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charlis

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Everything posted by charlis

  1. Hi! I'm glad to know that I can help "giving you ""double trouble"" (work to spend time replying and also fixing and implementing). I thank and admire you patience as much as your work itself. After your previous answer and my reply, I got back to editor and spent some hours testing... ....i thought -filePatching was enabled, but it wasn't so I'll keep some upcoming observations that maybe will cease after trying again with that enabled this time. Besides that, everythig is going pretty fine for a beta stage. I'm anxious to see Artillery working (saw some "TCL_Artillery" groups lines, and also at the debug screen on the "mortar guy" and artillery vehicle, but no single shell at my tests for now.) after messing a little bit, my latest Init.sqf test is like this (I'm pretty proud with that kkk , got it on my own!!! so prodigious kkk): // Tactical Combat Link - Script Based initialize if DePboed TCL_System folder is used. // ------------------------------------------------------------------------------------ TCL_Path = "TCL_System\"; call compile preprocessFileLineNumbers (TCL_Path+"TCL_Preprocess.sqf"); // ------------------------------------------------------------------------------------ // Tactical Combat Link - Debug System TCL_Debug = [True, True, True, True, False, False, False]; // Tactical Combat Link - System.sqf Initialization TCL_System = [0, True, True, True, True, True, True]; // Tactical Combat Link - AI.sqf Initialization TCL_AI = [0,0.15,1,[3000, 5000, 7000, 10000,13000],False,1,700,True,True,170,False]; TCL_Initialize = True; // ------------------------------------------------------------------------------------ // Notes: Yes even script based version will read and set all files and settings from "UserConfig/TCL/" as long as -filePatching is enabled. That's clear. But'd like anyway to point some related points later. I will change this so "TCL_AI" settings can be used same way as for "TCL_Debug" settings right from within the mission "Init.sqf". As you can see, I could get into the system a little better and "transplant" the userconfig to Init.sqf in a way that seemed correct. I got no error message, but I still had more than 1or 2 reinforcement groups inside the mission besides that I defined so on TCL_AI parameters (showed in debug markers text). Now I see that's probably you just pointed the reason, I was actually playing with the default parameters!!! Thanks to clarify and propose to change that! If you use "TCL_Custom" A.I. group(s) all other none "Custom" A.I. group(s) will be exclude from being initialized. Sorry, I'm still confused about that. So, focusing on you answer, if I add one one more "Custom groups", TCL_System will work just among this defined ones? All other "non defined" groups will be/act as "regular A3 vanilla Groups"? Regarding Reinforce/Request AND Behavior? Being so, if i define specifically other group types; "Combat Group", "Hold Group", "Location Group", "Defend Group", will they work inside TCL? If so, my previous question about "no-request/no-reinforce/Yes-behavior" is almost solved depending just on... ...how to initialize the "behavior parts" to the "vanilla groups"... ...hmmm.... maybe... ..."Behavior Group"s? You could but it would need a Description.ext in the mission where all the sounds are defined to make them available. I'd use that!!! Consciously abusing your good will (or any else here who would do that with one tied hand)... ...mind on, when possible, writing this lines for "code-illiterates" like me? I'd be honored to help you testing and also figuring out ways to improve or add resources but unfortunately, not with coding, my knowledge regarding it is below the average. Let me know if sounds good to you, but maybe other "media" would be more efficient to change so many words. I'll send you a PM with other feedback and suggestions to not expand this reply even more. Thanks again
  2. Hey! thanks for the ultra-fast reply!! Helped a lot!!! Most of all seams pretty clear, but I still have some minor doubts, I'll ask in a format of several smaller questions, to trying to more direct, pls reply as fit you better. So, I should install it locally, the same way as in Mod/Addon" versions, and edit each line at "user config". but, in this case, with the mission released, how can I make/know that "my settings" in user config, will be the same for the person which download it? it won't right? And If the player, doesn't have his own "Userconfig/TCL"settings, I supposed that the he'll have the default TCL settings? Copying the specific UserConfig lines and setting its parameters lines directly in Init.sqf would work too right,? Any observation from you part regarding potencial unwanted override settings? on both mission and mod versions?!) Cristal clear! I can see that each variable, in the specific sequence, correspond to each debug setting in "UserConfig\TCL\TCL_Debug.sqf", so I can edit and determine the ones I want at "\Charlis_crap_Mission\Init.sqf" specifically for that mission. The same way I'd like to do with other "UserConfig" as pointed above. (Tell me "YES, THATS IT" pls!!! kkkk) I'll try to figure which ones I must let enable to make similiar to the GL4 one. hmm, lets see.. ....I'm looking to \UserConfig\TCL\TCL_AI.sqf to check the parameter number and it's correspondent value... // T.C.L. A.I. Reinforcement Request: ( Limit ) // ============================================================== // Choose how many A.I. group(s) can be requested as reinforcement(s). // 0 - 30, default is 3 // TCL_AI set [2, 3]; so here: [0,0.15,0,[3000, 5000, 7000, 10000, 13000],False,1,700,True,True,170,False]; The 3rd parameter is equivalent to this line at T.C.L. A.I. Reinforcement Request: ( Limit ), right? This group will request 0 other groups. In that way, a simple group inserted in editor will benefit from every TCL resource (regarding the settings customization off course), but just won't request any reinforcement. If I don't want it to be requested, I should just make that a "Local Group" and don't sync it with any other group. Is that correct? I think I got it. "Custom Groups" will be off the "TCL Resources" at all? No request, no reinforce, but No everthing else ( tactical movement, throwing granades, "push", debug markers, etc) is that it? Extra NEW question (more a curiosity thing): Can I DePbo the TCL_Sound.pbo and use in "Folder mode" in the "same" way I did with TCL_System.pbo? Thanks again man!!! PS.: Just to add.... ...personally, I don't like TCL (GL4) in "mod mode", because it "breaks" lots of missions designed considering AI reinforcements made with other scripts or even native functions, modules, waypoints, etc... ..or even the ones that some groups shouldn't be requested at all. ...as I see, the reinforce/request part is the more delicate part, the "comportamental" and effects features are very welcome at least the way I use Arma... ...in certain way, it can potentially change a lot the way a mission was though to be. But all that regarding more the reinforcement and request part of it. Besides that, this is one of my "most preferred" community script/content. I'd love to see something like that implemented officially in the game. I hope you can someday get the documentation at the level you did in GL4. But totally understand the amount of work and also the time which we prefere to spend at the objetive itself.
  3. Hi snkman, nice to see you in action again... ..I'm the "script version guy", we chat in pm sometimes about that un GL4... ..in july 2010!!!! kkk I'm tryng the example missions in script mode and it seems fine... ..Questions #1.PArametrers from userconfig... ....how can I edit them in "script mode". #2.DEBUG PArameters... ...I'd like to understand it better, but I imagine that the documentation gave gave you lots of work.... ...could just briefly say whats are the parameters in sequence in provided init.sqf. #3.In script mode, what should I do to exclude units or groups that I dont wanna to request-Reinforce at all? (keeping the "smart AI features" would be even better) #4.Custom Groups -The read me.pdf It's not so clear, I didn't understand why use it. thanx man!
  4. Sorry to bother again, I´m interested mostly in the reinforcements part of it, Can someone point me how to implement it in the script (no-mod) version? Actually, I as able to make it work, the problem is that I´m getting error messages when specifing groups manually (cg1=group this; , sg1=group this; and so on) The other problem, is that I can´t change the preferences which were on "userconfig folder" like number of groups to reinforce and the most important for me, disabling enemy group markers (after using for tests, in the release version). Pls, pls pls help me to implement in non-mod way! I was able to do partially that with Skankman´s heklp itself on A2. That time, the problem was only tenabling/disabling "preferences" part, now I´m getting this erros I told. thanks
  5. Hi. If you have good knowledge in scripting and editor and want to create missions with cool backgrounds and interrelated objectives, call me. I created the concept for several missions, which I can never finish because my lack of scripting practice. I searched, learned and try a lot but most of the time, my ideas requires one step up regarding scripting (or adjust/edit existing ones). I can help to create a cool background and lot´s of objectives/hapenings inter-realted and also doing "heavy-work" placing, indicating stuff in the editor and crating scenerys and custom compositions. I have several mission concepts noted down t o start to work with. My preferred game type is COOP (I´m from the "COOP´s golden age" in OFP and ARMA) Send me PM if interested. Thanks
  6. Hi guys, I wanna spawn custom compositions from Eden editor at mission sqf. I did something similar in A2 as treated in these topics: https://forums.bistudio.com/topic/190123-calling-custom-compositions/?p=3018391 and https://forums.bistudio.com/topic/189457-custom-compositions-with-units-characters-waypoints-markers-triggers-and-objects/?hl=composition In A2 each composition was saved in a sqf with syntax like his (just an exemple): The syntax file from A3 custom compositions is similar but has minor differences: Confronting these 2 syntaxes, I could note that the information regarding the positions of the elements are the same. Seems that the problem is the "header" and maybe the "end". Unfortunattly my sqf scripting skills are very limeted and after spending hours tryng to solve myself I´m "defeated". any help? Thanks in advance! Charlis
  7. charlis

    Calling Custom Compositions?

