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Flogger23m

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Posts posted by Flogger23m


  1. 7 minutes ago, drebin052 said:

     

    No time for a video but I can post a few screenies to give you an idea of what it looks like:

     

      Hide contents

    SV5osN6.png

     

    jBIw3od.jpg

     

    RvYIWFT.png

     

    byatxFy.png

     

    zuyvQRS.png

     

    This is the main menu by the way (note the lack of an EDITOR tab):

     

    YHCrZFy.png

     

     

     

    Thanks. Looks very basic but at least you can sort of test out units. They need to add some more here, even if it isn't as detailed as ArmA 3. If the mission editor can offer at least the ability to make basic missions/scenarios for 100% offline play I'd buy it. It might not be a full game, but $30 is a fair price. Again, assuming they can add more and allow an offline mission editor.


  2. 4 minutes ago, aviatormoser said:

     

    Ouch, that's a heartbreaker. Most of my 5,000 hours of Arma 3 was working in the mission editor.

     

    Can someone confirm if true and make a video of what Reforger offers? No 3D mission editor is a no buy for me. How am I supposed to test things out without a proper editor?  Early Access MP only game is also a no buy for me, game will be dead in 3 weeks like 98% of all early access MP only games.


  3. Does ArmA Reforger have a mission editor at least on par with ArmA 3? Same basic GUI and abilities, like placement of structures, vehicles, editing of loadouts, placement of weapons on the ground, etc.? I have zero interest in online zombie mods and only played ArmA 1/2/3 as a simulator or tactical shooter wannabe.

     

    I have many issues with ArmA 1/2/3, and does Reforger do anything to address them as is?

     

    - Proper weapon animations
    - A sensible AI command issuing interface
    - More realistic movement, less likely to get snagged on things, etc.
    - Better vehicle handling and reactions to damage
    - Vehicles that can follow way points reasonably accurately
    - Vehicles that can follow a way point across a bridge? Because in Arma 3, they just drive around it and into the water
    - More dynamic weapon loadouts like being able to carry both a precision rifle and a carbine just like real snipers
    - Ability to command AI to clear buildings
    - More dynamic commands like tossing a grenade over a fence, direct positioning, etc.
    - NPCs that don't walk through buildings
    - Better weapon recoil system, because ArmA 3 is very dated and unrealistic

     

    Seems like this dropped without any real info, is Early Access, and a "miniature" version of ArmA 4 which has me skeptical. If it is a step back from ArmA 3 in terms of features and abilities without fixing some or all of the issues above I'm not sure what it brings to the table.


  4. So I take it this is the important stuff:

    Quote

     

    if (! isDedicated) then {

    waitUntil {!isNull player};

    TransferProviders = {

    _oldUnit = _this select 0;

    _oldProviders = _oldUnit getVariable ["BIS_SUPP_allProviderModules",[]];

    _HQ = _oldUnit getVariable ["BIS_SUPP_HQ",nil];

    if (isNil {player getVariable ["BIS_SUPP_HQ",nil]}) then {

    if ((count _oldProviders) > 0) then {

    {

    _providerModule = _x;

    {

    if (typeOf _x == "SupportRequester" && _oldUnit in (synchronizedObjects _x)) then {

    [player, _x, _providerModule] call BIS_fnc_addSupportLink;

    };

    }forEach synchronizedObjects _providerModule;

    }forEach _oldProviders;

    };

    player setVariable ["BIS_SUPP_transmitting", false];

    player kbAddTopic ["BIS_SUPP_protocol", "A3\Modules_F\supports\kb\protocol.bikb", "A3\Modules_F\supports\kb\protocol.fsm", {call compile preprocessFileLineNumbers "A3\Modules_F\supports\kb\protocol.sqf"}];

    player setVariable ["BIS_SUPP_HQ", _HQ];

    };

    {

    _used = _oldUnit getVariable [format ["BIS_SUPP_used_%1",_x], 0];

    player setVariable [format ["BIS_SUPP_used_%1", _x], _used, true]

    } forEach [

    "Artillery",

    "CAS_Heli",

    "CAS_Bombing",

    "UAV",

    "Drop",

    "Transport"

    ];

    };

    _thread = [] spawn {

    _unit = player;

    while {true} do {

    waitUntil {_unit != player };

    hintSilent " Player has changed";

    [_unit] call TransferProviders;

    _unit = player;

    };

    };

    };

     

     

    But where would I place it? The INT line for the support requester? Or provider? Both?


