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SirBassi

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Everything posted by SirBassi

  1. Hello Pierre, After a detour into Liberation mode where I tested GRAD Civilians, I'm currently preparing a new Mike Force campaign, returning to your modules. I was full of surprise and, above all, excitement when I discovered that you had installed Civilian Traffic Exclusion Zones. This is so incredibly good. Thank you very much for that. Thx! Thx! Thx! All the best for your project.
  2. SirBassi

    KLPQ Music Radio

    Hi together, first of All greets and thanks to Rebel for this Awesome project. In our last Miek Force Campaign (without ACE) everything worked perfect in combination with SOG Radio Music together. I am preparing now a new campaign and got following problem: - CBA Setting are not shown - in Eden placed vehicles everything works fine, after respawning vehicles the addaction for playing music is away. Maybe some of you has a idea. Thanks a lot. - Same Post as on Steam Worksho Page -
  3. SirBassi

    Project Redline (R3D) Mods

    Hi Redline Team, thanks for your first Aviation steps in Reforger. May I kindly ask if you still work on this project and bring your awesome Mods back with 1.0 compatible Version? Thanks a lot and best to you.
  4. SirBassi

    Reforger Task System

    Your my hero. Exactly what I searched for. Even the sample for an Exfil. I will try to generate a simple chain with this and finally look then where and how to spawn defined enemies when reached a trigger for saving perfomance on the server. But this examples are gold for making the first steps. Thanks.
  5. SirBassi

    Reforger Task System

    Hi @Blackheart_Six, thanks for your great to work to bring different sources together and also share your experience. I am starting to build my first COOP Mission at the Moment and this tips are helpful for building a own knowledge and understand the things. At first I thought the NightOps Framework would perfectly work for me but this is outdated and by loading in workbench it brings World Failures. Perfectly because in its Object Properties by its own written Editor Task there was a Succesor Area. And so you could make a chain of Tasks what I am searching for, now. Means: One Task is finished will make the new Task open and send to player. So Players do not have all Tasks visible at mission start, more they will be guided through the Tasks to the Mission. For example: 1. Task: Build Convoy (Move) 2. Go to Area xy (Move) 3. Clear all in this area (Area Trigger) 4. Search Intel (Area Trigger) 5. Move to xy (Move) Maybe you also collected some experience with such Task - Chains.
  6. SirBassi

    SOG AI

    Hi Johnny, congratulations on the latest update. The mod keeps getting better and better. But - and that's whining at a high level - unfortunately not well usable for classic coop missions and MilSim-oriented gameplay. Your mod is no longer just about playing with AI, you have installed so many fantastic immersion donors that it is a pity that they are going under. I'm currently starting a new campaign to prepare for our boys in the fall and when I take a closer look I see such great things as the market, MACE, rustling grass, Punji traps with blood effects, jumping fish, fishing with grenades, floating objects in water, throwing knives and and and... And I'm thinking about trying to make individual scripts usable for coop, like I did with Napalm back then. I know you said in SOG DC and below some videos that your time is very short but it would be a "shame" if all those perfect scripts escaped the many mission builders. I know it's a lot of work to prepare and I'm not sure how best to go about it. Either in a small collection or maybe in a demo mission with all scripts or maybe even within the mod SOG AI with CBA setting that pulls out the classic AI control part. But if only a little boost of motivation is needed to make you think about doing something in the direction of "script collection" in the future, then I don't want to leave this untried. ๐Ÿ˜… Either way again: Fantastic work and best for going on.
  7. Thanks a lot for your reply Pierre. For "civilian life" Modul everything is clear. So I also build in my prelast campain with your Modul (one year ago, f*** the time runs) and I had it just wrong in my mind. But I looked in a old mission file and all memories came back. For the "Car Traffic" Modul I had in my mind that we talked somewhere here in Forum or Discord (maybe Armae DC) about the background: Having traffic overall on a map is fine, just some "Blacklist Areas" for a Base, FOBs etc. would be nice and I had in my mind that you was thinking about to implement something like the connected Trigger Areas as in your Civilian Life Modul. But I could also be wrong. But it seems that your solution as descriped with a Trigger activation and deactivation on Serverside could solve the unwanted civilian traffic in military Areas. Thanks a lot for your input and finally for your amazing Modules. Nice for every Missioncreater ๐Ÿ™‚
  8. Hi Pierre, how are you? I am starting next days with preparing a new campaign for our community. And MGI Modules should be there included again ๐Ÿ˜‡. Just wanna kindly ask if you thought about for the Civilians Modul and Civilians Traffic Modul to include Exclsuion zones? (maybe just trigger areas with would be synced with the Main Modul or so) In between I tested the Mod GRAD Civilians, which also works fine but from Editor to full Missionwork your Solutions matches much better for our Missions. Thanks a lot for your Feedback and best for your projects.
  9. Hello everyone, as a non-trained programmer but a motivated mission builder, I am contacting you again today with a small problem in which I am sure I am just missing a small thing. Background: I have a trait switcher in the mission where players can select a role as Medic, Engineer or Explosive Specialist. These roles are limited. I would like to set up a billboard next to the role switcher that shows which player currently has which role or which roles are actual unused. My problem: When I test in Selfhost MP, after a selected role, it gives me the role description that is stored on the slot instead of my player / profile name. In another Testplayer sot, it brings me the correct player / profile name of me but still with the current group, which is not needed and does not look good in terms of space / layout. Since my native language is German, a short explanation: String "unbesetzt" means "actually unused". Any dedicated requirements have not yet been checked, first of all everything should work. I hope that I haven't made any major mistakes from the performance side, even if there is certainly a more elegant way, but I'm glad to have created a working basis for now. Following script is actually called in init.sqf by execVm: Thanks a lot for Feedback and ideas how I could handle the "nameproblem" best.
  10. @_foley Thanks a lot ๐Ÿ˜ Works perfectly great and also adhoc on Dedicated. The resize - apply combination commands were the missing points I searched for, I guess. Thanks for bringing me back on track. ๐Ÿ™‚
  11. Hi @LSValmont, this script looks very interesting. The less network traffic for Dedicated Server makes me looking for very interested. To which way you integrated your fnc? Do you use a call via init.sqf or initserver.sqf? Thanks a lot for sharing this idea.
  12. SirBassi

