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gossamersolid

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Everything posted by gossamersolid

  1. Hello fellow scripters! I've been using the ArmA 2 Syntax Highlighting that Nicolas made back in 2009 . I've noticed that he hasn't updated it in a long time and that nobody else seems to want to take a crack at updating it, so I thought I would. It's missing some commands that were added in the OA era, but it has all ArmA 2 and all known ArmA 3 commands now. Please feel free to modify/contribute and I'll update this post. Credits Install Instructions Notepad++ Language XML
  2. gossamersolid

    Statement Regarding CSLA Iron Curtain

    Agreed. When you begin to charge money, you're in a whole different league. If you can't handle the criticism of your product that you charged money for, then you should have considered not charging money for it.
  3. gossamersolid

    NO, BIS, NO.

    Where'd you get that info from?
  4. GWAR 3 - Gossamer's Warfare 3 Hello everybody! I'm back with my take on the CTI/Warfare game mode. I have written the mission ground up this time. It's been in development since around May 2014 and I feel like it's finally time to get it out into the public so that everybody can try it out and let me know what they think. The website is not as finished as I'd like right now. I haven't had the chance to write the manual yet. If you would like assistance, you can always hop by the TGW Teamspeak3 server -> http://www.tsviewer.com/index.php?page=ts_viewer&ID=1020860. Password is fwiends. Overview GWAR3 is a CTI/Warfare based gamemode, basically a hybrid of RTS and FPS (for those who aren't familiar). Players are split into two teams, which vote one player as a commander. The commander is responsible for building base structures, which provide the team with the ability to purchase equipment, vehicles and AI units. The map is layed out into zones, which each have a number of camps. Zones are responsible for the primary source of income for each team. The more zones your team owns, the more income you'll get. There are currently three ways to achieve victory. The first, is destruction of the other team's primary structures and mobile HQ (Light Factories, Heavy Factories and Aircraft Factories). The second, is complete ownership of every zone on the map. The third, is ticket depletion. Each team will begin with a default of 1000 tickets (configurable via mission parameter). When a player dies, a ticket is subtracted from their team. When your team has more zones owned than the enemy team, they will suffer a ticket bleed. The ticket bleed amount increases as the match goes on and your team owns more and more zones. Team work is essential, there are no AI commanders or AI squad leaders. It is up to you and your friendly players to achieve victory. Features 24 player TvT Playable on Altis with alternate zone layouts available for better playability depending on available player count 5 Specializations (Officer, Special Forces, Medic, Engineer and Pilot) available to further suit your play style Completely 100% written from scratch License GWAR3's code is all fully visible and NOT obfuscated because I believe in learning off of other people's work. Everybody is free to make derivatives and borrow snippets. The only thing I ask is that you mention my name in your credits if you make a derivative or borrow my code. I also will not support bugs found on non official servers, derivative missions or any usage of my code. Something isn't working for you? That's up to you to fix it. I will support bugs found while playing on the official servers though (only way for me to know the code is untouched). You also cannot sell your addon/mission if you use any of my work. Donations is another story as long as they aren't mandatory (all of us need to pay for our servers somehow, right?). Changelog Redux - Replaced custom BIS_fnc_showNotification with the original BIS one - Replaced base defines with new ones - Fixed LineMarker error on RscMapControl - Added two entries to stringtable.xml (STR_briefingName and STR_overviewText) Downloads Redux version provided by HazJ - https://hazjohnson.com/ArmA/GWAR3 Redux.zip Credits GWAR3 Team Haz (Redux version changes/fixes)
  5. gossamersolid

    [MP] GWAR3 (Gossamer's Warfare 3)

    I can't quite remember of all of the places that need to be changed in order for this to work well. The GM version would probably be somewhat easy (copy and paste job), but the WW2 would require some more considerations in terms of structures/technologies/etc. I planned to come back to this mode at some point in time and implement AI to pad player numbers (which have always been low), but got quite burnt out over time (I'm sure you of all people understand :D)
  6. Yeah the G3 does have a similar problem (let's be honest, a lot of guns in ArmA and mods in general have this issue). I know the devs of Rising Storm 2 had brought it up before and actually made the peep holes unrealistically larger as to make them more useful from a gameplay perspective. At least the G3 can be zeroed to 100m which has a much more open sight.
  7. gossamersolid

