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sander

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Posts posted by sander


  1. This can be achieved in several ways. Many, but not all buildings have specific addressable points defined where one can place AI with a command or give the AI a move waypoint towards the building and selecting a position, followed by a statement to fix the unit in place and / or stance. The init line provides more predictable results, especially concerning the direction the AI will be looking.

    For example, if I wish to place a unit at the ninth building position (when using this method the number correspons to the numbered position indicated by a move waypoint subtracted by one), fixed in his viewing direction and unable to kneel down or lie down, I would put in his init line:

    this setPos (nearestBuilding this buildingPos 8); this disableAI "Move"; this setunitpos "Up";

    This would be most useful when the unit must keep watch in a particular direction and looks out of a window or over a parapet that has a certain height. Alternatively if one wishes for the unit to maintain the ability to revolve around and assume lower stances, one would use instead of a disableAI statement a forceSpeed command:

    this setPos (nearestBuilding this buildingPos 8); this forcespeed 0;

    Some buildings will lack the numbered predefined positions, or sometimes one would like to place them at different locations than the defined positions allow. In such cases one would specify the desired height (matter of trial and error to find the correct value) and optionally add statements to fix the AI in place or stance, for example using in the initline:

    this setpos [getpos this select 0, getpos this select 1,((getpos this select 2) +3.5)]; this disableAI "Move"; this setunitpos "Middle";

    Regards,

    Sander


  2. Place it in the ...\arma2\expansions\campaigns folder and if there is not yet a folder named campaigns in th expansions folder, you should create one. By placing the file in that manner instead of directly into a campaigns folder under the main folder one can avoid a campaign being listed twice in the campaign overview in game. It is one of the quirks of the game to duplicate campaigns if not set up that way.

    Regards,

    Sander


  3. First of all one would need to give the vehicles in question a name, for example target1, target2 and target3. Next action is to place a trigger.

    In the condition field one would put checks on the damage inflicted on the vehicles:

    (getDammage target1 >= 0.99) AND (getDammage target2 >= 0.99) AND (getDammage target3 >= 0.99)

    The damage of a vehicle can go up to 4. When it is 1 a vehicle will be totally destroyed, but not necessarily all occupants, at 4 everyone inside is guaranteed dead as well. A check for damage needs to be equal to or larger than to be reliable. The value of 0.99 is a good cut off point, as vehicles reaching that level will start to combust quickly.

    In the on activation field one would specify what would need to happen after the above condition is met, for example:

    VictoryCondition1 = 1; publicVariable "VictoryCondition1"; "1" objStatus "DONE"; task1 settaskstate "SUCCEEDED";

    In this example a variable that is subsequently checked for the endcondition of a mission is set to a value, then this value is broadcast to all connected players in a multiplayer session with a publicVariable statement, thus ensuring everyone is on the same page. The objStatus is then set to 1, resulting in an audible indicator in lower difficulty settings and the associated task in the briefin, here assumed to have been named task1, is marked as being met, resulting in an on screen notification and greening up of the task in the task list of the briefing overview.

    Regards,

    Sander


  4. 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:

    <html>

    <head>

    <meta http-equiv="Content-Type" content="text/html; charset=windows-1250">

    <title>Debriefing</title>

    </head>

    <body bgcolor="#FFFFFF">

    <! -----DEBRIEFING----->

    <hr>

    <br>

    <h2><a name="Debriefing:End1">You are a cheater</a></h2>

    <br>

    <p>

    Cheating is bad.

    </p>

    <br>

    <br>

    <hr>

    <br>

    <h2><a name="Debriefing:End2">Mission Accomplished</a></h2>

    <br>

    <p>

    The enemy commanders have been eliminated.

    </p>

    <br>

    <br>

    <hr>

    <br>

    <h2><a name="Debriefing:End3">Mission Failed</a></h2>

    <br>

    <p>

    Bravo team has been wiped out.

    </p>

    <br>

    </body>

    </html>

    The real briefing that used to be in the html file is now contained in the briefing.sqf.

    Example:

    // tasks

    task2 = player createSimpleTask ["Return to the boat"];

    task2 setSimpleTaskDescription ["Return to the boat for extraction", "Return to the boat", "Return to the boat"];

    task2 setSimpleTaskDestination markerpos "obj2";

    task1 = player createSimpleTask ["Eliminate the commanders"];

    task1 setSimpleTaskDescription ["Eliminate the insurgent commanders", "Eliminate the commanders", "Eliminate the commanders"];

    task1 setSimpleTaskDestination markerpos "obj1";

    player setCurrentTask task1;

    // diary entries

    player createDiaryRecord["Diary", ["Background",

    "Signal intercepts have indicated that senior enemy commanders are conferring at <marker name=obj1'>Montignac</marker>. Removal of these individuals would greatly limit the command and control capability of the insurgent force. Without the direction provided by these former military officers, the insurgents lack the training and experience to respond effectively against the planned amphibious assault on Everon. Elimination of these high value targets would therefore significantly increase the chance of success of the landings and reduce the expected number of friendly casualties. Command has therefore decided to strike against this gathering of insurgent commanders.

