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bogdanm

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Everything posted by bogdanm

  1. Ah, I suspected that it might have been removed since 2017, but I didn't know if it was a feature from the mod. It certainly made it much easier to spot enemy fighters in the sky. In the meantime I also looked at the HMD from the DCS F/A-18C module and it works like in your mod, not like in the video. Nice work!
  2. Hi, I'm trying to figure out if the mods are working properly for me, mainly the HMD function. Is it supposed to mark radar contacts with a square even when they're not on the fighters HUD when HMD is turned on? An example of what I mean is in this video. Even if I set difficulty to Regular like in the video, the enemy isn't marked with a square, only a red halo, but I can target it (T key) if I manage to spot it with the ol' Mark I Eyeball. I'm testing using only Firewill mods. Nevertheless, this is an amazing pack so I want to tank you for all your hard work! Merry Christmas!
  3. I've started making another mission and I have some AI divers that need to move close to a port inside an SDV but I want to have them disembark the vehicles underwater and swim to shore. The unload/getout waypoints don't work, they always move the sub near to shore to disembark even if the waypoint is in the middle of the sea. I've tried naming the group and put "group1 action ["eject", SDV1]" inside a move waypoint but it gives me an error(for single units it works though). If I use "SDV1 action ["eject", SDV1]" script, only the driver gets out and then he gets back in (probably ordered by the group leader). Any ideas how to make it work?
  4. bogdanm

    Door Kickers

    The AI certainly isn't the strong point of the game. It does the usual: return fire, run for cover/run away (depending on enemy type), run away from stun grenades, investigate noises(door kicking, gunfire), throw grenades but it doesn't flank, move in pairs, ambush etc. There are also executioners, some will kill the hostage after x seconds, some after hearing noises or after seeing your troopers. The gameplay isn't like a chess game, where you have to outsmart a cunning opponent. You're supposed to apply tactics to resolve a difficult scenario involving a superior (entrenched) enemy force and the levels are well designed so it often that you'll have an enemy pop up behind you if you are not careful. You can pretty much apply any kind of police/military tactic for CQB. The game is difficult because you have to play smart, run into a room without stunning first and a thug with a Mag-10 will kill your entire raid team. You can take a look at these videos to see what can you do in Door Kickers. This guy made ~ 60 levels of making a single plan for the entire level with no micromanaging afterwards. Of course if you pause and adjust you plans you'll be much more effective. Here is my DK playlist (with micromanaging and knowing the levels) but AI in those videos was pretty basic and it has been improved since then.
  5. bogdanm

    Door Kickers

    Door Kickers is being released today but you can still buy it at Early Access price for a few more hours. Here is the launch trailer (I have permission to share the video) I recommend the game to all fans of the genre. Easy to pick up but hard to master, ~ 50 hours of playtime to complete the missions and campaigns, a random mission generator, mission editor and mod support (with 20-30 community levels on Steam Workshop). Keep in mind that game development continues after the official release, with new features, multiplayer and DLCs (Russian special police if I remember correctly) still to come.
  6. bogdanm

    Door Kickers

    Door Kickers updated to Alpha 10. Next update will be Beta and the release date is set for Q4 2014 If you'd like to see other replay videos, here is my .
  7. bogdanm

