daimyo21
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Everything posted by daimyo21
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officiall warlords server
daimyo21 replied to radioshack.'s topic in ARMA 3 - SERVERS & ADMINISTRATION
Just sat on the most populated warlord server and there was a couple people constantly grief team killing. The effort to get majority players (40+) to continually kick the player only for him to return seconds later is annoying and just kills the server. Please BI, I've been enjoying your work since Operation Flashpoint and the risk of ban abuse is small in comparison to those who troll. Its easy for someone to refute a ban vs getting a person banned for griefing. -
Played only a bit but first thing I really like is the AI. They move very well and vehicle mounting/dismounting looks good. I love when they steal an enemy vehicle, very cool. Awesome job. I saw some factories in bottom left corner, possibly issue with it not being able to find a good surface around base. I think having the AI Commander sort of broadcast things that he is doing may help immerse the experience more. Also eventually a broadcast system that allows you to report enemy map activity to the AI commander and also the AI commander to relay spotted units from other AI in the field. Better revive system but the BIS saves time. I'd very much prefer most of your resources being spent on broadening AI capabilities so that the battle feels like a chess game where AIR, Sea, Armored, towing, bases, fortifications, urban CQC, ambushes, roadblocks, mine fields all feel like a all out strategy war. The AI fighting on their own is key.. its nice to be in a big epic battle but one that feels authentic and full of purpose.
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Hired Guns 2 - (NOW WITH 64BIT OPTION) Mercenary Co-Op Campaign [1-15+]
daimyo21 replied to Werthles's topic in ARMA 3 - USER MISSIONS
Love all your mods Werthles and did play an older version of Hired Guns but got busy and didn't get to play a whole lot. Is there an emergent enemy that manages resources, troops, etc. and changes over time or are most of the sandbox element scripted quests and missions in a sandbox setting with other things to do and interact with? Thanks!- 10 replies
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Hey Wyqer, I played the original Liberation a while back and had a few questions for you with this version you're growing. Is there an AI high command that players have to control recruited groups of AI vs just squad units (is this commander role only)? If so, are you using the HC module or another method? You mention fighting with/against the rebels in the region, is this all ambient or is there real emergent systems in place that grow with and or without player intervention? Does enemy forces recapture points, have finite resources, and real strategy or is it a one-way battle to capture the map vs a strategic tug of war? Headless client is supported or must be added in manually? Thanks for all your our work!
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So with the new EDEN update, players can view a server in the browser, click it and it shows what mods/workshop mods it requires... I know how to setup a server with mods.. Ive used playwithsix etc.. However, I want to utilize mods in workshop. Currently when I host a dedicated server mission with 3 mods, @alive, @cba_3, @aliveserver and try to join VIA A3 launcher server browser, it does not show any required mods for the server, while I join other servers and they pop-up with workshop content and I can subscribe and join. How do I get this functionality to work? Please note I have downloaded all steamworkshop mods through SteamCMD described in this thread: https://forums.bistudio.com/topic/187983-downloading-workshop-content-to-server-using-steamcmd/?hl=workshop I have all the addons with folder names like 5029392 but not @Mod_name.. Im wondering how this would work. Thanks
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Yes I am curious about this as well. I remember in Arma 2 I would modify the CTI mission to be fully playable in COOP and the AI commander actually did a substantial job back then. Is this not the case today?
