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fiestamasta

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Everything posted by fiestamasta

  1. Hi all, Browsing through the forums to answer this question I have seen several different solutions to this. Though I haven't been able to find a specific answer to what I'm trying to achieve though I believe I have an understanding of what I need to do. I would like to configure the AI factions that my group plays against to use a variety of weapons against us rather than just their primary weapon. I would like the AI to use RPGs and Grenades at the very least against hard point positions or whenever it suits their fancy. I've been playing Arma 3 with my group for a couple years and over the several iterations of our mod sets I've encountered a couple of factions that would indeed use launchers and grenades to varying effect. This is without using do action/do fire triggers and should be innate to the AI itself to use these weapons. If I am correct I think this may have something to do with weapon configs/engagement distances? I haven't played around much with configs in the past but am eager to learn. What I would like to know: 1. What causes AI to decided when to use these secondary weapons? 2. How can I replicate this on a faction that currently does not use these weapons against infantry targets? Any help would be much appreciated. Thanks.
  2. Ah understood. Thanks a bunch. It truly is a great mission I believe it is extra optional uniforms including differing camo, ranks, etc.
  3. Unfortunately I won't be able to help with why/why not AI will use anti tank rockets against helis but I can further the discussion by saying that I've seen it happen. My group of players about 12 of us run our own cocktail of mods whenever it suits or fancy. Unsung 3.0b is actually our current and most favored iteration However in the past we were on a big middle eastern kick and have used a wide range of enemy AI units from CAF aggressors, massis units, etc. if interested I can run some testing as memory fades me at the moment. However this thread was started particularly in mind with CAF aggressors units. Although the mod itself is somewhat older and out of date. The Taliban AI in that moment were amazing. They used all different weapons that had in their arsenal to great affect. INCLUDING shooting RPGs at helos. Now if you were flying relatively high and fast, there wasn't a chance they would hit you. However that certainly didn't stop them from trying. As the pilot of my group flying quickly over an area I could see several intermittent puffs of white smoke and RPGs flying by my helo. However, if we ever wee caught in a situation where I was hovering and off loading troops. You could bet that our black hawk would get an rpg square into the side of it. There may have been another AI unit pack that produced similar results but out of all the different packs we've used certainly only one or two really used grenades and at weapons to the desired "realistic" effect.
  4. Hello everyone, I'd like to ask a couple questions regarding intermittent fps drops on CO22 Vietnam Evolution from the steam workshop. The only mods running are MCC and Unsung. A small group of us play ~3-12 players. The mission is hosted from my own server at home using a 1Gb/s fiber connection. When an evolution Vietnam mission is started, everything runs great for about an hour. Usual arma related frames drops may occur (too many trees, lower view distance usually fixes it). However after about an hour of play we all start experiencing intermittent fps drops into almost exactly 15 fps from about 50. These drops happen every 3 - 8 minutes and last approximately 10 - 30 seconds. With no amount of graphics changes having any affect. As a test while these drops were occurring, I reduced my view settings to min (500), turned off shadows and turned every single graphics setting to off or low. The frame drops still occurred for the same severity and frequency. This leads me to believe that this isn't a graphics issue. Though with arma I rarely rule anything out. Does anyone have any clue on how I could go about troubleshooting this into finer detail? And/or know what could be the cause of this type of problem? EDIT: This occurs with both terrains. Da Krong and Doung Thank you for your responses.
  5. Wow!!!! Thank you both for your help. This is amazing. I will run it now and see if I can get it to work! Thanks again.
  6. Greetings A3 Editing Community, I would like to figure out how to spawn certain markers across an entire map on certain terrain buildings and objects. These buildings and objects are already a part of the terrain itself. Taking Altis as an example. Spawn Red Zeus Mildot on every Military Cargo House and Military Cargo Tower Spawn Blue Zeus Mildot on every Garage (old) and Garage (new) building etc.. What would be the syntax and how would I go about doing such a thing? It should be a much simpler version of an AI occupation script or Loot Spawn script however I'm having trouble translating it specifically to markers and built in buildings. I would like the markers to spawn in the middle of the buildings if possible. Thanks in advance.
  7. fiestamasta

