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I see that from time to time number of visits increase, but since I posted a code, diagrams and explanations on my website -- suddenly no more replies... that's strange... No comments, no suggestions...

Ok, I have ArmA II and editor. Did anyone of you people tried something I wrote? Nope? Too bad. I will try to make something when I get time. I was hoping that some of you will get ideas from what I wrote and try it. I can only guess you are all disappointed.

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I see that from time to time number of visits increase, but since I posted a code, diagrams and explanations on my website -- suddenly no more replies... that's strange... No comments, no suggestions...

Ok, I have ArmA II and editor. Did anyone of you people tried something I wrote? Nope? Too bad. I will try to make something when I get time. I was hoping that some of you will get ideas from what I wrote and try it. I can only guess you are all disappointed.

You have to understand that most that might be able to catch up to the required skill level are probably quite busy with own projects. Or have different interests, i.e. creating addons. And until now, please don't take offence, all we know of you is that you can open a topic in a forum.

Not that i have doubts about your skills, people in here just tend to react on more concrete stuff, like code snippets, screenshots, movies and whatever shows something that seems to be working.

You have to understand that we saw a lot of people comin in, promoting the ultimate uber-idea they have and we'll expect something awesome pretty soon....and then never ever heard again a word from those people.

Again, no offence, just explaining how things work in here.

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We all got "sets of ideas", and you happen to present them pretty well. But as you say in your answer on your page, "I didn’t know about SECOM and how it works, although I played ArmA II and found it very buggy", I think the first thing one need to do before organizing a set of ideas li yours, is to at least get to know the possibilities in the game.

As far as I can see, most of your ideas are not only well within the capabilities of Arma2, but also already done. Some by vanilla code, like SECOM/ACM, others by third party scripts like DAC (dynamic AI creator) or UPS (urban patrol script). And then there are missions that have their own code built into the mission, like Domination, which handles everything from generating missions targets, side missions, keep track of the dead, enemy flanking maneuvers, score system, spawning random attacks on base, sending reinforcements to the main targets, respawn and revive system, and the list just goes on and on - and that's only for one mission.

Feel free to continue your dream and create the most spectacular system ever, but to be blunt, you're merely reinventing the wheel. I may be misreading your intentions though, and misunderstand what you are really trying to achieve. Great presentation, but most of it is already done or "easily" possible. And to be honest, no matter how good a system is, there is usually specific mission requirements that will prevent it from being used. Anything from "it doesn't really suit the mission" to pure performance based considerations.

Before you start, make sure you know your way around singleplayer editing, just as to build confidence about the scripting language syntax. When you're confident about that, try to convert to multiplayer, but rest assured you will face problems you didn't expect.

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Well, Myke and CarlGustaffa that's something, thank you. I was afraid that this latest post will be without response. I am not taking offence, but contrary thank you very much for useful where-to-start info.

I didn't say this will be uber-idea and yes there is a chance for "and then never ever heard again a word from those people".

But, but, but... ArmA has great potential, but it was a trick to make those mentioned stuff in the game (you-know-which) with no such potential at all.....

So I am not trying to re-invent the wheel, but upgrade it. I like your community very much. From my point of view it is a great programming challenge. See you soon.

Edited by ArmAIIholic

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Bird phoenix. My idea resurrected. With ArmA2. I am happy and satisfied. :cool:

I will stick to this particular thread for a little while because I want to make a small tutorial here about scripting I've done. Here is the DEMO version of what I described in the Introduction and what you can read on my website in the article Sandbox game in non-sandbox editor.

