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cpt.ghost

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Posts posted by cpt.ghost


  1. On 4/27/2017 at 0:44 AM, [kh]jman said:

    Latest Version set to 1704261
    Pre Release Build 1.3.2

    https://github.com/ALiVEOS/ALiVE.OS/releases/tag/v1.3.2.1704261

     

    [ALL] Updated version to 1.3.2.1704261
    [X LIB] Improve quadtree radius query performance
    [SYS LOGISTICS] objects snap to surface and reposition to surface gradient accordingly when dropped after carrying
    [X LIB] Fix quadtree returning items outside of the passed rectangle, added queryRect queryRadius queryPolygon to quadtree, improve quadtree query performance
    [MIL PLACEMENT] Fixed virtual AI group tuplication on HQs when reloading a persisted mission
    [SYS PROFILE] Added ArrayFramHandler to virtual AI simulation to ensure stable FPS (fixes jumps in FPS)
    [X LIB] Further improvement to deleting mission data in ALiVE_fnc_ProfileNamespaceClear
    [SYS PROFILES] Various improvements to handling false data
    [MIL OPCOM] Made asymmetric commander not assign groups in garrison (f.e. fixes roadblocks being abandoned)
    [SYS DATA PNS] Ensured ProfileNamespace data is not referenced and used by runtime after load of mission data
    [SYS_PROFILE] revert distanceSqr change in fnc_getNearProfiles
    [X LIB] Add quadtree class
    [ORBATCREATOR] Add ALiVE versioning to ORBAT Creator Output
    [SYS_PROFILE] Optimize distance check in fnc_getNearProfiles
    [X LIB] Added removal of task data to ALiVE fnc_ProfileNamespaceClear. Ensured correct prefixes are used to match variables
    [MIL C2ISTAR] Fixed persistent tasks not initializing correctly on some environments. Removed former workaround that lead to a race conditions on hosted.
    [MAIN] Add rhssaf_faction_army mappings
    [MAIN] Update existing RHS faction mappings, add new RHS faction mappings
    [SYS PROFILE] Added debubg for _active being nil in profileSpawner FSM leading to endless RPT spam in seldom cases
    [SYS DATA] Added information if a formerly stored mission data has been loaded to an editor, single player or MP host.
    [X LIB] Speeded up TRACE init
    [SUP PR] Fixed PR destination markers leaving ["",""] entries and could not be deleted
    [SYS MARKER] Restore ALiVE Markers from save in Single Player too
    [SYS PROFILE] fixed script error in fnc_profileEntity when group was empty
    [X LIB] fixed error when a group was empty in groupGarrisson
    [MIL ML] Fixed _slingLoad error on vehicles without slingloadmax config entry
    [MIL OPCOM | MIL CQB] Add chance of recruitment to reduce rate of recruitment - fixed CQB locations were not reset correctly on stored asym objectives after load from DB / PNS

    is this mean we can save SP mission now and load it without warroom?


  2. On 4/29/2017 at 8:32 AM, raptoer said:

    So there are a few things here.

    1- Counter-attacking may be the incorrect move. (Particularly if AI are in defensive positions)

    2- Counter-attacking units will not return to their previous positions.

    3- Counter-attacking units will remain in COMBAT mode forever.

     

    1- is the hardest to address.  AI in buildings won't counter attack unless you're within 50m, but trying to determine if our cover is superior to the enemy's is quite another matter. The fanciest I can really think to do is to look at the number of cover type objects near known enemies and comparing that to cover type objects near us. 

    Handling multi-group formations is also difficult. Are these groups in a simple defensive line, are some in overwatch or ambush positions? what is the important of maintaining the defensive line vs removing problematic enemies from infront of your lines? Is this actually a defensive line at all? For now I'm going to leave multi-group formation handling to zeus and mission makers (through the ability to change each unit's attack response distance).

    2- Will be fixed in v1.2

    3- Will be fixed in v1.2 by changing the unit's behavior during their return wp.

     

     

    nice , will try 1.2 and report here

    as for point 1. i understand ARMA engine and its limitations and i think if you work with fabrizio ( Bcombat ) you guys can make something the arma fans will never forget :)

     

    wish you good luck


  3. thanks guys :)

     

    @zgmrvn no i don't get such message and yes show logs enabled 

     

    my setup for SPG9 is already like you said 

     

    spg9_portable\Data\spg9_co.paa

    spg9_portable\Data\spg9_co.rvmat

     

    when i open my spg9.p3d file with notepad and search for .pbo the search finds nothing but shows like this

    \weap_spg9_2000\Data\spg

     

    i can upload the .p3d if you want 


  4. hello to you all :)

    not sure if this is the right place for such issue so pardon me;

     

    i recently downloaded the samples models by BI and tried to make a shoulder fired SPG-9 so i went on opened the original SPG9 by BI using addon builder and modified it

    ( removed tripod )

    and applied textures as This tutorial says exactly, now packed the pbo and fired up arma3 to test my SPG9 but unfortunately the textures does not appear in game spg9 display white :( tried every possible thing i know but no luck anyone?


  5. 3 hours ago, raptoer said:

    1- I'm not too sure about this, I don't want zeus input or map editor input to be ignored or deleted.  Could make maps somewhat unpredictable in not a good way. The idea behind the counterattack is that the units do their counterattack, then either die or return to whatever they were doing before. 