    Door Kickers

    Door Kickers was recently updated to Alpha 7. This update focuses on cosmetics(skins and animations), AI behaviour and mission replay(WIP). From what I've understood the next update will bring tasers and Arrest options and after that ballistic shields, sniper support + windows, character and squad progression, campaign generator. This is what's being worked on right now and will be implemented in the next months but the devs have a long list of other features in mind. Some videos using the mission replay that show the current version of the game: http://www.youtube.com/watch?v=e8xLs6Vycsg
  8. ARMA2 OA + addons: AI(US DEVGRU) vs AI(Afghan Insurgents) battle. I'll just copy the Youtube video description: "I've recorded this video a long time ago but never got to upload it until now so I don't remember details about the mission or the addons. I've also uninstalled the game since then as I moved to ARMA3. The mission was really simple, no scripts were used only waypoints and triggers. I apologize for the crappy video quality. For some unknown reason (basically I forgot to check the settings) the video was recorded with Fraps set to half-size and the video compression afterwards damaged the video quality quite a lot. I hope you won't get a headache after watching the video."
  9. This is my first attempt ever to understand how sqs files work so I might need step by step instructions. :) I'm trying to do a mission in which you are a team leader and at some point you have to order your explosive specialist to go to a tower and put an explosive there. I've found out how to create a custom action order (this addAction ["Place explosive", "setbomb.sqs"]). Then I tried to order a teammate(unit1) to go to that tower. I put a marker on the map called "tower1" and created a setbomb.sqs file with the line "unit1 moveTo tower1". It doesn't work. When I select the order the soldier comes next to me and a black box with an error message appears. I also can't make it work the command to drop a claymore mine. I've tried to make a waypoint and in the On Act. I put the line "this fire ["pipebombmuzzle", "pipebombmuzzle", "ClaymoreDirectionalMine_Remote_Mag"];" or "this fire ClaymoreDirectionalMine_Remote_Mag" but it doesn't work. I'm also worried that the marker doesn't have a On Act field so I don't know how to make the soldier drop the explosive once he has reached the marker... Just in case you didn't understood very well what I'm trying to do. I've made a screenshot. So once I reach my waypoint, I order my soldier via a custom action to go to "tower1" marker and place a claymore mine or anything that can be remotely detonated.
  10. Hey cobra, I was just messing around with some similar code wrote by you on this thread. Silly question time, I put "_null = [groupname] execVM "groupEject.sqf"" in the waypoint on act. field right? EDIT: I've tried the script, they all get out at the waypoint but the scumbag leader orders them to get back in.
  11. Unfortunately it doesn't work. The sub goes to shore just like when using the Get Out waypoint.
  12. I've updated to the latest dev build and now I get "Cannot open object a3\roads_f\runway\line_curve_long_f.p3d" when I open Altis map for the first time. No big deal but I thought it's worth mentioning.
  13. I've found the code needed but I can't make it work. Maybe you'll have better luck. One way you can do it is to put in the trigger's condition field a code that counts all the units that are still alive. The easiest way to do it is to assign names to each group of enemies ("group1=group this" in the group leaders init. field) and that make a trigger(don't change anything in it) that is synced. to the Set Task State module and put in the trigger's condition field: "{alive _x} count units group1 == 0 && {alive _x} count units group2 == 0" <- this way you can add all the enemy groups.
  14. It might be some ArmA bug. It's too much of a coincidence that today one of my soldiers also started screaming out of ammo for no reason. It's even stranger that the guy isn't out of ammo if I run the mission with the latest dev. build but if I run the exact same mission with the official game version all his ammo magically disappears.
  15. I've uploaded a mission on Steam Workshop but the mission image is not in the pbo so it gives an error message. Where do I need to put the image so that it is put inside the mission.pbo when it's uploaded on Steam?
  16. Yes I did that also. But there I've put a .jpg file not .paa
  17. The image works fine on my pc, I kept the 2:1 ratio. The problem is that the image is not saved inside the pbo when the mission is uploaded on Steam so everyone else who downloads the mission will get an error message because the image is not on their PC also.
  18. Damn it. Everything looked fine on my end when I downloaded the mission via Workshop... Regarding the mission image, I've only followed some instructions I've found. I've put the image in the Mission folder inside Arma 3 folder and wrote "overviewPicture = "Missions\screen_ca.paa";" in description.ext. I've thought the game will automatically put the image inside the pbo file. Should I have put it somewhere else? Yes I am using the dev version. I've installed it when I tried some MP servers. I have also got the error message after the auto-update the game did today. But after I've saved the mission again with the new version the error disappeared. I'm reverting back to the official version and save the mission again. Lets hope it will update the one I've already uploaded and not create a new one. EDIT: Can you run the mission at all after you close the error messages? EDIT2: I've just tried running the mission with the official version and the mission is broken completely. The tasks can't be completed, the scripts don't work, even one of the soldiers out of nowhere started saying that hes out of ammo. It's too much work to mix the mission for the official version.
  19. I uploaded the mission on Steam Workshop (it requires the latest dev build unfortunately). I hope the link won't send you the Steam Korea like it does to me. EDIT: I've just noticed that the text in the description on mission's workshop page replaces the one you write for the mission in the Description.ext. Why did they do it like that? At least make another text area for the stuff you want to tell the player but are not part of the mission description.
  20. Yey, it worked! Well kudos to BIS for making the task modules. I was horrified by the wall of text I need to write to create a task the old fashion way... :D
  21. I've just tried putting "sleep 3" in the initialization field of Create Task (task2) and it gives me an error when I run the mission.
  22. Thanks. I did try that earlier but for some reason it didn't work then. Maybe one of the soldier was outside the area. It worked this time. I'm close to finishing the mission, but there is one thing that annoys me. Every time I run the mission and complete the first task, the first message that appears is the second task and only after that the task completed for the first task appears... In on of the Alpha tutorials I saw they said it was a bug and that sometimes they appear in the right order and sometimes not. Well to me it's always in the wrong order...
  23. Is it possible to make a trigger activate only if the entire group is in the trigger area? So if only one unit from that group is inside, it won't activate until the rest of them are in the circle?
  24. Thanks a lot Larrow, your code worked perfectly! Now every syntax works but it still doesn't work like I want it to. If I understood correctly all the lines in the .sqf are being run the moment I give the command. So it runs the domove and the soldier goes to the marker, but also at the same time runs the if/then syntax which will be false because the soldier has just received the command and is nowhere near the marker. I think I should use a command that will keep repeating the if/then line until it's true. I've look around and found out that I have to put the syntax on a loop but I couldn't find an example that I could understand. I've also tried the "waitUntil" command but again I don't know how to use it properly... :| If I for example give the command again when the soldier has reached the marker he will drop the charge, because this time the if/then syntax is true. EDIT: Disregard this post as I'm an idiot. Again I didn't notice that I have to use "}" with the waituntil. I works now. Thanks everybody for your help and patience.
  25. Thanks guys for the answers, I've managed to get both the doMove and the drop charge action to work. Now I'm trying to get them to work together in the sqf file. I want the soldier to drop the charge when he reaches the marker. My sqf syntax looks like this "unit1 doMove (getMarkerPos "tower1"); if(unit1 _pos = getMarkerPos "tower1") then(unit1 fire ["DIrectionalMineRemoteMuzzle", "DIrectionalMineRemoteMuzzle", "ClaymoreDirectionalMine_Remote_Mag"]);" , but it doesn't work. Both commands are correct and they work separately but I don't know how to write that condition... Any thoughts? Kylania, I'm not trying to reinvent the wheel, rather to make it rounder. ;)
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