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markb50k

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Everything posted by markb50k

  1. Are you asking if I can turn off enemy markers only? So keep the friendly markers only? I think that's doable As for a template honestly every mission pbo is in fact a template. All the real code is in the addon. If you unpbo any mission you'll see what has to be done. The key file that has anything remotely difficult is the init_island.sqf file There you have to define where the camp locations are if the map maker doesn't already define them. The easiest way to test is to copy either the chernarus file or the takistan one, change the mission sqm to reference the new map and run it. If the mission creates camp symbols at each city and in places around the countryside then you're done. If things look strange you'll have to start adding location positions to the init island file which will then tell the mission where all the possible camp locations are. I normally have to travel around the countryside and identify by hand where all the flat areas are? Kinda hard to explain but if you give it a go and run into difficulties it would be easier to explain things to someone after they've fooled around with it for a bit Let me know how it goes if you try it. I would like nothing more than for people to convert their own maps for me and save me some effort while giving the community more choices as well
  2. Thanks. I usually play straight up but i like your strategy. need to try it out with a hopeless mission! as for the crate.. perhaps i can use the drag feature that you have on other things in the game, where you can get more precise control on where you want the cache.. should be an easy feature to add
  3. Version 2.2: - fix : map indicator for your personal cache was not updating correctly. - fix : troops released from your command could not be re-recruited. will need to restart to fix any troops currently suffering from this bug. if you havent noticed the bug, no need to restart - new : RUSH REINFORCEMENTS. It will cost you some support points, but you can now request a RUSH of all current reinforcements in the queue. For each the wait time will be halved - new : AI CAN REINFORCE BY NEED : When ordering new reinforcements, the AI will now periodically request by need. i.e. if there are alot of enemy combat vehicles and you dont have any CAS assets, a CAS sortie could be ordered - new : For sides where you specify they have defenders already on ground, all AA, support, and SF groups will be spawned at a camp, similar to how combat vehicles and infantry already were. Could make for some dicey paradrops if the defenders already have a ZSU at the drop zone - new : REQUEST SPECIFIC SUPPORT VEHICLE. currently you can request a support group, and it will randomly drop medical, refuel, rearm, or repair assets. Now you can specify which time you want in the reinforcement menu - new : SHOW MEDIC/ENGINEERS. Now, like the option to show the country of origin of group icons, you can elect to show which units have medic or engineer/repair assets. This is not which groups have ambulances or repair trucks. Thats shown by unit type icon. This is if the soldiers have those abilities. Will put a (+) next the icon for medics, a (x) next to the icon for repairmen - new : AI MAY CHOOSE DEEP TARGET. Now, when an AI side chooses new objectives to take, there is a chance they will choose a target not nearby to their camps, i.e. it could be camp deep in enemy lines. So now you have to be worried about paradrops or assault in your rear areas - new : AIR TRANSPORT LOSSES WILL DELAY REINFORCEMENTS. For each airlift plane/helo destroyed by enemy fire, all reinforcements added after that will have a small delay added. The more transports killed, the larger the delay. The delay will max out at 4 hours, and will slowly decrement over time as well - tweak : increased chance foot patrols will transition from travelling patrol to location-based camp patrol - tweak : cleaned up COMMS menu a bit - tweak : combined reinforcement queue, current forces, and reserves pool into 1 display. Lessens clicking you have to do.
  4. well definitely zargabad would be faster. just so i completely understand (what does 1vs1vs1 or 10vs10vs10 mean?). I am thinking you may not realize that that number doesnt affect army size any.. to get "less forces" use the Overall Strength option on the front screen, use 50% or something like that.
  5. Generally each side will target camps nearby their own camps. For a side with no camps in the beginning it picks a random camp that is in its slice of the island. From that point once it captures a camp it radiates outward from that camp. This is what gives the army is movement. In your case most likely there is a nearby enemy camp and since the enemy will generally try to target up to 3 camps that are nearby their camps that they don't own as soon as you take a camp near theirs your camp has a good chance of being targeted. If you choose for the other factions to have initial defenders they will Likely have several camps spread over the island and the behavior of immediately targeting your taken camp will be less likely since the enemy will have many more possible camps to choose from. ---------- Post added at 03:26 ---------- Previous post was at 03:20 ---------- 10 minutes in my experience is not common. After you choose your mods that you want to include all it's doing is determining what portion of the island is in each sides area, and choosing a starting objective. Which island? Perhaps it's churning through all the houses on the island. Each island has its own characteristics and that may be contributing to the longer wait time.
  6. I probably won't be able to do namalsk. There are some issues with that island and the houses.... In the reinforcement queue "helo transport" means a troop transport helicopter will arrive drop off a squad of troops and then loiter to provide airlift support to the player. It will hang around off the coast and you can request a pickup and drop off for a cost of support points To set a sides air component to zero I would set the other sides to 10 in AIR while the other side to 1. Mathwise that will probably give the lower side around one sortie of each kind of air mission. Spread out during the battle you may hardly ever see air from that side. I guess I could give a 0 option for air and vehicle. Infantry would have to be at least 1. And even at 0 in that case you'd still see the occasional cargo plane dropping off troops but they'd leave the battlefield immediately thereafter As for your other requests those seam quite open ended and near impossible to code but some could be partially doable like more defensive posture so I'll give them some thought
  7. Yeah, i used to remove 50% of all static defenses. Took that part out now. What other maps would you like it on? I know i've received some requests but they've kinda slipped my mind: Ovaron, and McNool's island i believe. McNool's are pretty small and very mountainous, not sure how well they will translate to this game mode.
