markb50k
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Everything posted by markb50k
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well in their config they do this... class LandVehicle: Land { class NewTurret; class ViewOptics; class ViewPilot; class HeadLimits; }; class Tank: LandVehicle { class HitPoints; class Turrets; class ViewOptics; class MainTurret; class CommanderOptics; }; they shouldnt be doing things like this.. for instance, ViewOptics for the Tank class should extend off of the ViewOptics for LandVehicle. By writing it like this they are basically losing the inheritance. Plus they arent even extending many of the entries listed above so its superfluous and potentially dangerous if its not done correctly. In my opinion, and i still need to test it, The way it should be done is this.. class AllVehicles { class NewTurret; class ViewOptics; }; class Land : AllVehicles; class LandVehicle: Land; class Tank: LandVehicle; { class HitPoints; }; ... since they only extend the entries above. like i mentioned above, by including extraneous references that are not needed, they may be breaking the inheritance. I'm busy making a strictly non-ace config for use in my mission only, and will test out. BUT, to verify the ACE issue with the FCS, some budding young config guy could try this on their own version and see if it helps with the ACE FCS not getting overwritten (assuming the Chally config is the culprit, which it may very well be because of those inheritance issues. Welcome any feedback on this!
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[SP] Apocalypse - Invade. Control. Conquer
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
Version 2.9: - new : USERCONFIG included in download. you MUST place the "userconfig" directory in your base "Arma 2" directory. - new : In config : player character class can be defaulted - new : In config : mission start time, starting support points, starting HQ can be defaulted - new : In config : use of dynamic weather and recognition system (see below) can be defaulted - new : In config : Faction weights can be defaulted (save a whole lot of clicks) - new : in Faction choice dialog you can "COPY TO CLIPBOARD" your faction choices. This can then be copied into the userconfig file so you dont have to select them again - new : RECOGNITION system. Simple system that will give you a small indicator of side/country of an object that is under your cursor. Only works if player has knowledge of object and game detects that the object is under your cursor - updated config : LOBO GULF WAR. Fixed scripterror in mod's scripts for SU22 - tweak : ARTY and HQ units wont be requested by AI if they are out of reserves - tweak : most group types (all but infantry and combat vehicle) will attempt to arrive at friendly held camps - tweak : Exploit removed where releasing friendly troops to AI command was using multiplier. - tweak : Higher points awarded/deducted when releasing/recruiting friendly troops in a vehicle. Basically if you recruit infantry, put them in a tank, then give them back to AI, you end up making points. - fix : small bug fixes -
[SP] Apocalypse - Invade. Control. Conquer
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
Funny I was thinking about using a user config. Would love to have some of that stuff figured out in there. Good idea and I'll start looking into it. Also see if I can have the faction choices set up in there as well. I use all the supported factions on each play through and clicking all those buttons even gets me I'll also remove the multiplier from releasing troops and look at adjusting the actions on the static weapons. -
[SP] Apocalypse - Invade. Control. Conquer
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
About how many apaches did the BAF have at once? With utes and .25 air power they should have had max 1 or 2 groups. If they had more ill have to investigate. I guess #1 is a bug although you can just NOT choose to load a static weapon when you are sitting in it #2 was done knowing full well it could be an exploit. But isn't people asking for a way of raising their awards an exploit already? It's a single player game so if people want to make it insanely easy for themselves I'm not going to spend a lot of effort trying to stop them. Thanks for the feedback man -
Id like to start doing some config changes to the ACR stuff. How are people dePBOing the new files? Or lacking that will the configs get on six browser?
