-
Content Count
4792 -
Joined
-
Last visited
-
Medals
-
Medals
-
Posts posted by pierremgi
-
-
Hi,
Since last version 1.68, my scorcher artillery barrage isn't working anymore. I did some tests in vanilla with a player, a full AI scorcher artillery and marker or even car (empty or not), tested on several distances from Altis Almyra desert. Artillery never shot one shell.
What worked before, in on act field of a trigger:
{ _x spawn { _tk = _this; _tk disableAI "AUTOCOMBAT"; _cnt = 0; while {alive _tk && _cnt < 500} do { _tk doArtilleryFire [getMarkerPos "mkr", _tk currentMagazineTurret [0],5]; _tk addMagazineTurret [_tk currentMagazineTurret [0], [0], 5]; _cnt = _cnt +5; sleep 30 } } } forEach [art1,art2,art3,art4];What doesn't work anymore, with a radio trigger Alpha for example:
art1 doArtilleryFire [getMarkerPos "mkr","32Rnd_155mm_Mo_shells",1]; -
Hi, What does mean "props"? I can't understand that in French.
I used the "old" simulation manager module with some success. This module shows/hides units for a global distance but it's reversible and probably better CPU saving than this dynamic simulation manager. interest of this new tool is limited by a non-reversibility and the display of disabled units. We don't need statues in game.
-
On 17/03/2017 at 5:04 AM, SonterAUS said:"Try opening NVIDIA control panel and creating a new profile in the "manage 3d settings" tab for ARMA3_X64.exe.
Worked for me and I had exactly what you guys are describing."
this worked like a charm and i would never have thought of it.
Worked also for my notepad. 7 FPS in standard due to native board >> 30 FPS all set to ultra after NVIDIA GTX860M choice in control panel.
-
Hi,
The last Arma III update started then paused due to a lack of space on my SSD. (18Go required, 13Go remaining). I'm asking here because I can't erase any more other data on my SSD and i failed to choose another installation space, on my HDD, because Steam warns there is an update required!.. Yes, of course.
So, is there any solution to stop the pause, recover a situation for a possible shift between SSD and HDD spaces?
Thanks
-
Do you think or do you know if vehicles make a difference between units on foot (AI or player) and other objects?
It could be fine if yes, just increasing safety range for friendly units... and reducing it to zero for enemy ones.
-
14 hours ago, beno_83au said:It didn't appear to be following the relief of the sea bed but I don't think I could say for certain that it didn't influence it. Seems like a very frustrating problem.
Yeah, seasickness guaranteed even for Navy guys by calm sea. Probably bad AI driving constantly overwhelming on course.
For sure Arma is an Army minded game, sometimes thinking Air, but very poorly sea/underwater oriented.... as usual, in real military life also.
-
1
-
-
On 01/03/2017 at 0:46 PM, beno_83au said:I just put a Marshall on a beach in Tanoa, waypoint out in the water ~100m (depth was 19m) and off it went. It did take a bit of a zig-zag route to get there but it got there.
Yes, same. But it's important to notice the zig-zag route. It's the same for CUP Anzac frigate. Why ? Did these units follow some bottom track due to bottom relief, or is it a poor behavior of steerability ??
-
AllowDamage has behavior like reported in BIKI. For safety reason, probably. Roughly AL EG but not so evident to apply for JIP players or even players...
For example, if you uncheck the enableDamage in playable unit special state (useful against explosion on hidden not yet-playing unit), if you script into unit init field, you can't use a simple spawned: ...waitUntil {isPlayer thisUnit}; thisUnit allowDamage true;... probably because the locality of unit has changed. This incoming player seems to be invulnerable! (kill able only on a hosted server in fact).
The best way is to script the new allowDamage behavior in the initPlayerLocal.sqf... or as a poor workaround, you can spawn in init field something like:
...waitUntil {isPlayer thisUnit}; [thisUnit,true] remoteExec ["allowDamage",thisUnit];...
-
No problem. The fact is BI created a very powerful "simple object" system with all sims disabled. If used as is, in a dynamic simulation, that breaks the interactive actions on object.
On the other hand, ...and another topic linked with the simulation feature, there are still voices and reports problem on "enableSimulationGlobal false, hideObjectGlobal true" AI units...
In an ideal "BI world", disabled units should be muted (and most of all, disabled to give order like" disembark"), disabled buildings should recover all doors and ladders when player(s) in proximity...
wait and see.
-
1
-
-
5 hours ago, yesyesjo said:we experienced a problem with custom set buildings like e.g. exile walls with doors AND arma stock buildings e.g. a warehouse. after the update we didnt get the open/close-door animations etc anymore. befor the update these objects have been set with "enableSimulationGlobal false". now we must use "true" to get the animations and be able open the doors.
did you change something with enableSimulation, enbableSimulationGlobal or the animation stuff?
we didnt found the time yet to try the dynamicSimulation thing. but after all i read this should not effect simulationGlobal by default, or?
it seems, that this is not affected to buildings, which are set through mission.sqm and eden editor...
if you need more infos to that, please tell me.
cheers, looking forward to the release next week! :)
yesyesjo
www.cdah-gaming.com
---
edit: i just opened a ticket aswell... https://feedback.bistudio.com/T123696
Problem similar to https://forums.bistudio.com/topic/199590-dynamic-simulation-feedback/?do=findComment&comment=3126298
and the usage of Bis_fnc_createSimpleObject
-
1
-
-
On 03/03/2017 at 10:29 AM, seba1976 said:Best way is not to spawn blindly, and check for an empty space before hand. If you want units inside buildings, there are many ways to do that too.
It' not exactly what I suggested. I never spawn blindly and always use isFlatEmpty.
