Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

Everything posted by joostsidy

  1. joostsidy

    Laws of War DLC Leaflets

    Well, a script would look something like: _drone = _this select 0; _target = _this select 1; _distance = _this select 2; _drone doMove (getPos _target); waitUntil {sleep .1; _drone distance _target < _distance}; _drone fire "Bomb_Leaflets"; In this situation you added the leaflets to the drone via the pylon editor (where you normally select which bombs to put on planes). The _target could be a Game Logic. Call the script with something like: [myDrone, myTarget, 10] execVM 'dropLeaflets.sqf'; https://community.bistudio.com/wiki/Arma_3_Leaflets
  2. joostsidy

    The effect of weapon on AI accuracy

    A tip for the investigator: see if you make graphs from your quantitative data. They are easier to read, you can spot differences immediately, and hopefully draw more people to the discussion. Nobody (or is it just me?) likes reading lists of numbers.. 🙂
  3. joostsidy

    What was your Gateway Arma?

    Wow, looking quite good (for its time), completely missed it at the time!
  4. joostsidy

    What was your Gateway Arma?

    Before OFP I loved Novalogic's Delta Force. A 'realistic' shooter introduced to me in the following way: 'you are good at shooters aren't you? there are enemy's over that hill, walk over the hill and try if you can shoot them. My character walked over the hill and sank gurgling to its knees killed by a sniper bullet. I was blown away by a game with real bullets that could kill you in one shot. Then came OFP. The same, but with more weapons, vehicles, controllable squad mates and a mission editor. Hooked for life!
  5. joostsidy

    How to force AI to holster weapons?

    Sure, here is the same thing, broken down and explained a little: this removeWeapon (primaryWeapon this); null = [this] spawn { _unit = (_this select 0); sleep 1; _unit action ['SwitchWeapon', _unit, _unit, 100]; }; // this (the player in this case) remove rifle, the unit will automatically draw pistol // create (spawn) a little script on the fly, no name (handle) is necessary so it's called 'null' (nothing): no handle is created // the first (and only) parameter 'this' (the player) is assigned to the variable '_unit' // wait a second to give the game a chance to do rifle removement and pistol drawing // _unit do switchweapon action by yourself on yourself on weapon ('muzzle') nr. 100 which does not exist which results in holstering current weapon // the game only understands that 'this' is the player because the code is run from the player's init More info on: switchweapon If you think the switchweapon action is weird and hard to understand, it's not you, it's supposed to be this way. ;-)
  6. joostsidy

    Arma3 Videos

    CSAT Specops: To remain undetected requires some ice-cold neutralizing..
  7. joostsidy

    Can this AI behaviour be fixed?

    This is indeed one of the crudest and definitely failing AI behaviours. It seemed (at least at the start of Arma 3) that vehicle group AI was just copied from infantry AI, so the vehicles try to act as if they are people. Something went horribly wrong in the design as vehicle groups were behaving better in OFP. I'm not sure if this is related to OP's topic however (vehicles driving over people)..
  8. joostsidy

    Can this AI behaviour be fixed?

    The vehicle killed you because he thought you were an idiot and a coward standing in the middle of the road with your back to the enemy. The medic couldn't be bothered to help you, because you seemed insisting on getting killed. ;-) Jokes aside, I don't dispute the AI is sometimes crude, but I don't think this is a good example. The problem is more serious with multiple vehicles and infantry moving up together or moving in non-combat situations. I tend to separate them (even on different roads :-( in order to prevent accidents and holdups. What helps is to decrease the speed of the vehicle in certain situations. If the AI has better speed management in Arma (4) that would improve the situation IMO.
  9. joostsidy

    Giving my first shot on creating a mission

    I agree with target_practice, the most natural way to learn is first try what you can do with the editor. Then you will run into some limit which you can try to solve with SQF. Then you have a very specific problem to solve. It will be more clear and motivating. Also my #1 tip: work with the game and not against it. There are awesome things you can do and some mundane things you can't. Don't spend too many hours trying to solve impossible problems, just change your mission to fit the game.
  10. joostsidy

    effects of camera movements to a direction

    Have you tried addressing the estimated in one direction, up and down?
  11. joostsidy

    Please, fix this!!!

