FritzDaKat
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Everything posted by FritzDaKat
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Yomies Spawning system
FritzDaKat replied to D.murphy man's topic in ARMA - MISSION EDITING & SCRIPTING
nillScripter here with a logic based idea, feel free to shoot holes all thru it. I've dug thru the Quarantine files and mabey an additional solution to raise that bar on group limit might be to remove the "dead" and cleared Yomies not by deleting them entirely but rather by respawning them to one of the remote islands on the map like where they spawn from and hide them untill needed using the cache units function from -eutf-Myke to cut down on resource usage. I'm also looking into changing the spawn point and zone clearing triggers from actual editor placed triggers to using ones called by gamelogic as described by Lee Hunt in the Exploding Triggers demo script. I think with this combo not only should Yomie headcount appear to be endless but will happen with a minimal impact on the players system resources. I'm also hoping that the added delay in gamelogic checks will cause a more seamless feel between spawn zones. (Yomies from last spawn chasing you into the next batch of yomies before they're cleared) Hopefully with all this in place, it could make for a nice mission to play on a Dedicated server for as long as ArmA decides to keep running. Thoughts? -
My deepest and most sincere appologies for not browsing all 82 pages of this thread but my 2.6 Kbps dialup connection (Ahhh, the Rural Ozarks...)would make that process take all week. Â I've downloaded virtually every stand alone objects pack / editor update etc. I've been able to find since ArmA came out and to date I have yet to find a good, simple, easy to place (Editor silouette icon matches with positioning of object in game) 1m.Lx1m.Hx.333m.D section of straight Sandbag wall. Something tall enough to prevent it from being walked over, yet not so tall as to prevent things like Static M2's having issues aquiring targets beyond it. (Dont get why BIS didn't have that in the editor from day 1. Sure the unspooled razor wire looks cool and all, but not so good in the "provides cover from small arms fire" department.) Serious buisness aside, I think an addon pack themed after the "Mars Attacks" movie could lead to some serious fun, provided someone can get the "Ack-Ack-a-Rack!" Martian chat in .wss format and mapped to the OpFor voices. Â Mabey another based on the Twilight 2000 RPG could be interesting, custom objects (or mabey as custom weapons crates as there was that script for loading crates to vehicles I spotted some months ago, would be "more realistic" to load a crate-sized object) to be used as salvagable raw materials at the players base camp / town for the making of crude weapons & equipment (Sawed off shotguns, Pistol-Crossbow gloves {Ahhh, the Road Warrior,,,} Nice variety of off-the-shelf hunting rifles, A-Team style dune buggies and such) That SPON-Money script should be adaptable to where materials are sorted, gathered and stored as is with currency now, so instead of just $ prices for objects at a shop, one would need, wood, metal, plastic resources and so-forth. But yea', some small, short stacks of sandbag's would be great for starters, mabey some brick and cordwood sections of the same AI-friendly dimensions too? Â Sorry if I've rambled but as mentioned, Rural Ozarks, I've got lots of time on my hands till May. Â Someday I'll get around to working with O2, but for now I'm still getting "up to speed" (if there really is such a thing. lol) with the editor and scripting.
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Playing only SP myself, I took a slightly different approach. I started using a QG Merc Repair unit (Has Medic Skills), thou in fairness, I wiped out the respawn and backup troops. Mabey have 1 out of 4 players spawn as a Merc? Hmmm, on the MP side, would it be possible to have players respawn on the Yomie side? He could be like the Chopper pilot in Dawn of the dead who led the other Zombies upstairs at the Mall, or the Clever Gas station attendant Zombie fromLand of the Dead, leading a squad of Yomies on foot to the spawn area? Might be an interesting approach for PvP now that theres a Seize Zones mod? (I Sooooo hope ArmA 2's buildings are more usable so as to allow something like a Dawn of the Dead Mission, Securing the mall, then warding off the Zombies and Biker Gangs) @ 5133p39: Coongrats on the New porta-rig! Any chance of future Yomies being able to spread infection? i.e. turn survivors & Civilians into Yomies? Edit: Fixed range nightvision sure sounds like an addon that might be worth considering for the "creep-me-out / make me play with the lights on" factor. Vague shadows and forms moving around at about 50-100m, blackness beyond, death approaching,,, Never thought I'd find a mission that would raise the hairs on my neck. Question for MP games, if the man1, man2, etc. units were moved to far flung towns on the south side, would they respawn there or at the respawn geurilla marker in the seaport? (If latter=true then execvm ""fitswithstoryline.sqf""; Â ) True it would mean having to locate a nearby vehicle, hope it isnt fubar and race to town (Mabey let player spawn with an m9 and 3 clips like most of the other survivors, or do a random grab bag for starting weapons etc.?) then if it's an MP server, that would just make JiP's more like survivors in need of rescue from the undead hordes.
