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theothertaylor

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About theothertaylor

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  1. Ah you're the best. I had been playing with animations for a little while but have been too busy to look at it again. I'll definitely start testing it out.
  2. The Ares bikey needs to be in the keys folder of the server so that you can join with it running, other than that, it is purely client-side.
  3. I have a potential solution to this using the B_TargetSoldier unit instead of some sort of dofire command. Not sure how it'll work, but it's worth a little testing. 1) Modules -> Save/Load -> Generate Mission SQM 2) Choose parameters and copy all text generated 3) Modules -> Util -> Execute Code (Server) 4) Paste copied text I'm not getting nearly enough sleep so hopefully that is all coherent and helpful.
  4. I have never seen this issue. This is likely due to another one of your Zeus mods. Edit: I just re-read your post and actually payed attention to what it said. It could have something to do with the zeus modules. What ones are you placing so I can attempt to reproduce?
  5. The occupy house function is right here. Also for a more broken down list of changes you can look here. Anton did a fix described as "fix line endings" that I do not have the time to dig entirely through but I think was largely a formatting change. To my knowledge the only other tweaks were to the AI behavior after they are already placed in the buildings so that they will still turn and engage targets inside the building in line 132-134 region using forcespeed 0 instead of dostop or disableAI "Move" as well as using doWatch instead of lookat on line 131.
  6. Out of curiosity, in what ways are the currently available methods of deleting available in Zeus are not sufficient?
  7. In my experience, mines show up to blufor as a civilian Zeus. I have not tried with an opfor Zeus, and would be curious to know.
  8. I just wanted to throw out there, that I came across these yesterday, and my group was marveling over them all evening. If I even saw a handful of these finished and worked into some maps by the end of the year I would be beyond excited. Take whatever time you need and remember to tackle in bite-sized chunks so you don't burn out!
  9. In simplest terms, you can rotate them. When you release the mouse button, just don't have it over any of the objects in their original spot (edit: this is not a 100% solution). Doing this is what causes the clustering. It requires a little bit more finesse for fine-adjustments (especially with height) but is absolutely doable. Hopefully BI will respond to the tracker ticket for this issue soon and we won't have to worry about it anymore. (Edit: Anton tackled this one at the same time as me apparently, his answer works too)
  10. I'd been having trouble with this, and you may want to try using forceSpeed 0 (https://community.bistudio.com/wiki/forceSpeed) forceSpeed-1 returns them to moving with their group. I've been having a lot of luck with this.
  11. Well we know it works on vanilla ;) Do any of the other mods in "with a few others" affect AI or gameplay, or are they just physical asset (weapon/uniform) mods? Does this happen on any of the vanilla maps while running the rest of your modset? If I were to guess, this might be a conflict with ALiVE or AGM. I have not gotten to test with these and there have been some other minor compatibility issues seen with AGM previously that AntonStruyk has been resolving.
  12. Only the game master needs to be running ARES when it is signed to the server. It's a purely client-side modification to the zeus interface.
  13. A lot of our testing was done while using VTS and ASR AI. To my knowledge there are no ares-specific conflicts with either of these. Please let us know if you find any so that I can try to reproduce the problem.
  14. This is a known issue and something of a long term goal I've been looking into. Handling AI can be a bit like herding cats, but hopefully we'll come up with something for this. For a quick fix alternative, the ungarrison command can be used on AI in the building when players enter the building. The AI attempting to leave the building and the players attempting to enter the building should cause some action.
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