Ragnarok44fan
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COOP version of Iron Front campaigns in A3 - opinions and suggestions
Ragnarok44fan replied to .kju's topic in ARMA 3 - USER MISSIONS
The missionrepository.com is no longer available, is there an alternative? I need Kelly"s Heroes campaign,I played it before but now it should be due to a technical solution, but unfortunately i deleted,thanks -
General Discussion (Spearhead 1944 RC Branch)
Ragnarok44fan replied to Nillers's topic in ARMA 3 - CREATOR DLC
-can you do something in the showcase? (build defense etc...) where is the "deploy" button "on the map" or what is it called that can be used to start something.....? -map is very detailed, but I would have shown it to the players first with sunny weather, it would definitely be nicer because of the shadows, and the grass grid distance could have been maximized -maybe I can't find a German campaign? -At first glance, the AI seems to be completely basic,why not integrate ASR? or TPW cas? overall, this is a very demanding DLC -
DELETE ALL NEW AI AFTER A LIMIT IN A DYNAMIC MISSION
Ragnarok44fan posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
how to monitor the number of currently present AI in a dynamic mission and delete all spawned AI upper this limit thanks -
DELETE ALL NEW AI AFTER A LIMIT IN A DYNAMIC MISSION
Ragnarok44fan replied to Ragnarok44fan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
yes, there are many modified file inside the mission file that I didn't delete, I didn't consider them important, it would be good if someone knows which ones were touched and can see the steps of the modifications in the unitconfig file have one bad picture link for the 4 versions of SDKFZ 234 ,all 4 picture is present in the ragnarok base file,all 4 thumbnail picture was well matched before to the 4 vehicle, then I used an old file again and now only 3 images are used for the 4 vehicles, one of them is repeated, and I haven't checked it yet...... I wanted to write your name out for the auto rearm/ repair service script, but the topic was closed, I didn't know the name, all I knew was that it was MGI in the name -
DELETE ALL NEW AI AFTER A LIMIT IN A DYNAMIC MISSION
Ragnarok44fan replied to Ragnarok44fan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What would be of great help is a script for the soldiers in the randomly placed spawned trenches that keeps them in place, but they can move out and then go to back, now they are fixed there :D -
DELETE ALL NEW AI AFTER A LIMIT IN A DYNAMIC MISSION
Ragnarok44fan replied to Ragnarok44fan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Only IFA3 (lite or second wave,same config names) and IFA3 liberation mod need to this mission,any other thing no. There is a readme file in the ZIP which I describe everything in great detail,step to step to play. -There is 1 mission file which is pbo -There is 1 ragnarok base file which is pbo -And the 2 folders are configs: - in case someone doesn't have a good asr configuration for all ww2 units - and if someone doesn't know good for tpw cas, the other folder is the configuration of TPWCAS (i think the tpwCAS mod is the basic requirement, of which is the very first is the simplest and best version, I watched the spearhead videos, I haven't played with it yet, although I ran a few meters in it, but according to youtube, the AI is extra root) All AI mods in my recomendation list is works good with together in any ALIVE mission,in this ragnarok i not know exactly but i think works,only the "auto lower weapon" mod not works because of Ragnarok.(only at the upper level at the unused main commander level.......someone should sort out such little things in order for it to work, unblock the block that prevents this "auto lower weapon" in the fps view and the rts view, but it's complicated, you need the people who made it My reccomendations in AI MODs: -ASR possible works -P.I.R if i good remember i saw in work -TPW CAS i think works (tested with debugger with editor placed groups but within the ragnarok game,i not know works or not with spawned units....?but i saw works) About the init and other files: not i write the ragnarok44,i only changed it I will never touch the init and other base files again, I slowly understood it from zero and put everything important in it so that it works (example I asked you about the script of numbering of the soldiers, etc...and put into the files) I predefined the config of TOWING mod with all ww2 german soviet unit,i will never deleting,if anyone using the towing mod ,the config is live. And these old codes will work with all versions(old and newest) -
