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sander

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Everything posted by sander

  1. sander

    BAF coop mission pack

    Then it was probably a fluke. It should not matter at all whether the backpacks are carried by players or not. Once the distance between the ammo crate underneath and the backpack exceeds a value the variable is set and once both variables have been set to 1 the helicopter will proceed from its hover towards the extraction zone. The chopper will not run out of fuel as a patrol loop of an AI on the map will ensure its automagically topped up every time it passes a waypoint. The Wildcat helicopter has a strange tendency to occasionally go berserk on certain parts of terrain when flown by AI, but that has not (yet) been observed on Takistan. In the Withdrawal Symptoms mission it can happen once in a while that the helicopter pilot starts to make a roll and may crash into the trees (this can cause destruction of a helicopter even when it is set to allowDamage false) when it is flying from the Guba inlet towards the LZ. A backup trigger should kick off in such circumstances to end the mission regardless, but this is to cover a rare eventuality linked to a particular spot. It does not seem to affect the flight path of the Wildcat when flying through the valley from Gospandi to Mulladost. Regards, Sander
  2. Smoke acts as an effective obscurant for both hostile and friendly AI and can aid in the units becoming less aware of threats. This can be useful if you wish for them to disengage. They will become responsive to other orders more easily, though not in all cases with the rapidity one would wish for. Regards, Sander
  3. sander

    BAF coop mission pack

    Thanks for the feedback. --- Replayed BAF - Y bother (co06) in both MP and SP mode and no problems with the helicopter crashing encountered. A situation like you describe has never been encountered in over a dozen play throughs of the mission. Are there any mods running at all that delay initialisation? Various AI improvement mods and CBA have a tendency to wreck initialisations as they claim inordinate computer resources at mission start and these are not supported. Regards, Sander
  4. For Defender cluster the mines to take out the leading vehicle, four packed close together should be enough to cause a catastrophic explosion, and place the satchels close to one another to destroy the follow on vehicle. Take up position in an overwatch at some distance, preferably up the road, to employ LAW against any armour not immobilised or to use small arms to take out any disembarked crew. Use cover and concealment at some distance from the road to get a better view and put some distance between you and the hostile AI. --- A briefing must be called from either the init.sqf or initjipcompatible.sqf file. Unless this is done no briefing will ever be displayed. One needs at the very least to have present in the mission folder: - mission.sqm - init.sqf - briefing.html - briefing.sqf The briefing.html contains just a bare skeleton. It defines the different types of mission endings. It is good practice to reserve end number 1 for a message denouncing the use of cheats, as it is the one automatically picked when the ENDMISSION cheat is used. Example: The real briefing that used to be in the html file is now contained in the briefing.sqf. Example: This briefing is kicked off by the init.sqf and/or initjipcompatible.sqf. Example: One of the common problems with a briefing not showing up is due to mistakes made in the briefing.sqf. For example one may have put in a " where a ' is required in the marker names. Regards, Sander
  5. sander

    BAF coop mission pack

    Was this under the default conditions or with other unsupported custom content active? It has worked flawlessly in over a dozen times when played as it supposed to be, that is while running default Combined Arms and BAF DLC with no other addons of any kind. Regards, Sander
  6. sander

    Army of the Czech Republic DLC

    There has not been a patch despite it is nearly a year since release and not withstanding that it has more bugs in it than Verhoeven's Starship Troopers (check for all the ACR related issues). It is not even being worked on (see comment here ). Regards, Sander
  7. sander

    Pilot Rescue

    It is probably easier to DL the file below and look at how one can set up a very basic scenario like that than it is to describe it. Download simple demo It has no frills, but basically illustrates how one can put it together to accomplish what you describe. Use Eliteness to unpack and look in the editor how it is set up. Regards, Sander
  8. sander

    Pilot Rescue

    Ad 1: use explicit assignascargo and ordergetin statements for the pilots. Name the chopper and pilots in question and provide additional instructions in the trigger that kicks off the conversation, for example assuming units are named pilot1, pilot2, pilot3 and csar_helicopter: pilot1 assignascargo csar_helicopter; pilot2 assignascargo csar_helicopter; pilot3 assignascargo csar_helicopter; [pilot1,pilot2,pilot3] ordergetin true; Read more about it: assignAsCargo orderGetIn Ad 2: use a condition on the helicopter's unload waypoint used for insertion and make sure the ground where the chopper is supposed to land is reasonably smooth and flat. Regards, Sander
  9. sander

    A quantum leap - Arma 4

    A game set before the era of steam would be wonderful in more than one sense. The slow reload times would be a distinct disadvantage if it involved merely a pause, which would be boring, but modelling the different actions required to operate a good old fashioned musket could make that more interesting, especially if all the stages would require the player to acquire actual skill to perform them right. A mechanism where synchronisation of actions between players in a formation would confer advantages would be a bonus, inducing players to actually invest in drill to gain effectiveness on the battlefield. Having a musketeer platoon or pike formation set up and maneuver without dissovling into a gagglef**k would be nice. Regards, Sander
  10. sander

