{USI}_Zombie
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Everything posted by {USI}_Zombie
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I was able to get them created dynamically in towns, but there is still no penalty for killing them...any ideas?
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A.C.E CWC Island Pack - beta-1 release
{USI}_Zombie replied to .kju's topic in ARMA - ADDONS & MODS: COMPLETE
fantastic! Â Â I really like Kolgujev in winter....we spent MANY hours playing "Christmas Gift" in OFP on winter Kolgujev Hopefully your "very soon" version will have OFP world? -
A.C.E CWC Island Pack - beta-1 release
{USI}_Zombie replied to .kju's topic in ARMA - ADDONS & MODS: COMPLETE
The different textures for the different islands is great, but seems to be a local effect. Â We are playing on a dedicated server, and I have 1 set of textures selected for each island, but my clanmates are using different textures. Â Is it possible to "force" all players to use the same textures via scripts, or is the island texture types local only? Â We have even tried changing around the textures on the server but it doesn't change the client's textures. -
A.C.E CWC Island Pack - beta-1 release
{USI}_Zombie replied to .kju's topic in ARMA - ADDONS & MODS: COMPLETE
any news of an update for this? I am using beta2 for a warfare map that was done primarily by ck-claw, which I have been adding to. OFP world is filling up my arma.rpt, and beta 3 doesn't have ofp world. Love your work, just wanting to pare down my arma.rpt some! -
I added the civilians to the barracks this way: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;CIVILIAN _v = ["CIVILIAN"] _u = ["CIVILIAN"] ;;_d = [Localize "STR_DN_RIFLEMAN"] _c = [-500] _t = [5] _p = [5] ;;_i = ["\Ca\characters\data\Ico\i_null_CA.paa"] _v = _v + ["CIVILIAN2"] _u = _u + ["CIVILIAN2"] ;;_d = _d + [Localize "STR_DN_SQUADLEADER"] _c = _c + [-500] _t = _t + [7] _p = _p + [7] ;;_i = _i + ["\Ca\characters\data\Ico\i_null_CA.paa"] _v = _v + ["CIVILIAN3"] _u = _u + ["CIVILIAN3"] ;;_d = _d + [Localize "STR_DN_AT_SOLDIER"] _c = _c + [-500] _t = _t + [7] _p = _p + [7] ;;_i = _i + ["\Ca\characters\data\Ico\i_null_CA.paa"] _v = _v + ["CIVILIAN4"] _u = _u + ["CIVILIAN4"] ;;_d = _d + [Localize "STR_DN_AA_SOLDIER"] _c = _c + [-500] _t = _t + [7] _p = _p + [7] ;;_i = _i + ["\Ca\characters\data\Ico\i_null_CA.paa"] _v = _v + ["CIVILIAN5"] _u = _u + ["CIVILIAN5"] ;;_d = _d + [Localize "STR_DN_MGUNNER"] _c = _c + [-500] _t = _t + [6] _p = _p + [6] ;;_i = _i + ["\Ca\characters\data\Ico\i_null_CA.paa"] _v = _v + ["CIVILIAN6"] _u = _u + ["CIVILIAN6"] ;;_d = _d + [Localize "STR_DN_GRENADIER"] _c = _c + [-500] _t = _t + [6] _p = _p + [6] ;;_i = _i + ["\Ca\characters\data\Ico\i_null_CA.paa"] _v = _v + ["CIVILIAN7"] _u = _u + ["CIVILIAN7"] ;;_d = _d + [Localize "STR_DN_SNIPER"] _c = _c + [-500] _t = _t + [7] _p = _p + [7] ;;_i = _i + ["\Ca\characters\data\Ico\i_null_CA.paa"] _v = _v + ["CIVILIAN8"] _u = _u + ["CIVILIAN8"] ;;_d = _d + [Localize "STR_DN_MEDIC"] _c = _c + [-500] _t = _t + [5] _p = _p + [5] ;;_i = _i + ["\Ca\characters\data\Ico\i_null_CA.paa"] _v = _v + ["CIVILIAN9"] _u = _u + ["CIVILIAN9"] ;;_d = _d + [Localize "STR_DN_ENGINEER"] _c = _c + [-500] _t = _t + [7] _p = _p + [5] ;;_i = _i + ["\Ca\characters\data\Ico\i_null_CA.paa"] _v = _v + ["CIVILIAN10"] _u = _u + ["CIVILIAN10"] _d = _d + [Localize "STR_DN_ROYAL_COMMANDO"] _c = _c + [-500] ;;_t = _t + [8] _p = _p + [10] ;;_i = _i + ["\Ca\characters\data\Ico\i_null_CA.paa"] _v = _v + ["CIVILIAN11"] _u = _u + ["CIVILIAN11"] _d = _d + [Localize "STR_DN_CREW"] _c = _c + [-500] ;;_t = _t + [5] _p = _p + [5] ;;_i = _i + ["\Ca\characters\data\Ico\i_null_CA.paa"] _v = _v + ["CIVILIAN12"] _u = _u + ["CIVILIAN12"] ;;_d = _d + [Localize "STR_DN_PILOT"] _c = _c + [-500] _t = _t + [5] _p = _p + [5] ;;_i = _i + ["\Ca\characters\data\Ico\i_null_CA.paa"] for [{_count = Count _u - 1},{_count >= 0},{_count = _count - 1}] do {Call Compile Format["%1TYPE = %2;%1 = ""%3""",_v Select _count,_count,_u Select _count];} civilianBarracksNames = _v civilianBarracksUnits = _u ;;civilianBarracksDescriptions = _d civilianBarracksCosts = _c civilianBarracksMannedCosts = _c civilianBarracksTimes = _t civilianBarracksPoints = _p ;;civilianBarracksImages = _i ;Placeholder only. civilianOneManBarracksVehicles = [] But there is no bounty for killing them. You see I put the cost at -500 so there would be a penalty for killing them. I placed several civilians around the map. Do they have to be "created" in order for a bounty to be assessed? If so, I need help how to create them in towns
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Possible solution to stalled supply trucks
