james mckenzie-smith
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Everything posted by james mckenzie-smith
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Is there any way to make a unit invisible to the player, but not to the AI?
james mckenzie-smith replied to james mckenzie-smith's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks, F2k Sel. You are always a big help. -
Is there any way to make a unit invisible to the player, but not to the AI?
james mckenzie-smith replied to james mckenzie-smith's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well, there isn't one, otherwise I would. I daresay that I could make one, but of course I will need to learn a few new skills! -
Is there any way to make a unit invisible to the player, but not to the AI?
james mckenzie-smith replied to james mckenzie-smith's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I wish to make an aiming point for a GPMG in order to simulate an AI-controlled sustained fire mode, and for a squad/fire team SAW to have something to aim for when laying down some covering or speculative fire, when enemies are not directly determined to have been seen by the AI units in question. I would use createVehicle in order to create the target unit. As it is, doing so and applying deleteCollection and hideObject does not work, as mentioned before; AI gunners can be made to commandTarget no problem, but will not fire using any of the fire commands (except fire, in which the AI unit will fire one round up into the sky). This is also exclusively for SP, as I just don't make MP scenarios. That's not to say that will not change, but right now SP is my thing. As such, I have no experience using isServer, and I do not know if it would work in SP anyway. Is this an avenue worth exploring? I am guessing not, as SP games are intrinsically a server unto themselves, am I right? Thanks for your help so far, by the way! -
Classnames
james mckenzie-smith replied to hellfire257's topic in IRON FRONT: LIBERATION 1944 - MISSIONS - Editing & Scripting
Just noticed this, and sorry for being a year late for you, but the German mortar round's magazine class name is: LIB_8Rnd_81mmHE_GRWR34 If one wants to find out a magazine class name, simply place the weapon system in the editor, name it, and use this in a trigger: magazineClass = currentMagazine VehicleName; copyToClipboard (str (magazineClass)); That will copy the magazine class name to the clip board! -
Making a trigger detect a mine
james mckenzie-smith replied to james mckenzie-smith's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you for your assitance. That did not work for me, but I got around the problem by attaching the triggers to the mines, and having them detect the players instead! That worked fine. -
Making a trigger detect a mine
james mckenzie-smith posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi All, I am trying to have a trigger detect mines. I am attaching the trigger to a mobile unit, and I would like it to then be able to detect any mine as the unit moves. Now, it is easy enough to have the trigger detect a specific mine; one just groups it to the trigger, and when the mine is within the trigger radius, it gets detected. However, I cannot figure out how to make the trigger detect any mine, or any mine of a specific class; there is no trigger activation condition that seems to allow the detection of mines. Can anyone point me in the right direction here? Thanks! -
Detecting when a Vehicle is destroyed?
james mckenzie-smith replied to ryansoper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Have a trigger with the condition !alive vehicleName, where vehicleName is the name of the vehicle in question. You can put whatever code you like in the on Act box. -
High Command template: The US Army Ranger platoon
james mckenzie-smith posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
When you get on the five-yard line, you're gonna need my Rangers. I have further developed my HC menu system that I formerly introduced with my US Army armored bn template. This is a rather smaller unit, being only platoon sized. Battalion menu systems are all very well, but they do take a lot more time to create and test, so this platoon-sized one will have to do for now. Features include: - Halt and move commands for whole unit, or subunits - Squad splitting and reforming - Pn commander changing - Retain HC control after Team Switch - Orders for units to watch specific positions designated on the map - Mounting and dismounting non-organic helicopters - Placing of planning & tactical overlays during mission - Next-in-command team switch units appear as casualties mount There are other features. I am impatient to get this out the door, so I have NOT included a readme; some of the stuff should be obvious, but feel free to ask here if there is anything too perplexing. There are a few things that I should clarify to limit frustration. The basic organization of the menu system is based on a system that I have called UNIT WILL DO THIS. What this means is that, generally speaking, to get a unit to do something, you select the unit in question on the command menu, and then, in the sub-menu that appears, select the action that you wish the unit to undertake, and it will do it. Actions that end in the word "OUT" do not need further input from the player. Ones that end in "...OUT" - notice the three periods preceding the word 'out' - need to have a map click in order to instruct units as to where they are expected to go, or observe, or whatever it is the order in the menu is. Note the command '...WATCH position...OUT' will get HC units to observe clicked map positions. Very useful, but remember to select '...OBSERVE own arcs, OUT' when the units move, or they will continue to observe the previously designated position ad infinitum. There is a sub menu for air assault, which means