    Pilot Rescue

    If you press F2 then select the trigger and draw the line to the player unit, the trigger is grouped to that unit. By default it will then check for Vehicle, which can be any unit including a character, so not necessarily an actual vehicle (just one of those oddities). You can change it from ]i]Vehicle[/i] to Group, but you should not (that makes a grouped trigger unreliable in a MP situation, because if the group leader slot is not filled the trigger will never kick off even if other group members enter the activation radius (not a problem in SP, but better not to acquire bad habits in case you want to create MP missions as well)). Regards, Sander
  11. sander

    Pilot Rescue

    If it is a single player mission why not group the trigger to the player unit and merely check if present? Regards, Sander
  12. sander

    Pilot Rescue

    To ensure that the three pilots do not move put in the init field of each: this disableAI "Move"; Then to make the first pilot move once that trigger fires in step one, enable him to move again. Assumign you have named the unit pilot1 that trigger could be augmented with an additional statement in the on activation field: pilot1 enableAI "Move"; Once he is in the helicopter the second pilot could similarly be enabled to move with a similar command following a check that pilot1 is in the extraction bird. The third pilot could then be enabled to move once his health is restored. Regards, Sander
  13. What version of the game do you have, full Operation Arrowhead or Reinforcements? In the full disk version game the missions_e.pbo has a size of 46.932 kB, what is the size in your copy? Once unpacked with Eliteness and its depbo function the folder has various subfolders with the campaign, missions and templates. Regards, Sander
  14. Regarding mission editing questions you can best pose your questions in the BIS Forum Mission editing section. Once a mission is finished you try out Foxhound's excellent Armaholic site which has a description how to upload missions in the Armaholic FAQ. Regards, Sander
  15. sander

    Tarin Kot, Oruzgan

    Good to see you are still continuing work on the map, I hope you do release it for A2 and not just A3. Regards, Sander
  16. Try the missions_e.pbo file in the Expansion\Addons folder. Regards, Sander
  17. sander

    A quantum leap - Arma 4

    The late 1950's and early 1960's would be a novel setting for a military themed game. There would be an opportunity to mix the WW2 surplus gear with more modern kit and there is a wide variety of conflicts to recreate or base a fictional scenario on. With decolonisation wars fought all over almost any terrain that suits the fancy can be picked as a setting. Regards, Sander
  18. sander

    A quantum leap - Arma 4

    That should probably read "The only 2 other games" because Finmod released WW2 era addons and missions for OFP as well. Finmod for OFP 1.4 Check it out, it is excellent stuff. Regards, Sander
  19. sander

    Getting Started.....

    That is correct. The 1.6 patch will update Arma II to its corresponding patch level and update OA to 1.6. After that the 1.62 patch can be applied. Starting up Arma II separately from CO can be useful when encountering problems in the Arma II campaign, but using the Combined Operations as default will suffice for most purposes. Regards, Sander
  20. sander

    Install Arma 2 DLCs On Arma 2

    It does not matter where Arma II is installed, but you should install Reinforcements in the same folder where you installed Arma II. That would allow you to use the Reinforcements units on Chernarus and Utes. Regards, Sander
  21. sander

    Install Arma 2 DLCs On Arma 2

    Can you provide some more detail, for example the version of Arma II before installation of Reinforcements,on what location Arma II is installed (the default location or a custom one you picked yourself), what version of the patch did you try to apply? The more information you provide about the situation the better other people can help ypu find a solution. The order of installation and subsequent patching ought to be: * Install Arma 2 * Install Reinforcements * Install V.160 patch (BIS Wiki) * Install V1.62 patch (BIS Wiki) Applying an Arma II specific patch instead of the OA/Reinforcements V1.60 patch might cause problems. Regards, Sander
  22. This is actually default behaviour of the game, not a CWR2 feature introduced specifically for the mod and/or its missions. Regards, Sander
  23. That is correct. There are some considerations to take into account when setting up a mission. One is that AI units might flee at a certain point and that means one has to account for having the objective tick off within a reasonable margin. By using the count of units on a particular side the game will not distinguish what form these remaining troops have. They might be the lone stragglers of several distinct groups or they might represent a full sized element still capable and willing to continue the fight. For that reason I would recommend using the method in which all enemy groups are named and to check for their size. Squads of 8-10 men reduced to two is generally sufficient in the game to consider them combat ineffective. So with 10 remaining enemies on the map in 5 groups there is less of a threat to the BLUFOR players than when they would represent a 10 man element in one group which could be the case if a countside was done for 10 and below. Regards, Sander
  24. There are several ways to accomplish this with a trigger condition, for example with countSide: Another method is to name the enemy groups and count for their strength dropping below a value, for instance when you have five named squads of OPFOR (with statements such as enemysquad1 = group this; in their init line): The latter method has my personal preference above the former: it means all groups have dropped to a minimal strength whereas the former might kick off even when one of the groups with five men in it could still function as a viable combat unit. Regards, Sander
  25. Any balanced fight is the result of bad planning. Missions should be unbalanced so players get the opportunity to figure out how to stack the odds to their own advantage by exploiting a combination of available equipment, terrain, time and enemy capabilities. Regards, Sander
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