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csepi0101

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Posts posted by csepi0101


  1. Just now, Gunter Severloh said:

    Ragnarok'44 in Arma3 - Introduction/ Demonstration & How to play tutorial

    I show you from the beginning, controls, functions, camera and what everything does.

    I don't have a numpad, need to rewrite the button,yes the life of commander is very dangerous in this unlocked mode 😄


  2. In the game have inbuilted fps mode? how?

    i unlock the commander from the trigger-prison in the editor,but not need if have a original inbuilted fps possibility

     

    look your fantastic game,this is my "first" game,crash at the end because of OBS studio and storage related problem,the mixed quads works,but need more vehicles in the squads.

    absolute favourite MOD.

     


  3. the atmosphere of the game is amazing🤩🤩🤩   (only the FPS mode is very dangerous in too close to my factorys)

    mortars, at guns.....(with my little- mixed squads with 23 other MOD,ASR , JSRS,TPW_CAS ,Blast core,AI flraegun,accelerated time,random weather etc..)

    need to hurry to solve the multi vehicle problem from factory and this will be the best strategy in the world

     

    there should be an addition that would allow the new respawn in any of my characters(or only in any group leader position) upon death and transfer the command authoritys

     


  4. I can already see that this will be my favorite game mode if I manage to include complete mixed APC/light/heavy armor and infantry groups.

    and it has already been done, but it only allows to produce 1 tank together with infantry

    I don't know yet whether it will be possible to edit the groups/squads later in the game, because if so,now shame to bother with this.

    but I don't want to dive deeper into the gameplay, as long as there are no groups in which there are several vehicles with infantry.


    With the code of the heavy factory, I can get a tank inf section from the infantry factory, but it only allows 1 vehicle,like this:

    MBG_WOO_WEST_4_BASIC = [[0,500,24,"Small Infantry Squad","MBG_WOO_MARKER_INF_4","GUI\Buttons\Infantry4.paa",0,0.4],["lib_stug_iii_g","LIB_GER_ober_lieutenant","LIB_GER_medic","LIB_GER_stggunner","LIB_GER_sapper_gefr","LIB_GER_mgunner","LIB_GER_AT_soldier","lib_ger_rifleman","lib_ger_rifleman","lib_ger_rifleman","lib_ger_rifleman"],"lib_stug_iii_g"];

     

    this is only quick test,not real,because no tank crews(but this soldiers are geniuses they can drive everything 🙂  )

    how do I change this line? so that more vehicles appear in the section, I tried to write another one after it, I tried to repeat the entire bracketed structure, the same thing twice, but still only 1 vehicle appears

     

    The view scroll:

    I changed something and I think it was faster, (but I deleted it after tests, then I noticed during the game that it
    was still faster with it, maybe parameter called  "step",but yours will be the winner, I'll try it.

    This solution of "fog of war" is brilliant idea

     

    I'm really looking forward to playing with it for a long time deep game, but before that I'll make it perfect

     I didn't even test the versions transcribed for the other maps, I expanded this Staszow a bit to the nearest villages,

    if this is completely based on the HAL game, I already know it, my problem with that was on the Baranow map - it started slowly, the enemy ai was very smart,there I didn't have to find an additional solution for healing because the ai sent out medi-trucks - for injured soldiers,

    but before a real big attack developed, sometimes you had to wait too long,several times the attacks were good massive, several tanks came at the same time, but you had to wait a long time,

    HAL was my first favorite for a long time, then I switched to ALIVE


    the Alive orbat system is very clever, I created dozens of group versions there ,and i met them randomly.

    In this the resource system will be the winner and the point and click,and i will  added to this the large mixed groups

    and  i even not play with this i didn't see  the possibilities...

    maybe the AI's decisions won't be as slow as HAL in the original mod

    but now possible the slow decisions i will  compensated with larger groups (=more fight)

    if i rewrite the squads ,then 1 lone tank will not wander in itself


  5. so far, from what I've seen of it, this is the number-1 in arma rts mods and which really works in single player

    everything I've been looking for so far is only here in this ,and works

     (all CTI version not works for me,AI not spawn in single player,the squad commanding in Liberation with zeus not good because i see the enemy,the savegame not save down the units and his positions)

    I have already solved the FPS view, because I want ti fight in FPS


    I'm looking for the scroll speed of view
     because its speed is very slow

    and I already know how to expand the tank factory list, but I'm asking if you know a very simple way...(before i write into the code)
    i have PZ2 and Hetzer and Puma versions and many more


  6. I have another question, but I'll try to give you an idea first.
    although I haven't used a helicopter or a plane in it yet, because i use it in ww2 mod

    I think the TAOR area is designated in a place where no airplane or helicopter can appear, or it is too small for both

    there are many factory limits in Alive, I don't know how to add my own spawn points to a map because the CIV/MIL objects only appear approximately where I want to place them

    my question:
    how to set the Alive so that the ai commander attacks with all his units, and nobody stood in the hinterland

    (the numbers of "simultan attacks" ?)