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Download steam WS content to server NOT using steamCMD
daimyo21 replied to Tankbuster's topic in ARMA 3 - SERVERS & ADMINISTRATION
I got all the mods to download using steamCMD (lets assume its the same thing as pressing subscribe for the client). Now I have all the mods in a folder with their ID numbers. How do you get the server to recognize them as mods without the @mod_name folder names etc. Also have you figure out how to require steam workshop mods to show up for clients when they launch your server in the Arma 3 Launcher server browser. Now servers can allow players to download required mods before they join (without using playwithsix) -
At a brief look, seems like there is config errors that is probably related to any type of vehicle/weapon/model mods. I will give this all a try and let you know
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I understand your harsh words, I've been modding hardcore for 6-7 years now and can understand the frustration. In my defense so you know where I'm coming from(This is not a sly remark, but from an honest assumption), almost 90% of coop missions since Operation Flashpoint have a CO-Number listed in the title or post itself (or a combination there of with TvT etc.). Something like CO-8, CO-20, or [Coop-32] [Coop-24/TvT] etc. etc. Armaholic Example Zcoop to me can mean anything, lots of new modders in Arma 3, means lots of new terms that I may not have caught up on. In the description, there is no definitive statement expressing full coop. Lastly, I wouldn't even have posted on your thread if I wasn't remotely interested in what you have created/compiled here. Meaning that you obviously made something great enough for people to respond to so just be aware that when someone is interested in your work and has a valid question, that they might not be some young ignorant kid just asking stupid questions. (because we both know that is becoming more common). Thanks for your answer, I'll be giving this a try and letting you know how it goes.
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Can this mission be played in COOP and not TvT?
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Mission Template Stand Alone GAIA - Make missions FAST by using MCC GAIA engine
daimyo21 replied to spirit6's topic in ARMA 3 - MISSION EDITING & SCRIPTING
MCC_GAIA_ZONESTATUS_WEST = []; for "_i" from 0 to 90 do { MCC_GAIA_ZONESTATUS_WEST set [_i,"0"];}; This is in the GAIA_INIT under //Side Specifics Can I put zone numbers in here to allow the AI to know which zone this is controlled by in the beginning? so like MCC_GAIA_ZONESTATUS_WEST = [1,2,3,4]; for "_i" from 0 to 90 do { MCC_GAIA_ZONESTATUS_WEST set [_i,"0"];}; would be zones 1 - 4 are initially occupied by Blufor, so Opfor AI will approach these zones differently? Thanks! -
Mission Template Stand Alone GAIA - Make missions FAST by using MCC GAIA engine
daimyo21 replied to spirit6's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It would get stuck in that while loop and AI would stop working.. so its just a fail safe. You can probably change it to 100 and be safe. -
Mission Template Stand Alone GAIA - Make missions FAST by using MCC GAIA engine
daimyo21 replied to spirit6's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes they stop moving eventually. Seems like it usually only happens when I wipe them completely (set respawns to -1), delete them, then spawn new ones. -
Mission Template Stand Alone GAIA - Make missions FAST by using MCC GAIA engine
daimyo21 replied to spirit6's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Im also getting this error which essentially breaks GAIA AI. _sortedArray set [count _sortedArray,_selectedItem]; _sortedValues set [count> 0:33:31 Error position: <_selectedItem]; _sortedValues set [count> 0:33:31 Error Undefined variable in expression: _selecteditem 0:33:31 File mpmissions\__CUR_MP.Altis\gaia\scripts\fnc_SortGroupsByCA.sqf, line 131 0:33:31 Error in expression < Im running GAIA AI on 1 headless client. For most part it works, but happens ever so often in mission. EDIT So I seemed to have fix this with a bandaid counter to exit loop: in fnc_SortGroupsByCA.sqf I added: _maxLoops = 0; if (count _values > 0) then { while {count _values > 0 || _maxLoops >= 300} do { _maxLoops = _maxLoops + 1; -
Array value sorting - another issue
daimyo21 replied to Grumpy Old Man's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry accidently posted a message that has no relevance here. -
