markb50k 1 Posted July 12, 2012 Any chance we can get the cache to be unloaded more precisely? I'd love to stick the thing inside a camp where there's cover, but it always spawns 25-50m away from the rear end of the truck.This is a fantastic mission, by the way. I really like setting the odds 3:1 in favor of the enemy and playing a hard resistance game! Thanks. I usually play straight up but i like your strategy. need to try it out with a hopeless mission! as for the crate.. perhaps i can use the drag feature that you have on other things in the game, where you can get more precise control on where you want the cache.. should be an easy feature to add Share this post Link to post Share on other sites
ht-57 0 Posted July 12, 2012 Mark gr8 job and TYVM 4 all your efforts! Is there a way to not show enemy units in map view, not the high command nato symbols but the lil triangles denoting where each unit is? Suggestion.. Is it possible to put out a "template" of the mission so we can make our own maps? If not then would you be so kind as to put Aliabad and Huergtenwald on the list as I'm sure its not long enuff! Share this post Link to post Share on other sites
markb50k 1 Posted July 13, 2012 Mark gr8 job and TYVM 4 all your efforts!Is there a way to not show enemy units in map view, not the high command nato symbols but the lil triangles denoting where each unit is? Suggestion.. Is it possible to put out a "template" of the mission so we can make our own maps? If not then would you be so kind as to put Aliabad and Huergtenwald on the list as I'm sure its not long enuff! Are you asking if I can turn off enemy markers only? So keep the friendly markers only? I think that's doable As for a template honestly every mission pbo is in fact a template. All the real code is in the addon. If you unpbo any mission you'll see what has to be done. The key file that has anything remotely difficult is the init_island.sqf file There you have to define where the camp locations are if the map maker doesn't already define them. The easiest way to test is to copy either the chernarus file or the takistan one, change the mission sqm to reference the new map and run it. If the mission creates camp symbols at each city and in places around the countryside then you're done. If things look strange you'll have to start adding location positions to the init island file which will then tell the mission where all the possible camp locations are. I normally have to travel around the countryside and identify by hand where all the flat areas are? Kinda hard to explain but if you give it a go and run into difficulties it would be easier to explain things to someone after they've fooled around with it for a bit Let me know how it goes if you try it. I would like nothing more than for people to convert their own maps for me and save me some effort while giving the community more choices as well Share this post Link to post Share on other sites
ht-57 0 Posted July 13, 2012 Ty for the reply, Turning off all markers would work, having the enemy markers takes away the fog of war and the anticipation of what and how many are there @ location x... Could you recommend a .pbo unpacker? I haven't used one since the original arma. Would love to try my hand @ creating a mission on some different maps with your Apocalypse! Share this post Link to post Share on other sites
markb50k 1 Posted July 13, 2012 If you want to turn off all markers, i already give you the ability to do so, in the COMMS - Support - Markers menu (0 - 8 - 5 - Markers) I use Eliteness to unpack PBOs Eliteness (link is slow from my computer. maybe you'll have better luck Share this post Link to post Share on other sites
ht-57 0 Posted July 13, 2012 So I have Aliabad running. The camp icons show up and work in so far as changing control, but no static defenses/ammo crates or vehicles show up @ camps in game. If it is a matter of putting locations in the int_island sqm, would you be so kind as to share the bit of script to make that happen? I have no prob gathering an entering all said locales. I unpacked a few other maps looking 4 examples but there is only a weather snippet in the int_island sqm, Share this post Link to post Share on other sites