  7. if they appear in the editor, they must also work in the game,if they do not appear in the editor, you have messed something up.

    if you already have a faction then enter the Orbat creator again and create the next one, then save the entire faction and the config in the same way and make a new pbo based on the previous one and place it next to the old one, then the new things will be added to the previous one


    if the factions appear in the editor but not in the game, possible you have not write them on the ai commander data sheet and the MIL/CIV objects data sheet

    or I noticed that 1 TAOR area can be assigned to approximately 3 groups....?

    if more than 3 use 1 TAOR area, there may be errors, I noticed this, but I may be wrong


  8. I just now encountered this problem that the enemy tank can see through the bushes and trees.

    The map I use is invasion44 Neaville from arma2 and with its own bushes and trees, which are very beautiful


    So far I have had no problems with the Ironfront-standalone game maps, there is no such problem there

    I'm going to try Neaville with Ironfront-standalone trees and bushes, the Baranow type vegetation has a nice summer atmosphere

    but still the i44 vegetation fits on the Neaville map better


  9. 28 minutes ago, pierremgi said:

     

    thisList returns vehicles and infantry, so you don't need to specify that in a trigger. Here it's simple. On the other hand, when you want to apply a code on units inside a trigger area, you need to cope with the vehicle crew if you're using thisList variable.

    ok,

    the teleport is  already almost perfect
    but if many units are arrived at once (and stand inside the trigger)then sometimes not work

      therefore, 2-3 trigger areas should be behind each other and everyone will pass safely

     


  10. 2 hours ago, ZaellixA said:

    In order to get a random number in a specified range you can do

    
    // I declare the maximum and minimum values as parameters
    // You may get them from somewhere else though
    private _maxNum = 15; // Maximum value
    private _minNum = 5; // Minimum value
    
    // Get a random number between 0 and the value declared in the brackets
    private _randNum = random [_maxNum - _minNum]; // Get a number between 0 (inclusive) and 15 - 5 = 10 (exclusive)
    _randNum = _randNum + _minNum; // Add the minimum value (5 in this case) to the random number to move it into the desired range 0 - 10 -> 5 - 15
    
    // _randNum now hold a random (floating point) value between 5 (inclusive) and 15 (exclusive)

    So, you could just put the random value in a variable and use it in your expression. Alternatively you can call the code 3 times and save the values in three variables if you want to add a different random value to each dimension separately.

     

    EDIT: I just realised you have posted the same question in a different thread, so disregard it...

    Thanks
    how good for the person when the syntax is coming from routine,he can make anything he can figure out


  11. On 5/14/2022 at 5:50 PM, pierremgi said:

    Just use usetAnimSpeedCoef  on the units you want.

     

     

    you got it wrong,i not think about animation speed,but the characters don't have idle animations, eg they look at their watch, scratching, stand from one leg to other leg, they look into the distance, they look at the ground,a lot could be found to they look more human

     

    another question,another theme:
    how to add a random number between 5 and 15 to this cordinates:
    { (vehicle _x) setPos [6447,4788,0]; } forEach thisList;

     

    thanks


  12. On 4/30/2022 at 9:45 AM, h4wek said:

    I make some some script for that - and you have right - setdrive n path working quite good - but bugger problem is with waypoints and destination points when vehicles crossing bridhe in columns (after crosing bridge is problem with turn them back to go to next waypoint) is no command like "currentwaypoint" to register active waypoint of vehicle before it start to cross bridge to reasume it after crossing - but maybe expected destination in comparing with waypoints positions will give some solution) - here is example for all interested:

     

    https://steamcommunity.com/sharedfiles/filedetails/?id=2801594216

     

    I tested it on TANOA bridges and some of them causing broke of this command at all (on the end of the bridge vehicles start to turning and in effect droping from bridge before reach the end - it is strange beacouse end point is specially set some distance after orginal end of bridge).

    Other problem is with start of movement on vehicles in column/group sometimes it reach trigger area and stoping there and not reacting on any command.

     

    https://steamcommunity.com/sharedfiles/filedetails/?id=2802446504

     

    Anyway command should be more independent (or have parameters like - type of obstacle reaction classes) and vehicles sholdn't  disturb it's movement/direction by any other vehicles/obstacles visible or not, now it react on too many objects on way of movement so this command is usless to do it good in most cases. 

