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emton

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Everything posted by emton

  1. Quick n00bie question I was wondering before I try, is it possible to setup a dedicated windows server and then also use it to play on with the same computer?
  2. Woah brother why the harsh words, what do you have against the new version it just needs some polish and bug fixes
  3. I got this same problem. Going to try uninstalling and reinstalling A3 to see if that fixes it... I got the problem to clear up after reinstalling, also a patch came out while I was downloading so it was one of those two things that fixed it.
  4. I have this same problem. Going to try uninstalling and reinstalling A3 to see if it fixes it... Edit: Err I replied to the wrong post my problem is the Launcher tells me my settings are corrupted when it starts...
  5. emton

    Ravage

    I'm not sure I only played some Ravage months ago don't remember what character I used then, I'll double check trying civilian again but I'm supposed to use Blufor right? Also where do I find friendly NPCs for trading are they random or do they get placed with camp markers like I think I saw in the mission template?
  6. emton

    Ravage

    Crashes with memory error when I try to play from scenarios (at the map screen when I hit continue) but seems to run from the editor, using Stratis for the map. Edit: I think I made a mistake I was placing the placing a civilian character for the player instead of Blufor (used Blufor survivor) Now it doesn't crash when starting.
  7. Why do I have so much trouble getting an AI to switch to the gunner position in a vehicle? Sometimes using command menu 6 it has the option, sometimes NOT... I was in a fight trying to make this guy get into the GUNNER seat and he wouldn't do it, he's jump in the passenger, no option to switch to... Don't see why it shouldn't work, this was on 1.66 RC I hope it's changed for the full release but I don't expect it...
  8. No I still had a friendly AI get frozen, this guy had perched himself on the hill we were fighting on and I was trying to evacuate but he got this 1000 yard stare... it was like he had really seen beyond. But I'm running with ACE3 ai addon, Arma 1.66 RC, I load vcom last.
  9. Heyy the RC 1.66 is about 10 gb download is that correct? Edit: Ok I found the detailed info https://forums.bistudio.com/topic/183855-release-candidate-branch-announcements/?p=3116566
  10. I tried version 2.8 but still got a friendly AI stuck after some combat he wouldn't move, do you think that will get resolved?
  11. Hey I was using version 2.7 and I still had a friendly Ai get stuck in combat mode, nothing I tried would make him move and the immediate area was free of enemies. Closest enemies were probably on a small separate island about 700m away (if that helps)
  12. emton

    Ravage

    Can I adjust how much damage the zombies can take they seem too weak now. Also it would be neat if there was some particle effects that look like chunks of zombies are getting shot off imagine unloading half a clip in a zombie to kill it with it's guts flying everywhere it would be grandiose.
  13. emton

    Ravage

    Can I use these zombies with Exile mod?
  14. Hey can I have a list of positions that look like this [8675,10225,575] [13875,8400,400] [9425,4050,350] In an array? And then maybe even choose one randomly with _random = selectRandom _array; so I guess like _posArray = [[8675,10225,575],[13875,8400,400],[9425,4050,350]]; _pos = selectRandom _posArray; Or will that not be working too good? Sorry if I've made you spit your drink out because of this noobie question. Edit: Oh I edited it to have more bracket things, I'm gonna try this and see if it works.... .. .
  15. How about this one later on in the script (I'm just haxoring this script to work how I want I'm a noob script kidd, just reminding you) // Create Markers _markers = [ _pos, _missionName, _difficulty ] call DMS_fnc_CreateMarker; (_markers select 1) setMarkerSize [500,500]; Instead of setting 500m for every one I want it to grab the size from the position (in the above array). To me that's just mind boggling where would I begin??
  16. Heyy I'm using DMS http://www.exilemod.com/topic/61-dms-defents-mission-system/?page=1 But I'm trying to mod it so I have the option DMS_StaticMaxPlayerDistance = 2400; // If a player is farther than this distance from a mission location, then it won't spawn the mission and will wait 60 seconds before attempting to spawn it. So I'm just copying DMS_StaticMinPlayerDistance = 800; // If a player is this close to a mission location, then it won't spawn the mission and will wait 60 seconds before attempting to spawn it. which calls the function (is that the correct word?) fn_IsPlayerNearby And I duplicate that script with the new name fn_IsPlayerTooFar But can you help me invert/reverse it so that instead of detecting if the player is nearby it checks if the player is too far? I think it's real simple in this script but I'm ultra noob at programming. Any help is appreciated. /* DMS_fnc_IsPlayerNearby Created by eraser1 Usage: [ _positionOrObject, _distance ] call DMS_fnc_IsPlayerNearby; Returns whether or not a player is within "_distance" meters of "_positionOrObject". */ if !(params [ "_pos", "_dis" ]) exitWith { diag_log format ["DMS ERROR :: Calling DMS_fnc_IsPlayerNearby with invalid parameters: %1",_this]; false; }; if (_dis isEqualTo 0) exitWith {false}; private _isNear = false; try { { { if (isPlayer _x) then { throw _x; }; } forEach (crew _x); } forEach (_pos nearEntities [["Exile_Unit_Player","LandVehicle", "Air", "Ship"], _dis]); if (DMS_DEBUG) then { (format ["IsPlayerNearby :: No players within %1 meters of %2!",_dis,_pos]) call DMS_fnc_DebugLog; }; } catch { _isNear = true; if (DMS_DEBUG) then { (format ["IsPlayerNearby :: %1 is within %2 meters of %3!",_exception,_dis,_pos]) call DMS_fnc_DebugLog; }; }; _isNear;
  17. Wow thanks that'll be interesting to try out. If this option can get working it'll really help the mission system, because regular missions already spawn far from the player, so what good is hostile/occupied zones spawning far away too? If they spawn nearby then the player has to get through or go around, also it's cool for pvp the map gives some vague feed back on player positions. If anyone knows more about DMS and want to assist you get to use the final product (anyone can if they want) I got all the positions with radius organized by loot for Altis and Tanoa ready to use. http://imgur.com/a/2dowB
  18. That's probably it, I'll try that but I have to figure out some other stuff first before I can test it. Thanks so much for looking at it
  19. emton

