barbolani
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Suggest missions/game modes to be ported to IFA3
barbolani replied to .kju's topic in ARMA 3 - USER MISSIONS
Im totally oldschool :( There is an Antistasi discord but I never join because I understand very little on how to use it. Will contact you by PM -
@Grumpy Old Man, you havent done @pierre MGI tricks about grouping the vehicles in that vid. Pierre's trick worked for me in both editor and script spawned, I suggest you to try it.
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with knowledge, about 4 hours
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Hey pierremgi If I got your point, the grouping thing is what may make the difference, going to test. Have you tried this with scripted - spawned vehicles and waypoints? EDIT: I succesfully made it. @pierremgi is truth. It is not totally broken, it is just super tricky. Apart of what he says, what you cannot do in scripted environment is to provide waypoints before the whole group of vehicles is spawning. Sometimes they need like 1 minute to start moving, but in the end, they do.
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Behaviour change Event Handler
barbolani replied to barbolani's topic in ARMA 3 - MISSION EDITING & SCRIPTING
AFAIK the purpose of an EH is not only having fast response and perform actions right before a state change but also avoiding loops to check the state change. Anyway, no worries, it was just an idea!- 9 replies
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Behaviour change Event Handler
barbolani replied to barbolani's topic in ARMA 3 - MISSION EDITING & SCRIPTING
yes yes except if your waitUntil is placed with an sleep because you dont need an ultra fast response, just a check lets say every 30 seconds...- 9 replies
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barbolani replied to barbolani's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That Will definetly comsume more resources than a loop, even when you make a super - idiot boolean check on animchanged….- 9 replies
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I swer I made the same thing you did with the same results tan in the first case....
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Well, maybe we are going a bit off topic. I work in the IT industry, and I can say any serious oftware development reaches EOL of some product on two cases: - Company no longer exists or the product is used very Little. That is definetly not the case with 4 million licenses and the latest public news we all have read. - Another product has been published. Aka Arma 4. It makes no sense to me seeing a company which stills sells well the product just to discontinue it, even worse in a feature that DID work.
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Thats definetly bad news for two reasons: - I state again convoys at some point worked. If not now, I can bet reverting things does not require the same processess and resources than just creating the whole thing. If they even lack of that... - BIS I suppose Will exist for a someday Arma 4, which, in regards of this it Will have the same problem. Fixing this in advance and having people happy is to hit twice in a row.
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Hollidays? Bugixing department strike? :)
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Still no response? Not even "hey you are wrong, this is working perfect, I cannot reproduce"????
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This. Antistasi has around 110.000 Steam subscribers + 2 years of oficial servers and community. And managing that takes more time tan developing itself. Fortunately there are some community Friends managing some part of the tasks. Few tips: - AFAIK any kind of sqf code is, in legal terms, porperty of BIS. - Obfuscating it to avoid nobody use your misión is not the way, just make what fn_Quiksilver did if you want to focus the community in one server or plain and simple: don't publish it. - But if you only aim is to avoid someone pick parts of good ideas to do stuff (with credit or not) I must say you have done the same: did you born knowing sqf and how Arma AI behaves, and what to do to achieve everything in Arma? All your knowledge comes from just checking the commands list? Cmon. We all are adults here, don't lie, and your ideas, no matter what, are not that great and there are hundereds of ppl here (not me) that can do them even better. Your merit is in the creative side, not code wise. Anyone can unpbo Antistasi (read the disclaimer in init.sqf) and see, modify and even some people tried to just "make their own versión" which BTW lacked of total functionality in the end because I have been just faster developing and bugfixing. It's your hard work what makes you "owner" of the code.
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I can say some time ago in the past, convoys were working delicious. Not sure what's happened in recent patches, but, what worries me is the total lack of response from BIS on this. They made something that worked, not now, and nobody says anything...
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Hi! Really sorry to bump this but it seems very strange how the thing seems broken and nobody, nor the beloved Devs replying. I just tested creating a few cheap cars / trucks / apcs, add waypoints, first waypoint SAFE, COLUMN, leader limitSpeed 50, the rest with some setConvoySeparation 60 and forcefollowRoad true and happens... nothing, they (except the leader) just dont move. Nothing scripted, nothing complex, pure editor and waypoints. Someone????