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Fantastic MR Fox

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Everything posted by Fantastic MR Fox

  1. So I'm trying to configure the SOM module but I cant seem to get it to work. It still runs as normal with the default settings in the mission. Here is what I have in my init.sqs: private ["_pool", "_hq", "_callsigns", "_initialDelay", "_autoReinforce", "_secOpDistances", "_settings"]; _pool = [ "ambush" ]; _hq = false; //Team text, team speech, H.Q. text, H.Q. speech. _callsigns = ["Alpha", ["Alpha"], "HQ", ["HQ"]]; //Delay in seconds before starting random SecOps selection. _initialDelay = 60; //Should an automatic Reinforce be triggered when there are casualties? //Default is true. _autoReinforce = false; //Distance from player the missions spawn at. _secOpDistances = [5000, 1000]; _settings = [ _pool, _hq, _callsigns, _initialDelay, _autoReinforce _secOpDistances ]; _som setVariable ["settings", _settings]; Can anyone tell me what I'm doing wrong here? I'm trying to change the distance from the player the missions spawn at, the time until the first one starts and which missions are used. Also is it possible to define what side will be spawned for the missions. It seems to default to US/RU but I need Takistani Insurgents. Any help would be appreciated.
  2. Ok got it figured out I found the SOM Module discussion thread and I'm currently working my way through it. For reference sake: In init.sqs place this line near the start: execVM somsettings.sqf Then create somsettings.sqf and place this code into it //Configure SOM module with custom settings. Must run during the first 2 seconds of a mission. private ["_pool", "_hq", "_callsigns", "_initialDelay", "_autoReinforce", "_secOpSpacing", "_randomActivation", "_secOpDistances", "_settings"]; //List of secops. //Default: ["ambush", "attack_location", "defend_location", "destroy", "escort", "patrol", "rescue", "search", "trap"] _pool = ["ambush", "attack_location", "destroy", "escort", "patrol", "rescue", "trap"]; //Enable or disable HQ. //Default: true _hq = true; //Team text, team speech, H.Q. text, H.Q. speech. //Default: ["ALPHA", ["Alpha"], "H.Q.", ["HQ"]] _callsigns = ["Razor", ["Razor"], "H.Q.", ["HQ"]]; //Delay in seconds before starting random SecOps selection. Only seems to affect the first secops. //Default: 30 _initialDelay = 30; //Should an automatic Reinforce be triggered when there are casualties? //Default is true. _autoReinforce = true; //??? Delay between sec ops? //Default: 30 _secOpSpacing = ((random 300) + 300); //??? From 0 to 1. 0 means no secops starting. With 1 they do start. Some kind of chance variable? //Default: 0.7 _randomActivation = 0.4; //Min Max distance of sec ops. //Default: [300, 700] _secOpDistances = [5000, 10000]; _settings = [_pool, _hq, _callsigns, _initialDelay, _autoReinforce, _secOpSpacing, _randomActivation, _secOpDistances]; //BIS_SOM is module name. BIS_SOM setVariable ["settings", _settings]; Name the SOM module (this is key part that wasn't clear to me before) BIS_SOM. You can see it referenced in the code above. No answer yet on setting the enemy faction that the manager spawns for the mission. Hopefully the answer is contained somewhere later on in that thread. If I find it Ill post it again here for reference. edit: Damn, my hopes are crushed. Seems like its currently not possible to set the enemy faction spawned by the SOM. Or rather it would require a large amount of work and I don't have much hope BIS are going to fix it any time soon.
  3. So I am organising a lan co-op night for me and some friends. None of them have played Arma before and only a few play tactical shooters in general. I feel Arma would be a great game to include because of the heavy teamwork emphasis and definate roles in a squad. I hope even the players that dont normally play tactial shooters will find they enjoy it too. So I need a mission to run. Ideally it would take the form of an evo/campaign style centralised whole island misson with various types of mission to take on in different locations. It would utilise a friendly unit marker tracking system, and would contain norrins revive system. Also it would need to work with 5-10 players. Any ideas?
  4. Fantastic MR Fox

    Setting up a Lan night need mission suggestions

    Ok thanks for the help guys. I took a look at Dynamic Sahrani: Sabotage it seems quite good. I'll take a look at the other suggestions over the next few days. Thanks
  5. Fantastic MR Fox