    <br/>

    <br/>

    An airstrike on this target of opportunity has been ruled out due to collateral damage concerns. The rules of engagement dictate against any action likely to result in heavy civilian casualties. For this reason an alternative option has been selected that decreases the risk to the civilian population. A team of special forces is to be inserted in order to locate and eliminate these enemy commanders at <marker name='obj1'>Montignac</marker>. Their task is to infiltrate covertly towards the target area before assaulting the building where the meeting is taking place. After the targets have been eliminated, the team is to fall back to the <marker name='obj2'>insertion point</marker> for exfiltration by boat.

    ]];

    player createDiaryRecord["Diary", ["Enemy",

    "The insurgent movement on Everon disposes of a number of full time fighters with generally low levels of military training. These forces can be supplemented by armed civilians sympathetic to their cause. As the latter do not wear uniform and cannot be easily distinguished from the non combattant general population, it is best to avoid all contact with indigenous civlians.

    <br/>

    <br/>

    Although the insurgents are primarily a light infantry force equipped with small arms and light support weapons, they also have some light vehicles mounting crew served weapons at their disposal. Night vision devices are in short supply amongst the insurgents, but even this limited capability means infrared light discipline must be strictly adhered to in order to avoid premature detection.

    <br/>

    <br/>

    The majority of insurgent fighters are deployed in villages and hamlets, a limited number of men is employed <marker name=patrols'>patrolling</marker> the woods and fields between settlements. Such patrols may be reinforced by reaction forces on guard duty in the villages.]];

    player createDiaryRecord["Diary", ["Mission",

    "Bravo team will eliminate insurgent leaders present at Montignac."]];

    This briefing is kicked off by the init.sqf and/or initjipcompatible.sqf.

    Example:

    execVM "briefing.sqf";

    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. I tried this mod this summer, and I could find only few old OFP missions. There was no compain, no decent content.

    The campaigns are separate downloads available for download in the first post of the thread. There are also several hundred additional individual missions for CWR2 available and some custom campaigns. Mission content is far from lacking and widely available at community sites.

    ---

    With regard to the SVD, there is a change in the default fixed zero distance that can make the sight better adjusted. Currently it inherits a default value for it, but setting it to a specified different distance would enable the reticle to be used with the chevrons indeed conforming more closely to the average character height at the different ranges.

    Regards,

    Sander


  6. Ad 1: it is possible to add a different loadout to units than the default by adding statements to the initialisation line of the unit. First one would remove the current weaponry and ammunition by a removeallweapons this; command, followed by defining the desired magazines and weapons. One would need to provide the magazines first and only after them the actual weapons to ensure the unit starts with the magazine loaded into his weapon. I fone defines the weapon first and magazines afterwards the unit needs to first reload the weapon in game.

    For example if I would like to reequip a unit and provide him with 7 magazines of suppressed 5.56, three handgrenades, two smoke grenades, night vision goggles and a binocular, I would add to the unit's init line the following statements:

    removeallweapons this; this addmagazine "30Rnd_556x45_StanagSD"; this addmagazine "30Rnd_556x45_StanagSD"; this addmagazine "30Rnd_556x45_StanagSD"; this addmagazine "30Rnd_556x45_StanagSD"; this addmagazine "30Rnd_556x45_StanagSD"; this addmagazine "30Rnd_556x45_StanagSD"; this addmagazine "HandGrenade_West"; this addmagazine "HandGrenade_West"; this addmagazine "HandGrenade_West"; this addmagazine "SmokeShell"; this addmagazine "SmokeShell"; this addmagazine "30Rnd_556x45_StanagSD"; this addweapon "M4A1_AIM_SD_CAMO "; this addweapon "NVGoggles"; this addweapon "Binocular";

    The classnames for weapons and ammo are available on for instance the following pages:

    BIS Wiki ArmA2 classnames of magazines and weapons

    BIS Wiki Arrowhead and DLC classnames of magazines and weapons

    Regards,

    Sander


  7. Hi,

    Changing the characteristics of a unit after it has been out for a year would impact missions made in the intervening period. Adding a backpack by default would have consequences for any scenario's where the mission maker has added a backpack to the British engineer units using an init line or other method. Therefore changing it would potentially break existing custom created content.

    The easiest manner to add the required explosives would be to put into the init line of the unit in question a command to give him a backpack of a type containing satchels. Two such backpacks are defined for the UK units.

    To add the UK engineer backpack with two satchels as well as mines and handgrenades:

    this addbackpack "cwr2_UK_Backpack_Engineer";

    To add the SAS backpack with three satchels:

    this addbackpack "cwr2_UK_Backpack_SAS";

    Regards,

    Sander


  8. Each man starts out with a single satchel on his belt kit and another in his Bergen, so that gives 10 in total for the five man team. Once in game one can check the ammo crate attached to the Zodiac, which has three additional charges and a LAW launcher with three missiles in it. It is therefore possible to haul 13 explosive charges and 6 AT rockets to blow up the targets and knock out the QRF BMP. That is definitely sufficient bang for the job.

