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tacplay

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Posts posted by tacplay


  1. There is a mod called "Achilles" - you should look into it.

    In the development section you will find an option called "Bind variable".

    This could be what you want to do, if I'm understanding you correct.

     

    There's an option called "Intel" too. You can create tasks and put in an object (i.e. photos) to find for the players as well.

    To make a long story short: When you use Zeus, you want to use Achilles too, believe me ;)

    -->

     


  2. Hi.

     

    I want to write a small function, spawning a soldier at a marker (just an understanding thing, I know it's way more easy to do this in a different way).

     

    params
    [
    	["_class","",[""]],
    	["_wp","",[""]]
    ];
    
    _posStart = getMarkerPos _wp;
    
    _grp01 = createGroup east;
    _unit01 = _grp01 createUnit [_class, _posStart, [], 0, "CAN COLLIDE"];

    It's working, when called with

     

    _spawnUnit = ["O_G_Soldier_F","marker1"] call TACP_fnc_Test_spawnSoldier;

     

    Given class is spawning at the marker. But I always got the failure message

    "'call{_spawnUnit |#|= ["O_G_Soldier_F","marker1"] call TACP_fnc..." Error Generic error in expression."

     

    What am I doing wrong?

     

    *confused*

     


  3. 21 hours ago, oOKexOo said:

     

    @tacplay

     

    Yeah, that strange rain effect is exactly what you observe due to the incompatibility with ACE weather.

    Don't worry. The issue was known for a long time (issue #2) and I also made an entry in Achilles wiki.

    I also thought that the fog issue was ACE related, but I recently noticed that it is vanilla related instead.

     

    Ahh, ok. But it's okay to only deactivate sync. You don't have to deactivate the whole ace weather system.


     

    • Like 1

  4. On 13.2.2017 at 7:01 PM, Crielaard said:

    Has the Ace advanced weather with Achilles been adressed?

    We keep using the older Ares due to this.

    Eeek. I should have post it here.

     

    I tried a lot after experiencing this strange weather behaviors, in my case rain was stuck to strange blocks of rain, as if something was cutting it through every second. This brought me to the idea to check synching. And lo and behold, if you have ACE weather sync enabled, Advanced Weather goes down ;)

     

    If you disable Sync (still using all ACE weather modules), everything works fine, by now (at least with us).
    Perhaps it's the same issue with you and your missions. Have a try.

     

    Sorry oOKexOo for not posting this earlier, was thinking I had a special ArmA Fubar with my config. Seems sth. is colliding with weather-synching, especially on Tanoa. Perhaps if you have the time, have a look there.


  5. Hi oOKexOo,

     

    I noticed, you can't bind a variable to players anymore (worked before).

    Any ideas why this wouldn't work anymore? I really used this a lot (i.e. adressing certain modifications as fatigue etc. while Zeusing).

    Any chance to get this functionality back?

     

    Edit: Disregard. Was an Ace3-Fubar.

     

    Thanks again and again for this really gamechanging mod!

    Cheers,

    stuermer


  6. Some ideas (I know, you have a life, just suggestions :D ):

     

    1) Healing-Damage-System

    Sliders allow to damage and heal bodyparts (ACE) and to heal/damage players and AI over time (simulate heavy wounds, poison or healing) with some sort of effect-time-slider

     

    2) "Keys"

    A simple do-something-with-something mechanic.

    For example: You have something called "Keys for jail" and you can do an "open" action on an object called "door" what would be otherwise "closed". If you use "Keys for jail" on "door" with the "open" action, you solve a task called "free the prisoner".

    Mechanics could be:

    - open (door with key)

    - destroy (person or object with weapon/fire)

    - interrogate (person)

    - switch off/on (object with or without object)

    - take away/steal (object/person)

    - bring to (object to location)

    - see/recon (area/person/object)

    - talk to (person)

    etc.

     

    3) Simple "has seen" system

    As in Arma2, you talk to AI and gain information about

    - who was in the area (radius)

    - where is danger (mines, camps, troops)

     

    4) Simple "suicide bomber"

    You put a module onto an AI, this unit gets a heavy west and is walking around .