    Setting up a Lan night need mission suggestions

    Apologies if this is in the wrong place, could I get a mod to move the thread?
  6. Fantastic MR Fox

    Irish Defense Forces

    So after searching the forums I see that the last thread about making the Irish Defense Forces for Arma had to be locked because of trolling. Hopefully that wont happen again. I just want to know if anyone is still working on them? If so what's the status and can I help?
  7. Excellent evolution of your DGC:r framework Myke. I'm so glad you have included such well presented and extensive documentation too! I was getting errors when implementing this into my mission. I am following your very nicely done .pdf but I assume the problem is at my end as the example mission does not show these errors. However, for me the example mission seems to run fine, nothing reported, but no enemies actually spawn. edit: Strange, when I moved your code as is from the example mission it all ran perfectly.
  8. Fantastic MR Fox

    RKSL Studios

    I don't know whats possible and whats not but to be more specific: authentic (or as close to) HUD layouts and symbology. Working monitors for TV/IR guided missiles. CCIP, lead indicator for guns, waypoint data? Pitch ladders, airspeed/altitude, FPV. Do you know if it will be possible to have more "live" instruments, such as RWR's? I think one of the most important things you guys could do is implement some sort of new targeting method for guided AA and AG munitions. Arma's current system of tab cycling through targets is woeful.
  9. Fantastic MR Fox

    Combined Arms 1

    Argh! you stole my mission's name! LoL j/k Now I have to come up with a new name for my own combined arms mission.
  10. Fantastic MR Fox

    RKSL Studios

    Are you guys planning on doing a SEAD packaged Tornado? Im not sure if the UK is using the SEAD F-16 (block 50's?) or only Tornado's. What about F-35's? I have heard that the UK will be replacing basically all its strike and carrier based aircraft with them. Also I know there are limits on what can be done to the flight model but how will you be implementing the avionics in your aircraft? Will it be the vanilla ARMA target acquisition or a more realistic and robust radar and HUD mode model?
  11. Fantastic MR Fox

    Dialog Template, plus Standard Dialogs

    Is the framework multiplayer compatible? I actually only need the group leader to have access to a dialog so that may help things.
  12. Fantastic MR Fox

    Need help removing weapons from respawning aircraf

    Oh hey Kenbow, I went over to OFPEC and someone there helped me out. So problem: Solved
  13. So, for my MP coop mission I'm using a respawn script to respawn vehicles for players with various timers. Amongst these are two harriers. Im using Mando's missile script pack to give them different weapons. In their init lines I remove their sidewinder missiles and launcher. When they respawn the sidewinders come back. Can someone tell me how I can remove their sidewinders over and over? Some sort of looping script I suppose, but I cant get the syntax right. Thanks in advance.
  14. Fantastic MR Fox

    Mando Missile ArmA

    Ah, I moved the code over into my init.sqf. I was origionally calling another script from the init but when I move the code over it works fine. Thanks for the help
  15. Fantastic MR Fox

    Mando Missile ArmA

    They exist. Three BRDM's called sam1, sam2 and sam3
  16. Fantastic MR Fox

    Mando Missile ArmA

    Excellent! you are amazing Mando! p.s Im having trouble adding SAM's to my mission. If I add the code <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> // Setup 3 weak AI SAMs _posunit = 0; _ttype = ["Air"]; _quantity = 24; _minrange = 100; _maxrange = 4000; _rof = 5; _pos = [0,1,2]; _scan = 360; _mink = 0; _enemies = [east,sideEnemy]; _sams = [sam1, sam2, sam3]; for [{_i=0},{_i < count _sams},{_i = _i + 1}] do { _disp = _sams select _i; [_disp, _posunit, _ttype, _quantity, _minrange, _maxrange, _rof, _pos, _scan, _mink, _enemies, false, false, true, true]exec"mando_missiles\units\attackers\mando_basicsam_unit2.sqs"; Sleep 1; }; I get the 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 < if (_createtrigger) then { _trigger = createTrigger ["EmptyDetector", getPos _> Error position: <createTrigger ["EmptyDetector", getPos _> Error 0 elements provided, 3 expected File D:\Documents and Settings\Fantastic Mr Fox\My Documents\ArmA\mpmissions\co_30_Combined_Arma_v0-2a.Sara\mando_missiles\units\mando_missileattacker.sqf, line 234 I have all the scripts in mission folder, in the correct folder structure, included, exec'd etc.
  17. Fantastic MR Fox

