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mechanical

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Everything posted by mechanical

  1. mechanical

    [SOLVED] Warlords mission SAVE/LOAD

    Thank you.🍻
  2. mechanical

    [SOLVED] Warlords mission SAVE/LOAD

    So is the code that kanas posted the "loadgame.sqf" ? all the links are dead so i cant get to anything, I would just be curious if it was solved with a script that ran when a player joins or something. I would be more than comfortable, not switching sides as well as playing as the same entity. If it is that easy I can unpack my pbo throw an sqf in and add an execution script. If anyone is out there that has these files to use or knows where they now reside I would appreciate it.
  3. Not trying to resurrect an old thread, but there has been a noticeable difference in AI smoke effectiveness and players effectiveness. I note that using a titan AT launcher top down the lock an AI gorgon or mora for example will smoke and so far out of all the thousands of hours of playtime shows a common theme. But ill say in the last 30 days of arma 3 playing. The AI has effectively stopped 100% of all titan top down attacks as an infantry and scalpel and dagr attacks from a blackfoot. Now I cant test properly because the AI driver is the only functional tank/APC AI, so in order to not stare at an AT soldier in the middle of the road for 30 seconds and never fire I need to take the gunner position, but the ARMA vanilla (which is mostly all of what I play) restricts you from having control of the smokes/countermeasures in gunner or driver position. This is the part that really really frustrates me, I can find nor consider or think of any value added to the game for it. As since an ai driver cant function well, if the player is a gunnner or commander the WASD keys are basically the driver(that is ok for some reason), and your character more so annoying goes forward,left right, etc ever 1.2 seconds. If your a commander you can tell them to target an enemy 75m from you with a coax selected and well they just gonna sit there sometimes, if a tank comes around a corner forget it. To a very limited degree I do understand the premise of "its realistic because the commander always controls the countermeasures IRL". Well if I have an AI as commander in MY vehicle they never pop smoke if im inside said vehicle as driver or gunner, i would suspect passenger as well i may test that. Making player controlled tanks in my opinion near worthless. Since there is no keybinds for seat switch I would highly recommend allowing drivers and gunners to pop smoke (if there is an AI commander) in any upcoming patch or if people cant handle it so much just a config switch or difficulty switch or something. I cant think of any way that would limit the games function, I cant think of any special advantages it would give to a PVP scenario like warlords for example. Basically a player simply needs to do more for the AI, especially since the AI outright refuses to smoke if they are commander while a player is in the vehicle. Until AI is an entire leap higher I dont see why the players have to deal with no countermeasures.
  4. mechanical

    Make AI Teammates Invincible?

    IF you have access to the units in say editor (since you mentioned you put code in their init), there is literally a checkbox in the GUI to not let the unit take damage. Try that.
  5. So im literally just building an editor and or saved mission to house as many functions that the editor can handle. The point especially being simple for simple sake. Attempting to tackle an issue that is often requested but with little answers I figured I would give it a shot. Im at an impasse simply because there is a definition all throughout the BI WIki that cannot be searched and is not defined. Muzzle. WTH is muzzle when attached to a grenade? I have no idea what was going through the programmers mind when he declared muzzle therefor without being a mind reader neither can I. I cant find any real detailed info for it im just making guesses. I can put this in a trigger and if my named unit has a regular white smoke this actually functions in ARMA 3. [dumbGuy,"SmokeShellMuzzle"] call BIS_fnc_fire; hint "it activated"; There is an example right on the [fire] wiki page at the bottom that uses "SmokeShellGreenMuzzle", well go figure if I equip the test ai with a green smoke, it will not work. So then this got further confusing as I can go into arma 2 classnames and they were nice enough to list the muzzles on that page giving me I assume some basic insight to what the programmers mean when they say muzzle. Seems like its some launching position for the projectile or type of system for launching. I have attempted to run BIS_fnc_fire, fire, forceweaponfire. and nothing works. Basically anything suggested on previous threads, examples in the wiki, and examples in the forums appear to all be non functional anymore *(with coloured smokes). It appears that you need to "fake this" and upon a condition you need to create and pop a smoke near the AI? If anyone has any details on this subject matter especially the muzzle, that would be great if not oh well. Thanks.
  6. mechanical

