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norm6669

Auto Mission

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http://pnorm.net/AutoMissionAugust12.Chernarus.pbo

Update:

-Ennemies got a set skill (0.65), First aid completely removed (enough with the madness)

Mission:

-Red area contain ennemies.

-Alpha, the high-commander, will get SecOps.

-Ambient combat module restart after group wipeout.

Features:

-LAV-25 HQ can spawn bots, max 4 per team.

-LAV-25 HQ got weapons if you missed briefing.

-When you die, you keep your weapons.

-Vehicle respawn when they have room (cow can block spawn).

-Allow 30 seconds for freshly spawned vehicle before use.

-Tracking players and bots on the map.

Alpha:

-SecOps "notes" will appear after spawning.

-Inform players of SecOps with waypoints or markers.

-LCtrl-Space to enter high-command mode for waypoints.

-If SecOps are bugged, try to cancel the op.

-If it doesn't work, disband you squad.

-If it doesn't work, kill yourself without a squad.

ToDo:

-More and more testing.

Installation:

-Extract the .pbo file to your ArmA2\MPMissions folder.

Historic version:

http://pnorm.net/AutoMissionAugust9.Chernarus.pbo - 6th version: Captive bug fixed, KA-52 removed

http://pnorm.net/AutoMissionAugust7.Chernarus.pbo - 5th version: v1.03, random and scalable ennemies.

http://pnorm.net/AutoMissionAugust4.Chernarus.pbo - 4th version: Bug fixed, KA-52 added. Good for v1.02.

http://pnorm.net/AutoMissionAugust1.Chernarus.pbo - 3rd version: Added the 5 ennemy respawn and the high-command for alpha.

http://pnorm.net/AutoMissionJuly27.Chernarus.pbo - 2nd version: Work in multiplayer with the basic secops and acm.

http://pnorm.net/AutoMissionJuly22.Chernarus.pbo - 1st version: not scripted at all for multiplayer.

Edited by norm6669

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should probably just pm this but how did u fix the red-cam and spectator/respawn bugs?

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When a player respawn, I run this code:

player setVariable ["head_hit",0,true]; 
player setVariable ["body",0,true];
player setVariable ["hands",0,true];
player setVariable ["legs",0,true];
player setVariable ["bloodlossPerSecond",0,true];
player setVariable ["bloodloss",0,true]; //blood loss in liters, 3+ is fatal
player setVariable ["",0,true]; //empty name variable works - accumulates structural dammage

player setVariable ["BIS_IS_agonyDam",BIS_IS_agonyDam,true]; //_x will be in agony if it has damage of BIS_FA_agonyDam or more
player setVariable ["BIS_IS_inAgony",false,true]; //not in agony at start

player setVariable ["injured", false];
player setVariable ["BIS_IS_Dead", false];

_nic = [player] execFSM "\ca\Modules\AIS\data\fsms\agony.fsm";
_nic = [player] execFSM "\ca\Modules\AIS\data\fsms\damaging.fsm";

Discuss this aspect here please: http://forums.bistudio.com/showthread.php?t=73406&page=4

Edited by norm6669

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http://pnorm.net/AutoMissionAugust4.Chernarus.pbo

aka version 4... I updated the first message of the thread. This is a change log of this specific version

LAV-25 HQ Cargo was local to the server. Fixed.

JIP Client were not seeing the red area marker until the server changed it. Fixed.

KA-52 added by request.

Mission notes updated with limitations and alpha duties.

Comments added to the code in case someone is looking around.

Tested as client/server, client on dedicated and client of a client/server.

What I'm looking for now is input on the difficulty... maybe I should make the ennemy force scalable to the amount of player. Is it ok for one guy, two guys? As usual, if you find bugs you are welcome to share the info.

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http://pnorm.net/AutoMissionAugust7.Chernarus.pbo

aka version 5!

1.03 ready. I cleaned up the first aid "fix" since the patch fixed the problem.

Same with the player notes. I was reinitializing the briefing after every death but the patch take care of it now.

New stuff: The type of ennemies in the red area is now random. It won't be ONE squad, ONE bmp, ONE tank and ONE AA anymore... Also, if you play with many player you will see a lot more ennemies in that area. So yeah, ennemies scale to the amount of player!

Edited by norm6669

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Hyrax, when you said "first aid breaks after respawn" I went back to test it and didn't found any problem with first aid after respawn.

