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JQuel
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User Since
Mar 5 2013, 8:40 PM (449 w, 3 d)

Recent Activity

May 10 2016

JQuel added a comment to T73846: AI controlled vehicles with collision lights are unable to use headlights/main lights.

As an off shoot to this (and a work around, although I wasn't looking for one haha!)I did a little more research and managed to get this working.

In a script, I create a chopper, crew it, set its behaviour, give it some waypoints then pass it into the below:

null=[_searchChop] spawn {

while {true} do {  
    player action ["lightOn", _this select 0];
    sleep 0.01;
};

};

main light/searchlight/reflector is on, however, method has couple of probs which I haven't thought out yet.
Trouble with this method,
a) endless loop (no, no, never)
b) the sleep 0.01, wasted CPU cycles.

Changing the sleep period, even by .4, causes the search light to flicker and is NOT to be tested by those who suffer from flashing images (this is not a joke!)

Without this however, the AI turns the light off, regardless of combat mode/behaviour

May 10 2016, 6:52 AM · Arma 3
JQuel added a comment to T73846: AI controlled vehicles with collision lights are unable to use headlights/main lights.

I know this. I appreciate your input, but I didn't post looking for a work-around.
This would save editors the hassle of working around something that really should just work and not just 'attaching' lights to things, like helicopters that already have lights.
The issue I think here is the inconsistency between assets and not providing an easy way to control them (the main light/searchlight/reflector, switch it on or off).
Leave it upto the AI and they will invariably do what you don't want them too :)

May 10 2016, 6:52 AM · Arma 3
JQuel added a comment to T73846: AI controlled vehicles with collision lights are unable to use headlights/main lights.

Yes please. I find it odd that we can't control an AI controlled helicopters searchlight (ie, Just turn it on, leave it on and not have the AI pilot turn it off).

I'd like to be able to have a helicopter simulate searching an area with the main light/searchlight/reflector. This will add some good immersion for those sneaky, sneaky night missions.

May 10 2016, 6:52 AM · Arma 3
JQuel added a comment to T72930: A good weapon for CSAT in the future.

Voted down - I'd prefer the devs work on other parts of the game as opposed to creating new content. Your suggestion and the list provided by AD are candidates for community creation

May 10 2016, 6:25 AM · Arma 3
JQuel added a comment to T71994: AI not following waypoints after exiting vehicle while in Safe Mode.

No, this looks to have been fixed and can be closed

May 10 2016, 6:01 AM · Arma 3
JQuel edited Steps To Reproduce on T71994: AI not following waypoints after exiting vehicle while in Safe Mode.
May 10 2016, 6:01 AM · Arma 3
JQuel added a comment to T71246: UAV will make its way back to player UAV operator when taking Turrent control.

Aha Brilliant, thanks for the info and sorry, you can close this ticket.

May 10 2016, 5:40 AM · Arma 3
JQuel added a comment to T71246: UAV will make its way back to player UAV operator when taking Turrent control.

To make it circle around a point, right click in the map mode with the two cameras and select loiter.

May 10 2016, 5:40 AM · Arma 3
JQuel edited Steps To Reproduce on T71246: UAV will make its way back to player UAV operator when taking Turrent control.
May 10 2016, 5:40 AM · Arma 3
JQuel added a comment to T71212: Suggestion: Add camera stabilization to the UAV, and maybe other aircraft eventually..

The Dslyecxi tube link above is really interesting. It'd be great if the UAV turret camera functioned in a similar manner.

As others have pointed out, its difficult to keep the camera still and focused when the UAV flailing around, updating its position.

Camera stabilization would be great!

May 10 2016, 5:39 AM · Arma 3
JQuel edited Steps To Reproduce on T70106: *Request* Smoking Vehicle Module.
May 10 2016, 4:59 AM · Arma 3
JQuel edited Steps To Reproduce on T69502: *Request* Function to establish number of empty/available cargo places in Vehicles.
May 10 2016, 4:37 AM · Arma 3
JQuel added a comment to T69502: *Request* Function to establish number of empty/available cargo places in Vehicles.

Never mind, I found it!!

emptyPositions

May 10 2016, 4:37 AM · Arma 3
JQuel added a comment to T68891: BIS_fnc_spawnGroup not working as intended (3rd parameter number).

Hmm, but it does spawn pre-composed groups - This is an odd one

May 10 2016, 4:12 AM · Arma 3
JQuel added a comment to T63944: Mortars don't separate properly on spawn.

Indeed, the aformentioned cluster could refer to anything!

Made me come and read what it was about though :)

May 10 2016, 1:05 AM · Arma 3

May 9 2016

JQuel added a comment to T61468: You can't deploy swimmers from helicopters.

Helo casting would be great - Deploying a scuba SF team off near a hostile coast line for a covert night op just begs to be done :D

Up vote

*Edit* The state of this ticket suggests it should be a feature request. Its already been reviewed, but, judging by the developer response, the idea wasn't picked up.

May 9 2016, 11:07 PM · Arma 3
JQuel added a comment to T61391: The fire effect.

Tube links above are private :/

May 9 2016, 11:04 PM · Arma 3
JQuel added a comment to T58907: Unable to stop walking forwards.

I've been unable to fix it by pressing "s" x2 times unfortunately. But still, this shouldn't happen.

I'd expect, if no input is being entered into the keyboard, then the character should stop, but currently, it keeps running

May 9 2016, 4:05 PM · Arma 3
JQuel edited Steps To Reproduce on T58907: Unable to stop walking forwards.
May 9 2016, 4:05 PM · Arma 3
JQuel edited Steps To Reproduce on T58828: Tyres screeching on wheeled vehicles when turning corners on dirt track roads.
May 9 2016, 4:02 PM · Arma 3
JQuel edited Steps To Reproduce on T58802: When strafing either left or right, if you then hit the turbo key, character crouches, then continues.
May 9 2016, 4:00 PM · Arma 3
JQuel added a comment to T58795: Whilst walking, the audio of footsteps seems to be quicker than how the animation is playing.

This doesn't appear to be a problem anymore, for me at least. This can be closed

May 9 2016, 3:33 PM · Arma 3
JQuel edited Steps To Reproduce on T58795: Whilst walking, the audio of footsteps seems to be quicker than how the animation is playing.
May 9 2016, 3:33 PM · Arma 3