Mission Template Stand Alone GAIA - Make missions FAST by using MCC GAIA engine
daimyo21 replied to spirit6's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What script are you using to transfer to HC ? -
Mission Template Stand Alone GAIA - Make missions FAST by using MCC GAIA engine
daimyo21 replied to spirit6's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Glad to hear! I just recently stumbled back into Arma 3 and this post so Im excited to get started using GAIA. Few questions: Do fully cached groups get simulated travel still? (if not, would you recommend stage 2 cache being tripled/quadrupled in comparison to stage 1 to enable traveling AI?) How far do AI travel out of their zone if in "MOVE" compared to FORTIFY etc.? Do GAIA AI go after players in buildings? Thanks again! -
Help with suicide bomber script
daimyo21 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
OK so I got this suicide bomber script working like a charm and im trying to make it work better with vehicles moving attacking the player. So far the moving vehicles work well when the vehicle is named. So heres the code and Ill explain Civilian/Vehicle Ini code: [This, victim] exec SMAT.SQS //Smat = the civ/vehicle, and Target is now looking for a target named "victim" _SMAT = _This Select 0 _Target = _This Select 1 @ ((_SMAT KnowsAbout _Target) > 1) || (! (Alive _SMAT)) ? (! (Alive _SMAT)) : Exit _SMAT SetUnitPos "Up" _SMAT SetSpeedMode "Full" _SMAT SetCombatMode "Red" _SMAT SetBehaviour "Careless" _Speak = False #Loop _SMAT DoMove GetPos _Target ? ((_SMAT Distance _Target) < 14) || (! (Alive _SMAT)) && (Random 10 > 1) : GoTo "Explosion" ? (! (Alive _SMAT)) : Exit ~ (10 + random 1.5) GoTo "Loop" #Explosion _Ammo = ["grenade"] _Rnd = Random ((Count _Ammo) - 0.001) _Bomb = _Ammo Select (_Rnd - (_Rnd Mod 1)) _Bomb createvehicle GetPos _SMAT "Grenade" createvehicle GetPos _SMAT Exit *Basically I want to know if there is a way to make the civ "SMat" Target all or any kind of BLUFOR unit including vehicles manned by blufor or US soldiers etc etc. Ive tried adding [This, BLUFOR or BIS_US etc etc but it just declares those as the unit name. Any help or advice would be great that uses this script. I know I can place triggers near non-moving cars/civs for blufor but as for individual units that charge the player, I want them to charge all blufor and not just the ones with names victim1, 2, 3, 4 -
preprocessFileLineNumbers versus Functions
daimyo21 replied to Gudsawn's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry to bring life back to the thread but I've recently heard that: fnc_do_stuff = { // Do stuff returnValue }; value = [] call fnc_do_stuff; Is less optimized than: fnc_do_stuff = compile preprocessFileLineNumbers "doStuff.sqf"; value = [] call fnc_do_stuff; Is this true? Arent both compiled into memory to be used on the fly? Has anyone tested performance? Ill give it a try when I can. EDIT: My test results: I googled a CBA function benchmark and just modified and utilized the benchmark function code: init.sqf: fnc_test.sqf: In-game radio triggers set to repeat: Radio trigger onActivation function1: Radio trigger onActivation function2: Results (Execution time): Function1 = Time: 0.000497217, Time: 0.000498389, Time: 0.000497119 Function2 = Time: 0.000497803, Time: 0.000501709, Time: 0.000498877 EDIT2: @zapat: Thanks for input! That answers the memory portion. -
What I found about performance and I what I want to help fix it
daimyo21 replied to brightcandle's topic in ARMA 3 - GENERAL
First off to the OP, I'd like to thank you and your community for taking the time to test this out for the devs. I think its been one of the most plaguing things about Arma 3's multiplayer experience and I'm sure even mission scripters take a breath of relief reading this. I am completely aware of server cycles correlated with client FPS drops from Arma 2 and thought the same was happening for Arma 3. I would go on domination servers with optimization tricks and tips and just pull my hair out. However, one message in side chat of "Whats everyones FPS?" and the replies of 15-25 FPS would let me know that this seemed like a server-side thing with two much AI bogging it down like in Arma 2, however, I began noticing this on almost every server, even ones with little to no AI like King of the hill mod and PvP servers alike. This post clarifies many things and I am glad I stumbled upon it as Arma 3's performance I'm sure has been demoralizing for multiplayer mission scripters who came in from Arma 2 with higher ambitions (I know I did). Here's to hoping BIS squashes these problems sometime soon! -