    2 - I don't explicitly cause the AI to go backwards in the alert status. I make them go to COMBAT during the counter-attack, but never change it back afterwards. I might consider doing this.

    3 - Well it's hard to handle this. If the enemy is near by, which is really more important? Once the AI reaches their covered position they're told to return to their formation, however I could see situations where they are unable to reach their cover. Part of the problem of the arma 3 AI is that you can control them in basically 2 ways, either you give them a waypoint which is basically a suggestion to get around to it eventually for an entire group, or you give individuals a do command (doMove, doStop, etc) which is considered highest priority and will be done immediately. 

    4 - Again, I never tell them to lone wolf. Their covered positions are determined by the leader, so they should never take cover far away from him unless thats the only cover available. Once they reach their covered positions they're told to return to formation and should follow their leader to the counter-attack. On the other hand I could see cases where the leader is the one lone-wolfing, because he has received the counter-attack order, but everyone else is stuck trying to reach their cover. I'll look into this.

     

    If only I had access to the AI source, it would make me the happiest man around. My friends wouldn't see me for a few months, but so be it.

    thanks for clearing that , in my case i see that the big deal with your enhances is that the AI take random waypoints to counter attack , in real life ( as a army soldier ) if you're the defending one you just can't counter attack as the enemy may attack you're position or may ambush you i think the best way is to learn the AI hold their position for as long as possible and keep maneuvering in the same line as a defending forces , in the other hand when you're attacking an enemy position believe me you just can't take other path or think of other path especially if you're attacking in numbers , its a big issue if you disobey the orders and take different path , i believe that the counter attacking waypoints must be deleted for 2 reason , 1- AI will stuck in his wherever position and will never go back to the original position ( this is something i witness in your enhancements ) 2- the AI still in combat mode even after winning a battle and area clear of enemies ( in most cases ) this is my vision to your enhancements but let me tell you im a big fan and enjoying your work especially firefights , wishing you good luck :)  


  6. i would recommend several things to your great enhances 

     

    1- disable AI from getting random waypoints while they ordered to attack ( both zeus placed or eden )

    2- make AI quicker in changing stats from combat to aware

    3- more responsive AI during battles ( currently they don't follow orders if enemy nearby, they just hit the ground and keep sneaking or stucking )

    4- no more splitting and lone wolfing ( all the time a member or 2 leaves the group and keep fighting or fleeing ) 


  7. hello fellas 

     

    im working on making SP dynamic zeus mission ( freeroam open world resistance themed + lone wolfing ) and i have plenty of mods i use in SP ( ACE+RHS+CBA+VIRTUAL ARSENAL+EOS ) the issue is when i play the mission for the first time all mods shows up in zeus but when i save and load the mission zeus shows only the vanila contents ( no rhs no ace no ares no every thing )

    and yes i have all addons ( including unofficial ) option active in game master module , it even disabled virtual arsenal ( after loading my mission )

    any thoughts? please help :(

     

    game version 1.68.141205 main branch including all official DLCs


  8. hello massi , nice update thanks for your time really love it 

     

    one question : will you ever reconsider the AKMS model&texture? the current one looks nice but need more attention on the first half section of the model also the wood parts needs to be more red i think :) it really feels badass giving the AKMS bipods and RCO sight + a flashlight\leaser thanks for this amazing opportunity :D

     

    btw the old AKMS sound was very good :)


  9. It's great to have to have those Helis back in the game, but there seems to be a problem. On a quick test mission I made, neither the AI controlled Cobra or the Apache engaged heavy and light Armor with their Anti Tank Missiles or with the Chaingun / Minigun, only with unguided Rockets. That makes them pretty much useless. Have others experienced that behaviour as well, or is it just me?

    me having the same problem they attack nothing even infantry they just make runs over the area and get shutdown by enemy


  10. hi all , i have vials weapons mod for arma 2 it has rpg29 so i tried to convert the RPG29 for arma 3 for personal use only ( privet use ) i did everything okay i made new codes and etc but in game the rpg29's texture don't show up and the launchers appears in black , heres a pic

    gg88xxfkr

    anyone knows how to fix this? i made a research but can't find any solution please help


  11. So you should ask in the relevant mod topic instead.

    mate , please im not here to offend or get offended or any of that , im here to ask and learn from modders who respect peoples and give them what they want if you don't know the answers don't post in my thread im saying this with all respect

    ---------- Post added at 20:01 ---------- Previous post was at 20:00 ----------

    To my knowledge the Arma 3 game engine does not support magazines-as-proxies, so currently all weapons have the same limitation ("uses it but the magazine model still the same"); all other questions re: these AKs should be directed as massi, who released the mod that you're talking about.

    Alternately, you could check out toadie2k's AK pack (Armaholic link here, PlayWithSIX link here) because it does use ASDG Joint Rails.

    thanks a lot bro , really appreciate your help


  12. hello to you all

    i have 2 questions regarding AK-47

    1- how can i make the AK-47 carries the 75rnd drum mag like the RPK-74 , i managed to get the ak uses it but the magazine model still the same 30rnd

    2- i have the ASDG Attachments downloaded , but i want to use it on the AK-47 is it possible?

    thanks in advance

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