{USI}_Zombie replied to {USI}_Zombie's topic in ARMA - WARFARE
I used a variation of the scripts posted here to check if the fuel was <.3 then to setfuel 1.0. Thanks to oktane for the script to edit! I also added it to the salvage trucks -
I am editing ck_claw's warfare on ofp islands, by adding more captureable towns and such, and tweaking some of the scripts. It seems the error is caused by ace_ofp island because the script is exactly the same as from the warfare mission made by bis. I guess the coordinate system in ace islands is either not optimized or isn't 100 percent compatable. Units will report they are at 187325 for example, but that script wants to say they are at ba15 for example...I even merged the warfare 1.1 from bis with an empty ace islands and the error showed there. I am guessing it's one of those things we will have to occasionally deal with, because I have NO idea how to edit ace islands to see if that can be fixed. I would be happy to share warfare11_32_usiv12 with the community, but since I have used ck_claw's work as a baseline, and he used matts scripts, I think I would want permission from BOTH of them before I distribute.
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in my edit of warfare I keep getting this error: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Error in expression <column1,_columns1 Select _column2,_rows Select _row1,_rows1 Select _row2]; }; _> Error position: <Select _row1,_rows1 Select _row2]; }; _> Error Zero divisor I have found that line of code in the common/functions/common_getteamstatus.sqf and have reviewed the script on a version that generates the error and on a version that does not generate the error. I am using ace islands, and 1 of the versions I compared was also on ace islands, and it didn't give the error. I have added several starting locations and several more towns, and don't get any errors from them, I can't imagine that adding more towns would cause that error above when I click the team status button. It seems to be looking for the location of my teammates because it says in the right of the screen "rifleman healthy at "x"<null>" where "x" is the letter componant of the location.
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When a player uses a support truck to get fuel/ammo/repairs for their vehicle, there is a corresponding icon and message saying that you are doing it. Is there a way to tell if you are giving support while driving a support vehicle. When another vehicle is repairing from my repair truck, it is pretty obvious by looking at them, but fuel/ammo are another story. I am assuming that when a vehicle uses a support truck, the support cargo, (ammocargo,fuelcargo and repaircargo) is reduced. How can I determine if I am passing cargo, and then determine the amount of support cargo I have left? I need it to be mp friendly. Thanks in advance
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Frequently when I go around the warfare map I will find uaz's and hmmv's that have had their driver killed, but with a perfectly healthy gunner and passenger in a barely damaged vehicle. Instead of having them just sit there as an immobile defense, I want them to get moving. How can we 1)detect if the driver is dead but passenger/gunner is alive, 2)order the passenger to get in the driver seat and re-join his unit or 3)if there is no passenger, then order the gunner to get in the driver's seat and rejoin his unit or 4)order everyone out of the vehicle if the driver is dead and they rejoin their unit on foot? If I was in a vehicle as a passenger or gunner and my driver was shot out, I would, as a player, move to the drivers' seat and continue onward.
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guess we just haven't seen it yet!
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I wouldn't be against this being an option configurable by the map maker. I wouldn't want to see it on ctf's, but on coops I wouldn't mind, even if I prefer the "squad" respawn option already available.
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no problem! We have been having a lot of fun with version. Currently I am adding some more depots and camps, especially to northern Nogova and southern Everon. I also found the names of some of the starting locations gamelogics were copies...15_1 for example, so I have gone around and resequenced all of them. It also seems that east always starts on Kolgujev! Have you noticed this? I am trying to find out why, or it could be that we just haven't seen east start anywhere else. I don't plan on releasing my edit to the public, but I will send it to you, so you can release it as an update or whatever. Thanks again for this great mission!
