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Axek/Axyl

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Everything posted by Axek/Axyl

  1. Axek/Axyl

    Arma 3 Battle recorder

    There was a somewhat working system for this in the early ArmA 2 days...before callExtension. Should be more possible to do now.
  2. Perhaps the other machine's trying to connect to the public IP of your server? Instead of using the browser, hit the remote button in the lower left and type in the internal IP of your server.
  3. Hey Everyone, In our squad, we wanted to have a way to have our assets persist from mission to mission as part of a campaign. So I wrote the following and thought it right to share with all... This extension and accompanying SQF code lets you save the position, attributes and contents of specifically named objects and vehicles to a text file. When the mission next runs, that saved data will update the objects so they are as they were when the mission last shutdown. It requires ACE as that's what we use in our group. It saves the weapons, ammunition and ACE contents of the vehicles and objects...and will save R3F Logistics objects soon too. As it stands at the moment, it only saves objects that start with the designated prefix. (By default, that's poe_) So other vehicles and objects in the mission aren't affected. i.e. If you're using MCC or VTS for the OPFOR, then they won't be included. API Documentation is here. The download of version one, including the extension, SQF API Code and two sample missions is here. The one sample is made for running in the editor. The other is made for running on a dedicated server (and uses DACs to run the enemy). You normally only need the extension installed on your server, not on each client, as none of the SQF should run on the client. The extension is a native dll, rather than a managed version. So it doesn't require any frameworks, runtimes etc. (Written in Delphi - happy to share source.) Sample content from the dedicated server sample mission is below. You could copy this data to your local saved file and the next time you run the mission, the objects and vehicles will have these attributes. Feedback Appreciated! Thanks to JMan of PDB for the initial inspiration.
  4. Have you considered a trigger that's activated whenever one of those defined vehicles moves within the trigger area? Otherwise your waitUntil condition will need to return true if any of the vehicles in the array are within 15. You may want to consider not using a waitUntil but some other kind of logic loop check...Might be intensive however. (Hence the trigger suggestion.) Note that you can get a list of all vehicles with the vehicles command. You can attach a trigger to a vehicle with the attachTo command. Take a look at the thisList for the trigger, which should contain the objects inside the trigger and check if any match against the desired vehicle objects. This thread might give you some ideas too.
  5. I don't fully understand what you're asking. Do you want to know how to make that code work as a function where you can call it specifying different vehicles to check against each time? Or to know when _this is less then 15 away from any vehicle? If you call your code as a function from elsewhere, then you can set up multiple parameters to be passed in. So you'd define two parameters, in place of the _this and ambulance_01. See example three here. In that example, your actual distance check would be in the "add.sqf" file. A called function can access each parameter passed to it by treating _this as an array. Where position 0 is the first variable, etc etc.
  6. Axek/Axyl

    ACE for OA 1.13

    Is the Battle Center still something that's supported etc? I can't really find much info about it...or at least, people talking about using it.
  7. Axek/Axyl

    MCC Sandbox - The Mod

    That would be the trick, yes. Instead of having the AI spawn on the server, have them "spawn" to a designated client, so the client does most of the work on their control...
  8. Axek/Axyl

    MCC Sandbox - The Mod

    Might there be a way to have an AI group/leader be created by a particular client - rather than the server? That might make it easier to utilise the ongoing headless client AI work?
  9. Hey Guys, Just a few queries after mucking around a bit with MSO... For the CQB Module, how does it populate towns? Only on startup or every time you get near a town? i.e. Once a town has been cleared, could CQB populate it again next time someone gets near it? For the Enemy Population Module, what does it do specifically? Spawn a few bases and check points around the map? Anything else? Organise patrols etc? Again, does it only work out what to put where on startup or randomly make new actions during the life of the mission? Thanks for putting in the effort, it's a worthy goal! Axek.
  10. Hmm. So adding enemy groups/waypoints etc won't be touched by any MSO modules? Interesting...
  11. How do you do the augmentations, direct to the DB while offline, or by editing the mission? I presume direct to the DB?
  12. Is there actually a setEnemy command? You probably mean setFriend for all of those lines... But note that any empty object is also civilian. So an empty Humvee will be targeted by the West side for example.
  13. Yes I'm in the same boat. Was fine in 1.01, upgraded to 1.02 and it no longer works. Axek.
  14. Axek/Axyl

    Command Interface

    If you place units near each other in the editor, then they'll often be grouped automatically. In this case, you don't want that. Delete the group line linking you with the new unit, or create that new unit further away from your existing units. You still want the sync lines between modules and groups however, as shown on the biki. Sync lines are a different colour to grouping lines. Edit: Hmm forget that, I think I misread what you wrote... :) Axek.
  15. Axek/Axyl