CarlGustaffa wrote that first thing one need to do before organizing a set of ideas is to, at least, get to know the possibilities in the game, and that I presented my ideas pretty well. Nevertheless I already had ideas when I came here. Well, I did my “homeworkâ€, checked a lot of threads and I found a lots of useful stuff, but I didn’t find anything similar. I rewrote code, learned from examples and wrote my own stuff. At least, I am sure that what I’ve done is possible and here is the list:

- fully working 360 XYZ spawning system – finally with no predefined spawning points, no predefine path and without generating waypoints and units in AI zones (like DAC does) – every inch is a battlefield (just to understand me I am not saying DAC is bad, on the contrary it's fantastic, I'm just explaining this approach)

- guerrilla firefights are working – you can experience difficulty 2 and both enemy and friends reinforcements

- this system is mixed with scripted firefights and this works pretty well

I understand that MP is more difficult to build, but there are some things I want to do first. What I want to do next is to populate whole island of Chernarus and to make an open world campaign. I think I can make whole missions spawn, but I have to work on that for a little bit.

I have to tweak some things to make save working which is tightly connected with concept of safe houses. Front lines and vantage points are there, I just have to refine them. I will have to check high-command. And of course try to understand what I need to do to make it COOP and/or MP.

The general idea is to make a COOP that requires tactical play and conquering several vantage points in the same time in order to be victorious. I also have plan to augment in-game AI and to make it more tactical, but that will wait for a few thing to settle up.

Beside tutorial I will write a short comment about similarities and differences between ArmA and OFPDR editor and scripting and I will post a link here. I know that a lot of you guys won’t be interested, but it will be the link with big red caution sign :) just kidding.

So, here is the link from my website, you can download the mission from there directly. I am making table of contents on the first post and news header if happens that this thread grows.

Thanks goes to all of you guys, for support in the first place. I hope we will see each other soon in the complete addons section. And of course both good and bad critics are welcome.

Edited by ArmAIIholic

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I run some tests and there are bugs in spawning process. However, I am fixing them right now. I also changed pathway for the chopper and squad from Strelka.

New upload will be tomorrow with change log.

Does anyone have a comment (who tried this)? I would really like to hear someone's opinion if you think this is good (or bad).

Do you think I should move to Addons section or User Missions or...?

Edited by ArmAIIholic

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// Changelog

-- I re-wrote the code, fixed all spawning bugs.

-- Route for the chopper is little bit different for more support. Squad from Strelka is coming by truck. Tank is taking another route when attacking airport.

-- Autosave added and save is working good with this script - nothing is lost or odd after loading.

Edited by ArmAIIholic

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Here is link to Addon and benchmark. As I promised there is tutorial on how to use this script and implement it in any mission.

I also changed script, tested dozens and dozens of time, so you can also download improved version of One missed flight.

P.S. Sorry CarlGustaffa, I didn't understand the joke.

Edited by ArmAIIholic

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Well with F5 on the keyboard it also refreshes the page, so i assume he was too exiticed and waited for you to post the fixed version

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Or, since I don't have the actual game yet, I'm too busy refreshing most pages in this forum - just to satisfy my "needs" :D

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ok :) thanx -- here is the fixed version, addon and benchmark, 3 for 1 ;) I guess he will have to press it very quick

Edited by ArmAIIholic

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Well the first part, and I think the hardest is finally over.

I posted new module. This is the first step in this, so called project. The 360ISM is working with all major settings I described here.

The very next thing is spawning entire missions, vehicles, aircrafts, making safe houses etc. Making a story, a campaign.

Edited by ArmAIIholic

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Well the second part is over and I am glad I can announce that I've made WICT. Click on image in my signature.

Cheers

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If you wanted nothing to do with OFP, you should have never mentioned it in your post. None of the info about Dragon Rising was necessary. You should have just introduced your modification without the need of bringing up OFP.

Anyways, I really like it, thanks.

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I finally got my project well rounded.

I am proud to present World in Conflict Tool v.2.0 which supports MP and it is more than I ever imagined to be from this module. It just evolved every minute I spent creating it.

Cheers

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...and it gets better and better.

WICT v3.2 is here with full support for scripted missions and smooth gameplay.

Two missions so far:

1) Into the hills (Panthera) v1.2a

2) The Road to the Altar (Chernarus) v1.0 by zapat

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Here I am again to announce new version v5.3b :yay:

I also changed the 1st page here, provided more details and links, if anyone is interested.

Sincerely,

ArmAIIholic

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