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Ivanoff.N

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Everything posted by Ivanoff.N

  1. There is a problem with AI convoys currently. At some point part of the convoy just stops . Like rear vehicles just stop for no reason, they don`t move just stand. Anyone else noticed this ?
  2. Ivanoff.N

    Weapon Resting & Deployment Feedback

    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.
  3. Ivanoff.N

    Weapon Resting & Deployment Feedback

    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.
  4. Ivanoff.N

    Weapon Resting & Deployment Feedback

    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. Ivanoff.N

    Weapon Resting & Deployment Feedback

    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: 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: 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):
  6. 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.
  8. Ivanoff.N

    RHS Escalation (AFRF and USAF)

    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.
  9. Ivanoff.N

    RHS Escalation (AFRF and USAF)

    Hey. In RHS Su-25 or A-10 there is a CCIP reticle for bombs, FFAR and autocannon. Is there any way to get it`s position in the world ? (As array like getpos).
  10. 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)
  11. Ivanoff.N

    RHS Escalation (AFRF and USAF)

    Yes it works, thanks. Funny moment though, if anyone wants to try this for themselves, note, that once inside NSVT that bot is not the tank commander anymore and variable "commander _vehicle" does not apply to him.
  12. Ivanoff.N

    RHS Escalation (AFRF and USAF)

    Thanks. But now the obvious question, how to get him back ? I tried _commander action ['moveToTurret', _vehicle, [0,0]]; but it did not work.
  13. Ivanoff.N

    RHS Escalation (AFRF and USAF)

    Hey. Does anybody know, how to put AI in russian tank NSVT seat via scrip ? I can`t seem to find this anywhere.
  14. Ivanoff.N

    AI Discussion (dev branch)

    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.
  15. The video of AI behavior bug I mentioned earlier:
  16. Ivanoff.N

    AI Discussion (dev branch)

    This is the video of the bug described above:
  17. Ivanoff.N

    AI Discussion (dev branch)

    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: place a Hellcat in the air, and put an ifrit 1 km away, but in direct sight of the hellcat. Name them "ifrit" and "hellcat" respectively. 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). 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.
  18. 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.
  19. 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 ?
  20. Added: A new "takeOffReversed" airport parameter changing the direction of taking off from an airport <== anyone knows how to use this ?
  21. The new AA introduced on DEV branch are not working correctly. Radar sees enemy targets at 16k - yes. Radar determines what the target is therefore can identify its side - yes. The AI inside the launcher however does not engage these targets until they fly by and it can physically see them. So while in theory using the UAV terminal I can do a 16k AA shot, the AI inside the launcher does not engage until the enemy aircraft is within visible range of less than 1km.
  22. Ivanoff.N

    AI Discussion (dev branch)

    commandsuppressivefire and dosuppressivefire does not work with 30/40mm cannons (Kamysh, Marshall). It does work for all other vehicles that don`t have this cannon type.
  23. Ivanoff.N

    AI Discussion (dev branch)

    Tratnyr x20 (HE) .. And maybe even autocannon, it is HE and hitting next to infantry even not precisely guarantees a kill.
  24. Hi. I have a question on arrays. //I get an output as array eg : _fruitarray = [["apple",1],["banana",4],["pear",32]] //I want to convert it to: ["apple","banana","pear"] //What would be the correct syntaxis for that ? //I tried: {_x select 0} foreach _fruitarray //but it only shows one of the elements, and I need an array to be returned. Thanx
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