Drongo69 117 Posted June 20, 2013 HMM, Trying out the demo missions and I get a hint when i click on command that says "No Radio"I check my inventory and i have a radio.. Did you make any changes to the mission? What mods are you running? Share this post Link to post Share on other sites
froggyluv 2136 Posted June 22, 2013 So it seems that Command loses effectiveness if an AI group already has a set of waypoints - meaning you may pull them away from their intended waypoint by issuing Move commands (usually takes a few tries) but it is impossible to get them to Halt as they want to get back to their waypoint. Im trying to give Player the option to take control of AI or let them run their own routine :) Share this post Link to post Share on other sites
Drongo69 117 Posted June 24, 2013 Not really sure about this, but maybe you could try editing DT\Command\ServerMove.sqf. Instead of using addWaypoint, use _group move _pos Let me know if this doesn't work. Share this post Link to post Share on other sites
ryanbeckey0 1 Posted June 25, 2013 will there be a update for the beta? Share this post Link to post Share on other sites
Drongo69 117 Posted June 25, 2013 Yes, expect an update by the weekend. Features: Integration of Beta vehicles Fixed artillery dispersion Dynamically generated civilians Tweaks to the personal menu Possibly a new command mission Share this post Link to post Share on other sites
froggyluv 2136 Posted June 27, 2013 Not really sure about this, but maybe you could try editing DT\Command\ServerMove.sqf. Instead of using addWaypoint, use _group move _pos Let me know if this doesn't work. Sorry I need a little hand holding if ((_x == -1 AND _y == -1)) then {_group addWaypoint[(getPos (vehicle (leader _group))),0]}; if NOT ((_x == -1 AND _y == -1)) then {_group addWaypoint [_pos,0]}; should be if ((_x == -1 AND _y == -1)) then {_group move _pos [(getPos (vehicle (leader _group))),0]}; if NOT ((_x == -1 AND _y == -1)) then {_group move _pos [_pos,0]}; ? Also the Hide command tells them to Hold Fire rather than Take Cover. Share this post Link to post Share on other sites
Drongo69 117 Posted June 27, 2013 (edited) I just tested this code, it seems to work: if ((_x == -1 AND _y == -1)) then {_group move (getPos (vehicle (leader _group)))}; if NOT ((_x == -1 AND _y == -1)) then {_group move _pos}; Edit: The idea of the Hide command is to make the group take cover and refrain from firing (for setting up an ambush, hiding from a superior force, etc). The Stealth command should make them take cover, but allow firing. Edited June 27, 2013 by Drongo69 Share this post Link to post Share on other sites
Drongo69 117 Posted July 1, 2013 (edited) EDIT: There was a bug in the last version I uploaded, please download it again from the link on the first page. First post has been updated with the download for version 0.3. Features: Updated the scripts to use the Beta classnames Changed ICM missions to use a submunitions script instead of the BIS cannon round Fixed a bug with artillery dispersion Added simple generated civs and civ traffic Added a "Patrol" button to the personal menu (Column, Safe, Fire at will) Added a Skill module to allow the setting of every unit to a certain set of skills Added a new array of types: dtTypesCivilianVehicles (currently only used by the civilian module) Added some new functions (refer to DT\Core\Functions\LoadFunctions.sqf for details) Added two new arrays: dtPlayers and dtPlayerGroups Also, the command mission now features IFVs and gunships. For the next version I would like to include voices for the artillery chatter. If there are any Persian native speakers out there up for some voice-acting, please PM me. Edited July 1, 2013 by Drongo69 Share this post Link to post Share on other sites
Guest Posted July 1, 2013 Release frontpaged on the Armaholic homepage. Drongo's Toolkit [bETA] v0.3 beta =================================================== You are not registered on Armaholic, or at least not that we are aware of. In the future we offer the possibility to authors to maintain their own pages. If you wish to be able to do this as well please register on Armaholic and let me know about it. This is not mandatory at all! Only if you wish to control your own content you are welcome to join, otherwise we will continue to follow your work like we have always done ;) When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
froggyluv 2136 Posted July 12, 2013 (edited) Hi, I think the last Beta killed the friendly markers being shown -maybe the changed classnames? Also, I'm unable to keep enemy from using artillery despite having changed them all to false in basic Preferences dtArtillery = false; dtCommand = false; dtComms = true; dtInfoShare = true; dtObjectives = false; dtAI = false; dtWeather = false; // Comment out to disable these functions // Activate artillery module? dtArtillery = false; // Activate command modules? dtCommand = false; //Activate comms? dtComms = true; //Activate infoshare? dtInfoShare = true; //Activate objectives? dtObjectives = false; //Activate AI commanders? dtAI = false; //Activate random time and weather? dtWeather = false; would you mind explaining exactly what enabling both Command and Comms does? Sorry to be such a pain, only cause I love this Edit: Also seems that the Command screen can only be opened once now Double Edit: Friendlies report in twice when "man down" making it seem as if double the casualty. Edited July 15, 2013 by froggyluv Share this post Link to post Share on other sites
Drongo69 117 Posted July 18, 2013 Command enables the command engine, comms simply allows messages to be played on all clients. Mostly this is used for the artillery sidechat, but if you look at the code, you will see that you can use it to broadcast any sidechat to all clients. Disabling the artillery module in DT\Preferences.sqf only disables it for players. If Infoshare is active, AI can call artillery. To disable this, check DT\Infoshare\Preferences.sqf for the following lines and simply comment out the "true" entries as follows: // Can the AI on these sides call in air and artillery support on spotted enemies? dtAIsupportW = false; dtAIsupportE = false; dtAIsupportR = false; //dtAIsupportW = true; //dtAIsupportE = true; //dtAIsupportR = true; Does the "can only be opened once" bug with command happen every time? It happens sporadically with me, but I don't know how to reproduce it. The reporting a casualty twice happens when the squad has lost a lot of members (75% or more from memory) and an extra message is triggered. I'll look at fixing this. Not sure about the markers issue, they seem to be showing up for me, but obviously it is a more up to date version. Anyway, I'll release an update soon. Sorry to be such a pain, only cause I love this Ha, without your posts I'd pretty much be talking to myself in here :p Share this post Link to post Share on other sites
