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Ivanoff.N

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Everything posted by Ivanoff.N

  1. Thanks that works, however has its limitations: _restofunits = (units _group - [_leader]); _groupmember = _restofunits select 1 //(Sometimes he is a rifleman, but sometimes can be static gunner is there any way to check ?)
  2. Ivanoff.N

    64-bit Executables Feedback

    I have a major issue with 64 bit client. My notebook has 2 video cards, one for battery power (Intel), another for gaming (Nvidia) The issue is, that with 64 bit client only the Intel card is running Arma, it alone has enough power to produce 10-13 FPS, the Nvidia card has 0% load.
  3. There are some function parameters in the comments: Parameters: _this select 0: ARRAY - Array of Support Team units. _this select 1: ARRAY - Array of RGB values used for the icon/text color. What are these for ? Can they be changed on the fly ??
  4. Yes but can they be changed in the init field of the unit, or do I have to create new function for every color ?
  5. Hi all. I am wondering if it is at all possible to activate a script when unit enters specific class. For example: if ((vehicle player) = "B_Hunter_F") then {hint "Right vehicle"} else {hint "wrong vehicle"}; Is it possible to use classnames instead of particular unit names that will apply to all such vehicles ingame or not ?
  6. I swear that example was not there earlier today, did you just put it there ?
  7. Is this the correct syntax then ? _vp = typeof "B_Hunter_F"; if ((vehicle player) = _vp) then {hint "Right vehicle"} else {hint "wrong vehicle"};
  8. This has to go in the init .sqf and start at the beginning of the mission right ?
  9. I am trying to make an addon that will make a small hud appear as soon as you enter particular vehicle. I have made the hud itself via script using rsctext. I only need the code for the init.sqf so that: 1) playable unit enters mortar as gunner (only mortar no other vehicle) - script starts 2) playable unit exits mortar - script stops I need this to work with all mortars placed on the map for all playable units, without any naming etc. (of course each player must see the hud individually). Please advise if it is possible to do and the code to do it if possible. Thank you,
  10. Yes, the problem is that to understand what the wiki sais you need to have quite a bit of knowledge. For example this: mortars = ["mortar_class_1","mortar_class_2","mortar_class_3"...]; <- are these the names of the classes of units I want to trigger the script ? Would this be the correct syntax if I want to use vanilla mortars ? mortars = ["B_G_Mortar_01_F ","B_Mortar_01_F"]; Also I know that all new variables are marked with _ (example: _variable = something) why is it not so in this case ?
  11. Ivanoff.N

    64-bit Executables Feedback

    I am getting like 10 fps if launch the 64bit version of Arma even in the main menu, even in the editor on stratis with no units placed . 32bit works fine with 14-45fps depending on the situation. Anyone else having the same issues ?
  12. HI. I have tested the radar and a have a few suggestions: On the figure below I am inside an AA vehicle with the 360 radar, the circle of the radar is not shown in full so I can not see what is behind me although the radar can see it. I can only spot something behind me if I turn my turret there. There needs to be an indication that something is there and spotted by the radar. The other thing is a visual. 360 radar is possible because the dish is spinning around, but on your models it is static, perhaps it could be tweaked to spin when radar is on and be static when off or something like that:
  13. Ivanoff.N

    Spatial Awareness Improvements

    Tactical ping can be a great alternative to ace`s pointing if it is made customizable in the following areas: 1) Size of the circle (make it configurable by the server) 2) Duration of the circle hanging (configurable by the server) 3) People who can see it (squad or everyone or 2 meters from the pointer, also configurable by the server) 4) Perhaps color 5) Perhaps pointing animation (the one already in Arma can be used as seen on the Apex poster)
  14. Ivanoff.N

    AI Driving - Feedback topic

    Hi. I have just tested convoys on RC branch. Do not know if the changes are there yet. I placed a convoy moving from Molos to Kavala on (Move waypoint, behaviour "safe", speed "full"). when moving at some point one of the vehicles stops in the middle of the road and starts moving back and forth as shown on the screenshots. It happens evey time in various places. On the screenshots: The lead vehicle is driving on, this second vehicle is stuck driving forward and back as shown, rest of the column is halted.
  15. Ivanoff.N

    AI Discussion (dev branch)

    Yes that is why I suggested I synced module. All units synced - share enemy location, others no. It is only relevant if it is in the line of sight anyway. If a target is revealed for AI and it is behind the hill it will not do any difference.
  16. Ivanoff.N

