tomhighway
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tomhighway started following Wave respawn confusion, Smooth animation transitions?, Zeus as High Command setup and and 2 others
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Hi all, I was playing with animations for few days and need one clarification. I see animations have connectTo and interpolateTo defined in their respective config entries. I was wondering does that mean that animation can smoothly transition to another listed in connectTo using playMove command? For example: _unit switchMove "A"; _unit playMove "B"; in config entry for A, move B should be included in connectTo list. Can anyone confirm this?
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- playmove
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Zeus as High Command setup
tomhighway replied to Lukeocyte's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You could try hide enemy units with hideObject just for Zeus client. That command is local and you could only hide the enemy for Zeus. Or you could setup a loop which checks every 30 seconds if enemy unit is seen by blufor (or check something like knowsAbout/nearTargets for all blufor groups) and then hide/unhide the enemy. -
Problem with unitcapture/unitplay
tomhighway replied to Wiki's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Have the same issue with A-10, could be that RHS model is not complete enough? -
BIS_fnc_UnitCapture
tomhighway replied to B4rryBl4ck's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have the same issue with A-10 from RHS. I can record the movement data but firing data just stays an empty array. My 2 cents it is the issue with the model. -
Does Advanced AI commander work in latest release of Arma 3? I kind of seen the author is not working on the mod and it is currently broken.
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I can indeed confirm that this module is broken in multiplayer to a degree that it breaks the mission, kicks players out giving some error messages about server not having some mods.
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Wave respawn confusion
tomhighway replied to Tonmeister's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Basically you wait entire wave length and spawn wave after. If your wave duration is 300 seconds, you will wait 300 seconds and then spawn on next wave which is a number divisive by 300. That is, probably, to prevent players to die in last seconds of the wave (risk more) just to respawn immediately after. Of course, dying immediately on respawn means waiting almost two respawn waves. Waiting time is therefore a number between respawnDelay and 2*respawnDelay. -
Issue that doesn't happen in vanilla. AI leader goes hundred(s) of meter(s) in front of other soldiers in his group. Why?
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@Robalo - we've found out that once unit goes to combat mode basically it becomes uncontrollable by Zeus and ASR AI takes complete control of it from now until it dies. People have tried switching combat stance to aware, but that doesn't help. This makes Zeus hosted missions very problematic. Is there a way to say to ASR AI to stop controlling a unit when danger.fsm starts running?
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My 2 cents - it depends on entity type. Props will not be awaken for all clients, but enemy AI will be. Otherwise it would make no sense, there would be inconsistency Client A view of the world and Client B view of the world which is a no go in Arma.
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New conversation system how-to
tomhighway replied to Jezuro's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
There is no indication if this is working in multiplayer at all. Wiki doesn't list those commands as MP/SP, local/global. Please update wiki. -
Can anyone please help me get .lip files to work?
tomhighway replied to FruitBat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Confirmed, still present issue. -
Does that mean Dynamic Simulation is not working in the main branch?
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I can't find the global attribute setting under preferences. I am on the main branch. Am I missing something?
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Advanced Combat Radio Environment 2 (ACRE2)
tomhighway replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi all. Acre2 is crashing my game and I'd appreciate help on this. Event viewer is explicitly pointing towards acre.dll. Here is the event viewer log entry: Faulting application name: arma3.exe, version: 1.66.139.586, time stamp: 0x5847dbb3 Faulting module name: acre.dll, version: 0.0.0.0, time stamp: 0x58443f4b Exception code: 0xc0000409 Fault offset: 0x000ec528 Faulting process id: 0xf74 Faulting application start time: 0x01d28a9ea796fa38 Faulting application path: C:\Program Files (x86)\Steam\steamapps\common\Arma 3\arma3.exe Faulting module path: C:\cnto\@acre2\acre.dll Report Id: f22d082e-3d06-40e9-8769-e360b1bb60e5 Faulting package full name: Faulting package-relative application ID: Here is report file. https://1drv.ms/u/s!AqgVT4o86VaQlH9K8Qdt3bbFdlQt What I did is: 1. I was working in Eden editor, clicked preview. 2. Game showed up ok and I clicked return to Eden. 3. Done some changes and clicked preview again. 4. Game crashes.- 896 replies