Jump to content

kutya

Member
  • Content Count

    557
  • Joined

  • Last visited

  • Medals

Everything posted by kutya

  1. Ok, I'll try to solve it. I currently use latest Isla Duala with Duala units, which is usual, nothing special. But if you want, I think I can reproduce this in vanilla too, but it would take time to revert.
  2. Thanks for the info. You're probably right, because I've never seen more than one leader going swimming at start. On Isla Duala they use bridges just fine (occasionally someone dies, but that's due to limited Arma2 pathfinding). I didn't mean completely separated islands, but "almost islands" with a narrow ground bridge, or islands that are connected with a regular bridge. Yeah, islands can be tricky. ---------- Post added at 20:06 ---------- Previous post was at 19:15 ---------- I managed to somewhat localize a problem I have, please help. I use 8 leaders in BB mode, all leaders having about 8-10 squads on them, so it's hardware heavy. Seems that there is some timing issue: BB A awakes fine, leaders A-D awake too, but then Boss A starts thinking and no scripts run past "BB A is calculating frontline divisions" or such. I suppose I need to give more time for some script, but I don't know which. On the map, interest points are marked, no leaders are marked and nothing happens (not even BB A's team gets orders).
  3. After experimenting a couple of days, I noticed an issue and I think it can be relatively easily fixed. When BB is used, the leaders are relocated even at start. I noticed, that on islands with water, the BB tends sometimes to relocate leaders to water areas. I remember DAC solved this issue by skipping position candidates that are below certain altitude (5m above sea level I think). Could this be added/fixed in HAC please? It's a game killer when you lose an entire HQ just because the leader relocated to a water area and all of them drowned. I'd do it myself, but I really don't get my way around HAC code. I've found the part that relocates, but dunno what to change. BTW I know about restricting the battlefield area, but it's more a workaround. Imagine a map with two large separate islands for example. Or a narrow "ground bridge" between them, where probably most of the conflict would happen. Oh, and if all goes well (which usually isn't) I'll probably release a couple variants of ready baked HAC missions, for Isla Duala, Lingor/Dingor and Unsung. Hopefully around new year time.
  4. I wouldn't restrict weather/daytime dependent mission selection to the player only, the whole battlefield should IMO at night use more scouts and less open conflict. Except what you mentioned, guerilla tactics, they would attack more at night and in lousy weather to avoid open conflict. Oh, and I just talk ideas :) I like this concept very much, that's why I try to help make it even better. When I get a couple debug missions finished, maybe I'll try to make a variation of your work. If I get the time. I've copied your BigBoss mission to Takistan, added some more units and it works like a charm.
  5. I thought classnames are registered in arrays instead of group names. I get it now, thanks. And time compression would be welcome in older scenarios (WW2 and Vietnam - at least from US side) where night fighting wasn't really common (or at least wandering a Vietnam jungle in ArmA2 night, isn't really fun if you try to survive). Yeah, those commands were used in OFP time too. I just didn't write a script for too long. Actually this leads me to another idea: what about changing mission types depending on time of day? Stealth missions like recon would prefer night and lousy weather, while assault and CAS would prefer nice daytime weather? I have some weather randomizing script for Arma2 if you're interested. Relatively flexible.
  6. I'm pretty green to all of this, but I have two ideas. What about limiting the user to certain kinds of missions? I know classnames in the user group define possible missions. But what about explicitly defining the player group's role? For example I want to play a recon team, so my team would get only recon and patrol missions (and sure no frontal attacks). The purpose of this would be that there would be role specific gameplays. The second idea is about implementing a wait option. So when I get garrisoned, I could fast forward until something happens. I know this could be CPU intensive, but if I recall correctly, Operation Flashpoint could be sped up more than x4 by script. If that can't be done, at least give a message (that pauses the game) that a new task arrived, so I can go walk the dog or else until I get a new mission (and the game waits for me). Actually, probably I could do this myself, but if you think it's ok, it could be implemented to the release (even if turned off by default).
  7. No thanks, you convinced me it's fine just as it is :)
  8. Thanks Ryd for your quick answer. Yeah, if DAC is only for spawning, then there are way easier methods. I thought HAC gives a task to a squad and then DAC tries to reach the waypoint (all with calling support, asking for help, helping other squads etc.).
