FunkDooBiesT
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Mapfact releases DAC 2.0 for ArmA
FunkDooBiesT replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
Howdy Gents, Sorry if this has been covered in a post before but i'm just not finding it. I'm rather new to the scripting thing and changing things ingame with it. I have run into a problem with the DAC Camps. First let me explain the camps: case 11: { _campBasic   = ["FlagCarrierSouth",["Fire",5,10,0],["CampEmpty",10,0,0],[&a mp;a mp;q uot;Logic",0,15,0],1]; _campAmmo    = [["vil_AmmoBoxisraelwest",16,10,0],["vil_AmmoBoxisraelwest",16,8,0],[& amp; amp; quot;vil_AmmoBoxisraelwest",16,6,0],["vil_AmmoBoxisraelwest",16,4,0],[" ; ; ;vil_AmmoBoxisraelwest",16,2,0],["vil_AmmoBoxisraelwest",16,0,0],["Amm oBoxWest",20,10,0],["WeaponBoxWest",20,5,0],["SpecialBoxWest",20, 0,0]]; _campStatic   = []; _campAddUnit  = []; _campUserObj  = [["Test",-25,-25,0],["HeliH",-25,-25,0],["Test ",-20,-25,0],["Truck5tOpen",-10,-25,0],["Truck5tOpen",-5,-25,0],[ "Truck5tRepair",0,-25,0],["Truck5tRepair",5,-25,0],["Truck5tRefue l",10,-25,0],["Truck5tRefuel",15,-25,0],["Truck5tReammo",20,-25,0 ],["Truck5tReammo",25,-25,0]]; _campRandomObj = []; _campWall    = []; _campObjInit  = [[],["[_x] exec ""WeaponsWest.sqs"";"],[],[],["_x respawnVehicle [10]"],[],[]]; }; //------------------------------------------------------------------------------------------ ------------------------------- case 12: { _campBasic   = ["FlagCarrierNorth",["Fire",5,10,0],["CampEast",10,0,0],[&am p;am p;qu ot;Logic",0,15,0],1]; _campAmmo    = [["vil_AmmoBoxisraelwest",16,10,0],["vil_AmmoBoxisraelwest",16,8,0],[& amp; amp; quot;vil_AmmoBoxisraelwest",16,6,0],["vil_AmmoBoxisraelwest",16,4,0],[" ; ; ;vil_AmmoBoxisraelwest",16,2,0],["vil_AmmoBoxisraelwest",16,0,0],["Amm oBoxEast",20,10,0],["WeaponBoxEast",20,5,0],["SpecialBoxEast",20, 0,0]]; _campStatic   = []; _campAddUnit  = []; _campUserObj  = [["test",-25,-25,0],["HeliH",-25,-25,0],["UAZ",- 20,-25,0],["UAZ",-15,-25,0],["UralOpen",-10,-25,0],["UralOpen& ; ;quo t;,-5,-25,0],["UralRepair",0,-25,0],["UralRepair",5,-25,0],["Ural Refuel",10,-25,0],["UralRefuel",15,-25,0],["UralReammo",20,-25,0] ,["UralReammo",25,-25,0]]; _campRandomObj = []; _campWall    = []; _campObjInit  = [[],["[_x] exec ""WeaponsEast.sqs"";"],[],[],["_x respawnVehicle [10]"],[],[]]; }; //------------------------------------------------------------------------------------------ ------------------------------- I have made two new cases for the Camps. But the parts that are giving me trouble is the _campObjInit. The script is running fine for the server but the clients do not see the modified content. I also have no idea if the Vehicles will respawn using _x respawnVehicle [10] in there. I've been told that the problem is most likely the fact the the variables are private and not public. So want variables do i need to make public if it is indeed the only problem? Any help on the matter would be great. Edit: On the Respawn of vehicles at the camp. I have found a way to get this too work. On the Crates in the Camp, I just still can't find a way to get the content of the crates to be the same on all clients- 376 replies
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- dac
- dynamic ai creator
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Indeed RL stats would be nice, however in my experiance in game I have found the 7VR more effective than the 7V. But regardless of that it's missing from the availible gear and I'd like it to be there.
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What I'd like to see in a future version is the RPG-7VR for OPFOR on the gear menu ATM they are very weak againts armor since one hit might if they are very lucky get the crew out but the AT guy will get shot by them. Only way I know how to get these baby's atm is from trucks, that makes them rather expencive. Well worth it tho.
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On this subject, entrusting equipment like that to the AI is a waste of resources. Here are my reasons for it. The Air factory is build in a spot that might have the take off be very tricky. AI will simply crash and burn or leave it disabled. After take off there is always the off chance of the AI crashing into the factory's tower or other high object IE power lines ect. Combat most of the time leads to them crashing any way or being shot down. I have only used em for extraction and insertion after I've parked the chopper in a place that I know he won't crash it at take off. In flight disembark now works very well with the chopper about 1 meter high while the units jump out. If you manage to get the chopper to hover very still, you can eject one by one or you have the off chance that the AI will get hurt hitting each other after ejecting. I only give my AI the MG MI or the MG BH the rest is not worth the resources to have them loose it.
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Warfare V1.0m: On the MHQ repack bug as some call it. This is purely to the commander getting crushed with it going into mobile mode, or the MHQ hitting a stucture when it goes to mobile mode. From your screen shot I see the walls that cuased your game to end. if you were some how inside there and repacked it the commander and or the MHQ was killed and the games ends. I have moved bases more than 12 times having bases all over the map. I have had 12 main island bases and then moved the MHQ to a safe location and possibly another base, but this was not needed. Now if you get caught inside the MHQ and it is destroyed by the enemy game ends. So employ your team when moving the MHQ don't just go hansolo if your taking Arty on the base or believe that they know where your base is. A very nice tactic i've see and employed myself is to send a scout with Arty support availible to find the base after it has been found we call in the arty and the enemy plan to move the base at that point when the commander jumps in the MHQ we hit it with AT and we win. This is a objective of the mission and a win condition, so don't cry about it learn from it!
