.0 https://steamcommunity.com/sharedfiles/filedetails/?id=1638341685
  18. Update incoming *wink wink*
  19. diwako

    DUI - Squad Radar

    Hey everyone, 1.9.0 is almost ready. I need some people that use TFAR to test if everything is working as expected. One of the new features is, any TFAR old or new should work now! Change log is added to workshop item! https://steamcommunity.com/sharedfiles/filedetails/?id=1617125729
  20. More of a question to the acre devs 😉 A short look into the function and its documentation, seems it is returning a list of racks. Not sure what exactly is returned, but I can imagine it is a like of strings, each string being a rack class + id.
  21. Cannot really test it myself, but i think it was like this private _txData = [_txRadioId, "getCurrentChannelData"] call ace_sys_data_fnc_dataEvent; private _txFreq = _txData getVariable "frequencyTX"; _txRadioId is the radio class with id. _txFreq is resulting frequency, but not channel.
  22. Hey, its been a while. Just wanted to say I updated the custom signal calculation function to work with the current acre version. It is not a large change by itself but a small fix 🙂 Script version is now: 1.1.1
  23. Hey everyone, we released an update to the current release candidate. Version 2.5.0 RC2 - convinced AI to not shoot friendlies because they got annoyed by them shooting their guns - fixes for debug draw - Polish translations Download: https://github.com/nk3nny/LambsDanger/releases/tag/2.5.0_RC2 https://steamcommunity.com/sharedfiles/filedetails/?id=2434257231
  24. Hey, there are 3 authors of this mod. Thanks for the translations. Usually we take pull requests directly on our repo over at the GitHub. https://github.com/nk3nny/LambsDanger/pulls
  25. Hey there, this is somewhat of a side project of mine. I wanted to create a mission with stalker elements and searched for anomalies and didn't really find anything too useful. I decided to make them myself in the end and share them so people can use them as well. Plus put them on GitHub so the code is preserved AND that it might get updated by people besides me via pull requests. This project is aiming to be compatible with the addons CBA and ACE. It should work in single and multiplayer. It tries to use as much vanilla content as possible, so this project can be implemented on mission basis and does not need any other addons (besides CBA and ACE). Requirements: CBA (Hard requirement) ACE (soft requirement) Hard requirement: Script cannot work without Soft requirement: Some parts will not work or show up without it (Burner effect will not show without ace right now) Current features: Anomaly detector script Bolt throwing Springboard anomaly Meatgrinder anomaly Electra anomaly Burner anomaly Teleport anomaly Particle sources of idle anomalies that are too far away will not play Anomalies do have a cool down period before before being active again Usage: The mission in the GitHub repo has everything set up to work. It is important that the function "anomaly_fnc_init" is called from withing init.sqf. Otherwise you will not be able see idle anomalies. Spawning anomalies can be done with calling the following command either on all machines or on server. [_pos] call anomaly_fnc_createMeatgrinder; //Meatgrinder [_pos] call anomaly_fnc_createElectra; // Electra [_pos] call anomaly_fnc_createSpringboard; //Springboard [_pos] call anomaly_fnc_createBurner; //Burner [_pos, _id] call anomaly_fnc_createTeleport //Teleport, _id is used to link teleports with matching _id's [_pos, _radius, _isRectangle] call anomaly_fnc_createFog // create fog anomaly [[_pos, _radiusA, _radusB, _andlge, _isRectangle],_howManySpringboards,_howManyElectras,_howManyBurners,_howManyMeatGrínders] call anomaly_fnc_createAnomalyField // create anomaly field with randomly placed anomalies Anomaly detector can be enabled in Ace self interaction -> Equipment. If Ace inter actions is not installed, then it will be an add action (mouse wheel). Some Media: Springboard https://i.imgur.com/ftjEsdN.gifv Meatgrinder https://i.imgur.com/a25OGBs.gifv Electra https://i.imgur.com/SicHdcp.gifv Burner https://steamuserimages-a.akamaihd.net/ugc/902274230650430383/D9E7D3937D4A7167E90198F29F1F348EC31DB88D/ Teleport https://i.imgur.com/C84EIBI.gifv https://i.imgur.com/eEBL8Zb.gifv Fog https://steamuserimages-a.akamaihd.net/ugc/912422351864279847/74FA084ACE8A8F585E0827E09C7C8FD7686E82D5/ Download Steam workshop (Mod version) https://steamcommunity.com/sharedfiles/filedetails/?id=1383903166 Armaholic - !Out of date! http://www.armaholic.com/page.php?id=33602 I hope you like and use them. I also hope for people contributing 😉
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