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Everything posted by warkonaut
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We are going to disable the assigned task widget for 1.58. It might come back with upcoming improvements to tasks overview feature. We will look at the placement and overlapping issue.
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Thanks for repro. I have created a ticket, our programmers will look at it.
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Thanks for the repro! The issue is fixed now and I will publish the fix today.
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Can you please make an sue isolated repro of your problem? Either a code I can test or a mission I can try. If it is a mission, make it simple, only the problem.
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I created an empty mission in VR and dropped your code to init.sqf. The task is created, no errors were fired.
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We are not changing the logic controlling distance indicators visibility. On higher difficulty setting the distance indicators are not shown as before task overhaul changes.
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You are right about the definition and commands. The details about task type definition and implementation will be filled into the wiki guide before 1.58 release. The set of task types and icons is currently in production. The 1.58 is going to ship with bunch of icons that should cover most of the needs when designing mission tasks. However the system is designed the way that you can define your own task types in addon and/or mission confing, so the designer has the full control about how his task get visualized.
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Please isolate the issue and fill in report at feedback.arma3.com. We need a clear repro to find out what is causing the issue you are experiencing.
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Task overhaul updates do not require any changes to already created missions to work. However if you want to set task type you need to add the optional parameter to the task. Task types and their icons will be listed on the wiki guide - Tasks Overhaul - together with the guide how to define your own task types with custom created textures. Regarding your point about tasks not showing - there is an issue related to tasks referring to objects. If the object is not known to player, the task position is also hidden to player and so task is not visualized in map and 3D (until the object is revealed to player). Might that be your case?
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New command createObject for decorative objects
warkonaut replied to dr. hladik's topic in ARMA 3 - DEVELOPMENT BRANCH
The goal it to make use of 3D compositions less performance demanding, but they will still eat some of the CPU time. So I would not think about populating whole town interiors with furniture, rather create some nice compositions in the crucial mission areas. As I said, it is still in development and testing. We are actively looking into what can be improved, what benefits it nets and what are the limits. Another area is quality of life improvements - how to make the feature widely accessible to community (integration to EDEN). -
New command createObject for decorative objects
warkonaut replied to dr. hladik's topic in ARMA 3 - DEVELOPMENT BRANCH
Hi, the real benefit so far of createObject is in small object compositions, where the fps drop per object is about 2.5-3x smaller then in createVehicle with disabled simulation. I am talking about objects like: Land_Bench_F Land_CashDesk_F Land_HeatPump_F Land_ChairPlastic_F Land_ChairWood_F Land_Icebox_F Land_Metal_rack_F Land_Metal_rack_Tall_F Land_Metal_wooden_rack_F Land_Rack_F Land_ShelvesMetal_F Land_ShelvesWooden_blue_F Land_TableDesk_F Note: Measured on scene with 5k objects spawned. The MP network traffic should also be significantly lower due to the less frequent syncing. The feature is still in development. We are aware that some objects (like buildings) currently works better with createVehicle and we will look at it. -
http://feedback.arma3.com/view.php?id=26894
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Both issues - occlusion and text clipping - are known limitation of current scripted solution. The system is fully optional. If you cannot make sure, your task names are reasonably short and fit into the widget or the occlusion is a problem, don't use the system. Thanks for the report anyway, I will consider your feedback for next iterration(s).
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Hello. Thanks for the report. The issue is fixed now, please wait for the fix to by applied.
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Hi, can you show there the code where you call the hideObject and enableSimulation commands. Looks like forEach cycle... Do the objects you store in the array exist?
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Hello. If you go alone from the camp, you will be alone on the scouting mission. If you want to take teammates with you, there is an offroad with teammates in/around it. Get in and the scouting will start. If you need more info, there is the FAQ thread: https://forums.bistudio.com/topic/162329-scouting-and-side-missions-faq/
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Hi there. This issue was triggered when remote execution was called improperly and failed. In that case both commands (remoteExec and remoteExecCall) return NIL and it triggered the error. It has been already found out and fixed.
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Hi there. Thanks for the report in the first place. I will explain what has happened: We have fixed the text align for drawIcon3D and set it to "align to center" to prevent change of the default behavior (as for drawIcon3D text was previously always aligned to center). As result the default text align of drawIcon changed to center as well. I have checked with our programmers if there is any connection and there is. I reported the issue. The fix should be very simple. If you are not desperate you don't need to do anything, the text will start to align correctly with the new exe. If you want to fix it quickly, you will need to search for all occurrence of drawIcon command and add the optional text align param there. Hope it helps. Sorry for the troubles.