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I assigned a button on my joystick via the normal menu's and it works fine. I have not removed the default "Tab" button as I drive with the WSAD keys and use my Arrow key's for foot controls. But I think you are experiancing the problem as you have red markers on your radar but you can not target them this is due to the targeting system that needs the target in direct view. If your red marked target moves into some cover even behind a building before you switch to it the marker stay's there at the last tracked location. How-ever the target can not be targeted untill it comes into view again. The same problem exists for the normal call out, target and attack commands. If the target moves into cover behind some tree's you can some times not have your squad target him as you can not direcly see it, but you know he is there and you are forced to use the target menu for the target. This is my experiance with the game, but you can do a simple test in the editor to see if you have the same effect as I am. Just place some targets around a city try to be on there side and plan your route that you would fly or drive. After you have made say 5 targets and you have put some into cover from your route and left some out in the open. you know there positions when you do your run but only recon them so fly over and check how you can target them you should most probably find that the out in the open targets were easy but the ones you put into cover you will have to find a clear angle to fly in with to target and engadge them. You might also be able to target them behind you as you pass over but they will be back into cover soon as the buildings and trees close your direct view of the target. If you do this test and find that you can not target the targets even the out in the open ones then switch gun type and try again. Air to ground are normally guns and missile. So that should not be a problem to target them. I hope this helps you identify your problem.
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(EVO)CTI Release Full Release of EVO CTI
FunkDooBiesT replied to arma.isgreat.org's topic in ARMA - USER MISSIONS
I see the mission file is still called: "EVOCTI39SM.Sara.pbo" Must it not be "EVOCTI40SM.Sara.pbo" ? :P -
How critical is it that the server has to be beta?
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Here are a few quicky's noted on 3.9c: Commander East side. Score 40 1st: MG UAZ does not drop from menu, only the parashoot. 2nd: Gren UAZ Spawns a Gren Soldier on fire but he seems to survive it and land just standing there. 3rd: Lots and I mean LOTS! of empty parashoots over Corazol west capture point. Some have units but allot have nothing. 4th: Air strikes seem two come twice for every one marked on the map. 5th: We took Corazol West but the inner circle remained blue and the west kept attacking Corazol East with Air strikes. 6th: low level chopper insertion, I got the following error: '...itions "Gunner" > 0)THEN{ (units_guard |#|select 3) assignAsGunner _heli;(units _g...' Error Zero divisor File mpmissions\CUR_MP.Sara\chris\patrolx2.sqf, line 80 7th: basic chopper insertion, gave the following error: (sommin sommin sommin) Error Zero divisor File mpmissions\__CUR_MP.Sara\chris\patrolx.sqf, line 85 8th: Menu's close button fires the weapon held some times. 9th: Ai recruites take possitions of existing units and makes it unstable, you can't drop unit's from your squad. IE: Let's say no 2 dies now you have 3 and 4 left so you call for a soldier to replace 2, when the new 2 spawns in his parashoot, he takes 3's possition in the parashoot and when he lands is assigned to 2 and 3 is just missing but still alive and following me. 10th: Had a friend join the server and sellected Spectate, he then could not move after exiting spectating and only got to move as a civilian. but on west and east sides he just goes into spectate mode and can't exit it. 11th: I went to lobby and stayed as commander and rejoined to try and fix my squad, Then I had 6 units in my squad on rejoining and they all reported dead but then I noticed the capture points had disapeard and I was left with only Corazol East and west for my side, and the west side had also only two. Right thats as far as we tested and now the server is getting players so I had to switch the mission to something playable.
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To whom it concernes: Evo Spin offs. Do you have a thread for your version? It's rather mixed up in here and to give feed back on missions is a problem. I would advice that if you have a spin off of the Evo mission you release, create a thread about it. Would help address issues with it, if any.
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@mazza, Turn off Stats it helps a bit.
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Ok we managed to get one of your versions onto our server for testing, this was V3.6 Any way here they are for that version cuz they most prob are still there. I was playing as Commander and my squady was a Engineer. 1st: West side get's Kamov and shilka instead of Cobra and Vulcan. This leads to massive losses on the East side untill the Friendly Vechile is Recognized as Hostile And then if there are still any thing to kill em they might just get it right. 2nd: Players in my squad did not get equiped when I equiped them. 3rd: Menu's need to be closed with Esc instead of clicking on the close button since the gun some times Fires as well. Esc just safer. 4th: Player Squad member don't give Points to Squad leader, Strange since AI units under the SL do :P 5th: Then there is a hudge bug with points when there are two players in a squad. When the squad mamber dies and spawns at base the Squad leader will get 1 point repeatedly for a while I got about 60 points from this happening twice. 6th: The Recruit Soldier menu's MG guy will not work, and the SMP MG's decription is given when selecting him, Also when calling a SMP MG I get a MG guy but he dies in air after spawning. 7th: Engineers can't get there hands on Repair trucks, This was reported to me so if there are Repair trucks some where sorry I hope this helps you to find the bug's and fix em. Will try to get V3.3 onto our server as that seemed the most stable one I've tested to date.
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It takes some time to test every thing in the mission with out a way to instantly be able to check all the "Purchase Vechiles" and other menu's. Possible to release a testing version or add it as a option at startup? That way we can report more things we find quicker.
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I can concur the Bug's about the vechiles. Haven't had mush time to test any thing else.
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Wicked thanks for the PSO and Ammo crates times. Does that mean the AI in my squad or the units that are battling for Sahrani?