    Regards,

    Sander


  9. Yes, the fact that R5 made the barracks unenterable adds to the difficulty, but this was reported internally and will be restored in the next release. Placing a satchel charge between the tanks and SPAAG should allow one to destroy them with the greatest efficiency. This should allow one to save up two charges to destroy the barracks and grab the intel. The armour will not go up immediately using that approach to the demolition job, but the vehicles will brew up after a few seconds. Battlefield salvage of handgrenades should suffice to deal with the softskins. The lethality of the FAL(O) available to the raiders is an advantage that allows one to cut down on rifle ammo compared to the 5.56 rifles and bring along other necessary stores. The man's rifle tends to drop the opponents in one go and will seldom require follow up hits to put them out of action.

    Regards,

    Sander


  10. The Aist class hovercraft ( Wikipedia entry: Aist-class LCAC) could conceivably deliver the main battle tanks in a surprise attack on the Malden chain islands. They have the speed and range to allow a landing of main battle tanks with minimal advance warning. Any invasion fleet could remain behind the horizon, though given the Soviet experience in masking operations they would probably have no trouble disguising any movement as regular traffic over a sea lane so they might not even have to bother keeping ships out of radar sight at all. Blips on a screen would not necessarily betray the purpose of the contact, and without prior warning Guba might get away with itas the operators would not correctly interpret the returning reflections. The distance between Kolgujev and the other islands might even make direct ferrying by hovercraft from that island possible.

    Regards,

    Sander


  11. That is right, noticed while preparing the coming update that there was one file more than expected. It will be moved into the right folder for the Trinity pack update.

    Corps Competency might be hard, but it is doable. We accomplished it using two different approaches, both of which worked out. The most recent beta release gave a problem with the door not opening, but two satchels brought down the building so that objective could be achieved as well. Explosives can remove almost any problem, depending on the dosage.

    The five man team splits up into two elements, a two man team with KRR and MAG that occupies an overwatch position on the hillside and an assault team of three carrying loads of handgrenades. Once the overwatch is in position and the assault element hugs the wall of the base, open fire with marksman rifle and MG and let the others start chucking handgrenades over the wall, then break into the base, shoot any remaining guards, blow up the armour with satchels (one in the middle of the SPAAG pair, two in the intervening ground between the three MBT) and destroy the softskins with battlefield salvage handgrenades. Till the restored enterable barracks appears place two satchels to bring down the barracks, enter the area in front of the table, then make yourself scarce asap. Overwatch should in the mean time reposition to cut down any response forces appearing, then collapse as an element to the LZ for extraction. Take your time setting up for the actual attack, but once engages hit hard and move fast. It can be done.

    Regards,

    Sander


  12. Version 3.9 has updates for several missions and adds five new coops to bring the grand total to 105.

    New files included:

    co04_cwr2_para_tactic.noe.pbo

    co06_cwr2_cvrt_time.noe.pbo

    co08_cwr2_bear_brush.adam.pbo

    co09_cwr2_scorpion_tale.adam.pbo

    co09_cwr2_tanked_up.cain.pbo

    Para Tactic has a team of British paratroopers establish contact with the resistance to find out the whereabouts of a Scud launcher.

    CVRT Time features a Scimitar armoured recce unit perform various tasks with the aid of friendly forces.

    Bear Brush has a section of para's raid a command post before seizing a village.

    Scorpion Tale has a CVRT equipped troop clear the way for mechanised infantry.

    Tanked Up features an attack by British armour to relieve paratroopers and secure an enemy base.

    Download current version

    Regards,

    Sander


  13. That is not an assumption, it is an observation based on your dismissal of real issues. The date at which knowledge is acquired and the depth are two separate matters, they should not be mistaken to equate.

    ---

    For example on the security side:

    Security breach

    Vulnerability

    Exploit in the wild

    Going Steam only removes the choice to avoid this unnecessary bloatware and the additional risks it introduces while offering no functionality that compensates. It could be happily avoided earlier in the series without a problem, but now the only remaining choice is to stay clear altogether.

    Regards,

    Sander


  14. Steam is quite unnecessary and offers no functionality that I would desire. It violates some sound core principles of computing, minimality and least privilege, and introduces a security risk aside from the infringement of customer and content creator rights. While I'll revell in my Arma II silliness I would suggest you acquire some more basic insight into how computing works. It could prove most enlightening.

    Regards,

    Sander


  15. It is salvageable if only there had been put some effort into proper planning, preparation and testing. As it is one can take screenshots of the contents, but the DLC is not usable for mission making through the appalling config work that fails to match up to the quality of some of the models and textures. The configs are barely sufficient to make the contents visible in the game, but no thought appears to have been put into making it work in a consistent fashion. That makes the whole package basically useless.

    Regards,

    Sander

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