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giovafr

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Posts posted by giovafr


  1. hi, thanks to few infos here and there, here the only way i found to make crews staying in the tank after joining an other group :

     

    vehiChgSquad = compile "
    _tank = _this select 0;
    _group = _this select 1;
    _leader = leader _group;
    {deleteVehicle _x;} forEach crew _tank;
    [_tank,_group] call BIS_fnc_spawnCrew;
    _group selectLeader _leader;
    {_x commandFollow _leader;}forEach crew _tank;
    ";
    [TheTank,TargetSquad] call vehiChgSquad;
    
    

    this means crews will be recreated :(  this is the only way i found after a lot of tries by so many manners.


  2. Thanks for your feedback

    Here's some feedback:

    - It gets ported around because it has a driver with running engine.

    It is not supposed to be like this, it should happens only if driver is far from his assigned Waypoint + his vehicle is not moving for a "long" time.

    I'll keep an eye on that.

    - the FOB factory is a nice feature but in my opinion it is a bit OP and makes lategame logistics (eg. helo with attached vehicles, C17 with tanks loaded) irrelevant

    This feature is mostly for solo as AI doesn't use hook. I'll do some change around it to keep game balanced and finishable.

    Regarding performance, this is probably the last thing i'll work on because BIS release updates very often.


  3. BegCTI is a branch of BeCTI made by Benny. If you are looking for BeCTI or didn't test it, i invite you to go on BeCTI topic.

    Why BegCTI

    I was playing with BeCTI alone on Arma3. This is really a great mission, pretty well done but as i was playing alone, few things went wrong: I passed more time to manage my lost AI than playing, more over Altis is a huge map, so it was impossible to finish this mission as many AI fininished to travel the whole map by feet.

    No BeCTI update have been made from so many months, so i started to do some modifications, fix some bugs, and finnaly decided to share my work: here is BegCTI, a modification of the original BeCTI. It is more oriented Solo / Coop (but you still can use it for Team vs Team).

    Main differences between BeCTI and BegCTI

    Be able to play alone, or in coop is my first objectif, here few points regarding this :

    • If there is only one player (human) he can do some commander actions. He becomes a kind of 2nd commander : a co-commander
    • co-commander max group size pass from 12 units max to 24 units max
    • co-commander can call artillery
    • co-commander can use sattelite
    • Each FOB (advanced outpost) can be upgraded to a Fob-Factory (3000$ per fob)
    • Fob-factory extend the "control center" range (control center range = 7500m ; + 2500m around each fob-factory)
    • Units, vehicle , tanks can be produced by Fob-Factory

    Fob-factory works in v0.98a but will be modified to make game more balanced.

    Other changes

    • Player can reorganise his team , see "reorder feature" bellow
    • There is now flags on each town, (green/blue/red depending of the town side),flag moves up/down like in battlefield.
    • Some change have been made regarding default equipment to be more close of Arma3.
    • Added an "antistick system" that prevent AI vehicle to stay blocked agains a rock/tree/house. (see description bellow)
    • Artillery have been reshaped to be more close of Arma3. (artillery can be disabled anyway)

    For other changes, refere to the full release note:

    Release note

    v0.98a

    -Binocular was raising errors, it has been replaced by "Range finder" (a kind of laser designator without laser nor TWN view)

    -Player can reorder his units (select a unit with F1-F12, then press Ctrl+Left or Ctrl+Right)

    -New feature : AntiStick Vehicle Now any vehicle driven by AI will not be sticked to an obstacle anymore (can take up to 5 minutes to unstick it)

    -Each town now haves flags (green , blue, red) depending on the town side.