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Cool, but at 320MB / 2.5 Kbps dl, we'll be tweaking out ArmA 2 sooner. My dial up blows chunks of chunk. Â I dont suppose the objects file is on an ftp somwhere? Â EDIT, RE: MG (not)Targeting yomies. Well for poop's & giggles I replaced the barbed wire fencing with the Vanilla L shaped sandbag fencing (Cant seem to get the buggers to square up properly thou so I may have to just make a wall 3 bags deep and massivley overlayed (I've known some games turn that into a performance hit from collision, ArmA seems not so picky. Big pain in the butt, but till I did that the MG's never had a chance to run out of ammo, now they're nearly melting their barrels. Wonder why BI never included a straight 1m stretch of sandbag walls in the objects list?
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Hmmm, how is it exactly you get them positioned in the nest? I can dead center them, but they always end up at the base. Entry in the init line for the unit to elevate them or something? Or would elevation be the decimal figure which I've seen in the placement dial? And if so relative to what, sea level or ground level? (Having similar issues with the Bazef 1.1 object pack. Walls are nice but never seem to position properly, need to figure out how to adjust pitch and elevation somehow, Ugh, manual labor... lol) Mabey I should read the Comref some more. lol Still need to check those towers to see if the spotlights lock to targets or just scan horison. P.S. Anyone know of an addon pack with some decent pre-built sandbag walls? That wall builder requires too much english / spanish translation for me to tackle.
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Well, I found a script that's supposed to help build walls using sandbags or logs. If I can get it to work right (Seems it's in spanish?) mabey I can make some generic sandbag emplacements for the mg's? All the benefits of a wall without the AI having to try peeking over the barbed wire? Or if Murphy is feeling more ambitious than I am, Wall Builder script Theres a few others I'm playing with too, an extended explosion effect for vehicles which uses HE rounds to simulate exploding fuel / ammo. (Could be helpful while being chased by a horde near vehicles?) And a Bazef addon pack I found at Armed Assault info which has some nice towers w. spotlights as well as a really nice secure checkpoint building. Hope to get an MG stationed in the tower somehow but not sure how to work positioning vectors to get them in the tower properly (Noticed the loss of a few towers along with the border wall on United Sarani) Also saw a script to meddle with the Sarani power grid, would be nice to shut down power West of Corazol, that lighthouse makes me lag at night. lol Wheeee. Anything I come up with that I think is worth 2 cents, I'll forward to Murphy.
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Cant wait to try this with the 1.11 beta, One little problem thou. I'm on a crap-tastic dialup line with a blazing DL rate averaging about 2.6 Kbps So bad in fact I'm forced to use a download manager simply to cover the gaps when I momentarily loose connections with the server (Once every minute or two), so does anyone have a good mirror for me that would support resuming of the download? Please, please, please?
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Heh, I've got the same question basicly. Going to be on the road alot starting in a month or two and I was wondering which if any Laptops would best suit my needs performance-wise for playing / editing purposes? Anyone with a laptop of any type, could you please post fps / advanced video settings and viewdistance? Oh yea, Make, Model and so forth for your laptop. Thanks much in advance. Sorry if I missed a similar post 20 pages back but I'm on a dial up conn with a 2.5 Kbps avg. speed.
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1.11 fixed the savebug for me on Vista, QG runs cleaner too, Vanillarma about the same so far, but I'm only playing Quarantine in one form or another. That BLUEFOR idea taint too bad and with ArmA edits ability to "Find" on all open doc's, I should be able to find any other needed player ref's to "Independant" Anyone with thoughts on the workability of a Variable spawnpoint relative to ones finances? And another thought, would it be possible to make vehicles sellable at stores? (I'm thinking yes?). I may never sleep again at this rate (At least till I get that CDL.) Speaking of my CDL, Hate to go off topic (Really I do! but any suggestions on an Arm-A-ble Laptop?