froggyluv 2136 Posted July 18, 2013 Ok, that solved the artillery :) Yes, the Command screen will re-open if I don't interact with it but once I use any features IE Switch/Cam/Move than that's it. Friendly markers aren't showing for some reason -disappeared the day that SideChat went missing in the Dev build so maybe related?? Share this post Link to post Share on other sites
Drongo69 117 Posted July 19, 2013 You are using the Dev build? I haven't touched it, so I wonder if that is the cause. I can play the command demo mission with no apparent problems. Share this post Link to post Share on other sites
froggyluv 2136 Posted July 19, 2013 Ahh yes -with all of the non-stop undefined variable script spam :p Share this post Link to post Share on other sites
Drongo69 117 Posted July 19, 2013 In that case I don't think there's much we can do about it except wait and see what the next update brings. Share this post Link to post Share on other sites
froggyluv 2136 Posted July 19, 2013 In that case I don't think there's much we can do about it except wait and see what the next update brings. Are you not getting the undefined variable script errors in latest Stable build -pretty sure I was :confused: Share this post Link to post Share on other sites
subroc 4 Posted July 19, 2013 Really nice script! Great fun just to boss around some AI on the map. Is it possible to run this script and disable the need for the sound pbo, im working on a mission that will probably be put on a public server and would like to let anyone play without the need for the sound addon? of course it would be possible to define the sound in the description ext, but as it adds ~750kb extra in missionsize it would be nice to just disable the sounds Share this post Link to post Share on other sites
Drongo69 117 Posted July 20, 2013 Are you not getting the undefined variable script errors in latest Stable build -pretty sure I was :confused: No, I'm not. Was it an Arma 3 bug or DT bug? When did the errors occur? @subroc I'll make the sound addon optional in the next update. Ideally I want to use default Arma 3 sounds for everything, but I don't know how to play them. Share this post Link to post Share on other sites
froggyluv 2136 Posted July 20, 2013 Man I have to apologize -the missing comms/marker's etc were all my fault - I must have hit a bad switch in mission when I was trying to disable artillery. And undefined variable error is only in Dev build as well. Sorry if sent you on wild goose chase :o Share this post Link to post Share on other sites
Drongo69 117 Posted July 20, 2013 No problem. My favourite bugs are the ones that fix themselves :) Share this post Link to post Share on other sites
froggyluv 2136 Posted July 21, 2013 (edited) I don't know if your having same issue but since last Arma update, all sidechat has disappeared including this mod for me. I just recently found that it requires Showchat True for each conversation to be shown. Edited July 21, 2013 by froggyluv Share this post Link to post Share on other sites
Drongo69 117 Posted July 29, 2013 (edited) First post updated with the latest version. v0.4 Changelog: Added an Air Support module Added an option to re-clothe groups as generic guerrillas (Requires Hidden Identity, Kiory's Balaclava Expanded and PG PMCs) Added support for AiA vehicles and civilians Added a degree of automatically-detected vehicle names based on typeOf (check DT\Core\Functions\VehicleName.sqf) Changed civilian spawning so a dummy is no longer needed (I'm so used to the OFP way of doing things :/) Added the ability for types of civilians spawned by the Civs module to be set by the player in DT\Civs\Preferences.sqf (DT\AiA\Civilians.sqf is also related to this) Changed the mounting script to automatically recognize any vehicle that is capable of holding infantry cargo (without needing vehicle types to be manually defined) Made the sound addon optional (check dtSound in DT\Preferences.sqf) Fixed using the Log Off button on the command menu not deactivating camera mode Decreased the volume of the sounds in DrongosToolkit.pbo Added a line in DT\xxx\Check.sqf to prevent dialogs from showing if the module is not activated in DT\Preferences.sqf Added new DT types: dtTypesTrucks and dtTypesAFV Added latest beta units to DT Fixed some incorrect variables causing undefined variable bugs (I hope) Pic of Swedish Forces Pack Wamako militia after using the guerrilla clothing script: http://i40.tinypic.com/34pl4ex.jpg (185 kB) The Guerrilla option requires the following addons: PG Services PMCs Kiory's balaclava expanded Hidden Identity pack In the next update I want to implement a waypoint system similar to the Air Support module into the Command Engine. Edited July 29, 2013 by Drongo69 Share this post Link to post Share on other sites
Guest Posted July 29, 2013 Updated version frontpaged on the Armaholic homepage. Drongo's Toolkit [ALPHA] v0.4 betaOnly required when you wish to use the Guerrilla option:PG Services - Private Military CompanyKiory's balaclava ExpandedHidden Identity Pack v1 =================================================== You are not registered on Armaholic, or at least not that we are aware of. In the future we offer the possibility to authors to maintain their own pages. If you wish to be able to do this as well please register on Armaholic and let me know about it. This is not mandatory at all! Only if you wish to control your own content you are welcome to join, otherwise we will continue to follow your work like we have always done ;) When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
katipo66 94 Posted July 29, 2013 Great change log and nice to see support for AiA.. Thanks Drongo! Share this post Link to post Share on other sites