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Blackheart_Six

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Everything posted by Blackheart_Six

  1. Blackheart_Six

    [MP/COOP] Combat Operations 2022

    Version 2.1 released Change log: Reworked missions - added T8 Units for Attack and Patrol missions - updated positioning code for better positioning of patrol mission - expanded fire team to squad size elements - Changed Parent Task to Operations Order, and Child Task to M.E.T.T. format. - Increased size of GRIDS to 100 m. Future Ideas - Eliminate EOS for water mission - Add Civilian population - Add Dynamic Enemy Population(DEP) - Learn to how to properly code and optimize.
  2. Blackheart_Six

    [MP/COOP] Combat Operations 2022

    Wait until you try it before calling "Amazing"......It might disappoint... LOL J/K. I hope you enjoy it. I am always improving, and currently looking at SLP_spawn to replace EOS. It's a little more flexible. Added "Marine Interdiction" but not very satisfied with it. Issues with trigger, and "West Seize".
  3. Blackheart_Six

    JBOY Longboat [Release]

    Hi @johnnyboy Thanks for the follow up. I'll check it out. I did find SPL_Spawn which allows for custom code. I messed around a little bit with it, but would have to redo everything with the scenario. Once again, appreciate it.
  4. Blackheart_Six

    JBOY Longboat [Release]

    Thanks for the quick reply...... I'll keep chipping away. I am a hardware guy, not a software guy, steep learning curve. 🙂
  5. Blackheart_Six

    JBOY Longboat [Release]

    Hi @johnnyboy, I have a question for you, if you don't mine. I am creating a marine interdiction mission, and am using EOS by banga bob to spawn the boats. Working great so far, BUT I would love to use your longboat script. That would really set the appetite for destruction. I've been trying to use your long boat script to change the assault boats. There is no mechanism to use custom code in EOS, that I've found. Any ideas? Is it possible? I am using trying these lines since EOS spawns with crews. I just can't figure out how to reference the units. Any help would be appreciated it. // Converts assault boat to a longboat with crew already on board: _d = [this,"B_T_Static_AT_F", units group player] execvm "Scripts\JBOY_LongBoat.sqf"; _d = [this,"B_T_Static_AT_F", [unit1, unit2, unit3, unit4]] execvm "Scripts\JBOY_LongBoat.sqf";
  6. Blackheart_Six

    [MP/COOP] Combat Operations 2022

    I've release ver. 2.0 on Steam. Added a 2nd task to patrol rural area. I am working on a marine interdiction mission. But that is taking longer than expected, so I want to add this version and get it out there. Asymmetric Warfare 2.0
  7. Blackheart_Six

    [MP/COOP] Combat Operations 2022

    It will be back..... I am working on a new one. MOUT/PATROL/MARINE INTERDICTION.
  8. Blackheart_Six

    [MP/COOP] Combat Operations 2022

    Thanks, George! Looking at your scripts, you have quite a few. I am sure I can implement some of them into "Asymmetric Warfare". It's guys like you, that make mission creation easier!
  9. Good Day Everyone, Let me preface my comments with I am not a software guy, I am a hardware guy, if you know what mean. Problem Statement: I am trying to loop a single task, using a script. Lines 7 and Line 8 run, but doesn't show the task as "succeeded", it launches the task instantaneously. I imagine this is due to the fact it's part of the "CreateTrigger" block of code. Goal: The current code does what I want as far as functionality, but runs too fast. I want line 7 to run, and show "Task Succeeded" message, then wait a few seconds and rerun the script from line 1. I've tried several different ways to pause between line 7 and line 8, using sleep, if....then, or waitUntil, etc. etc. I am sure it is a matter of syntax, and something I am not doing correctly. Any help would be appreciated, and thanks in advance. And of course I've search the forums extensively, and tried different solutions. _towns = nearestLocations [[15000,15000,5], ["NameCity","NameVillage"], 15000]; _RandomTownPosition = position (_towns select (floor(random (count _towns)))); _rndmTask = [blufor,"task_1",["Conduct a movement to contact mission. GRIDS reports possible enemy position","Movement to Contact"],_RandomTownPosition,true,0,true,"ATTACK",true] call BIS_fnc_taskCreate; _Trigger1 = createTrigger ["EmptyDetector",_RandomTownPosition]; _Trigger1 setTriggerArea [100,100,0,false]; _Trigger1 setTriggerActivation ["WEST","PRESENT",true]; _Trigger1 setTriggerStatements ["this","[""task_1"",""SUCCEEDED"",TRUE] call BIS_fnc_taskSetState",""]; _Trigger1 setTriggerStatements ["this","[]execVM 'Task_1.sqf'",""];
  10. Blackheart_Six

    Problem with Tasks and Triggers

    Got it! Thanks Pierre, I understand the while do syntax a lot better. That was a BIG help. The reason I am looping the same task is this a simple 4 man COOP, Movement to Contact (kill everything), wash, rinse repeat. [] spawn { while {true} do { sleep 5; _towns = nearestLocations [[15000,15000,5], ["NameCity","NameVillage"], 15000]; _RandomTownPosition = position (_towns select ((random (count _towns)))); [true,"task_1",["Conduct a movement to contact mission. GRIDS reports possible enemy position","Movement to Contact"],_RandomTownPosition,true,0,true,"ATTACK",true] call BIS_fnc_taskCreate; _Trigger1 = createTrigger ["EmptyDetector",_RandomTownPosition]; _Trigger1 setTriggerArea [50,50,0,false]; _Trigger1 setTriggerActivation ["WEST SIEZED","PRESENT",true]; _Trigger1 setTriggerStatements ["this","['task_1','SUCCEEDED',TRUE] call BIS_fnc_taskSetState",""]; waitUntil { triggerActivated _Trigger1}; sleep 1; [ "task_1" ] call BIS_fnc_deleteTask; }; };
  11. Blackheart_Six