DELETE ALL NEW AI AFTER A LIMIT IN A DYNAMIC MISSION
Ragnarok44fan replied to Ragnarok44fan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
this is a dynamic mission, these units are produced by scripts, and also in the cache system with the respawn, I don't know the place where the spawn script runs, but I don't think even the creator knows exactly where 🙂 the perfect thing would be if a programming genius liked this game mode and wouldn't rest, until it wouldn't do it the game experience to "smoothly", with AI cache this is IFA3 but it would be great if such a point and click RTS/FPS mod was integrated into spearhead here is the mission file for staszow map: (there are even more mortars in the leskovets mission file, this can be seen when the enemy supports their night attack,in this Staszow the mortars spawn more to the east) https://drive.google.com/file/d/1G8pnbWnIB7You6I5jKBsxJr7PWE2xNHk/view?usp=sharing -
DELETE ALL NEW AI AFTER A LIMIT IN A DYNAMIC MISSION
Ragnarok44fan replied to Ragnarok44fan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
the ai soldiers follow the orders of the commanders, but their own ai also works now the huge rts mod works great with the "ai cache" my problem is that they often get out of the vehicle when I switch back from the fps view but maybe there is a solution for this when the position of all members of the group is stored and they don't spawn around the commander when I enter fps If i good remember,i used this as well, only for some reason the soldiers accompanying the soviet fell behind the tanks and the tanks came to attack on their own that's why I used respawning around the commanders the "ai distributing system" mod configuration file is not well commented but one would be nice unit limit and then all mods would work and there are many little things that annoy me in the cache system, you have to get used to it, e.g. in this video, as a commander, I got into the truck next to the driver, then I couldn't choose the commander to get out, so the driver got out, which lost the truck(like individual RTS selectable unit)I have never been so clumsy in this game as I was at the beginning of this one with the transport truck -
DELETE ALL NEW AI AFTER A LIMIT IN A DYNAMIC MISSION
Ragnarok44fan replied to Ragnarok44fan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
superthanks,I'm very curious, in theory the enemy commander doesn't produce units in every minute, so the deletion doesn't have to work all the time rather, I'm afraid that 250 ai is not enough for an rts of this size -
AI Caching and Distribution System
Ragnarok44fan replied to naught's topic in ARMA 3 - MISSION EDITING & SCRIPTING
😂 maybe I'll write to him and ask my tip is that there will be a delay time,possible the vehicle cache will be unlocked later ,with this time when the vehicle reaches the uncached area (viewdistance + 250m factory defaults) -
DELETE ALL NEW AI AFTER A LIMIT IN A DYNAMIC MISSION
Ragnarok44fan replied to Ragnarok44fan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I thought there was a simple way to count the present AI units for each currently running game and when a limit is exceeded, the creation of new units can somehow be globally prohibited but according to them such global regulation is not possible you have need to go into the given spawn programcode and control it there it is complicated in this case because it is a complex game mode / mission programmed by Mondkalb and Rydygier now in this a AI-cache script run,with a controversial game experience,i would to remove this and instead of this using an AI limit instead (because the AI stops above 255 units) https://drive.google.com/file/d/1Sh4qD5uEGBle9DtpG-MyvQw2-9PAHQ-O/view?usp=drive_link -
DELETE ALL NEW AI AFTER A LIMIT IN A DYNAMIC MISSION
Ragnarok44fan replied to Ragnarok44fan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I thought there was a simple way to count the present AI units for each currently running game and when a limit is exceeded, the creation of new units can somehow be globally prohibited but according to them such global regulation is not possible you have need to go into the given spawn programcode and control it there it is complicated in this case because it is a complex game mode / mission programmed by Mondkalb and Rydygier now in this a AI-cache script run,with a controversial game experience,i would to remove this and instead of this using an AI limit instead (because the AI stops above 255 units) https://drive.google.com/file/d/1Sh4qD5uEGBle9DtpG-MyvQw2-9PAHQ-O/view?usp=drive_link -
