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Ivanoff.N

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Posts posted by Ivanoff.N


  1. On 2/26/2021 at 2:20 PM, lexx said:

    I don't even understand what it does different than behaviour and setBehaviour.

    Its a different thing as this only affects a unit when it is attacked. So your unit can be in aware when not attacked, and this command can force it to stay in aware after being attacked and not hide under a bush. 

    With this it would be great if this would influence units i vehicles.

    For example currently if a vehicle is attacked infantry dismounts as it is in combat. They still dismount if setcombatbehaviour is set to aware or safe. 

    It would be a benefit if this mode would allow them to not disembark in combat (the vehicle combat dismount is still allowed).

    Like this some units will dismount and some will stay in. Currently you can only stop dismount by blocking the entire section (all cargo or all turrets)


  2. Spoiler
    On 10/22/2018 at 9:53 AM, Ivanoff.N said:

    Would be very nice, to give this stance in the screenshot "resting" at any gun angle (currently resting only activated when bipod close to the ground), not deployment , just resting.

    Resting is enough to control recoil of machineguns without making them recoilless like on bipod, and it would solve problems shooting from the hills. 20181022094528-1.jpg

    This is actualy pretty simple to implement with a script.

    I even made a mission to show it off.

    When you are in the aforementioned stance an object is attached to you (in this case the yellow flag) and it gives you the resting ability for up to almost 90 degrees.

    When you change stance this flag is hidden so it has no collision or other properties. It reappears again when you are in that stance.

    There is not an invisible object ingame currently that I could use so you see the flag next to you.

    Although this is a simple workaround, it could be added to the engine or something.

    https://www.sendspace.com/file/iqto81

    Link is for the mission, if you want to try on a diferent map, just copy everything you see (unit, flag, trigger) and paste it on any other map (If you dont own marksman DLC you can replace the heavy gunner with any other unit).

    Here is the video of it:

    As you can see when rested you can deliver accurate fire, but it is not an OP recoilless gun.

    When not rested there is just no point of firing this MG it becomes too inaccurate.

     

    Obviously instead of the flag there will be an invisible object if this type of system is implemented in the way demonstrated.

    • Like 3

  3. On 10/19/2018 at 1:27 AM, oukej said:

    We'll be keeping the old deployment in the next patch as we weren't able to promise any further improvements to the tested alternate deployment behavior. Thanks everyone!

    Would be very nice, to give this stance in the screenshot "resting" at any gun angle (currently resting only activated when bipod close to the ground), not deployment , just resting.

    Resting is enough to control recoil of machineguns without making them recoilless like on bipod, and it would solve problems shooting from the hills. 20181022094528-1.jpg

    • Like 5

  4. 11 hours ago, xon2 said:

    @Ivanoff.N   ''It appears that the snapping point is now in the pelvis and not in the bipod.''

     

    Hrm...still struggle to grasp the difference to the current implementation. Do you say the bipod would never snap to the ground when lying prone or onto the top side of a rock or wall which you crouch behind and would be freely movable while the pelvis of my character would be snapped/locked to the ground?

    Here is the vid.

    As you can see, no changes are made to the interaction with objects, just ground.

    But you can deploy from any position where your pelvis touches the ground. At the same time bipod is unfolded, but it is not touching the ground. Also you can rotate with the same speed as if you are not deployed. Basicaly you loose recoil, but can still aim almost 70 degrees from prone position. IMO prone will be often used from the hills, but not in plain field because of tall grass. Everyone will most likely use the sitting position.

     


  5. Well it is quite simple.

    It is now possible to deploy from the sitting stance as shown on the last screenshot. It appears that the snapping point is now in the pelvis and not in the bipod.

    IMHO the solution is - to limit vertically (if engine permits of course) the prone animation to what it was, so it does not raise too much and bipod is touching the ground.

    And keep this sitting animation as is. This sitting animation is good because although bipod does not touch the ground, the body is positioned in a way that your hands become a bipod, resting on the knees. 

     

    This could be your maximum elevation while prone used if you want to keep low profile:

    N3LNYOX.jpg

    Although bipod is not touching the ground like most it has extending legs, maybe these legs can snap to the ground and extend (like the mortar bipod does when you raise it) but it is not game breaking:

    harris-bipods1.jpg

     

    And this wouold be the one that can elevate to any height (If possible not to unfold bipod when in this one because as said above the supporting element is not the bipod, but the position of the body):

    DQyVzcy.jpg

     

     

    • Like 1

  6. On 29/09/2018 at 2:05 PM, a_killer_wombat said:

     

    Have you tried ordering "stop" command to your driver? Example:

     

    Select driver "tilde/F2/F3" -> "1" -> "6"

     

    I find that AI infantry sometimes won't enter a vehicle unless the AI driver of said vehicle has been given "stop" command by the player, even if the vehicle is already stationary. 

    Ah yes this worked, thanks.

     

    Now I play these game series for 16 years now, I have 5000+ hours in Arma 3 and most of it single player. I did not know that thing. Maybe @oukej or anyone form the team could add a hint there somwhere ???


  7. There is a problem with the second mission of Steel Pegasus mini campaign.

    Spoiler


    If you choose to transport wounded, and arrive to the site, they never get inside the marshall, they just stand next to it, and when you are attacked with 40mm grenades, all the wounded get killed by explosions. This has been the case for me for a few updates now. It only worked initially when tanks DLC came out.

