• Content count

  • Joined

  • Last visited

  • Medals

Community Reputation

51 Excellent


About ImperialAlex

  • Rank
    Staff Sergeant
  1. Coming back to actual AI Driving: It sure would be nice to get an update from a BIS dev on how much additional work we can expect to see on AI driving (if any at all). It's a very different scenario for e.g. potential modders to know that a feature will be revisited in 2-3 updates compared to a feature that BIS considers "done" which might stay stable for long periods of time.
  2. Tweaked: The "Fire at that medic" radio protocol sentence replaced with a more generic sentence (e.g. "Fire at that soldier.") was removed due to unexpected sandbox issues I'm curious, will we ever get to know about those unexpected sandbox issues?
  3. It sounds like you can. From what I've read so far each machine has the Dynamic Simulation code present, however the whole grid/etc logic is only activated once an entity is assigned to the system. The entities probably have to be local (just think disableAI - that needs a local entity, too) and I'd assume that units assigned to different dynamic simulations (i.e. different machines) won't necessarily play nicely together with regards to "waking" each other up. I don't currently have the time to test this, but oh boy does DynSim make me excited to go back and finally try my hand at a caching system.
  4. I can't believe that this wasn't always done this way. What was the previous behaviour? (Non-object) view distance as a limit?
  5. Looks good enough, had to be done and nothing too big blew up as far as I can tell The upgrade made me realise that has been around for a very, very long time and has mostly managed to keep old content readable, accessible and even available at the original link. That's not a trivial achievement so a very sincere thanks to the web team for not-screwing-it-up (which, at least in IT, is a lot harder than doing something flashy every now and then)
  6. Created a feature request to add a toggle to make an AI unit have the same wake-up-all behaviour that players have.
  7. Just wanted to quickly say thanks for all the AI improvements in the last few months! Along with #AIDriving (yay!!!) there've been some really nice "minor-but-oh-my-god-so-annoying" bugs that got fixed (dodgy target switching, vehicle guns preferring north, etc). Really loving the current bug-fixing focus :)
  8. Great work, the documentation is well written and the system looks like it should have massive performance improvements over scripted systems that used distance checks! Sure, lots of people will expect this to magically make their lag-fest, badly-scripted, 5-million-unit mission blazingly fast and will then be dissapointed ;) but for those of us who've been using similar scripted systems this is an incredible improvement. Being part of the vanilla game and integrated with Eden should also make it easier for newer mission designers to use caching. Thanks to everybody involved! I wouldn't want to clutter the UI with another toggle but could we get a script toggle (command or an object variable that we can set) that switches a non-player unit/group to the wake-up-all behavior that players have? Possible use cases would be "support" units (tanks, aircraft) that players can send in to deal with threats: Let's say I have west and east AI units fighting an ambient battle. All units are set to non-wake-up since we don't want that battle to waste resources when players aren't close enough to notice. We now allow the player to send a friendly AI support element (e.g. an armed vehicle) into that battle. We set the tank to "wake up units" since we want to allow stuff like the player sending an AI support unit ahead to clear an objective. This works as intended as long as the player is in range but as soon as he goes out of range the poor support unit is left all alone, waking up all his enemies but none of his friendlies....the poor support unit is now outgunned pretty badly. The alternative would be to keep the support unit in "non-wake-up" state, too, in which case the player wouldn't be able to use the support unit on objectives outside his current "wake up radius" which requires the player to be aware of the ranges. That just feels 'wrong', too. Oh, one more question: What's the interaction with Zeus-controlled units? Are they treated according to the underlying AI unit or are they treated as a "player"?
  9. I remember reading a comment from KillzoneKid that for various reasons, we might never see a "unit ragdoll" script command. Are those reasons still there? If yes, I'd love to learn a bit about them and if not then would it be possible to look at a ragdoll script command again? :)
  10. It honestly sounds like you're having an issue with the antistasi mod rather than my mod. If you can reproduce your issue in vanilla + XLA then I'm happy to have a look, otherwise I'd recommend talking to the antistasi mod authors (I'm happy to help them with integrating my mod, I think I've got one of them on steam, iirc)
  11. I'm no longer actively developing new versions of the mod (at least as long as the current one keeps working) but I'm happy to assist :) What exactly is your issue? Plenty of people are using the mod with TFAR backpacks and rangefinders showing up fine, so I'd need more information about the error you're getting and the whitelists your're using. Remember that some items in arma are sorted into funny categories. The long range backpack radios are, unsurprisingly backpacks rather than items and therefore need to be added to the backpack whitelist. The rangefinder might be a weapon rather than an item. If in doubt, add it to both the item as well as the weapons whitelist. Have a look at this sample script which shows TFAR radios being handled properly, among other things.
  12. Could somebody on DEV maybe make a short showcase video? It would be greatly appreciated! (Don't have the space for two installs right now & via <40Mbps Wifi it's not fun to switch back and forth between branches)
  13. Did you ever publish this? I was really looking forward to trying this out :)
  14. Maybe at some point - if I ever get around to working on this mod again. However whoever wants to go and take a stab at it is free to fork the code over on github :)
  15. I've made a mod that fixes some of the issues with the arsenal. It's probably not a perfect fit for your scenario but it's a base that you're welcome to modify to your needs.'a link to the github repo in the first post).