FFDP
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Posts posted by FFDP
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http://dev.arma3.com/post/sitrep-00075
Cool its on there.
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So it is out on the dev branch then? Because I cant wait to finally try it out.
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Bohemia devs are making that feature, not the epoch devs.
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Ive got a lot of missions ive made that need some tweaking when this feature releases
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They've been working on this for a very long time. Is it on the dev branch yet? They said only trucks and mh6 will have ability at first. They have to model the animations for all the vehicles, but offroad trucks and mh6 will be ready first.
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I wanted to make a suggestion to the devs for the Epoch mod. It's basically what most MMO's have. Mission system where you go to an Agent and request a mission. Mission options could be Transport/Delivery/Pickup missions and/or Combat missions.
These missions would be available to any player. If a player accepts a mission, the mission location could either be visible only to the player and his group, or for PVP servers, it could be set to be visible to all players on the map.
The group system could be like any of the squad scripts on Armaholic where you can team up with other players for comms and IFF identification.
Missions could pay out in bounties for each NPC killed, mission reward for completing the mission and a mission bonus reward for completing the mission in a set time. On top of the rewards and bounty payouts, players can loot the bodies, and salvage any of their vehicles for parts, or just steal the vehicles.
I know limited scripting, so it would take me forever to script it out, but I just wanted to suggest a mission system for Arma 3 Epoch.
Agent:
Transport Mission
Combat MissionPayouts= NPC Bounty, Mission Reward for completion, and Mission Reward Bonus for time.
Squad= Player that accepts a mission from an agent has option to share Mission Rewards with Squad members.
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Immortal Guardians [=IG=] are ready and willing to help test.
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http://forums.bistudio.com/showthread.php?175048-A-Alien-Reticulan-in-Arma-3
there is a texture in the game files of a Zeta Reticuli alien grey.
Question for Epoch devs, have yall thought of using this texture and doing an alien invasion theme instead of a zombie theme for Arma 3 Epoch?
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Good luck to you guys in the development. I can patiently wait for it. It's going to be lots of fun. In the meantime Im keeping myself entertained with making missions in A3.
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$60 for Arma 3 is very much worth it. Ive been having more fun on there than I ever did on A2. Runs so smooth on ultra on my pc too.
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If you are having fps issues, definitely stay away from Chernarus servers. That map is crap. Too many things to render, then you have to deal with all the epoch objects on the map too.
Get on a Sahrani, or Namalsk server. Taviana runs good too.
Upgrade your cpu too if you arent running a newer one. Arma uses a lot of cpu.
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I have Sarge bandits with Mil/Survivor AI turned off, and heli patrols from DZAI patrolling the skies. On Sahrani I couldn't get the Sarge heli patrols to ever spawn so had to resort to DZAI helis instead. Both mods sort of conflict, so I had to disable the military and survivor AI because they lost restrictions on engaging players based on their humanity. They just shot at everyone.
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As long as they arent glitchy like they are in A2. The zig zag running patterns is annoying.
Id love for a server hosted option to customize zombie behaviour. Running zombies, walking dead zombies, World War Z Ethiopian track star zombies etc.
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Arma 3 already has a very nice assortment of helis.
Also the AC130 mod is insanely awesome too.
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How would this be configured to work with the craftable fire barrels?
while {true} do {
sleep 10;
// No Zeds near Plot Poles
_playerPos = getPos player;
_nearPole = nearestObject [_playerPos, "FireBarrel_DZ"];
if (!isNull _nearPole) then {
_pos2 = getPos _nearPole;
_zombies2 = _pos2 nearEntities ["zZombie_Base", dayz_poleSafeArea];
_count2 = count _zombies2;
for "_i" from 0 to (_count2 -1) do
{
_zombie2 = _zombies2 select _i;
_zombie2 setpos [-3367.739,-120.84577,-8247.0625];
};
};
};I replaced the pole with a fire barrel. I used the Epoch version so it'd have to be one you build, and not one that's seen around the map.
How can this be tweaked so that it's only active when it's burning, but inactive when it's not? So that way it's like when there's a fire, the zombies dont come around, but when the fire is out, they come.
"FireBarrel_DZ" is the Epoch version
"Land_Fire_barrel" is the unlit version of the Arma barrel.
"Land_Fire_barrel_burning" is the lit version of the Arma barrel.
