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Everything posted by kutya
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Okay, I'll try this. Thanks. BTW (_this --> this) didn't work. Currently I'm using the solution to split the command into multiple lines as 5133p39 described.
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Okay, thanks guys. IFAIK you can't use nested "-s because the parser doesn't know if you're finishing the previous string or trying to make a nested one. I think that's the reason for BIS to implement { and }. Again, thanks! I'll try out your suggestions.
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How to call one script from another?
kutya replied to StarvinMarvin's topic in ARMA - MISSION EDITING & SCRIPTING
It's done with "killed" eventhandlers. I advise you to look at OFPEC for a description. That is for the body removal. This EH is simply a script which is called when the unit is killed. In that script you deletevehicle the unit. I suggest some delay before the deletion, otherwise it looks weird. -
try doMove instead
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Made the first steps in coding GDCE2. Only the most basic stuff is done. Player gets inserted to his (nonexistent) base (using the idea of Sanctuary), no friendlies, no enemies, just the situation updater checking the status of IPs (Interest Points). IPs are roughly similar to bases in Battlefield type games. The whole GDCE2 thing will be similar to this type of gameplay, BUT greatly slowed down and much more tactical (instead of action packed) feel. Most of the stuff is thought over, but not written down because I'm lazy, and this should be a hobby. If someone is interested in how GDCE2 will work, PM me. If you want, I could put the docs on the net, but it's a long and probably boring read, since I tried to examine all the possibilities. And there's of course no guarantee all mentioned stuff will be implemented, or in the way described. A note about this thread: some (or many) of my messages are probably not so important, but the feedback from the community gives me the drive to finish this. So if you find this thread annoying, stop read it. Most probably maps with multiple islands or with rivers without bridges won't be supported for a LONG time. It would greatly increase the complexity of everything. I'll first try to make a functioning core, (no support options, little details, briefings, etc.) and when it works, the more interesting stuff will be added. AFAIK all the things I intend to make, can be done in AA script, but to combine it all... dunno. And I can't predict the CPU hit. But anyway, all of you will have new CPUs until I finish this... I'm a bit sad that Q left the community. He helped me much in developing GDCE1.
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The best mission for AA that I played. Good work Only that I would reduce the counter-attack strength a bit.
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I've read about it, but didn't try it. But the name doesn't suggest wilderness. And, again most people would say (if I would release a half-baked thing), this gdwhatever thing is just some lame stuff and the standard missions are much more immersive (without looking into the possibilities). And I would gladly donate my current life-year to OFP(AA), but for me, real-life has changed since 2006. If no DMA, there's a guy named MehMan, who's into dyn camps.
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Introducing new units to the map
kutya replied to kutya's topic in OFP : MISSION EDITING & SCRIPTING
How simple, but I wouldn't ever think of it ... -
I have a problem and I need help from you guys. What I try to do, is to make a script that brings off map units to a certain area (say, a base). They should be reinforcements. I don't know where the player will be in the moment when I plan to bring reinforcements to the base, so my idea is to somehow spawn them off-map get them in a heli and the heli would bring them to the base. But I have problems, because the heli crashes before it starts flying. Is there a way to spawn a flying heli, or has someone an idea how could I solve this? It would be the easisest to spawn the units and the heli on a far island, and bring them to the desired coordinate, but as I said I don't know where the player will be, when I'll spawn the squad, and also if the player is near the base, I'd like him to see that the heli is arriving from "somewhere else" (off the map). What I want to avoid is that the player to seeing the enemy reinforcements materializing at the enemy base (or the friendlies at ours). A solution would be best, but ideas are also welcome.
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I need one too. So I'm making it. But my work can't be easily converted, becaue it used DAC, which doesn't have an AA version yet, and without it, GDCE would feel empty. Also I'm planning a new concept. And it will take a long time. If it gets completed, it should be something really new. But probably SP only. I suppose the DMA will produce something shortly.
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Radnik wrote: Hej, Radnik! I liked "Awakening" the most from de Melo. I've read a couple of his books. Â IMO the Awakening is the most to-the-point work of his. I could say it greatly changed my perspective.