    What is Muzzle

    Thanks for the response. I basically figured that is what muzzle was, but attempting to review with other items like IR grenades that dont list muzzle in the muzzle name I was getting confused. Your hint script will be very beneficial for finding all sorts of information, thanks again. So I dont know why, but I assume that I must have moved my trigger slightly when I tested the white smoke, or something else is slightly different between the white and coloured smokes. Maybe execution time? I found out that the trigger needs a delay, Or the unit to throw the nade must be stopped, either or, the unit to throw the smoke was moving into the trigger area and the trigger held the code, a simple 'is present' check. As I said it was just simple for the sake of being simple. After your response reaffirming its possible I noticed the NPC no longer performed. Watching it again I noticed the npc was not fully stopped by the time my hint was coming up. Adding the one second delay to the trigger gave him time to stop, I assume now for that function the NPC on foot needs to be fully stopped. I assume I must have moved the trigger ever so slightly towards the move waypoint when I tried to run color smokes. Without some complicated debug, I didnt notice exactly how close the hint after execution was coming up from the time the NPC stopped. I guess since a player can throw a nade while moving i didnt think that the NPC couldn't. Learned a lot thank you.
  7. mechanical

    AI must have better autonomy.

    "here comes the next warning / criticizing is not allowed" I see a lot of excuses rather than candid observance and acceptance of customer questions...Thank for the DLCs they were actually quite good and worth every cent; put the same effort into some ai next should be my general request, of which does not need to be heeded and likely would not be anyway. Maybe money is the answer, hey I would pay 50$ for a DLC that improves path finding by 50% so the ai can travel through altis without incident. GTA SA could do it on ps2..OR just make another desert map so they have nothing to hit. Only because without AI at the core single player repeatable play is non existent. Regards,
  8. Good luck, if you achieve what your looking for please post. I think there are many people that like that kind of script because it would add a cool concept to the game. Honestly Im not sure how open source it is, And obviously the code style is different but I would wonder what the specific parameters are for gran theft auto for the stars accumulation. They seem to have had the detection of good vs bad guy down pretty well. I tried this as well once but to achieve what I wanted became a seemingly endless nested if statements. Mostly I never cared for how the AI can tell a blufor is in a car in civ cloths(or any cloths for that matter) from 1000km away and start firing at you. I attempted a checkpoint mission once but you could never get to the checkpoint because they would pick you out form 600m away. No i didn't add anything im just moral support :)
  9. mechanical

    Door action height

    Anyone else notice that you really cannot open and close doors while laying down, where exactly is the point of access for the (addaction?) I feel like its waaaay too small in its vanilla form and id like to know if its script accessible or not. highly infuriating to get rekt quite literally because smashing your face on the door that is open in a building while laying down yet you cant close it, so you have to couch at minimum AND stand in front of it which is right in the kill zone of a main entrance door way its like the pointer is not really picking it up. Has anyone else noticed this? And Would you consider replying with the following. 1. Its not an issue for you at all or you've never noticed it 2. you've noticed it but feel its not an issue that worth looking into 3. You have noticed this as well and think it should be fixed. 4. You post a random trolling message like get gud etc. 5. Or last but not least post your an arma fanatic and there is no room for improvement on a godlike perfection such as the arma 3 game and that COD is a better choice for me.. just wondering what you all think about this. Thanks, Mechanical
  10. mechanical

    Input lag

    If you follow the reddit post that the poster of the video had supported the following comment here. https://www.reddit.com/r/arma/comments/6l99iq/the_real_issue_with_arma_3_enginewide_input_lag/#bottom-comments Vsync mouse excel were both off. He also lists multiple PC's tested with their specs. I dont think the answer is just that simple..
  11. mechanical

    Input lag

    I feel like this "vsysnc" should be a more visible or presented topic, i don't have the tools or true know how to perform these tests for input lag but I happened to watch the same video above and one thing kindof had me thinking; Ive never felt like i had true control over any firefight in ARMA 3 Arma 2 dayZ and now argo. Something is definitely different about this developer than others when it come to the feeling of control. Especially once a multiplayer game mode is launched. The FPS drops on all but best servers and the fights whether i win or lose just feel like luck or like a muttle through? Win or lose in csgo or insurgency i feel like i didnt cut it, arma I just feel like well ok he wasn't facing me I got him or why did he take so may rounds without having armor.
  12. You know what i think is possible; and would be cool. If either a modder or bohe made the following. 1. gave the atv lean physics so in mid air you can actually control it (like you can in life) 2. make an off road racing atv dlc out of it 3. add a couple sport atvs or one sport atv to accomplish it would be like karts but off road atv i think the physics are more than ready for it i bet someone could do it. I cant make mods and gave up trying ill just stick to installing a/c's and what not but im just throwing an idea out there if anyone even wants it. So general discussion...
  13. Does bohe actively monitor these servers (meaning official end game etc)? Once you get to idk 9pm est on the eastern NA servers you cant see anything but team-kills blatant seemingly irremovable team-killers. Its pretty rough, you have to just leave. None of the noobs know how to vote kick. Honestly I cant believe there is not a maximum team-kill limit we are talking like total nonsense, makes the game look horrendous to those that are just getting into it. Im not talking about your noobs that are not used to having every bit of data handed to them and making mistakes i mean just general extreme trolling. I feel like a minimum team kill limit on an end game server just makes sense like even 5 per 2 hours or per game or something. The noobies ask every time how to vote kick because they dont know how. Im already into the game for years now so its no harm to me. But you'll never get new people in if the end game official server is at least not even remotely playable, they will think that noone takes the game even remotely seriously. Im not a huge fan of CSGO but team-killing is just not much of an issue because it will be automatically taken care of even at the lower levels at 3 TK's I think. This is a statement and OR a suggestion I have no goals or specific requests; if read by BI is all I hope for, because its really going to harm BI and players looking to try something different, not me and i want the best interest of the game arma 3 on the podium. Thanks, Mechanical
  14. mechanical