    -Town flags move up/down during capture

    -Date changed to 19 Jun 2014 so days are long, nights are short

    -FOBs can now be upgraded to factory (it cost 3000$ per fob)

    -Fob Factory purchasse range is shorter than usual factories ones (defined by CTI_BASE_PURCHASE_UNITS_RANGE_DIV constant ; 3 times shorter by default)

    -Fob factory also act as a mini control center, its range is much more shorter than classic control center (defined by CTI_BASE_PURCHASE_UNITS_RANGE_DIV constant; 3 times shorter by default)

    -West : some NLan launcher have been added to vehicles cargo (considering it can be used once only, just adding rockets has no sense)

    -salvagers are now bobcat class vehicle (without ammo) for both sides (as trucks passed their time to explode wheels on rocks ;) )

    -workers are now Indendant class units for both side (easyier to recognise than light soldier)

    First Release : BEG_CTI by Giova v0.98a

    Original version: BE_CTI by Benny v0.97

    AntiStick System

    With Arma3 it is a catastroph : AI driven vehicle pass their time to be sticked to a rock/tree/house. They NEVER arrive at destination. AntiStick System fix this problem and garanty that the vehicle will do its job.

    In care of not overusing CPU, it may take up to 5 minutes (usually 1 minute) to unstick the vehicle. Be also advised that as last solution, if the vehicle still sticked after many try, it will be teleported to the closest road. Yes i know, not realist, but better than an useless freezed vehicle ;)

    TO use it : nothing to do, it is automatic for ALL AI driven vehicle.

    Reorder Team Feature

    As soon as you loose your first units, it become a hell to manage it (eg: the driver of your tank become unit n°3 while his gunner become unit n°11). So you pass your time to press F11-F12.

    Reorder feature make possible to change that by reordering each unit position in your group.

    How to use :

    1) select an unit by pressing F1 ~ F12

    2) press Ctrl + LeftArrow or Ctrl + Right Arrow to move this unit to the previous or next group position.

    Credits

    99% of the code is BeCTI made by Benny. So Benny is the autor of that mission.

    I'm simply the humble technician who arrived to give a last screwdriver tour.

    To resume, credits can be considered like that :

    BeCTI (Benny CTI)

    Autor : Benny

    BegCTI (Benny Giova CTI)

    A modification made by Giova

    Release Plan

    Rather than doing big releases that are never published, i decided to do often releases : one release every 2 weeks (1 month max). This is because things are never over, and without that, i would never release anything.

    I cannot tell you what will be done far in the futur. I Just can tell you what will be done in the next 2 weeks.

    next planning :

    -Allow to save gear template with any item : considering Arma3 haves poor content, i consider this make no sense to have to reselect items one by one for each AI , each time it respawn, just because there one item from the other side.

    -Fix Bug : when we rearm an AirVehicle it loose flares, i'll fix it.

    -Add automated Static-MG to defenses (it'll have a limited life cycle to preserve CPU)

    -Improve FOB-factory stuff

    -Many other little things

    Download Link :

    Upload Hero : http://uploadhero.co/dl/o0F4CoaN

    Armaholic : BegCTI CTI-x


  4. I believe the OP wanted to know if there was a way to get more information than what currentCommand returns.

    exactly, that is why i wrote :

    currentCommand boy => "MOVE" (ok)

    to explain that i know this command that is fine.

    Finally Tajin gived the answer (thanks !). This is perfect for CommandMove. In other hand it doesn't help a lot with CommandFollow, but thanks to formationleader and formationPosition commands, we can get the info.


  5. hi all.

    First of all, let me appology, i'm a dummy forever (honnestly) regarding search (i find everything except what i'm looking for, i swear !).

    Is there a way to get more infos around currentcommand?

    something like that :

    boy CommandMove [100,100,0]

    currentCommand boy => "MOVE" (ok)

    CurrentCommandArg boy => (how to get '[100,100,0]' ??? )

    boy CommandFollow boss

    currentCommand boy => "MOVE" (ok)

    CurrentCommandArg boy => (how to get 'boss' ??? )

    If not possible is there any ticket about that???

    because this is (its just an example) impossible to know where an unit is going when it is a singular order (not a waypoint (group order) )


  6. New mod v14.6.1 available ...

    ... please hit 'this is me' button on the page while logged in and you will get connected to your work.