    Problem with Tasks and Triggers

    Pierremgi thanks, I'll give a go. Thanks for the input.
  12. Blackheart_Six

    Problem with Tasks and Triggers

    Hi Pierremgi, That is my problem, I think..... 🙂 I've tried a single setTriggerStatements... _Trigger1 setTriggerStatements ["this","[""task_1"",""SUCCEEDED";[]exec'task_1';",TRUE] call BIS_fnc_taskSetState",""]; so far, the only way I can get the script "task_1.sqf" to run after line 8, is creating a second setTriggerStatements. Of course I don't know how to loop the code properly to start with. I've been reading the biki's, kk's page, just can't figure out how to loop back to the top. GOTO LINE 1;
  13. IMHO..... Have to agree with @teabagginpeople. There are not that many high quality coop missions. Things are stale, if not dead in the COOP realm. To me, Combat Patrol was not as envisioned, and constrained. Sometimes it seems BI comes up just short of the goal line when they release something. Luckily, they have a great community of coders, modders, and programmers who can make some great stuff((I.E. Patrol Ops 3.0). I'm just a consumer. 🙂 Of course, I am all in for the framework aspect of it, as well as PO4. I think with Roy's approach to creating a framework, along with PO4, there is still a lot of anticipation to get this out there. If the A3 MPSF is still along the same lines as July 2017(wow, that long now), then it will a great framework. The task framework was very easy to create missions, and it was wasn't even a finished product. Good things come to those who wait. I know many are frustrated this isn't released(PO4/A3MPSF). I am, to be honest, but I've always been a firm believer "Form Follows Function". It will be a much better product if it functions correctly, then just look good. I'm just around.
  14. Glad to hear.....Thanks for the update. Best Regards.
  15. I dropped off discord so not up on the latest scuttlebutt. Just getting back into Arma 3 after a break. I hope something soon.
  16. Hi @Zenophon I have a bit of an odd issue. When I use Zen_AddGiveMagzine and Zen_AddRepackMagazines functions, and place the unit on the ship deck, the functions don't work. But when I move the units to land, it works as expected. I don't think the issue is your function per si, but an Arma issue, and it does not see the deck of the ship as a solid object, or something like that. Any ideas? or Anybody see this before?
  17. Hey @roy86 Long time no hear...... Are you still developing this? Any ideal on a release date if you are still moving forward.
  18. First item..... Anyway to remove the requirement for CBA and ACE?
  19. Hi Red, Just found this. I'm going to give this a look over. I am looking for a objective generating framework that I can use to create missions and tasks. I'll have to go over everything, and see how this works. I'll feedback anything I find, and/or make suggestions.
  20. Well, in light of the recent OPREP - JETS DLC BONUS CONTENT, I would like to issue a retraction. I am a bit confused, easily done after some fine bourbon, on BI's path. I didn't take B01 studios into account. 2022. Take your time Roy, no hurries, no worries. J/K. Hurry the hell up! LOL
  21. Hi Z30, Did you file a feedback in the tracker? Roy86 Patrol Ops 4 Feedback tracker. It would really help Roy if you file it there. I think this issue has been filed already, if it is the issue with radio towers appearing in rock. All I see is the name of files..... Did you use a image hosting site to post the pics?
  22. Doc, Try this.... To disable Patrol Ops 4 Revive System: 1. Edit description.ext. respawnTemplates[] = {"ReviveMP","RespawnMP"}; //REMOVE "ReviveMP" 2. Edit the root configuration.hpp. class CfgReviveMP { enabled = 1; //SET TO ZERO 3. Edit MPSF/params/param_reviviemp.hpp class ParamReviveMPenable { title = "Revive MP"; values[] = {0,1}; default = 1; // SET TO ZERO texts[] = {"Disabled","Enabled"}; };
  23. Aren't we all..... but looking at the scope, and magnitude of the effort by one person, I'll wait. It will be worth it. IMHO...the sun is setting on Arma 3. Arma 4 is over the horizon, which will be the enfusion engine. I don't how much of a game changer that is from a coding stand point. I think 24 months of Arma 3(left) with overlap to Arma 4. It would be a shame to put forth a great effort, with a short shelf life.
  24. Hi Roy, Sounds great. Just curious, no worries if not possible, but can the framework download get updated? I understand if it's too wrapped into PO4 at this point. OT.... Have you ever built your own drone?
  25. Z30, Bon's recruit worked good for me in MP editor. I haven't tested on a dedicated. Addaction was there, and action completed. I used the medical cargo house as the place to put the addAction line, but you should be able to put in the flagpole, as it is only an addAction command. The object doesn't really matter in this case. Installation: The installation procedure remains identical to the original version. Place the folder "bon_recruit_units" in your root mission folder. For the "init.sqf", place the following line to initialize the server and client scripts: [] execVM "bon_recruit_units\init.sqf"; For the "description.ext", place the following lines for the recruitment GUI. #include "bon_recruit_units\dialog\common.hpp" #include "bon_recruit_units\dialog\recruitment.hpp" In an object's initialization field (such as a flag), add: this addAction["<t color='#ff9900'>Recruit Infantry</t>", "bon_recruit_units\open_dialog.sqf"];
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