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[SP] Apocalypse - Invade. Control. Conquer
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
it'll be an option on setup -
[SP] Apocalypse - Invade. Control. Conquer
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
you can unpack the addon file, go to the bottom of scripts/fn_processinitialsetup.sqf and comment out the last line that starts the weather module, at least until i can put out the next version. Is it the color shading? or you just dont like the dynamic weather? -
[SP] Apocalypse - Invade. Control. Conquer
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
I can look into it ---------- Post added at 15:47 ---------- Previous post was at 15:39 ---------- EDIT : Other than not starting it in the first place, which i'll put in, there isnt a way of exiting it.. the FSM doesnt come with an exit state. -
[SP] Apocalypse - Invade. Control. Conquer
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
Version 2.8: - new island : Hazar-Kot - new addon : Army of Czech Republic DLC units supported - new addon : Operation Northstar (Canada) forces - new addon : Lost Brother's Gulf War Mod : US Army, USMC, Iraq, Saudi Arabia, Qatar - new config : for the LOBO Gulf War mod. Use the new config to have Iraq, Saudi Arabia, and Qatar available to all sides - new : ARTILLERY!!! AI-controlled artillery teams will now start showing up on the battlefield - new : artillery teams will travel between friendly camps. Periodically on their own they will be called in on fire missions by the AI. - new : all mobile Arty including MLRS, GRAD, 2S1, mobile mortar vehicles, etc. are supported, including from user-made mods - new : Player can request Arty support every XX minutes (10 by default, choice on Setup screen) - new : 5 requested Arty missions: 5 x HE, 5 x WP, 5 x Smoke, 5 x Illum, 2 x SADARM - tweak : raised chance Camp Patrol transitions to Roving Patrol - tweak : to smooth out flow of battle, if one side's forces drop below 50 soldiers, reinforcements will automatically be hastened about 2x as AI "rushes" reinforcements to battle. Pace will slow back down to normal once prsence is increased. - tweak : on setup screen, Relative strength settings overhauled. You can now choose 0 for relative strength and the options are now more logical. - fix : put more logic in to make sure player unit marker keeps showing up after respawn - fix : closed small chance that HQ vehicle would lose fuel -
Not exactly sure how it works when you are in the vehicle at the artillery computer, but the base artillery module functionality, i.e. fired from AI, only moves the barrel up for "appearance". The BIS module deletes the shell and then pretty much walks a replacement round in. If people use spawnMode true, then it shouldnt matter the angle of the gun either, since it just spawns a round above the target area at the right flight time expiration. So im guessing the overshot only affect player fired rounds? ---------- Post added at 21:12 ---------- Previous post was at 21:01 ---------- Oh, just thought of something else, if the CfgWeapons entry is a new name it will not use the right ballistics because it looks at this table, established in the BIS Arty module BIS_ARTY_ORDTYPES = [ ["M119", "HE", "ARTY_30Rnd_105mmHE_M119"], ["M119", "WP", "ARTY_30Rnd_105mmWP_M119"], ["M119", "SADARM","ARTY_30Rnd_105mmSADARM_M119"], ["M119", "LASER", "ARTY_30Rnd_105mmLASER_M119"], ["M119", "ILLUM", "ARTY_30Rnd_105mmILLUM_M119"], ["M119", "SMOKE", "ARTY_30Rnd_105mmSMOKE_M119"], ["D30", "HE", "ARTY_30Rnd_122mmHE_D30"], ["D30", "WP", "ARTY_30Rnd_122mmWP_D30"], ["D30", "SADARM","ARTY_30Rnd_122mmSADARM_D30"], ["D30", "LASER", "ARTY_30Rnd_122mmLASER_D30"], ["D30", "ILLUM", "ARTY_30Rnd_122mmILLUM_D30"], ["D30", "SMOKE", "ARTY_30Rnd_122mmSMOKE_D30"], ["M256", "HE", "20Rnd_120mmHE_M1A2"], ["D81", "HE", "22Rnd_125mmHE_T72"], ["GRAD", "HE", "ARTY_40Rnd_120mmHE_BM21"], ["M252", "HE", "ARTY_8Rnd_81mmHE_M252"], ["M252", "WP", "ARTY_8Rnd_81mmWP_M252"], ["M252", "ILLUM", "ARTY_8Rnd_81mmILLUM_M252"], ["2B14", "HE", "ARTY_8Rnd_82mmHE_2B14"], ["2B14", "WP", "ARTY_8Rnd_82mmWP_2B14"], ["2B14", "ILLUM", "ARTY_8Rnd_82mmILLUM_2B14"], ["MLRS", "HE", "ARTY_12Rnd_227mmHE_M270"], ["MLRS", "LASER", "ARTY_12Rnd_227mmHE_M270"] ]; it searches for the weapon name in the 0 index. it looks for an EXACT match on the classname (Inheritance by itself doesnt work). You would need to add the Weapon class name to this array. BIS does provide a function to add it. // Add an ordnance type. Must be executed on the server to work. BIS_ARTY_F_AddOrdnanceType = { private ["_weapon", "_type", "_magazine"]; _weapon = _this select 0; _type = _this select 1; _magazine = _this select 2; BIS_ARTY_ORDTYPES = BIS_ARTY_ORDTYPES + [[_weapon, _type, _magazine]]; }; so you would have to add this to the vehicle init, after the artillery logic is initialized... waitUntil {Sleep 5; !(IsNil "BIS_ARTY_F_AddOrdnanceType")}; { _x call BIS_ARTY_F_AddOrdnanceType} forEach [ ["2S1 gun classname", "HE", "ARTY_30Rnd_122mmHE_D30"] ["2S1 gun classname", "WP", "ARTY_30Rnd_122mmWP_D30"], ["2S1 gun classname", "SADARM","ARTY_30Rnd_122mmSADARM_D30"], ["2S1 gun classname", "LASER", "ARTY_30Rnd_122mmLASER_D30"], ["2S1 gun classname", "ILLUM", "ARTY_30Rnd_122mmILLUM_D30"], ["2S1 gun classname", "SMOKE", "ARTY_30Rnd_122mmSMOKE_D30"] ];
