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Romanze

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About Romanze

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    Lance Corporal

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  1. So there is no adjustable dynamic range. It's center of mass && || eye true or false. Maybe possible to turn this off and create a new spotting mechanism. Maybe by noting the players stance + camo + surrounding foliage/objects, then when the enemy can take that calculation into account when you're within visual range. Can a player be detected while standing on grass perhaps? My other issue is when enemy AI are running they stop aim and shoot with super accuracy. We all know as a player we have to catch our breath because our reticle is all over the place.
  2. Is there a way when editing the spotting portion of the AI to make it have to see a percentage of the players body. With foliage they can see you through a small crack in the trees or bushes. This is a big problem.
  3. So they can still see you very easy, it's just that their accuracy depends on your cover?
  4. I noticed a lot of attention has been placed on path finding and Friendly AI formations. Maybe I missed it, but have you put any work into enemy AI accuracy? For me that is the main problem with AI in Arma 3. They can spot you in full camo in a small crack of foliage an then head shot you you first try. I am getting back in Arma 3, and I am planning on making my Mod into a single player one now where you fight AI. That is why I have taken interest in your mod. Thanks for your reply.
  5. This would happen with only myself and a friend on the server. Is there a way to measure server health to check for bottle necks?
  6. I am hosting a dedicated server on a laptop i3 8gb ram. Hosting kp liberation mission using about 5 gb of ram. Ethernet connection, 900mbps up 800mbps down. On another computer I am playing on that server. Also Ethernet 16gb ram i7. When I fly around the map I sometimes get teleported to the ground right beneith where I was flying. Sometimes leading to a wreck or sometimes I am able to get out with a jet or heli whitw sitting on the side of the mountain. I cannot figure out what is causing this. It's very random. I initially thought ram, but I am using 5/8gb on the server including windows. I can't imagine network because I am connected via lan.
  7. I'm a pilot IRL and I was always bothered that you can land in any direction with no xwind or tail wind. So, this is right up alley. I'll have to get this when i get on. Thanks.
  8. Romanze

    Call, Spawn Trouble

    Just to update you, I could not get it to work. After going through the code again I realized one " ( " was missing. At this point, I found another way to handle my JIP players so I removed that timeout code. I want to say thank you very much for helping me out. I start to lose hope when I cant figure things out and you reestablished hope for me, so Thank you. I'll PM you what I am creating when i'm done.
  9. Romanze

    Call, Spawn Trouble

    If you have an Android, I use the app "920 Text Editor". It's great for writing code on your phone. I will try this code out in a few minutes and get back to you. Thank you for your help.
  10. Romanze

    Call, Spawn Trouble

    Like this? private _convert = { params ["_num"]; _num / 1000; }; private _start = [diag_tickTime] call _convert; private _dif = { params ["_num1", "_num2"]; abs (_num1 - _num2); }; private _timeOut = 30; waitUntil { _thing = [diag_tickTime] call _convert; _thing2 = [_start, _thing] call _dif; (count allPlayers select {_x getVariable ["resetDone", false]}) isEqualTo (count allPlayers)) || _thing2 >= _timeOut; }; I guess before it wasn't converting the _start from milliseconds to seconds right?
  11. Romanze

    Call, Spawn Trouble

    I'm not sure diag_TickTime will work because it's the time since the game started. Seeing that these Scripts are used over and over, it will always be true after 30 seconds.
  12. Romanze

    Call, Spawn Trouble

    So, looks like i'll need this. Tell me what you think. On the server side: execVM "scripts\scriptpauseTimer.sqf";//all it is in here is sleep 30; forceNext = true; publicVariable "forceNext"; waitUntil { count (allPlayers select {_x getVariable ["resetDone",false]}) isEqualTo (count allPlayers) || forceNext; }; {_x setVariable ["resetDone",nil,true];} forEach allPlayers; forceNext = false; publicVariable "forceNext"; or maybe: _timeOut = 0; waitUntil { (while {_timeout <= 30} do { _timeout = _timeout + 1; sleep 1; }; exitWith { forceNext = true; }; ) count (allPlayers select {_x getVariable ["resetDone",false]}) isEqualTo (count allPlayers) || forceNext; }; Would that suffice? Just trying here, i'm a newb.
  13. I set up a test mission where I let an AI shoot me until I am incapacitated, triggering the revive system. I used: _yo = lifeState player; hint _yo; //returns "INCAPACITATED". So then I run: player setUnconscious false; player setDamage 0; My guy gets up and I run: _yo = lifeState player; hint _yo; //returns "HEALTHY". Only problem is the bleed out effect is still on and it goes until I bleed out. Is there a function to stop this?
  14. All I can say is i'm having the same issue. 0 = [getMarkerPos "taskArea", "Next Round Starting...",110,50,-90,1,[],0] spawn BIS_fnc_establishingShot; Next time that runs... black screen.
  15. Romanze

    Call, Spawn Trouble

    <3<3<3jshock<3<3<3
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