    Thanks for the job.

    I subscribed and pressed 'this is me.'

    BTW : beautifull website. But my release is not a version 14.6.1, i use dates for my versions YYYYMMDD, its easier for me and remove the pressure (like : when will you release the v2.1 plz plz plz ;) ) so actual version is 20140601


  7. Hi all.

    Next to an other discussion, i share my solution to use tiers vehicles in your missions without depending on their mods.

    Description : when you create a mission and place a vehicle that is not included with Arma3, the player will got an error if he doesn't have the mod.

    Solution : With my function, you give a list of desired vehicles. If one of them is available, then the vehicle will be replaced by it (the first vehicle in the list is prioritary on the others)

    Exemple :

    First of all DO NOT place modded vehicles, use only BIS vehicles, so the mission is not MOD dependant.

    Ok lets say you placed a A10 plane (the "B_Plane_CAS_01_F" vehicle) available for all as it is an Arma3 vehicle

    You would like to replace it by a FA18

    In mission Editor, double click on the plane, then write this in its init field :

    if(isnil"TryReplace")then{call compile preprocessFileLineNumbers "TryReplace.sqf";};[this,"JS_JC_FA18F"] call TryReplace;

    if you named it "myplane", you'll have to use this syntax (or myplane will become objnull)

    if(isnil"TryReplace")then{call compile preprocessFileLineNumbers "TryReplace.sqf";};myplane = [this,"JS_JC_FA18F"] call TryReplace;

    Now if the player have the FA18 mod, the plane will be a FA18, if he doesn't have it, it'll be a classic A10, no error raised.

    Other example :

    if(isnil"TryReplace")then{call compile preprocessFileLineNumbers "TryReplace.sqf";};myplane=[this,["MV22","kyo_MH47E_HC"]] call TryReplace;

    if "MV22" vehicle exists the plane will be replaced by it. If not, it'll try to remplace it by "kyo_MH47E_HC" plane. If none of both exists it will stay the default plane, no error raised.

    This function works if the plane got crew or not, also if there is a waypoint attached to the vehicle.

    WARNING : allways make a test : disable all mods, restart the game then test. If there is a problem, edit mission.sqm with a text editor, and make sure that addOns[] and addOnsAuto[] sections only contains A3xxxxxxxxxx mods.

    Here my function, create a TryReplace.sqf file,and copy this code inside it :

    TryReplace=

    {

    private["_obj","_classes","_pos","_dir","_vel","_result","_wp"];

    _obj = _this select 0;

    _classes = _this select 1;

    if(typeName "" == typeName _classes)then

    {

    _classes = [_classes];

    };

    _pos = getPos _obj;

    _dir = direction _obj;

    _vel = velocity _obj;

    _result = _obj;

    {

    if(isClass (configFile >> "CfgVehicles" >> _x))exitWith

    {

    _wp = _obj call WaypointAttachedToVehi;

    deleteVehicle _obj;

    _typepos = "NONE";

    if((_pos select 2) > 5)then

    {

    _typepos = "FLY";

    };

    _result = createVehicle[_x, _pos, [], 0, _typepos];

    _result setDir _dir;

    if(count _wp > 0)then

    {

    _wp waypointAttachVehicle _result;

    };

    _result setVelocity _vel;

    };

    }forEach _classes;

    _result

    };

    WaypointAttachedToVehi=

    {

    private["_vehi","_result","_grp"];

    if(isNull _this)exitWith

    {

    _err = "Argument given to WaypointAttachedToVehi is null";

    diag_log _err;

    [_err] call BIS_fnc_error;

    []

    };

    if(typeName player != typeName _this)exitWith

    {

    _err = "Wrong argument given to WaypointAttachedToVehi, it should be an object (a vehicle)";

    diag_log _err;

    [_err] call BIS_fnc_error;

    []

    };

    _vehi = _this;

    _result = [];

    for "_i" from 0 to (count allGroups) do

    {

    _grp = allGroups select _i;

    {

    if((waypointAttachedVehicle _x) == _vehi)exitWith

    {_result = _x};

    }forEach waypoints _grp;

    if(count _result > 0)exitWith{};

    };

    _result

    };


  8. Release frontpaged on the Armaholic homepage.

    You are not registered on Armaholic, or at least not that we are aware of....