  9. Hi guys, I wanted to ask if anybody managed to make a decent combination of HAC and DAC? I know Orcinus mentioned it, but he never released his verion and he didn't answer my PM. I'm interested in this combination because some years ago I made something similar but much more primitive (GDCE). I wouldn't want to waste hours and hours on learning if someone already combined these two. Thanks, kutya
  10. Just to inform you that GDCE2 is in the make. For now, just some general ideas. GDCE1 was a "random" mission generator. Years ago I wanted to make GDCE2 less random and more strategic. I had a detailed project but the code started being too complex. Arma1 got out and I lost interest. That variant is dumped. What will GDCE2 be roughly: Technically a single VERY long mission. It will use a heavily modified version of DAC3 (with a hopeful help from Silola :) ). GDCE1 was practically a random mission generator where DAC1 filled the empty space. In v2 I plan to intertwine GDCE and DAC much more. Missions would be less random, instead they would often involve actual DAC units. Your HQ would be a DAC generated camp. The objective will be to destroy all enemy HQs. A distinction between GDCE from other dynamic campaigns, is that in GDCE you're a grunt (eventually SF) and you never make strategic decisions. You get a mission and you have to do it. The whole background stuff is that your missions get much more sense than standard stripted SP missions. Simply, there is a war going on and you take a part in it. For start I have ideas for: assault mission patrol misison ambush mission long range patrol mission support mission gathering intel use the same arty system as the AI other features i plan to implement: artillery units move forward to new places when too deep in friendly territory (currently don't have an idea of executing this) a supply system medevac escort missions SecOp missions, meaning you could be given secondary missions, dependent on the current situation on the battlefield. Give support to a unit in need etc. The main goal is to maximally use DAC units, so the missions would actually have a reason of happening. For example, a friendly DAC unit gets eradicated. Your next mission could be a patrol (or search & destroy) mission in that area, saying to be careful. I'm of course interested in your ideas.
  11. Just a repost of the latest version. http://depositfiles.com/files/rsbpmr5b6 This is an early alpha and it actually still isn't a "game" just to show the general idea. Utes is small and the combat is over the top, I use it just for testing. I said earlier ( a long time ago :) ) that the final version should have a much slower pace. Imagine something like an Il-2 Sturmovik dynamic campaign, or Falcon 4. Ideally like Seal Team, from way back :) (1991 I think) I think actually many people would find it too boring... but what the hell, everyone creates what he himself likes.
  12. Errr, Does someone maybe have some versions of it? I'm thinking of continuing to work on it, but lost the code. Just that I don't start from scratch if I don't need to.
  13. This is a beta! I won't be available for a week, so if it's a bit rushed, wait until then. This version differ from the older mostly under the hood. Aside that, the gameplay changes:  - (I hope) succesful implementation of DAC by Silola  - you need to rest between missions  - 2 new mission types: assassination and demolition. More in the readme  - civilians should spawn correctly now.  But you'll rarely see them because the Bra doesn't have much villages.  - in some missions you'll have to search for your target  - radio available all the time  - you'll be penalised for dead civilians.  - you increase value level in regular missions  - dropped: Seek and Destroy mission, free war, missile strike and smoke support. By my knowledge the AI doesn't react to smoke. If you prove me wrong, I'll return it. Seek and Destroy was removed mostly because of editing issues. And the free war does not fit into my concept of jungle warfare. I think missile strike was not widely available in the Vietnam War. Feedback welcome. Here's the (updated) link for the v0.1b: http://rapidshare.de/files/25650212/VTDv01b.ZIP.html (sorry, for the problems) For those interested, the thread for the older release: http://www.flashpoint1985.com/cgi-bin....t=52675
  14. Here's a new early alpha: http://depositfiles.com/files/cgi0adkhh You now can actually win (destroy enemy HQ) or lose (your HQ gets destroyed). You're assigned to a base (now it can be the HQ too), go to the CO in the tent and ask for a mission. Missions aren't currently generated but the majority of the briefing is. Note that the briefing is generated dynamically, so many facts about the current situation are put into it. Some are still static text only. Also the textual part of the mission briefing isn't done. Ambient civilian life was also incorporated, but I cut it out for now, because I didn't find a way to turn off their markers. Play around and have fun. In the next iteration, there should be at least a playable patrol mission. For now it's a pure sandbox. Since the area is small and there could be 10 bases at the same time, it could be really tight. Probably will port the next demo to another island.
  15. kutya