markb50k 1 Posted July 13, 2012 ok, so remember camp icons get placed down at locations where the engine will create camps AND a camp icon gets put at each city,town,village name. If you are seeing camp icons at the location where the city name is at the camp, thats good, but you wont see any sandbags or static defenses there. If you see a camp icon away from a city not right at the name on the map, then that should have something placed there. Sounds like you are close. To see a good example mission with camp locations put down, check this which is Lingor's //for this island, if there are no defined build areas : FlatArea, FlatAreaCity, FlatAreaCitySmall, StrongpointArea, use these positions GlbCustomCampPositions = [[6969.24,5258.8],[3127.6,4772.64],[3195.1,4856.94],[2418.01,4802.62],[2836.39,5399.89],[1827.29,4362.92],[1159.62,5731.39],[2246.57,8361.63],[6348.66,6045.64],[6241.09,6117.36],[7419.85,767.094],[551.975,1164.01],[456.439,1719.91],[982.52,1875.51],[1088.2,2233.56],[3420.92,2734.54],[3908.03,2501.5],[4178.7,4427.4],[3403.91,4656.44],[3854.31,4962.32],[5879.08,1968.5],[4423.52,1554.09],[4257.89,1531.12],[4256.02,1052.83],[4643.38,2298.51],[3614.41,1371.33],[2451.35,1616.71],[3035.52,1556.58],[3707.72,2103.32],[3579.45,2051.43],[4041.98,1668.94],[4220.73,2166.42],[4449.85,2254.88],[2115.44,1739.25],[2985.74,6646.64],[3089.79,6607.75],[2664.64,6825.29],[4256.67,7749.74],[8268.32,757.361],[8229.87,1314.33],[7837.16,1461.94],[7632.1,1497.11],[7500.95,1688.98],[7245.09,1877.44],[7510.67,2318.85],[8303.39,2244.48],[8443.2,2568.23],[8257.76,2982.31],[8178.43,2649.76],[7843.55,2583.82],[3580.03,8147.21],[4415.91,7647.65],[2948.09,6917.58],[6997.76,6659.8],[6078.93,6903.07],[8840.96,7912.25],[8736.62,7170.94],[9113.17,7059.31],[8565.76,8885.08],[8441.43,8773.81],[8752.67,7555.65]]; //smaller areas GlbCustomCampPositionsSmall = [[6602.76,5300.5],[3708.91,4188.21],[2906.37,4960.74],[2738.92,4937.44],[1991.96,4585.35],[1992.01,4645.86],[1729.42,4423.28],[1894,4365.2],[2381.15,4166.78],[3240.59,3679.39],[2171.82,2902.72],[2023.91,3891.41],[734.458,5081.27],[855.296,5153.29],[886.158,5298.31],[990.269,5540.43],[1234.48,5739.34],[1239.6,6202.45],[712.447,5571.15],[549.65,5300.85],[6898.25,4332.67],[7119.68,4580.09],[6633.79,4896.93],[6637.22,6143.93],[6711.64,6063.92],[6774.39,6098.25],[6869.89,6097.29],[6664.1,6431.73],[6253.18,5713.49],[6315.14,5460.85],[5788.65,4709.67],[5761.01,4334.69],[5632.51,4553.34],[5592.78,4459.58],[5884.72,4134.85],[5936.11,3862.24],[5560.06,3438.14],[5098.94,2996.7],[6665.5,3029.72],[6720.85,2970.43],[6714.14,2868.51],[4935.64,1179.96],[5304.57,1027.43],[5580.85,1108.84],[6951.66,1263.8],[1064.5,468.131],[1113.38,861.397],[616.621,812.877],[622.355,875.152],[436.106,996.06],[707.972,945.414],[564.256,1078.95],[456.586,1528.65],[550.916,1461.36],[416.279,1573.38],[546.764,1809.02],[548.315,2033.96],[824.522,2185.53],[925.472,2124.83],[1106.45,1550.47],[1155.03,2246.74],[1056.39,2321.22],[577.563,2662.89],[1179.12,2672.83],[1048.69,2060.41],[1442.27,1858.11],[2675.61,2720.04],[2479.67,2584.47],[2153.81,2710.9],[2227.32,2600.34],[3407.65,2809.83],[3471.49,2853.06],[3695.66,2954.51],[4159.39,2432.47],[4146.43,3692.83],[4396.26,4527.67],[4347.94,4524.3],[4222.96,4695.21],[3971.34,4780.86],[3378.53,4438.61],[3246.73,4514.66],[3736.35,4945.64],[5990.91,1653.65],[6000.99,1760.97],[5976.04,2017.73],[5254.07,1992.29],[5324.23,2194.11],[4359.28,1553.44],[4359.26,1906.44],[4185.05,1332.39],[4554.47,1996.84],[4708.14,2213.45],[3654.41,1508.4],[3641.88,1572.86],[3718.47,1668.43],[4084.79,1114.46],[3964.36,1358.73],[3014.58,1207.91],[2507.74,1322.9],[2444.72,1367.11],[4098.36,2190.54],[4046.72,2178.98],[3464.79,1848.46],[3527.54,1856.79],[3004.69,1995.87],[1380.76,1399.91],[1288.87,1245.32],[2181.18,1033.52],[2469.83,1101.52],[2569.03,1152.98],[1718.95,652.267],[3167.17,6709.67],[2934.45,6748.46],[2864.87,7103.31],[2601.44,7442.53],[2711.62,7879.28],[4145.24,7841.58],[4805.73,7016.31],[4148.61,6100.9],[3605.39,6039.45],[3643.96,6168.73],[3408.06,5892.73],[3310.47,6287.96],[3007,6120.85],[8392.35,785.205],[8065.92,1118.07],[7605.46,1627.94],[7369.08,1854.74],[7634.39,2073.7],[6884.29,2200.36],[6959.87,2306.23],[7216.83,2220.53],[7299.11,2446.57],[8336.92,1925.91],[8337.18,2098.64],[8446.04,2177.25],[8294.25,2379.72],[8411.67,2836.2],[8313.15,2768.97],[8268.93,2628.82],[7991.47,2748.28],[7804.25,2759.14],[7757