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Found 15 results

  1. I'm not particularly here to big up the use of WASD instead of ESDF. I'm just wondering how many other do so and if they have any issues. But as a point of interest I see the advantages of ESDF as: The 'F' key has a pip on it (as does the 'J' key and '5' key on the num-pad), so you can rest your hand on the keyboard feel the pip and know your hand is in the right place. Any touch typist would already know this. The little finger now be use to operate the QAZ keys (as well as Shift, Caps and Tab) - I like using 'A' for reload. The obvious main disadvantage is you are having to manage the keys all the time but in the past (when I played other games) no 2 games had the same set of keys (aside from movement) so you always have to do some key management. S
  2. Re-mapping is a train wreck

    I have been re-mapping PC games for twenty years.. (so stop with the presumptions before I start). I was the first person to upload a downloadable .ini file of Left-handed controls for The Witcher 3 (until the Devs fixed that error of theirs). I have tried a thousand times to get this ARMA 3 game working properly after re-mapping. BUT When I go forwards, the game sends me sideways. W,A,S,D (for me [leftys]) is Numpad 8,4,5,6 etc... So I press NP 8 instead of W to go forwards. BUT The game sends me sideways EVEN THOUGH ONLY the ONE Action IS MAPPED TO THAT KEY. AND; Every update seems to destroy previous re-mapping. If I delete EVERY SINGLE CONTROL AND START AFRESH (with no double-mappings) the game still will not allow me to move around logically in game. Around 780,000,000 other left-handed people today: So (out of my 950 Steam games); Its about time there was more than ONE game that has a pre-set of Left-handed Keyboard settings (as Right-handed players are given 100% of the time). Does anyone know how to fix this train-wreck of controls?
  3. I want to have AI assets moving randomly within a radius of an arbitrary point (the objective). ALiVE does not do what I need. DAC appears to be incompatible with the current version of ARMA 3.
  4. Hello, before I start I would like to say a bit about me as a player/pilot. I know how to fly, take of, land, etc as well as how to use guided bombs and missiles. But there are still some thing about flying and fighting planes/jets which I just dont get. 1) How do you control jets as well as choppers with your mouse? In the options it says "MOUSE UP/DOWN" to move the nose up/down but it doesnt work. Do I need to activate these controles somehow? 2) Whenever I fly the movements of the aircraft as well as the free look camera (when you press "Alt") feels smoothed by the game even though i turned mouse smoothing completely off. 3) When flying jets without a radar (as an example the To-199 Neophron) I'm just sometimes able to lock on to other aircrafts even under seemable same conditions (less then 2km away, clearly aiming at the other aircraft, etc). What am I doing wrong? Or is there some kind of bug? 4) Can you recommend any workshop maps to train dog fights, etc.? I'm thankfull for every tipp and advice you guys can give me! :)
  5. Hi everyone! J cant move in buldozer, menu(F1) is bugged. Does anyone know how to fix it? .exe path: P:\buldozer_x64.exe launch parameters: -buldozer -name=Buldozer -window -exThreads=0 -disableSteam -noAsserts -cfg=p:\buldozer.cfg -showScriptErrors Data directory: P:\ (j have mounted project drive )
  6. If I spawn animals via script using _animal = createAgent [_animal,_pos,[],0,"NONE"]; they only seen to be able to walk in a straight line when spawned on a Dedicated Server They seem to still do their Animations but walk or run only in one direction. but in SP they move in any direction and I can use the MoveTo command. Anyone else seen this ? Is this just a update bug or do we also have to write our own animation scripts if you want Animals injected into your mission Via script. Hopefully someone has a work around.
  7. I've built a compound that is required as part of the mission to have a narrow entrance coridoor. It's probably a little over 2m in width, maybe 2.5m - and should be perfectly navigable by an infantryman. However, the AI can't seem to make sense of how to use the route to get into the deeper pats of the compound. Is there any way of specifying a 'safe route' that AI will automatically follow? In the same sort of way that when driving the AI recognise a road and follow it in most cases. Thanks. Law
  8. Hello, I've been looking all over and cannot seem to find an answer to my issue. I've used Enhanced Movement in the past but I recently downloaded it through Steam Workshop, for some reason I keep getting this error below. If anyone has any idea on how to fix this I would be greatly appreciated.
  9. Hey guys, spent some time searching the forums for info on configuring or setting Movement speed values for the player, or all players, infantry or civilians. Specifically Tactical, Walk, Strafe and Sprint speeds. I can't seem to find any commands related to this, whether console commands or creating a custom script. All I found was for vehicles or setVector commands. I couldn't find anything anywhere for player movement speeds, nothing in the forums, nothing on youtube, no mods anywhere either. At this point I'm wondering if its hardcoded and there's no way to change these values for soldiers.
  10. Hello everyone, I don't know if it's the appropriate place to post but anyway... Does BIS have already considered making BIS_fnc_UnitPlay function to work on dedicated servers ? As a milsim organization, we'd love to see this function fully working on dedicated servers since the AI is terrible regarding chopper insertion/extraction procedures. This provides a great immersion and realism feature. Thanks !
  11. So, I'm having some serious problems with agents. Objectives: 1. Spawn 200 fish near three markers 2. Have the fish roam freely about within around 100m of the marker. 3. Have fish visible on all clients simultaneously. I've tested performance, and there's no impact from the initial 600 fish that get generated... the problem I have is, they all swim north continuously, and no matter what I script in, the fish don't respond in any way. The monitor script then sees that there aren't 200 fish near the markers anymore, so spawns another 200 fish... For reference, these are both executed on the server only. /* filename: fn_generateFish.sqf Author: Stevo Description: Generates additional fish at server startup */ Private ["_fish","_markers","_fishIndex","_markerPos","_fishExist","_fishCount","_index","_type","_posDiff1","_posDiff2","_fishPos","_newFish"]; _fish = ["Salema_F","Ornate_random_F","Mackerel_F","Tuna_F","Mullet_F","CatShark_F","Turtle_F"]; _fishIndex = 6; _markers = ["m_fish_1","m_fish_2","m_fish_3"]; { _marker = _x; _markerPos = getMarkerPos _x; _fishExist = nearestObjects [_markerPos, _fish, 125, false]; _fishCount = count _fishExist; if (_fishCount < 200) then { while {_fishcount < 200} do { _index = round(random(_fishIndex)); _type = _fish select _index; _posDiff1 = round(random(25)); _posDiff2 = round(random(25)); if (round(random(1)) == 0) then { _posDiff1 = (_posDiff1 - _posDiff1) - _posDiff1; }; if (round(random(1)) == 0) then { _posDiff2 = (_posDiff2 - _posDiff2) - _posDiff2; }; _fishPos = [(_markerPos select 0) + _posDiff1, (_markerPos select 1) + _posDiff2, (_markerPos select 2) - 5]; _newfish = createAgent [_type, _fishPos,[],0,"NONE"]; _newFish setVariable ["BIS_fnc_animalBehaviour_disable",true]; _newFish disableAI "FSM"; _newFish setVariable ["home",_marker]; _newFish enableSimulation true; _newFish allowDamage true; _fishCount = _fishCount + 1; }; }; } forEach _markers; [] spawn life_fnc_monitorFish; /* filename: fn_monitorFish.sqf Author: Stevo Description: Recreates fish that have been "caught" in another location. */ Private ["_markers"]; _markers = ["m_fish_1","m_fish_2","m_fish_3"]; { [_x] spawn { Private ["_fish","_marker","_fishIndex","_markerPos","_fishExist","_fishCount","_index","_type","_posDiff1","_posDiff2","_fishPos","_newFish"]; _fish = ["Salema_F","Ornate_random_F","Mackerel_F","Tuna_F","Mullet_F","CatShark_F","Turtle_F"]; _fishIndex = 6; _marker = _this select 0; _markerPos = getMarkerPos _marker; while {true} do { sleep 600; _fishExist = nearestObjects [_markerPos, _fish, 125, false]; _fishCount = count _fishExist; if (_fishCount < 200) then { while {_fishcount < 200} do { _units = []; _index = round(random(_fishIndex)); _type = _fish select _index; _tooNear = true; while {_tooNear} do { _posDiff1 = round(random(100)); _posDiff2 = round(random(100)); if (round(random(1)) == 0) then { _posDiff1 = (_posDiff1 - _posDiff1) - _posDiff1; }; if (round(random(1)) == 0) then { _posDiff2 = (_posDiff2 - _posDiff2) - _posDiff2; }; _fishPos = [(_markerPos select 0) + _posDiff1, (_markerPos select 1) + _posDiff2, (_markerPos select 2) - 5]; { if (_x distance2D _fishPos < 20) then {_units pushBack _x;}; } forEach playableUnits; if (count _units != 0) then {_tooNear = true} else {_tooNear = false}; }; _newfish = createAgent [_type, _fishPos,[],0,"NONE"]; _newFish setVariable ["home",_marker]; _newFish enableSimulation true; _newFish allowDamage true; _fishCount = _fishCount + 1; }; }; }; }; } forEach _markers; while {true} do { { _marker = _x getVariable ["home","m_fish_1"]; _pos = [(getMarkerPos _marker) select 0,(getMarkerPos _marker) select 1,-1]; if (_x distance2D _pos > 100) then { _x MoveTo _pos; }; } forEach entities "Fish_Base_F"; sleep 10; };
  12. door movement problem

