Jump to content

thomsonb

Member
  • Content Count

    215
  • Joined

  • Last visited

  • Medals

Everything posted by thomsonb

  1. RU_AMMOS = [6,7,8]; RU_GRENS = [2,3,4]; Those are arrays of ammo counts. This means any unit with theses settings will have randomly 6,7 or 8 magazines, and 2,3 or 4 grenades. You can set this specifically for each unit.... the RU_AMMOS and RU_GRENS are just "shortcuts" I use, as most Russian units have the same settings. For example, if you want a machinegunner to always have exactly 5 magazines and exactly 2 grenades, define him like this: RU_MAN_MG = [["RU_Soldier"],[WPN_PK,WPN_PK_SCOPE],WPN_NO_SEC,WPN_GRENADE_E,[5],[2],WPNS_NVG]; See I have used actual arrays for [5] and [2] in this case, instead of the RU_AMMOS,RU_GRENS variables (also note, there is a choice of 2 types of gun here, it will be randomly chosen) Defining your own variables like you said "WPN_M59 = ["KPFS_MP59","KPFS_32Rnd_MP59"];" will be perfectly fine (just it must always be a unique variable name!) They are all just shortcuts, to avoid typing in 1000 arrays for each unit type!! cheers B
  2. That means you have a script error somewhere before the list of players. The script will stop running when it hits an error. make sure you run Arma2 with the -showScriptErrors switch, so you can see where the error is (it will show you the line number) Every " ; " is important ;) hope that helps! B
  3. Hi all I have got the ACR expansion, and I will get around to adding the units whenever I can, firstly to the ACR faction in Flashpoint Takistan etc, maybe with an option to disable specific factions? Im not a great fan of the new maps though, seem to me like small slices of Chernarus painted green, and not as polished as other BIS maps. Why didn't they release a full map summer Chernarus?! I have been working on the MP version a fair bit. As JetlinerX says, its getting good, still missing features of course, but gameplay has been great in testing. Some overwhelming ambushes and battles, and some tense stealthy moments too. Expect a Takistan release in next couple of days. Latest thing is Im testing out various different "Revive scripts". What are your favorite MP revive systems you have used? Right now the best Revive Iv tested in my mission is R3F, because its really simple, has dragging and revive, and is very light on code, and performance... Open to suggestions... I could speculate all day (I always break it too when I mess around with the big arrays!) What doesn't show up? It could be simple, you have broken the arrays by missing a " ] " or a " ; " I seriously recommend using notepad++ with sqf highlighting or another programming tool like that, it shows all code elements in color so you can see if you have missed something easily! Im sure I can help if you give more description of the prob! Iv made some init.sqf improvements in the MP test version, which I have just added to the SP version, for the next update. Some of the improvements will make it easier to port to new maps! B
  4. I cannot find these values in the configs either, surely they must be somewhere? There is no "getAmmoCargoSpace" or "getWeaponCargoSpace" command in the Command reference...
  5. Have to agree on that, disappointed, BIS should have released Chernarus Summer, the full map, instead of leading us to believe we were getting 2 new maps! I find the summer textures ugly, too bright at close range and too dark at long range, kind of a miss match between the near and far terrain, is it just me? :( Some nice new vehicles on the plus side, but overall very disapointing
  6. Hi guys, yeah sorry the controls for GCam are not very obvious! This is fixed in the next update :) For some reason I worked out the controls when I first used it, and never thought about it! I will also set the camera by default to be a free cam, with the Behind and Chase modes off by default. Also il make the action only available to the player, thanks for spotting that ceeeb B
  7. Hi orc, yeah sorry, I was having my own mental slowdown there, of course it makes sense :) Thats a good idea to set the threshold to 1 instead of 0. Originally I set it to 0 just to avoid too many groups and fps slowdowns. But seems it takes allot more to slow down the latest multicore cpus Il test it out in my work in progress version...
  8. Hi orcinus I still cannot not reproduce the slowdowns that have been reported. Sometimes on Zargabad my FPS drops below a steady 50 - 60, but that is due to the map, not the mission. My CPU never goes above around 40% usage.... Im fairly sure that its only other mods that are causing problems for players. I recommend to everyone to not use other mods with my missions (don't forget, the default Arma2 AI is actually pretty damn realistic and challenging, compared to most games!), or at least use as few mods as possible. I can't test and tweak the mission for everyones mod setup as there are too many variables :) The groups who stay are either on patrols, or on guard waypoints. When on guard they can move anywhere to engage known enemies. Right now 50% of groups have this behaviour. I will reduce this in the next update. Currently in the MP version im using 25%, seems to work quite well. This is true, a group will not respawn unless its units are dead, or out of range of player. However I can't see your point about this causing slow performance, because having wounded units