Jump to content

Godis_1

Member
  • Content Count

    207
  • Joined

  • Last visited

  • Medals

Everything posted by Godis_1

  1. I can't hear anything else than the vanilla sounds. I really tried everything, edited init.sqf from a mission, checked audio config, etc, etc. The mod is properly installed. As I understand the mod works out of the box on SP missions, even without editing the init files from missions, right? It will use default settings though, but it should work. I cannot get it to be functional. Dunno why. The Unsung mod uses this mod's basic version, right? That one works fine. But this one is a mystery to me. I'm sorry. Any idea? A3 is now at V1.80, CBA got some updates.. But actually I never got it to work, also with the prior versions of A3.. The mod is definately loaded.
  2. Godis_1

    [SP/MP] Dynamic ISIS War System 1.80

    THis mission can only be player via LAN hosted game, also in SP. Your problem is new to me. I'll have a look soon. So other players are not able to talk to civs?
  3. Godis_1

    [SP/MP] Dynamic ISIS War System 1.80

    Sounds like something is bugged - maybe your mods setup. BUT there are some updates to the mods I'm using for the mission, and I don't have the time to fix this stuff at the moment. But asides from that it was always working fine for me. Enemies were always strong enough and the sidemission map is responsive. Might be different to others related to the computer, mods setup and interfering mods possibly. Also the code is far away from being "perfect" :) Thank you for the report. I'm going to look for it soon.
  4. Godis_1

    [SP/MP] Dynamic ISIS War System 1.80

    Currently working on: DISWS 1.85 - Intel based missions will be placed randomly near shown markers to avoid the abillity of just dropping a JDAM on the marker - Change the civilian faction to Iraqi-Syrian Style Civilians - Connect intel to HQ sidemissions, unlock them depending on amount of intel points - Add new intel points system which controls the "quality" of given informations, related to player's reputation - Enhance the conversations system to multiple-choice - Include some RHS-related fixes by Kartikeya - Fix mispelling
  5. Godis_1

    [SP/MP] Dynamic ISIS War System 1.80

    - Fixed accidently implemented Hideout missions which appeared when searching dead bodies - Fixed some false descriptions in DISWS-Manual
  6. Godis_1

    [SP/MP] Dynamic ISIS War System 1.80

    It wouldn't work without them. Sadly ICS needs the full RHS package. The required ones are like follows: However, most Arma players have RHS and CUP installed anyways because these are used in a lot of missions. SO the additional ones are quite small.
  7. Very nice explanation! Thank you very much! Right before your post I figured that I confused something - so many variables..lol - but your post really helps me out with overall SQF stuff! Thx :)
  8. Hi, I'm facing a little problem. I added a killcounter to my mission. It's working well, and I simply want to reset it when it reaches a specific amount. But I'm not sure what's the most efficient method. Spawn a while {true} do loop? Use a WaitUntil condition loop? I just don't know what's the most performance efficient method. When i.e. spawning a thread including a sleep command it shouldn't run too often, right? On the other hand, when running a while do loop in a non-sheduled environment it's limited to 10000 - well, I have no idea what that actually means! :) Might not be necessary. And a WaitUntil loop will exit when the condition is met, so it would have to be restarted. What's the best way? Thx Oh, and could someone explain me this. I wrote this - and no matter if it works or not, I need to understand it better: // Example while {true} do { if (_eosKills >= 75) then { HINTC "You've killed %1",_eosKills,". Counter reset"; // Update the amount of killed civillians to "0" - make them happy again! _gdskills= 0; server setvariable ["GDSKillcounter",_gdskills,true]; // Reset the amount of killed Al-Nusra Fighters _eosKills= 0; server setvariable ["EOSkillCounter",_eosKills,true]; }; sleep 0.5; // Now I need to jump back to script start - does that work? }; WOuld this work? I don't fully understand the While do loop. What actually defines the "true" condition? And would it be right to spawn the script via init.sqf? Or call it? EDIT: Ok, that does not work! :D I tried something else which could be better for overall performance. I included a check into the eventhandler which fires the counter. But for a unknown reason it just caused the counter to act very weird! The following is the code from the script executed by the eventhandler: if (isnil "_eosKills") then {_eosKills=0;}else{ _eosKills=server getvariable "EOSkillCounter"; }; _eosKills=_eosKills + 1; server setvariable ["EOSkillCounter",_eosKills,true]; // Add 0.5 CP for each killed Nusra Fighter! commandpointsblu1 = commandpointsblu1 + 0.5; publicVariable "commandpointsblu1"; if (_eoskills >= 75) then { HINTC ["Counter reset!"]; _eoskills = 0; server setvariable ["EOSkillCounter",_eosKills,true]; }; But then I noticed after this condition is met (_eoskills >= 75) I suddenly get a amount of, i.e. "_eoskills = 516" or sth like that. I really don't know how it could reach that number! Thx anyone
  9. Never mind. I got it! I confused it with another variable and there I know hwo to fix it! :D
  10. Ok, thx. The alternate getVariable syntax helps me with another issue. The eventhandler is attached on each soawned unit, like this: .... if (EOS_KILLCOUNTER) then {_unit addEventHandler ["killed", "null=[] execVM ""eos\functions\EOS_KillCounter.sqf"""]}; } forEach (units _grp); And yes, the HINTC is supposed to be local - but actually it's better to inform all players because it affects the whole mission when it happens. But besides the HINT my check seems not working for a reason. The EH fires the EOS_KillCounter.sqf script on each killed enemy unit, right? So it should run through the whole check each time it's executed, and when the condition is met (_eoskills >= 75) it should set the counter back to 0. Right? But it doesn't seem to work. I saw I forgot something: Again, the whole killcounter script with your changes: private ["_eosKills"]; // usef the alternate syntax for getVariable _eosKills = server getVariable ["EOSkillCounter",0]; _eosKills = _eosKills + 1; server setvariable ["EOSkillCounter",_eosKills,true]; // Add 0.5 CP for each killed Nusra Fighter! commandpointsblu1 = commandpointsblu1 + 0.5; publicVariable "commandpointsblu1"; if (_eosKills >= 75) then { HINT ["Counter reset!"]; // _eosKills = 0; // Is this redundant now because of: "...,0, TRUE ];" ? server setvariable ["EOSkillCounter",0,true]; }; I guess with this kind of declaration I can leave out "private [_"eosKills"]; " ? well, I didn't think about the declaration of a private variable here! I guess that might be the culprit.
  11. Godis_1