    Hello I'm new to designing buildings I've designed many buildings but I couldn't put the door opening and closing movement Can anyone explain to me how do I put the motion of closing and opening the door in writing or pictures or video Preferably video These are pictures of some of the buildings designed by: https://www.dropbox.com/s/g71f1ib5ht7qsuu/2015-12-05_00004.jpg?dl=0 https://www.dropbox.com/s/d534nt8altva37w/2015-12-19_00002.jpg?dl=0 https://www.dropbox.com/s/8ru92f9nref7tqq/2015-12-23_00002.jpg?dl=0 https://www.dropbox.com/s/g1qtln92ymjhs0h/107410_screenshots_20160325131131_1.jpg?dl=0 https://www.dropbox.com/s/c9wpk3rcu720o5b/20160326040808_1.jpg?dl=0 your opinion I'd Thanks for reading topic
  13. Arma 3 movement

    How do I make my gun and sceen move together instead of the gun being able to move all over the screen and when the gun gets to the right side of the screen the camera will move right same with when it goes left,up and down
  14. Planned changes to movement speeds got rolled out this week and now further tweaks are on-going in Development branch. We would like to focus your feedback by letting you know what was changed, what are we testing, ask how you feel about it, etc. Overview from terminanimator Pawel Smolewski
  15. Hello! as seen on the title our arma 2 server is running out of memory everytime. It not a hardware problem - 16Gb ram - 6 cores 8+Ghz - 2 tb sata - 10 Gbs connection When running 2 arma 2 servers the processor usage is 11% and ram like 20-30 % Why its running out of memory it can use another 15 gb of ram..?!