    praetorian 1c AAA turret question

    Why on earth did they not just give both the carrier and the new statics availability for all sides if not literally at least group-able? Why would they make it different than any other static available? Can take any other launcher or static and unit and just group it to a non probable opfor and voila its opfor no wasted time coding in when not necessary. This was a foreseeable request instantaneously, from a game creator that knows that people will always want to mod and utilize every bite of usable content they can to their own design and imaginative design. a cement ceiling so to say If you just need a one time setup you can actually place the turret as empty and then somehow(for whatever reason) place an opfor unit inside it (for example) and it will take the side of opfor, any unfriendly infantry will shoot at the turret until they are out of ammo unfourtuanlty so no ai foot solders if you plan to do that.
  15. Im glad someone decided to show exactly how to fill in some of those blanks. That example would be a great example on the biki. Thanks Kylania
  16. mechanical

    [WIP] Female base model project

    I was just wondering where the females where in arma 3, this can certainly add some depth to missions.
  17. @Danikovov As for your issue verify in the controller driver that the controllers keys and sticks were mapped correctly i had 2 buttons mapped as a single button, and i had one digital also mapped to an anolog. Its highly unlikely that that in particular is bohe could be but yours sounds alot like my issue. Note however that arma 3 in my opinion has a very hard mapping structure as in everything is common yet can conflict. like there is limited controls that are commonly shared between helis planes and cars and weapons and view and common. ive already mapped once before what was best for vehicle driving then set up the other stick for chopper flight, in arma you cnanot do this so i had to just select the most workable solution for all the drive-able types
  18. mechanical

    joystick

    If your going for realisim then im out of your scope. If you just want something that makes flying possible and actually fun, im currently using a ps3 controller with an emulator i simply put it down and go to keyboard for infantry, I can control all aircraft, and vehicles with ease. Just mapping it takes a while and i am constantly dealing with a bug where the controller remaps whatever it wants and is not visible getting more frustrating by the minute did not happen before the update. Its was not a bug but my error I mapped a digital button as a digital and with a little ghost analog button in it causing my issue got it sorted out and yea a controller is still better than a keyboard and the "name brands" controllers for big box gaming do have reasonably great analog sensitivity.
  19. Once I was able to find a steam workshop mod i knew i had once i subscribed (or technically resubscribed) It just started a chain reaction and re installed all the mods I had. It was a steam issue not bohe. All my mods that I got NOT using steam like my rhs mods had no issue and never left to begin with, making me reconsider the steam workshop items because lets face it steam/valve is one of the most financially profitable company's when it comes to gaming industry related and has some of the worst and reoccurring coding errors and just bad decisions in general, im starting to clean up my workshop items and just manually download form armaholic etc. so they may not be lost and you can get them back. just remember anything involving valve is going to be very problematic.
  20. I know this is old but im using it so it must be still relevant. After alot of testing I found out that you CANNOT use a marker as the position used at the end of the syntax on the nearestobjects function ! Even if you have the marker as a named variable. I am currently using an eden editor trigger to determine when to run the script similar to what @aeroson had posted. so I figured what the heck ill just name the trigger a variable name and see if that works and it did. I dont know if that is a bug or not because another scirpt using similar functions but in spawn mode is basically calling a marker as not only its position but its radius. A general question I still have is looking at the syntax of the nearestobject i did not need to include the get pos for the variable I was placing a radius around, I also got errors for it. It looks to me that the first param in the nearestobject is setup to "get a pos" of whatever variable you name or just strait up location. I could be wrong and its pretty likely I am. But If I could make this work on a marker that I already have on the map that would just be swell, so if anyone has the minds for that...it be all cool to post it and whatnot. Thanks.
  21. mechanical