.96,2827.41],[7842.26,2992.65],[7506.62,3079.53],[7430.2,2941.74],[7380.99,2656.17],[7417.3,2464.75],[6735.56,1808.78],[3058.18,8171.13],[3133.82,8027.92],[3362.35,8229.98],[5154.64,6872.37],[5093.11,6942.84],[5143.72,7305.88],[4416.85,6191.96],[4630.26,5538.22],[4940.3,5637.69],[4627.65,5674.25],[5254.59,5559.55],[5374.9,5342.28],[5576.89,5353.16],[3245.69,6375.76],[7196.92,6744.55],[6958.27,7172.19],[6154.81,7174.51],[9186.87,8282.64],[9176.16,8577.39],[9170.65,8482.89],[8753.68,8214.79],[8445.95,7401.5],[8854.82,6902.53],[8332.93,8945.26],[8350.77,8803.34],[8444.42,8558.48],[8441.75,8186.72],[8500.78,7987.13],[8516.18,7879.46],[8752.98,7629.71],[8821.14,7562.32]]; //if for some reason the flatareas on the config of the map are messed up (like JadeGroove) set this to false vUseConfigFALocations = false; [] call mb_fnc_composition_woodland; GlbBoatLocations = [[8359.13,7726.36,0],[2872.23,8096.63,0]]; vWeatherModel = "arauca"; in your case i would do the following... - delete the GlbBoatLocations line. I'm guessing Aliabad doesnt have any open water right? If it does i usually put some in-water near-dock locations here. The engine will spawn a fishing boat there when the mission starts. It helps if you have to travel over water and dont have any air assets. - use the vWeatherModel line that another desert map uses like whatever string Takistan uses.. - keep the vUseConfigFALocations = false. This will clean the slate and only the flat areas you put in the first two arrays will be placed on the map. the city's will still get there camp icons, dont worry about that. - for the first two arrays, they are pretty self-explanatory.. the GlbCustomCampPositionsSmall is for smaller open areas, figure if you have around 10m room in all directions. the GlbCustomCampPositions is for larger open areas, figure 20m all around clear and flat. remember, whatever locations you put in here, the game may put bunkers, tents, etc. so they dont have to be perfect but dont put them on the side of a mountain. also, the small locations will only pick from smaller bunkers to place there. The larger ones can get any of the large base types, like the radar tower or the fuel depot, so make sure any area you put in the GlbCustomCampPositions array has plenty of room. The game normally tries to place down between 100-150 locations so putting down at least that much should give the map plenty of randomness in where things are placed. Good luck. If you get this down, or others reading this can follow what i am saying, there is no limit to the islands we can support on the mission. Share this post Link to post Share on other sites
ht-57 0 Posted July 14, 2012 (edited) You ...YOU are Good! Tyvm I've been adding "static" camps have a few more to add then a lil play testing.. I'll have a Apocalypse Aliabad map 4 ya In a bit. Would like to send u the mission to see if its up to spec, I'll need some info as to where to send the file. Edited July 14, 2012 by ht-57 Share this post Link to post Share on other sites
markb50k 1 Posted July 14, 2012 You ...YOU are Good!Tyvm I've been adding "static" camps have a few more to add then a lil play testing.. I'll have a Apocalypse Aliabad map 4 ya In a bit. Would like to send u the mission to see if its up to spec, I'll need some info as to where to send the file. I'll pm you Share this post Link to post Share on other sites
ht-57 0 Posted July 14, 2012 (edited) You should have mail. First pbo I sent was nfg. This un should work. Can you forgive me 'bout the markers? It turns out that I'm running an AI suppression mod that had a debugging feature turned on, hence showing all the markers all the time. Edited July 14, 2012 by ht-57 Share this post Link to post Share on other sites
markb50k 1 Posted July 14, 2012 Thanks man. Will check it out and probably get it released for all this weekend! Thanks for the grunt work! Share this post Link to post Share on other sites
ht-57 0 Posted July 14, 2012 My Pleasure! You are the one who did the real grunt work! Is it possible to add a "back" selection on the comms menu? Lets say I hit the general tab and meant to hit support, I could then step back to the previous menu selection instead of starting from the begging of the menu selection process. Share this post Link to post Share on other sites