  5. Don't really give a damn about a new map, when the base game is so dysfunctional, poorly documented, and missing remedial features. How many damn games do we have to buy? How many damn DLCs? And many times are they going to rape their customers with go kart crap? And all they can do is give us another crappy map when the game breaking shortcomings are still present? This is what I get for pre-ordering this game years ago? No working artillery? What kind of nonsense is this? I bought your Apex DLC already to show my support, I already received another map that I had little interest in. And this is what we get? I'm fucking pissed. Someone needs to break out the whips and crack some skulls at BI if they think this is acceptable. Take your map and shove it up your ass. Unless we start seeing big changes and soon, count me out of any future purchases. I keep telling myself to give them one more chance, maybe buy some DLC to keep them going, and they keep blowing it. I'd had it, and I'm livid.

     

    I'm sorry if this offends the fanboys and yes men around here, but it needs to be said.


  6. As the title says, the game does not allow the player to use artillery after they switch to another unit, or after they die and switch to another unit. I've synched the artillery to every single controllable unit in the game. But that does not help, because as soon as I switch to another unit or die I can no longer view it under the "Supports" area.

     

    I'm not sure why something so simple cannot be accomplished in any insightful way, and not a single search result or tutorial on youtube can bring up something useful.

     

    Q3thbBT.jpg

    MMnyfPc.jpg

     

    I've even made unique support provider / requesters for each and every unit previously, which did nothing. To say I'm fucking pissed at how difficult it is to do such a simple function would be putting it lightly. Three games, dozens of DLCs later, and something so simple and remedial is obscenely hard to accomplish in this game.


  7. Thanks for the reply. That is a bit cumbersome especially if I have to do it for a number of different weapons per mission. I have an unrelated question, but figured I'd make it in this thread.

     

    In ArmA 1/2 I used to call in artillery support. I do not recall how to do this at all. I even placed artillery in my squad and can't find them under Supports. What should I do to be able to have them drop rounds on a designated area?

     

    Edit: Figured part of it out by assigning it to a single unit. Two other questions:

     

    1) How can I assign artillery support for every member in a squad?

    2) I can't seem to have both a mortar and heavier artillery under "Supports" at the same time, yet both are synched. Can a player only be able to call in one type of support at once?


  8. I can't seem to figure out how to unload a weapon in the EDEN mission editor. I often use suppressed weapons and replace all magazines with subsonic ammo, however the first magazine is always using a super sonic load by default. This is a bit of an annoyance for the player, but even worse for the AI as their first shots will be super sonic defeating the purpose of trying to be discrete. I must be missing it, but is there a way to change the ammo type for the magazines inserted into the weapon?


  9. 1 hour ago, Grumpy Old Man said:

    Dude, it's on sale for 10 bucks.

    10 bucks.

    A cinema ticket costs more.

    Should be a no brainer really.

     

    Cheers

     

     

    False on both accounts, movie tickets are $5 here and it is $11.89. ;) Though I am not sure what a movie ticket has to do with anything?

     

    Regardless, being smart with your money is always... smart. If you don't have anything useful to say it is best to keep shut.

     

    Are discounts on top of discounts a common thing during sales? Does that even happen?

     

    I am wondering if the Steam sale will offer a better discount, which would be a different sale.

     

    But I think I'll just wait it out. From the looks of it the map is fairly small so it will probably get old after a few hours. Maybe it will be cheaper in the next few weeks.


  10. I'm afraid in our mod we only work with one wishlist, our own. Which, in case anyone is curious, is really really long and would take us few lives to create everything there  :D 

    But you can always try here, which is where the wishes & requests belong in these forums -> A3 Addon request thread  ;)

     

    Please understand the difference between a wish list and demands. I didn't and won't tell you what to do. I would simply be grateful if more of the common equipment for each faction gets finished by the team. A wish list (that isn't absurd) is just a quick way to tell someone you'd love to see them continue their work. I would never have thought telling someone I appreciate their work and would love to see more of it would cause them to throw a fit. Given the hostile response you'd think I threw out insults or demands to implement things. I'll still download your mod though.

     

    To be clear, this isn't directed at you Misty. I understand and when I dabble in some (extremely) simple modding I work off of my own wish list as well. :) Best of luck with your future work.


  11. I'll add some simple ones that have been in just about every mission editor since the 90-early 2000s but are strangely missing from ArmA 3:

     

    1)

     

    Condition: Group X (or unit) Dead

     

    Result: Activate Group Y

     

    Simply put, something is killed, something else spawns. Then add in all of the other common sense stuff. Group or unit X is damaged, then Group Y proceeds to next waypoint. This shouldn't be typed out.