    [COOP] Dynamic Combat Generator

    This has been a god send for the group that I play with (6-12 players avg). I'm usually our "Dungeon Master" and design all of our missions and play throughs. Unfortunately, just because of the nature of our group it's hard to pour a lot of time into a single mission. Have us play through it a couple times then move on. Most of our scripting/mission making/triggers etc. skills aren't exactly the best. Though I've certainly more through brute force then good management have learned how to use Zeus and MCC together to create missions on the fly. Even then however they can be bland at times. DCG has completely changed the way we play for the better. Instead of having to come up with something from a blank slate each time DCG takes care of 80% of my work for me. (Selecting AO, units, tasks, objectives, air taxi, etc.) from there all I do is "spice up" the particular objectives (emplaced guns, snipers, Hostile QRF, traps, etc.) All in all absolutely loving DCG. Helps my group have a great time, makes my job easier and is a great way to add continuous replayability. I think your project direction is great. My feedback would be to expand on the theme of continous replayability. Not saying these haven't been done. Just highlighting what I think may be important. more variants in hostile force make up objectives ability to replace/add factions (I usually like to add a Spetsnaz element along with the Russian grunts while we play DCG) portability to other maps I think the real draw and gem for DCG is the ability to grab a group of your friends together, load mission, load arsenal loadout and go. All within minutes. I hope you continue to push DCG to it's limits. My group and I are very thankful. Keep it up!
  8. fiestamasta

    [MP/CO 42] A3M PMC Simulator

    Very excited to try this out and get it working. My group plays on average 6-12 guys and would like to play something different then what we are used to. This sounds perfect. Have you done any testing on a dedicated server? My arma3.exe crashes and stops responding when I try to host this on our dediated server. Seems the applications crashes right after the mission is read according to the logs. My client computer can however host of listen server no problem, obviously to a great detriment to fps. I haven't been able to troubleshoot it much but will report if I find anything.
  9. Hello all, I've been having an issue that has been bugging the hell out of me and my group. I usually fly as our pilot, whether it be fast air or helo I do it all. We've recently tried to get into actually doing some bombing runs with a Laser Designator as opposed to just guns and rockets. Though I'm having a very hard time REVEALING the Laser Designated Target. I want to clarify that my problem is revealing the target itself (White Box). Not with actually locking on to drop the bomb (White Diamond). We've tried testing this on an airfield, open area, on a building and during our testing the off chance that I miraculously manage to reveal the target (White Box Appears) I can circle back around and lock on no problem. When I start my run I am usually at an altitude of ~700m flying level approximately 5kms from the target. As I approach around 2km I have to dip my nose down and literally fly straight at the target spamming my "T" key (Reveal Target and Lock Target). With about a 33% success rate I manage to reveal the target. However because of my diving approach I am down either about to fly right into the target and/or am in no position to lock and release my Laser Guided Bomb. Thus requiring me to circle back around to fly level and release a locked bomb. All of this taking a considerable amount of time. On average it takes me about 3-5 fly overs to actually deliver the payload on target. As you can imagine this is very frustrating not only as a pilot but for the ground team as well. Also worth noting is that my 33% success rate I mentioned is during testing runs when I already know exactly what I am dropping the bomb on. As revealing the laser target doesn't work unless I am flying straight into the target. If we are on an actual mission and I get a request for LGB on target, forget it. No one it is going to work unless JTAC marks the exact spot on the map, I open my own map, shift click for personal waypoint and repeat my process above. There has got to be a better way to do this then the process that I have outlined above. It seems the "window" to reveal a target is absolutely tiny. ~1.2km away with maybe a ~0-3 degree deviation from the nose of your plane. I've tried the "cycle target" "cycle empty" "cycle vehicle" targets but they don't seem to work. But perhaps I may be doing something wrong. Has anyone else had a better experience with this?
  10. Arma 3 community, I have a huge interest in a total modification for Arma 3 that will create a combined arms scenario that can take advantage of the open sandbox play style and editing that the Arma 3 engine has to offer. After browsing the forums and doing some research, I thought it may be prudent to open a discussion that can keep the community updated on any World War 2 assets and projects along with their statuses. This would be helpful for anyone interested in creating, playing, testing World War 2 content for Arma 3 -IFA3 - Iron Front as a mod in Arma 3 http://forums.bistudio.com/showthread.php?170687-Iron-Front-as-mod-in-Arma-3 Status: Released - Development Ongoing -Invasion 1944 http://forums.bistudio.com/showthread.php?150082-Invasion-1944-V3-0 Status: Stalled? Last I saw the thread on BI Forums was closed and the website itself doesn't have any posts from devs since 2013 -31st Normandy Mod http://forums.bistudio.com/showthread.php?163980-31st-Normandy-Mod-World-War-II-for-ArmA3 Status: Stalled? -CSA38 Czechoslovak Army 1938 http://www.moddb.com/mods/csa38-czechoslovak-army-1938 Status: Ongoing If anyone has any information regarding new mod teams that are trying to get together to development WW2 era mods for Arma 3 I invite them to post in this discussion as well.
  11. These models look absolutely amazing. I look forward to being able to try them out. Keep up the good work!
  12. Just oblivious I guess! I've only ever played Arma 3.
  13. Ah, thanks! I didn't even know about this!
  14. I can see what you mean. Though I respectfully disagree. I think that this post would be prudent and actually organize things somewhat. It's taken me hours of searching just to figure out what type of mods are out there for Arma 3 specifically along with what kind of status they are at. Not to mention having to read in between the lines of the various responses. Any kind of post about a World War 2 mod seems pretty taboo in the community at the moment. I would like for this to be a platform for the general World War 2 Total Modification theme. I would also like to invite anyone interested in discussing potential WW2 mod projects to discuss forming a team here as well. Consider this a "pulse" of the WW2 Era community so to speak. Therefore I think this is in it's right place under Addon - Discussion.
  15. fiestamasta