around actually improves performance, because it reduces the unit count!? On the subject of medics and wounded soldiers and healing.. I hate the default wounding and healing system in Arma2. It is not well implemented(animations crap, sounds crap, no blood, injuries don't slow down squads as they should). It is not realistic recovery from serious wounds. It takes away rather than adding to the gameplay and immersion. The alternative wounding modules are also bad... Hard to implement on all units in a mission. Units animations when hit and made unconscious are messed up. Unrealistic recovery from serious wounds. The dragging and carying looks good in youTube videos, but all the other aspects are not good enough to go with it! I just try and ignore the healing systems in the game! For me the ideal wounding system in Arma2 would be bloody and realistic, with very low chance of surviving a critical hit from any caliber. And traumatic injuries from other hits. It would be too graphic for a "game" I guess (for example I know in VBS units can have legs and arms blown off or shot off) Wounded units should need urgent attention from there squad mates, followed by immediate mdevac to a field hospital. It is beyond my abilities and the performance of the engine to develop a realistic system, and all other systems I have tried seem "gamey" and unrealistic, and allways reduce the immersion factor. Thats why I have not included many medics in my missions, and just a basic "Apply field dressing" action for the player (if they choose to use it) What are all your opinions on this?
  9. Thanks for the feedback Pd3, The spawn is set to 400m - 1000m, same as SP i think, but il check it of course, lots of bugs crop up :) I will set the bodies removal to 100, i think its only at 50 right now. I wonder if you found a bug, when the spawns were not "following" you... il have a look at that too Cheers B
  10. Hi guys Just a quick one to release a new MP coop testing version, this time its Takistan Please download from here changes v0.3 Vehicles Aircraft Parked Cars New weather engine Fixed time sync problems have fun, please report any bugs, thanks for testing B
  11. I agree with you on that one JetlinerX, I think the objectives should not end the game. Right now the objective system ends the mission, which is a bit limited. I know the objective system is lame at the moment. The new system will allow multiple objectives, and will affect the behaviour of the AI groups. Status update: Im still working on the MP coop version, some progress, with vehicle spawning complete, expect an updated test version soon. Lots of small snags with locality and sync over the network have been found... Testing is more time-consuming and difficult in a MP mission, and I'm learning as I go how to avoid the pitfalls of the MP environment :) Please be patient! Cheers B
  12. Good Idea, it is mainly modular, so just check the last modified dates on my .sqf files and copy over the newer ones! There are a few minor changes in init.sqf, and a new entry in description.ext ---------- Post added at 13:07 ---------- Previous post was at 13:05 ---------- Thats a good point Pd3, its only as "mindless" as you want it to be! If you play strictly, without using position marker on the map, and trying to survive as long as possible, it can be very tricky! B ---------- Post added at 14:30 ---------- Previous post was at 13:07 ---------- Hi As promised, v1.21 updates for Flashpoint Chernarus and Utes vanilla version are released Please download from the usual place Cheers B
  13. Hi Pachira I suspect the DAPMEDIC mod is the problem here, just a guess as I dont know the details of it.... try running without that enabled... Another thing I noticed is that you have 3 versions of @CBA running, if you have A2CO then you only need the basic @CBA, the other 2 are for standalone installs: This from the CBA readme file... @CBA => Copy this directory to your Arma II game directory (see manual for more details). @CBA_OA => Copy this aswell, but only if you have a standalone Operation Arrowhead installation. @CBA_A2 => Copy this if you have ArmA II but not Arrowhead. Not sure if it causes any errors though... :) ---------- Post added at 13:52 ---------- Previous post was at 13:49 ---------- Flashpoint Utes BAF version was just updated! It is in the same download as Flashpoint Chernarus BAF version... The vanilla A2 versions will be updated v soon :) ---------- Post added at 13:54 ---------- Previous post was at 13:52 ---------- Thanks Orcinus, you beat me to it :)
  14. Hi JetlinerX First I will work on getting most features working in the MP version, I have made some progress learning how to code for the MP environment (its still a pain in the ass ;) ) There are lots of things on the list.... - Improve the Objectives system, make varied tasks (get to location, defend location, kill eny. leader, find evidence, disarm ied etc) and support for multiple tasks - Make the AI groups work together a bit, maybe they will detect nearby groups, and sync their waypoints together a bit to suport each other? - Make random bases for each side, FOBs, Outposts, VCPs on roads etc. Can have suport vehicles and ammo etc. I need to learn how to export and import composite groups of objects, i know there is a BIS module to do it. - Make a "player event log" of some kind that records all events, kills, locations, joining groups etc