dhellfox
-
Content Count
25 -
Joined
-
Last visited
-
Medals
Posts posted by dhellfox
-
-
thanks. atm im working on 'populating' the map with things Wict can use (they seem to spawn on and mount empty statics like MG encampments).
and i need to find out if there is a way to have varible spawn distances for tanks and infanty like what air units have. Anyone who left or fought their way out the city knows that the units switch to vehicles. 150m spawn is cool for infantry in the city (or flying overhead of the tank battle) but far too close for open armored warfare.
unfortunately respawning is outside my skill limits atm. i been trying to figure out how.
-
http://www.gamefront.com/files/20549790/street_battle_wict_demos_rarjust follow the readme
minimum requirments:
The complete Arma2 collection (arma2,oa,baf,pmc)
all ACE mods (core and expansions).
ASR ai (optional but highly recomended for maximum enjoyment)
edit: just a reminder these are just editor files not finished products. and i highly recomend the RUS vs USA one (ive spent 5x more effort on that one).
and feel free to chose what you play as :)
last thing for the lols play it in 3rd person
heres a non ace version just as a warning i havent done a thorrough playtest of it. (and it might need CBAmod to play)
http://www.gamefront.com/files/20557666/NonACE_cityfight_arma2_wic_demo.rar
---------- Post added at 01:06 AM ---------- Previous post was at 01:03 AM ----------
To ArmaIIholic ... I've enjoy ArmA2CO so much with your mod. But I got one question.Can you tell me how removeman and removevehicle work? I feel that it's not remove units immediately.
i dont know how it works but it removes bodies after roughly 2-5 mins after death. its a pain in the ass when you looking for a luncher and the body your about to loot sinks into the ground and vanishes :P
live units and vehicles are removed instantly once they reach the maximum distance from you defined in the wic tool
-
Oh you had to go and ACE-ify it !Have you a NON-ACE version?
Cheers
Kremator
i have to build another from the ground up.
give me a few days, ill make another when i get some spare time.
-
http://www.gamefront.com/files/20549790/street_battle_wict_demos_rar
just follow the readme
minimum requirments:
The complete Arma2 collection (arma2,oa,baf,pmc)
all ACE mods (core and expansions).
ASR ai (optional but highly recomended for maximum enjoyment)
edit: just a reminder these are just editor files not finished products. and i highly recomend the RUS vs USA one (ive spent 5x more effort on that one).
and feel free to chose what you play as :)
last thing for the lols play it in 3rd person
-
Hey armaIIholic i was made a (test) mission in zargabad to see how well it could handel cityfights. With some minor tinkering of you latest version it has turned out into an epic fast paced free roam gun battle.
For the simplicity of the mission design too much fun as a 'quick play' mission to keep to myself.
have you got somewhere i could send it to you to check out for youself?
-
hey ArmAIIholic its been a looooooooooonnnnnnnnng time.ive just recently updadeed from my v4 wic tools to the latest version and im completely lost.
ive followed the 1-2-3 setup page and all it seems to do is drop cargo and leave me alone.
do you still have to write up bases. (im still confused about that in this version)
or is there a feature yet that just spawns randomly around you without the need for bases?
*kicks myself in the nuts*
nvm i saw what i did wrong lol
Edit: after having to relearn how to use it its 20000% easier than verson 3
-
hey ArmAIIholic its been a looooooooooonnnnnnnnng time.
ive just recently updadeed from my v4 wic tools to the latest version and im completely lost.
ive followed the 1-2-3 setup page and all it seems to do is drop cargo and leave me alone.
do you still have to write up bases. (im still confused about that in this version)
or is there a feature yet that just spawns randomly around you without the need for bases?
-
No hard feelings dhellfox, ok :D I didn't mean anything rude, and I am sorry if I was rude, wasn't on purpose, but I also have other tasks to complete in "real life".no problem i was having a really bad day, having to search for errors in 270 pages of text is not fun :D
About new version -- I didn't experience that, only once I had situation that they ignored me (except when I am in debug mode), but you can send me a mission and I will test it. In my testings with new WICT.utes template and WICT_demo.utes I didn't have any problems. However, I could do more testings, maybe there is some small error.--EDIT--
I didn't have any problems with AI nailing me down in WICT.utes mission when debug mode is off.
What text values?
Send me your mission again to take a look?
i just did the basic copy and rename from the sample mission other than my spawn list its identical.
-
@dhellfox I will see what I can do but still it is not my area of work. I hope you are aware that you are asking me to make random spawn for mods that other people created? If they didn't provide a list or there is no such mode here to download, your request is equal to making brand new separate addon.
i was jut wondering in it was possible inside wict lol
By the way, do you think I would make WICT if I had such attitude? :D
its kind of hard when you spare time outside of my IT assignments consists of designing mods, maps, and tweaking for other game as well along with doing some final editing on my novels
too late i scraped everything from the previous version and started again though base spawning keeps breaking on meThere were changes in v3.2 that you missed. There was a bug in UserSettings templates that I had to fix, regearding finding safe pos (in templates), so if you prefer v2 you can use it, I don't mind, but just know that it can stop spawning out of nowhere.
edit: any reason why the bot ignore me in this version?
and what do use to edit text values
-
after searching for a class list for vilas p85 vehicles and coming up short (im not really in the mood do search for a class identifier mission that works outside of ace and manual copy down 50 vehicles) but still a irregular list full of the units from A2 and OA {that aren't currently used in the wict list} would still be good.
Edit
just DLed the new version and it sort of broke my my mission. (v2->v3.5) oh well ill rebuild it better. once i get it working again do you want me to send it you you (somehow) so you can have a play?