     

     


  8. I'm not updated with tha game and mod itself, but i found AA sight in BMP-2, problem is, its fitted to commander seats, commander cannot move turret, so its facing only forward (same as gunner sights) and its unusable. Am i missing some key combination to unlock commander/gunner override? Just, hold ALT and move your mouse. To fire use "Manual Fire" from action menu.

    • Thanks 1

  9. Something is wrong with AI after the last update.

    I played alot of single player. In default Arma3 showcases the difference is visible, showcase combined arms and armed assault for me at least friendly units are getting wiped out pretty quick.

    In both of these scenarios there are some vehicles present like Marshall or Bobcat but they don`t fire at enemies (dont see them or something).

    It seems overall visibility of infantry by vehicles has fallen or something is definetly wrong. Anyone else getting these problems with AI ?

    (I test vanilla with no mods)

    • Sad 1

  10. Spoiler
    21 hours ago, reyhard said:
    
    
    params["_vehicle"];
    
    private _commander = commander _vehicle;
    
    _commander action ['TurnOut', _vehicle];
    _commander action ['moveToTurret', _vehicle, [0,1]];
    [_vehicle,[[0,0],true]] remoteExecCall ['lockTurret'];

    [this] execVM "nameOfScript.sqf"

     

    If you want to have rest of the crew turned in then switch behavior of vehicle to combat mode - commander should stay on his seat.

    Could you write down which exactly key are you using for it? (Joystick #11 or something like that?)

     



    Put following parameter to you config

    
    
    rhs_decalParameters[] =
    {
    	"['Label', cM1PlnSymPlaces, 'ArmyPlt_Abrams_D']",
    	"['Label', cM1BarrelSymPlaces, 'BarrelArt_Abrams_D']"
    };

    Syntax should be very similar to old AFRF system http://www.rhsmods.org/w/afrfdecals

     

    Example of CHDKZ vehicle cfg

    
    
        rhs_decalParameters[]=
        {
            "['Number', cBTR3NumberPlaces, 'Handpaint']",
            "['Label', cBTR2SideRoundelPlaces, 'Army',22]",
            "['Label', cBTRPlnSymPlaces, 'Platoon',5]"
        };

    List of all possible Army labels is here

    rhsusf_decals\Data\Labels\ArmyPlt_Abrams_WD\index.sqf

    Thanks.

    But now the obvious question, how to get him back ?

    I tried _commander action ['moveToTurret', _vehicle, [0,0]]; but it did not work.


  11. On 22/08/2018 at 2:17 AM, fn_Quiksilver said:

     

     

    the not-so-subtle “we’d prefer you to play our game in PvP” nudge

     

    also double check dynamic simulation is off and maybe try a different variable name, “h” may already be defined

    No its they increased the knowsabout value to maximum of 4. Before it was 1. But reveal command now sets this value to 1 so you need to reveal 4. In general it is same as before just a different value now. I did not know about it. Did not even think this was the case, never thought that array of numbers between 0 and 1 was not enough.

    • Like 1

  12. There is a major AI bug that occured after the last update.

    If you use the reveal command on a unit with combat mode "RED", that unit will forget about it.

     

    Example:

    1. place a Hellcat in the air, and put an ifrit 1 km away, but in direct sight of the hellcat. 
    2. Name them "ifrit" and "hellcat" respectively.
    3. Set combat mode for "Hellcat" to "open fire" (This is the most aggressive combat mode, where AI  would engage known units not only in direct view but will also move to the better position if unit is not in direct sight).
    4. Type " hellcat reveal ifrit" in console and press execute. Then check with " Hellcat knowsabout Ifrit " it will output 1, showing that hellcat is fully aware of the ifrit that it is an enemy and its position.

     

    Before Encore update - Hellcat would fly and engage Ifrit.

    After Encore Update - Nothing. (He will attack Ifrit if Ifrit fires at him, but combat mode is set to "RED" and Hellcat acts as if it is "GREEN").

     

    The behavior is variable, e.g. hellcat will not engage an ifrit, ifrit will not engage infantry. Below certain range, ifrit will engage, however that range is lower by about 400m than the effective range of it`s weapon.

     

    This is important because knowing these distances you can just pass AI vehicles without consequence and they will never fire at you, even if they know about you, no matter what their ROE is set to (Unless you fire at them).

     

    BTW, dofire, dotarget do not work , they just ignore it, until fired upon.

    • Like 1

  13. There might be a problem with knowsabout/reveal.

    Before when you did a "reveal" command the unit would go into combat mode as if attacked,, now AA launcher equipped unit will not even fire at a helicopter within 800m of it even if you "reveal".

    Helicopters ignore infantry if it is revealed to them, and only react to it when they start shooting, although combatmode is "RED" so reaction should be straight forward.

     

     


  14. Just now, oukej said:

    It's used on Tanoa airports (main and south-eastern) and it makes the AI take-off in the opposite direction of landing - so the AI can land from sea and take-off towards sea, avoiding the steep glideslope required for landing over the hills from the other side.

    Yes, but can it be used in mission to change takeoff direction dynamically ? Or is it terrain based and in configs of the map itself ?

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