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smacker909

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Everything posted by smacker909

  1. Has anyone had any luck with this script on Tanoa? I'm getting script errors related to 'roadsConnectedTo'
  2. smacker909

    ModuleSpawnAI_F change faction

    Damn! You are the man Larrow! Thanks dude
  3. I'm trying to figure out how to change BLU_F to BLU_T_F in the following, created by the SpawnAI module. Does an addon need to be created to do that? I can change it in the mission.sqm file it's self, but of course, when I load up the mission in the editor, the module overwrites it. Sorry if this has been covered before, I have been searching for a while :(. On a side note, I assume the module will be updated to reflect the new factions.. at least I hope so :) class Attribute7 { property="ModuleSpawnAI_F_Faction"; expression="_this setVariable ['Faction',_value,true];"; class Value { class data { class type { type[]= { "STRING" }; }; value="BLU_F"; }; }; };
  4. Hello, I'm trying to use Expression field in the Sector module to run a script. the module says "Code executed when ownership changes" however, it seems to be executing right when the mission starts. Anyone have any experience with it?
  5. smacker909

    Eden Editor Garbage Collector Doesn't Work?

    Is this referring to the drop down garbage collection option from the editor menu? I have tried enabling this and notice it doesn't do anything for killed men from spawned groups. Spawn AI system is cleaning up the AI ones only.
  6. smacker909

    sector module expression

    Okay.... adding ; if ((_this select 1) in [EAST, WEST, RESISTANCE]) then {[_this select 0] execVM "sectorDefense.sqf";} ..to the expression field and removing that check from the script corrected the double spawning issue.
  7. smacker909

    sector module expression

    Yours like much nicer :) Now I have a problem with two teams spawning!! The only idea is to have a little defense on sector after capture to avoid sector hopping // place [_this select 0, _this select 1, _this select 2] execVM "sectorDefense.sqf"; // in the Expression field of your Sector Modules waitUntil { !isNil "bis_fnc_init" }; Private ["_grp","_sector","_owner","_trigMarker"]; _sector = _this select 0; waitUntil { ( ((_sector getVariable "owner") == EAST) || ((_sector getVariable "owner") == WEST) || ((_sector getVariable "owner") == RESISTANCE) ) }; sleep 2; _owner = (_sector getVariable "owner"); _areasA = _sector getVariable "areas"; _trigger = _areasA select 0; _trigMarker = (_trigger getVariable "markers") select 0; switch (_owner) do { case west: { _direction = [getMarkerPos _trigMarker, getPos NATO_FLAG] call BIS_fnc_dirTo; _pos = [getMarkerPos _trigMarker, 50,_direction] call BIS_fnc_relPos; _grp = [_pos, west, (configfile >> "CfgGroups" >> "West" >> "BLU_F" >> "Infantry" >> "BUS_InfTeam")] call BIS_fnc_spawnGroup; }; case resistance: { _direction = [getMarkerPos _trigMarker, getPos GUER_FLAG] call BIS_fnc_dirTo; _pos = [getMarkerPos _trigMarker, 50,_direction] call BIS_fnc_relPos; _grp = [_pos, resistance, (configfile >> "CfgGroups" >> "Indep" >> "IND_F" >> "Infantry" >> "HAF_InfTeam")] call BIS_fnc_spawnGroup; }; case east: { _direction = [getMarkerPos _trigMarker, getPos EAST_FLAG] call BIS_fnc_dirTo; _pos = [getMarkerPos _trigMarker, 50,_direction] call BIS_fnc_relPos; _grp = [_pos, east, (configfile >> "CfgGroups" >> "East" >> "OPF_T_F" >> "Infantry" >> "O_T_InfTeam")] call BIS_fnc_spawnGroup; }; }; _wp = _grp addWaypoint [getMarkerPos _trigMarker, 5]; _wp setWaypointBehaviour "COMBAT"; _wp setWaypointCombatMode "GREEN"; _wp setWaypointType "HOLD";
  8. smacker909

    sector module expression

    Well.. this worked. waitUntil { ( ((_sector getVariable "owner") == EAST) || ((_sector getVariable "owner") == WEST) || ((_sector getVariable "owner") == RESISTANCE) ) };
  9. smacker909