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~Malick: Only some aspects of career progress will be implemented. Regarding mission types, maybe if your reputation is too low, you won't get tougher missions. What is planned, is that when you're starting a mission, you'll have the option to request vehicles. They'll cost "reputation" points. So if you're a badass, you can request an APC, because you think the mission is tough. The old radio support options will probably work similar as before. ~SHWiiNG: Now I get it. The idea is really nice, but there are 2 problems: - GDCE2 will have a REALLY complex code and I don't know anything about MP coding. As I read, if you want to implement a MP feature into a mission, it multiplies development difficulties multiple times. IMO it would be unrealistic from me, to try to acomplish such a thing. Maybe if someone does it... - it would need an admin, who would need to constantly update a webpage on the news.
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Well, the idea is similar like F4, but this would be a much simplified design. Especially the earlier versions. Please describe in more detail the WW2 Online part, because I never played it.
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Thanks guys for the support! To explain a bit more, what I intend to do: Well, architecturally, GDCE2 will be built from scratch. Architecturally it won't have almost anything similar to the DMA works. But from the player's standpoint, it may seem similar at first look. There is the battlefield, and you get missions. With GDCE1, I tried to increase the immersion factor compared to the DMA works. DMA, please don't take offense, I fully respect all your work! I just tried to make the missions having more purpose, by the more phases, unit skill progress and various statistics. Now, GDCE2 should rightfully bear the number 2. In GDCE2 things should be MUCH more interconnected. Missions won't be generated randomly, instead they'll be given depending on the situation. For example, when your side, detects an artillery position, there is a chance that you'll get a Destroy Artillery mission when you finish your current mission. This is just a simplified example. In short when the game gives you a mission, it always evaluates the current situation. Don't want to promise too much, but no more randomly cruising friendlies/enemies. Every group will have it's mission. The global idea is, that when you start it, and just watch, you should have a feeling that there is a war going on. When I put up a reasonable document on functionality, I'll make it public. I have currently some texts, but the functionality is mixed with the architecture and it would just annoy the casual reader. GDCE2 is ambitious, but GDCE1 was too when I made it. I'll try to make GDCE2 full of small details, so you could be amazed even after many days of gameplay. Because of the greatly increased complexity, conversion will be also more difficult than before.
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Just a notification, that today I start coding GDCE2. If someone is interested in testing or has some ideas regarding dynamic campaigns, please PM me. But it will take a while before I make something playable. Wish me luck
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A couple of weeks ago finished Graham Hancock's "Fingerprints of the Gods". It has some interesting ideas and conclusions about the history of mankind, but overall I like more "wisdom" oriented literature. But I consider myself broad minded. Thinking about reading Michael Cricthon's "Eaters of the Dead" (loving adventure stuff too, beside heavier stuff). It's a semi-historic story about an Arab guy who travelled to Northern Europe in about 900 A.D. He gives his view about the Viking way of life. The movie "13th Warrior" is based upon this book. But, I really don't care about the setting if the story is good. Anyway, I'm in the trouble of having too many books to read, so I came to the point where I can't find any worth reading... EDIT: Oh, and reading poems (or whatever) of C. Bukowski when in a getting-wasted mood.
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Hi, Sargent I'd like to play it with OFP. After an OFP release, you could easily upgrade it for AA. Or not? Eagerly awaiting your work.
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If you're back into the main menu, it means you have problems with the addons installed. I use manually installed addons. Make a mod folder like "SASAfgh" or else. Don't forget to make an Addons folder inside it (a frequent mistake of mine) and put you addons there. Now make a campaigns folder, and put you SAS dyn camp there. When you load the SAS "mod" correctly, you should have the camp available, and it should make no probs. Reply if you have further probs.