    If it "sees" players it wanders towards them and within radius x explodes the bomb.

    Perhaps with a nice yelling "x-sound"

     

    5) Give-up-units

    If moduled, units will lower their weapon within certain parameters (i.e. if there are more than one player in the vicinity of radius x).

    You then - as a player - can cry "put your weapons down" via scrollmenue and this unit gets - after x sec. - into "set captive" mode and puts its weapon to the ground (kneelig animation)

     

    6) Put life into area

    Within a radius, civilists spawn into buildings/cars and are

    - walking around

    - get into cars, drive them to another town, get into a building, despawn

    - get together in small groups, briefing-animation, go away again

    - etc.

     

    7) Sound system

    Custom defined sounds could be placed with certain parameters

    - volume

    - radius to hear (m, global)

    - length (sec, complete, loop)

    - destroyable (y/n)

    - ambient (i.e. city sounds, always in the distance, very calm) Sounds can be grouped and chosen with dropdowns Sounds can be attached to players (go with them, i.e. radio messages)

     

    8) Storm system

    Module can be placed with parameters:

    - size (radius around players)

    - density (light, middle, heavy, are you nuts)

    - kind (snow, sand, dust, ashes)

    - windvelocity

    - particles (papers, grass, ash, flakes)

    - tone (i.e. yellowish for sandstorm, blackish black and white for irak-scenario etc.)

     

    9) Sentry immersion

    Put in a sentry and this unit stops at waypoints, get together in briefing and listening animation, a sound is played in a loop, where these sentries talk to each other (conversation sound file), perhaps put a cigarette on, glowing in the dark, spitting, laughing, grumbling.

     

    10) Pursuit

    Put on a unit and selecting another (unit or player) the first is pursuing the last.

    It puts waypoints automatically near players with these parameters:

    - style (sneaking, standard, assault)

    - time of change (5 sec., 10 sec., 20 sec.)

    - area to action (radius in m to do sth.)

    - action when in reach (attack, talk)

    - weapon (grenade, rocket, pistol, rifle, sniper)

    - text/sound (talk/shout)

     

    11) Sleep

    Put on a unit and

    - sleeping bag and camping-laying-chair spawns

    - unit undresses

    - unit lays down

    - sound "snoring" plays

    Unit "wakes up" if shots are fired or other units get into "alarm mode".

    There's a short animation "dressing" and 5-6 sec. before unit gets its weapon.

     

    12) Defend

    Placed upon object/unit/player and select units to

    - build some sort of perimeter around object

    - walk around with unit

    - imitate stance of unit

    - heal unit when unit gets damage

     

    13) Medic

    Unit put into group of players will heal players if they get damage.

     

    14) Ammo-Distributor

    Unit put into group of players check if they need ammo and bring them what they need.

    Spawns Ammo-depot (side ammoboxes, pallets, supportboxes) Unit runs from depot to players every time the backpack is empty

     

    15) Med-Evac

    If module is set onto player

    - radio message is played ("papa bear, here charlie 2-2, need urgent medevac at grid x, 7-liner as follows ...")

    - radio answer us played after x-sec ("this is papa bear, copy, medevac eot 15 minutes, drop green ...")

    - radio announcement when helo is within 500m ("charlie 2-2, this is medevac, 10 sec. out, drop green at lz ...")

    - players have to drop green smoke at reachable lz or helo spawns green smoke at lz itself

    - helo lands

    - 2 pararescuejumper get out

    - run towards player who get moduled

    - player gets ACE-carried (or if there's a stretcher, carried with it)

    - load into helo

    - flown home within the golden hour

     

    Perhaps you could start a "who likes what" poll or something and if you like, implement ideas, most people (and you of course) find interesting.

    (Glad to help you with any of the non-scripting-stuff, just holler)


  7.  Hi oOKexOo,

     

    thanks for your reply!

     

    @tacplay Arma3_JSOC

    I assume you were running ACE3. In this case you have to prevent ACE from interfering with the Advanced Weather module.