-
@dhellfox you still didn't explain what vehicles, are they a mode, do they have a class name....? you can do it with one line of code with select random if they have classname.... please send me PM with more details -- which mode is that, which vehicles, more info is better so I can help you.vehicles from Operation Arrowhead, Project 85 addon (around 50 vehicles), BMDs addon (8 vehicles), ka 50s addon (3) there too many vehicles to fit in WICT spawn list thats why i was wondering if it was possible to implement the armory's spawn code for an irregular squad.
-
what i mean by 'irregulars' is a squad that selects a number units/ vehicles outside the wict spawn list at random.
i have countless vehicles (i'm not particularly interested in the thousands of soldiers) just collecting dust. when you play the armory it randomly generates the npcs for the scenarios which mixes vanilla with mods.
-
hey i'm back again. and still playing the mod
i was wondering if you could add a light tank class or is it possible to create a random squad generator that spawns in mod units/ squads with vanillas like how it generates opponents the armory.
i like my WIC spawn list the way it is but like a chance of unpredictability with 'irregular forces' shakes it up a bit without having to go into the mission and tweaking the files more (theirs like about 30 project 85 vehicles i want to randomly spawn lol)
-
1) why not :) both sides can have access to one type of vehicles.true but different armies use different paint schemes to distinguish who it belongs to. (on top of that A2/ OA FFID is still temperamental i can have an blufor team approaching in that veheicle but it still comes up as opfor)
-
The second example is what you should wrote (cumulative probability). The first example will rarely and only spawn E_reginf (7.6)... others have probability
Cheers
thanks altering the files now
edit
its works fully and i expanded the search distance by an extra 10 km (now 25kms). now immediately depending on the rolls it escalates realy fast. now i just got to configure units (t35s have the biggest case of FF from me since both sides have it and they're identical).
im editing them now
-
i got that bit but when i set every base and spawn 7.6 (for every unit) nothing seems to spawn in so i use the default Utes values.
though on the fun side (as usual) I've got my Bradly m2 era as a mobile comm station for an AI controlled uav/AC130 module, in some of the areas it will run out of ammo before its timer expires hehehehe
-
thanks for helping (i realized i broke a line that was stopping them from units spawning) and yeah you right how easy it is to play and modify once you understand what things do
edit
i still cant get the spawning right, and on that subject how do you implement the excel way of the spawn list the manual doesn't exactly cover that
-
new problem i've added some more flags/spawn locations around chernarus what would be the decent spawn distance to keep it chaotic like utes
-
dhellfox: don't merge it -- open .sqm and replace all "utes" with "chernarus". rename folder suffix to .chernarus.
then just edit the template :)
just woke up and did what you told me. that was a lot simpler than what was written in the manual. thanks very much you you should see me there are tears running down my face due to how epic the test was.
well time to go back to the manual and see what else i can do.
side note: reinstalled the RTS wic on my comp. there's nothing that can describe how beautifully a nuke is when you and you friends drop 18 of them in one match hehehehe
-
dhellfox: the most simplest way is just to copy/paste....
1) there are auto settings
2) just copy/paste bases with triggers...
it is basic work with editor. If you need help we can work a step-by-step together.
thanks ill try that when i wake up tomorrow (its midnight here) but when i last ran it by merging it with chenerus i got the start error
--EDIT--
And dhellfox -- where did you find chaotic? :) These are dynamic battlefronts. The frontline is dynamically created, units are trying to capture the bases, neutral sectors, organizing global assault, they will defend the area, mount static weapons, organize patrols etc. :)
Did you try a simple thing to change values for spawning probabilities for bases?
chaotic as in great epicness!!! i roll in with my lav to take the airport and just by random dice roll blufor rolled cobras which flew overhead on strafing runs countering the opfor reinforcements as 2 CDF bmp2 raced past laying waste to everything in their path (i had no idea where they were going)
i'm kinda tired so sorry if it doesn't make too much sense
-
I dont know how to use this mod, I dont see any manual neither demo mission anywere :syou have to dl the full to get the demo mission.
anyway i examined the demo and i though it was awesome and chaotic. unfortunately after spending 5 hours studying the manual i had no successful understanding of it. (please note I'm only capable of basic things with modules, units. i just make sandbox specops which keep me amused for hours though its quite dull even with combat ambiance module set to max). is it possible for you or someone kind enough to make missions for the two core maps?
edit: they don't have to be too advanced just enough to have forces fighting it out and something to do around the specops module
-
i just finished doing the night fighting tutorial explaining new features like the flashlight and secondary sights on weapons i went into editor and noticed that all the original weapons don't have that features despite the attachments clearly visible on the weapon (and some scopes you can still see through with nvg active).
wasn't one of the boasts about the expansion pack is that it will fully integrates with the original to bring the unmatched simulation?
and can they finally fix the periscopes on the btr 90 and bmp3 interior models like the Bradly variants and other m111 (or whatever designation) apc?
there's my suggestions. have fun.
-
in 1.3 father Fydor or however its spelled is invincible and you cant kill when he is your objective. i emptied 2 BRDM turrets, an RPG 7 rocket and a 3 mags of pkm ammo and he still casually walked away
-
sorry if this has been posted before but there's too many pages to sift through.
dogs of war: siding with independent and now allied with the CDF your AI buddies do nothing even when you order them.
though this seems to happen a lot in this game at key point in the campaign.
W.I.C.T -- World In Conflict Tool for ArmAII and OA
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Posted
after an hour of tweeking ive got 2 mp versions running (ace and non) the mission name is operation: CQC overthrow. and atm its 4 player coop (with respawn!)
http://www.gamefront.com/files/20562800/city_fight_by_dhellfox.rar
and for those who want to modify it ive left the souce files in the folder.