     

    2) All of the above done via a trigger manager. Groups/units have default names, but can be named (as it currently is). When selecting a unit for a condition/result only units in the mission are shown to prevent typos and other common errors. 

     

    3) Waypoints for vehicles which automatically follow roads. Prevents us having to manually place hundreds of waypoints for vehicles to follow roads, which they can't really do properly. LOMAC did this a decade plus ago and that was a flight sim. Not sure why a ground combat came doesn't allow this.

     

    4) Waypoint options which prioritize a unit (or groups) weapon preferences.

     

    5) Mission briefing should look just like it does in game, with the proper formatting. You simply import pictures and type your text. Done.

     

    6) Export mission name should default to the same name as the mission editor name.

     

    7) Vehicles should disclose how many passengers can fit inside of them.

     

    8) Straight forward way of giving the mission designer a way to choose the unit you spawn in. Or perhaps missions with more than one possible player can simple display available units up front rather than forcing you into a unit but that is going off topic.

     

     

    A couple of quick ones. Still has a long way to go before it is properly usable but at least they're getting to it 3 years post release.

     


  12. This is ridiculous and a little unreasonable, don't you think?

    If you read my posts, how is anything I'm asking for not a perfectly adequate argument for keeping it in some form? Your response pretty much equates to "just get better at scripting" which is crazy on so many levels.

     

    EDEN sucks as it is, but at least is useable unlike the horrific 2D editor. Basic functionality is hidden, time consuming and looks like a clusterfuck to put it nicely. Drawing lines, typing scripts and all sorts of nonsense for something as simple as activating/deactivating a single unit. They should dump the 2D editor quickly and shape up EDEN to make it a proper editor. The linage to the old and garbage 2D editor is very evident, and the quicker they make EDEN stand on its own and stop emulating the horrible 2D editor the better. The entire line tracing and typing concept of the triggers is terrible and needs to get torn out of EDEN and replaced with something intelligent. Supporting two editors when they're clearly having trouble supporting one would be a disaster.

     

    Using the 2D editor is like using MS DOS in 2016. EDEN is like using Windows 95... still a pain in the ass, but so much better. And for most of yours needs you can always hit "M" and view things in a 2D overlay when necessary.


  13. Will try the first part. Still figuring out the 2nd part.

     

    Another quick question. How do I make turrets hold? Made a hold waypoint, placed it on the unit, a trigger which skips the hold waypoint after OPFOR is present. But they seem to shoot regardless of the trigger being activated. Works fine for other vehicles but not turrets. The men manning them spawn already using the turrets if it matters.

     

    Edit: Game is having difficulty making helis skip hold waypoints again. Have a simple trigger after which 3 units are killed the helis are to skip their hold waypoint and move in to attack. Once again they just sit there. Why can't there just be a simple "Group X Dead, Activate Group Y" command like DCS? Would make such simple things much easier, not to mention a hell of a lot less messy.


  14. 1.) hint? cuttext, BIS_fnc_dynamicText (just try the example)?

    2.) or / ||

    3.) doStop, action ["getOut", _x] foreach units group yourObject;

     

    Thanks. So to make the APCs stop (apc1-apc7, seven vehicles in four different groups) I would write:

     

    !alive apc1 || apc2 ; doStop [apc1, _apc2];

     

    And obviously include up to apc7, shortened it to keep it simple here. A ";" should be sufficient to separate the two different parts right? As I understand it, this should kill the engines on all the individual APCs and make them hold without the crew exiting the vehicles.

     

    The second part is still confusing me. On another trigger, once all AT launchers are down, I write:

     

    !alive tow1 && tow2 && tow3

     

    Now the part where they return to following their waypoints is what I don't get.

     

    _playerGrp = group player

     

    As in:

     

    apc1 = whatever the APC's group is called?


  15. Have some more questions regarding EDEN.

     

    1) How do I make a trigger display a text message in game? It was rather straight forward in the ArmA 2 editor but I can't seem to find it in EDEN.

     

    2) I know how to make a trigger activate when all defined entities / units are killed. !alive unit1 && unit 2, ect. But how do I make a trigger activate if only one of the defined entities / units is killed? I have a group of seven vehicles and as soon as the first one goes down I'd like a trigger to activate.