I listed these for reference. I'm not good at scripting at all, but I'm sure it's possible to make it so the script works when lit, but deactivates when the fire isnt burning on the Epoch version, or atleast I hope it's possible.
Thanks in advance if anyone can help with this.
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RH weapon packs, fast roping, USS Nimitiz, and f18 mod. Include those in Epoch and Ill be very happy. A3 standard frogfoot jets are boring.
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I like the new logo
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How do you add items to the backpack?
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Villayer sucks.
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I'm trying to get Sarge A.I. to work on Sahrani. The issue is that SAI doesn't have a map config for Sahrani. So I did a quick google search and found the configs someone made. I tried them, but half the stuff doesnt work, and the AI spawns mostly in the center near Corazol and Para airfield. I've configured for heli patrols, ground patrols too.
Thing I'm wondering about is if the grids are even correct. This is what the guy had on his.
// x coordinate of the first, bottom left grid center point
_startx=500;
// y coordinate of the first, bottom left grid center point
_starty=1000;
// gridsize x (how many single squares in the grid) for the x-axis
_gridsize_x=20;
// gridsize y (how many single squares in the grid) for the y-axis
_gridsize_y=20;
// distance from the center of one square of the grid to the border of that square. so overall size of a square in the grid is 2x gridwidth / 2x gridwidth
_gridwidth = 500;Is that even right for Sahrani?
When I put a marker in the center of the bottom left grid, I get x=500 y=500. Then I get gridsize of x=10 and y=10, and the gridwidth I get is 50m. So either they were way off, or I'm not doing this right.
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There were quite a few spelling errors in this, so until there is a working version, Ive gone back to sarge ai.
System runs, but nothing spawns. I spent two hours last night just setting up the custom spawns with various coordinates, but nothing ever spawned.
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I voted for AI units, as in bandits, military etc, however I do want zombies as well.
I hope that Epoch A3 will have a built in customization for AI. As in the best attributes of the various AI scripts out.
With customization options, server owners have choices to enable, disable and setup to their choosing.
PvP with no NPC elements is just too boring, as Stratis and Altis are big maps. Altis more so than Stratis.
- FrenzyFire000 and Poncho
- 2
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This is what I'm getting in my rpt log.
23:23:19 "WAI: AI Monitor Started"
23:23:19 Error in expression <isServer) exitWith {};
for "_x" from 1 to _unitnumber do {
switch (_gun) do {
c>
23:23:19 Error position: <to _unitnumber do {
switch (_gun) do {
c>
23:23:19 Error to: Type Array, expected Number
23:23:19 File z\addons\dayz_server\WAI\compile\SpawnGroup.sqf, line 26
23:23:19 "TIME SYNC: Local Time set to [2013,8,3,5,23]"
23:25:20 "0 Active ground units"
23:25:20 "0 Active emplacement units"
23:25:20 "0 Active chopper patrol units (Crew)"
23:25:20 "0 Active vehicle patrol units (Crew)"Lines 24-45 look like this below in the SpawnGroup.sqf
if (!isServer) exitWith {};
for "_x" from 1 to _unitnumber do {
switch (_gun) do {
case 0 : {_aiweapon = ai_wep0;};
case 1 : {_aiweapon = ai_wep1;};
case 2 : {_aiweapon = ai_wep2;};
case 3 : {_aiweapon = ai_wep3;};
case 4 : {_aiweapon = ai_wep4;};
case "Random" : {_aiweapon = ai_wep_random call BIS_fnc_selectRandom;};
};
_weaponandmag = _aiweapon call BIS_fnc_selectRandom;
_weapon = _weaponandmag select 0;
_magazine = _weaponandmag select 1;
switch (_gear) do {
case 0 : {_aigear = ai_gear0;};
case 1 : {_aigear = ai_gear1;};
case 2 : {_aigear = ai_gear2;};
case 3 : {_aigear = ai_gear3;};
case 4 : {_aigear = ai_gear4;};
case "Random" : {_aigear = ai_gear_random call BIS_fnc_selectRandom;};
};
Shooting from vehicles!
in Discussion
Posted
Lots of bugs with this. They know about all of them. Worst bug so far is if you unload entire mag from MH-9 bench while facing forward or rear, or you throw an object while facing either direction. Result of bug is extreme camera shake. Non stop.
Cool thing is we can now fire from the assault boats, and the hellcat benches.