    Hi Guys, I just tried to do that again, the problem is that I the syntax I posted before is slighly different from this one I saved from EDEN Editor: I did a simle test today, one soldier, non playeable, 02 waypoints and a marker. I moved this set into 03 different positions and save each one as a single composition. (The code above is related to just one of them and I saved the 1st compostion.sqe to TestPos1.sqf.) The random part continues calling right, as each time the error messsage is related to one "TestPos1.sqf" or "TestPos2.sqf" ou TestPos3.sqf. The problem seems to be just the small syntax differences which looks very simple to solve, but as I suck at "sqf language", could not do it by myself. I already tried to edit this by myself, but I keep receiving different error messages regarding "misssing ;" and other simple (yet undecipherable by me). If someone with a little more knowledge than me could take a look, probably the puzzle is solved, at least on this aproach (wich worked very well in A2 as I stated before).
  8. Hi! as far as I know, unitcapture was created for Planes and helos, it works with any vehicle but like you just discovered.
  9. charlis

    Calling Custom Compositions?

    I was able to do that, with the help of Shuko, on Arma 2, it should work the same in A3, someone pls correct if i´m worng. I created a scenario with a Taliban leader, to be capture in the mission. SAve a .sqf like this: This was provided by that time by BIS3DE (I very slightly adustment). I made other two .sqf/Scenarios in the editor. Them, to call it ramdomlly, This subject is related in what I was asking in this topic: https://forums.bistudio.com/topic/189457-custom-compositions-with-units-characters-waypoints-markers-triggers-and-objects/ I think that right now we can make composition on editor and save them. If there´s no original solution to "transform" that as an .sqf like above must be easy
  10. I got your point, thanks anyway. For my luck, seems that what i asked for is just coming on the new update. I hope that it´ll be simple to implement. Good luck with the directions that are to come.
  11. Yeah. that´s it -Get relative positions and direction between elements of composition -Save it to something like an Array -Pass the array into a syntz similar to this: crate2 attachTo [truck2,[0,-2.65,-.75]]; crate2 setVectorDirAndUp [[1,0,0],[0,0,1]]; -Voilá! Problem for me is my slightly upwrds learning curve x the time I have to go further on this. That wouldn´t be ready for Arma5 i think ;) I hope that a good scripter like the idea and embrace that, at least for me that would be a very usefull tool. thnx anyway
  12. Is there a practical way to do that? Something that can catch relative positions between elements of a composition made in the editor and then "converted" to be used with "attachTo" and "setVectorDirAndUp"?!? I understand the logic of scripting, and also know relatively well, the "OFP/ARMA language" but I really suck at combining both things (well). Is not that simple, could be a potencial "very usefull" script! by
  13. Hi, sorry if I missed, read aoll the 6 pages in a hurry. I use Group Link since the beginning. One of the coolest stuff is that there were a "Script/framework" version of it if you don´t want to make people to have the mod to play it. GL5 has this feature? Is it possible to accomplish that (even if not with all Resources)? Anyway GL was always a really great system. A set of complete solutions yet simple to implement.