    How to remove animals

    Interesting, good timing to bring it up then i guess i was thinking this thread and topic was long since forgotten about all but 3.5 years ago. I guess ill wait for the release then. Thank you for the update @claws01.
  22. mechanical

    How to remove animals

    Any results on the sound. Running the script in sqf which is basically just 2 lines per here https://community.bistudio.com/wiki/enableEnvironment from killzone kid. Arma 3 is throwing an error on the new alternative syntax saying specifically its expecting a bool not an array. So as far as I can tell the array alternative syntax is not working...You ask why does this matter, well believe it or not one of the dino mods has issues with the dinos attacking everything in their path, so they attack rabbits and snakes. They do so to the point where their threat level is severely diminished. Its funny how the mod ability of this game always has these weird unexpected things come up. But lets say that fix is in any way actually going to happen sometime the server benefits mentioned above should have some additional "good use", I bet the enable Enviorment is standard on take on mars thats what it feels like if you run the bool syntax so quiet.
  23. mechanical

    Tanks DLC Feedback

    Idk I guess I just assumed that they might be involved in their own community(in this aspect, they are typically engaging regarding a lot of things). Its not like the thread is not passionate and apparently engaging to most people. I just thought maybe a pop in would be a courtesy, like hey yea we are actually going to do "some things like what this guy or that guy said" (not exact descriptions of course) about this or that. Maybe even just to pop in and say..yea we really don't care what you have to say, if you don't like how we make it go make a mod. We are putting in 2 tanks its free get over it. or even "we have read the posts but have no comment." With that said.. Is it really necessary to feel like your talking to god or something, unsure if your just muttering among yourself or if someone is actually out there listening LOL? Took what 60 seconds for you to respond to me. Allowing the topic to continue undisturbed ill be providing no further comment on any reply's about "if devs should or did or might or could comment or not". just a semi scope comment on my part in the first post, nothing more.
  24. mechanical

    Tanks DLC Feedback

    Is this not the place for BI response? 13 pages and only moderator damage control seen. There is literally nothing else to say everyone else said it. I would say that they need to get back to basics. fix phisics the best they can, fix ai operation the best they can, add accuracy (even if not pretty and super well modeled) to the interiors. Tanks in arma 3 have waaay to massive an advantage in some ways in 3rd person view because its so out scoped. But the interiors are so lacking that noone wants to play a 1st person server. So placing that charge under or behind a tank is just not going to happen against any player controlled tanks only few ai.
  25. Suggestion Just put in a few handheld flashlights BOHE. Please just make an official handheld flashlight operation for arma 3. Yes there are mods but they are all a pain usually come with additional things you don't want and are just not sophisticated. Your taking on jets (lol see what i did there) and their physics and operations to a more simulated affect and that s great, I have flying hours in on cessna 182's, piper low wings and like to see sims close to the real thing. Back on track though a flashlight setup should be really low hanging fruit for you guys, from first meeting to end result should be like 7 days with 3 or 4 guys. All the mechanics are there from the weapon flashlights, just need to determine where its placed. Do you create a headlamp as one option replaces the NVG slot and would be the first easy option. In reality, since none of your pistols have tinnys (baffling to some people), just use the wasted laser/light slot on the pistol area that has been used by nothing ever, and on the pistol area, if any flashlight gun mounted or other wise is in that slot you can just press L to operate it in hand. If there is also a rifle light just always give the rifle precedence if the rifle is in hand or if pistol is not selected. No pistol at all is just a hand facing forward animation, if your worried about running animation with the hands swinging be lazy and just place light on shoulder, pistol in hand just do the old police wrist cross over animation so pistol use is fluent and wouldn't change much of anything. I recognize all the amazing things you have produced and the massive challenges that some things have been, but I feel this is just hanging there and should be just done by BOHE its almost there already and it feels like it should have been all along. Even the ability to just hold any of the light sticks for some light would be great. Some creative missions are just a lot more lame with nvgs and the flashlights can be just perfect for those quick frights or realism, in fact as a simulator its pretty recognizable that not 50% of most armys are going to have nvgs (think base infiltration missions at night). Hope to see something at some point but i am just one nobody inquiring about a small topic that few may care about, but I personally think its just one of those tiny things that would just make a package feel complete.
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