    ArmA II boxes in UK shops now

    EB Games in Australia have it listed for $99.95, released on the 9th of July 2009 (Where as CD Wow have it listed for $50.95 including delivery, with a release date of late June.) Axek.
  16. Axek/Axyl

    Warfare 1.1 on Yanutha Island

    Hey Everyone, Â I ported the BIS Warfare 1.1 mission to the Yanutha Island. Â Our small squad were getting frustrated with the AI on bridges and the size of the Sara Lite Island. Â Â (We play with around 3 to 4 humans a side.) Â You'll need Aussie's Yanutha Island installed as an addon for this mission to work. Â The mission can be downloaded from Rapid Share. Â No changes to scripting were made... Â The amount of resistance (or Town Size settings) has no relationship to the actual size of the towns on Yanutha, as they're all pretty tiny. Â Feel free to change completely, adopt to other Warfare styles etc. Axek.
  17. Axek/Axyl

    Warfare 1.1 on Yanutha Island

    What do you mean would? It is! After a game on Friday night, I was actually thinking of an option to make it infantry and light vehicle only too, but upping the squads and squad limit. Axek.
  18. Axek/Axyl

    Warfare 1.1 on Yanutha Island

    Gah, you people and your picture says 1000 words! Â Here's a screenshot of the Island, looking from the south coast towards the north. Â Full Screen This creates a much smaller map for the game than in Southern Sara. Â From a numbers point of view, it seems to work great with between 5 to 8 players a side. Axek.
  19. Axek/Axyl

    WarFare MfCTI style

    Mike is one of the guys who wrote Warfare. (Check out the credits.)
  20. Axek/Axyl

    Warfare V1 ADV AI 32 Players

    We played a game last night and found a few things. (The South version) * Corinto seems to be bugged, it would never switch, though it's camp would. * There was no capping progress bar when capping any town flag/base. Though it would show for any camp you were capping. * Fast Travel didn't work for any of the new towns. * The Bridge would make our own vehicles get stuck halfway across. Though this may have been a mod causing conflicts. We never saw any AI units being transferred across the bridge, as it was blown up pretty quickly. Either way, thanks for the modifications. Axek.
  21. Axek/Axyl

    Warfare Questions

    I'll put my two cents in here, though I don't expect neither Karr nor everyone else to agree with my point of view. I like the concept of camps to reduce the capping time. Â I also like what BIS are trying to accomplish with the respawning possibilities. Â If you haven't seen it already, take a read of their respawning ideas on the wiki page. I like having to go back to base to requip. Â Combined with the Fast Travel, it doesn't make it that much of a chore and it means that you're squad is moving around as a squad, not running willy nilly all over the map. I don't really think so. Â I'd rather the cap being in how expensive it is. Â For us, if you have arty raining down on your base, then it's either the end game or near to it. Â You need to move your base or quickly find their base and destroy it. Having said that, I only play on private servers, so our teams probably don't abuse arty in the way that a public server might. We've been playing the style where there's no visible supply trucks. Â If the AI had less issues navigating, then we'd rather have the supply in and have it really mean something. One idea we've been thinking of is actually losing supply and money, if you lose towns, otherwise people can sometimes ignore a capped town as they have enough cash etc. (If you think of towns as factories/warehouses that store their own contribution of money/supply - and you lose that factory, then you've lost the outstanding money/supply that the factory has contributed. Â You wouldn't go into the negative.) For us, a frustrating thing has been trying to play a one sided COOP game. Â The enemy team just doesn't appear to be that ambitious, let alone the Resistance AI. Â Especially when compared to something like OGN CTI. Axek.
  22. Axek/Axyl

    Warfare V1 ADV AI 32 Players

    Thanks MSpencer, Â The server I've been playing on has been looking for more of a challenge like this. Do you have a download link? Axek.
  23. Axek/Axyl

    miniRTS

    Hey Stiff, The game seems interesting, I didn't have any crashes, but I'm having a hard time working out how to play it, though I appreciate that it's not yet complete. Mostly, I'm wondering how I can give my groups a waypoint, without commanding them myself. Is the second row of buttons for ordering a new group and the top row for controlling the existing groups? A video showing how to play would be fantastic. I also never saw a "miniRTS" menu option, though I saw Assault and that brought up the menus. I'm not sure if a miniRTS option is supposed to exist. Your Japanese web site seems to have some great screenshots of features, but I can't seem to get those in this prototype. I'm not sure if I'm supposed to be able to or not. Axek.
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