smacker909
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Everything posted by smacker909
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setSkill / profile question
smacker909 replied to smacker909's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
hmm... so for instance "skillEnemy 1" in profile.. and "_unit setskill ["aimingAccuracy", 0.5]" in a script.. then only "aimaingAccuracy" would be ~ .7 and the remaining elements in the skill array would be 1? I'm assuming you can't set "aimingAccuracy" in the profile. Maybe that's a bad assumption? -
Random task locations using CfgLocations areas (FlatArea, etc)
smacker909 replied to railgun's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You could try this; waitUntil {!isNil 'bis_fnc_init'}; _flatLocs = nearestLocations [getMarkerPos "Marker1", ["FlatArea"], 1000]; _location = (_flatLocs call BIS_fnc_selectRandom); edit -- requires functions module -
Simple SP no frills, 30 minute - instant action mission. Destroy the rocket launcher before the bad guys can launch. Good bit of fighting all around you , sounds good with JSRS ;) ** Requires Fallujah ** I've been having fun with it lately, so thought I'd share in case anyone was interested. Armaholic mirror: - Rocket in Fallujah (@)
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[SP] Cyber Warfare VME_PLA MOD mission
smacker909 replied to Kommiekat's topic in ARMA 2 & OA - USER MISSIONS
- nvrmind -
help with positioning for unit during playmove animation
smacker909 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, A few questions regarding the code. Trying to get my repair guy to jump out of his truck and do the repair, but facing the vehicle.. sometimes he does other times not so much :( I could only get him close enough to the vehicle using attachTo. Is there another way? Lastly, using the attachTo command below.. sometimes he's a little off the ground other times he's a ankle deep in the mud. Is there a better way to deal with his ground clearance if using attachTo? Thanks! Also.. I initially used playmove, but couldn't break out of this animation with it.. have to us switchmove -
After getting A2 / OA on steam.. it seems I have PCM/BAF light. What is the difference between the light and full versions? Just missions?
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SP: Tankistan Control / work in progress
smacker909 replied to smacker909's topic in ARMA 2 & OA - USER MISSIONS
yes... glad you are still playin it and hopefully having some fun with it. I'll try to get updates if anymore downloads this go round or request for new stuff. Otherwise, I think it's very playable as is ;) -
Insurgency mission [sP] game play. - Updated 09/3/2012 ** Featuring fast cars, faster women and huge explosions! ** ---- mission ---- Detals: You and your team start at random position in Takistan with vehicles and some support options. You are tasked with preventing the spread of the insurgency in Takistan. Insurgents establish an H.Q. and then attempt to build cache sites in and around towns via supply convoys. Once a supply truck reaches it's destination, a cache site is built there. After a cache site is established a new convoy will begin.. after predefined delay. This continues until the insurgency has enough active sites to win. All locations (your start position, convoys, cache sites, H.Q. sites, Leader locations, IED's, hostiles.. etc.) are decided randomly during each mission for re-playability. ---- To prevent the spread of insurgency, you must complete enough objectives before the enemy has enough active cache sites to win. -Destroying a cache will count as an objective and remove the cache site from list of active insurgent sites. -Destroying a supply truck in route will count as an objective and prevent the build of a cache site. -Destroying an H.Q. will count as an objective and prevent new supply convoys until a new H.Q. is built. -Destroying AA vehicle near H.Q. will count as an objective. -Capturing insurgency leaders will count as an objective and provide all currently available Intel. -Destroying IED factory counts as an objective for U.S. ---- Intel can be obtained by interrogating civilians, searching killed insurgents, capturing leaders and disarming IED's. Some civilians are loyal to the cause and may notify hostiles of your presence when you start interrogating in their town. Some will resist being detained. Some civilian by-standers may become agitated and shoot at you during interrogations, while others may strap on a bomb vest and come for you or a member of your team. Collected Intel as well as completed objectives will be added to your map. Intel can be related to cache sites, supply convoys, H.Q., IED factory and insurgency leaders. When you detain an insurgent leader, you cannot interrogate him directly... you can only call for prisoner pickup (chopper). He will be interrogated back at base and the Intel will be provided AFTER he is *debriefed* ;) Be aware of IED's on and near roads. You can disarm them for points and to gain Intel on the IED factory (objective). Your engineer has better chance to disarm IED's. After locating and disarming enough IED's, you will be given (on map) location of the IED factory. IED factory location can also be obtained from civilian interrogation. ---- There is a point system for support items. Use radio 0-0-9 for details. The following support options are available: -Vehicle Repair support -Medic support - MEV Blackhawk -Transport - Blackhawk -Blackhawk purchase -Reinforcements -Squad deployment (Four man squad at map position. Contact updates provided) -Apache CAS --- Setting of the following options is available at missions start; - Number of active cache sites required for Insurgency win. - U.S. objectives required for U.S. win. - Supply convoy delay timer - Time between cache site build and next convoy. - Interrogation delay timer - Time to wait after successful interrogation before next interrogation. - Amount of support points you start with. ----------------------------------------------------------------------------- Mission uses the following: - Using - Binesi's "BIN_taskDefend.sqf" script - for better defense! - Using [FOCK] Mikie J's IED script - for IED enjoyment! - DeltaFiveOne & others for lots of good ideas & testing! - BIS Forum members for ideas & scripting help! ----- Updated 9/3 - Reinforcements are free if within 50m of US Base (start position) - Added some vehicles patrols and other surprises to random insurgents
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SP: Tankistan Control / work in progress
smacker909 replied to smacker909's topic in ARMA 2 & OA - USER MISSIONS
