satexas69
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Everything posted by satexas69
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I have a mission where I have some squads waiting in the woods for a specific trigger/event to happen before they move forward to their objective. That works fine, however, sometimes they "flee" or seem to wander (not sure which). What's the best way to keep them under strict specific orders to never do that?
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I have a mission where I have a vehicle named "MCU" that has a marker that follows it on the map. I do this because it's my "mobile respawn point", and it works GREAT. HOWEVER... when you respawn, you respawn "under" my MCU (which is a URAL)... which is annoying. How can I adjust this script to make the marker move back about 5-10 yards off the rear of my MCU/Marker? NOTE: My "MCU" never dies (invincible), so only the "alive" part comes into play in the script below. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; Script Name : vehicletracker.sqs v1.1 ; Script Author : TargetPractice ; (with version 1.1 updates by Blanco - see demo mission briefing for details) ; ; Script Description : ; This script will associate a marker with a vehicle. As the vehicle moves around the map the ; marker's position on the map will be updated in realtime. ; Script Invokation : ; ; 1. Create a marker named after the vehicle you want to track. The marker style and color doesn't matter ; because the script is going to change it anyway. ; In my example, the NAME of my unit is "MCU" so I call my marker "MCU" ; ; 2. In the init.sqs file, put this line ; [MCU,"MCU"] exec "scripts\vehicletracker.sqs" ; Extract the vehicle identifier and the marker identifier from the argument list _Vehicle1 = _this select 0 _Marker1 = _this select 1 ; Marker types to use at differet health levels of the vehicle _alivemarkertype = "Flag1" ;_warningmarkertype = "Warning" _warningmarkertype = "Flag1" _killedmarkertype = "Marker" ; How often to update the map. The smaller the number the faster the updating at the ; expense of processor speed. In seconds or fractions of seconds. _updatetime = 0.1 ; Get the initial health of the vehicle _olddamage = getdammage _Vehicle1 #Alive ; Determine whether the vehicle is alive, hurt, or dead ? (((getdammage _Vehicle1) > _olddamage) and (alive _Vehicle1)) : goto "Warning" ? ((not alive _Vehicle1) or (isnull _Vehicle1) or ((getdammage _Vehicle1) == 1)) : goto "Killed" _vehiclepos = getPos _Vehicle1 _vehiclex = _vehiclepos select 0 _vehicley = _vehiclepos select 1 _vehiclez = _vehiclepos select 2 _Marker1 setmarkertype _alivemarkertype _Marker1 setmarkerpos [_vehiclex, _vehicley, _vehiclez] ~_updatetime goto "Alive" #Warning ; _Marker1 setmarkercolor "ColorRed" ? ((not alive _Vehicle1) or (isnull _Vehicle1) or ((getdammage _Vehicle1) == 1)) : goto "Killed" _vehiclepos = getPos _Vehicle1 _vehiclex = _vehiclepos select 0 _vehicley = _vehiclepos select 1 _vehiclez = _vehiclepos select 2 _Marker1 setmarkertype _warningmarkertype _Marker1 setmarkerpos [_vehiclex, _vehicley, _vehiclez] _Marker1 setmarkercolor "ColorGreen" ~_updatetime goto "Warning" #Killed _vehiclepos = getPos _Vehicle1 _vehiclex = _vehiclepos select 0 _vehicley = _vehiclepos select 1 _vehiclez = _vehiclepos select 2 _Marker1 setmarkertype _killedmarkertype _Marker1 setmarkerpos [_vehiclex, _vehicley, _vehiclez] exit
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FORT ROOSTER by ]KAW[ Rooster (me) Dedi Server Name: "satexas.com/myaddons.html" or 207.235.90.250 ADDONS: Only a couple, go to the URL in the server's name. PREMISE: Fort Rooster is under attack You start off in a small city being flown to this created fortress. You must defend the city against waves of timed and coordinated attacks by air and land. You must also survive bombing runs that land on top of you. Once liberated, you get to attack two towns with all the ammo and toy's you'd ever want. FEATURES: 1. Unlimited Spawns 2. You spawn with the weapon you were last holding when you die. 3. Timed waves of attack that run at the pace in which you survive them - a style of defending that's far more pleasing than the "all crap at once" stuff usually seen. 4. Simulated bombing runs using stuff I created from scratch. 5. Virtually unlimited ammo at all points in the mission and vehicles that constantly respawn upon death - but at various rates depending on how often I thought you should get them back again 6. Triggers and protection to force you to defend the fort before tackling other cities or going and grabbing your stash - stopping the lamers  7. Good music, and no annoying cutscenes that get old and annoying after the first time you watch them. 8. Toys, toys and lots of toys. Do me a favor, play it then comment here on how you like t. It's definately unique and features a lot of the current cool stuff in ArmA.
