smacker909
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Everything posted by smacker909
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SP: Tankistan Control / work in progress
smacker909 replied to smacker909's topic in ARMA 2 & OA - USER MISSIONS
mission updated - Hey Delta, now when you interrogate, there's a chance to cause random civ to get hostile and whip out his pistol. So be alert when interrogating! I agree this is better. I only briefly tested.. so let me know ;) -
SP: Tankistan Control / work in progress
smacker909 replied to smacker909's topic in ARMA 2 & OA - USER MISSIONS
It's all good Delta. :) Glad you are liken the mission! With the Civs, I've used the detain script , which all ALICE civs spawn with, to give chance of being armed so in order to have random civs turning hostile would require a new method.. at the least, just spawn some randomly would probably do the trick. The problem is your units will shot them down pretty quick since they always determine them to be hostile before you do. I'll see what I can come up with on that on. Also on the random start positions.. I'll give it some thought too. Thanks for playing/testing and giving feed back ! -
SP: Tankistan Control / work in progress
smacker909 replied to smacker909's topic in ARMA 2 & OA - USER MISSIONS
Cool, just let me know what refinements you are interested in. I have a few in mind but would like input from others. The IED script integration was a bit rushed, so I'm sure there are some things there that can be revised. -
SP: Tankistan Control / work in progress
smacker909 replied to smacker909's topic in ARMA 2 & OA - USER MISSIONS
well.. that was the reason I was asking, cause I would need to make sure the random spot has enough open space for it. I'm just not sure if it would really add much. But if enough folks think so, I'll definitely see what I can do ;) -
SP: Tankistan Control / work in progress
smacker909 replied to smacker909's topic in ARMA 2 & OA - USER MISSIONS
Hi Delta, Civs will only have chance of turning hostile and being armed when you "detain" them. For the IED's, you get map intel on the IED factory after disarming 7. This is coded into [FOCK]ers IED script that I used. I didn't spend too much time trying to modify what he had done.. just wanted to ad it to this mission and incorporate the scoring for disarming and objective for the factory destruction. If you have ideas , I can look into changing how intel is given. But, based on the number of IEDs, I don't think we would want to get 100% intel on the factory after disarming just one ;) As far as randomizing start position.. of course there is a way.. ;) Most other things are random though so I'm not sure how important randomizing start pos is to this mission. Would you want to see all of the vehicles and weapons creates at the random start position? -
SP: Tankistan Control / work in progress
smacker909 replied to smacker909's topic in ARMA 2 & OA - USER MISSIONS
Updated and uploaded. I only had a short time for testing.. so please advise of any issues. Thanks! - Initial post update with changes and mission link. -
SP: Tankistan Control / work in progress
smacker909 replied to smacker909's topic in ARMA 2 & OA - USER MISSIONS
Thanks for replying Juggernaut. I wasn't planing on making it dependent on any addons. I only use JSRS and ASR_AI myself. Maybe once I can get all of the issue ironed out I can think about porting to other maps. I'm still at work but will work on it once I get home, hope to have a new version posted tonight or tomorrow. -
SP: Tankistan Control / work in progress
smacker909 replied to smacker909's topic in ARMA 2 & OA - USER MISSIONS
- Thanks Juggernaut - Im working all day today and will work on the mission tonight.. so maybe late tonight or tomorrow. -
SP: Tankistan Control / work in progress
smacker909 replied to smacker909's topic in ARMA 2 & OA - USER MISSIONS
- This is something I can work on for next update ;) - It's a good idea, but would take some doing. I'm not sure how soon I could have this done, but will consider. -
SP: Tankistan Control / work in progress
smacker909 replied to smacker909's topic in ARMA 2 & OA - USER MISSIONS
Delta - Yes, I have added the FOKers IED script and added chance of civs whipping (well slowly drawing) out pistols and going hostile, but ran into issues when changing the ambulance call to a chopper .. working on that and then will repost. Kiberkiller - The start positions are random. I could change it to make the start positions near the H.Q., but the issue with that is, one of the possible intels from the civs is convoy start position..so I guess I could just eliminate that one. Also, I tried to keep convoy distance roughly similar, so by having one starting point, the routes will be many different distances.. which may not be a big deal. Thoughts? -
I was thinking there was an option in the SSM where you could call UAV and it would just fly around your position marking bad buys on your map.. but now I don't see it listed for SSM. So , I wonder if I was using a script? does anyone now of one? Just simply call for UAV support so it flys around your pos for a minute or two marking targets then flys away. I searched but only found ones where you control the uav.