markb50k 1 Posted July 14, 2012 on my pc, Backspace does exactly that. working on Aliabad, i'm adding a whole bunch more locations. I think you put down like 20 or so, which is great, but the game needs a whole lot of possible locations to work right.. should be done today Share this post Link to post Share on other sites
ht-57 0 Posted July 14, 2012 So I fell short a bit short, What happens without enuff locations? I don't recall utes having a truck load. Anyhow Your intel will help me out on the next island sir. Share this post Link to post Share on other sites
markb50k 1 Posted July 14, 2012 yeah its no big deal.. just less locations mean its easier to win. added in a bunch more and should be releasing new version soon. Share this post Link to post Share on other sites
markb50k 1 Posted July 14, 2012 Version 2.3: - new island : McNool's Aliabad (thank's ht-57 for the assistance!) - new : ability to turn off just enemy group markers for more immersion - tweak : reinforcements created during initial invasion not determined by need. This functionality takes effect after the battlefield situation develops - tweak : use SideChat for many messages instead of Hints. Still some hints but less now - tweak : many soldiers due to poor drop areas were losing their weapons in water. Game will automatically rearm them periodically - fix : sometime door searching groups were creating waypoints to bad location. If this happens they will now just rejoin your command instead - tweak : your personal cache can now be dragged for better tactical placement Share this post Link to post Share on other sites
ht-57 0 Posted July 14, 2012 Awesome you Are quick! Question- In what .pbo would I find this config "cfg vehicles/fiji_soldier" ? Share this post Link to post Share on other sites
Treelor 0 Posted July 15, 2012 - tweak : your personal cache can now be dragged for better tactical placement I'm really glad you did this. It really makes a big difference for me. Share this post Link to post Share on other sites
kiberkiller 10 Posted July 15, 2012 Would it be possible to make infantry reinforcements arrive via fast roping rather than uncontrolled parachutes that often drop you into the water and make you swim all the way to the coast? There's a script somewhere on armaholics that allows AI to fast rope, I can find it for you if you want. Also, would it be possible to make capture radius on camps smaller for the player (not AI)? It feels like it doesn't take any effort to capture anything, when you don't even have to leave your car or be anywhere close to the camp. I personally would've made it so that AI can still capture camps as they do right now, to make AI fuck up less, but forced players to actually walk inside the camp and wait for 10 or so seconds, just to raise immersion a bit. I also noticed a bug that sometimes choppers (especially the one that's going to drop you) just fly in circles around one place, without going anywhere, for at least several minutes, which is incredibly frustrating. Would it be possible to allow player (optionally?) to start on the ground? Share this post Link to post Share on other sites
markb50k 1 Posted July 15, 2012 Getting helicopters to behave perfectly is an issue I could spend the rest of my adult life on so I really don't want to keep chasing the AI issues with them, so fast roping is not in my plans especially since even the mods that allow it need the helicopters compatible and it would be too hard to get all the helicopters I support to work with it Player capture radius smaller, yeah I could look into that. Not sure I'll add a timer, since I'm trying to keep scripts to a minimum I also get very frustrated when helicopters just circle around without proceeding to their destination. Some units like the Japan ch47 I had to remove from the game because their so terrible. I can add an action to the helicopter you start on that will put you immediately at your invasion target. You can choose to use it if your helo acts the fool Share this post Link to post Share on other sites
