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Home Page: http://a3antistasi.enjin.com/
Antistasi Unofficial Community old version
Home Page: http://a3antistasi.enjin.com/
When Autoheal is enabled subordinates get stuck if they were hit and performed autoheal.
Possible steps to reproduce:
Hire squad member, Ymenu->AI mngmt->AutoHeal(green)
After engagement if unit was hit(being in prone position), he performs autoheal (weap is holstered to the back). After heal weap is not back to hands, unit irresponsive to commands.
Scavenging should be a matter of decision making, however, make a player loot items can be boring.. i'd prefer to make AI loot and deposit items into a truck while the player defend the area.
If anyone could help with a script that let them do it, maybe with some delay.
1HC = it takes the load of HCattack,HCgarrison,HCciviles.
2HC = 1HC takes HCattack, 2HC take garrison and cibiles
3HC = 1 HC = attack, 2HC = garrison, 3HC = civis
As you can see they are unbalanced, HCattack has the most units.. so i'm trying to think it another way.
I can't see where are recruited units assigned to, and anyway, i would like to assign at least some units also to the server, maybe the Attack which is never more than 50 units which are anyway 25% of the max capabilities of an headlessclient.
Items added to the car are substracted in a larger amount, like 1 click = 4 items less but only 1 moved, and when placing it back it might duplicate stuff.
https://github.com/A3Antistasi/antistasiofficial/blob/c5df0b81245f3f0ca9554b796e5f91f990ab9daf/healandrepair.sqf#L6
The check should be done against activeACEMedical
Need to improve the detection of objects for heli when previewing from garage as it finds a spot next to a building and blow everything to kingdom kom
Since 1.7.6 unlocks are no longer counted because of Jeroen Arsenal which is limited.
Consider the amount of checks on unlockedWeapons it's important to find a solution.
There are two options:
A) Change "unlockedWeapons" to "AvailableWeapons" so that, reached the thereshold in the Arsenal, AI can dispose of those weapons.
B) Remove all the unlockedWeapons checks and replace them with new ones.
Barbolani tweaked it on WotP in order to have unlock again.. however in that way the whole work of Jeroen is a bit wasted.
Main affected things:
As in the example above, checking for unlocked weapons is useless, so i'm going to find new conditions for those checks.
Found a way to dupe bag
if two or more players pick up a bag at the exact same time the server gives each of them a copy each
so infinite bags?
Server needs to run a id check every now and again
It’s very strange to drive the car with static gun and to be an undercover
Because of adaptation to JAGS, unlocks aren't counted anymore.
Basically the file in /Scripts/Be_modul.sqf need a rework both in theory and code to make the progression better. Right now it's just gated behind reaching the cap and money.
_groupType = [infPatrol, side_green] call AS_fnc_pickGroup;
_group = [_spawnPos, side_green, _groupType] call BIS_Fnc_spawnGroup;
For each BIS_Fnc_spawnGroup i'm interested into get a count of units of the 2 item of the array.
Any idea how?
I tried unsuccesfully with
diag_log format ["STEF Unit spawned %1",_group select 2];
I think it's very important control how many units are going to spawn in order to balance performances better in the future
Regardless RHS has not attack boats, i think it's a bad idea to keep the vanilla boats around because, apart beeing unrealistic, they have vanilla AAF soldier as crew.
Currently there are 2 sqm in the folder in order to play against AAF/VDV (blufor default version) or against NATO/USMC (greenfor version).
Detect_RHS.sqf checks if Petros is blufor or greenfor to perform the switch, so, basically, right now it's required to change classobject of petros, player and playable units in order to play the greenfor version, and that's why another .sqm
I'd love to have an option where you can choose to play one or another within the same .sqm
Optimization and removing useless dialogs from:
Description.ext (and also acesettings.hpp) have a Params class that contains parameters that can be accessed by admin from the lobby. All the options have a force attribute set to 1. As we have found in this thread, this attribute prevents a server admin from changing these options on linux dedicated server. However we have never experienced it on our Nitrado server.
Planes are difficult to control over High Command bar, so i'd suggest to make Helicopters only and the amount of Helis will scale up with support amount.
Eventually, if planes can have an use for AA fights, we can add them into a separate tab.