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[FOCK]ers IED
smacker909 replied to mikie boy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks! Will definitely be trying this out next -
[FOCK]ers IED
smacker909 replied to mikie boy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hell yes. :bounce3: -
[FOCK]ers IED
smacker909 replied to mikie boy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the info... I'll make the adjustment. The script is incorporating nicely into my current mission :) Thanks again! -
In my mission, I've added a chance for some civs to pull a pistol and turn hostile when trying to detain. Since female civs can't have weapons, I wanted to NOT give the chance, if the civ is female. I use the ALICE module to create the civs. I see most femails have "Woman" in the class name..(ex. TK_CIV_Woman01_EP1). Is there a way to determine if my "civ to detain" has "Woman" in the name?
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Civilian question
smacker909 replied to smacker909's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks! Tried out SaMatra's code and worked like a charm. Im sure that F2k's code would have done the trick too. -- btw - the browser.six-projects.net/ tool is a great resource ;) Thanks for the link -
Civilian question
smacker909 replied to smacker909's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks! I'll give that a try :) -
[FOCK]ers IED
smacker909 replied to mikie boy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cool script! I put in my latest mission and getting intermittent (maybe 1 out of 5) error on start up. line 32 Fock_iedinit.sqf _ied = _iedrandom createVehicle (getpos _iedplace); Undefined variable ; _iedplace Maybe some conflict with other things I have running. I'll do more testing. didn't know if anyone else has seen it. ----------------------- Okay, seems I need to increase _distanceaway value. :) -
SP: Tankistan Control / work in progress
smacker909 replied to smacker909's topic in ARMA 2 & OA - USER MISSIONS
kiberkiller, there is a script (I think called mySquadSpawn.sqf) that spawns your team.. there were a few reasons. one had to do with reinforcements. Feel free to place them directly on the map though.. I believe you would just need to name them as named in the script. Enemy factions are decided in scripts that spawn convoys, cache sites and h.q. sites.. also in interrogation script for civs. -
SP: Tankistan Control / work in progress
smacker909 replied to smacker909's topic in ARMA 2 & OA - USER MISSIONS
KiberKiller - I had tried using mostly scripts for easy porting. Glad you worked it out. Glad you like it so far ! Delta - I hope to have some new stuff by the weekend ;) I liked the pistol wielding civilians idea! -
SP: Tankistan Control / work in progress
smacker909 replied to smacker909's topic in ARMA 2 & OA - USER MISSIONS
hey Delta - Thanks for playing and testing.. Good ideas! I think IED's is next on the list. I'm looking at FOCK-ers-IED in fact.. so maybe this coming weekend. Time permitting. I like the allied units operating independently and civs drawing handguns. Will have to think about how best to implement those without too much strain on the game and my brain ;) Please keep the feed back coming and advise of any issues. Thanks again! -
SP: Tankistan Control / work in progress
smacker909 replied to smacker909's topic in ARMA 2 & OA - USER MISSIONS
Made lots of updates since initial post. I have tested and corrected some issues as well hopefully some will give it a try ;) Works with vanilla, but I prefer using ASR_AI ! --- Update: 7/29; Change to the repair truck call.. it was never getting close enough, so now once it's under 100 feet of your initial call location, you get option to point at and repair (also reload ammo) vehicle. -
At what point do you look at your mission and realize what a huge mess you've made? I as start to get more comfortable with scripting in arma I find myself adding every little thing I can think of to my latest mission. Now I realize I need to scrap it and start over because it's turned into a huge pile of spaghetti ! I think not having much of a coding back ground doesn't help.. when I just wanted to jump in and make something work at first and didn't care about implications of poor planning later on .. :)
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eventhandler question
smacker909 replied to smacker909's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Okay, so here is what I have; _insPatrol = [_finalPos, EAST, (configFile >> "CfgGroups" >> "EAST" >> "BIS_TK_INS" >> "Motorized" >> "TK_INS_Technicals")] call BIS_fnc_spawnGroup; {_x addEventHandler ["killed", {[_this select 0, _this select 1] execVM "insKilled.sqf"}]} forEach units _insPatrol; When any of the soldiers are killed the script runs, but not when I destroy either vehicle in the group. Is there a way to add the EH to the vehicles in the group as well as the units? -
Hello - I'm adding scoring/point system to my current mission and doing okay, but know have run into something.. The mission spawns some groups using code like _insGrp=[getMarkerPos _mkr, EAST, (configFile >> "CfgGroups" >> "EAST" >> "BIS_TK_INS" >> "Infantry" >> "TK_INS_Patrol")] ; Now, if I wanted to give points for units in the group I can add eventhandler and use {_x addEventHandler [...code to call script...]} forEach units _insGrp; But if I wanted give more points for vehicles in the group... say 3 pts for men and 5 pts for vehicles.. what would be the best method to add separate eventhandler to the vehicles in the group?