AI Caching and Distribution System
Ragnarok44fan replied to naught's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thanks,I know that this is a settings parameter,but I am interested in the meaning of the parameter CACHE VEHICLE TIMEOUT ? If i increased the parameter but i not see any difference,no delay time,no any changes....."timeout" what is this? -
AI Caching and Distribution System
Ragnarok44fan replied to naught's topic in ARMA 3 - MISSION EDITING & SCRIPTING
WHAT IT MEANS: #define CACHE_VEH_TIMEOUT 15 // Seconds -
AI Caching and Distribution System
Ragnarok44fan replied to naught's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Question is resolved,possible this MOD good works with ASR,fix works with TPW -
AI Caching and Distribution System
Ragnarok44fan replied to naught's topic in ARMA 3 - MISSION EDITING & SCRIPTING
My question below is no longer current,this MOD is fantastic good works with Ragnarok44 RTS,not need any trick. "how to disable/enable the whole caching system ? i plan when the numbers of AI in a mission reach a limit then enable. And under X numbers of AI units, again disable." -
PROBLEM SOLVED 😄 😄 😄 😄 since a lot of vehicles are being made now,because perviously I put vehicles into the infantry groups(in infantry factory),and perviously took down the prices of the groups, therefore now mixed groups come out in droves. if (_unitname in ["Special Forces Squad"]) then {} else { if (_drvPos > 0) then { (leader _newgrp) assignAsDriver _theveh;(leader _newgrp) moveInDriver _theveh; _units = _units - [(leader _newgrp)] }; if ((count _units) > 0) then { if (_gunPos > 0) then { (_units select 0) assignAsGunner _theveh;(_units select 0) moveInGunner _theveh; _units = _units - [(_units select 0)] }; if ((count _units) > 0) then { if (_commPos > 0) then { (_units select 0) assignAsCommander _theveh;(_units select 0) moveInCommander _theveh; } }; }; //if ((count units _newgrp) > 1) then {((units _newgrp) select 1) assignAsGunner _theveh;((units _newgrp) select 1) moveInGunner _theveh;}; //if ((count units _newgrp) > 2) then {((units _newgrp) select 2) assignAsCommander _theveh;((units _newgrp) select 2) moveInCommander _theveh;}; (units _newgrp) orderGetIn true; if (canFire _theveh) then {_theveh allowCrewInImmobile true}; if not (_vehType == "Land_HelipadEmpty_F") then {_newgrp setVariable ["RYD_WOO_InitialVeh",_theveh]}; if (_unitname in ["M3 Scout Car"]) then {} else { if (_unitname in ["Sd.Kfz. 251"]) then {} else { if (_unitname in ["Willys MB"]) then {} else { if (_unitname in ["Studebacker US-6"]) then {} else { if (_unitname in ["Ambulance"]) then {} else { if (_unitname in ["Repair truck"]) then {} else { if (_unitname in ["Advanced Construction Vehicle"]) then {} else { if (_unitname in ["Construction Vehicle"]) then {} else { _vehType = selectrandom ["ifa3_M4A2_SOV","lib_su85","ifa3_M4A2_SOV","lib_t34_76","lib_t34_85","lib_js2_43","ifa3_t26","ifa3_xt133","SOV_BT_BT7TU_M1937","SOV_BT_BT7_M1937","SOV_BT_BT7A","ifa3_pz38t_sov","ifa3_t60","ifa3_t70m","ifa3_ba64B","ifa3_Ba10","ifa3_kv1a","ifa3_kv1e","ifa3_kv2","ifa3_kv8","lib_scout_m3","lib_sdkfz251_captured","lib_us6_open"]; _theveh = _vehType createvehicle _spawnpos; (_units select 0) assignAsDriver _theveh;(_units select 0) moveInDriver _theveh; (_units select 1) assignAsgunner _theveh;(_units select 1) moveIngunner _theveh; (_units select 2) assignAscommander _theveh;(_units select 2) moveIncommander _theveh; _rszam = random 10; if (_rszam > 5) then {} else { _vehType = selectrandom ["ifa3_M4A2_SOV","lib_su85","ifa3_M4A2_SOV","lib_t34_76","lib_t34_85","lib_js2_43","ifa3_t26","ifa3_xt133","SOV_BT_BT7TU_M1937","SOV_BT_BT7_M1937","SOV_BT_BT7A","ifa3_pz38t_sov","ifa3_t60","ifa3_t70m","ifa3_ba64B","ifa3_Ba10","ifa3_kv1a","ifa3_kv1e","ifa3_kv2","ifa3_kv8","lib_scout_m3","lib_sdkfz251_captured","lib_us6_open"]; _theveh = _vehType createvehicle _spawnpos; (_units select 3) assignAsDriver _theveh;(_units select 3) moveInDriver _theveh; (_units select 4) assignAsgunner _theveh;(_units select 4) moveIngunner _theveh; (_units select 