    Mando Missile ArmA

    Yeah I added the anti radar system to the harriers and it is quite difficult to use in a single seat plane. Though doable. Mabye you could add another option to the action menu? "switch to SEAD mode" then any active ground radar contacts in your hud will be automatically locked. Once in range you will get a shoot cue.
  18. I tried your method and it didn't work for me either, but you seem to be far more familiar with ARMA scripting than me. I haven't run into any serious performance issues yet. A little lag when it first populates the zones but then again my global AI population is only 400. I'm trying to get some people to help me play test and see if its enough! Edit: Is it possible to hide the zone markers from players?
  19. Morticus it seems so far to me a good dedicated server might be able to handle 15 zones. I currently have 7 basic zones with varying levels of population and I have yet to come across a problem testing it on my local machine.
  20. Fantastic MR Fox

    Mando Missile ArmA

    Thanks for the fantastic scripts! I had been waiting for something like this! Quick question, I want to package Harriers for SEAD roles. Is it possible to model HARM missiles with this script package? also is it possible to add the anti radar system to non OPFOR Jets? I have been investigating the scripts and integrating them into my mission but Im a newbie to ARMA scripting so some of it goes over my head Also for a future version what about the ability to add a FLIR window for more realistic maverick usage? Edit: also how do I prevent jets from using their normal armament when mando missile is active on them? Edit2: Woot I figured it out! Thanks again for the amazing scripts
  21. You'll have to excuse my fumbling about here but as I said Im new to ARMA scripting. Thanks for all the help so far! Ok so I switched back to 6th-AIM_v0.2alpha2. I placed the obj1 to obj10 and obj1_start to obj10_start markers in my mission. It runs without errors now! Though due to the way I have set the rest of my mission up it will only run the first mission and the other markers sit around, but thats ok for now. Where I am totally confused is to how I could go about customizing the package. I want simply to use it to populate areas I define (bases/towns) with a mix of units and get them to talk to each other, patrol, act smarter than the BIS standard units. I think this is possible but I'm at a loss as to how to do it. The way the example mission is set up has thrown me. p.s Incidentally whats the max number of AI units (inf/tanks/air) that can exist in MP without grinding to a halt?
  22. Hmm, I still get the same error. Note I am using the BAS framework. Also I don't have folder SIX_MISC and I've added the line from stringtable.csv to the end of my existing stringtable.csv edit: I downloaded 0.2 and now I get a whole different set of errors? edit 2: So I rolled back to v0.11 and the extra errors go away. When I insert the code: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// Put players on right position etc and create markers. private ["_mis","_play","_playpos"]; _mis=param2; if(param2>10)then{_mis=_mis-10;}; AIM_OBJ1=format["obj%1",_mis]; _play=format["%1_play",AIM_OBJ1]; _playpos=getMarkerPos _play; _play setMarkerTypeLocal "Start"; {if(local _x)then{_x setPos _playpos}} foreach (units (six_pt select 0)); AIM_OBJ1 setMarkerTypeLocal "PickUp"; AIM_OBJ1 setMarkerSizeLocal [1,1]; AIM_OBJ1_POS=getMarkerPos AIM_OBJ1; Into my from an example mission init.sqf into my own init.sqf the first error I talked abour dissappears but it always creates a zone way out in the ocean?
  23. Hey, I love the idea of this script package but being a newbie to scripting I'm having trouble integrating into my mission. I have been taking out the relevant blocks of code from one of the example missions init.sqf and adding it to my own missions init.sqf. (Leaving out the mission specific stuff) I have the other required folders etc in my missions folder. When running the mission I get this error at briefing: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Error in expression <then{_m setMarkerText _tx}; } else { _m=createMarkerLocal [_this select 0, _this> Error position: <createMarkerLocal [_this select 0, _this> Error 0 elements provided, 3 expected This seems to be referring to the file: \SIX_BASE\f\fCreateMarker But Im at a loss as to why the error is cropping up, as it dosent in the example missions. If I comment out the line I get no errors but Im sure that will break the scripts anyway. Can someone help? Thanks in advance!
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