    AI Discussion (dev branch)

    Hi all. Maybe is already implemented, but if not, maybe someone can do this module for SP it should not be difficult if the engine permits it. For example this module can be called "Supersquad". All AI squads synced to would behave as usual following their waypoints etc, however all the targets spotted by one of the squads synced to the "Supersquad" module would be shared with all the other squads synced via the "reveal" command. Examples of use: Tank on the hill standing, infantry 2 km away came in contact with enemy infantry. Enemies gets revealed to the tank, tank engages. Sniper on the hill with 50 cal. rifle, infantry comes into contact, shares location of target with the sniper, sniper engages from afar. Same with static mg, choppers on patrol etc. I can do this with a script for preset units for instance ?squad1 konwsabout enysquad1 > 0.7 tank1 reveal enysquad1; It would be very nice to have this as a module so that it would apply to all synced squads.
  17. Ivanoff.N

    RHS Escalation (AFRF and USAF)

    The ammo is in the tripod bag for all RHS static weapons. Just take extra tripod bags. Even the Kornet, it does not make sense as the actual tube with missile is the ammo but the ammo is in the tripod that is visually a tripod.
  18. Ivanoff.N

    AI Discussion (dev branch)

    Hey. The new CCIP feature is nice, however in some cases it is not utilised by AI, While they do a great job when firing a cannon with lead calculation and all of that, they do a poor job of utilising FFAR rockets (Such as the Shriker). On the screenshot below you can see an AI flying an A164. There are 2 crosshairs present. One That looks like an X without the middle, and another one that looks like + with a dot in the middle. The White frame square is the target the AI is locked on to. It starts to engage the target as soon as the X crosshair is centered within the white frame. The + crosshair on the other hand is where the rocket will actually hit. ​Maybe it is possible to make them use the + (CCIP) for targeting instead of the X crosshair which represents nothing ? Also Hellcat when ordered to attack a target (soft one like a zamak) just makes 1 gun run and hangs in the air afterwards despite target being alive and destroy waypoint still active.
  19. Ivanoff.N

    AI Discussion (dev branch)

    Hey I have noticed that you have introduced new surface feature for AI, when they will not use crouch or prone stances on certain surfaces (e.g. tall grass). Maybe it is possible to use the same system in buildings ? AI knows when he enters a building (speed becomes limited), so maybe it is possible restrict prone stance and use only crouch, as going prone makes them clip through walls ? If prone stance is no good because their head will be sticking out the window, maybe substitute prone with low crouch at least ? Low crouch is low enough to conceal a unit under any window on Altis.
  20. Ivanoff.N

    AI Discussion (dev branch)

    @Ondrej Kuzel Hi, I did notice in the changelog that the flashlight will now give away your position to the bots. I did not notice however the same thing for laser pointers. Is it planned to make AI reveal your position if he is equipped with NVG ? Same could be done for IR strobes (Like a script to reveal you if you are 5m away from strobe/IR grenade). Would have made players think twice before operating IR equipment.
  21. Ivanoff.N

    Eden Editor - Question/Suggestion

    I have a question. I made a mission in eden, entirely with 3rd party addons, the only thing vanilla was Altis. ​At the end I decided to place a vanilla boxer truck next to a house, just for props. What do you know... BIS changed classname for it in the latest update. What should I do now ? I cant open the mission because old classname does no exist and I can not edit the sqm file because it is not in the editable format as it used to be.
  22. Ivanoff.N

    Limping - Feedback

    Wow, they even hold on to the wounded leg. Will Resist now get a mission where Coleridge will limp through 10 sq km. of hostile terrain in search for a FAK lol ?
  23. Ivanoff.N

    Limping - Feedback

    Thanks. Powerful stuff right there. Valuable material for cut scenes. If maybe someone could show another one without the weapon, on a civilian. Forgot to ask to show without a weapon though.
  24. Ivanoff.N

    Limping - Feedback

    Could someone plese provide a video or a GIF of limping soldier with lowered weapon ? It will take me 3 hours to download dev build just to look at that.
  25. Ivanoff.N

    Targeting improvements

    Will there be a new command for the AI ? Like commandBombDrop [getpos tank1, GBUbomb,2] ? Will the AI be using this at all at their descretion or is it just for the player ?
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