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Support Mission
warkonaut replied to epicgoldenwarrior's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi guys, as Zozo said, the Support gamemode is setup the way it only allows playing for pilots. The zone restrictions are hardcoded so you won't be able to run across the battlefield freely. We had reasons for that, design and technical. I will try to explain the architecture of the gamemode as it might help you to understand what you can do and what not. The functionality you can see in the Support games is divided into 2 groups: 1. The Support modules family, that contains functionality just for the gamemode. The respawning, helicopter resupply, the task system and zone restrictions are all here and all are hardwired to work well together. Don't try to bend it to your will. 2. The Spawn AI and Spawn AI Sector Control modules family on the other way contain the functionality that could be separated so you guys can use it into your own gamemodes and scenarios. There you can find the mechanics for spawning autonomous AI groups that will move through the battlefield and cap the sectors for their side. So if you want to achieve something like Support is, but don't want the limitation to pilots only, want to remove the zone restriction, define your own spawning etc.. just don't use the Support modules at all and script it yourself. The Spawn AI and Spawn AI Sector Control modules should be working for you fine (if you stick to the default sides and factions). -
Hello guys. Regarding the question why the player's role in MP Support is limited to pilot only and why the player cannot freely leave the helicopter or base and play the MP Support as infantry is simple. The MP gamemode was created for the Helicopters DLC and that's why we wanted to put max focus on helicopter piloting and engagements. We were considering making the new MP gamemode more of a combined arms, where everyone can take any role, but for obvious reasons it didn't feel right for the Helicopters DLC. We decided to focus on content the DLC was meant to promote and showcase there the new helicopters and tech - the advanced flight model. This allowed us also to add the two cores systems: system for autonomous AI groups that can play the Sector Control by their own and call for request according to the real events on battlefield system of dynamic tasks/requests Basically if we wanted to do the MP gamemode that will showcase the helicopters flying in the detail we wanted, we had to cut the other possibilities and risk. Otherwise we could not do it, not to that extend in and that time-frame. But what we could do, is to separate the code into package that is tight to the MP Support and the package that can be used anywhere else. For that reason I created two families of modules: Support - 2 modules located in Modules\Gameplay Modes\ Spawn AI - 4 modules located in Modules\Misc\ Functionality covered in Support modules (Support, Support: Base) is exclusive to the MP Support gamemode. Those 2 modules cover the dynamic tasks/requests and set the rules of the MP Support, like respawning of the vehicles and players, their setup, helicopter resupply etc.. If you want to create more open and sandboxy sector control, you don't want to use those modules. The Spawn AI module family is quite sandbox and it basically gives you a tool to dynamically spawn groups of units in any mission and execute your own script on them. If you want to make them play sector control, you can use the Spawn AI: Sector Tactics module, that does the job for you - it automatically replaces the custom script. If I understood correctly what you want to achieve, I suggest to take the MP Support example mission, delete all Support and Support: Base modules and write you own respawn and other rules. This way you will have sector control with autonomous AI groups and still have full control over the rules of the mission (no vehicle locking etc.). Hope this helps.
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If your helicopter is damaged to the extent it cannot fly and you manage to land anywhere, the crew should automatically disembark when you land and you should get the instant respawn. If you get locked in the helicopter that cannot fly it's a bug. We didn't experience this but I noticed that in rare occasions the canMove command returned true even if the helicopter was damaged the way it couldn't move and vice versa. Were you flying with the advanced flight model? ---------- Post added at 11:19 ---------- Previous post was at 09:39 ---------- Any supply box will do it - you don't need to synchronize it. The completion distance is 100m and the cargo must be dropped carefully so it is not destroyed.
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No extra info needed, thanks. I will look at it. ---------- Post added at 09:50 ---------- Previous post was at 08:36 ---------- It seems to be working correctly without any custom addons. I took quad, went from Camp Maxwell to patrol and looted some xtra stuff. Upon returning to Camp Maxwell, the looted gear was correctly moved to specific creates at the armory. Check the screenshot from armory before leaving, showing the create with ammunition. Notice there are no APERS Bounding Mines: https://dl.dropboxusercontent.com/u/86700052/Arma3/campaign_persistence/1-hub.jpg (194 kB) Quad on patrol with looted stuff inside: https://dl.dropboxusercontent.com/u/86700052/Arma3/campaign_persistence/2-skirmish.jpg (190 kB) Armory after return from patrol; notice the 3 APERS Bounding Mines being added into the create: https://dl.dropboxusercontent.com/u/86700052/Arma3/campaign_persistence/3-hub.jpg (189 kB)
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Can you please provide me with more info about the issue? The gear from the vehicle should transfer correctly to the armory once you arrive to base from the side mission. The vehicle will be empty upon arrival, but the gear you store there should be in armory. This is a bit gamy, but we wanted to have the gear at one place only. Best to test it in the 1st episode, where you go to side missions alone with quad.