  14. Hi All. I´m looking for something similar I had in Arma2, not sure but probably BI3DE. I could create a Scene/Composition with Units, Waypoints, markers, triggers and Objects (and also with it´s init fields working) and then just save it to an sqf for spawn the hole thing in a mission. For now, I searched "MMC 4", "Composition Tool", "DynO A3", "E3DEN" and others besides existing BI functions like in this posts (https://forums.bistudio.com/topic/123960-how-do-i-precisely-place-local-objects-consistently/#post2096215 and https://forums.bistudio.com/topic/163625-dynamic-object-compositions-doc/#post2641626 and others). I was able to make object compositions only, no characters(units), no markers, and no others I mentioned before. The idea is, for example, make a building breach mission, with hostage rescue scene loading in randomic positions but with total control of the composition. The elements involed directly into this part of the action, hostage, guard1, quard2, triggers that setcaptive false to the hostage, objects that compose the scene (chair, tools for torture, light, captive acomodation) will be placed in the 3d editor and save to a sqf file. After that I can just move the hole composition to another "room" or building and just do minor edition or tweaks and saving each one as a different sqf file wich I´ll call randomly at mission start. Pls help! I think that this concept can be very usefull because opens lots of possibilities. I play Arma since OFP and maybe waste more time in the editor rather then playing but besides knowing how stuff works, I´m still suck at coding (well). What makes me mad is that I was able to make it before, but the changes that come with the new versions (a3) makes me start from zero. Pls, Pls, PLS help! I promise that I´ll post a concept mission if I can do it! Thanks in advance, bye OBs1 - How I was calling the composition scripts Randomly OBs2 - How was the sqf of one of the compositions (Insurg_Pos_1_b2_iso.sqf)
  15. @thecoolsideofthepillow Thanks for the option, I´ll try to figure out another approach. Unfortunately that was a really practical way to setup things easy and totally under control, you could just spawn parts of the mission in blocks as "scenes" and just keep on referencing to the elements of the blocks in the "main mission". Really nice to make several inter-related conditions in a random way. Let´s say you have a mission with 03 main objectives, and suppose that each one can have 03 different variations on unit´s placements. Coop missions can be great. @Imperator Cool! Very happy to hear that. If we won´t have content from unit´s init fields I supposed that would be practical too, just one item to include "away" from the editor itself.
  16. Cool, I really hope that Characters at least can be "grabbed" too. Can´t wait. Anyway, if somebody has another way to do it pls tell me. I´m have some missions on my mind just waiting for that. Thanks for the reply
  17. Hi, 1st of all, thank you very much for spend so much effort on this and to share with us, great work! Is there a way to insert units and waypoints with CompoT? If not could you consider that? I used to do that before in Arma2 (BI3DE I think but not sure). I like to create as I like to call a "scene", hostage capture for example, where I made a composition of the hostage, objects, guards and a patrol inside a room in a building for example. Then i save it, with a all units, objects and waypoints, into a sqf file. After that I change the position of this elements into another room, and save it into other sqf file and repeat this process as much as I find usefull. The intention is to call this sqf randomly at mission start so you have different aproachs when breaching the building. This add lots of possibiities to mission making, yet with lots of control of the scenes. You can combine this technic into diffent scenes and add lots of randomization yet with lots of control. Let me pls know if I was not clear enough. Thanks a lot
  18. That´s the same problem I asked in this post http://forums.bistudio.com/showpost.php?p=1854336&postcount=2054 But no solution yet.
  19. If to me, I know that, and also asked Sknkman to make GL4 called when "asked" by the mission, so it own´t break another missions that weren´t designed to it. Me and some friends had to stop using it since the beggining because it was "affecting badly" various missions (calling units as reinforcements were they should be following it´s original waypoints or guarding for example). My problem is that running mission based version, doesn´t matter wich resources I tuned, it keeps running the default ones as I stated in this post. By the way, anyone can confirm or solve that? I´m afraid I´ll have to take GL4 out of my mission and try to figure out units reinforcements manually in the editor but that would suck, as I planned the mission to be based on "GL4 Mission version, not mod".
