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Hi Pierre,

 

The idea is to do some sortof "APC Operations", more or less using the features you already have.

 

1) You start the game by the side of an APC. Its crew inside: driver, gunner, commander, and 2 additional crew members.

2) You go somewhere and call the APC to pick you up. Set task as goal?

3) The APC must fight its way and shoots infantry with cannon on the way.

4) If the APC is destroyed then it needs to respawn at base with its crew inside. Today, many modules have this module but after respawn the menus disappear.

5) If one of your team members is hurt, the 2 spare crew members eject the APC with a white flag and heal the hurt person then go back to the APC. Currently they do not return to the APC. Or, they carry the hurt AI or player to inside the apc.

6) The APC maintains the taxi options menu on multiplayer. Today the module is not working for me on MP.

 

With just that, HALO and a script to respawn inside the APC you can already create many cool missions or define tasks as goals on the run 🙂

 

Very clever choice of modules by the way!

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Well, thanks for the feedback.

Modified the Transport module to make it respawn compatible. Added a "call taxi" action, based on hard coded parameters for finding accurate vehicles.

If any vehicle available (civilian or same side as player), you can see an action menu to call it.

 

For ship, right now, you have to call it when you're "feet wet" (surfaceIsWater makes the difference for calling a car or a ship).

 

When you order a long distance destination, the AI seems stuck (and he is sometimes, the Arma engine failing to calculate a path in due time).

In this case, just point at a closer destination (usually on road) and alter it during the drive.

 

As leader of Ais, if you want to call for a truck (if available) or a vehicle able to transport your group, make sure that your AI units are within 100m from you... Not saying that a taxi will match your aim.

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Hey @pierremgi. Once again, this mod is incredible. Really does wonders for my singleplayer missions.

 

I think there's an issue with the Respawn modules. The West seems to work fine when you create a marker labeled "MGIRespWestAI", but the Ind seems conflicted with the Vehicles and AI. The vehicles seem to respawn on markers called "MGIRespInd" while the soldiers respawn on Markers labeled "MGIRespIndAI". This is fine, but the drop down shows MGIRespInd.

 

Also, the OPFOR AI only respawn on start position. None of the markers allow them to respawn elsewhere.

 

Lastly, is there a way to allow vehicles to spawn later than personnel, because what'll happen is if you set vehicles to respawn for say 30sec, but AI to respawn 15sec, the AI from the vehicles will respawn first, then the vehicles will respawn empty. I usually just have the vehicles respawn earlier than the AI, so that they will have AI in them.

 

Anyway, thanks for the quick responses, and again, thank you for this great mod!

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All markers corrected.

 

As general consideration, for the vehicles/units respawn:

- the playable units are treated by MP parameters, always in MP.   In SP, modules are fine for all units you want.

- I split the respawn things in 2 separate but complementary modules:

  • AI can respawn: For any unit. You can even kill them inside a vehicle, they will respawn inside the vehicle if possible or in vicinity of the wreck.
  • Vehicle respawn: For any vehicle. And for evident reason, this module treats also the crew (+ waypoints..). In this case, the first module will not treat the units inside but...

The problem is that a crew can change during the game: transport load/unload as example. I need to refresh that before the vehicle is destroyed. I chose a 2sec. loop to avoid too consuming check on all vehicles. When you hit a vehicle, sometimes it doesn't blow at once... and some units can disembark, then be killed. These units are no more belonging to the crew when finally the vehicle is destroyed. Then, if present, the "AI can respawn" module will treat them, separately from vehicle.
I guess that's the reason why you can see sometime, a difference between AIs and vehicle respawn slot.

At this time, I don't have scripted something more to correct that.

You can probably dim down that, by commands like setUnloadInCombat and allowCrewInImmobile . I must admit, if your AIs belongs to Bros (using the heal & revive module), they will disembark as soon as the vehicle is severely hit.

 

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Understood, thank you for the insights.

 

In this case, the system could simply spawn the default version of that vehicle, not the edited one. I mean, in the Editor you can change or edit the crew but for the respawn purpose the vehicle could come as the default hardcoded one, like set in the cfgVehicles. If the AI disembarks then leave it, no need to delete it or so, for he will die anyway.

 

Would that eliminate the necessity for looping scripts?

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1 hour ago, quickdagger said:

Understood, thank you for the insights.

 

In this case, the system could simply spawn the default version of that vehicle, not the edited one. I mean, in the Editor you can change or edit the crew but for the respawn purpose the vehicle could come as the default hardcoded one, like set in the cfgVehicles. If the AI disembarks then leave it, no need to delete it or so, for he will die anyway.

 

Would that eliminate the necessity for looping scripts?

Sure...

To be an option more. I'll see that.

 

Edited: In fact, I omit to say the initial crew (edited, what ever units can be) is respawned if you choose the respawn position "at start".

In other words: respawning on the position at death will try to respawn the crew at death, respawning at start position will respawn the crew as edited/scripted.

 

Now, we can see what is the best in case of respawning on markers. (like as death for now).

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5 hours ago, pierremgi said:

 

 

Perfect, and I understand the limitations you have with Arma.

 

Just incredible scripting, @pierremgi, really fine work. I can't thank you enough for this.

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Hello Pierremgi

 

I'm a fan of your modules that provide valuable help for missions.

I have a problem with the vehicle parachute module.

I saw and understood your video serving as a tutorial.

I'm doing the same thing again, I see some mistakes and nothing is hanging on the parachute....

A little help would have come !

Thank you

erreur10.jpg

 

erreur11.jpg

 

shzoma10.jpg

 

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Hello, when calling taxi the helo shuts engine off upon landing. Can helo be set to keep engine on and only shut off at starting position? Thanks.

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6 hours ago, Nicholas Lendall said:

Hey bro can you tell me how to change the "turn lights on/off" addAction text? and Awesome mod bro!

You can't. It's a mod. What is the problem with that text?

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Well.... I opened the Mod and changed turn lights On/Off to "Sabotage Power Grid" and "Restore Power" lol. I made 7 different locations with power stations/transformers and you can blow them up to knock a whole city's power out! I hope your cool with that.

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On 5/13/2019 at 9:30 PM, Nicholas Lendall said:

Well.... I opened the Mod and changed turn lights On/Off to "Sabotage Power Grid" and "Restore Power" lol. I made 7 different locations with power stations/transformers and you can blow them up to knock a whole city's power out! I hope your cool with that.

 

There is a great deal of hours, for tuning these codes and I'm not fond of people copying/pasting somebody's work if not explicitly authorized.

As you can see, I'm sharing some scripts on this forum. That means you can copy/paste them.

I decided to make addons helping for writers. Some codes are not shared on forum, like this one. They are pboed in addon and anyone can open the code as you did. If you're modifying something for your own usage, it's fine but  your "new" addon is not signed anymore. If you intend to use it as your own product, it's not correct at all. In this case, I'll be not "cool" with that, as anybody.

So, the good usage, for sharing or distributing something at your turn, when you're not the author, is to ask before and credit if OK.

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What are you talking about? Im not making a "New" addon and saying im the creator or anything of that nature. I just changed your setting so it would fit with my mission style. Sorry i dident mean to piss you off or anything. Figured you would think its cool to be able to expand on what YOU created. I mean are you cool with me changing the files addAction and using it in my mission that only I play on? 

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So there is no need to be rude. I can't guess what you intend to do, or other ones, and I'm cool up to limits I'd rather recall for readers. So, I think you have the answer at your question.

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