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mechanical

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    HVAC, Computer science, gaming, kid raising.

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  1. mechanical

    [SOLVED] Warlords mission SAVE/LOAD

    Thank you.🍻
  2. mechanical

    [SOLVED] Warlords mission SAVE/LOAD

    So is the code that kanas posted the "loadgame.sqf" ? all the links are dead so i cant get to anything, I would just be curious if it was solved with a script that ran when a player joins or something. I would be more than comfortable, not switching sides as well as playing as the same entity. If it is that easy I can unpack my pbo throw an sqf in and add an execution script. If anyone is out there that has these files to use or knows where they now reside I would appreciate it.
  3. Not trying to resurrect an old thread, but there has been a noticeable difference in AI smoke effectiveness and players effectiveness. I note that using a titan AT launcher top down the lock an AI gorgon or mora for example will smoke and so far out of all the thousands of hours of playtime shows a common theme. But ill say in the last 30 days of arma 3 playing. The AI has effectively stopped 100% of all titan top down attacks as an infantry and scalpel and dagr attacks from a blackfoot. Now I cant test properly because the AI driver is the only functional tank/APC AI, so in order to not stare at an AT soldier in the middle of the road for 30 seconds and never fire I need to take the gunner position, but the ARMA vanilla (which is mostly all of what I play) restricts you from having control of the smokes/countermeasures in gunner or driver position. This is the part that really really frustrates me, I can find nor consider or think of any value added to the game for it. As since an ai driver cant function well, if the player is a gunnner or commander the WASD keys are basically the driver(that is ok for some reason), and your character more so annoying goes forward,left right, etc ever 1.2 seconds. If your a commander you can tell them to target an enemy 75m from you with a coax selected and well they just gonna sit there sometimes, if a tank comes around a corner forget it. To a very limited degree I do understand the premise of "its realistic because the commander always controls the countermeasures IRL". Well if I have an AI as commander in MY vehicle they never pop smoke if im inside said vehicle as driver or gunner, i would suspect passenger as well i may test that. Making player controlled tanks in my opinion near worthless. Since there is no keybinds for seat switch I would highly recommend allowing drivers and gunners to pop smoke (if there is an AI commander) in any upcoming patch or if people cant handle it so much just a config switch or difficulty switch or something. I cant think of any way that would limit the games function, I cant think of any special advantages it would give to a PVP scenario like warlords for example. Basically a player simply needs to do more for the AI, especially since the AI outright refuses to smoke if they are commander while a player is in the vehicle. Until AI is an entire leap higher I dont see why the players have to deal with no countermeasures.
  4. mechanical

    Make AI Teammates Invincible?

    IF you have access to the units in say editor (since you mentioned you put code in their init), there is literally a checkbox in the GUI to not let the unit take damage. Try that.
  5. mechanical

    What is Muzzle

    Thanks for the response. I basically figured that is what muzzle was, but attempting to review with other items like IR grenades that dont list muzzle in the muzzle name I was getting confused. Your hint script will be very beneficial for finding all sorts of information, thanks again. So I dont know why, but I assume that I must have moved my trigger slightly when I tested the white smoke, or something else is slightly different between the white and coloured smokes. Maybe execution time? I found out that the trigger needs a delay, Or the unit to throw the nade must be stopped, either or, the unit to throw the smoke was moving into the trigger area and the trigger held the code, a simple 'is present' check. As I said it was just simple for the sake of being simple. After your response reaffirming its possible I noticed the NPC no longer performed. Watching it again I noticed the npc was not fully stopped by the time my hint was coming up. Adding the one second delay to the trigger gave him time to stop, I assume now for that function the NPC on foot needs to be fully stopped. I assume I must have moved the trigger ever so slightly towards the move waypoint when I tried to run color smokes. Without some complicated debug, I didnt notice exactly how close the hint after execution was coming up from the time the NPC stopped. I guess since a player can throw a nade while moving i didnt think that the NPC couldn't. Learned a lot thank you.
  6. So im literally just building an editor and or saved mission to house as many functions that the editor can handle. The point especially being simple for simple sake. Attempting to tackle an issue that is often requested but with little answers I figured I would give it a shot. Im at an impasse simply because there is a definition all throughout the BI WIki that cannot be searched and is not defined. Muzzle. WTH is muzzle when attached to a grenade? I have no idea what was going through the programmers mind when he declared muzzle therefor without being a mind reader neither can I. I cant find any real detailed info for it im just making guesses. I can put this in a trigger and if my named unit has a regular white smoke this actually functions in ARMA 3. [dumbGuy,"SmokeShellMuzzle"] call BIS_fnc_fire; hint "it activated"; There is an example right on the [fire] wiki page at the bottom that uses "SmokeShellGreenMuzzle", well go figure if I equip the test ai with a green smoke, it will not work. So then this got further confusing as I can go into arma 2 classnames and they were nice enough to list the muzzles on that page giving me I assume some basic insight to what the programmers mean when they say muzzle. Seems like its some launching position for the projectile or type of system for launching. I have attempted to run BIS_fnc_fire, fire, forceweaponfire. and nothing works. Basically anything suggested on previous threads, examples in the wiki, and examples in the forums appear to all be non functional anymore *(with coloured smokes). It appears that you need to "fake this" and upon a condition you need to create and pop a smoke near the AI? If anyone has any details on this subject matter especially the muzzle, that would be great if not oh well. Thanks.
  7. mechanical

    AI must have better autonomy.

