Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

madjosch

Member
  • Content Count

    29
  • Joined

  • Last visited

  • Medals

Everything posted by madjosch

  1. Found out what it was: I had to download and move up the compat file in load order so it was loaded first. Then everything worked as intended. Thanks for your help.
  2. Already did so. But nothing happens when pressing "End". Also tried in TAD MFD when set to SOI. No Mark point is created. I even hammered the "End" button ... - still no luck :(
  3. I may sound dumb at this point but can someone please explain in more detail how I use that steerpoint system? It seems I can't get it to work. The documentation tells about a keybind "Create Steerpoint". I can't find that key on the key config screen. The closest thing would be "Store POI from SOI" which is the "End" key but it doesn't work for me. Even entered waypoints in the DAGR from outside the aircraft don't show up on the steerpoint page or the HUD. What am I doing wrong?
  4. As I already wrote in this post, I'd like to know more about the ACE3 Lasing system. We already tested it and it works, but I cannot find any info about the laser codes. It is possible to change the code on the laser marker but it has no effect on the plane's dropping bombs. It works on any code. Also we have no idea how to change the codes in a plane or see what code is set. Any tutorials or info on this?
  5. Is there already a comprehensive tutorial about laser guided bombing with ACE? It's been really quiet about it. Some time ago we ran a couple of tests but no laser locking could be accomplished. We will try this again soon, but it's just try&error. An explanation from the developers how it works would be very helpful ^^
  6. I can confirm that. We tried some of them and they weren't always achievable. Sometimes the missed pilots (and the wreck) spawned deep inside the ground and could never be found. In the intel mission the intel was not collectable and so on ...
  7. I'm not sure if it is me or abug but is the "attach object" option in the selfinteraction menu broken? I am missing the option to attach lightsticks entirely (yes they are in inventory).
  8. madjosch

