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Mattar_Tharkari
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Mar 7 2013, 5:21 AM (611 w, 16 h)

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May 10 2016

Mattar_Tharkari added a comment to T71666: Independent motorized infantry teams too large.

Cause: Strider has a turret while the Irfit and Hunter used by the other factions don't have turrets. Therefore you get a group of 5 units not 4 as intended when using BIS_fnc_spawnGroup:

several functions are called with BIS_fnc_spawnGroup:

BIS_fnc_spawnVehicle
BIS_fnc_spawnCrew.sqf
//Search through all turrets and spawn crew for these as well.<=== extra crew member spawned as it searches turrets

> BIS_fnc_returnVehicleTurrets;

_grpName = [(player modelToWorld [0,20,0]), resistance, (configfile >> "CfgGroups" >> "Indep" >> "IND_F" >> "Motorized" >> "HAF_MotInf_GMGTeam")] call BIS_fnc_spawnGroup;

Actual Behaviour - see config entry below:
unit0 "I_soldier_F" - Driver
unit0b "I_soldier_F" <======spawns extra unit in commander turret
unit1 "I_Soldier_TL_F" - on foot
unit2 "I_support_GMG_F" - on foot
unit3 "I_support_AMG_F" - ****no room in vehicle for this guy

Temporary fix - delete the extra soldier in the turret or the driver?:
_vehicleName = vehicle (leader _groupName);
_unitName = _vehicleName turretUnit [0]; moveOut _unitName; deleteVehicle _unitName;

Possible Solution:
So you need to delete the Team Leader from the cfgGroups entry to get the right number as there is already a commander in the vehicle?:

~~~~~~~~~~~~~~~~~~~~~~~~~
class CfgGroups {
~~~~~~~~~~~~~~~~~~~~~~~~
class Indep {
name = "Independent";
~~~~~~~~~~~~~~~~~~~~~~~~
class Motorized {
~~~~~~~~~~~~~~~~~~~~~~~~
class HAF_MotInf_GMGTeam
{
name = "Motorized GMG Team";
side = 2;
faction = "IND_F";

class Unit0 {
side = 2;
vehicle = "I_MRAP_03_F";
rank = "SERGEANT";
position[] = {0,0,0};
};
class Unit1 { <============ Delete this entry so enough seats for team - the commander that spawns in the vehicle is assigned as group leader by default.
side = 2;

	 vehicle = "I_soldier_TL_F";

rank = "SERGEANT";

	 position[] = {5,0,0};

};
class Unit2 {
side = 2;

 	vehicle = "I_support_GMG_F";
	 rank = "CORPORAL";
 	position[] = {-5,-5,0};

};
class Unit3 {
side = 2;
vehicle = "I_support_AMG_F";
rank = "PRIVATE";
position[] = {5,-5,0};
};

You would need to do the same or check all Independent motorized classes that use the "I_MRAP_03_F" Strider:
"HAF_MotInf_Team" <=== OK 3 units
"HAF_MotInf_AT" <=== ! 4 units
"HAF_MotInf_AA" <=== ! 4 units
"OIA_MotInf_GMGTeam" <=== ! 4 units
"OIA_MotInf_MGTeam" <=== ! 4 units
"OIA_MotInf_MortTeam" <=== ! 4 units

May 10 2016, 5:52 AM · Arma 3
Mattar_Tharkari added a comment to T68609: Some problems with the parachute.

Confirm - this occurs with
{_x setposATL [getposATL _x select 0, getposATL _x select 1, 1000];} forEach units group player;
and in a helicopter cargo position:
{_x action ["eject", vehicle _x]} forEach units group player;
So 'throw' AI in the air and ejecting AI doesn't work. AI doesn't have HALO an nimation. They are separate from the parachute and AI dies upon landing.

To equip a backpack it's:
this addBackpack "B_Parachute";

May 10 2016, 4:00 AM · Arma 3
Mattar_Tharkari added a comment to T66830: Helicopters not interacting realistically with water.