5) assignAscommander _theveh;(_units select 5) moveIncommander _theveh; _rszam = random 10; if (_rszam > 5) then {} else { _vehType = selectrandom ["ifa3_M4A2_SOV","lib_su85","ifa3_M4A2_SOV","lib_t34_76","lib_t34_85","lib_js2_43","ifa3_t26","ifa3_xt133","SOV_BT_BT7TU_M1937","SOV_BT_BT7_M1937","SOV_BT_BT7A","ifa3_pz38t_sov","ifa3_t60","ifa3_t70m","ifa3_ba64B","ifa3_Ba10","ifa3_kv1a","ifa3_kv1e","ifa3_kv2","ifa3_kv8","lib_scout_m3","lib_sdkfz251_captured","lib_us6_open"]; _theveh = _vehType createvehicle _spawnpos; (_units select 6) assignAsDriver _theveh;(_units select 3) moveInDriver _theveh; (_units select 7) assignAsgunner _theveh;(_units select 4) moveIngunner _theveh; (_units select 😎 assignAscommander _theveh;(_units select 5) moveIncommander _theveh; }; }; }; }; }; }; }; }; }; }; };
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step by step again 🙂 With random generator, 2 or 3 vehicle is construced? 🙂 with self-training in programming : ) in the nearest future i will get to randomly selected vehicles TYPES from the array in unitconfig.sqf 🙂 1 completed vehicle construction code run in original before this rows.... + this 2 or 1 vehicle contructtion if (_unitname in ["Construction Vehicle"]) then {} else { _theveh = _vehType createvehicle _spawnpos; (_units select 0) assignAsDriver _theveh;(_units select 0) moveInDriver _theveh; (_units select 1) assignAsgunner _theveh;(_units select 1) moveIngunner _theveh; (_units select 2) assignAscommander _theveh;(_units select 2) moveIncommander _theveh; _rszam = random 10; if (_rszam > 5) then {} else { _theveh = _vehType createvehicle _spawnpos; (_units select 3) assignAsDriver _theveh;(_units select 3) moveInDriver _theveh; (_units select 4) assignAsgunner _theveh;(_units select 4) moveIngunner _theveh; (_units select 5) assignAscommander _theveh;(_units select 5) moveIncommander _theveh; }; };
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step by step :) not more Construction vehicle , only one : D if (_unitname in ["Construction Vehicle"]) then {} else { _theveh = _vehType createvehicle _spawnpos; (_units select 0) assignAsDriver _theveh;(_units select 0) moveInDriver _theveh; (_units select 1) assignAsgunner _theveh;(_units select 1) moveIngunner _theveh; (_units select 2) assignAscommander _theveh;(_units select 2) moveIncommander _theveh; _theveh = _vehType createvehicle _spawnpos; (_units select 3) assignAsDriver _theveh;(_units select 3) moveInDriver _theveh; (_units select 4) assignAsgunner _theveh;(_units select 4) moveIngunner _theveh; (_units select 5) assignAscommander _theveh;(_units select 5) moveIncommander _theveh; };
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i not a programmer...very not....but.. with a very primitive method i ~solved the multi vehicle experience.But in this case all groups when come from the factory come with 3 same type vehicles.(the constructor car too...) i can't change the _vehType to the next vehicles in the arrays of unitconfig.sqf. example........_vehType = _vehType select 3; not works................ _vehType = ( _vehType select 4); not works...... how to change _vehType to the next vehicles in the arrays of unitconfig.sqf ?????????? Put the code before all "_theveh = _vehType createvehicle _spawnpos;" row and the problem fully solved. and if no other vehicles in the array then jump to end (i not know the syntax how) (possible your original code make this,but not work,not added more vehicles) the first 3 row is your original: (units _newgrp) orderGetIn true; if (canFire _theveh) then {_theveh allowCrewInImmobile true}; if not (_vehType == "Land_HelipadEmpty_F") then {_newgrp setVariable ["RYD_WOO_InitialVeh",_theveh]}; _theveh = _vehType createvehicle _spawnpos; (_units select 0) assignAsDriver _theveh;(_units select 0) moveInDriver _theveh; (_units select 1) assignAsgunner _theveh;(_units select 1) moveIngunner _theveh; (_units select 2) assignAscommander _theveh;(_units select 2) moveIncommander _theveh; _theveh = _vehType createvehicle _spawnpos; (_units select 3) assignAsDriver _theveh;(_units select 3) moveInDriver _theveh; (_units select 4) assignAsgunner _theveh;(_units select 4) moveIngunner _theveh; (_units select 5) assignAscommander _theveh;(_units select 5) moveIncommander _theveh;
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in steam workshop search for "KP" but about "High command" option in this i not know, and someone recommended "Drongo's Command Enhancement" I haven't looked into it thoroughly yet
