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Posts posted by ImperialAlex

  1. 19 minutes ago, Tankbuster said:

    Any chance of a script version of this?

    I've tried making it script-only but I don't understand enough of the UI-scripting/config/etc to port it to a script-only system. The official documentation for dialogs/UI is, quite frankly, garbage. There are some helpful tutorials out there but nothing that really helps me 'grok' how UI works in Arma. If somebody has some UI expertise, they're more than welcome to try their hand at porting this to a script: https://github.com/ImperialAlex/XLA_FixedArsenal 

    • Like 1

  2. Thanks guys! I've been made aware of this, if I remember correctly CBA does 'something' to make their items work in the vanilla arsenal, I will have to check what that is. Earliest possible date for a fix would be this weekend though :(


    As a temporary workaround, try using the force-add feature that's already a part of the mod. I know some Bundeswehr mod items had similar issues and using force-add worked for those... 

    • Like 2

  3. 13 hours ago, lawndartleo said:

    Does anyone have a premade config for RHS or CUP... or am I not understanding the use of the mod, correctly?  I am thinking that I can use this to restrict arsenal items to remove all default items save for those that are appropriate for use with RHS or CUP

    Yes, you can use this mod to filter what things you want to appear. As a matter of fact, even the vanilla arsenal can do this, my mod just improves a few areas where the vanilla arsenal is a bit annoying to deal with. 


    There's sadly no real easy way to get a good whitelist (=list of classnames of things you want to allow), but you can start with this list  (example script that's part of the addon) but it's now over two years old so maybe somebody else can help you with a more up-to-date list :)

  4. I really enjoyed "Remnants of War", it honestly blew me away that it was even possible to do this in the arma engine! Great job team Orange!! The campaign is incredibly well paced, thought-stimulating (even more so than SpecOps: The Line, imho) and the technical execution is simply brilliant. This is definitively taking playable (narrative) content to new levels!


    I'd also pay good money/be willing to donate to ICRC/throw money at my screen/etc for a write-up or video of how this was accomplished on the technical side - what was your workflow? How did you make the memories so incredibly smooth? How did you make the persistence between different scenarios work so nicely? I've got a pretty good idea ( at least I think so) of how it's done, but it would be really awesome to see an in-depth post that goes into some of these things :) 

    • Like 5

  5. I've got a bit of experience with weird arsenal issues but I can't see anything obvious. What's your *.rpt file look like when you're opening the arsenal for the first time? Maybe bis_fnc_arsenal is giving some useful debug output.

    One additional note: You've got a DLC = Aegis line, do you have a valid CfgMods entry for that? If not the full arsenal will probably choke on that when trying to add your weapon to the list.

  6. Coming back to actual AI Driving: It sure would be nice to get an update from a BIS dev on how much additional work we can expect to see on AI driving (if any at all). It's a very different scenario for e.g. potential modders to know that a feature will be revisited in 2-3 updates compared to a feature that BIS considers "done" which might stay stable for long periods of time.

    • Like 2

  7. 2 hours ago, creep said:

    It would be good to implement some ways for us to transfer that to Headless Clients tho

    It sounds like you can. From what I've read so far each machine has the Dynamic Simulation code present, however the whole grid/etc logic is only activated once an entity is assigned to the system. The entities probably have to be local (just think disableAI - that needs a local entity, too) and I'd assume that units assigned to different dynamic simulations (i.e. different machines) won't necessarily play nicely together with regards to "waking" each other up. 


    I don't currently have the time to test this, but oh boy does DynSim make me excited to go back and finally try my hand at a caching system.

  8. Looks good enough, had to be done and nothing too big blew up as far as I can tell :thumb: The upgrade made me realise that forums.bistudio.com has been around for a very, very long time and has mostly managed to keep old content readable, accessible and even available at the original link. That's not a trivial achievement so a very sincere thanks to the web team for not-screwing-it-up (which, at least in IT, is a lot harder than doing something flashy every now and then)

  9. Just wanted to quickly say thanks for all the AI improvements in the last few months! Along with #AIDriving (yay!!!) there've been some really nice "minor-but-oh-my-god-so-annoying" bugs that got fixed (dodgy target switching, vehicle guns preferring north, etc). Really loving the current bug-fixing focus :)

    • Like 3

  10. Great work, the documentation is well written and the system looks like it should have massive performance improvements over scripted systems that used distance checks! Sure, lots of people will expect this to magically make their lag-fest, badly-scripted, 5-million-unit mission blazingly fast and will then be dissapointed   ;) but for those of us who've been using similar scripted systems this is an incredible improvement. Being part of the vanilla game and integrated with Eden should also make it easier for newer mission designers to use caching. Thanks to everybody involved! 


    Note: Only player units can wake-up all entities. Non-player units can wake-up only enemy units.

    I wouldn't want to clutter the UI with another toggle but could we get a script toggle (command or an object variable that we can set) that switches a non-player unit/group to the wake-up-all behavior that players have?


    Possible use cases would be "support" units (tanks, aircraft) that players can send in to deal with threats:

    Let's say I have west and east AI units fighting an ambient battle. All units are set to non-wake-up since we don't want that battle to waste resources when players aren't close enough to notice. We now allow the player to send a friendly AI support element (e.g. an armed vehicle) into that battle. We set the tank to "wake up units" since we want to allow stuff like the player sending an AI support unit ahead to clear an objective. This works as intended as long as the player is in range but as soon as he goes out of range the poor support unit is left all alone, waking up all his enemies but none of his friendlies....the poor support unit is now outgunned pretty badly. The alternative would be to keep the support unit in "non-wake-up" state, too, in which case the player wouldn't be able to use the support unit on objectives outside his current "wake up radius" which requires the player to be aware of the ranges. That just feels 'wrong', too.


    Oh, one more question: What's the interaction with Zeus-controlled units? Are they treated according to the underlying AI unit or are they treated as a "player"?



    • Tweaked: The impact origin of ragdolls being triggered is now more precise

    I remember reading a comment from KillzoneKid that for various reasons, we might never see a "unit ragdoll" script command. Are those reasons still there? If yes, I'd love to learn a bit about them and if not then would it be possible to look at a ragdoll script command again? :)

    • Like 2

  12. I know this thread is probably dead by now, but is there any way to whitelist an item such as the Long range radio backpacks that TFAR uses. We've been using this mod for a while now on my server and we're running the antistasi mod at the moment, and it shows that item and the rangefinder for some reason as not whitelisted.


    I'm no longer actively developing new versions of the mod (at least as long as the current one keeps working) but I'm happy to assist :) What exactly is your issue? Plenty of people are using the mod with TFAR backpacks and rangefinders showing up fine, so I'd need more information about the error you're getting and the whitelists your're using.


    Remember that some items in arma are sorted into funny categories. The long range backpack radios are, unsurprisingly backpacks rather than items and therefore need to be added to the backpack whitelist. The rangefinder might be a weapon rather than an item. If in doubt, add it to both the item as well as the weapons whitelist. Have a look at this sample script which shows TFAR radios being handled properly, among other things.

  13. Good job on the footstep sounds. They still need some tweaking, but it's already way better than before.

    Could somebody on DEV maybe make a short showcase video? It would be greatly appreciated! (Don't have the space for two installs right now & via <40Mbps Wifi it's not fun to switch back and forth between branches)