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markb50k

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Posts posted by markb50k


  1. seems a simple question so hopefully it is.

     

    Very intrigued by ALIVE and want to play a nice simple full island battle with most of the features.  Don't want Zeus (seems to take me out of the immersion).  Where can I find scenarios.  Been looking on Armaholic but it seems hard to find ALIVE specific ones.  The ones of the ALIVE mod website don't seem to load up for me.  Any recommendations/links.  Looking for one that takes no dependent mods other than the ALIVE standards.

     

    Thanks!


  2. No promised timeframe, but since I will eventually be playing ARMA 3, I will try to port these mission to it as well.

    At this point, i'm in a Skyrim modding mood and am 'on-break' from ARMA 2, so it'll be after that.

    Appreciate the good words.

    As for performance, not sure what even changed between 5.0.1 and the latest version, surely nothing that would affect frame rates.


  3. Wow that clears alot of the issues up. A few things to answer and ask.

    1) You are right. I have little to no experience using this but from the FAQ seems easy enough.

    2) I think i was ordering support units and from my understanding those are AI controlled only that go and fight where they want?

    3) How do I build an HQ if I don't make the game start with one?

    4) Explain to me how you play the game. Everyone has their own way of playing.

    5) So basically, jump in, fight as a one man army, cap stuff, earn points, buy reinforcements, blah and capture the entire island right?

    Calling support as you suspected doesn't let you control another friendly but it does make them go to a specified location you select on the map. It's cheaper to do this than order reinforcements but you have less control over what the support does. I hardly use it. Rather I save up and just order reinforcements that I can control.

    Like other reinforcements you can order a hq unit when you've earned 1000 support points. Other unit types cost various amounts

    Currently what I do since I like a challenge is I set friendly forces to 0 on the initial dialog and go lone wolf and try to win by earning points and bringing in my own reinforcements. I search every house I can and try to capture enemy vehicles and put friendly troops in them. Then I use a feature called 'releasing' to basically give up control of the group back to AI control. When you do this you can gain bonus support points pretty quickly. When I gain several thousand points I bring in a bunch of reinforcements at one time and go on the attack. I also normally only get a small number of he upgrades usually just the static aa upgrade so i have something to take out enemy air which I find to be my worst enemy.


  4. Mark, i am getting random CTDs with version 5.0.3. Does it require a game restart again?

    Btw the mission is pretty fluid now, no issues related to low fps or anything.

    well, good to see that the FPS issues on your machine have abated, good news. As for random CTD, i have been playing a long-term mission over the last couple of weeks and have been taking the updates just as you guys are and I havent had a single CTD. so perhaps you are using a new beta build? or maybe a mod is causing it. i cleaned up all my mods writing fixes into them for my personal use, so its possible its a conflict with one of your mods.. let me know which ones you are using and i'll see if any of them were problematic for me.

    ---------- Post added at 22:17 ---------- Previous post was at 22:02 ----------

    Hello everyone,

    I am a long time lurker of the bistudio forums and I must say this looks promising. I have been searching through page after page on how to play this mission. I have played since arma one and have made excellent editor missions privately but I have never played any of ARMA online warfare or scenario gametypes. I thought for sure there would be some detailed walkthrough or explanation on how to play somewhere but I have been unable to find it. When I go in game I notice the notes for setting up the game and the notes when you bring up your map but that wasn't enough to get me to understand.

    A few questions:

    What is the overall goal of this gametype?

    What is your role while playing this gametype?

    How do I command my troops if I am the one in charge?

    How do I get into the fight if I so choose to?

    I have spent several hours messing around trying to figure out the basics. From my point of view I get in game and have no clue what to do. I have myself and one other squadmate and a stryker for an HQ vehicle. I unpack it and try to use anything and everything to understand how to operate troops but to no prevail. I call in reinforcements that paradrop next to me and then run off without even saying hello. I really wish I understood what was going on so I could play this.

    Well, first, i put together a FAQ that discusses many of the points that you bring up. I would definitely check that out. theres a link to it on the first post.

    I'm guessing your playing in the default gamemode where you start the game coming in on a boat or a plane, yes, so my answers will go off that assumption.