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I think it's funny that people that have never used Norrin's Revive-Respawn script talk about how bad it would be for evolution - without ever TRYING a map with it. I honestly belive (my opinion) that you guys have no clue about how much the revive system makes people play much more "co-op" in "co-op" maps, in ARMA. Yes, I know that everyone is scared of making ArmA into Battlefield 1942, but until you've PLAYED Norrin's revive script, and seen how it WORKS and in live play, you just don't have a clue, sorry. Open your mind, try it.
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What? First you remind people that it's not a 3-4 person map (the ones that ALWAYS bitch about "it's too hard" and "AI in the zone") and then you say you're gonna dumb the darn thing down to less enemies, etc? That stinks man!
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This thread is for the masses that play KilJoy's EVOLUTION 3.x series, but may not have thought of, or realized, some of it's features, and various tricks. A lot of these may be obvious to some. I'm sure there's some things even I haven't though of. Feel free to add your own. 1. The Engineer is the best role to play, currently, because you get all the weapon slots, and the ability to drop down a FARP (repair pad) anywhere. The pad allows you to repair/rearm/refuel any vehicle/unit in the game - and you get points for it. If you're the "fixing" type, all you need is a support truck around you to create your pads. You need to be roughly ~5-6 truck-lengths from a truck to drop down a pad. Once the pad is dropped, you don't need the truck anymore. 2. Is the KA being a pain at the airport and you don't have the ability to drive the Vulcan yet? No problem - get a Hummer, go into the hanger and drive into the back of the Vulcan till you push it out of the hanger, then get in as gunner and solve your problem. If you do this, go heal yourself at the M113 because you'll be a bit woozy and your aim off from all the ramming. 3. Did you know that if you leave a single AI guy at the airbase, you can command him (using "Action" in the menu) to recruit other AI guys for you? When you do that, the AI guys you recruit will "parachute" on top of where you, the commander, are. Â Chose F-Key, then ACTION, then RECRUIT. 4. If your playing with only a few buddies on a map, destroy the communications tower as soon as you can, because it calls in reinforcements. Also, keep 1 AI guy somewhere in the woods in the vicinity of the city (grey area), that way when all the humans die, the city won't "repopulate" or "restrengthen" it's forces. At Paraiso it's easy, put a guy in a vehicle on the side road of the airstrip and sit him there.. because the road is part of the grey area but far enough away from the action. Â I don't recommend anything but a Hummer, less of a "KA" magnet for "shoot me please". 5. Got a BMP2 upside down that you wish you could have back? Easy, get a human buddy to help you, and use 2 strykers and you can flip it back over really easy. Strykers are needed because of that shape of their noses on the front end. 6. Got a friendly (West-Side) vehicle that your AI won't get in to/drive? You're gonna have to blow it up and repair it to "recycle" it. ArmA bug. If it's a captured enemy unit (Shilka, UAZ, T72, BRDM, BMP2, etc) your SOL. 7. Got a buddy that needs points? Did you know that the person sitting in a vehicle as "Commander" get's all the kill-points? Yep. What if you're working good co-op with someone, and you want to share the points more evenly without playing "Ok, now let me be gunner" back and forth? Â EASY - just have the driver jump into commander seat real quick sometimes why the gunner is firing, and you'll spread them around. The gunner won't mind, it will make the vehicle more "steady" IE - Gunner seat gets the points unless there's a commander - then the commander seat gets the points... so if a driver and gunner are 50/50 on points, and want to share, have the gunner stay gunner and have the driver swap between driver and commander seats during battles. 8. When it's time to take Corazel, the bridge city - do this: Have one human playing engineer take a Shilka/Vulcan and a repair truck (AI drive it) from the Airport to that little island-type area just before you reach the bridge at Corazel. If you sit on that little outlet area in your Vulcan, on a FARP/repair pad (for ammo reloading purposes), you can shoot down all the KA's protecting your allies, and do some serious damage to enemy troops and tanks while your allies try to capture the mini-base camp there (the one with the M1A1's, repair trucks, etc, by the water). There's a few trees to your right of the mini-base that are tall and will annoy you - but you can "shoot them down" literally, from a distance. Just fire a bunch of ammo into them, and they'll go down, clearing your view even better. The little "outlet" area I speak of is on the water, just before you reach the corazel bridge, and sitting there you get a full view across the water to the mini-base. It's a "great" place to play "ANTI-AIR" and kill tons of men providing support for your allies, all while not even having to move around or worry too much about getting killed... and the mass amounts of virtual unlimited ammo doesn't hurt either. 