Dynamic Sandbox Zombie Survival/Objective Mission CO-20 (Food/Water/Inventory System)
daimyo21 posted a topic in ARMA 2 & OA - USER MISSIONS
Zombie Invasion CO-20 v2.0 For anyone comparing this to DayZ mod, I released this BEFORE DayZ mod was released and never heard of DayZ mod or Rocket prior. This was my first released mission mod for Arma 2 and was intended to be played more casually. Summary: Ever wanted to play a more realistic zombie survival mission where food, water, firstaid and fuel were as necessary for survival as killing those damn infected zombies! Well now you can! This is a survival sandbox mission that starts out dynamically different every play-through. Its specifically focuses on faster gameplay by utilizing big, but smaller maps and areas to really add that fast-pace action (Instead of having a gigantic map and seeing 20 zombies every 30 minutes). Tired of just surviving? You can also do optional objectives (find generator, satellite dish, satellite radio) and transmit a signal for a rescue chopper that will pick you and your friends up. Version 2.1 released! Next on features list (most done, just need to test): -Next version will be Combined OPS (will release an OA only version) -Newest Celery Zombies with several zombie types (tweaked to be harder) and can now attack vehicles. -Builder trucks, ability to build barricades and setup base defenses -Repair kits and fuel canisters will now be physical object (able to be stored in inventory) that can be found in buildings and houses. -New buildings and maps. Added level design etc. -Possible new UI system. -Zombies will drop money so you can build more defenses with builder trucks -Towing system to tow vehicles out of ditches or tow vehicles that ran out of fuel -Food/water objects reworked-Extra actions list for vehicles -Some new objectives and possible side missions if I get through the other stuff quickly -Bug fixes v2.1 fixes: -Day and weather sync should now work completely without problems (Untested on personal server but works and tested on dedicated) -Added customs actions for vehicles and escape chopper, now with driver, passenger, gunner actions (with extended range) -Food and water now give 40% hunger and thirst on use (previous was 30%) -More food, water, and first aid have been added to map. -Norrin script bug fixed that spawned wounded victims on ground after being killed inside or on top of buildings. -Broadcast fixed, Now when you broadcast a signal for rescue chopper, anyone can be near it to recieve signal and not just the person who broadcasted. You cannot move equipment after broadcast or it will fail. v2 fixes: -Added a custom "Enter Chopper" action for the rescue chopper. Arma 2 OA has a bug where when one player gets in vehicle/chopper, others cannot. This custom action insures everyone can escape. Known issues: DO NOT ENABLE TEAM AI! IT IS NOT SUPPORTED! -Norrin markers and bodies not removing after a player leaves while wounded -BIS bug function that sometimes removes "Enter vehicle" actions when other players enter vehicle (this is compensated by custom actions that are added in) -This mission is recommended to be HOSTED on a Quad Core CPU with good internet upload speed (readme files have more info on this) Also you can host on a Dual-Core cpu but you may experience more lag. NO ADDONS/MODS REQUIRED! THIS IS A MULTIPLAYER MISSION ONLY SO RUN IN MULTIPLAYER Features: -Completely re-designed proving grounds map by adding custom building layouts of towns, cities, military bases, secluded houses etc. (More custom designed maps and areas will be added in next version, no mods) -Dynamic mission. Player starting positions/food/water/first aid/vehicles/ammo boxes/fuel/zombies spawns etc will never be in the same spot each play through. This makes the re-playability level fairly high and not one strategy always works. -Zombies!!! More like infected... Some zombies are wanderers that patrol certain areas and some are roaming the map to find and eat you. Dont bother shooting these guys in the chest or legs, theyll almost always keep coming. -Food/Water/First Aid system. Scavenge for food/water/first aid in houses and buildings alike. Food is needed every 45 minutes and water is every 30 minutes (obviously just for gameplay reasons. I had it on faster timers but I found it to be more annoying to have to scavenge every 15-25 minutes). Without food or water you will die fairly fast. If your friend needs food/water/first