    Insurgency | ALiVE - Official Release

    Sweet, thanks for all the help and suggestions Hazey! For the cache counter. Whenever you blow up a cache you get a notification saying 1/12 caches have been destroyed. I'm assuming when we then blow the second cache up it should say 2/12 eventually 3/12 and so on. However, each subsequent cache we blow up, the mission counter still says 1/12 caches destroyed.
  16. fiestamasta

    Insurgency | ALiVE - Official Release

    Hey Hazey, First off wonderful template! My group and I are having an absolute blast with it. Thank you very much. I've modified it some for my groups personal use, changed factions, switched to Takistan etc. I have a few questions/comments. My first question, for INS_CTPLOCATIONS do you know how would I go about changing the locations to something suitable with Takistan? I'm not too familiar with how to get the names of buildings and structures. On top of that, if I were to place down a structure myself using the editor (say a mosque) would I also be able to have CTP spawn by the mosque? Or does the structure have to already be hard coded into the mission. I guess I'm looking for help finding the "class names" of the structures. I noticed for the altis template includes a particular church. My second question, is the spawning of an invisible helipad on the weapon cache locations intended? I've noticed that even after blowing up a cache the invisible helipad lingers which sometimes messes up alive's transports landing. Nothing game breaking, we just vacate the premises to avoid it but possibly something to look into. My third question, is there a way to narrow down the radius that the ? intel markers spawn to indicate a cache? I usually end up having to go into Zeus and manually find the cache to point my group towards it. Sometimes they spawn in the craziest locations and are easy to miss. Still not game breaking, easy work around but another feature/thing to note. My fourth question, though geared more towards the general public. I've changed the amount of caches to destroy in the mission to 12. Upon destruction of the first cache we get a solid 1/12 response from the newsfeed. However, each subsequent destruction nets a consistent 1/12 weapon caches destroyed. Has anyone else had this bug? My fifth and last question, this may be more suitable for the alive forum but I figured since its a problem I'm having with this particular mission I will ask it here as well. For my civilians my blufor hostility is set to extreme. Military IED module is also set to extreme for IEDS, VB-IEDS and for suicide bombers. For standard IEDs, plenty spawn that for sure. However it seems like many of them are not "deadly" about 50%. About half of the IEDs that we run over/step on erupt in a giant ball of flame and explosion. But don't even scratch us. Secondly, despite blufor hostility and all other settings set to extreme. I have yet to see a single VB-IED and/or Suicide Bomber.
  17. Wow, this is very interesting! Thank you very much for the script! I will try it out next chance I get this weekend and give it a go. I just want to double check before I get into it this weekend. I see FAC _pilot Plane in the code for the .sqf and trigger activation I'm assuming I have to name the player that will be by JTAC with the laser designator "FAC" do I also need to name my Pilot player Pilot and also the specific plane "plane" Also, who will be calling the trigger through "0" "0" radio. The pilot or the JTAC? When this trigger is activated does this mean that the pilot will automatically get the laser target? (White Box) Or does this mean I will be able to acquire the White Box from further away?
  18. I appreciate all of your comments. This certainly has cleared things up a little bit. I may have found the culprit to all of my problems with flying a jet and acquiring a laser designated target. Unfortunately it was also painfully obvious, will have to do some further testing tonight to see if it truly fixed my problem. I had assumed that the key to acquiring a laser designated target (getting the white box) to appear was contingent upon my aircraft. Aircraft would have to be pointed in the right direction etc.. However I recently figured out that this in fact isn't true, it doesn't matter where my aircraft is pointing. What I need is for the target to be in the center of my screen wherever I am looking. Since I use Track IR and actually center my screen at an offset towards the center of my aircraft's targeting reticle this was posing a problem in acquiring a lock. I had been trying to acquire the target by lining it up with my aircraft instruments rather then the center of my screen in Track IR freelook. The second I did a temporary disable of the Track IR I could acquire the target almost every time. I know....painfully obvious
  19. Hey eggbeast, thank you for your response. This certainly clarifies things a lot for me. So you say in your experience with using laser designators and LGBs you still usually have to do at least two passes? One for getting the white box? And then of course the second run for the diamond lock on? I'm curious as to what you were saying about locking on with the Apache. If I modify the ammo and config values would I be able to acquire the white box of the laser designated target from very far away? Also, what is your process in acquiring the laser designated target as far as controls are concerned? Do you use "T" or the Reveal Target command? Do you know if there is a way to acquire the target without flying straight at it. I guess that's my biggest problem right now. Whenever I come in for an attack run. I end up having to point the nose of the plane down as if I'm going to fly right into the target (thus of course losing lots of altitude and gaining some unwanted airspeed) Unless I'm doing it wrong, I find it strange that the range to acquire the target (white box) around 1.2 kilometers is significantly less than the range to lock onto said white box with the diamond. Considering if I can get the target to show up I have absolutely no problem locking onto it to drop the LGB.
  20. Thanks for the reply Shay, good to know we are working on the same thing. Definitely one of the features that me and my group look forward to the most. May I suggest a feature to consider for your road map to survival is potentially a pool of items that survival will choose from? Especially if this pool could be created from an existing GUI such as aresenal/zeus and the probability of the items being spawned could also be controlled. Just a few thoughts.
  21. I had this same problem when building a mission for my group awhile ago and ended up just ditching the idea. I was trying to place Opfor static weapons in a hillside valley on some sloped terrain. As well as attaching weapons to the front of bunkers. As you can imagine non of the static weapons would stay upright. In particular a couple launchers I were using were basically unusable on anything but completely flat ground. After asking around on the mod creators thread they told me to use the attachto command on something small like a piece of wood or board that would serve as the weapon base. This however caused all kinds of animation problems so I ended up ditching the idea.
  22. Hello everyone, I understand that the survival system is still WIP as of right now but wanted to see if there is any documentation regarding the game mode? One of the game types that my group is a big fan of is the resistance. We start with the bare bones (pistol with a few mags, maybe an old lee enfield or hunting rifle). From our hidden outpost we conduct raids and scavenge for additional weapons, ammo and supplies to continue our resistance and allow us to hit harder targets. As mission maker I use mainly use alive to conduct the initial ambient forces while using MCC for more detailed encounters. Unfortunately right now one of my biggest problems hampering a great experience is the lack of random ammo caches and supplies that I can have my group find. Having to individually craft and customize every supply location not only is time consuming but throws off my own gameplay since I know where I have placed all the supplies already. I just have several questions about survival to see how we can incorporate it into our mission: I haven't been able to actually find any resources/supplies when I have enabled survival mode in MCC Mission Settings. I wanted to ask if the mission setting is just a placeholder until a future update or if I am missing something that is preventing the resources from survival to spawn. If the resources are enabled to spawn, how do they work? Can I modify any settings? Any help would be tremendously appreciated.
  23. Hey all, After a giving up for awhile I've decided to take another crack at getting a A3Sync repository working again. I've followed up with some of my old posts where Major_Shepard was particularly helpful in outlining a step by step process. I've encountered a problem however. When attempting to create the repository, after I input the URL of our FTP I get a failed to connect when trying to access the repository options. Is this normal during initial setup? I've tried multiple formats of the FTP URL but get a failed to connect every time. I'm logging into the FTP using my admin credentials so I don't believe it should be a authentication problem. (Though in the future I would like to create a sub-user that just has viewing and downloading permissions)
  24. fiestamasta