9. Kiljoy says that now the guy doing the laser-designating targets for the AV8's now share's the points 50/50 as stuff is killed. That's great - but remember, if that AV8 bombs friendlies, you share the negative points too. 10. Eyes in the skies! If you've got all the AA down, you can put an AI in a MH and have him fly above your head around in a city and spot enemies for you. Lot of people just never think of that. 11. Did you know that M113's can float/swim? Yep. If you ever get a enemy BMP2 you wanna save stuck in the water, you can use a M113 to "push it back" to shore. Also great for flipped over BMP2's in Corazel - you can push them off the ramp at the mini-base (that funky ramp that makes you flip over when you get on it) and then go out into the water with your M113 and push them back right-side-up to shore. 12. Did you know that it's easy to make BRDM, BMP and Shilka's empty their guys easy with a trained rifle? It's an "ArmA" thing, not an evolution thing - but it's great for getting more vehicles. Simply get into a position where you can empty a full magazine (or 2-3) and shoot constantly at the tread on the unit at the very front or very back, the part right above the ground where you can see "the links". When you do that enough, all the guys will "abandon ship" and jump out.
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After our "back and forth of messages", I am pleased that you have learned how to repair the vehicles and how it works.
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In order to allow an engineer to drive anything, and play a "support" role, you would HAVE to require they can't shoot. You'd have to do that to keep them from using a gunner position in a vehicle they otherwise could take advantage of. Afterall, if they can't "drive anything, regardless of rank", and the game allows ANYONE to get in as gunner in any vehicle, regardless of rank - what's to stop the engineer from "driving home a M1A1 and just happen to stop by a city on his way and jump into the gunner position and take some stuff out"? Also, you'd have to stop them from being able to drive a vehicle with another person in as gunner - since ANYONE of ANY rank can get in ANYTHING as "gunner" (as stated above). IE, think about what your suggesting, and how/what the game would have to be modified to accomodate it. As far as "rudeness", I didn't say anything rude. You said "correct me if I'm wrong" and you were, in fact, wrong. Everything you said after that, was based on you being wrong and not knowing how repairing worked. Also, I believe your first post was pretty heavily laced with a "holier than thou" attiude with a reference to everyone else as "asshats". So "pot-kettle-black" sir.
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As you asked, "you're wrong" (and thus the rest of your post is moot). Anyone can "service" a vehicle, at any rank, by simply jumping into the gunner (and sometimes other) seats. As for your opinion that engineers should never be able to shoot at the enemy, drive vehicles into combat and such - in my OPINION, I think that's a really bad idea.
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You're on a thread about a mission, and you've been told how to fix or handle your issue, and you either can't or refuse to. Either way, it's "your" issue, not a problem with this map nor one that belongs in this thread. You can't post in this thread complaining about something everyone else knows how to do, and not be corrected on it. And in fact, if you read since your post, I'm not the ONLY one that's told you how to correct your problem that you've convinced yourself isn't you. It's obvious by your post(s) that your inability on how to manage your AI, as admitted by yourself, shows a lack of experience in the game, and of trying different methods. You have been given advice on how to resolve your problem - try it. What you experience isn't a bug or mission-issue.
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Encrypted.
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Not to be too much of a smartass, but if you have 500 kills in Paraiso alone, and you have more than 2 people on the server, it has EVERYTHING to do with "your smarts" and "your skills". Seriously, how hard is it to put an AI in a jeep on that little road parallel to the airport about 100 yards down? Seriously, that's in the gray circle, and the guy in the jeep won't EVER move now matter how much you die if he's passenger. So again, how much thought have you put into your problem before getting yourself this frustrated and writing this post? The way some of you play this game, you're gonna get Kiljoy to dumb the damn thing back down again and it's going to suck for larger groups just like it did pre-3.0. That's the real tragedy here.
