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burneddi

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About burneddi

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  1. burneddi

    Vcom AI V2.0 - AI Overhaul

    I can confirm both of these issues. AI seems to have some scripted detection going on where they immediately spot nearby enemy units upon taking fire.
  2. burneddi

    Vcom AI V2.0 - AI Overhaul

    Now it does run, but if (_RAU distance _RL) > 100, then it will also be > 5 so the second statement will never get evaluated, heh.Use something like this: while {(_RAU distance _RL) > 5) && (_RAU distance _RL) < 100} do { It might still not be the best solution because if the unit finds a source of ammo more than 100 metres away it'll skip resupplying entirely, but hopefully the rest of the script is smart enough to notice that the unit hasn't actually resupplied and will just tell it to try again later.
  3. burneddi

    Vcom AI V2.0 - AI Overhaul

    I think you might've mixed up some of the greater than and lesser than symbols there. With those conditions the while loop will never be ran, and units would only rearm when further than 5 metres away from their rearm target.
  4. burneddi

    Vcom AI V2.0 - AI Overhaul

    The reason for this is quite simple, the maths for weather accuracy are pretty wonky. With maximum rain the skills for most line AI can end up below zero, which obviously makes them completely incompetent. The rain reduces the skills by up to 0.33, which when applied to the aimingAccuracy of 0.05-0.15 that most AI have has disastrous results. A bandaid fix is to open up VCOMAI_FocusedAccuracy.sqf and change lines 28 and 47 to "_WeatherCheck = 0;". For a more proper fix it'd probably be best to change it to a percentual modifier.
  5. Is some specific setup needed to make ACRE2 work for spectators? Specifically, I'd like spectators to be able to talk to each other like Teamspeak normally works, while hearing the directional speech of players. For some reason in our games all spectators are permanently muted on Teamspeak. I know this works on eg. UnitedOperations since I also play there, but for some reason my small group doesn't enjoy the same functionality. Perhaps some things need to be set up on the mission or serverconfig for this to work? Regardless, I can't figure it out myself.
  6. I'd be surprised if Steam Workshop allowed you to do that, I imagine they have pretty strict restrictions on where exactly addons can and cannot place their files. Also, I can't seem to find ACRE on the workshop, does it have to go through some approval process first or is Steam just being slow?
  7. burneddi

    UPSMON Updated to ArmaIII

    Or you can put this in your initPlayerLocal.sqf: private _markers = allMapMarkers; { if (toLower(_x select [0,4]) == "ups_") then { _x setMarkerAlpha 0; }; } forEach _markers; That doesn't change the fact that if the script used triggers instead you wouldn't have to do anything.
  8. burneddi

    UPSMON Updated to ArmaIII

    Is there any particular reason the script uses markers for defining areas instead of triggers? Triggers seem like the flat out better choice to me, since you don't have to fiddle with visibility settings to make them invisible to players and you can define triggers that do nothing so they shouldn't have performance issues either.
  9. burneddi

    AI in Darter UAV camera

    I figured I would just place a Hellcat as a placeholder until I sort the UAV business out, as it has a nice camera on the nose that'd be perfect for this kind of search eyes-in-the-sky purpose. I don't think the AI uses this camera properly, either. They will fly around but the camera will not rotate. After they spot enemies, which is usually only after taking a couple of dozen shots from said enemy because they're not using the camera to observe, they will turn the camera towards the enemies, and (I think) try and destroy them with the Laser Designator. This is pretty dissatisfactory. There's even a badass searchlight on the Hellcat that follows the nose camera, which could make for atmospheric coop missions... if the AI used the camera and the light.
  10. I want to have a mission with a hostile AI quadcopter UAV in the air, spotting players with the thermal camera. However, I can not for the life of me get the AI to actually use the camera (more precisely, I can't get actual AI UAV operator units to use the UAV at all), and as such the camera is doing practically nothing. The UAV just flying around trying to look at units through the front-facing cam instead of the payload "gunner" cam does not detect units well enough. I have searched and searched, but it seems that no one else on the entire internet is even trying to use hostile AI UAVs for this purpose. Any hints would be appreciated.
  11. I don't want to turn off my UAC... I looked into named pipes, and from what I can see, they're not a privileged resource so you shouldn't need to be elevated for them to work. Here's a year old excerpt from some Skype chat I found in Sixupdater bugtracker: So, long story short, I reckon that with the current ACRE version there's no way around it, which is a shame.
  12. Is there any way to get ACRE working without running stuff as administrator? Running TS3 and ArmA2 unelevated causes ACRE not to connect with ArmA2, but I'm wondering if there's a way around that. I've set up both the game and TS so that they don't need admin access to their installation directories. The reason I want to do this is because running ArmA2 as administrator means that I also have to run all other background programs that expect input (such as my media player) as administrator for their hotkeys to work, and that's a major inconvenience. I don't think there should be any technical limitations to this, so what am I missing?
  13. burneddi

    ACE for OA 1.13

    In the new version, it seems that putting magazines into your rucksack causes other magazines that remain in your inventory lose about a third of their current bullets (or sometimes all except one of their bullets). Can anyone verify that this is caused by the new patch, and not the server? I think everyone on the server I played on was affected.
  14. burneddi

    ACE for OA 1.13

    It happens with all weapons, it seems. I've tried ones added by ACE, and ones that are in the game by default, and they all share the same problem. It doesn't happen in single player ACE, which is weird. Only multiplayer is affected, but it seems to affect every single server, map and mission. Oh, that would make sense, yeah, especially how it doesn't happen in single player. I've installed using Six Updater (and my friend with Play WithSIX), I had assumed they would keep me up to date. What is the newest ACE revision? E: Indeed, it works on servers that are running ACE revision 575. The problem is finding them -- not all the servers have the version in their name :P. Thanks, Nouber!
  15. burneddi

    ACE for OA 1.13

    It seems to happen with every weapon. I've tried ones added by ACE (eg. the HK416 series), and ones that are in original ARMA, and both have the same problem. It also happens when only ACE and CBA are active (full list: @CBA, @CBA_OA, @CBA_A2, @ACE, @ACEX_RU, @ACEX_SM, @ACEX_USNAVY), so I'm not sure what on earth could conflict between those. It also only happens in multiplayer. Singleplayer ACE works completely fine, which is weird.
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