    Your top 5 non-BIS games of all time

    TES4: Oblivion TES3: Morrowind GTA Vice City Civilization IV Total Air War bonus: Rome and Medieval II: Total War
  16. Make your functions, scripts etc. as a separate addon (pbo). For example Dynamic AI Creator has both a pbo and a script version. Unpbo it and you'll see how it's done.
  17. So: is there a way of deleting diary entries? We make them with createDiaryRecord I know. But what if I want to remove it? For example, I want to make player createDiaryRecord["Diary", ["Mission conditions", _someGeneratedString]] where I describe the current weather conditions (or forecast, whatever). So when the weather conditions change I want to CHANGE (or remove + add) the new info, not adding it on top of the old entries. Is it possible? It would be enough if I could delete all diary entries. I managed to do this with tasks only, but it would look awkward to give info to the player through tasks. The weather condition was just an example.
  18. Thanks, I'll check those out. BTW I'm already playing Fire Ants. I've already asked Silola (the maker of DAC) on a couple of places, without reply. I guess he's busy with other stuff. He helped me with GDCE1 a lot. I'll contact the makers of warfare mods.
  19. I was thinking about that too, but I'm afraid it would be too complex to implement. I'll think about it. That was an initial concept for GDCE2 which I've abandoned because of the complexity. For now what can happen? If you've tried out the demo mission, you probably experienced that it is very likely that your base comes under attack. If a DAC unit comes around, it will call arty strike (if it's near enough) and also support if it's in trouble. For example, yesterday (in a slightly newer version) I've benn spawned in a forward FOB. After a short time a shell hit nearby. If quickly moved my team for cover in a nearby small forest. We just barely made out of the base, when I looked back and saw the entire FOB wiped out. progress update: - implemented a basic variant of sector control detection - you can win or lose by destroying HQs (without briefing currently) - implemented ambient civilian life, but it doesn't work to my liking, so will change probably I plan to upload a new version tomorrow. By then I'd like to implement a basic patrol mission.
  20. As I said Utes is only a testing ground. It loads fast and you get pretty quick into combat, so it's good for debugging. I plan to make the final gameplay WAAAY slower. Yes I made VTD, but there was also a mission called Tour of Duty. Yes, I plan making a Vietnam version of this. Actually the whole reason I started this project is unpredictable AND meaningful jungle crawl. Still not decided between Unsung and VTE. But it's a long way. Yes for WW2, too, but in the distant future. Probably using Inv44. It will need rework. Insertions, medevac etc. would be made with ground vehicles, and everyone knows the AI driving skills. I actually made a WW2 version of GDCE1 for OFP. It played ok, but the vehicles made problems. Before you ask, it got wiped from my HDD. That was my original idea, but it ain't gonna happen. It would be really difficult to script a believable AI leader in a mission with a very high level of unpredictability. *** progress update **** You can try it out here: http://depositfiles.com/files/qwrt6xwsr What's new: Both blue and red FOBs are spawn. HQ and FOB data is now stored ok. You get assigned to a FOB. Need to work out assignment to HQ. Also your CO is spawned in the according tent. But for now he doesn't do anything, except fooling around during an assault. FOB names won't repeat anymore (and there's a much wider variety in names...). Weather is randomized at start. And it changes dynamically with time (with long time, since this should be a really long mission). What can you do except fooling around? You could search for enemy bases. Try to shell them with your arty or destroy them by hand. For now, you cant differentiate enemy FOBs from the enemy HQ, since enemy marker ain't shown on the map currently. CEO's in, so end of post.
  21. Could someone finish this please: http://forums.bistudio.com/showthread.php?p=1711985&langid=1 It's a hot air balloon from OFP. IMO it's a very nice way to explore new islands. Planes are ok, but go too fast. Helicopter draw away your attention from the scenery. Air balloons would be perfect.
  22. Remember to include DAC in the addons folder!
