-
Content Count
668 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by Ghost
-
Updated both missions to include the classname changes and improved scripts. Armaholic links updated now. Issues should be fixed now. Thankyou for your patience. If you downloaded the files prior to 20130328 @ 2018Z then please redownload.
-
Thank you for playing. Great thing about these missions if there happens to be a bug for some reason with the tasks, just reload mission and issue should be gone. Just want to add the save/equip loadout works amazingly in sp mode but mp for some reason you seem to lose a pistol magazine each time. Not sure what to do about that atm. Kommiekat - This mission was designed for a dedicated mp setting but should work for sp. Initially your computer might run slow until all scripts have finished loading the missions.
-
First official release of Incoming Mission and Enemy Assault ready for all of you. Be advised missions were intended for a dedicated server for better performance. Most scripts are ran at start and are then finished. Any issues or praises please feel free to post here. Thank you for your time.
-
AddAction ran from Server script on Spawned Object
Ghost replied to Ghost's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the reply, will look into it. Be nice to have pub variable for the addaction *Update* Looks like using the setVehicleInit and processInitCommands worked out well. May not be the best method but it works and I am happy with that. -
This is the latest in my progression for completely dynamic missions. The objective location, start location and type of objectives are random every time you play. Some of the objectives that might come up are; Rescue, gather intel, or assassination. Enemy locations and patrols are in a random place or pattern. Weapons box at base will have a large selection of weapons to suite any mission or persons needs. If RH weapons are chosen you will need all available packs (HK416,M4/M16,MK18,M14,PDW,Pistol,MGS,SMG,M40) in order to not get any errors. Currently this mission is on 3 different maps; Takistan, ClAfghan and Aliabad. This mission is designed to be played on a dedicated server. Should work on a local host but no promises. Change Log V2.2 Added Crash Objective Improved various scripts - fixed loadout saving/equiping - spawing scripts use a central unit list, ect You can choose to fight Russians, Insurgents or Taliban. Added various ACE modules for more affects (ammo cook-off) Removed medkit module - now only medics and do full medkit heal Changed number of objectives from 2 to 3 Removed ACRE dependency Removed "flip atv" action from non-atv vehicles Added option for mission fail when all players are dead (on/off) missions are strictly ACE now - makes my life easier and seems everyone plays only ACE Added mission to Lingor map - now mission is playable on Lingor, Takistan, ClAfghan, Aliabad Region Change Log V2 Fixed Intel Task not completing Improved various scripts Added ACE and Acre missions changed enemy to Russians Tested numerous times with up to 5 people on a dedicated server with little to no issues. Key features Completely dynamic every time played Great replay R3F Revive RH Weapons (optional) Base respawn (optional) Random Time and Weather Random objective location, spawn point, and objectives. Flip ATV option Future Plans More objectives (currently 7) More maps supported Less hiccups More options Known Issues On very rare occasions the base will be inside the objective zone On rare occasions certain objectives do not get placed properly. If you cannot find the intel or pow in a building look around the center of the task marker Download FTP LINK V2.2 Armaholic link Islands and Weapons (optional) http://www.armaholic.com/page.php?id=16711 http://www.armaholic.com/page.php?id=15580 http://www.armaholic.com/page.php?id=10792 http://www.armaholic.com/users.php?m=details&id=9088&u=RobertHammer
-
I will look into this and if there is enough support then we shall see what I can do.
-
I appreciate all feedback about my missions. I know they are not perfect and I miss stuff because it is just me making them, but I put a lot of effort into them.
-
Updated mission pack to V2.2 - check first post for links and info
-
Need help with custom objective please
Ghost replied to Sneakers O'Toole's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Why not do away with the switch case and do a line like this to select the random vehicle. _r = floor(random count _vehCLASSname); _vehVAR = _vehCLASSnameselect _r; _vehTXT = _vehTXTArray select _r; -
Help with random start position script
Ghost posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have a script that will choose a random location outside of the AO which is also randomly chosen. This script works 99.9% of the time but every now and then the location will be inside the AO with no errors reported in server or client rpt files. _locselpos = locationPosition _locsel;//get position of location _locselname = text _locsel;//get name of location _locselsize = size _locsel;//get size of position _marksizex = ((_locselsize select 0) * 2);//multiply specified amount by x radius _marksizey = ((_locselsize select 1) * 2);//multiply specified amount by y radius sleep 0.5; _startsizex = (_marksizex + 700);//start position x size _startsizey = (_marksizey + 700);//start position y size sleep 1; //finds random location outside of objective area for starting players _startpos = [(_locselpos select 0) + _startsizex * (sin(random 359)),(_locselpos select 1) + _startsizey * (cos(random 359))]; _ghst_startpos = [_startpos, 0, 70, 0, 0, 1, 0, [], [[1,1,1],[1,1,1]]] call BIS_fnc_findSafePos; _ghst_startdir = [_ghst_startpos, _locselpos] call BIS_fnc_dirTo; sleep 1; ghst_startpos = _ghst_startpos; ghst_startdir = _ghst_startdir; publicVariable "ghst_startdir"; publicVariable "ghst_startpos"; -
ASC - Customizable Weapon Addon
Ghost replied to Lester's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
ACE Team really needs to implement this. It is a must for the ArmA series. -
Yes I remember those days. Hopefully more fun to come soon :)
-
ACRE works just fine for us. Are you running a dedicated server or local host? The non-ACE versions do not use ACRE. What are the other 'bugs' you are seeing?