    Authentic Gameplay Modification

    I may have fixed the problem. Apparently something had gone wrong with the keys on the server. Once I updated the keys on the dedicated server everything started working properly. I put AGM on the server because I have the AGM medical module placed in the editor in order to change some settings. i.e players are invulnerable in their unconscious state. This way our mission creator doesn't have to keep teleporting people back to the group if they die. Though we have run into another problem. While we are playing (mission creator usually plays with the team as well) if everyone happens to be killed we don't have an expedited way to regain access to our controls. Considering while unconscious our mission creator cannot run MCC. If there a way to force respawn or suicide while in a blacked out unconscious state. We used to run FAR revive which allowed you to use your scroll wheel and suicide. This at least allowed everyone to respawn back at our FOB and we could decide to scrap the scenario or run it again. Would really prefer to not have to use FAR revive in conjunction with AGM or scrap the medical module because everything else works great.
  25. fiestamasta

    Authentic Gameplay Modification

    Hi all, Has anyone had any problems with loading AGM on their dedicated server? My group has been using AGM for about a month now, however we would like to modify parts of the medical system using the module in the editor. Initially I had forgotten that AGM wasn't loaded on the server so the missions would fail to boot. However after loading AGM my screen hangs on the Arma 3 black background without actually entering the game. After checking my servers RPT logs I noticed there was a line saying netserver:destroyplayer everytime I joined.
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