alarm9k
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CatBook-Yi23332 started following alarm9k
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high command HCC - High Command Converter 1.5.5
alarm9k replied to Igitur's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The HC groups stop following me after the respawn in MP :(- 164 replies
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- large scale operations
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Oh yeah, clicking static sounds here as well with Xonar DX.
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alarm9k started following Linux 1.54 no 5.1 sound
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Basically the subject says it all. After updating to 1.54 the sound became a stereo downmix. Rear sounds are played in the front speakers :( Anyone else?
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CBA - Community Base Addons - ARMA 3
alarm9k replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm trying to load CBA 2.2 on Linux client, which is 1.42 at the moment. I'm getting a lot of syntax errors in RPT, like: params ["_unit","_item"]; if (typeName _unit !=> 8:51:31 Error position: <["_unit","_item"]; if (typeName _unit !=> 8:51:31 Error Missing ; 8:51:31 File x\cba\addons\common\fnc_addMagazine.sqf, line 11 8:51:31 Error in expression < 'cba\common\addMagazine'; I looked up fnc_addMagazine.sqf and the code there seems absolutely fine. What can be the problem? Thanks. -
Steering with the mouse is broken in the latest update
alarm9k replied to alarm9k's topic in ARMA 3 - GENERAL
If you ever wanted to demonstrate to someone the importance of regression testing, then Arma is a perfect example. :D -
The script currently does not affect vehicles with human crew members.
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Steering with the mouse is broken in the latest update
alarm9k replied to alarm9k's topic in ARMA 3 - GENERAL
I don't think I will get back to Arma any soon, so let someone else create a bug report. Got very tired of these little annoyances the game introduces with almost every update and the amount of dirty hacks you have to invent to script something decent. I am afraid of getting used to the terrible coding style that Arma is trying to impose on me. Gone to play chess! The game doesn't receive many updates, but it doesn't have regressions either :D -
AI crew exit vehicle when moved from player group to a separate AI group
alarm9k replied to alarm9k's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Not HC. They misbehave either with or without HC, just upon entering new group. Well... why not. -
AI crew exit vehicle when moved from player group to a separate AI group
alarm9k replied to alarm9k's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I did, I did.... Don't remember why I did this. I might have had a reason... probably :) -
AI crew exit vehicle when moved from player group to a separate AI group
alarm9k replied to alarm9k's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What you suggest may be faster but... it won't have the same functionality. I use my script to move units to and from High Command in single player missions. Just to... make it easier for myself to command the AI around. I occasionally add it to 3rd party SP missions and play them that way. The whole script is just 18 lines of code: add_to_hc = { private ["_newGroup", "_selected"]; _newGroup = createGroup playerSide; _selected = []; { if (assignedTeam _x == "MAIN" and _x != player) then { _selected = _selected + [_x]; }; } forEach units group player; _selected join _newGroup; // <-- Here they exit the vehicle! player hcSetGroup [_newGroup]; }; hcRemoveAllGroups player; player addAction ["Add Team White to HC", add_to_hc, [], 0.02]; player addAction ["Remove Team from HC", "hc\del.sqf", [], 0.01]; As you can see, it's simple, it does not alter or replace units and it gets (well, it did before) the job done. Deleting units and spawning them again inside the vehicle... would require a lot more code, if we wanted to keep the same functionality. I mean, if I order a sniper team to enter a Hunter, make them a separate HC group and order them to move 5km into position, I want them to be exactly the same sniper and spotter with the same rifles, ammo, radios, grenades and mines -- not some general crewmen. -
AI crew exit vehicle when moved from player group to a separate AI group
alarm9k replied to alarm9k's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes, sure... but every dirty hack like this one adds too much overhead: need to save units' loadout, health values etc to spawn exactly the same unit as a crew member. Anyone looking at the resulting code would be terrified (facepalm) -
AI crew exit vehicle when moved from player group to a separate AI group
alarm9k replied to alarm9k's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well, that was the question itself: what command sets this value (if it does exist) and how to read it. I have tried all reasonable comibinations of "assignAs", "addVehicle" etc to _assign_ this mysterious property, and all kinds of "assignedVehicle", "assignedVehicleRole" etc to find the difference between two groups behaving differently. To no avail. And yes, I move units from my group to a newly created empty group. -
AI crew exit vehicle when moved from player group to a separate AI group
alarm9k posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have a simple script that moves units from human player's group to High Command. It selects all units from team WHITE and moves them to a new group: _selected join _newGroup; and then does HC stuff which is irrelevant here. Before the latest patch (1.34) it all worked fine: AI units that were spawned outside the vehicle and ordered to enter it (commander, gunner, driver) remained at their positions after being moved to a new group. After the patch they exit the vehicle! This is only true for the AI what were initially spawned outside. If I spawn a vehicle with the crew inside that belongs to player's group, they stay inside after being moved to another group. I cannot understand what causes their different behaviour. Does anyone know? -
BTW just did a quick and simple performance testing (quick because of lack of free time, haven't done before because of messy development style). Those of you who were concerned about the mod being performance friendly (including myself), rest assured -- seems like it is... mostly. Test: -created in Editor, run in Preview -standing in the middle of Altis big dry lake -40 tanks with AI crews standing far beyond the view distance -no enemy targets Result with addon enabled: 65 fps. Result with addon disabled: 67 fps. Of course with multiple targets know to each of the tank the result would be different, but not drasticly because the idle loop includes most of the checks anyway. Run on i7 3770K@4.5, measured with Fraps.
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I don't know much about Iron Front. Is it Arma2 Iron Front? Anyway, since version 1.8 the only hardcoded things remaining are: Whether the vehicle is a tracked vehicle is determined by its parent "Tank" class. Weapon turret paths: [0], [0,0], [-1]. Weapon names, to calculate threat from the particular weapon General target classes (CAManBase, Car, Tank etc), to determine what can be damaged by particular weapon to prevent firing MG at tanks. That's it... I think. If the things above are not modified in your mod then it will work. If not, then you'll have to make adjustments to the script code. Oh... and if Iron Front is an Arma2 mod, then... it may not work due to using the scripting commands available only in Arma3.