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Kerc Kasha

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About Kerc Kasha

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  1. Better way to hitch guns is via: [vehicle,gun] call SPE_System_Artillery_Towing_Statement_Attach_Trucks; this lets you specify the static you want towed rather than the nearest one [vehicle,gun] call SPE_System_Artillery_Towing_Statement_Drop_General; will stop towing. what script errors were you getting
  2. that looks like a script from liberation mod - not us.
  3. and to add... these values are standardized across all cannons, so if you're seeing different values its a result of another mod
  4. I updated the ticket regarding this but i'll repeat it here too. The unloaded launcher issue is fixed. I've adjusted the minimum accuracy for AI using our launchers, they can fairly reliably hit targets now (but not 360 noscope unless you set them to accuracy 1 or whatever) AT grenades are... better. the ai seems really stupid with grenades in general, most of the time when I tested it the grenades killijng their group mates werent the AT grenades, it was frag grenades from other people in their group throwing them at the tank, landing near the guy who had to move up to throw an AT grenade. But apart from that it seems much better
  5. OK to explain the SMG issue and why it only happens with iron front ones. We have an open bolt 'simulation' script. For those who don't understand firearm terminology - an open bolt firearm, to put it simply (so those who know better, please don't eat me alive), is when a round is only chambered after the trigger is pulled. most machineguns and smgs are open bolt. This means there's a very slight delay between pulling the trigger (clicking your mouse) and the gun firing, it's in the fractions of a second, something like 0.05-0.08 seconds, this allows us to also play a sound of the bolt 'closing' and chambering the round prior to firing. now this is all well and good but when the scheduler is overloaded a delay of 0.05 can increase dramatically, which would be the issue being posted. The script is fairly simple so it really shouldn't be getting delayed so much but apparently is. So for a solution: I just finished rewriting the script to run in an unscheduled environment so these delays should be dead and buried with the next update.
  6. in the amphibious assault waypoint, when you place it there's a check box for enabling/disabling speedboost. it just gives extra velocity to the boat (up to maximum) because the AI moves incredibly slow towards shore because for whatever reason they try to avoid beaching themselves when trying to land. the speed boost was to stop that from happening and have them just speed towards land. But if you have them too tight together, not facing directly towards their waypoint etc they'll start turning like idiots and this can interfere with the script. I couldn't work out a good solution for it so I simply allowed people to turn it off if they have issues and it will behave as per vanilla. As for the move waypoint - you want them to be fairly close to shore, a couple hundred meters at maximum before you issue it, and they need to be roughly facing the right direction for optimal placement.
  7. Scheduler when under load can also execute stuff incorrectly, running script commands out of order etc. It's quite frankly, shit. there's a reason stuff like ACE etc move away from it
  8. #1 and #5 are a direct result of the scheduler being overloaded your mission must be running really awfully for it to come to that. #4 is the 'speed boost' hack I threw in with the sea assault waypoint, it works most of the time but if its causing you issues just switch it off we can fix 1 and 5 but if your game is running at really low fps you're gonna get some bugs and need to reduce complexity of your mission
  9. If you're planning on using it for players it should work fine, but it's usually intended for players to choose to jump out themselves. To get it to work with AI you'll have to make sure they're in 'cargo' rather than the 'standing up' position, just a little quirk with how the AI works when under a players command, which doesn't happen when the leader is AI. I've put a fix in for the next version
  10. Statics might need to be checked but tank turrets are accurate to the actual rotation speed. I highly suggest binding/using keyboard keys for rotation it feels a lot less sluggish when you're not dragging your mouse out the door
  11. BI exposed some of the AI driving configuration to vehicle configs, we (accidentally) broke inheritance to these classes and it was making the AI behave weirdly
  12. we believe the tank driving issue has been fixed, 99% sure.
  13. EjectDeadCargo is a config parameter, all it does is if a unit is riding outside the tank and they're killed they'll fall off. Previously the animation was bugged and they'd just sit there 'undead'. What you're reporting isn't anything we're doing. This can't be fixed until the next arma version, limitation im afraid.
  14. Kerc Kasha

    [WIP] Female base model project

    Nice work dude, this is a really exciting development you've pulled off here
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