Sorry Delta, that turned out to be a little more than I initially thought.. so was going to rebuilt the core of the mission from scratch, then got side tracked with other things. Anyway, It looks like the mission link expired, so I'll re-upload it and update the link when I get back home this afternoon, but based on the low number of downloads last go round, it looks like not many are playing anymore. -
Is the campaign worth playing or too may bugs as in previous BIS campaign/missions? I read only a few of the posts here because didn't want to spoil anything in case I try to play them,, so really just wondering if it's worth playing or waste of time :)
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"...or waste of time" my time is much to precious to waste lol :)
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SP: Tankistan Control / work in progress
smacker909 replied to smacker909's topic in ARMA 2 & OA - USER MISSIONS
Next update will hopefully have multiple convoys running.. spawning from H.Q. first, then from any active caches sites afterwards. Hope to have something by the weekend, time permitting :) -
SP: Tankistan Control / work in progress
smacker909 replied to smacker909's topic in ARMA 2 & OA - USER MISSIONS
Updated 9/3 - Reinforcements are free if within 50m of US Base (start position) - Added some vehicles patrols and other surprises to random insurgents -
SP: Tankistan Control / work in progress
smacker909 replied to smacker909's topic in ARMA 2 & OA - USER MISSIONS
Updated 9/1 - Correct broken convoys caused by garbage collector addition. Now trucks will be deleted only when new cache site is built. Any downloads for the 8/31 update.. convoys will not complete and no cache sites bill be built. Sorry! -
SP: Tankistan Control / work in progress
smacker909 replied to smacker909's topic in ARMA 2 & OA - USER MISSIONS
Updated 8/31 - Convoy trucks and crew now use garbage_collector for removal Please advise of any problems -
SP: Tankistan Control / work in progress
smacker909 replied to smacker909's topic in ARMA 2 & OA - USER MISSIONS
I'll check, but I believe the script will check if truck !canMove or !alive .. or within range of it's destination before starting the timer.. so I will see if I can change the script to allow garbage handler take care of deleting the trucks and crew.. that way it shouldn't occur until you are gone from the area. I will report back with an update when I have it. Thank -
SP: Tankistan Control / work in progress
smacker909 replied to smacker909's topic in ARMA 2 & OA - USER MISSIONS
Okay, thanks for the info. If you destroyed the supply truck, you should have gotten credit for an objective and points for that. (music plays..lol) I assume you were hoping for intel from the crew? Hopefully the convoy trucks & crew weren't deleted until the next convoy was starting.. I think 3 mins is default delay if truck is destroyed or cache site is built. --- Can you tell me if the supply truck was disabled or destroyed prior to moving in? I can see about making a longer delay prior to deleting.. even if next convoy has started. Thanks for the feed back ! -
SP: Tankistan Control / work in progress
smacker909 replied to smacker909's topic in ARMA 2 & OA - USER MISSIONS
Muahaha - Glad you are having fun with the mission :) - Which enemy vehicle are u referring to? -- Only convoy vehicles should be deleted manually.. and this should only occur when the next convoy starts. So if the convoy timer (which is 180 seconds by default) expires and a new convoy starts, they will be deleted. This behavior was changed in a recent release where as the convoy vehicles used to be deleted much sooner.. so if you don't have the latest version of the mission.. please download the new one. ;) If you are using the latest.. please describe the vehicles and timing between when they were destroyed and when they were deleted as well as , if you changed the default convoy timer during mission start.. what it was set to. - For all other vehicles I'm using the garbage collector module and that hasn't changed. -
SP: Tankistan Control / work in progress
smacker909 replied to smacker909's topic in ARMA 2 & OA - USER MISSIONS
Updated - Engineer added to squad for IED disarming (less chance to explode) - Patrols added for random Insurgents - Other minor fixes -
AI path finding from within building
smacker909 replied to smacker909's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanks for the replay Kylania! I don't really mind of they dont' shoot out of the buildings.. was just hoping to prevent them from jumping off roof tops and balconies for starters. I guess I can just spawn them on the lower floors for now. It's not critical that they fight from inside the buildings.. just wanted to spawn them there. These are hostile civs. ;) -
AI path finding from within building
smacker909 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm spawning hostiles inside random nearby buildings and then having them doMove to player with bad intentions. The issue is that when they spawn on upper floors.. they tend to walk out of windows and balconies, sometimes dropping to their death. Is there a way to prevent this and have them use stairs.. or shoot out of windows and from balconies if within eye sight of a target? I thought about checking buildingPos for the height and retry for a lower position if pos was higher than 1st floor.. but was hoping be able to use upper floors. -
SP: Tankistan Control / work in progress
smacker909 replied to smacker909's topic in ARMA 2 & OA - USER MISSIONS
Updated 8/28 - Hostile civilians & suicide bombers now spawn in nearby houses - Suicide bombers will now target random squad members Please advise of any issues. :) -
You might give SP-Tankistan-Control a try.
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SP: Tankistan Control / work in progress
smacker909 replied to smacker909's topic in ARMA 2 & OA - USER MISSIONS
well, I'm happy that u think it's FUN because FUN was my main objective ;) Unfortunately I haven't scripted MP before and would need to do some work to get to the point of porting to MP.. because lots of things coded from the start, were not done with public variables in mind. I'm still pretty new to scripting and someone with proper coding skills would probably gasp if they looked at my scripts! lol. However, if someone wanted to help out with porting it over, I would be welcome for that and offer assistance or information as needed. Otherwise, it would be a while before it happened :( -
SP: Tankistan Control / work in progress
smacker909 replied to smacker909's topic in ARMA 2 & OA - USER MISSIONS
Hi Cartel, glad u r having fun with the mission. I think there are lots more insurgency missions already for MP so I was mostly trying to make a SP with things I wanted that I couldn't find in a SP. I'm not an expert scripter either ;) so would have to do some reading up on MP requirements. (in other words.. I haven't scripts a MP mission before :)