    The objective of the game is to take all camp markers and make them blue, and have them be blue ALL at the same time. if any are enemy controlled (red/green) or non-controlled (black) you cannot win.

    your role is a subordinate unit within your side's forces with the ability to take on additional troops.

    when you start, you have no subordinate squads and no squadmates. you can gain them by earning support points by taking camps, or killing enemies, or searching house, or taking intel of off of enemy leader's corpses. when you gain enough points you can order certain unit types from your REINFORCEMENT menu, 0-8-2

    I am guessing that you know how to order reinforcements since you say you already have a HQ. Unless you chose to start with the HQ in the beginning? Please let me know which.

    if you chose to start with a HQ, my guess is that you havent gained enough support points to request anything. Perhaps the reinforcements you see dropping in are not your reinforcements at all, and are AI controlled. You will KNOW they are yours when they join your squad. if they dont join your squad they arent the troops you ordered.

    So please confirm that you are really requesting reinforcements properly through the REINF menu 0-8-2 and you see your support points being taken away when ordering them.

    Also, please realize that you have to use the "High Command" functionality that comes with the vanilla game to control subordinate squads. You can keep all troops that join your squad in the same squad with you, but it gets a bit hard to control all of them. you can use the High Command functionality to assist you. This involves splitting off soldiers from your squad into their own squad and using the CTRL+Space buttons to enter high command mode.

    WIthout me wasting anymore time with explanations, please let me know if you are following me so far and let me know if some of my assumptions are true that 1) you are unfamiliar with High Command and 2) you may not be ordering any reinforcements properly. Those are the most logical explanations to me why you may be having such difficulty with the mission.

    Dont hesitate to ask more questions, its my pleasure to help.


  5. Version 5.03:

    - new : in MISCELLANEOUS menu (0-8-6) option to 'unstick' stuck AI. sometimes AI just wont move lots of time due to either being stuck in a pistol holding animation or sometimes after emerging from water. I've seen this in the vanilla game as well. now you can go up to an AI and select this and the AI will be 'unstuck'.

    - new : for other AI, code will attempt to unstick AI periodically on its own in the background

    - tweak : LOST mode - when loading cache on vehicles, better handling of loading back on vehicle it was just unloaded off of.

    - numerous small bug fixes


  6. Hi Mark, Finalizing this excited happy posting, I would like to know how exactly it is determined how enemy units are made visible as HC icons if that option is turned on. I had the impression you see all of them, so I disabled that option as unrealistic once the friendly airforce was down. Or is it determined by some variables like friendly unit LOS or supportive towns reporting; but that reporting seems to happen still like it was in the old LOST code by showing little red dots only and I am talking about how the HC icons visibility is influenced. And also I am unsure what "Special actions" means in the comms menu. Last to ask for today: what options are there to control other teams or switch to certain units? I could not find all those options like "make HC leader and switch to" from the old LOST code.

    Keep up your amazing work, Mark!

    touristo

    First of all touristo, THANK YOU for your in-depth description of your game play, I find it really rewarding to see how people are utilizing my mission. I hoped that its open-ended design allowed people to construct all kinds of scenarios with it, and you are proof... Thank you, it makes my work worth it..

    as for your questions..

    enemy units are only visible if any friendly units have a "knowsabout" level greater than 1. This is similar to how the standard MARTA/HC rules apply, so I am not giving you any more info than you would normally get. when you have friendly aircraft you get a much better view of the enemy, but those enemy icons only show up if you have actual in-game knowledge of them. i try to keep it somewhat realistic in this regard..

    HC icons are not affected by friendly town sightings. only through this "knowsabout" level that the game-engine keeps track of

    Special Actions: if you give your troops first aid kits or repair kits, etc, you can have them repair or heal other units by ordering them to do these special actions. the code will detect whether anything is needing healing or repairing in the vicinity of the ordered unit. so, its a way of allowing you to send troops out and search for vehicles to repair and capture without you having to be there.

    I removed all team switching capability from the mission, hardly anyone used it, and it was a coding nightmare to make it work properly with all the features i give to the player. so, the only option you have to take on another character is to die and respawn as a random unit type.


  7. ...so I've been reading up on this in other threads/forums.

    Apparently its a common problem with our game.

    Basically, the more AI, the more CPU usage as it tends to take over from the GPU...but why? when the industry is pumping out such fine GPUs. Is it and ArmA2 optimization issue?

    At he start of the mission, when I am solo, or before any para drops all is fine with my graphics card, but as soon as reinforcements or enemy are spawned, the GPU ceases to contribute.

    Interesting analysis, I like it! Hopefully we can figure something out to assist you..


  8. No, there will be no replacement pack.

    Can I change the hitpoints, like "HitLFWheel" to "hit_wheel_1"? I don't know what names are hard coded to the game engine.

    The reason why I want to change the names to my understanding is I might do more vehicles than just HMMWVs like 5 tons, 2 1/2 tons, HEMMTs, M932s etc. ArmA2 is seriously lacking a realistic logistical aspect of warfare.

