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shinden1

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Everything posted by shinden1

  1. shinden1

    COOP 20 Takistan Force (OA)

    Excellent mission. Easy to modify, after only an hour I have a chenarus version going and working on OPFOR and USMC. With some easy changes pretty appealing to a single player as well.
  2. shinden1

    Swedish Forces Pack

    I think that's correct LOL. now to test the community's famous sense of humor
  3. shinden1

    co30 DominationA2! One Team

    sounds like that might be worth trying. make a copy like x_playerammobox2.sqf add a new pos to i_client such as d_player_ammobox2_pos edit x_playerammobox2.sqf to use d_player_ammobox2_pos edit x_setupplayer.sqf and add the line: execVM "x_client\x_playerammobox2.sqf"; back up everything first, but that might work
  4. shinden1

    co30 DominationA2! One Team

    d_carrier is just a query of 'domination-carrier' per the modular nature of the domination script. if the mission is domination-carrier than the box needs to appear somewhere else. the creation of the player ammobox (not the same as the droppable) happens in x_client/x_setupplayer.sqf: execVM "x_client\x_playerammobox.sqf"; x_client/x_playerammobox.sqf actually creates the ammobox using the position from i_client (d_player_ammobox_pos). changing the position in i_client will only move the box. theres a variety of ways to get an additional box to spawn, maybe a second command of execVM "x_client\x_playerammobox.sqf"; using a different position. I'm still studying the mission myself honestly.
  5. shinden1

    co51 Frontline

    I've been playing your latest version and it's pretty good. I can see your a bit frustrated, but I hope you keep going with this (like you have with this release), it's been pretty fun, just the right length for a busy person like me to get some action. I've modded many of your missions to use addons for my personal use and it's pretty easy to work with your organized code. anyway thanks for this.
  6. shinden1

    Russian Federation Units V.1

    another week or 2 won't hurt me, and new units is the selling point of this add-on, not weapons, I can't speak for everyone, but specnaz is probably what everyone who downloads this add-on really wants to use...so yeah, I'll wait.
  7. VERY IMPORTANT! --.MAP_Misc by MAPFACT You DO need this one addon very badly...apologies to everyone who was frustrated by problems because of this, this was the markers error and without this the radio won't work obviously...Thank you Hecate for pointing this out and apologies to Snake Man whose post really should have alerted me to the real problem! Update 8/20 0240 in the f'ing morning!!!: ARMA GDCE updated to version 1.02 : ARMA GDCE (armaholic) -changelog: 1.02: -Defend, Defend Convoy, and Support (defense) tweaked to allow faster mission complete in early mission selection. These were taking forever for me, and might lead people to believe something was broken. -tweaked insertion script to hopefully end the man trapped on top of the rotor bug I've noticed. Team will come out a little slower per person. -reinsertion should function *next up* DAC, DAC, DAC and lots of crossed fingers, shooting for a next monday release of 1.03 with DAC Update 8/19 0045: For those who thought I had DAC by 1.01, unfortunately not. It'll be a while for DAC while I get the main mission working to my satisfaction, 1.02 will be out tomorrow sorry for the delay...with the following fixes: -Defense, support, and defend convoy missions adjusted complete requirements for early spawn levels. -Eject sequence adjusted to (hopefully) end the 'man standing on the rotor, than falling to his death' syndrome Update 8/18 1230: working on defense, support and defend convoy scripts as they require a high bodycount for a low spawn amount early in the mission, will have 1.02 up later this afternoon. No luck with the marker bug though. edit 8/18 0300: updated to 1.01. edit 8/18 2:18: updated link with armaholic submission I've completed and uploaded my conversion of GDCE to ARMA to the public server. GDCE stands for General Dynamic Campaign Engine. GDCE was written by Kutya based on work by the DMA team. This work also includes some script modifications by me. GDCE comes with 2 playable out-of-the-box 'campaigns' that are only one dynamic mission long (one for west, one for east). This mission is a campaign itself that generates random missions for the player to complete, tracks his squads stats, and increases in difficulty with success. The mission can be saved (as explained in the readme) and reloaded to continue to make a very long mission. GDCE is highly customizable, mission generated objects are kept in one file and can be changed to add the players favorite addons by just changing one file. The TEMPLATES allow a mission maker to adapt GDCE to other maps, move mission triggers wherever he likes and make his own custom version of GDCE. GDCE features many mission choices and random generation to make each mission a different experience. all credits are included in the readme. Permission was granted by Kutya for release. 4 files are included in the RAR file
  8. shinden1

