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kutya

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Everything posted by kutya

  1. kutya

    Vietnam: The Experience v0.3

    But it's nothing compared to VTE elephant grass thrill
  2. kutya

    GDCE2 for AA

    Hi colligpip I saw the thread about UPS, but didn't loook at it. Thanks for the info. Don't want to boast, but this is highly dependent on the mission maker.
  3. kutya

    GDCE2 for AA

    IMO, it's isn't nitpicking haha. No really. The player should affect the war EXACTLY by hees deeds. At least, GDCE2 will work that way. No compromise. Never tried, but I suppose it could be achieved with a bit of trigonometry (like in F4:AF). But I don't intend to do it in GDCE. The fronline will move, but you will see only bases controlled by your side and eventually some of the enemies (if your side has enough recon info). This would be decided of course from the global situation (including the players ations, but as for every other unit). You're right. But IMO OFP/ARMA (abbreviation sickness) is way less dynamic (not random) than Falcon. In OFP all is scripted stuff. Of course it allows dynamic stuff, but Falcon allows too and there is a dyn camp included which proves that. Would you play Falcon that much, if it didn't have those really good dyn camps? Now this was really constuctive. I'll keep that in mind. Most games function in the way I described. But yes, if you died at Stalingrad willfully, it wouldn't mean that the Russians would bring more troops just because of your deeds. Will think about this. It seems that I'm the only expert You're mostly right. But there aren't a few AI soldiers running about. If you set up DAC correctly you'll have a frontline, and on the whole territory (usually marked the fronline) you cannot be ever sure if you're safe. If you read some old post (BIS but don't know thread/user), you'll see that there are attacks on the base itself. If the enemy destroys the arty, it won't be available until reinforcements arrive. But this is a so rare possibility, that probably no GDCE player experienced this. But this is a simple egoistic defence of my state-of-the-art work  . Here, I'd like to discuss the next version, which has nothing to do with the previous one, except the idea. But then I'd have to save every single soldier/health/gunshot/daytime/mission schedule/mission state/etc variable to be able to decently simulate the continuation of the war. Theoretically this is achievable, put in practice... (only if BIS would give me a full time job )
  4. kutya

    GDCE2 for AA

    I was just in a middle of a dogfight in IL2 when you mailed Actually there were 4 titles that made me developing GDCE: - Falcon 4.0 & F4:AF - IL2 (especially DCG) - Total Air War (an older DID title) - Gunship (an old heli sim, that maybe the older players remember) My thinking is similar to yours. I found that I want to play a dynamic war, but on ground. I suppose that flight sim players are in general more serious than FPS players (don't flame me). I don't say there aren't serious players in the FPS genre, but they're a minority. Most casual players won't even touch flight sims, because "it's so hard" (same for OFP). So I think that's the reason why FPS lacks dyn camps. I hope we'll change that. I thinked similar, but: - you wouldn't choose from missions, since you're a regular squad leader. You're given a mission whether you like it or not. (from start I had a regular grunt on my mind - that got promoted to a squad leader ) - no offense, but IMO CTI is more like an RTS in OFP engine. Well, I don't like RTS's. If Falcon4 is an RTS, GDCE2 will be too. I like when things are going on, and you're not a general (who somehow personally pariticipates in battles), just a regular guy, who needs to follow his orders. What I had in my mind in short: I'll say the curse word: BattleField. The global engine (the global engine not gameplay! ) will be similar to it. There will be interest points that are controlled by one of the sides. Who controls more, gets more resources for repairing/healing units and requesting new ones from high command. But the whole thing should be MUCH more static than in BF. You would be usually stationed at an IP (interest point) at the frontline. So there would be an enemy IP neighbouring yours. It would be a high probability that you would have several missions at that place until you would occuppy that IP (or lose your own?). Of course you wouldn't advance by a line, but there would be a network of IP's. There wouldn't be a storyline, but you would have (more than in GDCE1) a sense that a war is going out there, whether you participate in it, or not. For now, this much. Even this was more than I wanted to reveal. Supply lines, high value targets... all planned... In short imagine playing IL2 DCG on the ground. My main concern is that, if ArmA contains the same savegame bug as OFP did, then GDCE2 (as a current idea) remains an abstraction. EDIT: about MP: I don't know nothing about MP or COOP scripting (and I don't play those), so if nobody helps, that remains out.
  5. kutya

    GDCE released

    I had such a thing on my mind. It doesn't make a big difference, but it would be better to post GDCE2 related stuff in the newly created GDCE2 thread here.
  6. kutya