    ASR AI 3

    May I politely ask about vehicle AI improvement progress as discussed here ? It would be a huge help for many people I guess. Also ASR_AI could become 'THE ONE' AI mod for every use.
  9. Sorry, I forgot to mention: yes, debug was on. Rest of the settings were default.
  10. Short info on init times. Started the server without ASR_AI and tpwcas. Times look like these: ===================================================================== == X:\arma3\arma3server.exe == arma3server.exe -mod=curator;kart;heli;mark;@CBA_A3;@task_force_radio; -ip=5.62.121.149 -port=2302 -maxmem=2047 -noCB -exThreads=1 -malloc=tbb4malloc_bi -profiles=config -config=config\server.cfg -cfg=config\basic.cfg -name=arma3 Original output filename: Arma3Retail_Server Exe timestamp: 2015/06/10 17:01:17 Current time: 2015/07/04 13:08:32 Type: Public Branch: Stable Version: 1.46.131175 Allocator: X:\arma3\dll\tbb4malloc_bi.dll 13:08:45 name | modDir | default | origin | hash | hashShort | fullPath 13:08:45 ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 13:08:45 Task Force Arrowhead Radio 0.9.8 | @task_force_radio | false | GAME DIR | 160601833061c05b7551d9c799921b9b93db624d | 55fdf75b | X:\arma3\@task_force_radio 13:08:45 Community Base Addons v1.1.22 | @CBA_A3 | false | GAME DIR | 13931e8096c70a32d12128f743665c7c20b84ad7 | 85872a09 | X:\arma3\@CBA_A3 13:08:45 Arma 3 Marksmen | mark | true | GAME DIR | d0c05e486c4cc984946df87a4ef21735a653d121 | 4696236c | X:\arma3\mark 13:08:45 Arma 3 Helicopters | heli | true | GAME DIR | 20e528433bb766997e48a432050c2ae62cbddd54 | aa5c1cd5 | X:\arma3\heli 13:08:45 Arma 3 Karts | kart | true | GAME DIR | ca3f3420a94ec2b85973b00b8c63d4b0574a5c63 | f88c65c6 | X:\arma3\kart 13:08:45 Arma 3 Zeus | curator | true | GAME DIR | ca8a5bb58190eb65da6ce6939b9e461ccdde70a5 | 474a0a58 | X:\arma3\curator 13:08:45 Arma 3 DLC Bundle | dlcbundle | true | NOT FOUND | | | 13:08:45 Arma 3 | A3 | true | NOT FOUND | | | 13:08:45 ========================================================================================================================================================================================================== 2015/07/04, 13:10:55 File dialogs\forecast.hpp, line 255: '/Forecast_dialog/controls/RscButton_1602.action': Missing ';' prior '}' 2015/07/04, 13:11:08 Mission Insurgency.Altis: Number of roles (36) is different from 'description.ext::Header::maxPlayer' (32) 2015/07/04, 13:16:13 "[insurgency] Finished object initialization in 15.293 seconds" 2015/07/04, 13:16:17 "[insurgency] Finished grid generation in 3.53598 seconds" 2015/07/04, 13:16:20 "[insurgency] Finished headquarter location search in: 2.69501 seconds" 2015/07/04, 13:16:24 "[insurgency] Finished cache generation in 3.52698 seconds"
  11. Thanks for the code. We will adjust these colors for our "special" players ;) We found that the vanilla suppression effect is by far not good nor realistic. So we decided to stick with tpwcas_a3 because it has the better suppression (in our opinion). Also, it is adjustable, vanilla isn't. Tonight we played for about 5 hours without any noteworthy bug. I'll turn off ASR_AI3 for our session tomorrow. I'm going to report the results. I was told to tell you how much fun it was to play tonight. Our people had a very good time with your mission. We can't wait to see the final product :-) *thumbs up*
  12. We can confirm extremely increased initialization time with AI mods running. We were testing on Altis island (unchanged pbo from package). Battleye and signature checks are on. For parameters, mods and starting line see enclosed RPT snippet. (I can provide full RPT if needed). (I skipped the most unrelated stuff) == arma3server.exe -mod=curator;kart;heli;mark;@CBA_A3;@task_force_radio;@ASR_AI3;@tpwcas_a3;@MightyGau; -ip=5.62.121.149 -port=2302 -maxmem=2047 -noCB -exThreads=1 -malloc=tbb4malloc_bi -profiles=config -config=config\server.cfg -cfg=config\basic.cfg -name=arma3 Version: 1.46.131175 Allocator: X:\arma3\dll\tbb4malloc_bi.dll 20:46:04 @MightyGau | @MightyGau | false | GAME DIR | 0cd66cdee01caeb6bc6980ae34620fe96699125e | b8f01de0 | X:\arma3\@MightyGau 20:46:04 @tpwcas_a3 | @tpwcas_a3 | false | GAME DIR | 43c1086e53e62b8e530db02f0d36cc0c38436732 | 8c5cf062 | X:\arma3\@tpwcas_a3 20:46:04 ASR AI3 | @ASR_AI3 | false | GAME DIR | d23479ae63d06189b8207165118d79182418b10e | 9baf3e49 | X:\arma3\@ASR_AI3 20:46:04 Task Force Arrowhead Radio 0.9.8 | @task_force_radio | false | GAME DIR | 160601833061c05b7551d9c799921b9b93db624d | 55fdf75b | X:\arma3\@task_force_radio 20:46:04 Community Base Addons v1.1.22 | @CBA_A3 | false | GAME DIR | 13931e8096c70a32d12128f743665c7c20b84ad7 | 85872a09 | X:\arma3\@CBA_A3 20:46:04 Arma 3 Marksmen | mark | true | GAME DIR | d0c05e486c4cc984946df87a4ef21735a653d121 | 4696236c | X:\arma3\mark 20:46:04 Arma 3 Helicopters | heli | true | GAME DIR | 20e528433bb766997e48a432050c2ae62cbddd54 | aa5c1cd5 | X:\arma3\heli 20:46:04 Arma 3 Karts | kart | true | GAME DIR | ca3f3420a94ec2b85973b00b8c63d4b0574a5c63 | f88c65c6 | X:\arma3\kart 20:46:04 Arma 3 Zeus | curator | true | GAME DIR | ca8a5bb58190eb65da6ce6939b9e461ccdde70a5 | 474a0a58 | X:\arma3\curator 20:46:04 Arma 3 DLC Bundle | dlcbundle | true | NOT FOUND | | | 20:46:04 Arma 3 | A3 | true | NOT FOUND | | | 20:46:04 2015/07/02, 20:47:31 Mission Insurgency.Altis: Number of roles (36) is different from 'description.ext::Header::maxPlayer' (32) 2015/07/02, 20:47:40 Starting mission: 2015/07/02, 20:47:40 Mission file: Insurgency (__cur_mp) 2015/07/02, 20:47:40 Mission world: Altis 2015/07/02, 20:47:40 Mission directory: mpmissions\__cur_mp.Altis\ 2015/07/02, 20:49:28 "5.032 - TPWCAS_A3 v5.5 Initiated - tpwcas_mode: [3]" 2015/07/02, 20:49:35 "11.777 - TPWCAS_A3 v5.5 Mainloop started" 2015/07/02, 20:49:35 "11.777 - TPWCAS_A3 v5.5 Active - tpwcas_mode: [3]" 2015/07/02, 20:49:37 "[insurgency] Finished object initialization in 82.923 seconds" 2015/07/02, 20:49:42 Server: Network message 186f is pending 2015/07/02, 20:49:42 Server: Network message 1877 is pending 2015/07/02, 20:49:42 Server: Network message 187c is pending 2015/07/02, 20:49:57 "[insurgency] Finished grid generation in 19.824 seconds" 2015/07/02, 20:50:10 "[insurgency] Finished headquarter location search in: 13.026 seconds" 2015/07/02, 20:50:37 "[insurgency] Finished cache generation in 25.368 seconds" 2015/07/02, 21:31:17 Bad conversion: array 2015/07/02, 21:31:17 Error in expression <aticWeapons); { if (west countSide (_x nearEntities [["Man", "Car", "Motorcycle> 2015/07/02, 21:31:17 Error position: <nearEntities [["Man", "Car", "Motorcycle> 2015/07/02, 21:31:17 Error 0 elements provided, 3 expected 2015/07/02, 21:31:17 File mpmissions\__cur_mp.Altis\functions\common\fn_garbage_collector.sqf, line 15 So far we encountered the following issues or suggestions: Deploying MHQ after undeploying was not possible (Error: You cannot deploy near buildings) even if far out in the open. Droprate of intel is too high (every enemy dropped one suitcase) Two players couldn't respawn after their 5th death. After they disconnected and reconnected again it was working again. http://www.bigblueonedivision.de/images/ins3_alpha/respawn.jpg (138 kB) Is there a way to disable the annoying vanilla radio chatter? Please expand the garbage collector to dropped items in the base. People tend to litter the place. We also would like to be able to define layout, number and type of vehicles that spawn together with the MHQ by ourselves. Maybe you could add an option to recolor the grid tiles (something else than red-green) because of people with red-green color blindness. I'm not sure if this is another bug because the mission file was altered. We tried to use a fixed base. After initialization we ended up on the sea floor :-( EDIT: Tried with the unchanged pbo from the package. If random spawn of MHQ is disabled, you also end up in Davy Jones' locker.
  13. madjosch

