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=VG= XOR

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Everything posted by =VG= XOR

  1. He wants to get FACking, so Platoon FAC It Is, but If you want, I take no issue with you taking Phantom 3 If you so choose, there's already 5 birds, I won't add anymore, because there's literally no more space on the deck of the destroyer, but you're welcome to those, of which 3 Just happen to be AH-9's. You Definitely should check out this Sunday then, no fancy medical or radio system, Just you, a rifle & an awesome sandbox, Join us.
  2. Per RSVP, place Life as bravo lead & Timan as alpha rifleman. FOR ANYONE SO INCLINED, YOU CAN SIGN UP TO ALPHA OR BRAVO EVEN IF THE MINIMUM NUMBER OF PEOPLE IN EACH SQUAD IS FILLED, I.E both squad can have more than 4 people.
  3. As fastjack said, It's just a debug message, for the new auto-pickup kit feature no one wanted It won't be on any changelog.
  4. If it's available in a crate you may grab whatever you want, provided your SL is cool with your selection as it relates to usefulness. It's up to you, issued loadouts are merely suggestions.
  5. I say disable it outright, the option exists in configs & it's bad enough we know where all the spawns are without getting a rundown of where all the dumb little bots are, leave me what little surprise remains. Like keed said it's little more than an exploit in coop and shouldn't exist along side static spawn points & such. If you want to be useful to the team, just lead a squad, have fun doing it & help others have fun while doing so, Just a thought.
  6. https://steamcommunity.com/sharedfiles/filedetails/?id=1543583710
  7. Unfortunately he's one of the few people that can push that kind of a config change through to main branch, too much of a hassle for anyone else to do so. If you want to give it a shot, simply open objects_weapon_server.zip\weapons\handheld\weapon_ranges for instance & open *ai file,i.e your weapon ai template, then simply change 'weaponTemplate.setStrength Airplane 0.0' to a different value and bots will use that weapon against aircraft, based on weights you provide.
  8. Nah, it's a config in weapon/vehicle ai templates, nothing to do with python.
  9. As am I, but harriers are op in coop period if you half know what you're doing cos the only thing to worry about is AA & pco gunners. So I say @=VG= Melon Muncher gets out of his cave & implements the config that makes all bot inf & vehicles shoot at the harrier, cos it was fun for the very brief period it was implemented. Cos atm any time I ever hover, I just get down to street level to make it somewhat interesting, and I'd simply much rather bots shoot back when hovering. Sadly no, BRING THAT BACK TOO please, actually made flying more fun.
  10. Uhhh, noo, I'm sure there's other apps that allow you to do so, I mean you might as well get a joystick or sth at that point, eh And yes Android only, cos, reasons
  11. I've got a HOTAS setup for DCS, whose throttle I also use when playing Arma, KSP & PR at my desk, where as I use my phone as virtual throttle device when I'm not, and since more than a few people have inquired about it and since xinput.dll integration in to PR was long abandoned,I figured I'd at least share how anyone can use a phone as a throttle control device among other things, cos why not... https://github.com/junghyun397/VirtualController/wiki/STEP-BY-STEP:-how-to-install-VFT-Flight-Throttle https://github.com/junghyun397/VirtualController/releases Step by step instructions are pretty clear, so if anyone needs help configuring it, just post up... Simply put, your X-AXIS is your throttle, RZ-AXIS your yaw (steering), RX-AXIS your pitch & RY-AXIS your roll... TLDR; If you don't want to constantly rely on tapping w to precisely control your speed when flying or even driving slow, which I imagine is the most obvious use case, then I highly recommend it, as in most cases it's even better that a hardware setup, which is absolutely Overkill for PR, as you can pretty much use it anywhere cos your phone is where ever you are. Do you need it, ABSOLUTELY NOT, at best it's just more convenient as it provides analogue (high precision control) & has utility in other games as well,so it's just useful but not necessary by any stretch of the imagination. @Connor @Zeee Enjoy.
  12. Alright, Time to judge Was Awesome [ Esp That Last Bit ], Now Go Make More
  13. It's generally a good habit to get into to make coop maps playable from both sides, as only then do you see any underlying problems if there are any, matter of personal preference AND principle though. Uhhh, if you intend team 2 to be player only(which imho is iffy), then just give bots the flag from the get go, and place emplacements, and tie everything spawned on the beach to the radar cp, so it won't spawn otherwise.