Right now, if you're scouting for empty places, isFlatEmpty works with gradient, objects (excluded or not), radius, water or not.
But some maps, like Tanoa unfortunately, have some huge buildings, where you can spawn units, just because the bounding box is larger than radius,... and you don't want to make a bigger radius because there are plenty of objects in town.
IMHO, this could be fine to check if the "isFlatEmpty" position is also a "notInside" one (buildings, large rocks, piers...). Something like my script above but included in this command.
-
On 02/03/2017 at 4:01 PM, dr death jm said:Error in expression <1,[123]]]; (bis_revive_ratioLethal setVariable [_x, _ratioLethal]); ( > Error position: <setVariable [_x, _ratioLethal]); ( > Error Reserved variable in expression File a3\functions_f_mp_mark\revive\fn_reviveInit.sqf, line 258 Error in expression <]); }; (bis_revive_dmgPerSelection setVariable [_x, 0]); } forEach bis_rev> Error position: <setVariable [_x, 0]); } forEach bis_rev> Error Reserved variable in expression File a3\functions_f_mp_mark\revive\fn_reviveInit.sqf, line 262 Error in expression <1,[123]]]; (bis_revive_ratioLethal setVariable [_x, _ratioLethal]); ( > Error position: <setVariable [_x, _ratioLethal]); ( >
anyone else getting these errors? is there a fix?
Yes, on UNSUNG only. The fix has to come from the Unsung team, changing for the "reserved variable". No clue how to do that.
-
That concerns any artillery (virtual or not, vanilla or not) called with artillery support modules, in 1.66 stable.
-
Hi, I'm looking for a script checking if a unit is spawning inside a block (some are huge) or a blind house (without door like in Tanoa).
I know the isFlatEmpty command but it has too much limitations in rocky hills or downtown. Too much objects, and furthermore no difference between acceptable houses (with doors) and blind ones (+piers...).
It seems to me important because sometimes you can't end a mission due to a stuck/unreachable enemy unit.
I tested something like:
{deleteVehicle _x} forEach (units _redGroup select {count lineIntersectsSurfaces [getPosWorld _x, getPosWorld _x vectorAdd [0, 0, 5], _x, objNull, true, 1, "GEOM", "NONE"] >0});
just to delete the units inside something after they spawn.
This could be fine to get some command more consistent which could test such situation without deleting units in enterable buildings. Thanks.
-
Problem with bridges, like on Lingor Map (NE island), is sometimes a lack of road segments. Ais can drive on roads... but only on declared roads. They can't see asphalt or concrete.
-
No problem, thanks, I abandoned "hook" waypoint.
I work with MOVE waypoints + land "get in" just to have a decent altitude, then setSlingLoad + land "none", then "unhook waypoint (at least this one works), then a loop for noria. I skip here some details to synchronize the work, along with altitude of the helo.
With a behavior sets to "CARELESS", that works even in combat ambiance.
-
On 21/11/2016 at 2:57 PM, harmdhast said:You can force a civilian into a UAV hacker with setUnitTrait.
I didn't succeed in hacking any red drones with a blue player, using player setUnitTrait ["UAVHacker", true];
This command seems t owork for medic, engineer, explosiv specialist... but not for UAVHacker. Did i miss something? Tks.
-
6 hours ago, Fiddi said:I have had great success with this, with it working all the time.
_Waypoint = _Group addWaypoint [_container, 0]; _Waypoint setWaypointType "HOOK"; _Waypoint waypointAttachVehicle _container;
Not for me! It's one of my first attempt! It works from time to time and surely fails if you create a loop for lifting / dropping / lifting / dropping... the same container. No possible noria.
The only way have found is to land "get in" and setSlingLoad , with some cautions of course.
-
The scripted "hook" waypoint or the equivalent "Lift cargo" in editor breaks for some weird reasons. I spent hours, testing without enemy units or harsh environment, on air field or invisible helipad or on bare ground. I tested with and without waypointAttachVehicle and much more ways:
This waypoint works sometimes and fails most of the time, the helicopter jingling around the position. I didn't find any solution to make a rotation pattern with hook unhook sequence on the same load (at different places of course). Too fragile feature.
-
25 minutes ago, vipermaul said:CBA v3.2.1 Released
Hotfix release for v3.2 update.
Thanks a lot! You did the job. I'm able to criticize but also appreciate your responsiveness.
-
The bag thing is to have to place this "lift" waypoint exactly on the object to lift. (In Eden cursor is changing color and shape) That disable all rotation patterns. If you want some repetitive lift use a "move" waypoint and setSlingLoad command instead.
-
On 25/02/2017 at 5:54 PM, commy2 said:I saw. There is nothing to do with that. "You could build your source yourself" is a polite answer to say go F...k !
But the bag thing is to modify in depth an addon, without testing all these features, then reply about some DIY or "on vacation". Not at the level of your renown, indeed.
-
14 hours ago, PheNux Cam said:It is possible to do this.
What? how?
-
2 hours ago, tomhighway said:Does that mean Dynamic Simulation is not working in the main branch?
You have to wait for 1.68 (at best).


Problem with last update 1.68
in ARMA 3 - TROUBLESHOOTING
Posted
I asked what i thought a simple question: how to stop the "impossible" 1.68 update due to a lack of space in SSD and how migrate Arma in HDD for the future versions.
Thanks for your answers. I didn't understand all but, for thus who could have the same problem, here is my solution:
- In steam ARMA, properties betas, go back to 1.66 with Arma3Legacy166 code;
- migrate all files via properties, local files, move install folder
- now, you have space to shift from beta 1.66 to last update 1.68.