    [SP/MP] Dynamic ISIS War System 1.80

    You have to load all the required mods, also keep them updated. UPDATE ONLINE! DISWS 1.80 - Added more weapons to insurgents civs - Fixed missing sound for suiciders/armed civs - Fixed overlapping notifications when confiscating ammunition - Ammunition found in locals bags will now always be the correct one for your equipped weapon - Disabled Hostage-missions due to unfinished scripting for now - Civilians will take hands up while interrogation - Fixed possible stacking conversations while questioning or searching pockets of civilians - Suspicious civilians now whether tunr into suiciders or will take out their guns - Fixed winning-conditions (mission was never ending due to a broken counter referring to liberated areas from Al-Nusra Front) - Added new win conditions (see parameters) - Fixed towns not being marked when recognized as occupied or even captured - Fixed casualties killcounter acting weird after killed a specific number of Al-Nusra fighters - Fixed a conflict which affected AI units to have the stamina system enabled - Hopefully locals will now stop talking when killed within a conversation! - Fixed 'Fire for Effect' support not included in savegame after purchase - All counters (reputation, civilian casualties, cleared areas) are now correctly saved via sitrep - Fixed some notification format mistakes - Fixed side missions not correctly saved in sitrep - Fixed broken "hideout" missions triggered by intel from civilians (When found a "Note" nothing happened) - Fixed a bug where suiciders turned into normal civilian while interrogation. - Decreased the amount of suicide bombers, ISIS supporters and IEDs - Removed IED disarmed/exploded markers. Just use the flag feature from Mine Detector to mark IEDs for disarmers - Fixed flying units activate Village occupation zones - Fixed Villages occupations zones not triggering - Added markers at occupied villages will appear when coming close - Decreased difficulty for Al-Nusra attacks - Al-Nusra units selection more balanced and random - Added new progress stats monitor accessable by talking to locals Plans for the next update: - Remaining bugfixes (you tell me) - Improve/Fix MP mechanics - Add hostage missions - Improve animations - Maybe add voices and more custom sounds (would need voice actors) The mission was deleted by Steam when I was uploading it! So I had to reupload it. Please re-suscribe to the new entry if you suscribed before.
  12. Godis_1

    [SP/MP] Dynamic ISIS War System 1.80

    I'm wondering if there's no feedback about 1.70 anymore? Worth to release it?
  13. Godis_1