    "here comes the next warning / criticizing is not allowed" I see a lot of excuses rather than candid observance and acceptance of customer questions...Thank for the DLCs they were actually quite good and worth every cent; put the same effort into some ai next should be my general request, of which does not need to be heeded and likely would not be anyway. Maybe money is the answer, hey I would pay 50$ for a DLC that improves path finding by 50% so the ai can travel through altis without incident. GTA SA could do it on ps2..OR just make another desert map so they have nothing to hit. Only because without AI at the core single player repeatable play is non existent. Regards,
  8. Good luck, if you achieve what your looking for please post. I think there are many people that like that kind of script because it would add a cool concept to the game. Honestly Im not sure how open source it is, And obviously the code style is different but I would wonder what the specific parameters are for gran theft auto for the stars accumulation. They seem to have had the detection of good vs bad guy down pretty well. I tried this as well once but to achieve what I wanted became a seemingly endless nested if statements. Mostly I never cared for how the AI can tell a blufor is in a car in civ cloths(or any cloths for that matter) from 1000km away and start firing at you. I attempted a checkpoint mission once but you could never get to the checkpoint because they would pick you out form 600m away. No i didn't add anything im just moral support :)
  9. mechanical

    Door action height

    Anyone else notice that you really cannot open and close doors while laying down, where exactly is the point of access for the (addaction?) I feel like its waaaay too small in its vanilla form and id like to know if its script accessible or not. highly infuriating to get rekt quite literally because smashing your face on the door that is open in a building while laying down yet you cant close it, so you have to couch at minimum AND stand in front of it which is right in the kill zone of a main entrance door way its like the pointer is not really picking it up. Has anyone else noticed this? And Would you consider replying with the following. 1. Its not an issue for you at all or you've never noticed it 2. you've noticed it but feel its not an issue that worth looking into 3. You have noticed this as well and think it should be fixed. 4. You post a random trolling message like get gud etc. 5. Or last but not least post your an arma fanatic and there is no room for improvement on a godlike perfection such as the arma 3 game and that COD is a better choice for me.. just wondering what you all think about this. Thanks, Mechanical
  10. mechanical

    Input lag

    If you follow the reddit post that the poster of the video had supported the following comment here. https://www.reddit.com/r/arma/comments/6l99iq/the_real_issue_with_arma_3_enginewide_input_lag/#bottom-comments Vsync mouse excel were both off. He also lists multiple PC's tested with their specs. I dont think the answer is just that simple..
  11. mechanical

    Input lag

    I feel like this "vsysnc" should be a more visible or presented topic, i don't have the tools or true know how to perform these tests for input lag but I happened to watch the same video above and one thing kindof had me thinking; Ive never felt like i had true control over any firefight in ARMA 3 Arma 2 dayZ and now argo. Something is definitely different about this developer than others when it come to the feeling of control. Especially once a multiplayer game mode is launched. The FPS drops on all but best servers and the fights whether i win or lose just feel like luck or like a muttle through? Win or lose in csgo or insurgency i feel like i didnt cut it, arma I just feel like well ok he wasn't facing me I got him or why did he take so may rounds without having armor.
  12. You know what i think is possible; and would be cool. If either a modder or bohe made the following. 1. gave the atv lean physics so in mid air you can actually control it (like you can in life) 2. make an off road racing atv dlc out of it 3. add a couple sport atvs or one sport atv to accomplish it would be like karts but off road atv i think the physics are more than ready for it i bet someone could do it. I cant make mods and gave up trying ill just stick to installing a/c's and what not but im just throwing an idea out there if anyone even wants it. So general discussion...
  13. Does bohe actively monitor these servers (meaning official end game etc)? Once you get to idk 9pm est on the eastern NA servers you cant see anything but team-kills blatant seemingly irremovable team-killers. Its pretty rough, you have to just leave. None of the noobs know how to vote kick. Honestly I cant believe there is not a maximum team-kill limit we are talking like total nonsense, makes the game look horrendous to those that are just getting into it. Im not talking about your noobs that are not used to having every bit of data handed to them and making mistakes i mean just general extreme trolling. I feel like a minimum team kill limit on an end game server just makes sense like even 5 per 2 hours or per game or something. The noobies ask every time how to vote kick because they dont know how. Im already into the game for years now so its no harm to me. But you'll never get new people in if the end game official server is at least not even remotely playable, they will think that noone takes the game even remotely seriously. Im not a huge fan of CSGO but team-killing is just not much of an issue because it will be automatically taken care of even at the lower levels at 3 TK's I think. This is a statement and OR a suggestion I have no goals or specific requests; if read by BI is all I hope for, because its really going to harm BI and players looking to try something different, not me and i want the best interest of the game arma 3 on the podium. Thanks, Mechanical
  14. mechanical

    praetorian 1c AAA turret question

    Why on earth did they not just give both the carrier and the new statics availability for all sides if not literally at least group-able? Why would they make it different than any other static available? Can take any other launcher or static and unit and just group it to a non probable opfor and voila its opfor no wasted time coding in when not necessary. This was a foreseeable request instantaneously, from a game creator that knows that people will always want to mod and utilize every bite of usable content they can to their own design and imaginative design. a cement ceiling so to say If you just need a one time setup you can actually place the turret as empty and then somehow(for whatever reason) place an opfor unit inside it (for example) and it will take the side of opfor, any unfriendly infantry will shoot at the turret until they are out of ammo unfourtuanlty so no ai foot solders if you plan to do that.
  15. Im glad someone decided to show exactly how to fill in some of those blanks. That example would be a great example on the biki. Thanks Kylania
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