    ARMA GDCE 1.00 by shinden

    little update...although I don't get a lot of feedback, this thread does get a lot of views...I've revised what I was working on here's where I'm at: -decided that just adding civilians everywhere won't make enough of a change, so the next update will feature DGC groups of east,west and civilians. -to answer the next question: what about RACS/resistance? I plan to make this it's own template and demo...this will be a major update in the future. -I use a modified DGC script to fit in with my plans for ARMA GDCE...I'll have to get on one of myke's thread to thank him, DGC is just what I needed. -The modified script causes civilians to be deleted when you reach a certain distance, the setting of the trigger and removing the trigger delete will cause the civilians to reappear when you get within 500 yards. -all dgc groups are activated at 500 yards, I made this universal to make it easier to set the civilian delete distance with consistent results. -all west and east groups are not deleted, I may, in the future use Myke's caching, but I currently want support to be affected by battles between west and east that the player may be near, but may or may not participate in. These trigger only once, and anything killed will be affected by DGC's remove script (plus event handlers for GDCE I added). This can cause some lag, so I'm hoping I get feedback after release, since any areas you cross by can activate DGC zones and their groups. overlapping DGC zones has been very successful with many great battles randomly starting when you get within 500 of the zones. -In my testing , DGC affects how you play tremendously, Long insertion trips over enemy territory can be suicide. I plan on adding respawnable vehicles in spread out areas to help the player get to where he's going... that's all I have time for now, I'll post more after work...
  9. shinden1

    Russian Federation Units V.1

    Not frustrating, just time consuming, I don't know how many they were but... something like 600 hours were for sure, so now, I'm trying to take some of those hours back, starting to put myself in shape again in the gym and than the usual afternoon tennis/golf games that I like so much. But no worries, I'm still here and I have a lot of projects to work on, as Steve said, it's just some vacations  It's good to hear you get out and get some exercise, It's weird, but the more off time I get to workout or play with the kids, the more I get accomplished in other areas like working on ARMA GDCE. I think when your fresh and in a good mood, you make less mistakes you have to go back over, I guess. Love your work, and looking forward to your future releases.
  10. shinden1

    ARMA GDCE 1.00 by shinden

    actually its GDC_spawns\GDC_S_teamalt.sqs but it will take more than this to bring them back... you'll need to modify the GDC_misc\GDC_rearm script and all the newarm, subarm and silarm scripts for the rearm box...this should be simple cut and paste though. Involved part will be these: GDC_Save\GDC_checkcurrgame, gdc_checkgame, gdc_gamesave. look through them, make copies and see what you need to fix to get 11 and 12 running. that should be it. Only the hintc portion (that generates the check current game and saved game dialog) should give you trouble. Of course I reluctantly dropped 11 and 12 because of the UI...there may be UI's that bring us back to 12 man OFP standard, but this was meant to be a mostly addon-less campaign (although my personal copy has loads of add-ons). If there's any demand maybe I'll bring it back. 1.03 will be another week yet, I should have been working on it last week, but I had a trojan to get rid of. I may be done by next monday...I'm currently testing the effects of civilians on my current build, and I like it so far. I'm still on the fence about the way I want to implement DGC...the civilians I want to delete as you leave (700m) and reappear when you get close (not CLOSE, but about 500m)...this is how I have it working right now...but I think it will suck to truck your way to a mission and destroy a base on the way...only to have the enemy 'respawn' on your way back...maybe I'll use both systems...
  11. shinden1

    ARMA GDCE 1.00 by shinden

    Nope. Implementing multiplayer is down the road for GDCE quite a ways...actually, I don't really know how GDCE would react to multiplayer play...I'm actually hoping someone with multiplayer editing experience may decide to convert GDCE...GDCE still has to be finished however, and I don't really consider it good enough to compete with the likes of evolution...it may never do that.
  12. shinden1