so you can read a report of your mission after death... (like a big statistics text) - Make an external userConfig settings.cpp file so users can change the default values as they wish (so you wont need to set it up to your liking every time) - Make the scripts more modular and easier to convert to other maps, to allow more versions quickly (at the moment it takes a while to update all maps!) - Ambient civillians including cars - AI that will hunt you down a bit more especially if youre hiding in a building - Anything else you guys think of! I Hope to release another MP update soon with vehicles and aircraft working Regards B Hope your performance issues have been solved JetlinerX, the scripts are optimised a bit more in the latest version. Also maybe you need a full reinstall of A2 and make a new clean arma2oa.cfg file too?
  15. Hi Pachira, Sounds like you are talking about the First Aid Module that can be added in the editor... This is not on by default, and is not in my mission. It is used in some of the Campaign missions etc, and includes dragging injured and being unconscious. It must be a mod or something, because I have never included the modules in my missions... Im confused why you would be getting it ! :) B
  16. - If you are wounded in SP, just heal yourself with the Field Dressing action - If you want to commit suicide for whatever reason in SP, just press 0 0 1 to use the radio option - There is no "writhing around in pain" mode in my missions Maybe you are using a mod that causes the writhing in pain? hope that explains it B
  17. Hello I am pleased to announce the release of version 1.21 for Takistan, Zargabad, Shapur, Chernarus, Utes, Aliabad and Hazar Kot. Please download the latest versions from here: Flashpoint download page Changes this version: v1.21 - Added: GCam spectator camera by Gigan. Available in action menu after you are killed and come back as rabbit. Press the L key to show the GCam controls, and press Spacebar to exit GCam. - Performance Fixes, many tweaks to improve framerates: * Lots of scripts are now precompiled and use the spawn feature. * Reduced slightly the number of dead bodies before removal. * Tweaked the default settings for slightly fewer groups. - Changed: Infantry Group Behavior: *50% of groups stay at their spawn position and Guard or Patrol. *50% of groups Move to a near town, then Guard or Patrol. - Changed: "Apply Field Dressing" action, text in the centre of screen removed (it was annoying when in combat). - Fixed: At mission start units will not spawn closer than 200M. Regards B
  18. Hi Pachira I guess you mean in the MP version? (the SP version has file dressing to heal and suicide in the radio menu) I have added the field dressing heal action to the players in the MP version now, will release the latest version later today B ---------- Post added at 15:52 ---------- Previous post was at 15:34 ---------- Hello Updated MP coop test version available for download here: Flashpoint Chernarus MP02 download page Still a work in progress! Not many features yet, but MP stability is my priority before adding stuff. Works on dedicated server or local host. Does not have any Join in Progress at this time. One bug is the Bird camera when you die, sometimes the camera flys miles away to coordinates 0,0 (soon i will replace it with a spectator script anyway) please report bugs to me by PM :) B
  19. In the next update I will increase that minimum at mission start to 200m, to avoid the instant death situations! ---------- Post added at 03:37 ---------- Previous post was at 03:28 ---------- I have done some more testing and tweaking of the MP coop version tonight, very pleased with the results. I have balanced the group counts and spawn areas to get the gameplay sweet, not too many groups, but enough that you have to always be tactical and careful, and sometimes you feel surrounded! Great stuff, very tense when sneaking into villages and forests etc... I will release an improved MP test version tomorrow, the features included and working so far are: -Infantry groups spawning and respawning near all players (even if players all go to different locations, then return together) - Random infantry groups, random custom load outs etc. - Random dynamic weather and time of day. Next feature to add will be AI vehicles... and maybe then an official first release :) nice to meet some of you guys in my server while testing, thanks for the help guys cheers B
  20. Hi guys I am making a MP Coop version of my dynamic mission. I am experienced at scripting and debugging and dynamic mission stuff, but only in Single Player missions! I have run into a few problems can anyone offer any pointers? Problem: Equipping the players with custom loadouts. I am running a script from each players init line in the editor... [this,0] execVM "equipPlayer.sqf" ...where the number specifies a load out from a list. About 90% of the time this works fine and the unit starts with the custom loadout. However, 10% of the time the unit starts the mission with the default load out, as if the script has not been called. I have had the problem as client on a dedicated server and as client on a local server and as host of local server. Any ideas why it doesn't execute reliably every time? cheers B