    GDCE released

    Thanks for the kind words ~1: It's related to VTE not to GDCE, but AFAIK the enemy is as blind as you (or me, or whomever) in elephant grass. In my experience even blinder than the player. In some ocassions I clearly saw the enemy, while he remained stationary and looked elsewhere. ~1 sounds: it's really not GDCE. VTE is made that way, I cannot change it. GDCE is a mission and I know nothing else than making missions. But if you have a solution, post it here, or talk to SnakeMan who is the leader of the VTE team. ~2: If you talk about VTD, he's blind because of the dense vegetation, I suppose. Many times I saw enemy patrols in the jungle that I couldn't designate for my teammates. So the AI sees even less than the player. Again, not sure about this. ~3: Yes, this looks like a bug. I'll look at this. ~4: There is a Mission Editor's Guide included in the GDCE pack (GDCE MEG.pdf). It's included in the default GDCE, not VTD, but it's a small DL. What you're asking is described there. But to give you a start: a) find GDC_globals.sqs b) inside, find the GDC_OWeap0 array. That array and the arrays below it are the weapon definitions. The GDC_squadSlots array at the bottom of this part is the definition of which soldier is using which loadout. If you have probl, reply, or PM me and I'll try to help. BTW The VTD conversion is the hardest IMO, because of the really dense vegetation. Most of the time I die too, but it seems to me authentic, but I never were in Vietnam. ~to all: I have an updated version of VTD, using The Bra. It should be GDCE 1.12 I think. Some nice new features (rather small ones), but only one phase, since I didn't had the time for more. If someone's interested, I'll upload it. But it isn't entirely polished.
  7. kutya

    GDCE released

    Announcement: Asso has joined the Frontline Assembly, so from now on, the FA is actually a team (no more "one man team"). This means GDCE has more manpower, so you can be assured there will be new stuff coming. Hopefully soon. Asso!
  8. kutya

    Populating Sahrani

    I have an idea, but it includes a fair amount of scripting: ~1. Place gamelogics in areas where you want people to be spawned. ~2. Make a script which checks, say every 5secs the distance of every marker from your position. And if your distance is less than 500m, start a spawn script. If the distance is greater than 600m, start a delete script. ~3. Make those spawn and delete scripts. ~4. Make a "behavior" script that randomly moves the waypoints of the civilian groups around the defined area. That should be all. It isn't a small task to do it, but once it works correctly, it should provide an acceptable functionality. I made a similar thing in GDCE, but it uses a static spawn/delete script for each sub-mission. I'd gladly make this on my own, but I don't have AA yet.
  9. kutya

    Tonal Redux

    If you don't mind losing a bit of atmosphere, you can always do the next (well, not always): press left shift + numerical minus (not hold, just press), and type "endmission" without the quotes. I use this sometimes, when I think I ended the mission, but for some technical reason the end script won't start.
  10. kutya

    GDCE released

    Thanks jensiii for the kind words Just please don't mr. me. I'm not young, but I feel too old when someone mr's me. I don't know when the next version will be released. I've got an update on my HDD, but I wanted to do some more stuff. I currently just don't have the time. I'm hanging around here relatively often, so if somebody needs help, feel free to ask me. Bye
  11. kutya

    GDCE and WGL5

    Nice Will try now. I'm glad someone actually releases GDCE stuff. GDCE had a couple hundred downloads and only a few people released some convesions
  12. Didn't use ArmA buy maybe you could try: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">getDir myMarker
  13. kutya

    End mission?

    I'm frequently alt-tabbing OFP, and it doesn't crash for me.
  14. kutya

    End mission?

    I'm frequently alt-tabbing OFP, and it doesn't crash for me.
  15. kutya

    Passing Variables By Reference

    If I'm correct, you try something like caching units. DAC has it and if you want to make it good, you need to store EVERY soldier's inventory (trouble with magazine numbers) and when respawning them apply that info to the unit. This is the main reason why I dropped this idea.
  16. kutya

    Tonal Redux

    Which one? Made by the DMA (the mission)? Or the one based on GDCE (FA Sonora campaign)? EDIT: Oops. Sorry. You actually sait the mission name (Dynamic Tonal). So my question lost it's purpose.
  17. kutya

    Tonal Redux

    The Sonora dynamic campaign (included in the TSF pack) is using DAC. Here is a sample unit config for government troops: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_Unit_Pool_C = ["\BAS_OPFOR\Gov.paa","CampEast","Shed",[100,3]] and for the rebels: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_Unit_Pool_C = ["\BAS_OPFOR\Reb.paa","CampEmpty","Shed",[100,3]]
  18. kutya

    CSLA 2 Update2

    Really good work The most polished mod I ever played (and I played a lot). Very good missions too. Also nicely set-up weapons. IMO CSLA is best at simulating a gunshot (recoil, sound and the overall feel). Only one prob till now: in the Operation Paranoid campaign, in the second mission (Counterattack) when the intro gets to the graveyard (the fallen soldiers from prev. mission) the cutscene won't continue. Some gunfight in the background and it won't end. Waited a couple of minutes and nothing.
  19. kutya