  8. 1. a lot of that is already set up, i.e. enemy patrols, camps, weapons caches, are already in the mission and you can search those for loot. you dont even really need to search houses. you have choices. 2. your method, which was actually an older method i used to use, ended up being too repetitive. so i changed it. now you can raise affinity and when you do youll know where the resistance fighters are OR just search the houses until you find them. Again, choices. And in this case, i prefer the way i have it now. 3. Its possible. Something to consider. The old versions of LOST actually had running scripts for each unit that raised their skill as they did things. It ended up being something i hardly noticed, but cost significant CPU processing. Arma 2 gets too busy with so many scripts running at the same time. 4. Also possible. 5. The enemy can do that, and will. But it will run out. They only have a limited number of air assets. 6. You can find vehicles at deserted camps or capture from the enemy. You can ALSO just run across an empty vehicle. Again, its choices I give and variety. Overall, I appreciate the feedback. It seems that overall you want a more RPG aspect of the mission, which I will admit, I have tried to add to it, but obviously you could continue to add more RPG features forever. At this point, i dont see me adding much more to LOST as I am concentrating on APOCALYPSE. I saw mention that someone went back to LOST after playing APOC, I say thats great! I'm glad that I can give people choices for the style they play. I guess that's what i make missions for. Also, Realize that you can make APOC play like LOST by just having the enemy far outnumber your side. Thus you end up fighting a guerilla style war. Just a suggestion...
  9. Version 2.1: - fix : when corpses are auto-deleted, error when transferring their weps/ammo to nearest ammobox - fix : some helicopter transports meander around instead of leave the battlefield. Now a timer will delete the group after 180 seconds upon being ordered to withdraw - new : reinforcement queue now shows TOTAL RESERVES by unit type so you know the total number and type of groups in your side's army - tweak : partisan groups will now more likely be spawned in enemy territory - tweak : mounted patrols immediately find a new area to move to. Sometimes they were getting stuck at their waypoint - tweak : recruiting nearby soldiers now costs more support points - tweak : finding weapons/ammo in house search a little more difficult since you get more weps/ammo now given last update - tweak : casualty report now mentions if killed soldier was onboard a vehicle - tweak : support points given back to player when you release your troops back to AI control. about 2/3 the points it took to recruit them. Use this to reorganize AI groups, give AI foot patrols a vehicle you find stranded, rearm friendlies you see with no weapons, without a high support point cost. - tweak : lessened time to 5 minutes, at which a group that hasnt reached its waypoint is 'nudged' back into activity.
  10. Plenty of good ideas. Some doable some not Some infantry groups elect randomly to go into camp patrol mode currently which has them travel a small area around a camp. This is the equivalent of group defending an area. Seems its too low of a chance for your liking. Perhaps the chance they do so could be a setting that is configurable. I like the idea of the situation dictating prioritizing a specific type of reinforcement. Will think on this. The blue circles are your sides priority objectives. It's shown so you know where your forces are going to next. Each group periodically finishes a waypoint and chooses to go to one of the priority objectives. Some ideas you had make me think.... You actually already have the ability to tell your army where to go. You can choose a support location by map click. It's an option in the support menu. Then any support requests will head there. It costs support points to request multiple groups to converge on the location but it is possible. I put in code that will randomly select a deep location as an objective. Perhaps add that as a configurable Agression setting since you aren't noticing it happening. I'm already looking at arty support Yes civilians are just eye candy at this point. I don't have any current plans to add in any new interactions. I actually had code in there that delayed reinforcement when you shoot down air drop planes unfortunately the AI crashes itself often enough that the delays piled up. I can relook at this Overall I am very receptive to this kind of feedback so thanks a bunch! A new version with some new features will probably be out tomorrow
  11. If its consistently 5 seconds I would think you could diagnose it. I do a check for the war status every 60 seconds so it's probably not that Could be the check intel script. Look in pulse.sqf and that should show you all the cyclical checks. Since you are running your own version you could remove the version check which may run every 5 seconds since its worthless to you? Just some ideas Sorry but I don't notice any consistent hiccup like you describe
  12. I dont want to establish a habit of adding new content to LOST for a couple of reasons.. 1. The code to add a new faction to LOST is ALOT more laborious than Apocalypse... 2. Friendly factions play such a smaller role in the mission, you get less bang for the buck for the effort it takes to add them in. 3. If you really want to see those guys in action, i recommend playing Apocalypse and you will get alot more enjoyment seeing your requested mods in action. But since those two mods are pretty small I'll put em in... ---------- Post added at 22:18 ---------- Previous post was at 20:39 ---------- Version 5.7 - new addon : BWCompilation Mod (Bundeswehr), ATM Mod (Bundeswehr) (Untested but a real small change) - Let me know if i fat-fingered something.. Thanks
  13. my only guess is that they are having a hard time detecting you. when you shoot one of them, there is a "reveal" command used in the unit kill script. Other than setting AI skill when they are created and giving them waypoints, I dont change the way they think or react, so I dont think its anything specific to LOST. I think it may be specific to any mission where you have alot of units running around, maybe the engine cuts down on how often the enemy is detecting you. I've read on the wiki that AI is generally poor at detecting at any direction other than right in front of them. To test this perhaps run right in front of them to see if they see you. But in summary, I'm sorry to say, that I have no idea why the AI periodically acts like idiots and cant do the basic things like shoot, move, communicate on their own... but i dont have any reason to think its my code.
  14. Version 5.6 - fix : Sometimes when skipping through # groups dialog, helicopter groups not formed. Ryd's error was one that doesnt happen most of the time, but if you quickly select continue at the # groups dialog, some code that is needed to figure out where to put helicopters hasnt been run yet. Fixed that possiblity. Thanks!
  15. Ok I'll check it out. stuff like this is normally repeatable. Will need to know: - What island - What factions you choose in first dialog - What numbers in second dialog You give me this it will take very little to fix. ---------- Post added at 00:13 ---------- Previous post was at 23:18 ---------- I'm able to reproduce. will fix asap.
  16. markb50k