    ASR AI 3

    @Robalo: Have you had the time to have a look at vehicle aiming? Do you see a chance for improvement?
  14. Have you already tried the BW Mod?
  15. We had some similar problem and solved it by deleting all ACE modules from the map in the editor and re-placing them again. It happened probably because the mission file was made with an older version of ACE and the latest update made it necessary to re-place the modules.
  16. madjosch

    RHS Escalation (AFRF and USAF)

    That's what i had in mind. So, still hoping :-)
  17. madjosch

    RHS Escalation (AFRF and USAF)

    Veeeeery nice Mod! Thanks for all your effort in doing this. My question is: will you also include boats to your mod? Here's what I have in mind: SOC-R, PBR or RIB Maybe bigger ships? I find the maritime aspect comes way too short in Arma 3 especially when you consider that the maps are mostly islands.
  18. madjosch

    ASR AI 3

    We're mostly playing PatrolOps 3.01 and the vehicles are spawned randomly along your travel path. We are playing NATO side and enemies are CSAT forces. The spawned vehicles consist mostly of Ifrit's (both HMG and GMG) as well as Marid's. Their turrets are the dangerous things. The thing I find unrealistic is that they hit the pilot or vital heli parts with deadly accuracy even when you fly by in low altitude and at high speeds. They are also very accurate over long distances. I'm not sure if this is an issue to report or if it's "just the AI".
  19. Are there plans to make GEAR compatible with mods like ACE3 or RHS, if there is any need of?
  20. madjosch

    ASR AI 3

    Hello, your AI mod is quite a fun to play with. The enemies finally behave (and aim !) more like actual humans. But it seems, that changes as soon as they are in a vehicle. Then they turn on god mode. When I try to fly by in a helicopter, they almost instantly hit the pilot in the head or some major parts of the helo are badly damaged. Have you ever tried to fly ground support for ground troops and be shot down in the first seconds? I mean, yes, especially the Hummingbird is made of wet paper, but even when flying full speed in low altitudes, the AI always scores critical hits. Does ASR_AI affect vehicle AI aiming skills? If yes, how to tweak it down, so they do not hit every time?
  21. Thanks a lot for the info. Eagerly looking forward to PO4 ;-) Btw. I did a manual update of VAS to v2.6. But now I seem to have messed up something. VAS itself is working, but the gear restrictions from "Patrol_Ops_3_Configuration.hpp" don't apply anymore. VAS is showing every bits and pieces of gear. How can I get the restrictions to work again?
  22. Another (maybe stupid) question: what is to do if we want to spawn additional enemy air patrols (=Jets)? On our server there is already the SU-35 mod active and I entered the classname in the file "Patrol_Ops_3_Configuration.hpp" into the variable "PO3_preDefinedEnemyVehicles" at CSAT forces "Attack Planes". But neither the already existing UAV's nor the SU spawn. Enemy ambient air patrols is set on.
  23. madjosch

    [MP] WASP Warfare CTI

    First thing's first: AWESOME WORK! We love it! But maybe I can suggest one more feature: Psycho's AIS Injury Script (Link) We played Patrol Ops some time where it is implemented and we'd like to see it in WASP Warfare too. Keep up the good work! MadJosch Big Blue One Division www.bigblueonedivision.de
  24. I cannot state enough how much fun PO3 is to us! Thank you a thousand times for creating an maintaining it, roy ! The groups we play with on our server are getting bigger every day. But this brought a lot of administrative work to the admins. Many of the players are fairly new to the game/mission and the admins need to explain most of the features again and again. And they only can refer to their own experience. I wondered if there is a collection of documentations for the features of your mission as well as for the added-in modules like VAS or IgiLoad (just to mention some)? This way we could provide some basic lecture for the new guys and better train the admins. It would be nice how to operate all the nice features without try and error ;-) Maybe we even missed some?
×