kiberkiller 10 Posted July 15, 2012 My bad, I forgot that Apocalypse supports like a billion mods. I personally use only BIS factions. Thanks for looking into other issues though. I also had another idea. I recently noticed that I always abandon my Cache after deploying it and equipping myself properly, because it's a chore to look for a vehicle large enough to carry it and then drive it all the way back to where you started. I was thinking maybe it would be possible to replace the cache with either a Supply Truck or a Mobile HQ-style APC (that way you can carry your squad in it as well)? Mobile HQ could also solve another issue that annoys me personally. Lack of respawn. I understand that I'm allowed to save whenever I want but sometimes it feels like cheating and there are often situations where I save in such a manner that I get killed no matter what. It would be MUCH better if you could either 1) Teamswitch to any other friendly soldier on the field, like what Operation Flashpoint does 2) Respawn at your deployed Mobile HQ 3) Respawn in as a reinforcement (there are some SP missions that do that, so it's not impossible). Share this post Link to post Share on other sites
markb50k 1 Posted July 15, 2012 My bad, I forgot that Apocalypse supports like a billion mods. I personally use only BIS factions.Thanks for looking into other issues though. I also had another idea. I recently noticed that I always abandon my Cache after deploying it and equipping myself properly, because it's a chore to look for a vehicle large enough to carry it and then drive it all the way back to where you started. I was thinking maybe it would be possible to replace the cache with either a Supply Truck or a Mobile HQ-style APC (that way you can carry your squad in it as well)? Mobile HQ could also solve another issue that annoys me personally. Lack of respawn. I understand that I'm allowed to save whenever I want but sometimes it feels like cheating and there are often situations where I save in such a manner that I get killed no matter what. It would be MUCH better if you could either 1) Teamswitch to any other friendly soldier on the field, like what Operation Flashpoint does 2) Respawn at your deployed Mobile HQ 3) Respawn in as a reinforcement (there are some SP missions that do that, so it's not impossible). hmmm, i kinda like the idea of the cache being a vehicle.. it has some problems with storage etc and what if the vehicle is destroyed, but i'm interested in the idea. Tell you what.. since you had the idea, i would like for you to think the idea through a bit, and come up with the full idea.. meaning how would it work? how does the player get it? is it given to them in the beginning? what happens when its destroyed? does it have all the capabilities of the current cache? basically, i like the idea, but honestly its easier for me to keep it versus thinking up all the implications.. so if you could assist me in that, it would be great.. as for respawning.. if you could point me to one that does it i can take a look at it.. i dont think it will work, but i'm willing to consider it. Share this post Link to post Share on other sites
ht-57 0 Posted July 16, 2012 Hey Mark, Started work on Huertgenwald, Albeit a selfish endeavor. I just figured out that I can copy n paste locations into the int file...Never said I was the sharpest tool in da shed! Anyhow should have it toward the end of the week with RL getting in the way. cheers Share this post Link to post Share on other sites
kiberkiller 10 Posted July 16, 2012 hmmm, i kinda like the idea of the cache being a vehicle.. it has some problems with storage etc and what if the vehicle is destroyed, but i'm interested in the idea. Tell you what.. since you had the idea, i would like for you to think the idea through a bit, and come up with the full idea.. meaning how would it work? how does the player get it? is it given to them in the beginning? what happens when its destroyed? does it have all the capabilities of the current cache? basically, i like the idea, but honestly its easier for me to keep it versus thinking up all the implications.. so if you could assist me in that, it would be great..as for respawning.. if you could point me to one that does it i can take a look at it.. i dont think it will work, but i'm willing to consider it. Alright, this is how I would do it if this was my mod (I'll write some extra optional stuff as well, to give you some flexibility to adjust it to your likes). First of all you want compatibility with any ARMA 2 version (Vanila, OA and