    Macedonian Armed Forces (APM)

    Can't wait. Thanks dude
  17. The latest version takes care of the first issue. They are supposed to be deleted after they drop off troops. They weren't because of a code issue. Fixed now. Mid air collisions are probably nothing I can prevent completely especially on smaller islands. I guess you just gotta hope the enemies having the same problem lol A 75% option is simple to put in. Will have it at the next update. And yes the total is affected by the % you choose AND the map size. And you have it the other way around about camps. The total camps is driven by the map size as well. I think 200 groups is the base as are approx 140 camps. A display that shows the total number of groups yet to be spawned is also something I can look at. Requesting static equipment is also a possibility although it may be standard bis stuff since it will be an exercise to identify all the possible addon specific static weaponry
  18. Version 2.0 - fix : way loot is found in house search - fix : air transports not being deleted properly
  19. Very little chance when I have no idea in what way your AI mods are being infringed upon. You didn't really give me a lot to go on.
  20. was wondering... which addons are people actually using? how about islands? Just thought that if you are having a good experience with some particular units or islands, post em here. Could give the mod maker a good feeling knowing that people are using their work..
  21. Version 1.9 - new addon support : TMT's Turkish Armed Forces Mod - new config : All BIS OPFOR factions are now provided in WEST and INDEPENDENT versions. They can now be on multiple sides of the battle. - new feature : The spawn system will try to keep nationality integrity when forming groups. where possible, crew members and vehicle will be from same country. - new feature : more intelligent manner in which weapons and ammo are distributed. For instance, only French weapons/magazines will be found in French vehicles crewed by French soldiers. - new feature : unit icons can now show unit nationality. it will show the nationality of the leader (for foot patrols) or the driver (for vehicle groups). - new feature : nationality is toggleable on/off on icons from COMMS - Support menu (0 - 8 - 5). - tweak : reinforcements joining the player will immediately join when parachuting. should prevent any problems with your requested reinforcements. - new feature : when you recieve a combat vehicle reinforcement, you will get a marker on your map when the vehicle arrives to assist in claiming your reinforcements. - tweak : weather module color effect toggleable on/off from COMMS - General menu (0 - 8 - 6)
  22. markb50k

    ACE for OA 1.13

    Question: I have written a SP mission that allows the side-by-side use of dozens of addons at the user's discretion. Up to this point I havent added compatibility with any mods/addons that require ACE. The Lost Brothers mod will require ACE and I am considering adding support for that mod. My concern is that to bring in that mod would necessitate bringing in ACE into the mod list. I dont plan on placing any ACE modules into the mission.sqm, so my question is, what is the real effect of having ACE running. Is it a suite of enhancements that you have to actively select to use, or does it invasively insert itself into the background. I have a few mods that use GLT's missile box and I heard that there are areas of conflict there. Basically is there a set of parameters I can setup in my init.sqf to limit these conflicts that would still enable me to provide support for ACE units/vehicles? A bare minimum setup so to speak? Thanks! I am not anti-ACE by any means, but I would like to be in control of what features i use of it, not it in control of me :)
  23. Tweaked the code a bit to make it pretty much foolproof that it will work. It currently waits until the paradropping soldier finish a waypoint, which obvioulsy with AI can get a bit funky. Now it will immediately have them join you the moment they exit the plane. Tweak will be out within the day with some other good stuff.
  24. the old mod required ACE only for some missions.. are you now saying the IDF forces mod will require ACE? Any chance of doing a non-ACE config?
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