  23. A progress update, refined structure and some questions: - description Two sides are in war on a single map (for now). Every side has a HQ and various number of FOBs (Forward Operating Bases). If one side's HQ gets destroyed, the other side wins. The HQs are positioned generally on opposite sides of the map. You're a team leader and your team is assigned to a base (either the HQ or a FOB). You get semi-random missions (depending on the current situation) to execute. The missions repeat until you win or lose. This was the much simplified version. In short, there are football management games and football playing games. This should be a pure football playing game. - architecture The fundamental of this mission is DAC3 by Silola. It's basically similar to DAC1 (dunno about DAC2 since I've intentionally missed the ArmA1 train) but much more flexible. You set up the whole battlefield through the DAC setup. Once it's up, you've assigned to a base and perform missions from there. You see your HQ and all your FOBs on the map, but all enemy bases are hidden. Through gathering intel and recon missions some of the enemy bases could get "compromised" so they show on the map. Now you could be assigned assault missions to the known bases. I'm trying to integrated the player and his team into DAC as much as possible. You can call (default DAC) ground support from nearby units, (default DAC) arty strikes and also DAC units could ask for your support during missios. Planned mission types: - seek and destroy (basicall a patrol mission in a hot area) - patrol - assault - llrp or recon - ambush (will be a bit tricky to make) - gather intel (go to a city/village and speak with locals) - medic (go heal wounded units, or heal wounded citizens) Some concepts: - intel: when you gather intel, you get to know a random thing about the enemy. A positio and waypoint for a unit (for creating ambushes), position of one of their bases or position of some of their arty units. Intel could be gathered (altough small amount) by searching dead enemies (officers). (or maybe by capturing them). Intel would be like money. It would be a number. When it reaches an amount, your general "spends" it on info. The intel "amount" is reduced by a value. Searching dead bodies could reveal big intel (small chance), like an enemy base position. - if your home base gets destroyed, you're assigned to another one. - you have the option of sleep to skip nighttime operations (optional) - FOBs could be created on the fly. It isn't a problem technically creating them, but what would trigger creating one, and where? You could have a mission of securing the area of the future FOB. When secure, you would call the engineers who would set up the base. (Don't really care about the visual stuff: heli's fly in, you go home, sleep, when you wake up the distant FOB is puff, there). - in OFP briefing structure was mainly static (you couldn't add variables into it). Dunno about Arma2. I plan to make a dynamic briefing before each mission: current weather, weather forecast, maybe your groups callsign, home base callsign, ETA etc. And some dynamic text based on the mission parameters. At least I would make a big string variable with all this stuff and your CO tells you this through a dialogue, so it remains in the dialogues log. - similar as new FOB missions, there could be new arty missions. Secure the area and arty arrives. Also there could be arty rearm missions. - you could also spot enemy bases. Report through radio the position. If you're accurate enough (say, 100m), in some time (say 10 mins) the base gets marked on your map. Time delay for avoiding cheating. - if fog is too great, insertion/extraction and other air support is impossible - maybe would be tricky: when you encounter friendlies in the field, you could ask for recent happenings. They could tell you where (if) were they attacked last time. - when on LRRP, ground support is disabled, since your goal is recon an directing airstrikes, while remaining undetected. (your team would be reduced to 4 during these missions) What is done: - DAC units and bases are spawned as planned - ground support is available either to AI and player - arty support is available either to AI and player - FOBs get random names - friendly bases are marked on the map, while enemy bases are hidden (this may seem a basic thing, but it's very tricky since EVERYTHING is dynamically created, I even don't know exactly how many FOBs we'll have, not to speak about their positions and names) - currently working on stroring data about bases, and assigning a base to the player. When this is done, I'll try to create some type of mission. Probably recon or assault (by cheating - using an enemy base position). Some of the stuff that trouble me: - how should I decide waypoints for recon and patrol missions in a greatly unpredictable battlefield? Say, 3 waypoints which would make sense? Not zig-zagging, not in water (solvable), not on an island, not in boring friendly country etc. Maybe stealing waypoints from a DAC zone, but currently I don't have the slightest idea how to do it. Even the current "hacks" of DAC are the peak of my scripting skills. For example I managed to "steal" the base locations from DAC, which seemed impossible at start. - when and where should I put new FOBs? Either friendly and enemy. - maybe if all FOBs in a DAC zone are destroyed, the enemy builds FOBs in the same zone, or in a nearby zone. In this case zones should be pairend like z1w and z1e, z2w and z2e. So there would be "contending" zones. - when and where should I put new arty units? Either friendly and enemy.
×