goliath86
-
Content Count
454 -
Joined
-
Last visited
-
Medals
Posts posted by goliath86
-
-
-
I've redownloaded the module & it work fine for Opfor :)must of been a dodgy download before
Glad to hear that! :D Thank you AndyMcNoob for reporting!!!!! :)
-
OK, tested a few simple missions created with the MM.One with two "playable slots" sync'ed to the MM. The other with one "player" slot sync'ed to the MM.
I am in fact getting the 'hint' error message saying "ERROR: There must be at least one unit synchronized with the module".
(I wasn't seeing the popup in Domination due to the lenght of the mission intro screen).
The helo is present at it's spawn point and the crews are onboard.
Hope that helps....
Thank you very much Thirdup. Maybe I have understand what is the problem. In a couple of days I will post the new version for testing it in dedi servers ;)
Thank you so much!
-
Neg. No errors.The MM helo is sitting on the pad with crew onboard. There simply is no action availible to call it. I'm using a modified Domination with the module sync'ed to each playable slot.
I can put up a simple two-player mission with just two units and the module to test it on a more "basic" environment.
Will advise (have to wait unilt late night when none of my clan are using the server).
Thank you very much Thirdup! For now I have corrected some bugs relative to the respawn. Now I have only to adjust the dedi server thing :)
Thank you for your support!!
-
When you start a mission with the MM in a dedi server, do you get an 'hint' error message saying "ERROR: There must be at least one unit synchronized with the Medevac module"?
-
I'll be happy to test anything you come up with on our dedicated server, if it will help.Thank you very much! Yes, it will help me!!! :D
-
I'm guessing that some sort of asset-management will be necessary for MP use :) so users cannot all call the medevac at the same time.BTW Goliath, might it be possible to put the Medevac return action onto the action menu and not the radio trigger? I don't know how ArmA2 handles clashing radio triggers but action menu seems to me to be more consistent behavior within the addon.
Or, perhaps even better, add it into the med unit's action menu so the squad leader can call it using the "6" menu choice. I don't know how to do that though :D
I can't test the MM in a dedi server :( so I have to give you the MM to
test it, if you can, and then, write to me if it works or not.
Thanks!!
For the return action I can put this in the action menu without problems but not in the med unit because, if he dies, you can't send back to base the medevac's vehicle.
BTW I can add at the module the action to call in the Medevac's vehicle only for transport instead let it disembark the corpsman etc. like CyOp said ;)
-
Hi guys!
This is a little script that can re-initialize the ACM module in MP after respawn.
//************************************************************** // This script allow the ACM Module to be re-initialized // after the unit which it is synchronized respawn. // //!!IMPORTANT!! To have this script to work you MUST // copy this line in the init field of the unit which // has to be synchronized with the ACM module after his // respawn: // // this addEventHandler ["killed", {null0 = [] execVM "acm_mod.sqf"}]; // // THE ONLY UNIT THAT CAN ACTIVATE THE ACM MODULE IS A PLAYER GROUP // LEADER AND ONLY ONE ACM MODULE CAN BE PRESENT IN A MISSION //************************************************************** //create a logic group - it is needed to create the ACM object _LogicCenter = createCenter sideLogic; _LogicGroup = createGroup _LogicCenter; //wait for player respawn waitUntil {alive player}; //Create the ACM object, add it at the "_LogicGroup" group and name it "ACM1" "AmbientCombatManager" createUnit [[0,0,0], _LogicGroup, "ACM1 = this;"]; //synchronize the ACM object with the player !! ONLY ONE UNIT NEED TO BE SYNCHRONIZED WITH THE ACM MODULE !! ACM1 synchronizeObjectsAdd [player]; //wait to initialize the ACM Module waitUntil {!isNil {ACM1 getVariable "initDone"}}; _fsm = ACM1 execFSM "ca\modules\ambient_combat\data\fsms\ambientcombat.fsm"; waitUntil {ACM1 getVariable "initDone"}; //ACM module parameters [1, ACM1] call BIS_ACM_setIntensityFunc; [ACM1, 280, 600] call BIS_ACM_setSpawnDistanceFunc; [["USMC", "RU", "INS"], ACM1] call BIS_ACM_setFactionsFunc; [0.1, 1, ACM1] call BIS_ACM_setSkillFunc; [0.1, 1, ACM1] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, ACM1] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 1, ACM1] call BIS_ACM_setTypeChanceFunc;It will work! You must write in the initline of the unit that activate the ACM module:
this addEventHandler ["killed", {null0 = [] execVM "acm_mod.sqf"}];and remember: the ONLY unit that can activate the ACM module is a PLAYER GROUP LEADER
!! this script allow only the re-initialization of the ACM module after respawn and if you want the ACM module at the start of the mission you have to put manually the ACM module in the editor and synchronize it with the player group leader !!
Hope this can be helpful :)
-
goliath86,I instantly fell in love with this idea. :bounce3:
Rewrote it so that the message that has to go over the network (in your script its the whole bunch of broadcasting a publicvariable) firstly shrank to one small statement via setVehicleInit and secondly cannot interfere anymore with each other.