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That was constructive I'm having an idea, that fits this concept: all phases are actually one (in a technical sense). When a mission is running, all of these are calculated. Like in Falcon 4.0. I tought about a general AI that is generating missions as for you, as for AI squads (inf, armor, arty etc). When a mission is generated for you, that would be the briefing (pick up weapons at your current base). Once you get it, the equipment phase would be real time. After that, you execute the mission (ingame). When you finish, return and the AI evaluates your work (maybe better even when you're on mission). You go to rest, some time passes, and a new mission is generated to you. In the concept, I'm having problems with resting. I imagined a realtime battlefield. But with resting, there should be a script model of the battlefield too, to simulate the passing of time. For start, I thought to do nothing, except a skiptime (but then, the situation wouldn't change during resting). For group AI, that remains untouched for me. I thought about general AI that gives purpose to groups, not to wander around randomly. My most basic idea is just to give them waypoint/combat modes. If it looks believable, leave it at that. If later, someone has time/energy, improve it. IMO the best start is to do a bit of research. By this I mean to look at games that have a similar system. Like Falcon, IL2 DCG, Total Air War and probably some more. Falcon has the best dyn camp that I played. Most people (maybe including myself) are not aware how a complex thing this is.
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I like the idea of a "unified" dynamic mission, but only in case if people unite to actually make it. I saw other similar threads die off, so I'm a bit sceptic. I like the ideas promoted here, but IMO you have always to balance between ideal and achievable. I made a dyn camp for OFP and trying to make a decent succesor of it for AA. Actually will try. It's much simpler than the ideas described here, but I already fear if it's too much for the engine & CPU (and too much work for me! ). Don't get me wrong, I like the initiative, but people get ideas and don't think about realizing them. I'm not a fan of scripted missions (the reason I started my project), but you need to find a balance. Try to make dynamic as much as possible, but at some point, you have to fix some values or at least make them random. I think that the real messy job is to decide where that line is. My suggestion is to make something that works. Just because in RL too many times I saw (and did) great things started, but not finished. About neurals. Don't have much experience with them, but read a lot. Okay, it's cool, but do you really need it? It isn't that easy to make. You can make it, but it really needs time to set it up properly. How can you test if it's working okay? The only debugging tool for AA that I know of is the recently released console addon. I like it, but it's nothing compared to the tools of programming languages. I think that a simpler solution could be made with a state algorithm. I don't believe Civ4 uses neurals and IMO it plays believable. And it would need huge processing power to make neurals for everything. To cut the crap, all I want to say is make something simple (at least to some degree) and if it works, improve on it. When the improvements are destroying the architecture, make a new one (much more complex than the first one). Now improve this architecture. And so on. Otherwise, you'll find that you have too small an axe to cut that huge tree (but only after you tire like hell). I hope I didn't sound too negative, just tried to help.
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As I stated in some old thread, I hoped that something like this will be a default feature of ArmA. Glad you made it!
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Well, the old GDCE is based on the DMA Dynamic War template. But greatly reworked. GDCE2 will have nothing to do with it.
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The problem is probably that you need to unpbo the campaign. You'll need a tool such as XPBO. You need to unpbo the file VTD.pbo (or similar, I can't remember) in the Missions folder. But unpack it elsewhere, not to make a mess. Then, you'll see the unpacked version. Change the GDC_Globals.sqs as I described, repack the whole thing, and put it back to the old place. But don't forget to make a backup version! Hope this helps. Bye
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Dunno. I had an opposite experience with a Phantom in VTD. If I recall correctly there was a 7000m limit (or around there).
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@froggyluv: I agree with your idea, but you should be more clear how would you like to achieve this. I'd really like to expand on this, but have no idea. @MehMan (or TheOne): If it will be made what I had on my mind, it will happen. It happened even in GDCE1, but in an unorganized way. In GDCE2, all other squads will have their missions too just like you (but a narrower range of mission types). Random AI fights were in GDCE1 too, but they didn't change much the outcome of the war. @MehMan: Don't know if you noticed, but the old prob from OFP still remained: if you make the AI travel too far, it won't go. This is one of the reasons I like to call AA actually OFP 1.5. And this is the reason I fear of the savegame bug. I'll take into consideration everyone's suggestions. Bye