    [Release] Trait Changer

    Hi @UNIT_normal, very nice work. Smart tool for big impact on mission. I could easily made my changes as descriped in your ini. Thanks. I don't know if you really work on this tool but if you do: A additional listbox or other kind of output per defined "Traitrole" with the names of the actual players who owned this role at the moment would be a annother very helpful part for fast ingame building of Teams, Orders and so on. Thanks a lot.
  13. SirBassi

    JBOY Napalm FX

    Hi, sorry was a lil bussy last days (christmas parties everywhere ๐Ÿ˜‰ ) I made a Github Upload. Maybe it helps a bit. Finally thanks to your awesome script, best to your SOG AI Mod and maybe we somewhere on the Battlefield ๐Ÿ™‚ Github: https://github.com/SirBassi/NapalmFXforMP Thanks.
  14. SirBassi

    JBOY Napalm FX

    Hi, yes of course. Do you mean I should make a Github Rep because of the structure with the alias files and your .sqf? Seems best, or? But all is depending on your work and I don't wanna make somethinh wrong. Yes, the Snafu changes are included. I changed by his remote executions just the target and jip state. Oh Napalm FX with SOG AI sounds lovely ๐Ÿ™‚
  15. SirBassi

    JBOY Napalm FX

    Hi @johnnyboy, just wanted to tell you that we tested your script with adjustments for dedicated use at the weekend for the first time in live operation at our weekly Mike Force evening with about 15 players and everyone was very enthusiastic because of the enormous gain in immersion. The performance of client and server FPS was also very satisfactory. I still need to make some minor adjustments now as some stuff from the alias part conflicts with the medic system and the Blueforce / Nametag transfer on the Map at the Mike Force mode but I'm optimistic we can work that out, too. Just wanted to leave that as a little feedback ๐Ÿ™‚ Thank you again for your great work.
  16. Hi together, I turn to you with a problem where I'm reaching the limit with my basic skills. Initial situation: I would like to use the addaventhandler Fired in a dedicated environment to trigger various environmental effects etc. when a bomb is dropped. This "Bombeffectpart" works without problems. But it only works if the event handler is tied directly to the vehicle, as described in the BI Wiki: Otherwise I sometimes get wrong parameters send in my tests or get directly Schript Errors because of wrong Variables. Problem: However, I am currently only able to bind the eventhandler to vehicles if I assign a fixed variable to a vehicle init field in the editor and then bind the eventhandler to this in the script. But the mission does not contain all vehicles at the beginning of the mission. There are some vehicles that are temporarily in the mission due to an RTO module and some other are only spawned / created by players. And this is exactly where I'm looking for a solution: How I can search for all "Air" objects in a loop and bind the event handler directly to the vehicle object (not the unit). Theoretically, referring to airplanes or an array in which I write all the class names it relates to would be sufficient. Do you have any ideas how I can solve this problem? I've been racking my brains about this for several days. Here my actual Code Snippet which wouldn't work because Eventhandler is not attached to vehicle (exclusive). Thank you so much for Input and Ideas. ๐Ÿ™‚
  17. Just a basic question to MissionEventHandler: Is it recommand do make also a while true - Loop around this EH to catch all needed projectile "Carriers" especially the after missionstart created ones? Or do I have to expect "endless" EH calls beaucse of the Loop. Because I struggle a lil with the decription / definition of mission eventhandler from Wiki: "Mission event handlers are specific EHs that are anchored to the running mission [...]" Does this mean "JIP", respawned etc. projectile Carriers are included? Thanks a lot ๐Ÿ™‚
  18. Hi @mrcurry, thats an fantastic idea. I tried this weekend to scrip around with Eventhandler Engine before Eventhandler Fired but Problem with attaching the eventhandler to a non knowing vehicle at Missionstart was the same. I also tried to fix this with setVehicleVarName or some CBA Eventhandlers but finally I give up. But ProjectileCreated and Explode combination sounds very interesting. Thanks for the Input. I'll report and if okay asking some questions to this. Thanks a lot.
  19. SirBassi