Right now is bad to see a commander that choose to don't take CAS just because the support is above 70 points otherwsie you get jets.
That static can't be moved anymore with "move this asset" function around HQ.
Thanks Acreen for reporting
Make a fee for each bot in the garrison, such for food, clothes and ammo
According to research from #6, the members' list will be moved to external storage
This line of code might be commented, if the functionality of loading the membersList from iniDB and profileNameSpace is not needed
Just some ideas how to improve code maintainability
If i select and i disconnect (alt+f4) or crash the vehicle will remain "selected by" and noone else can access it anymore
I think it's important to define how much control is appropriate for each mission. In my point of view:
Can choose when and where:
Can ask about
Can happen
We've Petros, a random selection and Corrupted Civilian and Officer.
Those two should be the ones to access "tier2"missions like PoW which is like refugees but in militarized places or like kill Officer which again is in a base.
Current veh ownership mechanics are broken IMHO.
Current implementation:
Locking mechanics are prone to be exploited. E.g. blocking-barricading of key spots (grieving-unfair gameplay)
I'd like to gather ideas/opinions about that veh ownership topic
Is it possible to disable ACE medical for AI, at least enemies?
reasons:
Make the Antistasi great again! )))
As far as i tried, the only way to keep radio frequencies sync for default channels is to have a dependency on CBA.
If anyone knows how to make it possible without the dependency would be very nice to know!
Also, even if i've set
TF_same_lr_frequencies_for_side = true;
LR radio keep having different frequencies on different players which is annoying considering that accessing the arsenal reset those causing LR comms issues.
When activating Heal&Repair there might be the situation that the compromized flag is not dropped.
From the healandrepair.sqf, the effect is applied to the players within 30m radius around HQ pos (Petros - if he's alive). But Vehicle crate itself can be moved up to 50m from HQ pos.
moveObject.sqf.
That allows to create 20m dead zone between area of effect and trigger of effect (crate is on the very edge of the allowed movement zone).
It would be more consistent to use Vehicle crate as the center of effect and not HQ(Petros). Or to widen the effect area.
I think a crate/box is way more logic for a delivery mission because it can be moved from a vehicle to another and allow naval transportation as well which would be perfect for Tanoa.
EDIT: i've tested by barely replacing the truck with a crate, if i teleport the crate in the good position the mission will run correctly.
So now we've just to choose the crate and to be sure we can move it by
EDIT2:
I tested with Box_East_AmmoVeh_F that box, regardless is the wrong skin etc. can be loaded into the offroad with Jeroen function and when i arrive at destination it works.
the only downside is that it won't be able to check its position while into the offroad so we should add a script that force unload from the car or anyway that don't make the mission running if that is still loaded into the car.
Experienced on official Altis USA. When, as the Commander, switching to HC (Ctrl+Space), some groups are still in active list, but not on the map anymore (for whatever reason). To dispose them one can select such group (F1...) and Ymenu->AI-mng->resign. Some groups can't be disposed with message "NATO group something".
There are several things that might be done about it.
A) sometimes Attack ends succesfully and instantly
B) after Attack end succesfully, some enemy troops remains in the area causing the area cached in. And they're able to continue and capture the place regardless the successful defense
At same time, if there are CSAT helis, they'll keep flying at limited speed untill they paradrops units.
C) forced spawn for the garrison is required because we want enemy aircraft not spawning all the garrison they fly by.. however a jet need target to hit at desired location and the spawning time is too slow and end up the jet do the pass, no targets and they will spawn and despawn before it can make the second pass.
D) some better check for spawning vehicles, there are few bases where vehicles get stuck
For Bob the car (driving on the road by civil) is red and for Jack is not, and i am not talking about the garage.
We disabled the default spawning trigger of NATO aircraft, otherwise every place they move within 1km range would spawn and despawn considering their speed.
This saved a lot of performances, before CAS were avoided to prevent horrible fps drop basically making the feature unavailable.
30 April 2018:
Solution will be:
For some reasons that rifle isn't classified as sniper rifle (probably RHS fault)
\Functions\fn_SetupGearDB.sqf might be tweaked to add "rhs_weap_t5000" to the gear_sniperRifles array
I've no clue on how to do it.
One big heli with many troops means that 1 rocket will end the fun pretty quick.