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and this two inactive section in the original code wasn't this a test of the multi-vehicle version? //if ((count units _newgrp) > 1) then {((units _newgrp) select 1) assignAsGunner _theveh;((units _newgrp) select 1) moveInGunner _theveh;}; //if ((count units _newgrp) > 2) then {((units _newgrp) select 2) assignAsCommander _theveh;((units _newgrp) select 2) moveInCommander _theveh;};
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Thanks i will try around this section The "problems of mixed platoons" is not true, the infantry get on the vehicles and tanks beautifully and travel with those,ASR AI also uses them as cover,and rearm point, I have never seen any problems with the large mixed Groups , it is amazingly atmospheric when you see them with binoculars as they approach
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I'm constantly playing with this, there's only one thing that needs to the absolutely perfection, that's that need more vehicles in the AI groups when they come out from the factory, the construction of the different platoons in the unitconfig is simple, 1 vehicle / platoon works perfectly, but it's a huge improvement would to more realism, if complete combat groups went to occupy a village as it works in ALIVE, predefined with the ORBAT editor You just need the part in the code where the sections are built RYDYGIER knows this best because he wrote it. He says that it is in Unitinteraction.sqf and that the configuration of the platoons/groups must also be changed in unitconfig. I tested but not work(without /* ) THE PART FROM UnitConfig.sqf : MBG_WOO_WEST_1_AAV = [[160,600,130,"StuG III","b_armor","GUI\Buttons\StugIII.paa",0.5,3],["LIB_GER_tank_crew","LIB_GER_tank_crew","LIB_GER_tank_crew","LIB_GER_tank_crew","LIB_GER_tank_crew","LIB_GER_tank_crew"],["LIB_StuG_III_G","LIB_StuG_III_G"]]; //(so you multiply also crewmen) AND THE PART FROM UnitInterAction.sqf: _texty = format ["%1 recruited", _UnitName]; _countVeh = 1; if (_vehType isEqualType []) then { _countVeh = count _vehType; _vehType = _vehType select 0; }; If not (_vehType in [""]) then {_IcantBelieveItsNotButter = true;}; _newgrp setVariable ["RYD_WOO_InitialCount",count (units _newgrp)]; if (_IcantBelieveItsNotButter) then { for _i from 1 to _countVeh do { _theveh = _vehType createvehicle _spawnpos; _ix = _theveh addEventHandler ["Killed",{_this call RYD_WOO_Experience}]; _theveh setVariable ["RYD_WOO_KillEH",_ix,TRUE]; _units = +(units _newgrp); _drvPos = (_theveh emptyPositions "Driver"); _gunPos = (_theveh emptyPositions "Gunner"); _commPos = (_theveh emptyPositions "Commander"); if (_drvPos > 0) then { (_units select ((count _units) - 1)) assignAsDriver _theveh;(_units select ((count _units) - 1)) moveInDriver _theveh; _units = _units - [(_units select ((count _units) - 1))] }; if ((count _units) > 0) then { if (_gunPos > 0) then { (_units select ((count _units) - 1)) assignAsGunner _theveh;(_units select ((count _units) - 1)) moveInGunner _theveh; _units = _units - [(_units select ((count _units) - 1))] }; if ((count _units) > 0) then { if (_commPos > 0) then { (leader _newgrp) assignAsCommander _theveh;(leader _newgrp) moveInCommander _theveh; } }; ****************i think in this row not need ";" symbol *************** }; /*if (_drvPos > 0) then { (leader _newgrp) assignAsDriver _theveh;(leader _newgrp) moveInDriver _theveh; _units = _units - [(leader _newgrp)] }; if ((count _units) > 0) then { if (_gunPos > 0) then { (_units select 0) assignAsGunner _theveh;(_units select 0) moveInGunner _theveh; _units = _units - [(_units select 0)] }; if ((count _units) > 0) then { if (_commPos > 0) then { (_units select 0) assignAsCommander _theveh;(_units select 0) moveInCommander _theveh; } }; ****************i think in this row not need ";" symbol *************** };*/ //if ((count units _newgrp) > 1) then {((units _newgrp) select 1) assignAsGunner _theveh;((units _newgrp) select 1) moveInGunner _theveh;}; //if ((count units _newgrp) > 2) then {((units _newgrp) select 2) assignAsCommander _theveh;((units _newgrp) select 2) moveInCommander _theveh;}; (units _newgrp) orderGetIn true; //_theveh lockDriver true; if (canFire _theveh) then {_theveh allowCrewInImmobile true}; _newgrp setVariable ["RYD_WOO_InitialVeh",_theveh];
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