Furthermore the "touching" doesn't happen by passing another player closely but by pressing a key button (i.e. Left CTRL, can be easily changed) for about half a second when standing close to this player.
Hope you don't mind that I published the new code here:
http://10th-community.com/index.php?site=files&file=52
mentioned your participation both in the description as well as in the enclosed readme file.
Thx for that,
hf.
Great work Bon!! It's only a little addon but very useful!! Thanks again for the improvements!!! :D
-
In the upcoming version:
- Fixed: now the helo, when you give it the "Reinsert" order don't crash against trees
-
Yes sorry. This was in my head, but from an earlier event... Its working good.This i dont know what you mean? I thaught the way it worked was that the gunners should jump out from heli first and then the medic? When i use it the medic go out first and after him the gunners. They should secure first no? Not a biggie since im there securing for them. :)
That would be great. I can even help you with this if you want? I have big webspace (fast internet) and i can fix your samples - raise volume and make sound little nicer. Then i store it in my webspace and you can download it and add it. If you want help ofcourse. :)
Thanks.
For the medic dismount first, I have changed this so in the next version he will dismount only after the gunners. Thanks for the idea! :D
For the sound sample you have to talk with Thedog88 because they are of he. Talk with him and then let me know ;)
---------- Post added at 07:11 PM ---------- Previous post was at 06:27 PM ----------
I have fixed some thing for the next version:
- Now the chopper ask you to throw the smoke before it stops so you have all the time to prepare for launching.
- Now the medic dismount only after the gunners.
- The "We are on the given position. Disembark when ready" sideChat is displayed correctly when the chopper is at low altitude.
-
First off thank you for a great module! Was very pleased to see how it worked. Quality. :)Suggestion:
I didnt read all posts here so sorry for that, but i have one suggestion wich maybe others already mentioned - louder/higher volume on the voices talking would be sweet. When the helicopter comes closer i cant hear what they say completely (the smoke pop part). And if a battle is going on and you call them it will be hard to hear as well. So cranking the volume up would be nice.
*Medic jump out first from the helicopter and the 2 soldiers last. Should they not jump out first to secure?
*After medevac have RTB i will get no new action to call it again. Is that intentional?
Sorry if all is explained and im just a lazy prick asking the same questions again. And thanks again for a great addon.
For the sounds volume I will check if it is possible to increase it.
For the gunner first jump out to secure no problems ;)
When the chopper RTB you have to wait about 60 seconds to regain the "Call in medevac" action :)
---------- Post added at 05:23 PM ---------- Previous post was at 05:21 PM ----------
I've been testing it in my new SP mission and it works really well. That's quite impressive since I'm using ACE2 and a ton of different scripts. Well done thus far.Thank you very much Manzilla!! Thank you too!!
-
Tests on self-hosted MP worked just fine. I'm loading MM up on our dedicated server tonight as part of a modified Domination mission.Will report back.
One user have PM me saying that on dedi server the MM don't works. I need some more report on this to make it fully MP compatible.
Thanks thirdup!!:D
-
I really don't think that SNKMAN has to comply with ACE, too much trouble for him. The complexity of how both mods interlink is just mindboggling (to me, at least). Some good advice on how they could be used together is of course nice, but we should not expect SNKMAN to supply it.:)
Of course :D
I always prefer to run only one mod at time. I will use only GL4 ;)
-
not sure if im missing somthing but the module dosnt apear to work for opfor.i have the action menu entry & the chopper spawns. it just wont come to get me when i call for it :(
(however i can use it just fine for bluefor)
Thanks for report Andy..I will test it for sure ;)
---------- Post added at 01:46 PM ---------- Previous post was at 01:36 PM ----------
I've tested the Module (few minutes ago) with blufor, opfor, independent and civilian and it works for me..
Anyone have this kind of problem?
Continuing test..
---------- Post added at 02:01 PM ---------- Previous post was at 01:46 PM ----------
Have anyone of you guys tested the module in MP? I want to port it to be fully MP compatible but I need help on MP testing :)
-
Yeah to me everything works like it should too.Very confusing. :confused:
Maybe it's a bad mod selection in the shortcut or too many mods started.
-
I just used the word 'reload' 'cus that is what the menu says. (You do know I was just kidding you, right?)Whatever key you have set for toggle weapons, select smoke, then with your scroll wheel, or whatever key you have for select (I think), choose the red smoke with action key. Then it will be ready to throw.
Right CyOp. To throw a smoke grenade of a certain colour you need to scroll your action menù (when you have selected 'Smoke grenade' with the selection fire key) and select "Reload Red Smoke"..