-
Version 2 released with numerous fixes and tweaks. Also converted the 3 missions to support ACE and ACRE. Missions have been tested more so there should be less issues.
-
V1C of my SD Zargabad mission is finally ready for public consumption. Been working on this mission on/off for a while now and have played it hundreds of times with my local group. Best test team I know Thanks to all of you for putting up with my blabbering. Palehorse WardenMac BigLarry Ceej Blacknight Oglesbee Patterson Will Gordo Kylania Plank Bobbitt and anyone else I am forgetting at this time. Features: Uses R3f Revive Optional use of RH weapon packs. Note: If you use RH you will need ALL RH weapon packs (HK416,M4/M16,MK18,M14,PDW,Pistol,MGS,SMG,M40,AK's) Completely random locations of units in buildings, patrols, and objectives. Every play should be different. Vehicles at base camp respawn after 5 minutes if destroyed or cannot move as long as no alive players are inside them. Has lights out feature for true night ops - Just destroy the power plant on map. Can specify the accuracy of enemy AI at parameters screen. Both ACE and non-ACE included. Facts: Objective Markers are client side to help eliminate global errors especially with JIP. If a client has an issue with his markers disconnect and reconnect and the markers should be updated. If an Objective is say a unit he may wonder from his marked location, so be prepared to search around. Dont forget to check high and low and watch those openings. Zargabad may have some unfriendly devices in the area. Designed to be played on a Dedicated server. May be demanding on some machines due to high unit counts ~ 150-180. Issues: Objective markers may not be the same for every client but should be close enough. If there is an issue disconnect and reconnect It may be possible for an objective to not move to its random location because of a glitch that may happen due to how random the scripts are. After 20+ tests with almost max players only had 1 error that was not show stopper. Because ammo boxes are client side they may appear in slightly different positions. If you destroy a building and it covers the ied boxes that you need to destroy you probably will not be able to ever blow them up. Armaholic SD Zargabad Co-12 SD Zargabad CO12 V1C
-
I updated this mission to V1C. Download includes both ACE and non-ACE versions. Enjoy! :)
-
Problem with addAction and dynamically placed object (related to # of players?)
Ghost replied to Wolfenswan's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
check your rpt file for errors as well. isserver is not needed in the addaction script. More info about MP Framework is found on these forums, so try searching around. http://community.bistudio.com/wiki/RPT -
Respawn Stopped Working in Editor
Ghost replied to foxwilliam3's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Like everyone else is saying. If you die in sp and are using the default BI respawn then it will not work. Once you preview your mission in MP it will work fine as long as all the params are setup properly. -
Problem with addAction and dynamically placed object (related to # of players?)
Ghost replied to Wolfenswan's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I would add this action on the server side only. Remember that the addaction is local to the player that calls it so the stuff in the scrpt will not be shown to the other players. If you want others to see this stuff then you need to use the RE commads http://community.bistudio.com/wiki/Multiplayer_framework. What is the script doing that you call from the addaction? -
These are a collection of scripts I have written over the past few years. Some might have minor issues but most work at least 98% of the time without a hitch. I would like to thank all that have supported me and BI for the most amazing game ever! Special thanks to Kylania, Wolle, Kronzky, and all members of the true Ghostland. Note these are all WIP and can and will change from time to time. These scripts are capable of making an entire mission by themselves if used properly. Some of the script types include: dynamic weapon list generation, dynamic building population, dynamic patrols by vehicles or infantry, and roof top mgs, and many more. Any feedback is appreciated. Ghost ArmA2 Scripts
-
Infection (light zombie addon)
Ghost replied to Einherj's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Looking good so far! As some have mentioned once you finish the animations and mechanics zombie skins and sounds are a must. Also make it so any unit killed by a zombie will turn as well so numbers with duplicate. I like the zombie walk you have going on its great. Most important of all is keep it light like you plan and dont over complicate the system so it is no fun or really buggy. -
[R3F] Revive : A lightweight and efficient revive
Ghost replied to madbull's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the reply. So I just fill out all three parameters or do I need to set the medic can revive to false and only use the slots or classname parameter? -
[R3F] Revive : A lightweight and efficient revive
Ghost replied to madbull's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This revive is not working as mentioned. No matter what combinations I use I can not get the revive system to work for all units. I am using this with ArmA2 with OA. -
Im still new to this scripting but thought i had a basic understanding of sqf. How is java better? performance is what i heard mentioned. But is it a similar format to what we already know? It makes me feel slightly better seeing the experts excited by the change.
-
My first ArmA II mission is ready for release. I apologize in advance if there are issues as I have not been able to test with anyone and a lot of things are new to the series and I have little experience with them. Any support is much appreciated. Please let me know of any problems you had, and if it was sp, dedicated server or stand alone server and the nature of the problem. Everything should work but again, I was not able to test as much as I would have liked. Enjoy. ***UPDATE 20100424*** V5 available with a version of Norrins revive. This has been sitting around for a while and thought I would release the update. Enjoy. Armaholic mirror: - Insurgent Airfield Co-10 v5.0 http://www.ghost.armaholic.eu/ARMAII/Insurgent_Airfield_CO10_V5.Chernarus.pbo.7z Added Norrin revive, made one ammo box with all weapons.