    Zombies & Demons 5.0

    Thanks for your reply, about the faces, well I got glowing eyes turned off and the exploding heads turned on now so I don't notice texture changes as much when they die (because their whole head explodes usually (really cool effect too)), but it can still be seen when the LOD changes, like when you zoom in (might be less apparent if you have farther object detail (or later after the textures get loaded into memory) maybe even less apparent playing on local/lan, so just thinking if you could disable the custom faces it might save some performance or reduce some loading pause/stutter or texture flicker etc I just have two more small points: 1. If possible make sure the zombies are oblivious to mines, it seems like they know what mines are and try to walk around them. Well it's much more fun gameplay when you can use mines against them and they shouldn't really know what mines are. Sometimes you can use them but it has to be like a narrow corridor. Edit: Oh I might be mistaking about this I'm not sure. 2. One more option: Zombiesdontclimbladders, if they'd be climbing a ladder instead have them go to the roaming, I've found this is another easy way to cheese kill them just stand with a LMG and shoot them as they climb up the ladder, again if they're roaming you'd be wasting a lot of ammo. Well I'm not much of a coder but I spend a lot of time play testing this with Exile it's really fun I almost got all the gameplay balanced but these are some loopholes I found just letting you know thanks
  20. emton

    Zombies & Demons 5.0

    Could you consider this issue: How about when the zombie has no path to the target it goes into Roaming, so that at least it's still moving around and hard to hit. While it's roaming then do a check every so often to see if there's a path (maybe this would help in other situations where the zombie path gets blocked (like sometimes weird objects in cities). But being able to hop on a rock to stop the zombie makes cheesing them way too easy, just headshot them all with a pistol. But if they're still moving at least they're harder to hit, wasting more ammo (I use strong zombies) Now imagine these zombies just roaming around the rock waiting for the player, terrifying. Also if there could be any optimizations for multiplayer it would be so good (the zombies currently get a bit desyncy)
  21. emton

    Zombies & Demons 5.0

    Dear Devs, do you think for the next version you could put in an option to disable the zombie faces (to just use vanilla faces) I'm using Zombies and Demons with Exile and whenever the zombie dies the head/face flashes and flickers like it's changing the texture, it looks kind of bad like that, I wouldn't mind having regular faces if it improves this some, could you make just an option for it please? Edit: Or maybe I can do this already using _face, _facearray, _ngface, setface or something? I'll try it out.
  22. emton

    Ravage

    Ok I never thought about that, certainly a valid concern if he thinks so. Well I'm about to try it out for the first time and with the newest arma version so I'm gonna see how it goes.
  23. emton

    Ravage

    Hey is this gonna be on the Steam Workshop? Edit: Oh nevermind there are versions already there built off this base version. Edit 2: Err but I think they still require this base mod, so will the base mod get on Workshop?
  24. Could someone please tell Sa-Matra the right way to do team balance is to have a spawn que for the stacked team. So 35 vs 30 then 5 players are in a spawn que waiting for some of their teammates to die. Very simple, prevents annoying auto balance, only thing that might have to be changed is a limit for how long you can lay wounded, which there should be anyway of something like 2 minutes. There could even be an option for when the que comes into effect, allowing a difference of 2, 3, 4, 5 or any amount. Simple, no auto balance, lets players keep the team they want, promotes a natural team balance. I know IFA3L probably doesn't handle this but I can't find anywhere else to post...
  25. Hey could you post here when you make a Arma 3 thread because I love this chopper and I hope to try an update soon, do you think you'll add the mod to Steam workshop?
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