  20. As far as I know, reinforcement and mortar fire from enemy AI works only against human players.
  21. Guys, I´m making a MP mission, mostly based on GL4 resources, but launching "Mission Based" version just like this: http://forums.bistudio.com/showpost.php?p=1587679&postcount=1269 But I desperately need to adjust number of reinforcements and disable AI markers (actually the best would be able to choose on Lobby parameters, but that is too complex for my skills). I already tried the specific methods like: http://forums.bistudio.com/showpost.php?p=1605122&postcount=1540 and http://forums.bistudio.com/showpost.php?p=1854055&postcount=2053 But than I discovered that doen´t matter what parameters I enable/disable or edit, it just keeps launching GL4 with the default/original settings. What should I do? (besides crying if can´t find a solution) Anyone else could notice that too? Another question: If I release the mission and the the server doesn´t have an Userconfig\GL4 folder or have one with different settings, how the mission will behave? Probably with the same original/default settings right? I tried to copy the userconfig folder to mission folder, and edit the paths for it in the .sqf files which were calling it in the GL4_Settings folder and sub-folders, but as any of the changes I made are not being applied in either way, I can´t confirm it works. Help PLS!
  22. @SHK I´ll try On Cond Field: (crew suv) find player <= 1 On act: setcaptive false On Dea: setcaptive true So when the SF guys are in the backseats they are setcaptive true, and when in the front seats the are setcaptive false. Teorically, it will work just as I need. I´ll try to Hint the units in the suv to check/study with different combinations os seats taken, just hope, I´m able to do it. ...maybe I can put a gamelogic occupying the seat before doing the check or something like this if there is no driver. I´ll do some tests. thnx guys ---------- Post added at 09:05 PM ---------- Previous post was at 08:28 PM ---------- Hi TJ, I missed your post sorry. Hmmm.. ..not exactly, in the mission, the players will be TAkistani soldiers, some as army (Tak SF) and some infiltrated as civilians/militia. Basically, they have to infiltrate Zargabad, wich was taken by UN Forces and extract a local warlord. The infiltrated ones (civ/militia) are setcaptive true if have no weapons. They are supposed to act as informants/undercover assassination and to direct TakSF mortar fire (if wanted). Also, I want that the Tak SF guys, can pass undetected through enemy checkpoints, if on stolen SUV (from an clear pass convoy, again if squad leader desires). The idea is to make the infiltration a little easier if squad leader decide to ambush a convoy. For now, I can make all SF guys captive true anywhere in the vehicle, but it would be perfect if they can´t be driving nor besides him, as SUV has tint in the backward windows. This is another option for both SF and infiltrated cooperation along the mission. Good idea, a different approach based on distance, very clever! In the context I´d like to use it, maybe it will be a little easier to measure distance from the front seats (the ones which would make SF setcaptive false) to, lets say, the car engine, for example, the Sf guys closest to engine, the ones on front seats will setcative false. That would be awesome! As far I try to "missions edit", since OFP, I´ll always stop at a little more advanced scripting, even having a good idea on how it works. I apreciate any help in make it happen (always MP compatible if possible). I´ll try to test some of all this ideas but might take some time with my "trials and errors" procedure. Thanks all.
  23. Hi all, I did a lot of research and have no idea on how to do this. This intention is to use in my OA mission where I want setcaptive true some soldiers while they are in the back seats of the SUV ( the one with tints in the windows) and setcaptive false if they are on the driver or front passenger seat and outside of it. The intention is to use it like a Trojan horse in the mission. I was able to do the check in a trigger if the units are in or out, but could not take out the driver and front-passenger seat issue. I know it´s a little too much perfectionism, but if it´s not that hard, I mean in a point i can handle (I suck at scripting), that would be by far much cooler!!! Thanks very much!!!
  24. Thnx ProfTournesol and SHK, will try both aproachs @SHK Actually, Players will have to "kidnap" the SUV so they won´t start on it Let see if I understood, pls correct me if I´m wrong: as the crew command return will return crew in order [driver,gunner,commander,turrets,cargo] (as seen in biki), so I compare the unit (players in case) to the position of the cargo in the returned array, right? But I believe that won´t solve it because probably, the passenger seat , beside the driver, would be considered the first cargo pos, wouldn´t it? I´ll try that anyway for learning purposes and them report here. Thnx again for the help!
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