    ARMA GDCE 1.00 by shinden

    An update on my progress: I've successfully converted DGC to work with ARMA GDCE. The script required a few modifications to work with GDCE but it's working quite well....I do have to solicit some opinions however: I'm torn between two methods of implementing DGC: 1) DGC as is: this way DGC will generate groups and they will hang around until destroyed or you end the mission. DGC will automatically remove any dead bodies (and can even be ordered to replace if desired) -the PRO's of this method is that everything can be as you left it. If you saw a vehicle here or there, you'll see it again when you come back. You can even set DGC to not replace or delete anything, so you can stare at your handiwork. -CON's: this can be pretty laggy, and will limit the number of group area I can create without dragging ARMA to a standstill. An insertion trip over many group generating areas will create groups you will never encounter, but affect performance. Of course, a natural way to clear everything is to save at the tent and exit the mission...than reenter. 2) I've added a distance sensing deletion script...with a mod to DGC's script this allows the effect Kutya described...as you near a trigger point, a random group will be generated, as you get away from the point (actually the script references the groups creation points) to a certain distance, the deletion will trigger, deleting the groups and the vehicles (for some reason some vehicles seem to stay, but I kind of like this 'bug' ). -PRO's With this I can pretty much run wild with the groups and hopefully create a 'dynamic environment' where there is always something going on where the player is. Even create an environment where, if the player desires, he could even win the mission without ever seeing the officer for missions, or even hanging out in enemy territory fighting like a guerilla. (I would have to add a few things to facilitate this) -CON's Everything is random, and things will be deleted as you get far enough away, only to be generated in some different way with different units. The T-72 you saw earlier is gone, now there's a BMP-2, and so on. Even this can be laggy anyway, let me know if you folks have a preference. for the next version I'll be adding civilians throughout the island, (actually the civilian generating script always worked...I just forgot to add a civilian 'dummy', scripts cannot generate units unless a unit for the side you wish to create had been generated in the mission via mission editor...woops) via DGC, this includes vehicles. then I will be testing extensively to see how the lag and possible ARMA bugs may pop up. DGC has it's own creation array just like GDCE's globals. for the sake of simplicity, I'm keeping these seperate. changing DGC's arrays is just like GDCE and very easy. I'll be looking into fixing the stinger/strela loadout...haven't really looked much into the air side yet, it's somewhat broken in ARMA or seems that way, but hey, shooting down aircraft is fun...can't deny people that.
  13. shinden1

    ARMA GDCE 1.00 by shinden

    sorry I haven't been around lately, I picked up the virtumonde trojan, and have been clearing it out of my system... Civilians can be generated just as Kutya said. Dynamic group creator can facilitate this and the creation of random enemy groups...by isolating the area creation the lag should be very small...unless I go nuts with the vehicles...I'd like to have a few trucks and cars... Due to the infection, I haven't been able to do much, but I'll be back to work this weekend. The first change should be pretty modest, I'll add a few group areas in some hot spots and see how everything works out. If the feedback is really good I'll add more and attempt to create a dynamic "atmosphere". I want to be careful with this because the most important thing is that GDCE be playable, and the fact is, ARMA can be somewhat unstable sometimes even though things are much better.
  14. shinden1

    Tutorial problem question

    woops
  15. shinden1

    ARMA GDCE 1.00 by shinden

    More News on ARMA GDCE 1.03 After bashing my head against DAC for the last few days, I've decided to let it go and try something else. I'm going to incorporate Dynamic Group creator into GDCE. it's pretty much the same thing, except it doesn't generate camps or bases. it's already converted and easy to use. I'll have to add GDCE's event handlers to the script, but everything should fit right in. With DGC I can hopefully create a true war atmosphere and make the player think before making that quick helicopter insertion. I can also generate waypoints that put various player supports in danger. I'm also exploring the possibility of using scripts to create triggers for DGC to use when certain conditions are met, with that we can simulate enemy and friendly groups taking strategic locations that you would have to take back. with DGC groups running into each other occasionally at these locations the support level should be a dynamic level, more independent of what you do during a mission. that's all in the future of course. 1,03 will just concentrate in getting a few DGC areas running and seeing the possible lag effects.
  16. shinden1