    [MP] GWAR3 (Gossamer's Warfare 3)

    Just noticed your download link isn't working for me.
  8. Great job on the release guys! I've been enjoying the campaign so far (only on mission 2 because I'm terrible at the game). My only critcisms are that the peep hole sights on the Uzi (or MP2, I forget what it's called ingame) and basically unusable. I'm well aware that this is what they look like in real-life, but in real-life our eye sight allows the peep hole design to work. In video games, on the other hand, it just makes them very frustrating to use. Keep up the good work!
  9. gossamersolid

    [MP] GWAR3 (Gossamer's Warfare 3)

    Hey Haz, thanks for the updates. I've been out of the ArmA community for quite a while now. I'll post your version on the opening post so people can use it instead of my broken one.
  10. I know CTI isn't as popular of a gamemode that it used to be, back in the ArmA 2 and prior days, but for nostalgia's sakes - let's discuss it a bit. What is everybody's favourite and least favourite aspects of the gamemode as a whole. Favourite Making use of most/all of the game's assets in one mission The amazing feeling of playing over the entire giant map Those rare moments where you see the enemy MHQ driving around and you blow it up Mixing and matching gear to make the loadout I want Least Favourite Length of matches. This has always been an issue, but it's gotten worse as ArmA's maps have gotten bigger. Also I don't have as much time to dedicate to playing games as I used to Commander role. Nobody ever wants to play it, which ended up with me and one other person in my community always having to do it. I've yet to see an actual good AI commander either (base placement is something only humans are capable of, in my opinion). Driving 10 minutes, dying, walking 15 minutes, dying, etc
  11. gossamersolid

    Get array of unused playableUnits?

    Maybe I'm misunderstanding your original post, but you said you merely want to check if it's a true PvP scenario. Using the exact command I provided, if more than one side returns > 1, it's PvP, is it not?
  12. gossamersolid

    Get array of unused playableUnits?

    https://community.bistudio.com/wiki/allPlayers _bluNums = west countSide allPlayers; That'd give you what you want, from what I can see.
  13. gossamersolid

    Arma 3 Third-Party DLC Pitch Discussion

    I didn't claim I knew how it worked. I was merely saying it should work this way. Being optional is pretty silly and goes against your original DLC release plans to ensure compatability between all players. How many unofficial DLC do you think we're going to be getting?
  14. gossamersolid

    Arma 3 Third-Party DLC Pitch Discussion

    I'm not really sure what point you're trying to make because you type like you're thinking to yourself in the shower. This new third party DLC should work identical to how ArmA 3's official DLC works. Everybody gets it, everybody can use it (with some restrictions), but if you don't buy it - you'll face advertisements. I don't see why there should be another any other way of deploying this new content. Stick to what idea already works fine.
  15. gossamersolid

    Favourite/Least Favourite Aspects of Warfare/CTI?

    I tried the peacetime effect when I was early into the development of GWAR3. It was overwhelmingly negatively received by literally everybody play testing besides me. People described it saying it was annoying to make your way over to a zone for somebody to capture it and then you have to either respawn or drive somewhere else. I still like the idea myself, so I'm glad to hear that it's working out for your community. Ah, that's a great idea for capturing. I never really liked taking the depot myself, but couldn't think of a decent way to handle this. Forcing all camps to be captured instead is a solid idea. The camps being a spawn point is something I've done from the start as that's the way I had it in ArmA 2 as well. Basically camps provided equipment purchasing and spawning capabilities, while the depot was for purchasing "zone" vehicles. We tried the purchasing infantry from the town center way back in the early ArmA 2 days, but found that 90% of players didn't want to use it, but the 10% that did had unstoppable zerg armies of infantry harassing zones adjacent. While I think they were doing very well strategy wise, it seemingly annoyed a majority of my playerbase. I think we disabled purchasing if the zone was active (enemy within 400m or so of the depot). See now that's a good idea about HALO deploy. It allows players to easily get right into the action - something that CTI usually really suffers from. I think a lot of match length issues can be related to how big Altis and Tanoa are compared to Chernarus/Takistan and especially compared to the original 4 maps from OFP. Either there's too many towns to capture, or there's too much time in between towns to keep the action heavy. Malden's release kinda rectifies this as the design of the map allows for fairly quick matches. For sure - matches take too long. I think this is partially related to the map sizes as the games have progressed (OFP had tiny maps compared to ArmA 1+). Another thing to point out is that people's gaming habits have changed. A lot of us have gotten older and have less time to play. Also the most popular games these days allow you to easily jump into matches, play for a half hour and be finished. CTI matches seemingly take 3hrs+.
  16. gossamersolid