It's standard in the US Navy / Marines to use an Emergency Breathing System (EBS) to exit ditched helicopters. NATO were looking at making it standard and it's is standard in the North Sea oil industry. Examples / training videos here:
http://ftp.rta.nato.int/public//PubFullText/RTO/AG/RTO-AG-HFM-152///AG-HFM-152-07.pdf
http://www.youtube.com/watch?feature=player_embedded&v=K9jn-POo6W0#!
http://www.youtube.com/watch?v=SysFQ-iCGSU
http://www.helicopterhelmet.com/HEEDS-III-Aqualung-SEA_c_18.html

May 10 2016, 2:56 AM · Arma 3
Mattar_Tharkari added a comment to T66669: Unable to remove weapons from uniform / vest.

You can't add them via script either, only in the inventory in game:

The related other half of this problem here:
0005526: There are no functions for adding weapons to a player's vest or uniform (unitVest, and unitUniform needed)
http://feedback.arma3.com/view.php?id=5526

May 10 2016, 2:51 AM · Arma 3
Mattar_Tharkari added a comment to T66566: AI knows the enemy position at all times, no matter what.

Something else I thought of - it's 2035 - all these small UAV's we are warned about may be common place. Is this what is being simulated at the higher difficulty settings? Are the AI getting pictures of your location on those helmet visors? The battle simulation at the level of current technology is off as you say - but is it correct for 2035?

It would be nice if BIS could say exactly what the future vision is as it may have some impact on this debate?

May 10 2016, 2:46 AM · Arma 3
Mattar_Tharkari added a comment to T66566: AI knows the enemy position at all times, no matter what.

What skill / difficulty settings did you use for that? They only seem to do it with higher settings? If you lower the skill / difficulty they seem less sure where you are?

Try lower skill settings with the setSkill array cmd on these one at a time and then compare it with the 4 different difficulty settings to identify what's causing it?

"spotDistance","spotTime","commanding","general"

May 10 2016, 2:46 AM · Arma 3
Mattar_Tharkari edited Steps To Reproduce on T66448: [DEV] 0.57.105007 Vehicle weapon sounds too loud.
May 10 2016, 2:42 AM · Arma 3
Mattar_Tharkari added a comment to T63892: There are no functions for adding weapons to a player's vest or uniform (unitVest, and unitUniform needed).

This causes major problem with saving a loadout and adding it later upon respawn. The player can equip weapons to a uniform / vest from an ammo box, but you can't add them using a script? So saved loadouts don't work properly?

unitVest / unitUniform would be great commands to have so the containers can be as useful as backpacks.

May 10 2016, 1:03 AM · Arma 3

May 9 2016

Mattar_Tharkari edited Steps To Reproduce on T62189: Module: Support Provider: Helicopter Transport: Solo player cannot disembark MH-9, mission restart required.
May 9 2016, 11:48 PM · Arma 3
Mattar_Tharkari added a comment to T62189: Module: Support Provider: Helicopter Transport: Solo player cannot disembark MH-9, mission restart required.

Missed out some steps above - you need a MH-9 too:
6b. place MH-9 with crew
6c. sync MH-9 to Module: Support Provider: Helicopter Transport

May 9 2016, 11:48 PM · Arma 3
Mattar_Tharkari added a comment to T61847: AI has to high awareness and too high accuracy at long ranges.

Why don't you just decrease the AI skill to 0.3? There is a slider in the editor, script commands and even a new module that you sync with the group leader? Lower the AI skill and they stop being super human.

May 9 2016, 11:26 PM · Arma 3
Mattar_Tharkari added a comment to T61382: M8 Slam Mine blows up instantly and kills the planter.

Not sure what causes this but 25% of the time the M8 SLAM detonates when you place it and kills the player. I have decided to stop using the thing as it's so unpredictable.

May 9 2016, 11:04 PM · Arma 3
Mattar_Tharkari edited Steps To Reproduce on T61184: Typo in class CfgInventory "googles" should be "goggles".
May 9 2016, 10:53 PM · Arma 3
Mattar_Tharkari added a comment to T59603: Air bubbles appear outside of the water following the movement of waves.

I can confirm this - when you get to surface bubbles are out of water in the air above you and move up and down in time to sea/player moving on sea. When I went on land they persisted. It looks like a particle effect attached to player.

edit: possible something has changed or it only affects standard/low graphics settings - saw it the other day when trying to get more FPS - can't repro it now with settings on very high.

May 9 2016, 7:03 PM · Arma 3