    GDCE and WGL5

    Dunno. Never made heli zones. What I know for sure is that you can't create a zone that is at the same time containing helis and spawn camps too. Better ask Silola, he made DAC. Don't be demoralized. We all went through this phase (actually I'm still going through it   ). It's part of a programmer's life.
  20. kutya

    GDCE released

    The worst version. Then no quick-fix. Nope. I was thinking of a rebel or militia campaign against those "oh-everyone-likes-us" Special Forces, buhahahahaha! <- evil laugh Even thought about a basic storyline with some scripted missions, but then my fantasies have gone wild, so dunno what will be the next version. Anyway, currently working again on the VTE version.
  21. kutya

    GDCE released

    I had a feeling something like this will happen, because the Government Troops are on resistance side, so I had to tweak GDCE and DAC to make this conflict possible. Actually you're east side and the enemy is west  . With the new units, I'll try to make a regular east-west conflict (I had only Tonal Redux when making this, not the TSF). IF someone has a solution for this prob, please help. Are all enemies tagged as friendlies? Only at the objective (GDCE)? Or maybe only the encounters (DAC)?
  22. kutya

    GDCE and WGL5

    Hi Asso Hope you remembered the last suggestions, since the message is lost and I don't have them anymore. Anyway, here some new ones: - you cannot rotate DAC zones. The DAC readme says the zones should always be square and without rotation - forgot to say: in the ambush convoy mission, you don't have to rotate the start gamelogic where the convoy will be heading at start. It will be always heading at start exactly in the direction of the ambush location. At the time of development this seemed logical, because you automatically get the heading. But, in this case if you want to set up the mission correctly, set the ambush point and after that search a (possibly a straight) piece of the same road about 300-600m away that when you put the logic down, you have a tangent to the road (meaning the group link line is a tangent on the road). In future versions, this will be probably changed that you define the start heading by rotating the start gamelogic, same as for the defend convoy logic. - it's up to you if you want to make a phase on a whole island, but if you use DAC, you have to put too many units to cover it so that you have some chances meeting them. Only FPS effect. - take care not to set the random area of a mission too close to coastlines (or any water), because currently if I recall correctly all guarding patrols around the objective are making patrols about 150m around the objective. This way, they can drown in water. So make sure your mission marker logics are at least 150m from water. This will change in newer version, since I will implement patrol range control for soldier in the same way as for cities currently. - just an idea I always forget to implement in my own works: you can also put some empty civilian vehicles in or populated places and make them respawnable. This way you can drive your way home if situation forces you to walk. The respawnable boat at the shore reminded me of this - if you made the table, because you didn't want the tent, you can also put the table (or tent) IN the barracks, so to the player seems like he interacts with the door. All this doesn matter if you wanted to signalise the player where are his barracks. - about defend/support defence mission setup:            the GDC_Defend logic defines the place where the enemy will point it's assault, the place you have to defend. Let this be X1. The GDC_Defend_SP logic definer the DIRECTION where the enemy will come from, NOT the position. The exact position is only derived from this logic. Let this be X2. GDCE derives 3 spawn points from X2. Let them be S1, S2, and S3. They are calculated using X1 and X2. Something like this:                    S2                    |                    |25m (calculated)                    |          S1------------X2------------S3              50m     |    50m         (calculated)    |  (calculated)                    |                    |                    |100m                    |                    |                    |                    |                    X1 <- defend    This is only an example if the distance between X1 and X2 is 100m and X2 is directly to the north or X1. You can freely change the distance between them, but if you put the at larger distance the spawn points will be spreaded too, so you'll need more (waterless) space and it will take longer for the enemy to arrive (and because of this the density of the attacker will be smaller, but the same number). This is set up, so if you're at the defence point, looking at the GDC_Defend_SP logic, one spawn point will be directly ahead (a bit behind GDC_Defend_SP), one will be 45 degrees left and another 45 degrees to the right. Took me some time to implement this, but the user doesn't have to worry about it You can test if you correctly placed the logics by playing the mission. If you see some of the red arrows above water, you have to move the logics more inland, or move them closer to each other. That's all. Hey, you really did a great job, I like your attention to detail
  23. kutya

    GDCE released

    Some messages are lost today/yesterday, so I'll repeat: FA Sonora is a campaign, so you have to put it in the campaigns folder beside the Tonal Insurgency campaign.
  24. kutya

    Vietnam Bunkers Addon

    Good work Anderson! Currently I'm experimenting with mist in VTE 0.3 and having some amazing ambient. I just wanted to ask, will this island also support some "mist gamelogic"? If not, consider doing it Once you release it, I hope I'll spend lots of time there!
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