aid, drop it for him! -Ammo boxes are found throughout the world in buildings and out in the open with custom amounts inside of them. -Scattered vehicles with random weapons/ammo inside: All vehicles are randomly damaged at the beginning so some may be more fragile to drive and if you crash, an engineer in the group will save your ass. All vehicles have different weapons/ammo in them. -Custom inventory separate from normal inventory. (Think of it as a backpack you can access separately from your main stuff). This inventory solely holds food, water, first aid kits. You are able to give other players stuff from your inventory and vice versa. -Optional Objectives: Basically you need to survive for 1 hour+ based on what the host sets it on. If you want to try and escape earlier, you must do a set of objectives which include: Finding a satellite phone, generator, and satellite dish. Once these things are gathered, you can choose where to broadcast signal. You must then wait 8-10 minutes as a horde of zombies rush you. Then a chopper will fly in and pick you up. BEWARE! the chopper may crash if the signal is broadcasted in a very congested area like a city. -Towing/Cart System. There are a set of vehicles in the world that have a trailer attached to them. This trailer can haul around your objectives like your satellite dish, phone, and generator. You can also pick up objectives and walk with them. If you run with them, you will drop them. -Fuel barrels. Around the world are fuel barrels which can refuel your vehicle up to 20% of max vehicle capacity (for gameplay reasons cause driving around to avoid zombies is lame and too easy). All vehicles will have weapons/ammo inside except the tow vehicles. -Norrin Revive Compatible. I've managed to make it Norrin revive compatible so when you get killed by a zombie, its not over and your buddies can revive you, put you in a car and then revive you later etc. Revive times are increased so cover your friends! Also when you are down and wounded, zombies will not attack you but may stay near or around your body. -Custom Parameters: You can modify mission survival time from 1 hour, 1 hour 20, to 2 hours. Also Norrin revive params, grass settings for performance and weather/daylight settings (Known bug: weather/daylight settings known to be de-syncd from server host and clients sometimes. Leave on default settings if this occurs) -Stamina system so you cant run forever The mission has been tested thoroughly though you may have bugs here and there. This mission was made to run on a dedicated server. Dont worry though! You can run your own dedicated from your home computer with the files I provide with mission its super easy and runs much more efficient(takes 5-10 min max and is "fill in the blank"). I am however providing a edited non-dedicated version file that will not be tested and main contains bugs. So if you are too lazy and not attempt the dedicated server, than you can do so but at the risk of some bugs. CREDITS: Mission Design by Daimyo - Scott Jackson. Zombie Script by Celery (modified to work along side Norrin Script). Taskmaster 2 and Scriping help by Shuko (it wouldnt be possible without this man) Norrins Revive Script by Norrin TBR_Inventory by thebarricade and Modified/Improved for MP by Daimyo Screenshots (Most taken from video): SCREENSHOTS Video: Mission files: Wait 5 seconds for Ad, then Skip on top right to download. Thanks! DOWNLOAD LINK #1 MODDB DOWNLOAD -
Dynamic Sandbox Zombie Survival/Objective Mission CO-20 (Food/Water/Inventory System)
daimyo21 replied to daimyo21's topic in ARMA 2 & OA - USER MISSIONS
Its not headshot only... some heavy rifles like KSVK is 1-2 shot in the chest kill. However if you want to make zombies weaker, you can edit the zombie script found in: ...\MPMissions\Zombie_Invasion_SOv2_CO20.ProvingGrounds_PMC\zombie_scripts\cly_zp5_z_init.sqs In cly_zp5_z_init look for line starting with: ;Custom zombie damage handling ?damage _zombie==0:_zombie addEventHandler ["HandleDamage",{if !(isNull (_this select 3)) then {(_this select 0) setVariable ["victim",_this select 3,false]};if (((_this select 2>1.6) and (_this select 1=="head_hit")) or ((_this select 2>4) and (_this select 1=="legs")) or (_this select 2>4)) then {true}}] Change these values: _this select 2>1.6 _this select 2>4 to _this select 2>0.5 _this select 2>0.5 Its been a while since ive messed with this but that might work. Itll make it fairly easy so you can play with values afterwards. -
Dynamic Sandbox Zombie Survival/Objective Mission CO-20 (Food/Water/Inventory System)
