shiner
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Everything posted by shiner
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6thSense.eu AI-Manager (Spawn, Wayp Gen, AI Enh)
shiner replied to sickboy's topic in ARMA - MISSION EDITING & SCRIPTING
Good luck.. looking forward to v0.2. I was successful using the following kind of commands: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> gr1 = [1, [1 + _playerModifier, 2 + _playerModifier], getMarkerPos "respawn_eastMech", 149, 2, "EnemyTarget", "AI:", [1, []], "TRACK" call six_fChkDbg] call six_fCreate; and then moving the "EnemyTarget" marker to redirect troops and respawn additional waves. The tracker is extremely useful for debuging and creating the appropriate timing for my missions. -
6thSense.eu AI-Manager (Spawn, Wayp Gen, AI Enh)
shiner replied to sickboy's topic in ARMA - MISSION EDITING & SCRIPTING
Sickboy.. incredible work thank you for sharing with the community. I'm developing a coop "defensive" style mission and would like to use your AI manager to dynamically spawn troops (based on player count and other variables), but I need the AI to accept a set of waypoints based on the mission progress. For example, players start defending a town from waves of AI. If they lose control they respawn further back and try to defend the next town. The Ai manager should stop sending troops to the "captured" town and start targeting the next objective. I see you have a note for v.2 to support waypoints.. is this what you had in mind or are you plans different? -
Evolution V1.0 Large scale respawn coop
shiner replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
I REALLY like the idea that you could spend "points" to get another asset, but that is a totally different approach and I'm not sure you could blend it with the existing spawn and/or repair style of play. -
This has to win an award for originality. ...n.
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Evolution V1.0 Large scale respawn coop
shiner replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
I definitely wouldn't change the game mechanic of having to spawn at base and take transports back to the mission point. To me this is one of the most "realistic" aspects of ArmA and yes the penalty for death is having to sit out the next X minuets so it does make you play more tactically and safe. While I like the the idea of having to also care for assets.. I still think having to drive or even having to carefully WP AI across the map in repair/refuel trucks is a sad way to spend 30 minutes especially if it was someone else that crashed the unit (as often is the case with a server that has 10+ pop throughout the day). I think respawns aren't the perfect solution as they encourage using the LB as a disposable unit. Having a chopper doing the repairing.. or using the chopper as a airlift platform (scripted in the RTSIV mission) to deliver trucks would also work wonders to reduce the burden on the recovery team, but still maintain the pressure to utilize resources appropriately. -
Evolution V1.0 Large scale respawn coop
shiner replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
Another option would be to make a "repair/refuel" chopper. With this you could fly to a downed unit and get it to whatever the minimum running specs are... then the downed unit could be driven/flown to a FARP for full repairs. This would add the realism of having to watch assets without the trouble in convoying trucks across the map to recover vehicles others have crashed and left behind.. especially frustrating since the missions typically run for 15 hours or more with small groups. -
Very nice, but it seems to me this game will require large player populations to be fun. Any chance you could have "defensive squads" automatically spawn in to protect the control zones? After each upgrade they could spawn in more troops/armor and become harder to capture. I know the commander could also spawn squads and send them around the map, but why put that burden on him/her. Let the players do the assaulting the the AI the basic defending.
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Evolution V1.0 Large scale respawn coop
shiner replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
@ Placebo & Kiljoy I agree an option on the vehicle to have it "wait" would be a welcome feature. During an assault yesterday 12 of us were playing in a squad. We had one dedicated pilot in the UH-60, but also a LB for recon and resupply runs to the FARPs. I had to keep leaving the group to jump into the little-bird to avoid it despawning. IMHO all it needs is an action menu item that allows me to have it wait 30 minutes instead of 10. @ Kiljoy Any thoughts on a variation that would be Team vs Team in nature? @USNavy I can confirm that a TK such as crashing a LB and killing other squad members will screw the squad such that the SL is no longer in command, but no one else seems to be either. -
Evolution V1.0 Large scale respawn coop
shiner replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
Thanks for this excellent mission. The guys at TacticalGamer have been hosting private and public server games essentially 24/7 since we got version 1.0. A couple of wishlist items: 1. Potentially using the "data storage" to allow saving of user scores outside of a single mission.. (I know this is unlikely, but would be cool to allow scores to last over a week allowing some players with less time to invest to play with a rank) 2. Move the ACOG to rank 0.. right now guys are just begging others to drop them this gun. 3. Remove fog and extend view distance.. this may be performance hurting so I would understand if not possible. -
Bad news for me: My frame-rate dropped in half and even with moving my settings from very high to low, the game was nearly unplayable in SP. MP was worse, CTD with a windows error dialog every time after clicking join on a server.
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Thank you Maruk. I have posted this to the tacticalgamer community so we can begin testing it!
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setDamage and Eventhandler
shiner replied to Cougar_DK's topic in ARMA - MISSION EDITING & SCRIPTING
This is the way to do it... but it doesn't work in specific conditions according to a post I read on ofpec before it went down. If respawns are on for players once an event handler "killed" or a isAlive check is performed the setDamage 0 will no longer re-animate/revive the unit. Sadly, the poster said the only solution is to delete and replace the unit. When it comes back up do a search on http://www.ofpec.com/ -
WOW. I just have to say I disobeyed your sig and clicked. That RTS video is incredible. As to your answers yes, it is a MP mission and your assumption is pretty accurate that I am using addActions for the "purchasing". My intent is to add some RTS elements to the game, through an economics model that rewards teamwork and mission success with $$ that can be used to by better equipment. I'm still way out of my league on locality, but I will play around with using a single non public variable.
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Howdy, thank you in advance for the help. I think I might have seen this done before, but can't find it in all my searching. For each player I have named : W01, W02, W03 I want to have a "wallet" variable that stores the cash they have are earning during the mission : W01_wallet as the variable store player W01's cash. What I want to do in my function is have a loop that takes the player name "W01" which is passed into the script and performs the other passed arguments. I've tried to use format and call's but to no avail. Any ideas or do I have to resort to an ugly amount of duplication. For example <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> // ["W01","Add",100] execVM "wallet.sqf" Format["%1_wallet", (_this select 0)] = Format["%1_wallet", (_this select 0)] + 100;