CO) thus you can't just pick one vehicle. I'd make a list of vehicles with "(HQ)" on the end (since they're well armored, don't have powerful weaponry and they have Unpacked versions of them) and allow the player to pick one at the start of the mission (saves you the trouble writing stuff like "if player team is X then cache vehicle is Y"). If player decided that his team will start on the ground then his MHQ spawns right next to him, at the start of the mission. If player decided that his team will have to be dropped in normally then he gets an MHQ either automatically when he gets close to his first friendly camp OR he can ask for it to spawn (but only once!) anytime when he's near a friendly camp. MHQ spawns without any crew. When MHQ is destroyed it's destroyed and everything that was in it is gone. If MHQ is destroyed (and ONLY if it's destroyed) player can order a new one to spawn at a friendly camp but he'll have to pay for it with his support points (cheap, 500 or lower, it's the most important unit after all). MHQ have two states, mobile and static (there are models available for both). While MHQ is mobile it works just like a normal vehicle with only special function being "Unpack" when MHQ is standing still or it's engine is shut off (optionally, you also have to be near a friendly camp, in that case that camp cannot be captured by enemies unless the MHQ is destroyed first). Packing and unpacking should take some time, around 10-15 seconds should do it, to prevent possible exploits and to add at least a bit of realism to a "magic cache box on wheels". After unpacking MHQ becomes a static building, while it's static the player cannot enter it or drive it but instead he gets access to most of it's special functions, like AI management and loot sweep. (I also want to add that if I was making this mod, I would also allow player to build extra buildings when MHQ is unpacked, using Construction module. Each building would cost a certain amount of supply points to build but would stay on the map until destroyed by an enemy. Buildings like: Strategically positioned tactical defenses, like MGs or AA Pods. Recruitment Center where you can hire local resistance that doesn't have to be dropped by chopper for cheaper price but with crappy gear Service Station where player will be able to repair his vehicles. Medical Tent where he'll be able to heal his team mates. Supply Center where player would be able to buy gear.) Optionally, you could allow player to order as many MHQs as they want(for a price obviously), creating a strategic supply web using MHQs, all around the battlefield. In that case you could also allow players to fast travel between them (for a price). When player dies, he could have an option to either respawn at his (or one of his) static MHQs OR dropped in with a chopper normally. Also optionally, enemy forces could also build MHQs on their side, next to their camps (you have to adjust the rarity of those according to your likes). When an MHQ is unpacked next to an enemy Camp it cannot be captured until it's destroyed. Destroying an enemy MHQ will award the player with extra support points and the MHQ wreck will leave some enemy gear behind (you could just spawn an ammo box with some enemy gear next to it to simplify it). Enemies should also get a support point boost when destroying player MHQ. (If player can build static defenses with his MHQ then enemy should also be able to do that with their MHQs.) (If enemies are able to build MHQs then allies should be able to do that as well but they shouldn't be usable by the player.) I think I covered every possible angle, let me know what you think or if some of those things wouldn't be possible to implement. Also, about respawning. Operation Flashpoint allows you to switch to any other friendly unit on the field. Operation Flashpoint - http://forums.bistudio.com/showthread.php?134399-SP-Flashpoint-Instant-Action-Dynamic-Missions-Release-Thread Deep Sandbox drops you back into the action by a helicopter, after you die. Deep Sandbox - http://www.armaholic.com/page.php?id=14442 I can't help you with any of the actual code because I don't know anything about Editing but I'm sure you'll be able to extract those missions and check the scripts. Share this post Link to post Share on other sites