daimyo21 replied to daimyo21's topic in ARMA 2 & OA - USER MISSIONS
Thanks for reply guys. I hope it was fairly easy to setup as it requires no mods.. I probably wont be making any new updates unless theres a critical bug that makes the missions unplayable. -
Zombie Sandbox Mission with Food/Water system utilizing Undead Mod
daimyo21 posted a topic in ARMA 2 & OA - USER MISSIONS
CHECK OUT MY NEWEST MOD, which requires no ADDONS and is WAAAY BETTER THAN THIS MISSION (requires OA though) Hey everyone. Ever since I downloaded the Undead Mod I've been craving a Dawn of the Dead (remake) experience. Since no missions have been released as of yet (i saw some WIP). I decided to spend a good 10 hours creating a quick mini sandbox mission of an apocalypse isolated in 2 cities and 1 small town. Features: -Up to 14 survivors spread out through the map. You can start as a cop, doctor with his bodyguards, random civilians (unarmed but in safer starting locations) and not so lucky civilians in rather safer location but still pretty dangerous. -Two sandbox mission types: 1.) Unlimited time, last as long as you can with your buddies or in singleplayer. Food and Water will take you further, i believe its 30 minutes for water, 45 minutes for food. 2.)Timed mode: Time mode means you must survive for 1 hour 30 minutes. Food and water timers have been tweaked to 20 minutes for water and 30 minutes for food. (Of course both mission types are unrealistic but it promotes less camping in places zombeis cant get and just driving around aimlessly because eventually youll need to face the music. -Food/water/fuel are usually found in common places, trashcans, camping tents, cars, barrels, station, and inside some buildings. -Only a doctor can heal anyone, first aid, battlefield clearance modules work. You can be infected and must find cure within 7 minutes. -Ammo crates with modified amounts of ammo and very low probability of presence are around the cities (in buildings) and possibly in small town. Some may be found in sheds etc. -Respawn available for timed mode and untimed mode (CAN REMOVE/MODIFY WITH DESCRIPTION.EXT) I think timed mode you will respawn in group. Untimed Mode will respawn in the middle of nowhere. -Untimed mode has a spectator camera that you can toggle from player to player until everyone dies or time expires. My dedicated server running the mission in Arma2: 66.8.154.159 port 2313 or 2302 (if that doesnt work it might not be up. Still try searching for a game called ZOMBIE SANDBOX MISSION ETC.) Add me on steam if you want to play. Add me by email: [email protected] Mirror: - MISSION UPDATED AND FIXED WITH RESPAWNS Required addons: - The Undead Mod V.84 EDIT********* The Untimed mode has a independent slot.. if you join it you will be an infected dog.. I forgot to make that not playable when testing.. JFYI Mission Video Gameplay (singleplayer): Remember, this is still a pretty basic sandbox survival mission. I just made a quick fix for those who are eager to try something with friends in the meantime until the more in-depth WIP's come out. Have fun! -
Class Duration Display in-game and sync MP?
daimyo21 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So im tying to create a time limit that is synced with JIP for a survival mission. The players must survive for 2 hours or do objectives to complete earlier. Looking at the Description.ext examples I came across this: class Params { class Score { title = "$STR_mp_param_score"; values[] = {10,200}; texts[] = {"10","200"}; default = 10; }; class Duration { title = "$STR_mp_param_duration"; values[] = {1,2}; texts[] = {"one hour","two hours"}; default = 1; }; etc. ..... } How do I sync with in-game triggers or scripts thatll display current time left and also be synced with JIP and able to end-game. Ive looked at other posts and they all seem complicated or not what im looking for. I also want to be able to change params before mission to maybe 1 hour survival etc.. Edit so i got this in my params as params array 4: class Duration { // paramsArray[4] title = "Survival Time"; values[] = {3600, 7200}; texts[] = {"1 hour survival", "2 hour survival"}; default = 7200; }; I put this in a trigger on cond: (Duration<10000) and (Duration>=7120) and ((Duration-time) <=7120); on act: hint "119 minutes left!"; Doesnt work. I used to use this and it worked: titleParam1 = "Time limit:"; valuesParam1[] = {0, 300, 600, 7200}; defValueParam1 = 7200; textsParam1[] = {"Unlimited", "5 min", "10 min", "120 min"};