  21. Thanks for the quick and informative replies Riouken and PvPscene, the way ahead is much clearer now :) I was beginning to wonder what I had let myself in for with the MP locality and Sync problems!?! I have another question: Regarding MP selectPlayer I have searched and found several "workarounds" for MP selectPlayer, for example this one Are there any new improvements in the built in commands? Or are there any newer / easier / better ways of doing this?? Having a randomized player unit and side are quite important in making my missions! EDIT Another problem! I am using this code to set the time randomly: if(isServer)then{ startTimeSkip = random 17; publicVariable "startTimeSkip"; }; waitUntil {startTimeSkip != -1}; skipTime startTimeSkip; Problem is, it works fine when run the first time, both server and client "waitUntil {startTimeSkip != -1}" and then go on to setup.sqf However, when I restart the mission via the "Restart" option when logged in as admin, the script fails to get passed "waitUntil {startTimeSkip != -1}" on the client! Surely a restarted mission is exactly the same as a first run mission?! (or from another angle, is restarting a mission a bit like a JIP condition?) Thanks B
  22. oops you're right, fixed :) ---------- Post added at 14:39 ---------- Previous post was at 14:26 ---------- Hi Pd3 Yes it is the upper limit for random variation. The skill of each unit is a random between 0 and MAX_SKILL. So yes if you set it to 0.7 you will get units with between 0 and 0.7 skill. The Leaders of infantry groups always have their skill set to MAX_SKILL with no randomness (so they can be quite dangerous!). On your other points, about sabotage or assasination or other mission types, I will definately improve on the objective system in the future. The "Give me an objective" now is very basic I know (can still be very challenging though!) Cheers B
  23. http://www.thomsonb.co.uk/arma2/flashpoint/takistan.html .... the filename is FlashpointTakistanZargabadShapur1201.zip cant remeber, but it may still show up as 1.20 in the missions list in game (sorry, but no prob, if the weather works you know you have it!) It was a small update and released so quick I didn't make a big post about it :) Mine lives here in Win7: C:\Users\thomsonb\AppData\Local\ArmA 2 OA\arma2oa.rpt @JetlinerX.. my missions should hardly dump anything into there by the time I release them... blame your mods cocktail if its full of crap ;) just kidding, hope you find a good mod setup that works well, please let me know... Cheers B
  24. Thanks for the info JetlinerX, glad its still playable.. during development I have only tested the missions without mods mostly. I expect its a mod or mods that has some hefty init code for all spawned units, and a high "per unit" script overhead... but I will look into my code to check I havnt messed up in the latest release... I did increase the default group counts in version 1.19, but in v1.20 I dropped the defaults back again slightly, and also dropped the default vehicles and air units counts slightly. The mission was designed mostly on an old and slow pc, so all the dynamic stuff tries to keep the group counts and script count to a minimum. Could you do me a favour and test it Vanilla with No mods at all, and let me know if its still sluggish (with your PC specs it should maintain 60fps 90%of the time!) PS i forgot to mention, if you are setting up manually, the support percentages (vehicles, armour, sniper teams, helis and aircraft) the percentages are per infantry group spawned. So if you choose a high group count, the default support percentages will lead to more support groups spawned. Inversely tweaking the group counts down a bit also reduces the total group count quite a bit... B
  25. Please explain more to help me fix it! - Does this happen just at the start of the mission? - Does the happen after you restart a mission? - Is it temporary, or for the rest of the mission? Cheers B ---------- Post added at 19:45 ---------- Previous post was at 19:00 ---------- Hi Kyle_K_ski BAF and PMC are not required, because the default Operation Arrowhead include BAF and PMC lite versions (somebody correct me if im wrong here!) The only difference is you get low res textures on the units. Of course if you chose the manual setup options in my missions you can choose the factions you like... The arma2 only versions are Flashpoint Chernarus and Flashpoint Utes. These only use units and features from A2. They still work in A2 CO. The BAF versions Flashpoint Chernarus-BAF and Flashpoint Utes-BAF require Arma2 CO and use BAF content. They do not include many features from CO, just a few thermal scopes for snipers etc. Hope that clears it up. (Its impossible for me to release and support many more versions, I have already around 11 to update every time! ;)) I have tested ASR_AI and it works fine with my missions. I have tried including the scripted version of TPWC AI supress, but ran itnto conflicts with ASR AI. (I didnt have time to do any testing really.. it may work if you are using the Addon version of TPWC AI supress) I have no experience of SLX or GL4, they sound great, its just becuase I dont have much time to get into mods due to real life and work! I have had many messages from players telling me they use Zeus AI or ASR AI etc etc, with no trouble... Its probably best if I keep the missions Vanilla, and leave each individual to use the mods they like best... Please everyone post and let us know what combo of AI mods you like best to play these missions. Cheers B
×