    There is no denying that there are lots of little things missing or wrong. For the medic I use a simple scripted solution: I attach a 'Heal' action to all friendly medics on the map, so that any medic can heal me when I use the action.
  12. joostsidy

    Thank you BI [2018 Roadmap Update]

    I think the news update is fine. Unless you're a newcomer, you know the drill: arma 3 is complicated, there are issues, but there are also many cool things that you don't find in other games. Just take it as it is and have patience. Next year we'll see what they come up with.
  13. joostsidy

    A Arma Webseries

    Are they award-winning actors? It's hard to get excited about a text that can mean anything.. You should have waited until your movie trailer is ready and start your promo with that IMO.
  14. I believe *some* weapons allow removal of a magazine where others do not, and it is probably a configuration issue. EDIT: did some testing: I could remove mags from Cyrus, CAR and MX rifle. It's probably some specific weapons were you cannot do that (I have seen it in the past)
  15. joostsidy

    Weapon Resting & Deployment Feedback

    I hope a balance can be found with the result of a little more opportunities to fire downward. I don't mind a little more of bipod hovering / weirdness but not too much please. IMO it would be a shame if bipod deployment becomes a kind of 'enchantment' to make your weapon fire better without a base in realistic visuals.
  16. joostsidy

    Handicapped player

    Why no jump? - there is very little jumping in RL military missions, realize that in RL it can be very hard just to climb in the back of a truck on your own with full gear - arma is not a basketball game - maybe it can cause clipping errors / cheats in the game - maybe they didn't want multiplayer with lots of jumping fools - the terrain and structures are simplified and smaller than RL to provide easy access. Even though people complain about getting around in Arma, at least you don't have to machete a path through the jungles of Tanoa. And you can run on very steep terrain. - you can pass lots of obstacles like fences with the step-over function It would be nice to have, I agree, as arma is also a giant playground, but the player is far from a cripple.
  17. joostsidy

    AI Discussion (dev branch)

    1. the ai is pretty good in some places, especially compared with other games 2. you have to imagine that the bad parts are made of a network of pipes of a type that are not manufactured anymore. The map of the pipe network is incomplete and the pipes are leaking. If you fix a leak in one pipe, it causes another pipe to leak. Some of the leaks are necessary for the game to run. 'one of the ai guys from the community' would probably run away screaming after a week.. ;-)
  18. joostsidy

    Laws of war van retexture?

    My guess is that the light bars are a hidden selection, but something else than the ones you listed here: "camo1", "camo2". Have a look in the config viewer in the editor to see the specifics of the van.
  19. joostsidy

    What dlc should i get

    Especially if you like diversity and playing with the editor, getting all the extra stuff is a no-brainer. One day you could play a very serious mission or campaign, the next day you can just drive around sightseeing in one of the numerous vehicles. On another day you can test your flying skills by attempting to land on the aircraft carrier with a fast jet.
  20. joostsidy

    AI Spot distance

    {_x disableAI "AUTOCOMBAT"} forEach units(group this); Paste in init field of the squad leader. It prevents soldiers from going automatically into Combat Mode.
  21. joostsidy

    Slow soldier

    Maybe you played Arma for too long and it's affecting your health. You need a break.. We've all been there.. ;-) Seriously though, I did not notice a change in character motion with the last update, so the first thing you might want to try is disable any mods you have and see if the problem is still there.
  22. joostsidy

    Where can I find a copy of the Beast Bandana IRL?

    This is not true about the community. It is just @Grumpy Old Man. He doesn't like a lot of things, whereas you will find for instance that I am a most agreeable person. ;-P Congratulations (no sarcasm) on your acquiring of the bandana, wow, you really wanted that bandana! Also, good call on posting the design on reddit. I was just about to say you can't rob a bank with it if you're the only person in the world with this design.
  23. joostsidy

    Lack of good usermade SP content

    Friends of mine are interested in making missions, but intimidated by how much time I spend on mission making and scripting. I decided to create a MP coop mission without any scripts. Still took me five hours for a very basic linear mission with 4 transport helo's dropping of 8 squads surrounding a target and attacking, supported by a gun ships and two slingloaded LSV's. Finding out how to do stuff with only the editor and just calibrating the whole thing took a lot more time than I expected. A 'normal' mission that I create which usually has a very basic introduction, has no cutscenes etc. however some intelligent variable gameplay and interesting details through scripting takes me about ten hours I think. After OFP I decided to 'cap' myself a bit on mission editing and only create short scripts and recycle them a lot. My main advise for aspiring mission makers would be: work with the quirks of Arma, don't fight the game engine and end up wasting hours getting tiny details right.
  24. Well, imo, if you want to get 100% achievements, you just have to get really good. It is not *collecting* medals, it is *achieving* them at the highest difficulty. I don't mind at all that some achievements are brutal, as long as they are achievable it's fine. These are for the people that really really want it. If you get them, you can be proud and get the bragging rights :-)
  25. joostsidy

    Lack of good usermade SP content

    I have a whole bunch of single player / coop missions that I play myself and with my friends. I think they are fun, but they have almost no story and can be quite difficult. I sometimes think of publishing them but I'm afraid only very few people will like them, so my motivation is low for this. And publishing takes time, you have to kind of 'clean up' the mission to make it suitable for play without further instruction.