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Usermade Missions Der Platz für eure selbsterstellten Missionen und Kampagnen für ArmA3

 
 
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Alt 08.10.2013, 19:40   #681 (permalink)
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In der neuesten Version hat man im MHQ Menü, wenn das MHQ deployed ist, einen neuen Menü Punkt "UAV". Da wird automatisch ein Darter inkl. Crew in der Luft gespawned und automatisch der UAV Terminal Dialog geöffnet... (der Spieler braucht auch kein Terminal, er bekommt eins in den richtigen Item Slot geschoben, ist allerdings ein Darter UAV. Als Sidemission Gewinn gibt es aber auch den Stomper oder wie dieser Räder UAV heißt).

Was mich allerdings daran erinnert das ich vergessen habe die bei der Sidemission gewonnenen Räder UAV mit KI Crew zu besetzen, grummel, notieren.

Xeno
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Geändert von Xeno (08.10.2013 um 19:45 Uhr).
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Alt 08.10.2013, 19:44   #682 (permalink)
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In der neuesten Version hat man im MHQ Menü, wenn das MHQ deployed ist, einen neuen Menü Punkt "UAV". Da wird automatisch ein Darter inkl. Crew in der Luft gespawned und automatisch der UAV Terminal Dialog geöffnet... (der Spieler braucht auch kein Terminal, er bekommt eins in den richtigen Item Slot geschoben, ist allerdings ein Darter UAV. Als Sidemission Gewinn gibt es aber auch den Stomper oder wie dieser Räder UAV heißt).

Xeno

I just tried it and liked it, didnt notice if it replaces the UAV terminal with a GPS on exit :P

I have plans now .... : Angel: Hmmm... bet i wont be allowed to do it though
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Alt 08.10.2013, 19:46   #683 (permalink)
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I just tried it and liked it, didnt notice if it replaces the UAV terminal with a GPS on exit :P

Well, that's Alpha 3. The terminal item will be linked to the GPS item slot removing the GPS item.
Alpha 3 is quite limited when it comes to item slots, sadly.

Xeno
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Alt 08.10.2013, 19:49   #684 (permalink)
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Well, that's Alpha 3. The terminal item will be linked to the GPS item slot removing the GPS item.
Alpha 3 is quite limited when it comes to item slots, sadly.

Xeno

K, will put some gps in the MHQ then to cover
Am i right in saying that the AA defense at base is prone to wandering off, followed mine on a mission to attack a island patrol I might remove fuel to stop this?, just found it in x_innitx


Thanks
Champy

Geändert von Champy_UK (08.10.2013 um 19:52 Uhr).
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Alt 08.10.2013, 19:59   #685 (permalink)
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K, will put some gps in the MHQ then to cover
Am i right in saying that the AA defense at base is prone to wandering off, followed mine on a mission to attack a island patrol I might remove fuel to stop this?, just found it in x_innitx

Ugh, yeah, normal behaviour of the AI. They start to wandering around the whole island *sigh*.
The drivers of the artillery vehicles get removed to prevent it but I forgot the drivers of the AA vehicles

Edit: Removing fuel is not always the best idea, for example it made the AI artillery completely useless

Noted.

Xeno
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Alt 08.10.2013, 20:41   #686 (permalink)
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Ugh, yeah, normal behaviour of the AI. They start to wandering around the whole island *sigh*.
The drivers of the artillery vehicles get removed to prevent it but I forgot the drivers of the AA vehicles

Edit: Removing fuel is not always the best idea, for example it made the AI artillery completely useless

Noted.

Xeno

I remembered after i said that you mentioned this so will leave alone. Do have one idea, maybe a set of way points that they will only patrol a small area or maybe (i don't know if this is possible) that they are only allowed to attack flying/air targets only and are to ignore anything else?
That way they wouldn't be so keen on attacking island patrols etc?
Just a thought
Thanks
Champy
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Alt 08.10.2013, 20:52   #687 (permalink)
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You have to test it yourself
For me it's enough when they just stand at base and don't move at all (like AA normally does).

Xeno
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Alt 08.10.2013, 20:55   #688 (permalink)
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You have to test it yourself
For me it's enough when they just stand at base and don't move at all (like AA normally does).

Xeno

Did you not see them chase Island patrols then? This was first time i had got to play version O with them in and i followed it from airbase to Stavros chasing Opfor Vehicles

Lol.. i will add it to my list...
Thanks

Champy
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Alt 08.10.2013, 21:09   #689 (permalink)
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Anyone getting black screen on respawn after playing a while ?
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Alt 08.10.2013, 21:12   #690 (permalink)
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ja...der Server lief und ich habe die Parameter ingame geändert....jetzt habe ich auch endlich gerafft
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Alt 08.10.2013, 21:19   #691 (permalink)
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Anyone getting black screen on respawn after playing a while ?

Isn't that a problem caused by the virtual ammobox?

Xeno
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Alt 08.10.2013, 21:27   #692 (permalink)
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Isn't that a problem caused by the virtual ammobox?