    JBOY Napalm FX

    Hi, thanks for your reply. All you explained I finally understood and it works. Ich reach with my changed calling and starting your Script the point where JBOY_NapalmFxFindBombs Fnc starts. My problem seems to be that the _position = vn_artillery_map_selecting_start; receives other values as for a example a getPos SometoOverwatchAircraftbyaddEventhandler So it would be interesting which Params / Values the "vn_artillery_map_selecting_start" sends to _position. I will use the weekend and try some other position commands. But anyway thanks your overwatching this thread ๐Ÿ™‚
  20. SirBassi

    JBOY Napalm FX

    Hello @johnnyboy addressing or initiating the script via addEventhandler works very well in the first state. I'm just stuck at one point when I go straight into your script. You use _position = vn_artillery_map_selecting_start; for handing over the position. But I haven't been able to find this variable / function in the SOG Wiki so far and before I ask in the SOG Discord I wanted to ask you if you still know what data is in there? I tried to script around it with a getPos but then I get a Error in the function JBOY_NapalmFxFindBombs by the part waitUntil {sleep .2; count(_pos nearObjects[_aircraftType, 2000]) > 0}; Maybe you still remember about the _pos data or what is expected there. Thank you in advance. ๐Ÿ™‚
  21. SirBassi

    JBOY Napalm FX

    Hi, thank you very much for your feedback. I was able to reach snafu directly yesterday and he showed me his customization incorporating the assets from Update 1.2. A great step in the right direction. I will then experiment a bit with event handlers in the next few days. I think that could work very well with the current structure of your script and at the same time offers a very powerful possibility for monitoring. I could well imagine that the event handler Fired would fit well here, since you can then query the desired aircraft and bomb types (SOG and Unsung) in Arrays as kind of individual customization. In any case, thank you in advance for your reply and contact info of snafu. If I reach any kind of success I let you know.
  22. SirBassi

    JBOY Napalm FX

    Hi @johnnyboy, When I first saw a script a few months ago, I fell in love with it. Persistent destruction (at least during a mission run) is exactly the little icing on the cake that the wonderful SOG CDLC is still missing. And ever since then I've had to think about this script and what else would be possible with it. So if I understand it correctly, the map item damage will remain (as long as the mission doesn't restart), right? Wouldn't it be phenomenal if the effect weren't "just" limited to the Air Support Module, but expanded to include general monitoring during a mission where napalm bombs are falling (SOG and Unsung aircraft, RTO Module, etc.) and then triggering the effect leaves. I could imagine that for the Mike Force mode in particular, where you are usually active for 2 - 4 hours on a very small part of the map and gradually see how you have "worked on" a zone. That could be a huge immersion gain. You could also design the script in such a way that the user then enters the config names for bombs that are supposed to trigger the script. But not the path of the trigger via the module, but the type of bomb itself. Maybe you can also "burn" for this idea ๐Ÿ˜‰ Thank you in advance for this wonderful approach.
  23. Thanks a lot guys. With you Input I got it solved. I took one class "higher" as Base Class and defined in it each Helicopter. I get no config Error Messages by starting, editing and loading Missions so I think it works fine. Final Code Thanks a lot guys.
  24. Hello everyone, I was able to learn a lot in the last few weeks by browsing through many posts here and also asking about it. It's really great how much input you can collect here as a beginner. I would like to retrofit the Cayuse helicopters with a GPS from the SOG CDLC. Addressing the basics for this with a class name, creating and integrating by own mod also works when I just "activate" the first two Helis from my actual config.cpp. But now, as a non-programmer, I'm getting to a point where determining parent and child classes becomes very abstract to me with all the 7 Cayuse want to integrate. Attached is my current code and the error message I get when I start the game. I also understand the reason for the error. But I'm a bit confused as to how to come to a solution now. Am I on the right track if I use the BI Wiki as a guide when it comes to external base classes? And which way is the next one then? Orientation using the example of two or the Implied child classes? Actual Code - Config.cpp Classes and Rootpaths of the Cayuse Helicopters My Error Hint by Starting Arma Ideas for the next step to solve BiWiki: https://community.bistudio.com/wiki/Class_Inheritance#Basic_config_concepts Thank you for your ideas and help and a push in the right direction!
  25. @pierremgi Thanks a lot again. You nailed it. I made a lot of vehicle tests yesterday and of course it seems that just some vehicles of a modset make trouble. And I also changed in init.sqf the call of the script to remoteexec for all clients on Dedicated. And now everything works as expeceted. Thanks for bringing me back on path and your help.
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