RHS is missing small helicopters however the Littlebird is a pretty ubiquitary technology as far as i understood. So i'm proposing to change 1 Mi with 3 Littlebirds and have their LZ different.
It's unrealistic that using mortar (apart if you use them within 300m of HQ) don't attract enemy attention.
To balance the mortar usage enemies should be able to send a small patrol and, if they get killed, an helicopter to take care of it.
I'm wondering if the driving speed reduced (is it possible) could fix some issues and make them more reliable and less dangerous.
Making possible to assign players to use them.
Particularly in multiplayer context this will make happy the people who can't live in shorts and sandal with an smg in their hands.
Consider this thing as a long termn project anyway.
In some unspecified moments FastTravel starts, give the black screen as usual, but, after the loading you remain where you were.
I proposed this long time ago, now thanks Dusty for reminding me.
Visiting a gas station and refuel is a working feature however noone ever needed it.
What i propose is to setfuel 0,05 to all civilian vehicles by default, same with purchased vehicles.
Also setFuelCargo to 0 to fuel trucks, so that they're useful only if you go replenish them, maybe by adding a cost.
About enemy vehicles i'd say to set it at 0,3, infact they have bases and it's useless to keep all the fuel in a combat vehicle which might explode during gunfights.
Tell me what do you think, and also i need help where to place this code... maybe in VEHinit.sqf
Considering i'd like Antistasi SP (no MP ofcourse) as a "teamplay among yourself".. i was thinking about improving the remote control and make it transfering the leadership.
Now, if you direct control AI, all vital orders such as "hold fire", "move", "watch", "go prone" will be cancelled. Also if someone take fire the direct control is aborted.
To achieve this i'd need a code that:
In this way, you can hit and run, flank, make diversions and use all the smartness you can to prevail against the enemy army. This will give another meaning of HR and, yes, the player can actually fight longer 'cause he'll leave the commander in the back and he'll make advance his pawns.
Visiting a pier or a seaport without boats is sad, that's why i tried adding them with a respawn module as Toshi did in old 1.7.5 Tanoa porting.
I'm not sure if that will make the mission heavier, it's about 10 boats in total but they are added from .sqm without the simulation disabled untill a player enter them.
Testing it in Altis Blu
Move campaign start settings to the missions params.
Fucked each time when the server starts to shut down server members and similar crap. New players at the start of the server each time reset the campaign escaping from the pad. Fuck this !!! Sorry for my english.
Coding into the mission the members is not optimal, however that's the only way i know so far.
Would be nice to know if is possible to read a file stored into the server folder that include the IDs of members so that each server can set their own members and avoid useless waste of time in adding people manually all the time.
Read this before continue: http://www.a3antistasi.com/forum/m/38173738/viewthread/29940993-antistasi-game-difficulty-explained
Barbolani idea is to give a sense of progression making the enemies stronger overtime and FIA weaker in the beginning and stronger at late stage.
In my opinion this fits perfectly in SP where reliability on AI is important and ofcourse has to be achieved by investing in Army Level.
The problems come in Multiplayer where 10 people connect and capture bases and airports easily because of low enemy skill level at the beginning of the campaign. Balancing should be the Attacks and QRF features however we've seen they are not enoguh over a year and a half of official server gameplay.
In multiplayer: i'm thinking about standard skill and precision for enemies which can be tweaked only by the global coefficient set into arma game difficulty.
Air vehicles spawns without a waypoint... there should be an error in
\CREATE\NATOCA.sqf
Probably the waypoint is set in the wrong way
Actually moving HQ require to load with the Sparker function and animation the Arsenal box and Garage box on a truck.
Issues:
It's annoying that new connected players have vanilla gears when there are mods enabled, so i want to remove all the gears.
I tried with a script but it ended up removing gears periodically even to players
Now i'm trying by editing loadout in .sqm let's see
Default Gears are applied when = random civ uniform from avail list, bino, map, radio, compass, watch, earplugs if ACE
Acceptance criteria:
Default Gears - random civ uniform from avail list, bino, map, radio, compass, watch, earplugs if ACE
Default gears applied:
Default gears not applied (loadout restored from previous save event)
Need to buff garrison ai as they get wiped out way to easily by any chopper that decides to come by
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