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Twiznak

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About Twiznak

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  1. Hi, thanks for responding! 1. Yes, you are correct. I circumvented this by spawning the plane from an invisible fence post 1500m above the center of the map. I WANT them to start in a nose dive. Its crazy I know, but at that altitude they can pullout at level off at about 300m. In the editor or zeus, the cinematic effect of wailing divebomber engines is lost. When your on the ground it sounds amazing! I'm happy with that BUT your second point is my point of contention. 2. Your right again. target info is shared by units with mods like ASR AI3, vcom and lambs danger. I am going to try adding setWaypointBehaviour "COMBAT"; to each waypoint. When I run ASR AI3 and VCOM together, the info sharing and backup calling should bring things on target. OR https://community.bistudio.com/wiki/reveal I see you on there, & https://community.bistudio.com/wiki/knowsAbout. I see you on there TOO! According to the info I would need to add something like _crew1 knowsAbout P_1; _crew1 Reveal [P_1, 4]; to get the plane to fire on player right from the get. But that feels more "North by Northwest" and less like a battlefield support role. What would you do think .kju? Would target info sharing handled by ASR/Lambs/Vcom be enough to get the plane to fire on ground targets?
  2. Hi. Thank you. I went with a similar approach with inspiration from you diveBombers.sqf _crew1 = []; _airframe1 = []; if (isServer) then { _crew1 = creategroup resistance; _airframe1 = [getPos aas1, 180, "LIB_P47", _crew1] call BIS_fnc_spawnVehicle; _a1wp1 = _crew1 addWaypoint [BIS_CP_targetLocationPos, 0]; _a1wp1 setWaypointType "SAD"; _a1wp1 setWaypointSpeed "FULL"; _a1wp2 = _crew1 addWaypoint [BIS_CP_targetLocationPos, 0]; _a1wp2 setWaypointType "CYCLE"; _a1wp2 setWaypointSpeed "FULL"; }; I call the script from a trigger at mission start..... HOWEVER, my idea is no good. The AI pilot won't engage ground targets. Either because he can't see them or he just won't. Scripting an attack feels to forced as CAS needs to feel organic in response to player aggression. It works like that for so many other of my missions I am saying FUG IT. I'm leaving the the planes out and just adding more grenadiers, bazookas and machine gunners. Should add that extra pucker factor I was going for. I feel like my avatar is a perfect summation of this situation. Anyway, thank you for your help sir! Game on.
  3. Hi, Thanks for replying. I am trying it out now. I will get back to you with an update soon!
  4. Hi everyone! I making a set of combat patrol missions with IFA3 assets. Everything works as it should except for the Planes being spawned as reinforcements. What is happening is that planes spawn on the ground and then taxi into a tree. I want the planes to spawn in the air at 2500m. Adding crazy immersion to the battlefield with the wailing engines of dive bombers. Please help. I'll show you my approach, please correct me. Here is the script I am working with. It is the custom combat patrol mod by Basstard420. fn_cpsendreinforcements.sqf The part I am trying to modify is this: if (_vehType in ["air", "autonomous"]) then { _sleep = FALSE; _newPos = [BIS_CP_targetLocationPos, BIS_CP_radius_reinforcements * 3, random 360] call BIS_fnc_relPos; _startingPos = _newPos; if (_vehType == "autonomous" && toLower getText (configFile >> "CfgVehicles" >> _reinfType >> "simulation") == "airplanex") then { _newPos set [2, 300]; _veh flyInHeight 250; } else { _newPos set [2, 75]; }; _veh setPos _newPos; _veh setDir (_veh getDir BIS_CP_targetLocationPos); } else { _veh setDir _dir; }; I have tried adding a Z coordinate to the _newPos Set [x,y,z] and _newPos setPosATL [0,0,2500] but I'm lacking in a deeper understanding of the functions and syntax. Please look over what I have presented and correct my approach.
  5. Allow me to explain. The AO and insertion/ extraction points are generated with script. They aren't placed in the editor by the mission maker. I use this bit of code to start the players off at the blufor base I placed on the map: initPlayerLocal.sqf private _pos = getpos player; waitUntil {!isNil "BIS_CP_initDone"}; player setpos _pos; I am asking if anyone, who is familiar with the combat patrol script and functions, knows of a work around (similar to this one?) that can be applied to the extraction point.
  6. Hi everyone! I love the combat patrol missions. The only gripe I have with it is that the extraction point is WAY too close to the AO. It kills my immersion that the mission ends when I run into a building with bad guys all around me. I have my missions set so that players start the game at the blufor base, instead of starting right next to the AO. I would like to set the extraction point to an empty system marker "extract_1", and place that marker at the blufor base. It makes sense to me that the mission is only complete when you make it all the way back to base. Can this be done? If it can, would someone please show me how to do so? Thank you.
  7. Hello! Warlords is awesome. The only thing holding it back from being perfect ( in my eyes ) is requisitioned asset permanence on a dedicated server. I am a digital hermit and play on a dedicated server by myself. So leaving requisitioned assets on the map isn't going to tax the server. Is it possible to to have requisitioned asset permanence on a dedicated server? If so, how would I go about making that happen? Please help. Thank you for reading.
  8. HI! Thank you for the awesome mod! Really fun. I see that it's nothing that I have done as the preview icons for combat patrol soldiers are all currently unavailable. I'm sure it will be fixed in a future update. Again, thank you for replying to my question and thank you for warlords!
  9. Hello. After this most recent update, I am receiving an error message and seeing no pictures for the units to be requisitioned. This wasn't happening before the update. What happened and how do I fix this? Please help. Thank you.
  10. Twiznak

    MP missions on dedicated server

    Thank you for this golden nugget of information!
  11. Why am I so dumb? this is the cause, I figured it out this morning. I came back here to update the thread and I see you figured it out to, which mean that you took time and looked over my mission. I really appreciate it Pierre. Thank you.
  12. https://github.com/Twiznak/My-Warlords-Mission . Thank you for offering to look over these.
  13. OK. i took your latest warlords for winter chernarus and unpacked it. If i wanted to to play a bare bones warlords missions on a dedicated server. Which line in which file would i add to my mission.pbo to get dedicated server functionality? init.sqf? i'm so lost . Here is a link to my missions. https://steamcommunity.com/sharedfiles/filedetails/?id=1719925556 If it would help you help me, i can google docs all the files in my mission.pbo so you and anyone else reading this can see my work and point out my mistake.
  14. Would you please be more specific and give me an example. I don't know where to go with this because the players characters don't need to be synced to the warlords modules. Have you ever made a warlords mission and tried it out on a dedicated server? Do you know of a warlords mission that works on a dedicated server?
  15. Hello. I know how to use the Warlords modules and make custom missions that work on locally hosted multiplayer just fine. But when I upload these missions to my dedicated server NONE of them work. The mission launches from the lobby as intended but when I load into the mission I see no warlords sector markers on the map, no announcer and no request menu. What make this infuriating is the THE AI PLAY THE MISSION WITHOUT ME! How? I see them req squad members and issue orders to the sectors but nothing for me. I sing out and and back in and I can see that my character has played in my absence. I have tested it for a day now and Even a basic vanilla (no mods or scripts) warlords mission will not load correctly. what am I doing wrong? Will someone please show/link to me a custom warlords mission that works on a dedicated server so I have an example. I'm lost and frustrated. Please help thank you. Solution! I had the warlords init module synced to the warlords base. I am an idiot.
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