    sector module expression

    Thanks Kylania! I found that it does execute on startup but also on owner change afterword, so I tried implementing something like; Expression in Sector Module: -> [_this select 0, _this select 1, _this select 2] execVM "script.sqf"; // from script.sqf _sector = _this select 0; waitUntil {(_sector getVariable "owner") != "UNKNOWN"}; %% and tried UNKNOWN without quotes But getting generic error in expression :( UNKNOWN is what hint format shows for _owner.
  10. Sector Control on Tanoa (Apex Preview) SP/COOP/MP 5 sectors - Lots of jungle terrain - Lots of AI Steam link DropBox link - EDIT - Corrected Dropbox Link
  11. Here's three SC missions on Tanoa. Each has 5 control points for capture with AI. Can be played COOP / MP / SP. Steam links; Georgetown (Urban) Lami (Village) Tonao (Farm lands) Dropbox Link YouTube - Clips of game play - Me and BOTS :) Please let me know if any issues / suggestions.. also if anyone wants to play/test ;) - AI numbers can be adjusted on with the AI module in the editor
  12. smacker909

    User Mission Request Thread

    Is there any smallish, city sized, sector control mission that have AI for both sides, playable as coop or sp, where the AI will also be given the sector tasks and respawn? I was thinking about trying to make one, I have done scripting in the past, but this seems a little too daunting for me :(
  13. smacker909

    [SP] Rebel Yell!

    Ineptaphid, Glad you like the mission. It's been a while since I looked at this and I don't remember exactly what I added to allow AI difficulty setting.. but I would think that could have effect on any AI mod, you could certainly try it and check your results. I always compiled the mission with vanilla so no mods were included. I have never used ACE so couldn't say :)
  14. smacker909

    [SP] Rebel Yell!

    Single player mission generator. Fight against rebel forces on Altis. Designed to get you into the fight quickly! Random mission locations , random patrol placement and waypoints . Random vehicle types and numbers. Radio 0-0-0 gets you Mission Control & Support options. Settings available: Enemy Vehicles, Respawns, Allow Civilian deaths, Fatigue, Recoil, Respawn, AI setting, Time & Weather. Choose Options, mission type, insertion point and then squad. After insertion , set time & weather and customize your loadout. Mission types: Destroy HVT Assassinate officer Apprehend Rebel leader Clear area Hostage rescue Squad types: Assault Recon Sniper Anti Armor Irregulars Custom Get it: Steam Workshop ** No addons required ** Changelog: Please let me know of any issues, comments, suggestions. Thanks: - COS by Bangabob for civilian population. - UPS by Kronzky for vehicle patrols. - JShock, Tajin, CRy3cn, Killzone_Kid, MrPineapple (others I'm forgetting) help in the forums!
  15. smacker909

    AI much tougher since update

    I can't even spot'em before getting sniped.. usually through grass.. even after turning down AI settings .. embarrisingly low :(
  16. smacker909

    AI much tougher since update

    maybe i'll turn down terrain details in video setting and play in dirt ;)
  17. smacker909

    AI much tougher since update

    Mostly they fire at me through grass and crest of hill, more and more directly than before.. maybe they are suppressing, but before, I think they would fire , more in my general direction in these cases, but now seems to be firing directly at me. Turning down AI accuracy doesn't seem to help as much, if any, as it did. If the AI is behaving correctly, and is better in other areas, and really not seeing me *through* dirt and grass.. then I will just need to adjust my tactics. I have to be much more careful approaching.
  18. smacker909

    AI much tougher since update

    Okay, just added AI settings to my mission :) I have to dumb those buy down a bit
  19. smacker909

    [SP] Rebel Yell!

    Just incase anyone interested.. I updated my SP mission generator.. added / changed some options.
  20. smacker909

    AI much tougher since update

    @tyl3r99I : never play on hard , regular.. lol. @Gunter : I have used setSkill in the past, but not in this mission.. just use the in game settings with AI percission set to .3. Just noticing I get spotted lots faster than before the update. Maybe time to go back to using setskill :)
  21. smacker909

    AI much tougher since update

    Playing a mission I normally play , mission I made that is a random mission generator of sorts. It has no AI modifications and also using no mods. Maybe it's just me being very unlucky for the last 5 plays :)
  22. I'm thinking about making an SP mission where, starting out with limited weapons, etc. and some credits.. you then earn more credits by doing missions on the map.. which allows you to get more weapons, supports.. etc. An inventory system that keeps track of your credits and your assets.. then allows you to switch them in and out of your ArmA inventory as you see fit. I'm sure this isn't any ground breaking idea.. possibly already a mission out there doing exactly this. If so, can someone point me to it? I'm hoping to find an inventory system/script that does this or something similar. Anyone know of one? If not, I will get to work making one :)
  23. smacker909

    [SP] Rebel Yell!

    Updated v1.05 - some fixes and random mission option Please let me know if any suggestions or issues :)
  24. smacker909

    change email address

    Never mind.. found it
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