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Possible solution to stalled supply trucks
{USI}_Zombie replied to {USI}_Zombie's topic in ARMA - WARFARE
It seems that when I drove a fuel truck near a stalled supply truck, they would "notice" it and initiate refueling. I didn't try sending an ai controlled fuel truck, but I did put an empty fuel truck near the hq, but didn't see them stop at it...I may not have looked long enough. I was also seeing in the side chat that the ai combat teams would order their vehicles to refuel at my truck, but since they were out, I had to go to them before they would initiate refueling. I am going to dig in the scripts and see which one is controlling the supply trucks and see if I can add a refuel routine. Will keep you informed. -
Here is a solution to two problems we are having with this version of warfare.  To fix the error at the top of the screen on mission start: \common\config\config_structures.sqs line 215: was <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_t = _t= r= + [0] change to  <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_t = _t + [0] Here is the solution to the fast travel bug: From the Warfare editing guide: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Town depots (yellow object icons) – These buildings are located near the center of each town, acting as the capture point that determines who controls the town. Name: Same name as the town in which the depot is located Executes script: [this,"<town name>",[<bordering town 1>,<bordering town 2>, ... ],["<Resistance defense team 1>","<Resistance defense team 2>", ...],<optional town size value>] Exec "Server\Config\Config_Town.sqs"   The town depot names were changed, but not the BORDERING town names...they still have saralite names.  After I changed a couple, the "bug" went away from the town depots I changed.
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this is the best idea yet to delete all the bodies. Even if the ai salvage trucks couldn't do it, I would be willing to drive around salvaging "weapons" for some extra $
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Possible solution to stalled supply trucks
{USI}_Zombie replied to {USI}_Zombie's topic in ARMA - WARFARE
I did confirm this last night also. I built a fuel truck and went to the stalled supply trucks I saw on the map. They DID refuel and start running again, but never did notice if they would "stop by" a truck on their own. Now, hopefully when someone makes an update, they will remember to add the script to keep them fueled, but in the meantime, where/how to use Dwarden's script? -
since the ai supply and salvage trucks are disabled, does this mean supplies are automatically generated, or do players have to do their own supply trains to and from the main? Â I wouldn't mind having to command a supply corps and engineering corps, (for salvage operations). Â I personally think if these things are scripted and just happen instead of actually having to be done, it takes away from the mission instead of adding to it.
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Possible solution to stalled supply trucks
{USI}_Zombie replied to {USI}_Zombie's topic in ARMA - WARFARE
true, but since the supply trucks are ai controlled, and I assume generated as needed, I don't think they HAVE names. I guess typevehicle setfuel could do it as well, once I work out the proper syntax, but hopefully they will use a fuel truck on their own instead of adding another script. -
ported warfare fast travel script error
{USI}_Zombie posted a topic in ARMA - MISSION EDITING & SCRIPTING
we have been playing warfare ported to the ofp islands, thanks claw!, and are getting the error posted below. Â If you try to fast travel from anywhere other than the base. Â What file is this calling, and how can we fix it? click to enlarge -
we are having an issue with fast travel. We can FT from the mhq to any valid FT location, but from those valid locations, we can only travel BACK to the mhq and no where else. There is an error message but I keep forgetting to get a screenshot, something about 3 arguments expected (?). We are having a good time, but a tough time, trying to take Kolgujev, where the enemy hq is, it's so small that they can re-take anything we take in short order! We have a new plan we will implement tonight and let you know.....been having a lot of fun with this!
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Will test tonight and let you know!
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Perhaps naming by co-ordinates, or maybe even strategic location? ie: "mountain position". Also - I haven't had the chance to try this version of warfare, how's the AI handle going between islands? the AI DON'T handle going between islands. What we had to do was HALO or fly to a new island, capture a town as pure infantry, the fast travel back to the MHQ/pack it up/get inside and fast travel to the new island, all the while someone else fast travels back to the original "base", destroys the factories there, (which will eventually make the ai turn against you and kill you!, then destroy all the supply trucks and salvage trucks. By this time the commander should have unpacked the mhq at the new island and built new factories. Then the commander has to command all the AI squads to "respawn". This will bring them to the new island where they will set out to cap the new cities on that island. If the enemy commander is AI, they will never leave the island they start on. It would be great if the commander could build a "supply depot" when the mhq is moved, so that the supply trucks can keep working the towns on the 1st island, while a new fleet of supply trucks can start working the towns on the new island using the mhq. We had a lot of fun figuring out the logistics, but it IS a little inconvenient.
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That makes sense. Maybe tonight Ziggy and I can "invent" some camp names for you if you like...plus, I seem to remember some mods for OFP that had "rebuilt Kolgujev" but I seem to remember they just replaced the ruins but didn't name anything. Let me know if we can be of any help and thanks again for this great mission.
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I like this idea, it would really come in handy, esp if the crates could be "air-dropped"