    From your question above, you asked if its ok to update the properties like on Car : LandVehicle.. that is not a good idea and is bad coding practice. you NEVER want to overwrite any property or rename anything on the base BIS classes. you can make your own class and inherit Car like "class DeltaHawk_HMMWV : Car" etc, and change the names on that new class, but dont change the original class.

    if you do, EVERY other object in the game that extends off of "Car" will get your changes, and stuff WILL break.

    Not sure of what you were saying in that post, but just in case I wanted to make you aware... Good Luck.. your mod looks promising..


  9. that's strange. anyone else getting this? no real changes in code since what you are playing, especially if its a restart.

    are you using the new mission pbos that i put out a version or two ago?

    Other than that, i think its got to be another mod you have. If you want to mess around, try starting the mission with smaller and smaller amount of AI to see if that works... Kinda lost for recommendations here..

    also maybe select it to not use dynamic weather, that another semi-large process.

    viewdistance at 3500 is a bit high as well, maybe lower that.. just grasping for straws here


  10. DAF has a version of the GLT F16 that uses the mod name "GLT_f16" instead of "GLT_Falcon".

    The easiest way to fix this is to either....

    edit the config file in the GLT_F16 pbo to add the GLT_falcon mod name like this:

    class CfgPatches {
    class glt_f16 {
    	units[] = {};
    	weapons[] = {};
    	requiredVersion = 0.1;
    	requiredAddons[] = {"CAWeapons", "CAAir", "GLT_Missilebox", "Extended_EventHandlers"};
    };
    class GLT_FALCON {
    	units[] = {};
    	weapons[] = {};
    	requiredVersion = 0.1;
    	requiredAddons[] = {"CAWeapons", "CAAir", "GLT_Missilebox", "Extended_EventHandlers"};
    };
    };
    

    OR, edit your _a2_config and _oa_config PBOs and go into the config files and EDIT the "requiredAddons" line by replacing "GLT_Falcon" with "GLT_F16"

    Larsiano said he didnt edit the GLT F16 pbo, so he may have an updated version from GLT Myke. I'm not sure, but the above is how you can fix your issue


  11. well traversing the configs of the VME PLA is a bit confusing because they put ALMOST all configs in one file, WHICH IS GOOD, but they left some in separate PBOs... oh well..

    Well anyway, the main config pbo is VME_PLA_MEN_C and in it is has a main config.bin with all the infantry configs, but it also has almost twenty other subdirectories with other configs in it.

    To fix the RPG rounds, you need to edit the config in the vme_pla_men_c/vme_pla_weapons_c directory.

    In that file, under CfgAmmo, replace the current references of the two type69 rounds

    from this:

    class VME_PLA_R_69III_AT: RocketBase
    {
     hit = 650;
     indirectHit = 20;
     indirectHitRange = 1;
     model = "\vme_pla_weapons\PG7_Rocket";
     cost = 300;
     initTime = 0.1;
     thrust = 280;
     thrustTime = 1;
     maxSpeed = 295;
     sideAirFriction = 0.5;
     timeToLive = 4.5;
     fuseDistance = 5;
     visibleFire = 28;
     audibleFire = 16;
     CraterEffects = "ATRocketCrater";
     explosionEffects = "ATRocketExplosion";
     effectsMissile = "missile2";
     whistleDist = 4;
    };
    class VME_PLA_R_69HE_AT: VME_PLA_R_69III_AT
    {
     hit = 75;
     indirectHit = 20;
     indirectHitRange = 15;
     cost = 100;
     whistleDist = 24;
    };
    

    to this:

    class R_PG7VL_AT;
    class VME_PLA_R_69III_AT: R_PG7VL_AT{};
    class R_OG7_AT;
    class VME_PLA_R_69HE_AT: R_OG7_AT{};
    

    Then under CfgMagazines...

    replace this:

    class VME_PLA_69III: CA_LauncherMagazine
    {
     scope = 2;
     model = "\ca\weapons\PG7VL_proxy";
     modelSpecial = "\ca\weapons\rpg7_launcher_loaded";
     displayName = "69-III(HEAT)";
     ammo = "VME_PLA_R_69III_AT";
     reloadAction = "ManActReloadAT";
     picture = "\CA\weapons\data\equip\m_PG7VL_ca.paa";
     initSpeed = 115;
     descriptionShort = "";
    };
    class VME_PLA_69HE: CA_LauncherMagazine
    {
     scope = 2;
     model = "\ca\weapons\OG7V_proxy";
     modelSpecial = "\ca\weapons\rpg7o_launcher_loaded";
     displayName = "69-HE(HE)";
     ammo = "VME_PLA_R_69HE_AT";
     reloadAction = "ManActReloadAT";
     picture = "\CA\weapons\data\equip\M_OG7V_ca.paa";
     initSpeed = 115;
     descriptionShort = "";
    };
    class VME_PLA_69IIIA: CA_LauncherMagazine
    {
     scope = 2;
     model = "\vme_pla_weapons\PG7_proxy";
     modelSpecial = "\vme_pla_weapons\vme_pla_PF69_Launcher_loaded";
     displayName = "69-IIIA(HEAT)";
     ammo = "VME_PLA_R_69III_AT";
     reloadAction = "ManActReloadAT";
     picture = "\CA\weapons\data\equip\m_PG7VL_ca.paa";
     initSpeed = 115;
     descriptionShort = "";
    };
    class VME_PLA_69HEA: CA_LauncherMagazine
    {
     scope = 2;
     model = "\vme_pla_weapons\PG7_proxy";
     modelSpecial = "\vme_pla_weapons\vme_pla_PF69_Launcher_loaded";
     displayName = "69-HEA(HE)";
     ammo = "VME_PLA_R_69HE_AT";
     reloadAction = "ManActReloadAT";
     picture = "\CA\weapons\data\equip\M_OG7V_ca.paa";
     initSpeed = 115;
     descriptionShort = "";
    };
    

    with this:

    class PG7VL;
    class VME_PLA_69III: PG7VL
    {
     displayName = "69-III(HEAT)";
     ammo = "VME_PLA_R_69III_AT";
     descriptionShort = "";
    };
    class OG7;
    class VME_PLA_69HE: OG7
    {
     displayName = "69-HE(HE)";
     ammo = "VME_PLA_R_69HE_AT";
     descriptionShort = "";
    };
    class VME_PLA_69IIIA: VME_PLA_69III
    {
     displayName = "69-IIIA(HEAT)";
    };
    class VME_PLA_69HEA: VME_PLA_69HE
    {
     displayName = "69-HEA(HE)";
    };
    

    have fun!


  12. I m really admiring the "whole" concept (although i m playing always at LOST mode)..but even with

    last (tweaked) version,FPS are (still) terribly low.

    I only wish if you could make it for Dedi server version*

    (*Coop with only 1 Leader and his special HQ functions and rest slots just friendly units)

    so ALL A.I. calculations would stop killing the client..

    I really want to enjoy this mission.. :/

    if you want to take a stab at it, please do. Like i said, its probably easier than i imagine, but i dont want to start the whole process of converting to MP, since I have NEVER played MP and I dont plan to. Takes too much of family time away.

    ---------- Post added at 22:24 ---------- Previous post was at 22:19 ----------

    Mark,

    In the init_island after small and large camp positions and the weather, you have- "GLaddittionaltown logics"- what is the function of those positions?

    well, especially in LOST, less in Apocalypse, alot of logic is based on which town you are in, so I usually like to have a good number of towns in the game. for certain maps i felt there wasnt enough towns or the island maker is using NameLocals that arent detected by my code. So, to adjust that, I specify in certain islands specific locations that the mission will consider a 'town'. For instance in Zagrabad i break up the main city into sub sections to make more sense game-play wise.

    In that array, i also specify whether to create a name label on the map for the city or to just use the label that may already be there from the island maker.

    Hope that explains it. Glad to see someone inspecting the script files. That's how I learned how to code too! :)


  13. And this whole time, I thought it was me and my graphics card going crazy.:butbut:

    I am having the same situation. Does not happen all the time but could be a real bummer as of this moment, I am half-way through a mission with intentions of posting it to USER Made Missions Forum and would be a big butthole of a bummer to put in the ....

    Known Bugs:

    Crazy graphical gliches

    :j:

    Figured it out (re: graphical glitches), its the type69 rpg round, i believe the "69-IIIA(HEAT)" magazine. when the AT soldier arms his rpg and the round is showing, you get spammed with graphical glitches.

    I fixed it in my own personal config by just having it inherent the BIS rpg7v magazines instead of its own model.


  14. This Mission looks really good, but how to setup an HQ? I can´t find it out, even after reading the FAQ/Hints.

    Greets

    after you have earned 1000 support points, you will have an option under your reinforcements menu (0-8-2) to order an HQ. select that and after a few minutes your HQ will arrive as a reinforcement.

    you could also elect to start the mission with a HQ, by selecting the option on the first menu screen you see when you start the mission.

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