-
#1 use ACE2 AI only#2 use ACE2 with Zeus AI for ACE together - very hard
#3 use GL4 AI difficult level only, (disable ACE2 AI, dont know how though)
#4 use ACE2 with GL4 AI difficult level enable, BUT then you have to adjust the settings in the userconfig for all values like: aiming accuracy, aiming
I've tested GL4 with ACE 2 last night even in MP and tha AI seems to act very well. Thay are very hard to fight and they move very well (without adjusting settings in the userconfig)
-
Does that mean waypoints for pilot AND gunners?No no. My mistake. Only for pilot :D
-
the flying path is calculated only for the PILOT. It is set to SAFE and the gunners to COMBAT and RED
-
Ooops, goliath, I just edited.I've answered to all your questions CyOp in the previous post ;)
Thanks again!!
-
1. No... all you have to do is, use your 'toggle weapons' to select smoke, then 'reload' red smoke, then throw it. Just so you know, whatever smoke you have in your inventory first, with or without the MM, will be thrown. The MM does nothing in regards to what you mention. Load vanilla, and see for yourself.2. Also, if you already have a red smoke in your inventory, you can select it, and be ready to throw, even before the MM asks you to throw smoke. Just do not throw it before the MM ask for the smoke.
I, for one, have no prob with what you mention. I think you are just darn slow! :p
EDIT:
CyOp personal opinion. (Nothing more than IMHO.)
5. Pertaining to quote above... please, do the same with the reinsert and abort reinsert action notice/option.
6. Delete the forced middle position. Let the AI act 'normally'.
Bug/s:
6. AI chopper gunners are still attacking static defenses, without engaging infantry. With no enemy static defense, same thing.
7. AI soldiers that disembark are not engaging enemy properly.
8. Pilot sideChat will tell player to dismount when unsafe, meaning, when the chopper is still at too high an altitude.
9. Call in Medevac, arrives, choose reinsert, player mounts, then orders squad/Corpsman to mount, sometimes, mouse click on map to reinsert no longer available. (I am going to test that further.)
10. Chopper will still take off and crash into trees. It needs to gain altitude before moving to next waypoint.
Note/s:
F. As you have done with the 'Call in Medevac' and the red smoke, are you doing the same with the reinsert position, to get the chopper to land at its insertion point more precisely? (Without looking at the code, I do not think you are.) Anyway, the chopper will sometimes try and land in trees.
G. In regards to bugs 6 and 7, the pilot, gunners, and soldiers should always be in separate groups. This way, you will have better control over their condition. For instance, AI soldiers that dismount will engage enemy properly because they will not be set on the same (SAFE) waypoint behavior as the pilot.
H. In regards to Blaunarwal's #2 above, goliath, you could request the smoke to be thrown a little sooner, before the chopper is actually scripted to wait for the smoke, to give the player a few more seconds to select. (You know, for the slow ones. ;) )
to note 5 and 6: no problem for these ;)
6. Gunner of the chopper are in a separate group (not with the pilot) and set RED as combat mode and "COMBAT" as behaviour but they don't always shoot to enemies. It depends on chopper's inclination/direction.
7. Ai soldiers that disembark are set "COMBAT" as behaviour and in a separate group (not in the same group of the pilot).
8. This will be fixed in the next version ;)
9. You have to wait all the units to mount the chopper before you can select a reinsert point.
10. Odd behaviour of ArmA 2's AI flying path. I Have set to gain 100m of altitude before move to next waypoint but sometimes it will crash into trees. I will try to do something ;)
F. I have set the chopper to precisely landing where you point on the map, so if you select a point with trees the chopper try to lands in that precise point (above the trees). If I don't set a precise landing it sometimes land far away from the point you have clicked.
-
Is this meant to fix something like this?*You're watching down an alleyway for enemy movement, covering the rest of your squad as you move from block to block, suddenly you realize it's too quiet. You turn around and realize your squad is down on the next block...*
So it's basically simulating the tap of the shoulder each person gives to the one behind him?
Exactly Darkhorse. Me and my friends use this little addon in every coop. In some cases it is very useful for us! ;)
-
Love this module, Its good that you even can change what chopper and what kind of soldiers that will appear. Like the recue part when the medivac shoots down, and you have to go find them. makes more reality to the game.I would se a reinforcement module from you to, You will probebly make a perfect one that is as simpel as this one. =) And so you can config by yourself what units that will reinforcments.
Sorry for bad english, but love this module. =)
Thank you very much for appreciation Bushidozeb!! For a future module....................we will see ;)
---------- Post added at 11:46 PM ---------- Previous post was at 11:44 PM ----------
Question about the medevac vehicle. I haven't tried it yet, I just got back, but I'm assuming ground vehicles can now be used. If this is the case, is it possible to set up to vehicles for Medevac. I.e. a heli and a ground vehicle. I checked the files in the userconfig/MM folder but it seems to me there's only an option for one vehicle per side. Is this the case?Thanks for the new version. I'm gonna update my newest mission and add in this version.
Is not possible to set two Medevac Vehicles at the moment. Only one (chopper or car or truck or armored etc...) ;)
Ambient Combat Module
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted · Edited by goliath86
Oh yes, my fault :o sorry...ACM1 is the correct name ;) Thanks!!! Corrected in my first post
No, to resync the SOM there are some changes to do and to adjust ;)