     

    3) Building upon question #2, how would I make the remaining six vehicles both hold and prematurely deploy infantry as soon as one of them is destroyed? Can I do this via a trigger which forces a hold command? And if so, can another trigger remove this hold command so the vehicles can continue on with their way points?

     

    To better illustrate what I am trying to accomplish, as soon as an APC gets hit by an anti tank launcher I want the convoy to halt. Infantry automatically dismounts if they have not already reached the transport unload waypoint and takes out the anti tank launchers (!alive tow1 && tow2 && tow3). Once that is done I would like a trigger to remove the hold command imposed by the previous trigger. This way the APCs and dismounted infantry can continue on with the mission.

     

     

     


  16. Great work on the mod so far. I am really enjoying it and the quality of the content is very nice. My wishlist of things to see in future versions; I realize you are likely working on lots of this already:

     

    RPK-74 & AKS-74U

    LAV

    Stryker variants

    AAV

    Some special units for both sides.

    Some mobile SAM options. Tor, Tunguska.

     

    As I mentioned, the content so far is great. Just need some stuff for an amphibious landing for the USMC.

     


  17. One more bump. Still trying the following:

     

    How can I make units activate a waypoint when certain units are dead? EX) I want to make helicopters come in for support after air defense units are destroyed, and when armor is destroyed transports will come in after that.

     

    Been at this for hours with zero success. It takes seconds in every editor in every other game I've played. There is no excuse for the bullshit required for the most frequently used function in a mission editor.


  18. Advantages of 2d editor are obvious when you need a quick testing environment where you want quickly try things. It starts faster and you are doubleclick away from preview. It is also fast to return back and restart preview. 3d editor is not suited for this. I would like to have an option to be able to quick test something.

     

    I see almost zero loading time difference. Get an SSD because it sounds like you lack one. We're talking 1 second if that. The 3D editor is better as it adds some basic functions, but still lacks many. Kill off the 2D editor and bring the 3D editor on par with games from the 90s and I'll be happy.


  19. Seems odd because as I mentioned in the OP, different units with the same settings do entirely different things (shoot on sight or never shoot). Oh well, I have a more simple question now:

     

    How can I make units activate a waypoint when certain units are dead? EX) I want to make helicopters come in for support after air defense units are destroyed, and when armor is destroyed transports will come in after that.


  20. Hello,

     

    I am having some trouble with AI behavior types. I am trying to make enemy NPCs only return fire if they are shot at. I have done the following:

     

    Set behavior to Careless, Combat Mode (?) to Do Not Fire Unless Fired Upon, Keep Formation.

     

    However I am getting very mixed results. Some NPCs with these settings will never return fire, even if I am standing right in front of them and shoot them twice in the leg. Other times NPC units with the exact same settings opens fire on me even when I have not fired a single shot. I am setting these conditions at the first way point. Can anyone explain why I am seeing two very different results? And as either result is not what I am looking for, is there a way to make enemy NPCs do the following:

     

    - Only return fire when shot at/shot.

     

     

    To give some background, here is what I am trying to do mission wise:

     

    - BLUFOR is disguised in OPFOR uniforms. Using an element of surprise so they're not shot on sight, the player & their squad is to silently eliminate a town of guards to steal vehicles. To simulate this, the NPCs must not shoot as soon as BLUFOR is spotted but must be able to return fire when they notice the player/squad shooting them.

     

    - Vehicles are then stolen, driven to an air field where the player/squad destroys some parked helicopters before making an ex-filtration. Again, the OFPOR NPCs must not shoot the player/BLUFOR on sight. Remember, we're in OPFOR vehicles and it is night so they can't tell that enemies are using their uniforms/gear until we open fire.

     

     

    Any help in making the NPCs work correctly for such a mission would be helpful. Also, slightly less important topic, but how do I write text briefings? I am using EDEN to be clear.

     

     


  21. Hello,

     

    Not too sure if this is intetional or a bug, but I get an issue rather frequently. Frequently when I preview a mission (select unit, click play as) and then exit back into the EDEN editor I am no longer able to pan my camera or zoom in/out with the WASD, +, - or mouse. Is there a button that I am hitting that accidently locks the camera? I don't hit anything else so I am doubting that. The only way to correct this is to exit to the main menu, but that slows down mission design. Any help would be appreciated.


  22. Simple question as asked in the thread title. How to use turrets/mortars in ArmA 3. Looking for a simple answer not smartass/bullshit responses. No, search was useless. No, google did not provide proper results. No, the manual in ArmA 3 is a joke and provides no useful information regarding the subject.

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