    [SP/MP] Dynamic ISIS War System 1.80

    Anyone encountering problems with the A-10 in 1.70? And anyone having issues with talk/search action on civilians when in MP? Someone reported that only the host is able to use these features..
  14. Godis_1

    [SP/MP] Dynamic ISIS War System 1.80

    Ok, I fix all other things, and then finish the units switch feature.. Anyone already tested 1.70 ? I need some reports.
  15. Godis_1

    [SP/MP] Dynamic ISIS War System 1.80

    I am also working on another feature - when all current bugs will be fixed, I'll include it. It's a selectable feature, inspired by Battlefield 1. In mission parameters in the lobby you would be able to choose if you prefer common respawning or unit switch. In case you get killed, you will take over another unit on-the-fly. It will show you a death-cam before where you see the name and the life time of the unit which got killed. The available units are not unlimited. They're depending on the amount of AP you have. And you will take over control of an existing unit from any Taskforce working on the map. What do you think of it?
  16. Godis_1

    [SP/MP] Dynamic ISIS War System 1.80

    The problem is that there are MANY scripts, which don't run on dedicated servers. That's because of using some commands which aren't kinda "compatible", due to BIS wiki. I'd have to rewrite a lot of code and honestly I don't want to do that.. at least right now. But you seem to be more experienced with dedicated server stuff? If you or someone could help me with that, I'm wiliing to do that.
  17. Godis_1

    [SP/MP] Dynamic ISIS War System 1.80

    Well guys, after a LONG LONG period of time, I'm proud to release a TEST version of DISWS 1.70 finally! These new features and changes are waiting for you: - New Intel and Conversations system: Ask civilians for your reputation and get knowledge about the current amount of civilian casualties and cleared villages (from ANF). Search civilian's belongings to find intel about ISIS weapons caches, hostages, hideouts and HVTs! The coorporation of civilians depends on your local reputation. As long as there are not many civilian casualties they will help you or at least don't attack you - in most cases. But the more your reputation decreases, the more civilians will react angry on your actions. I.e. it can happen that you search a civilian's pocket when he suddenly blows himself up in front of you - you will have a small amount of time to flee or shoot him (but keep in mind that there's a chance that he's carrying s dead man's switch!). In other cases he might pull out a gun and attack you immediately. This will also happen when you find a weapon in civilian's bag. Anyways, you will always get a chance to react, but you really have to be quick! Civilians are carrying a lot of useless things around, so you might come up with searching for intel for a longer time until you finally find something. You can of course loot dead bodies for intel too! But the most important thing is to protect the locals! Defend their vilages against the Al-Nusra Front to make them happy again, once you lost their respect because too many of them have died. When you're searching for intel while having a bad reputation, you will more often face suiciders and supporters around towns - which makes the search for intel very hard! Even when the shia and sunni muslims blow themselves up near you or any player who is currently talking to a civilian in example, more casualties are the result - and this leads to even more angry locals, and so on.... So just try to portect them as good as you can, and they will help you even more! Depending on their respect uppon you they will answer whether nicely or angry. The new sidemissions you get from local's informations, such like pictures (with ISIS leaders on it), notes (with intel about hostages or hideouts), maps (with places of weapons caches marked on it) and other things, will be marked on your map and also a new task will appear in your tasks list. Keep in mind that you cannot have i.e. two HTV missions at the same time! But you can of course have different kinds of sidemissions at the same time (like HVT, Cache, Hostage and Hideout). - Arresting suspicious civilians When you're lucky to find intel by a dumb civilian (terrorist), you will have to arrest him! A new action will appear then called "Arrest". From this point you can force the local to sit down, interrogate and request a POW transport heli. After requested you have to esxort the POW to the heli when it's been arrived. The arresting feature might contain bugs - I haven't fully tested it yet. One reason why I only put this update into TEST releases for now. - Fixed bugs: *Talking to dead locals isn't possible anymore! *Optimized overall code (a lot of!!) *Optimized DISWS for 64bit Arma 1.68! For me it runs much better on 64bit with tbb4malloc_bi_x64 and commandline parameter -HugePages. But this can be different depending on the rig and setup. I'm owner of AMD hardware in example. On Intel CPUs it might run even better! Test it for yourself, and if 64bits doesn't work fine, use 32bits. DISWS runs great on it too! All REQUIRED mods are working fine with 64bits! I didn't test the others yet. *MP environment fixes (enemy spawning, sounds are global now) *Actually I fixed so many things that I cannot remember them all... :D *Added a wide new variety of "Allahu Ackbar" shouts! Suiciders and supporters are not playing the same sound all the time! It differs. Known bugs: - Arresting civilians works, but there might be bugs with the heli request - needs testing! - When a local dies while you*re having a conversation with him, the conversation won't stop! I don't have an optimum solution for that yet. Please report any bugs you find!! Thank you! DOWNLOAD link is in the second post!
  18. Godis_1