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Sounds exciting.. muahahah. As for the artillery issue, do you add new ballistics for the 2S1's gun, or is it using an already configured weapon class? FYI, i am adding AI-ran Artillery support in Apocalypse, including support for 2S1. I am having it mimic the D30 in ballistics and using a virtual arty logic co-located with the gun doing the actual firing, with the gun firing blanks so to speak (fired EH removes the shell as soon as its fired). works pretty well.
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[SP] Apocalypse - Invade. Control. Conquer
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
- re: friendly fire. continued to look into this and am not sure what could be causing this. i dont ever see this but in my runs i always go 3 sided. some ideas... - you said you used a Javelin on the enemy BMP. well its possible you may have killed a friendly in the area when you did which turned your buddies against you... Not likely but throughout the mission your friendly kills could pile up, which is why this doesnt happen until well into the mission. - also, when you run 2 sided, I'm guessing you select "FRIENDLY" for Resistance in the setup screen yes? Well, when you do that, WEST and RESISTANCE are set to FRIEND and during the mission, the code will try to use both WEST and RESISTANCE to populate forces, creating groups under both sides. This should work since i use "setFriend" commands in the beginning of the mission to ally them, but i can see if Arma 2 gets buggy with faction relationships this would be an issue. What you could try is if you want a 2 sided battle, set RESISTANCE to "ENEMY" so at least you know that all friendlies will be WEST and WEST only and there will be less chance for sillyness. -
[SP] Apocalypse - Invade. Control. Conquer
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
- see a possible issue with packing/unpacking if you start packing too soon after unpacking (within 5 secs). will be fixed. - putting an extra guard against your group icon not showing up. still couldnt confirm the issue, but this should help - re: upgrades. what do you mean the ammo upgrade doesnt show up? The ammo upgrade IS your weapons cache. when you buy the upgrade the cache just can rearm vehicles that pull up to it. -
[SP] Apocalypse - Invade. Control. Conquer
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
having the hardest time reproducing your errors. when you are packing/unpacking, what upgrades do you have? when you are respawned, do you have other soldiers in your squad? if you do, is it possible the group icon is over them? are you running with the -showScriptErrors option added to your shortcut? if not, can you please do that, and see if you see any black text popup when you play the mission? -
[SP] Apocalypse - Invade. Control. Conquer
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
- so if you select a HQ to start with, do you paradrop to it or do you 'skip' to it? Just need to know what to test... - and its out of fuel to start? - so this is after respawn when the markers dont show up? for the position disappearing, try toggling the 2D and 3D markers in the menu. Does your High Command still work? - camps not spawning: just remembered this, some camps are just the location of the TOWNNAME on the map..there arent supposed to be objects there. are you sure its supposed to be a camp and not just the TOWNNAME (which is also considered a 'camp') ill try your US vs RUSSIA. what do you set as RESISTANCE? do you keep it FRIENDLY? or change it to THIRD SIDE in the initial screen? -
[SP] Apocalypse - Invade. Control. Conquer
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
lol, i can always count on you to come up with mega-large issues that I have never seen before.... are you running any mods, because you always seem to have these major issues.. - your HQ is set to 0 fuel when you unpack it. It wont be 'mobile' unless you "pack" it again. that is by design. if it is out of fuel when you first run up to it, that is a bug. please confirm. - position stops updating. does the symbol go away or just stop moving, meaning its showing an 'old' position of yours? that is the MARTA module controlling that. are you sure you didnt Toggle 2D markers from the menu and turn them off? - camps not spawning. I saw this once many versions ago, and i am pretty sure i fixed it. but ill check again. - Ai not attacking. admittedly i set the enemy/friends of each side at the beginning of the mission, so its possible that the AI gets confused on who is a friend and a foe. but i never see that issue. can you tell me what settings did you do for the three sides in the beginning. did you set them to 2 friendly and 1 enemy, or 3 sided. I'll try to reproduce. -