    Where did everyone go...

    Games as a whole don't embrace communities anymore. Look at the most popular games out there. You queue up with a small group of friends and face new people that you have almost zero communication with that you'll probably never see again.
  17. gossamersolid

    Where did everyone go...

    I think it's a combination of burn out (there's only so much everybody can spend developing on the same game or playing the same game) as well as forums as a whole becoming less and less popular (this was a long time coming, though).
  18. gossamersolid

    Can I Improve my JIP Check Script?

    https://community.bistudio.com/wiki/didJIP
  19. A little bit of background - I'm fairly knowledgeable in SQF, but this is my first foray into working heavily with AI. My usual AI usage was either infantry remaining as infantry or vehicles with crew that stayed inside - never got in/out. I'm working on a mission where groups of AI are meant to be autonomous. They should be able to issue orders themselves and when necessary - drive to their object when they're too far. So here's where the problem comes in. I had a hell of a time getting the AI squads to disembark their vehicle and have them not get back in. I found the winning combination so far is something along these lines: { _x action["engineOff", _groupVehicle]; _x leaveVehicle _groupVehicle; _x action ["eject", _groupVehicle]; } forEach (units _group); It appears to work great until after they've fulfilled their objective, chose another and must drive to it. After getting out at their next objective, it seems one, some or all of the group will seemingly walk backwards on an angle while repeating "negative" as the squad leader repeats their orders (every few seconds). I literally can't get them to stop until they die (when they respawn they don't have the issue until their second time mounting/dismounting). I spent all day trying to figure out what the cause was and I've got it pinpointed down to something relating to them getting in/out of the vehicle. I've temporarily removed the logic to create a vehicle, move them into it (using moveInAny) and then dismount them from it using the snippet above. With this code removed, there is no longer an issue. So I must be clearly missing something here. Either they are somehow not understanding that they are unassigned to their vehicle (the vehicle also gets deleted via deleteVehicle after they're all out of it) or it has something to do with the fact that their waypoint is holding some information related to the vehicle. Again, I'm not very experienced with AI manipulation, waypoints and all that jazz. Any help would be much appreciated. I can also provide the full source if somebody really wants to see it happen (it takes about 10 - 15 minutes in for it to happen, usually).
  20. Thanks for the pointer on allowGetIn, but the issue has been resolved :)
  21. gossamersolid

    Scripting Discussion (dev branch)

    That doesn't look related to the revive system (well there's no note of it anyways), also it's not an event handler (which makes it pretty useless for catching changes without having a fast loop constantly running).
  22. Weird. Well, regardless, it has now been solved as per my 2nd post.
  23. With the help from a member on r/armadev, I've managed to resolve this issue. The solution is to never use moveInAny (or any of the moveIn commands) if you ever want your autonomous AI (not player led group) to act normally after getting in/out of vehicles. Assign group members to positions with the vehicle and issue an OrderGetIn command.
  24. Central African terrain would be neat and it would fit the whole "endless possibilities" setting with multiple factions/etc.
  25. gossamersolid

    Scripting Discussion (dev branch)

    status changes (begin healing, cancel/fail healing, done healing). Basically anything to allow you to extend the functionality via our gamemodes. Maybe I need to update some variables based on whether you were revived or not?
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