    ARMA GDCE 1.00 by shinden

    the spawning in the water happens most often with the convoy west missions, but any mission near water is in danger of that happening. I'll move some stuff around to try and end the effect. I had moved a defend mission near the artillery, thinking 'this will be fun' of course this is super artillery and has soon as the enemy apperead the arillery was destroying them as the game was trying to spawn, it got to 86 kills in 3-4 seconds... ...I moved it away again. I've had problems with the MIA's dying mission fail before... and I wonder if this is the dead radio misson and they just spawned too close to the enemy...OR they could be spawning in some horrible place! -a couple of other things to be fixed: -SF doesn't actually work right now...because the chopper won't go home...The script TELLS the chopper to go home, but something in the engine/script allows the SF group to flag down the chopper...than the SF troops get in and it just sits there...I'm close to fixing this. -airstrike for west doesn't go home either. East and west airstrikes are different by necessity, unfotrunately the west strike won't go home, this is fixed in the next version. (in case your wondering, the Su-34 does some insane stuff when spawned on the ground near pita. So I have to just spawn it in middair to keep it from dying on creation.)
  17. shinden1

    ARMA GDCE 1.00 by shinden

    Hi! to add the strykers to your initial pool of vehicles will require you to move the mission folder to my documents\arma\missions and editing the vehicles in the ARMA editor. Don't delete anything, just change their type. This is really somewhat of a pain and I dislike this aspect of ARMA editing intensely. I'm working on DAC right now, but I eventually plan on removing the vehicle spawn from the mission.sqm file and setting markers or triggers for empty vehicles to spawn in ... than you can just add the vehicle class name to an array.
  18. shinden1

    H&K MK23 1.0

    ...while we post our political opinions in our sigs as if everyone is supposed to read, take note, and ignore as if not said since it's unrelated to the topic...riiiight. I reported, I hope this isn't the regular sort of behaviour at these forums. There's plenty of places to dish about your hates and fears...of course if I'm supposed to bend over instead of participate in a 'sig' war...maybe I'M in the wrong place.
  19. shinden1

    ARMA GDCE 1.00 by shinden

    goodness, your right!!! I'll update the readme right away, honestly I should have known that the radio was added, I'm not an original OFP player (I have it now) and I thought the radio model was from BIS when actually I just happen to have MAP-misc in my addons folder... I learn something new everyday.
  20. shinden1

    ARMA GDCE 1.00 by shinden

    ARMA GDCE updated to 1.02...see first post and enjoy!
  21. shinden1

    Dynamic War

    In my rush to get GDCE out...(too much of a rush it turned out! didn't notice you had g out...downloading now, thanks for the great work!
  22. shinden1

    HAC-HWM upcoming Release.

    Congrats on your release, truly outstanding work
  23. shinden1

    ARMA GDCE 1.00 by shinden

    where they are installed really...both of ours have the same roots...Tacrod's COin and DMA SP template. MrN's Dynamic war was designed to work as a singleplayer mission and be stable enough to be saved and reloaded in ARMA. GDCE runs in the campaign folder and uses a script to save major variables, it's also designed to be adaptable to multi-mission campaign. Gameplay wise, can't think of much difference, Dynamic War allows you to earn a chose mission dialog box and implements things like mando's missles, enemy artillery, amd FX, there's a lot more that's been done to it from initial conversion. all I've added to GDCE is the Rearm dialog box (method for creation I pretty much got from dynamic war) and simple scalable difficulty.
  24. shinden1

    ARMA GDCE 1.00 by shinden

    Nope, sorry, DAC was intended for my next version, but the bugs were so big that I had to get a version out now. DAC will probably be waiting till 1.05...
  25. shinden1

    ARMA GDCE 1.00 by shinden

    Do you remember the mission? I'll check the script...after the conversion, radio options were a little out of wack...a big problem is that ARMA itself often doesn't heed it's own commands, such as...facing the officer no mission...turn and come back...there it is! If you have any mod requiring a radio select, it might affect it...I think to override you would have to put something directly in the mission.sqm though. Yes it was the 'Ambush' mission and yes the mod I'm using does use radio indirectly so maybe that was the culprit. Just to note that the other radio options 'Medvac'/ 'smoke screen' were present but no 'Extraction' option was given despite objective completed. That's probably it. you didn't mention status either, which is the first radio slot, Extraction is the 2nd. Unfortunately GDCE uses all 10 radio slots, so you would have to give up something. There's another way, but and on OFP it would be easy, but with ARMA we have to use a jackhammer and a bulldozer to add and remove a simple action...If your interested just PM me and I we can test out a method I thought of.
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