  14. Just tried it out, a few of my thoughts... Blackgold is generally fine, asset's are slightly unbalanced & u need to spread out vehicles across flags so bots don't have to walk everywhere but fine for the most part. As for Adak, well.... Carrier spawn missing for bots, so either add bot only - spawn on vehicle only spawn points on carrier, see jabal for how to do that, or have radar owned by chinese on start so they have somewhere to spawn on, as otherwise the only way to get them to spawn is for a player to go to the mainland and join each squad to take lead for a moment to give them somewhere to spawn, a similar problem exists on soul rebel though, It's a fairly uncommon mistake, hence why you need to always at least play test at least one round from either side before you publish. Again bots walk everywhere because vehicles are concentrated at main, so have a few transport vehicles linked to CP's so bots don't have to walk everywhere. There's something wrong with navmesh, sure bots walk fine through it, but vehicles are a different story, so normally when a bot encounters a vehicle, it either attempts to take it or enter as a passenger or worst case, just go around it because bots cant enter said vehicle, more often than not however bots act as though the vehicle isn't even there and simply get stuck in a walking animation behind it i.e either vehicle doesn't support bots in which case u should swap it out or navmesh is borked, so validate your navmesh & assets for Inf, Vehicles, Aircraft(i.e do they enter, dismount, stay in combat area,...) Balancing is also a big issue, asset placement is oddly saturated, again making bots walk everywhere and hardly using vehicles as there are far too few spawn in vehicle spawn points. Generally a pretty good attempt, but I suggest you do in game playtests, boring and repetitive though it may be, a thorough playtest helps you avoid everything I pointed out and then some, enable ai debug 'aiDebug.draw 1' & 'aiSettings.setStatsViewDistance 150' in aidefaults.ai to evaluate ai behaviour, enable 'rcon debug' and do 'rcon fastcap' to validate all CP's work as intended with CP's being capped fairly quickly for debug, and maybe spawn a few vehicles next to bots to see how they behave tldr; playtest
  15. Might you compile a second chart, but with layers as well, beats going through the gallery, thx.
  16. Tried it for a few min, my biggest gripe, them removing map transparency, like wtf, some of us use the map while flying eh!
  17. Should be simple enough, it's a simple matter of adding a factorial that uses KD to evaluate player skill relative to time elapsed, higher KD in a given unit of time signifying higher skilled player. An even simple way to balance this would be to increase the difficulty by .1% for every bot killed and reduce it by 1% for every player killed which results in a more emergent & fluid difficulty balance. Here's an updated script, also attached, that uses a sigmoid function to dynamically adjust difficultyMultiplier based on KD ratio of players for every bot killed, such that the more players there are with high KD ratios the lower the difficultyMultiplier, which translates to higher bot count, with difficultyMultiplier never exceeding config defind value, such that it' can get exponentially more difficult relative to more experienced players but it never gets easier beyond value defined in config. tldr; player KD ratios continually modify difficultyMultiplier with an upper limit for every bot killed and player count continually forces recalculation of bot respawn times relative to player count for every bot killed so as to modify the mean number of bots active in a given unit of time, i.e logical bot count. @=VG= SemlerPDX And I welcome any & all feedbacks & suggestion, I posted it here so it might be used by anyone who finds it useful, and so I take no issue with customising it to requests. botCountBySpawnTime.py
  18. I already wrote a script that on every CP capped checks if all capable CP's are owned by team 2 && if so sets bot team tickets to 0 after 15 sec triggering end of round by team 2 victory. I'll post it if you wish, should certainly make no-ticket bleed a thing of the past, with rare exceptions like cappable CP in dod for instance. *also attached below* @=VG= SemlerPDX forceEndOfRound.py
  19. I understand some mods were included to make it easier for newer people to transition to Arma, but personally I feel ETS(Enemy Tagging System), No Weapon Sway & No Stamina have no place in Arma, Tactical Ping is more than adequate & Weapon Sway as well as Stamina exist to prevent individuals loading up on an unreasonable arsenal so as to force individuals to cooperate & use vehicle cargo, and you can Run(Though Not Sprint) infinitely to begin with,so that combination of NoSway+NoStamina especially shouldn't be in the modset, IMHO. I understand where you're coming from but if i may, perhaps server key's should then be added to allow OPTIONAL client side mods like JSRS, Blastcore, A3 Thermal Improvement ,etc... entirely at individuals discretion where appropriate. Locking down gameplay to a very limited preselected modset is IMHO, not the best idea, when there exists a possibility to accommodate for individual preference, with in reason. And I get the intent of this thread isn't solicitation of mods, but LAxemann's immersion essentials & Real Engine despite being tiny mods, offer a huge boon to immersion & gameplay, without compromising on performance in anyway shape or form, so, ... for your consideration. YES, ACE MEDICAL is the devil's spawn. In my experience VCOM is incompatible with virtually every other AI mod because it conflicts with & in most cases overrides them, and LAMBS generally works best with ASR_AI3, I know you prefer VCOM, but just wanted to clarify on the compromises, as on it's own VCOM is stellar, but the ASR_AI+LAMBS combination is vastly superior to either VCOM or LAMBS or ASR_AI individually..