    Check: https://github.com/oOKexOo/AresModAchillesExpansion/issues/2

     

    Edit:

    @tacplay

    1) You have to select the unit you want to have a seat and then hit enter. Currently it only works for units you placed. If I manage to fix the locality issues, it should even work for players as well.

    2) About the healing: Stcrowe provided the module for the mod. I just have to include it.

     

    Advanced weather ain't working for me, whether with or without Ace-Weather-Modul (tried it with and without disabled configs).

    When I config heavy fog, it's dissipating immediately in the distance, visible by a strange looking small line, opening within 15-20 sec. to a completely fog-free sky. I think it may be the horizon line, I'm seeing and the fog is dissipating sphere-like to the pole above me (see video). That's a bummer, because Advanced Weather would be very immersive for our roleplay sessions (i.e. slowly dissipating fog over some time, rain, when I like to have rain, intensifying fog after rain and so on).

     

    https://www.youtube.com/watch?v=vksk_BiC3o4

     

    Sitting: Thanks man, I was blind ;)

     

    Feature request animations: I haven't worked with animations a lot, but it would be awesome, if enemy units would immediately come out of the animation, if they recognise you. When I put an enemy into i.e. watch-animation, they only react, if you shoot (at) them, killing immersion quite a bit (you can walk right under their noses). Would be realistic, if they get out of animation way before, when they see you. But I don't know if it's possible with the animation-loop-system in arma.

     

    Healing: That would be very nice! Because of my poor abilities with scripting I have to spawn some sort of medic-box right now, with a "Full healing" menue entry x)

    Some way to check an balance healing for players without interruption would help a lot.

     

    This mod is just the reason why I love Arma so much. The chance to play immersive, dynamic roleplay-missions.

    If you don't mind, I will swarm you with feature-requests concerning roleplay-abilities as well. ;)

     

    Keep on Achilling!

    Thanks for this nugget!


  8. Great mod!

     

    ErrorReport: When I use the AdvancedWeather Mod, rain is not working properly (it kinda hanging in the air for some seconds and then start again), fog is dissipating way to soon and there's a loop of dissipating, re-activating, dissipating ... and so on.

     

    Sitting doesn't work with me either: I would spawn a chair, click on "have a seat", choose the chair, mouseover a unit, press return. Nothing happens.

     

    Feature request: Would be nice, if there was some sort of healing management with ACE. Heal body parts, full healing, SewingKit etc. So as a Zeus, you could simulate healing AI units (or players).

     

    Thanks for the great work, MP is way better with Achilles!

    • Like 1

  9. Hi, I'm new, too.

     

    I'd really like to enhance Ares with custom sounds, usable within MP-missions. Zeus got some (very few) under Audio/Sounds.

    I have all sounds I'd like to implement working in Eden (classes correct), but I'm totally blank with integrating these in Ares.

    The theory is easy:

     

    Spawn an object in Ares/Zeus, make a menue-entry in the init.sqy with sth. like this:

     

    if (isClass (configFile >> "CfgPatches" >> "Ares")) then
    {

    ["Special", "SoundFX", {["folderWithScripts\soundScript.sqf"],"BIS_fnc_execVM",true,false]call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule;

    };

     

    In the soundScript I have to use sth. like this

     

    objectCreatedInAres say3D "yelling";

     

    perhaps skillfully used within a switch-loop for all defined sounds in the init.sqf

     

    But I'm a noob with scripts and it would take weeks for me to figure it out by trial and error.

    Anybody willing to help me with this? :)

     

    Goal: Within Ares, I choose Sounds/sound1 ... soundX, click on an object in Zeus and this object 3Dsays my chosen soundfile. Alle players in the MP-Mission can hear this sound in 3D (based on its location). When I delete the object, the sound dies. This is exactly the same function as shown in Zeus (Audio/Sounds), but I don't understand how to expand this menue with custom made sound files. Would be an alternative, if anybody knew how to do that.

     

    In the meantime I'm cheating with objects set in eden and triggers and putting those objects into the triggers when I need the sound, but this is awful and not as flexible as needed in MP-missions.

     

    Would really help a lot to use Zeus or Ares for it.

    Cheers!

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