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On the first part - if everyone leaves the server, you should EXPECT the town to re-support itself. If there's still a human or two left - he should have an AI "in the zone" still, and it shouldn't matter. Again, all this "spawn-respawn" stuff you speak of, is because you aren't leaving an AI or another human "in the zone". As for spawn speed, I haven't had a problem with it, but it "may" be a bigger problem than I realize.. but I suspect your "problem" with go away once you start using the practice of "AI guy always in the zone" when you're playing that mission with just a few of your buddies. To whit - there can't be any "spawning/respawning" if there's always someone in the zone, eh? As for the "spawn distance so you can't see it" thing - I know that Kiljoy has been adjusting that because of the mass towns doing it at once as people fly/walk nearby... on a small (few players) server like yours, you'd like bigger activation/detection zones so they do it when you're farther away - but on large servers with lots of people more spread out - it would cause far more lag due to the constant spawning that would happen in other cities nearby that people were close to, but not really attacking. Make sense? It's a hard balance for Kiljoy
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(I say this message politely, with a hint of sarcasm) I assume you haven't learned to put your men in teams? Blue team, red team, white team, etc? You can hold down the spacebar, and issues orders in a single keystroke. You just need to learn HOW. Don't make Evolution harder than it needs to be. Not putting an AI in the zone, not knowing how to issue commands in a single keystroke is a "you and arma" issue, not a "evolution" issue. I honestly believe your a good player that just hasn't tried or learned/used this stuff to make your life easier, and less frustrating. I believe if you tried the stuff we've debated in this thread, you wouldn't be nearly 1/2 as frustrated as you are now, nor would we be having this conversation. I wish you only the best.
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For Clairification, and those that don't know: Norrin (a guy on here) created a revive-respawn system that when your "dead", you lay unconsicous and a camera goes to the nearest friendly player and centers on him (and gives you that guy's name on the screen). You lay there until someone comes to "revive" you, which looks like a medic healing you and does take like 4-7 seconds (like someone else on this thread mentioned it should). IF you don't want to be revived, or wait to be revived, then you can hit the "respawn" button, and you respawn back to the base (or in Kiljoy's case, airport). This does WONDERS for "teamplay" as people have pointed out. I'm "against" multiple spawn points, that really takes away from Evolution and the way Kiljoy has it set up. But I think "revive" would do WONDERS. I also think "everyone" should be able to revive, not just medics. Why? Well in a small group, always having to have a medic and then an engineer in your group is a pain - and if the medic's the one that get's killed, even more a pain... but that's just my opinion. I don't know, however, if Kiljoy is interested in this yet (he has yet to comment that I've seen), nor do I know if he can incorporate Norrin's script into his custom mission scripts and the way he has the "player system" set up... but I'm betting it wouldn't be difficult. You can read about Norrin's script HERE: http://www.flashpoint1985.com/cgi-bin....t=58490 If you've used the old OFP revive script, or the old one that's circulating around here - with the "bodies under blankets" one - then you REALLY need to check out Norrin's... it's "groundbreaking" in comparison. A very high quality and well done script with lots of features/customizations. And knowing Norrin, I have no doubt he'd be happy to help Kiljoy with any needs. Both are great guys and assets to this community.
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You need to play the current version, 3.x. In this version, a Support truck needs to be literally with the Engineer for him to create his FARP/Repair pad. Unless he can fly a truck - no worries (IE, Kiljoy solved this already)
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True, after all - having a medic repair you and bring you back to fighting capability isn't realistic - but having you respawn back from the dead a few hundred times, is. Again, Revive just isn't all about "realistic", it's far more about encouraging Co-Op play by people playing Co-Op. Play a revive map with your friends using Norrin's script and come back and tell me how horrible it was for team play. Trust me, you won't, ever. Again, if you look in the old 70+ page evolution thread, you'll find I was always against the revive stuff. Always. But then Norrin's stuff came along and I checked it out with an open mindframe and "just wow".
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Don't we all use humans? You can't start it with AI. In Evolution, when you gain rank, you go to the recruiting office and recruit some for your use. You take those guys, and put them in "the zone" or "the area" of the city. If you hate using AI guys, or refuse to, that's your choice, not the map Evolutions problem and the map shouldn't be changed just because of it. IE - if you don't feel like using AI to help you bring you repair trucks, or drive back fixed vehicles to the airbase and other odds and ends tasks, that's your choice. But that doesn't mean Evolution should be rewritten either. In 1.5, if you didn't leave a man in the city (human or AI), the city repopulated. That existed in 1.5x just like it does in 3.x. The ONLY major difference in 1.5 to 3.0 is the radio tower calling in reinforcemens and being more aggressive about it. Otherwise, functions just the same. People used to complain that the game was way super-easy for servers with more than 5-10 people... and now people are complaining it's too hard. You can't make it "harder" in 1.5, because the enemy was weak. But in 3.0, it's much better, and the small squads CAN keep it from being overly hard by doing one simple, easy little task: SEND AN AI GUY INTO THE WOODS NEAR A CITY AND SIT HIM THERE. Boom, that's it. Arguments over, everything easy as pie. I don't get all the debate about it - really, how hard it is it send one AI guy into the woods and let the mission stay hard like it is for the masses?