  20. Just to crystalize a particularly important point I failed to articulate, such a system for the most part removes server population as a variable in map selection, which meaningfully translates to, ANY MAP CAN BE PLAYED BY ANY NUMBER OF PLAYERS, and thus repetition is reduced and variety of viable maps increased exponentially. Just wanted to put that out there, as I'd forgotten to do so.
  21. Well there you go, never knew that got fixed, was out of the loop for a while, so I guess manpads shouldn't be a problem then. Always. Touchè brother. Let's assume you wouldn't, surely you want more bots though, eh? So that's the flip side, depending on how you configure the difficulty multiplier, you can avoid fewer bots while having more for higher player numbers, it's entirely left to configs, like all good things in life It can be, but not on any officially sanctioned server, at least not anytime soon. You'll most likely come across it in events, should anyone choose to use such functionality. But as for is it possible, absolutely, I've done it & so have others.
  22. It's not only possible, it's fairly trivial. The only caveat being, though host.rcon_invoke("gamelogic.setkit ****") sets ANY KIT initialized for a given faction in real-time, it changes OVERALL kit composition of bots on successive re-spawns & not immediately, instead of only INDIVIDUAL bot kits. Which might actually be more ideal, if it's constantly being set to a different kit relative to dominant threat at any given point in time, though not as targeted, it makes it so that if armor dominates the battlefield, a majority of bots that re-spawn do so with AT, though i'm sure you already know of the issue with bots using MANPADS. There is of course also a targeted solution, a simple (re)spawn handler can be used to shuffle spawns, such that any bot that spawns with AT kit spawns at pos of any other bot killed by ARMOR(with random delay) for instance, or just at closest spawn point to killer(player). In-fact I recall writing a dumb little function for this, I called it DIE_VERSION, it was supposed to signify that the player was going to die in the next encounter with a bot the player killed.... I digress though, I'll probably pack it along with some other stuff I've written over the years and make a post or something at some point, I've thought about doing so, just got lazy.
  23. Tested on both, it was part of a server side minimod i wrote for bf2. Not that i can think off, that's why i posted it here, to create discourse if nothing else. Not only does it not require a server restart, it changes through a round,so if a round starts off with 35people and shrinks to 20people, logical bot count changes accordingly as it's constantly recalculated for every bot killed, there should be no performance penalty. Absolutely true, however on the flipside, with an appropriate (per testing) difficulty multiplier applied, it makes it more challenging for a more full server, as normally whether or not there's a full server or not, bot respawn time is same as player respawn time, about 60sec by default which on a full server or even half full, imho is too much.... So one might say it makes maps easier or no easier(depending on difficulty multiplier) for few, inexperienced players and makes maps harder for lots of experienced or inexperienced players alike. I thought about having it check game tracker to check player's played hours to scale for player experience, but figured that wouldn't go down as well.... CAN'T AGREE MORE, I'll port over some other scripts for THAT with time, when motivation strikes.... Blasphemy, it's one of double's finest, imho. Agree to Disagree. My solution for that was making every bot a contextual spawn point(contingent on vehicle type, cappable cp in range) and making every bot killed a probabilistic contextual respawn trigger(ex. every bot cas kills gets a 60% probability of respawning every shilka on map instead of current fixed respawn time AND 40% probability of cloning spawned shilka on killed bot pos instead of mapper designated pos after a delay), I'll port it at some point, It's part of a much larger script so, it's finicky to clean up. Started porting but got stuck writing a function to validate position as being in navmesh to prevent bots dying, so i can also use player positions too as that's a more random position seed, and a 2dTo3DPos function to resolve 2d coords to 3d from height map, i'll sort that out too when motivation strikes. Me & you both, and just about every person who plays coop. I implemented this at your request, but found a bug that causes python crash after the first dozen selections(which simply changes the minMax (re)spawn time of random spawners & despawns all on round start), been looking for a fix and what causes that for a while.... still at it, when once again motivation strikes.
  24. This one's more of a hail mary... Just putting it out there for posterity
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