    [SP/MP] Dynamic ISIS War System 1.80

    Well, It's DOOOONNNNNNEEEEE!!!!!!!!!! :D Finally I got it working! Damn! That was an experience! Wrote 20 new scripts - and created 20000 new issues! And it took me days to solve them! But it's done now. Playtesting atm and update! EDIT: I need testers! Within the next 30 mins I will put the TEST version into the second post (below OP is the "TEST VERSION Links" post.)
  19. Hey guys, I have a real strange problem. I'm not sure how to describe it exactly, and what is causing it, so I don't post a script snippet yet, until you tell me what you need to see. I hope someone can point me into the right direction. I wrote a few scripts which are simply "simulating" a conversation between the player and the civilian unit. It's executed by an "addaction" command added to all civilians. Finally the conversation leads whether to some intel, like an HVT, a weapons cache or hostages, which is being marked on the map after the conversation has been ended. It works very well so far. Also these side missions are working fine. The only and very strange thing is: After finishing such a mission (i.e. destroyed a weapons cache which intel was given by a civilian via conversation), everything is fine - EXCEPT when talking to a civilian then, there's no dialog visible anymore. Lips are moving (setrandomlip true;), sometimes intel is gathered (depends on players reputation and random selection), so to say: Everything is still working - except there's no chat (between player and civilian) visible anymore! And there's NO error in the log, "show script errors" startup commandline doesn't show anything, nothing can be found inside the RPT files, just nothing! I have to mention that the dialogs are visible as long as I don't finish any of the mission from collected intel. In example: When I talk to civilian, luckily get some intel about sth (i.e. hostages somewhere), then I can talk to any civilian and the dialogs (siechat) are visible AS LONG AS I don't rescue the hostages, But as soon as the hostages are rescued, dialogs will not be shown anymore when talking to civilians. I'm really at the end of knowledge..... no error messages, no possibitlity to debug this... What could be the rason for this behavior? Thank you very much in advance!
  20. Well, I got it solved! The solution was to spawn the conversation via a seperate function to create conversations. So it gets into a new scheduled environment and isn't affected by the other scripts.
  21. Hi, I am using a function for conversations. It's defined in CfgFunctions and called via spawn command. Now I want to archive that conversation stops if the unit (conversation partner) gets killed. The units with the conversation action are civilians, spawned dynamically via Engima's Civilians script. I could do that with: // inside attached action to all civilian units: /* ...some code... */ handle = [params] spawn createConversation; // And this in unit's eventhandler: if (not isNil {handle} and {not scriptDone handle}) then { terminate handle}; The problem is, when I want to start another conversation now with a different unit, the conversation (or better saying: the createConversation function) doesn't execute anymore. How can I make sure that the function gets executed again? As I understand, the terminate command fires when the spawned script is processed the next time by the scheduler. In my case it immediately stops the conversation when the civilian gets killed, but it seems to also terminating the next started conversation, and so on. I also tried it without the "killed" eventhandler, and instead in units callback (like init field) did this: // No conversations with dead civs waitUntil { // exit when unit gets deleted if (isNull _unit) exitWith {true}; !alive _unit; }; sleep 1; _unit removeAction talk; if (not isNil {handle} and {not scriptDone handle}) then { terminate handle}; I couldn't find anything helpful... could someone help me, please? Thx in advance
  22. Is there a way to immediately stop conversations (sidechat, glbalchat, titletext, etc...) when the unit (speaker) gets killed? I couldn't find anything useful yet..
  23. Godis_1

    [SP/MP] Dynamic ISIS War System 1.80

    Ooopss... You're so right!!! I'm very sorry, that I forgot this!! EDIT: Done! As for Steam I will put it into the next update, as Steam doesn't allow me to edit the description because it's too long (for direct editing, but not too long for edit via Editor - strange thing..). So I write it into the comments for now.
  24. No idea anyone? I just don't find the reason.. it's just..strange! It's Arma! :D Edit: Well, I think I got a solution, maybe. I change the whole conversation texts to midscreen titles..
×