    Thanks for your prompt reaction !

    Yes i'm registered as 'giova', i sent a pm to big to get ftp access, i send a PM to you right now.

    Nice. Any chance of a script version?

    Thanks, no script is needed at all (needed scripts are allready triggered when necessary to simulate what the shell should do) what's your need?




  9. GiovaFR_ArtilleryGuidedFix_SCsmall.jpg

    Artillery Guided Shells FIX

    by

    GiovaFR

    Version:

    20140601 test SP & MP => pass

    Description:

    As the title suggests, this mod fix the bug of Artillery guided shells.

    Note : Do not confuse "Guided shells" and "Laser Guided shells" that are 2 different things !

    Guided artillery shells are guided missiles that lock then destroy vehicles.

    Here i'll talk about ROI (region of interrest) this is the position you have designated as artillery target.

    This is my first mod, hoping you'll appreciate it.

    Features:

    • Nothing to setup
    • Works with any existing mission
    • Works with any vehicle using 2Rnd_155mm_Mo_guided or Sh_82mm_AMOS_guided ammo
    • Compatible with Support artillery module
    • If you fire several rounds, each one will lock a different target (one shell per target)
    • Once the shell is near the ROI, it will search and destroy the closest vehicle from that ROI.
    • JIT compatible

    Installation:

    Make sure that CBA mod is installed.

    Uncompress the zip to your arma3 folder, then activate the mod (as any other mod).

    Usage:

    Launch a mission with artillery,

    Call for artillery or get as gunner in a Scorher (or any equivalent).

    Use "Guided" ammo (2nd one in the list)

    Fire then watch the firework :)

    Known 'not an issue' :

    Facts listed bellow are well known, and were been etablished to not make that mod overpowered.

    • missiles looks for targets 250 meters around the ROI : if target vehicle is moving, you have to anticipate.
    • Missiles don't make difference between empty of filled vehicles
    • missiles don't make difference between ennemy/neutral/friendly targets : So you have to pay attention before calling for artilery
    • missiles don't manage priority targets, if an empty quad is near a operating shilka, perhaps it'll choose the quad as target

    Known issues :

    • For very long range, or if the ROI is near mountains, then the ROI may not be exactly where it should be (tests gived good results anyway).
    • May not works with virtual artillery module (as i don't have time to detect spawned vehicles (done every 3 secs) )
    • As is it not possible to set a target to a guided missile (it is?) i spawn invisible/undestructible helicopter, this one appears on radars for few seconds (solution welcome)

    Forums Topic:

    - Official Topic

    Mods requiered :

    Community Base addons A3

    DOWNLOAD :

    ArmaHolic : http://www.armaholic.com/page.php?id=25841

    UploadHero : http://uploadhero.co/dl/1f05f916

    PS : sorry for my poor english, hoppefully this mod doesn't requiers GUI messages


  10. Ok i found CfgSentences. But that only list all missions sentences, not 'common' sentences that exchange a leader with his teamates (eg: "1 Stop" , "Ready" , "Out of Ammo", "2 attack that tank")

    If someone know where to find it, his help would be appreciated !

    Barbolani : i'm noob as you (but i hope not retarded :D )

    kbtell is very powerfull , you can run a discution between several units just by calling it once, discution can be dynamic, but it seems also very complicate to setup.

    As you i'm lost and don't know yet how to use it :D i'll post a tuto or link once i'll discovered how to use it.

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