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One Problem I'm noticing is while in an armed Vehicle, the HUD Tag goes red after having gunned down a good number of Yomies, do vehicles have a rating similar to the player character? P.S. : Murphy, I relocated things over to sara_dbe1 and noticed it runs a bit smoother (ArmAeffects on in both cases), possibly from there being less objects like the border wall in Corazol(sp...?) thou I did replace it with a barbed wire fence, still less textures to load I suppose. Nontheless there seemed to be less chug. And less Chug is good unless we're talkin' Beer. And RE: those Slacker MG gunners at the Quarantined outpost,,, I noticed it's typicly the same gunners who die, almost immediatly (5 minutes) after mission start. So I got curious and set an MH^ at my spawn so I could get there a.s.a.p. and see what was going on. Seems the MG nests occasionaly gun each other down. Could it be the AI "playing it safe" or the Gunners commander ordering a cease fire after a friendly fire incident? I'll try playing around with their firing arc and see if it helps any. But then they still get picked off by the roaming troops at times. Mabey some Out of fuel Vulcans set to Sentry the Gates as opposed to MG nests? It would be "cleaner" fencing the Vulcans off as to prevent Zombies spawning behind them. Or mabey figuring out some means to keep the zombies from spawning within the base perimiter? P.S.S. I noticed in another Zombie related thread there was mention of another Zombie addon where they could infect Civilians and such. Did you try mixing the two or would that not work. Had some ideas for a campaign where that could be usefull but not crucial, I like the 28 days later Yomies you used Good thing I'm unemployed, or I soon would be. I like this mission so much I'm actually getting to the point of not needing to look at the map for directions.
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@ Al Simmons: Line 46 in the main init.sqf  file, 5000 points added to rating per zombie killed. I bumped mine up to 15000 last night and so far, so good. But no promise it's an absolute fix. @BobNed: Have your players customised thier files in any way? Namely, if they spawn as anything but "OfficerG" they wont be able to trigger the missions. So if you've got a guy spawning with an M249, you know why he's having issues. Thou I guess it could be the game taking refrence from the first OfficerG in the list from the securearea.sqs if everyones running stock. Mabey a change in line 6, 12 and 21 to refrence man_1, man_2 etc. as opposed to OfficerG could help the triggering issue?  Not sure, I dont script per-se I just tinker, but it sounds logical. Edit: Mabey if the securearea.sqf refrenced "isPlayer" instead of the Object type or literal name of the unit it could fix the MP triggering issue? I know changing it allowed me to use the Spy from Queens Gambit, has more of a "Hellbent for Leather" feel to it as one would expect from a Zombie-Hunter.
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I was a bit puzzled as to why the yomies were on my team in the editor. lol. But theres already a 5k rating bonus for each kill in the stock init. Guess I'll bump it to 10k n' see. Thanks for the tip Snake. On the plus side, the 1.11 patch did not only not break anything thus far but I can now actualy save my game. (Hope the +10000 a head rating works) Alot of very well done "tricky-scripting" went into this, much appreciated. Nearly every time I've got arma-edit running I find myself in awe. Now with my save-game feature working, I'm all the more curious as to if the spawn base can be made variable to coincide with one's bank account? Would be cool, working up from a pocket full of lint and a dream, to an anti-zombie warlord with a small army at my command. This is why I love ArmA so much, nearly endless friggin' possibilities. If only allied AI didn't have such wanderlust. (Tried adding a spotter/medic support team, but every time I opened up, they ran for the hills. )
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Wow, havent had as much fun since Seek & Destroy. I've run pretty much nothing but Secure Area missions in SP since 2.2 came out. Really nice stuff. Thou I admit being able to run them in the saftey of a fully manned UH-60 ( ) has it's own appeal. Running 1.08 so savegame isnt an option really But it's ok, I can always get stuff back. Hmmm. can I fit the mission.sqm and init files into a PM to the Author?(rural dialup is sloooow. Last dl was 2.6Kbps ) Can spawn points be made variable relative to ones bank balance? I think I may build one on an island if so. And another at the airfield where I set up a resupply post. (I figure a natural rate of progression over time as far as establishing more stable environments.) Definatly gonna check out map_misc, Portable Chaingun would be nice for the Yomie mobs. Thou I do really want to add an occasional zombie to the survivors list, ya' know, just to have a "Bud" Type Yomie hangin around. It would come in handy for when a Yomie sneaks up on me, He could Yomi-Bash my attacker and perhaps save me a trip to the Field hospital tent. May try keeping 1 survivor in an MH-6 (Mabey a KA-50, we'll see) and use him to trigger spawning while I sit back on a hilltop with the svd? Mabey setting up a Merc-for-hire post similar to the stores? Hmmm... Hope 1.11 dosent break anything, would be nice to save. Ooops, I digress.. The one real annoying bug I saw was that on rare occasion my troops would turn on me, (My Tag went red??). At first I thought it was due to my having made spawn and trigger markers overlap (Hey, they had alot more Zombies Spawning in them!! lol ) And yes, I noticed the trigger issue for Secure missions while in a vehicle, but on the plus side, I was in an Apache at the time. As long as I dont trigger the start of the mission by getting out with an, I can just rocket them all away, land, pick off the "hiders" ala. M249 and complete the mission sucessfuly. Oh wait, alot of you dont have an Apache...