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If 2 or more people are playing the map, why aren't there 2 or more people's AI in the area? I love how it is now, dumbing it down and making it easier only hurts the masses who play it with more than 2 guys at a time.
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I have a mission almost done called "The Paraiso Upheaval" that utilizes it. I will provide a link to it shortly... it's almost out of beta testing. FYI, Norrin's revive script is *best* heads and above anything out there. You can find a link to it in the edit section in a thread called "SQF revive" I think since Norrin's script basically just reached a "completed" status and with all of it's new flexible features, now you'll start to see more and more revive-type missions out there. The older respawn script was "ok", but it was severely annoying with all the blanketed bodies and how it worked. I really, really didn't like that script.
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I used to be against Revive-Respawn until I saw Norrin's script. Seriously, unless you've SEEN it actually used in a mission, you honsestly think you know what it would be like, but you really don't. The fact that you want to keep stuff "realistic" by having a closer farp "to save time" but are against a revive option is far funnier on the "realism" argument. I can see it now "It's not realistic to be revivied medically by another player in order to continue fighting, but it is realistic to respawn like a born-again-afterlife experience over and over a few hundred times". Yeah right. Seriously, play a mission with Norrin's revive, then come back and tell me how horrible it would be to have that kind of team play and advancement in Kiljoy's mission. What most people don't "get" (including me until I experienced it first-hand) is how much it REALLY improves the hell out of people actually playing "Co-op" in a "Co-op" environment. ... and all those 1-3 man server teams that play the mission in very small groups would be THRILLED because they work together and fight together and wouldn't have to worry about keep leaving the city over and over and over and all the AI respawns, etc etc.
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3.0 Review : 1. Still a odd problem with AI sometimes not wanting to drive normal stuff like hummvs, strikers and such, even when you have plenty of rank. Having AI recruit AI for you seems also to mess up the whole "AI will drive" routine (You tell them to get in, they say ,'ok', try to get in, get in and immediately jump back out). I even left the game and came back and *still* had the same issue. Oddly another play on the serve at the same time had the issue, but a 3rd player, also on the server, did NOT have the issue of his AI driving stuff, and he was far lower rank. 2. The Engineer repair pad is *awesome*, and is a "major" plus to cleaning up vehicles after taking a city. 3. I still think Norrin's respawn-revive script would be *awesome* for your map, but not medic only. Medic only would be really, really ghey. There's no reason to restrict that - it encourages co-op. Norin's script allows you to hit the button for respawn, or wait instead of revival (you can still hit button at any time). SO make it so that if you get revivied, it cost you a point, otherwise, you can respawn for free. See, everyone wins in that scenario. 4. I love the way the cities rebulk up and cull and call in reinforcements - seriously, please don't change that. Leave it as is, I really love it. 5. I watched players that were disconnected hours ago still gain points and rank. Gotta have a point leak somewhere! One guy logged out with 181 points and was at 220+ an hour later.
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KilJoy, Have you had a chance to look at Norrin's Revive-Respawn script? It would literally do "wonders" for your mission and really enhance team play (co-op) without any degration to your actual mission intent. Seriously, it's one helluva script.
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That's not a "problem", that's a feature, and one I love in particular. I even like how the radio tower, if still alive, calls in support troops. For those of you that actually think this is a problem, or don't like it, the solution is MEGA simple: Get 10 points, recruit a guy, and have him stand in the woods outside a city (within the grey area). The *only* people I know that complain about this are those playing the server with only 1-4 people - ok, I understand. But also understand if Kiljoy removes this great feature, it hurts the masses that play it with many, many more people on their respective servers... so use my "fix" above.
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Seriously, the mission is about the cities, so why even play it? Not to be a smart ass, just being serious... You already are complaining how you hate playing with others, and want to play solo, on a co-op map, and now you're complaining about cities on a map that's all about the cities. I'm confused.