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R3vo

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Everything posted by R3vo

  1. I completely disagree about that "Press key to rest requirement". We already have more than enough keys to press and I can't stand another crtl+shift+esc+enter+(hold E 3,51123sec) to rest combo. Players should have the option to disable/enable "Key press for resting" within the control menu. I also disagree about the deployment indicator. The bipods should be animated, and if the player can successfully deploy his weapon, the bipod should simply unfold and that animation should be used as indicator.
  2. I'm not sure about that error, is it possible that you try to spawn a type of unit, which is not defined? Another issue I had, was that I tried to add more units intro the cargo than the vehicle had space for. There shouldn't be a problem in adding a seperate script for AI behaviour and skill. However, I 've actually never tried that myself. Just test it out. put in your init.sqf [color="#FF8040"] [color="#8B3E2F"][b][[/b][/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]execVM[/b][/color] [color="#7A7A7A"]"removeItemsFromClass.sqf"; //couldn't think of a better name[/color][color="#8B3E2F"][b][/b][/color][/color] Made with KK's SQF to BBCode Converter In that script you add: [color="#FF8040"][color="#1874CD"]_unitPool[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"classname1"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"classname2"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"classname3"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"classname4"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"classname5"[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];//add the classnames of the units you want to add items to[/b][/color] [color="#191970"][b]while[/b][/color] [color="#8B3E2F"][b]{[/b][/color][color="#000000"]true[/color][color="#8B3E2F"][b]}[/b][/color] [color="#191970"][b]do[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#191970"][b]if[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#191970"][b]side[/b][/color] [color="#000000"]_x[/color] [color="#8B3E2F"][b]=[/b][/color][color="#8B3E2F"][b]=[/b][/color] [color="#000000"]east[/color] [color="#8B3E2F"][b]&[/b][/color][color="#8B3E2F"][b]&[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#191970"][b]typeOf[/b][/color] [color="#000000"]_x[/color][color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]in[/b][/color] [color="#1874CD"]_unitPool[/color][color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]then[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#000000"]_x[/color] [color="#191970"][b]addPrimaryWeaponItem[/b][/color] [color="#7A7A7A"]"acc_flashlight"[/color][color="#8B3E2F"][b];[/b][/color] [color="#000000"]_x[/color] [color="#191970"][b]assignItem[/b][/color] [color="#7A7A7A"]"acc_flashlight"[/color][color="#8B3E2F"][b];[/b][/color] [color="#000000"]_x[/color] [color="#191970"][b]enableGunLights[/b][/color] [color="#7A7A7A"]"AUTO"[/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color] [color="#191970"][b]forEach[/b][/color] [color="#191970"][b]allUnits[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#191970"][b]sleep[/b][/color] [color="#FF0000"]20[/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color][/color] Made with KK's SQF to BBCode Converter I didn't test it, but I think it should work fine.
  3. Quick and dirty? With a while loop and sleep about 10, in your init.sqf And no, my EOS is still working fine, are you on dev branch? If you want AI to dynamically attack areas, use the Sector Control Module,Spawn AI Module and AI Sector Tactic Module. https://community.bistudio.com/wiki/MP_Support_Guideline
  4. R3vo

    Respawn script?

    https://community.bistudio.com/wiki/MP_Support_Guideline Scroll down to - AI Spawning and Tactics - Maybe that helps. There are definitely modules for AI spawn and respawn.
  5. They changed the mass of those fences, which will be in the next update. Mass reduction should hopefully reduces the resistence when driver over them.
  6. R3vo

    Respawn script?

    It probably does, but I've never used it. Maybe someone else knows more about it.
  7. I'm just wondering, couldn't they implement a way to stop this spamming ? Like, count how many times an entry has appeared and then just stop after 10 or so?
  8. R3vo

    Respawn script?

    As I remember correctly, there has just been a AI script here in the forums, which handles respawn also.
  9. R3vo

    Development Blog & Reveals

    Also physically correct behaviour of vehicles
  10. It was me beeing dumb causing that error. Works like a charm now ;)
  11. Is is just me getting an error when using the normal script version? I can post the error tomorrow.
  12. R3vo

    Authentic Gameplay Modification

    Has anyone yet suggested to set fatigue of the player to 1, if he has lost alot of blood and only sees black and white? Because other than turning your screen grey, there is not real disadvantage (correct me if I'm wrong) About the Map tools. Put them into you inventory, press M, open your self interaction menu, and click on map tools.
  13. R3vo

    Long range engagement.

    I'll definitely not be disappointed, the new features look excellent ;)
  14. If go a second monitor, but still I have to tab out.
  15. R3vo

    Smarter tanks script

    Does this script need to run where the unit is local ? Or is is enough to execute it on the server?
  16. Is there a chance we see this implemented into AGM itself...like Kestrel? I really like this app, but tabbing out of the game everytime you need to dial in a new target is quite tedious.
  17. R3vo

    Long range engagement.

    That's probably true, but still, there is no feature in the marksman dlc yet, which is specialised on marksmen or sniper. It should actually be called Infantry DLC
  18. R3vo

    AI spot distance

    setSkill will only accept values from 0-1.
  19. this enablesimulation false; I would suggest to not use this in an ammobox. It can cause issues with players not able to take things out of the box. That's just my experience with it.
  20. R3vo

    Long range engagement.

    That's true, but on the other hand, they also said that, they are working on some improvements towards the ghillie suits. So I'm somewhat sure we haven't seen everything that's going to be in the DLC(or ingame soon after) yet
  21. R3vo

    Recoil Overhaul Feedback

    I personally thought about the forcefeedback of a steering wheel. Not just a vibration like the PS2 controller.
  22. R3vo

    Long range engagement.

    They didn't meantion anything about sniper handling or better ballistics. I'm actually not quite sure why this dlc is called Marksmen DLC.
  23. R3vo

    Recoil Overhaul Feedback

    A mouse with forcefeedback should be that big of a deal.
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