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Is it just my new dialup service or is Armaholic having issues on their FTP servers? 75% of the time I'm getting corrupt rars / unexpected end of file errors. (On a few files, not just Everon) This is pretty painful on a sub 28.8 line.
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I've been beefing up The Partisan lately, having quite a bit of fun making it next to impossible to complete a mission. But to date there's been one little problem plaguing me, it seems each and every time I manage to capture a V-80 in a hit & run mission it always morph's itself into a Mi24 for the next mission. Â It's driving me a lil' buggy as I've torn thru the init and exit sqs files and there seems to be no vehicle specific refrences for weapon pool? I guess I could make one spawn, but that would take 1/2 the fun out of it. (my goal is to build a fleet of 8 ai-flown V-80's "in formation", yea' I know it's gonna be 1 big air-crash, but it's fun, really.) I've looked thru every file and the only points at which an Mi24 or a Kamov are specificly refrenced are at the point in the script where the hit & run target zone get's spawned. (4, Mi-24's = 1/2 the fun of 9 V-80's) Really strange thing is the Mi17's stick around like one might expect them to.
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I thought the whole reason I built this newer box was for a better ofp game experience.
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The Partisan might be another example for you to check out. Not sure how much variance there is as I havent taken much of a look at the DMA templates. (Been having fun giving steroids to The Partisan ) Hmmmm, mabey I'll go have a peek now...
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Edit the Resistance Campaign
FritzDaKat replied to marcomio's topic in OFP : MISSION EDITING & SCRIPTING
I think he was doing what I had been doing wrong up untill a few minutes ago. Change x:\Program Files\Codemasters\Operation Flashpoint\Users\you\missions\resistance\missions\missions a thru z Into x:\Program Files\Codemasters\Operation Flashpoint\Users\you\missions\missions a thru z. It seems the editor wont search thru a campaign's subdirectory to find the mission files themselves. Hope this helps -
How to port a mission to another island?
FritzDaKat posted a topic in OFP : MISSION EDITING & SCRIPTING
How to port a mission to another island? I dunno, I'm askin'? Looking to move "The Partisan" dynamic campaign to other islands. Very noobish with this, just figured out how to add more troops to patrol's, more patrols, more startup gear, wider variety of vehicles to jack from OpFor, ect. Nothing wrong with it out of the box (In case McHale is reading), I'd just like a bit of a change in scenery is all. I'd also like to add arty, but that's not so important. -
How to port a mission to another island?
FritzDaKat replied to FritzDaKat's topic in OFP : MISSION EDITING & SCRIPTING
Sweet, worked well once I edited the description.ext file, now if I could only get it to open in the editor so I could hopefully relocate the "hot zones" around cities, Moved stuff to cain but now I have stuff spawning in the ocean   (moved entire un-pbo'ed "ThePartisan" folder to user\*me*\missions folder and the editor cant see it. Do I mabey need to move everything out of the main folder directory for the editor to see it? i.e. user\*me*\missions\ThePartisan\other files & subdirectories changed to user\*me*\missions\other files & subdirectories and gather them.... Oh wait,,, it's a mission editor, not a campaign editor,,, God this is the most fun I've had giving myself a headache in a long time.  And I think I might have figured out why the guy a few threads down had trouble editing the Res. campaign too.   ***Later that day,,,*** Yup, it works alright, but soooooo many triggers and game logic points to relocate...      -
Now THAT is friggin awesome. I don't think I've ever read such a well written rant with a satirical twist on how fubar things are. I will be spreading this link thru the far reaches of the Internet as it is just too darned good to miss. Thank you Sir for bringing this to our attention. P.S. I wonder if we can get Dennis Leary to do this as a monologue?
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This is a wise man, listen to his words.
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Dont feel bad there Youngin', I'm darn near 37 and the only reason I'm gonna drop my hard earned money on this is (as is ever was on any game but OFP ) the palm-so-sweaty-it-slips-off-the-mouse-and-knocks-my-beer-over-into-my-external-hard-drive- costing-me-4-times-what-the-game-is-worth-and-a-years-worth-of-elicit-porn-downloads-hardc ore MP Gaming fun stuff. Thou I do think I'll wait till it hit's the bargain bin as COD2 already has a modern weapons mod or 3 out for it. (We do get wiser with our money as we get older, no? Oh wait, I bought a Pontiac....)