T

ToejaM

Member

Last active 10 years ago

  1. 10 years ago
    Sat Oct 4 01:46:54 2014
    T ToejaM started the conversation SUGGESTION: Heli Landing Improvement.

    I wrote a stupidly simple script and one problem it always had was that it would land in the most idiotic of places as it has to chose its own landing point.

    If you don't know, helis will land at the nearest helipad, within 50-200m or so, what I incorporated into my script was a createvehicle of an invisible helipad, my transport chopper would 100% land where I clicked for it to land on the map, I hope you can incorporate this into a new version of Alive as at the moment, the AI piloting the choppers are some kind of special when trying to land and if you create an invisible helipad where you click, they can land pretty much on a dime. The only thing you have to worry about is power lines. I think you can even have them land on buildings if its flat enough with a helipad!!

    -image-

    Go home Chinook, you're drunk. (picture from tonights operation)

    Our transport chopper is named "TROUBLE" because the first ever mission I learned about the Arma 3 support/transport module and it took 7 choppers before it would even land anywhere remotely accessible without landing in an alley and breaking its self. The one time it did land, it hovered 1m off the ground and started moving away.. we all got on and because Arma uses the command menu for RTB.. it quickly disappeared and we were left in the chopper at 100m in the air, this prompted me to learn to write my own script!

  2. Sat Oct 4 01:42:12 2014
    T ToejaM posted in Server Error.

    No it works fine, its because 0.8 was released just days before the latest Arma update. I assume its a failsafe / informative message to get you to update as the devs of Alive probably intend to push an update everytime A3 is updated to make sure everything is working. As far as I can tell, nothing is broken

  3. Fri Oct 3 12:52:36 2014
    T ToejaM posted in Placed AI and Profiling.

    Well it was either a wall of text or a wall of forum posts.. and I didnt wanna spam.. too much ;)

    I've answered a few of my own questions through trial and error but left the results there for others to find without needing to test themselves.

  4. Fri Oct 3 12:39:51 2014
    T ToejaM posted in Placed AI and Profiling.

    Yeah its working well, as the sole mission maker I like randomness.. I don't want to know where everything is! Which is why my big thread has lots of suggestions in, probably selfish overall but definitely makes my mission experience more fun!

  5. Fri Oct 3 12:37:20 2014
    T ToejaM posted in Make ARMA Not War Competition.

    Voted!

  6. Fri Oct 3 12:35:05 2014
    T ToejaM posted in Placed AI and Profiling.

    Yeah makes sense, just learning all the mechanics so that I don't turn up to an ambush point and they are already there and we counter ambush them when I want them to surprise us! ;)

    It also doesn't save the init's on chars either, so any ambient units you have placed sitting or kneeling ect.. when they respawn they are standing normally.

  7. Fri Oct 3 12:31:46 2014

    "Profile system" is now known as "Virtual AI System" - For anyone watching this tutorial.

  8. Fri Oct 3 12:23:25 2014
    T ToejaM started the conversation Placed AI and Profiling.

    I hope no-one in my unit is reading this or it'll ruin their mission tonight, so if you are.. at least until tomorrow close this thread down! (I know two people definitely check up on this mod and the forums!)

    Scenario: Read point where civilian is, triggers movement waypoints of placed AI.
    What happens: Works as intended
    What happens if units are manually profiled: Units ignore the wait for the trigger and they move on their way points regardless of trigger being triggered.

    Is this intended? An unfinished feature or did I do something wrong?

    Trying to save as much FPS as possible everywhere but this isn't possible with triggers and they must be left to idle.

  9. Fri Oct 3 12:19:25 2014
    T ToejaM posted in Long Init Time - Resupply.

    My mission is relatively small:

    Two blufor military spawns which will be reduced to one after the initial mission, first mission encompasses flying from HQ to the FOB (immersion reasons but I want both to seem ocupied)
    One civilian spawn in Pyrgos on Altis (high density)
    One opfor opcom and one opfor cqb (probably where the delay is coming from)

    I have a few ambush points and extra patrols setup also but I'm just about to make a thread on that with a question/suggestion! (I hate suggesting things in my conversations, running a community of my own based on public servers.. if people dont suggest in separate threads things get lost easily and the suggestees get grumpy that its missed!)

  10. Fri Oct 3 12:12:41 2014
    T ToejaM posted in Long Init Time - Resupply.

    Ah ok, maybe I placebo effected myself on initial testing of your mod.. then when I'm properly using it with everything loading I'm getting the true loading times.

    Always best to start small when testing of course.. but everything in full force!

    Thanks for the reply ARJay - I hope this thread helps someone else in the future with the same 'worries' I had! :D

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