     

    for example veh1 setDriveOnPath [["mk1","mk2","mk3","mk4","mk5"],["man","car","building","terrainobjects"]]

    certain reactions of AI must be switched off,now I can't think of syntax but I remember things like Disableai move, danger, etc ...

    it's my question if you're already here:

    how to add a random number between 5 and 15 to one of this coordinates?

    { (vehicle _x) setPos [6447,4788,0]; } forEach thisList; 

    in the simplest way


  13. 16 hours ago, pierremgi said:

     

    you are a real professional

    you typed quickly first the perfect solution

    I could have simply copied it but the "scheduled environment" was confusing


    there are 1-2 real useful things in your mod

    for example the taxi option, question what would the AI commander HAL say if I ordered one of his units to transport me from A to B  🙂

    these are multiplayer props, but i only play in singleplayer, but i could play multiplayer, my net is fast my machine is fast,  but still, i'm a player of old times,i love the relaxed single player games,campaigns,HAL type games ,on a map and in an customized environment what I want

     

    another theme:

    if you are very bored, you could do a revolutionary innovation, which I think does not yet exist I earned a lot but nowhere

    i think the characters should have an idle animation for now they are like statues

    i don't know the game-engine gives you this option or not, they would have already done it I think if it had been possible,it would probably need to go deep into the tribe of main-code,
    it would have been done by someone a long time ago if this is easy


  14. On 5/8/2022 at 8:51 PM, pierremgi said:

    This picture is one of my screenshot (Kobayashi Maru is my profile's name).

    I did that for one of the feature of one of my module.

    So, you can subscribe the light addon MGI Advanced Modules:

    https://steamcommunity.com/sharedfiles/filedetails/?id=1682280809

    then place the Terrain & map interactive module on map ,and tick the Units: nbr/trait on map.  There is no impact on resource. You can load the whole addon. All functions are working only if necessary, without useless codes and loops.

     

    I can give you the code, without the trait icons):

     

    In a scheduled environment,   initPlayerLocal.sqf does the trick

     

    thanks for this solution

    the name "Pierremgi" is very familiar,
    Possible I'm using some of mod what you did

    "The mgi advanced modules" are too many for me,
    I have a good selection of  mods,only specifics ,what i need.

    Single player nr6 on Lib44's original Baranow map, with asrAI, Project-Injury-Reaction, and about 8 other small mods, character movement, weapon holding, weapon movement, tracers, towing, AI character random speech,time acceleration, etc ...

    Not want any complex big scripts,need the simplest possible solution

    what it means,In a "scheduled environment",inside a looped script?

     

    eg could I not assign an editable-text-marker to the soldiers on the map?


  15. UPDATE:
    Problem solved by "pierremgi"
    Copy his code to initplayer.sqf in your mission folder.

    MGI_fnc_nbr = compileFinal "
      private ['_vvn', '_str'];
      _str0 =' ';
      _veh = vehicle _this;
      for '_i' from 0 to count crew _veh - 1 do {
        _vvn = vehicleVarName (crew _veh select _i);
        (crew _veh select _i) setVehicleVarName '';
        _str = str (crew _veh select _i);
        (crew _veh select _i) setVehicleVarName _vvn;
        _str0 = _str0 +' '+(_str select [(_str find ':') + 1,2]);
        _str0
      };
    ";
    
    waitUntil {sleep 1; !isNull (findDisplay 12 displayCtrl 51)};  // main map available
    
    findDisplay 12 displayCtrl 51 ctrlAddEventHandler ["Draw", {
      _map = _this select 0;
      if (ctrlMapScale _map <0.03 && {difficultyOption "mapContentFriendly" == 1 or difficultyOption "mapContent" == 1}) then {
        {
          _map drawIcon [
            "#(rgb,1,1,1)color(1,1,1,1)",
            [[playerside,false] call BIS_fnc_sideColor,[0.9,0.7,0.6,1]] select (_x in groupSelectedUnits player),
            getPosVisual _x,
            0,0,0, _x call MGI_fnc_nbr, 0,0.04,"TahomaB","right"
          ];
        } forEach (units player select {_x == effectiveCommander vehicle _x});
      };
    }];


    MY ORIGINAL QUESTION:
    Not name ,not icon,simple NUMBER.

    I use the "C2" addon because of this function,but big cpu eater,need a very simple script instead of this.
    thanks
     


  16. THANKS WORKS WITH ALL AI UNITS TANKS etc..

     

    (in test the leader tank teleported then he started back because of the second tank who had not yet teleported, but he move on the bridge (the back teleport had not yet been rewritten to the new version)

    meanwhile the second tank also teleported and went away,and the third tank also teleported but stopped at the arrival teleport site because the boss started back to other side...

    then the boss returned to the starter side of the bridge and he was teleported again into the third tank that waiting for him and they blew up... 😄 😄  :DD

     

    maybe some regulation may really be needed 😄

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