Xeno

Hmm could be - i just never saw the problem before and i used the vas since its birth. First saw the problem in domi ver n or m.
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Alt 08.10.2013, 21:45   #693 (permalink)
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I've read a few times already that it causes black screens (but I've never put it in a mission myself, I've tried it in some mission and I was faster using the normal ammo crate than using VAS ).

Edit: I've downloaded VAS now (at least I have WLAN in my hotel )

Code snippet from VAS
Code:
player RemoveallEventHandlers "Respawn";
player addEventHandler ["Respawn", {[VAS_slot] spawn VAS_fnc_loadGear;}];
This would at least be a reason why it happens as it kills also the Domina respawn EH, and especially the Domina revive respawn EH which is responsible for removing the black screen. It's never a good idea to remove all respawn eventhandlers (even BIS themself use a respawn EH in the feedback system).

Xeno
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Alt 08.10.2013, 22:14   #694 (permalink)
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AI appear to be skill 1.

Though debug console is weird. I used it setskill exec myself to skill 0.5, yet skill player in a watch field still said 1.

That aside, the AI do play like they are skill 1.

Geändert von Tankbuster# (08.10.2013 um 22:18 Uhr).
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Alt 08.10.2013, 22:26   #695 (permalink)
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I guess that's because Alpha 3 AI is still WIP (like 99% of the game, lol)...

From today:
Zitat:

Not a change today; rather, sharing the initial ideas/goals of some upcoming work:

Originally Posted by AI Configuration Analysis
PROBLEM
AI configuration settings aren't very clear to players
AI 'skill' is quite abstract
Players can unwittingly 'break' the game by setting values that are too low
e.g. setting AI skill to low
Makes it difficult to reliably test behaviour of AI in playable content (moving target of AI skill)
Mission designers can't easily modify useful parameters of AI
e.g. Accuracy
Players can override what designers have selected (related to above point)
Mods are used to unlock additional parameters, but these are not adequately documented and tested in engine

DESIGN
Players have simpler, more predictable UI options
Some (more advanced/abstract) choices removed from game configuration (e.g. what is this arcane 'skill' black magic?)
Only things that are simple to understand and test
e.g AI: HARD / DEFAULT / LIMITED
Value is an abstraction of limited number of predictable inputs (e.g. AI Accuracy and Turning Speed)
HARD: Default (current state) Accuracy; Default (current State) Turning Speed
DEFAULT: Lower-than-default Accuracy; Default Turning Speed
LIMITED: Lower-than-default Accuracy; Lower-than-default Turning Speed
linked to difficulty presets (recruit would be "limited", etc)
no slider nonsense, just combo-box options; how much precision is really useful from the front-end?
Do players really need to be able to set ability of both friendly and enemy AI?
Why not simply abstract these settings into one value?
Curate the friendly/enemy settings to what we think is 'best practise' for each default
More advanced AI settings should primarily be the mission (official/community) designers choice
Configurable via the Editor
AI Skill
clearly validate and document what existing configuration options - unlock potential of parameters
Split into more options, if useful

http://forums.bistudio.com/showthrea...=1#post2529597

Because internally the mission does use a random value for the AI skill (lower value + random value), no skill array, and only specific units get a skill of 1 (mostly non main target Ai units).

And afair I've read somewhere that the server AI skill settings are not always used, not sure about that.

Xeno
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Geändert von Xeno (08.10.2013 um 22:29 Uhr).
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Alt 08.10.2013, 22:33   #696 (permalink)
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Hi All,

The best option for AI is to use Zeu server skill AI mod. It works great with domination !

best regards, Xares

P.S. Has anyone tried inidb mod to save players score and more ? It will help to run ranked server.

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Alt 08.10.2013, 23:09   #697 (permalink)
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Jesus, my apologies, Xeno.

It's the game... it's fucked. Short of zeu cfgskill addon, there's NO way of spawing ANY man unit with a skill less than 1.
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Alt 08.10.2013, 23:12   #698 (permalink)
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Hi All,

The best option for AI is to use Zeu server skill AI mod. It works great with domination !

.

\yeah, trying that now. Thanks mate. It's unbelievable - this is a game that's on sale right now, version 1.02, and it's fucked. Great way to alienate every buyer who is new to the game - put them in a mission with uber AI.
^^^ see? I can speak German.
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Alt 08.10.2013, 23:15   #699 (permalink)
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put them in a mission with uber AI.
^^^ see? I can speak German.

The word uber does not exist
It's über

Xeno
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Alt 08.10.2013, 23:29   #700 (permalink)
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Are you aware of the titan missiles not reappearing on re spawn, you load and save on spawn and then when you die.. you re spawn with tube empty? and have to reload before firing it? It has been present for us for a long time as we added them, as i think you only recently included them in yours?
Is this a BIS bug or a miss fire in Domi...

Thanks

Champy

PS i think Tanky ment überlegen, i will get him to learn German
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