Are you using version 1.02 of Arma? If yes, you should probably use an "older" version of my map http://pnorm.net/AutoMissionAugust4.Chernarus.pbo

If you are using version 1.03, can you describe how it breaks so I can recreate the bug?

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Just ran some tests and did not have First Aid break after respawning 4 times. After going back into the town after dying, the AI seem to no longer attack me or my team mates.

Edited by Ben

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Ben, you are absolutely right. I was able to reproduce this bug. These are ennemies you see in this screenshot but they don't react http://www.pnorm.net/AIUnresponsive.jpg

I seriously hope this will get fixed fast since it's quite a show stopper.

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Yes, I'm not really sure why. I wish I knew so I could help. I really do like this mission, it has great potential. I'd work on the layout of the base maybe, and set it so SecOps missions somehow wouldn't just happen on the airbase.

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http://pnorm.net/AutoMissionAugust9.Chernarus.pbo

aka version 6.

There is a bug with patch 1.03 where people respawning with first aid will be set to captive mode. I found the info there: http://forums.bistudio.com/showthread.php?t=82957 This is what I execute after every respawn to workaround the problem:

{_x setCaptive false} forEach units group player;

There was also a problem with people in the KA-52. Unfortunately, they were seen as red dot on the radar of other player and got shot down. Sorry Hornet, no more KA-52.

Good job everyone on finding problems. If we dont find any more trouble, next update will be when version 1.04 come out.

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First Aide does not work after you have died, you still go into the wounded mod, but you are unable to recieve first aid. The option is there, but when you select it nothing happens.

Also, the skill of the AI is very very high, is there a way to modify there level .01 to 1.0?

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hey wow lots of updates!

i recommend that you download this http://forums.bistudio.com/showthread.php?t=82733 very nice missions etc! i am now using your latest release for choosing new units and the Linked mission for Secops!

edit: if you can just spawn in another squadmember when you die and you can add new ones then i can manage without the FAM! ( at least for a while :P)

Edited by BelgarionNL

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First Aide does not work after you have died, you still go into the wounded mod, but you are unable to recieve first aid. The option is there, but when you select it nothing happens.

Also, the skill of the AI is very very high, is there a way to modify there level .01 to 1.0?

I tried to figure out "how it doesn't work" and I guess it's when a player try to heal a player.

Because I tried with a Soldier_AT bot and he could always heal me.

For the skill, next version every ennemy that spawn in the red zone will have a skill of 0.65.

Edited by norm6669

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I tried to figure out "how it doesn't work" and I guess it's when a player try to heal a player.

Because I tried with a Soldier_AT bot and he could always heal me.

For the skill, next version every ennemy that spawn in the red zone will have a skill of 0.65.

May I ask the current skill?

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Roger. Felt like I was playing terminators.

I apologize for me posting so much on here, but for some reason, your mission has really intrigued me.

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http://pnorm.net/AutoMissionAugust12.Chernarus.pbo

Version 7

Ennemies that spawn in the red area got a skill of 0.65. According to the documentation this is right between recruit and veteran. http://community.bistudio.com/wiki/setSkill

I "fixed" the first aid. I first tried initializing first aid on the bot to try to recreate the bug but I didn't even reach the "let's get myself killed" part. I couldn't heal the bot during my first "life". My guess is the first aid module is really sensitive now to "dual module initilization"... one on me, the other on the bot.

So I just removed the first aid... sorry! :)

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Not sure if you can count on those values for AI skill VS difficulty settings, as they are from 2007, and may or may not have anything to do with Arma 2 skill/difficulties.

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I have tried editing the skill the same way you had, I have no luck with results, they are still insanely hard and accurate.

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so where is the infantry, enemy vehicles and maybe even tanks?

i've changed the dots to the airfield 2 see if anything spawns but NOTHING :P

how is this possible?

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Must be played online, elsewise nothing spawns on the dots.

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I have tried editing the skill the same way you had, I have no luck with results, they are still insanely hard and accurate.

What do you mean? You unpbo the mission then modified the serverloop.sqf to put a lower skill and it's still hard?

Sorry! If that's the case, it might be another bug they introduced with 1.03.

Belgarion, a bit more info would be needed to help. First are you playing multiplayer, singleplayer or editor? Second, did you MOVE the existing dots? They must be named PossibleEnnemies1 to PossibleEnnemies5.

You could also send back the modified version so we have a look. Saved as a multiplayer mission.

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