[SP] Apocalypse - Invade. Control. Conquer
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
For balancing, I decided to implement the time wait between requests, so in exchange for that wait, artillery wont cost you support points. but otherwise, youre correct. -
[SP] Apocalypse - Invade. Control. Conquer
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
well, because of the balance issues with Artillery, they will not be orderable. But the AI will order artillery on its own, up to around three pieces per side. You will be able to request a small set of arty strikes every X minutes (option on setup screen). In between then, the Arty is useable by other friendly forces periodically. -
[SP] Apocalypse - Invade. Control. Conquer
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
not sure i am going to try to do too much to code around AI stupidity. It would be an effort that would never end. FYI, new version coming out soon.. highlights.. .. ACR DLC supported. Yummy new troops. .. AI controlled artillery that moves, shoots, and communicates. I'm making ANY mobile arty vehicle work with this, even ones that modmakers never set up properly with the BIS arty module. Its pretty cool. -
[SP] Lost v 4.0 - Like a mash-up of 'Dogs of War' and 'Manhattan' (without the bugs)!
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
the message about updating to 5.5 is fine. code-wise, i didnt have to do anything special to go to 5.7 so the updater code doesnt show it. those messages are only for updates that that i have to do some code to change your save game. unfortunately i'd have to do a complete rewrite of LOST to long-term improve the performance of the search houses, by moving all the scripts to FSMs. Dont know if i am up for that. -
[SP] Apocalypse - Invade. Control. Conquer
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
uh... LOVE it. Thanks!! -
[SP] Apocalypse - Invade. Control. Conquer
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
maybe. will consider it. -
[SP] Apocalypse - Invade. Control. Conquer
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
just looked at code, the ratios you set for an unused side aren't taken into account. i'll look at being able to set air to 0 in the next update. -
[SP] Apocalypse - Invade. Control. Conquer
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
well if you set overall strength to 200% the enemy will have more reinforcements, but theyll still have the same pace of reinforcement so the war will just last longer. I'm sure that will be plenty of reinforcements and should give you the situation you are looking for. ---------- Post added at 10:37 ---------- Previous post was at 10:29 ---------- - no, it doesnt affect support points or reinforcements AI gets. support points are only for you. its just to make your life easier or harder. - the marta module is controlling sizes of group markers so that kind of control of bigger or smaller icons based on distance is out of my hands - i get the swimming guy sometimes. when you respawn i put you to the map origin [0,0,0] which sometimes is in the water, depending on the map. even if it does happen, the player usually realizes its on land after at most a minute. try entering a building or boarding a vehicle. will look to see if there is some way of fixing that - try setting air to 1 for only the sides you wish to have little air cover. if all sides AIR are set to 1, you really arent affecting anything, no matter what you set INFANTRY and ARMOR. (infantry vs armor vs air doesnt affect each other directly, its side vs side vs side that is the controller of the effect.) -
[SP] Apocalypse - Invade. Control. Conquer
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
You mention many different questions in your post so I'm trying to understand what it is you really want. I give a ton of options at mission start that should allow you to construct the mission you want wit some experimentation. For instance You can lower your sides strength in comparison to the others and that will make it more reliant on you to do the dirty work You want unlimited reinforcements? Do you mean how fast they show up. How many total show up? But yes I limit things a bit because too many troops on all sides will bog down the game. I have no idea what you mean by release your squad. Are you trying to recruit soldiers or are you trying to give them back to the AI? You can recruit nearby soldiers using the COMMS menu. You can release your troops to but you have to separate them out into another squad first then you can release them through the menu as well. Think the path is 08196 I could keep explaining different things but really with all the options I give you I would like some clear understanding of what you want