helicopter insertions and extraction. This is a work in progress, and has driven me half frigging insane due to the tendency of AI pilots to bounce up and down when landing, or not turning their engines off after completing an RTB order. Also, note that in order to successfully land at either LZ or PZ, players will have to place invisible heli H landing pads (HeliHEmpty) using the 'Set landing position...' command on the 'OPORD Overlay' sub menu. Also note the option to hover low. This is currently of little use, but the plan is to give the Rangers a command using the GetOut action, so that the heli can drop them off over rougher terrain or on gentle to slightly steep slopes. With care, a player can orchestrate a pretty impressive air assault; without care, there are usually piles of bodies and fiery wreckage across Takistan. Practice makes perfect. The OPORD Overlay menu deserves a mention. It can more or less be ignored by the player, but I find it useful, and should be useful for others interested in simulating patrol operations. The most important things to know are the command 'Set landing position...' mentioned above, that will put the invisible heli landing pad down for the benefit of the AI pilots. Without this, they can choose some pretty weird places to land, so best make use of them if air assault is your thing. Place them in an LZ or PZ marker so that you know where they are; they are otherwise invisible! Look out for obstacles and slopes that can cause problems for landing helis. The OPORD Overlay commands 'Designate RP' and 'Designate RP 2' are somewhat important. They are Rally Points, and can be used with the platoon's command menu in an emergency (commands 'RALLY!' and 'RALLY 2!'). Basically, if things go really pear-shaped in a firefight, during an obstacle crossing, or under indirect fire, the player can order units to make for either RP, and they will do so without further input from the player. This is absolutely to be used only in an emergency, and it is important to checki the OPORD Overlay features on the map to update your RPs every so often to ensure that they are not too far away from the Rangers' current position. Alternatively, take care to NOT command units to retire to the RPs. All of the other OPORD Overlay markers have player information functions only. Here is what they all mean: LZ is Landing Zone; PZ is Pick up Zone; DZ is Drop Zone (not yet used); OBJ means Objective; PP means Passage Point. The rest should be self-explanatory. For more information about these functions, and Ranger operations in general, consult the US Army publication SH 21-76, the Ranger Handbook. It's available on Amazon. Also, the boardgame RANGER by Omega games is actually a useful training aid both for real military units, and for those wishing to make the most of the OPORD Overlay. A final note on the OPORD Overlay. After placing a marker, select 'Confirm tactical overlay' on the OPORD menu and click on the map. You will need to do this in order to lock the last placed marker in place. Otherwise, the damned thing will follow your mouse clicks all over the place. There is an Emergency sub menu. This has Rally commands, and some for the CASEVAC bird. This is incomplete, but using team switch, the player can use the heli - a Chinook - as a backup bird if one of the Black Hawks has a prang. So, here is the template. Put it in your missions folder, which should have an address like this: C:\Users\...\Documents\ArmA 2\missions http://www.mediafire.com/download.php?0wzzjneakuvk2ai It is a template for mission designers. Included in the zip file is a text copy of the main menu. Alter this as you please, and ask questions of me if you need to. I will drop by this thread now and again. I will also hopefully make better documentation as time goes by. Also, feel free to use the Rangers in whatever mission you like, however you like, and altered in whatever way you like. Include the various menu features in your own menus and HC systems etc.. I don't expect credit, and I give permission freely. While this took many hours of my time, the real work was done by BIS and other clever coders; I'm just the monkey who put a few triggers and units down. Edit: Arses. I forgot to put down the fire support assets. I'll get that done in the near future. -
High Command template: The US Army Ranger platoon
james mckenzie-smith replied to james mckenzie-smith's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cheers. I just had a look, and will probably have some questions at some point; basically, how to use certain features in-game. I do like what I have seen so far, nothing 'lite' about it. I will contact you when things are less busy, post-Christmas I'd imagine. -
High Command template: The US Army Ranger platoon
james mckenzie-smith replied to james mckenzie-smith's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just saw this, I have not been around here much. Could you post what you've got? I would be interested. Also, I have done quite a bit more HC work (and other stuff), which I hope to share in the new year. -
High Command Template mission: Load and unload vehs, and Wait/Proceed commands added
james mckenzie-smith posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have managed to slow down the breakneck pace of large HC operations using a trigger, that also allows the player to get units to mount and dismount assigned transports that are not in their actual groups, all while leaving every radio slot open for mission designers. I have created the attached templates for one and all to use, and a sample (and enemy-free) scenario, whereby the player has access to the might of a US Armored battalion south of Zargabad. Sorry, it's OA only, but the templates should work in ArmA2. http://www.mediafire.com/?mnh7xtszbtmd4us -
What games got you into tactical gaming?
james mckenzie-smith replied to Sierra117's topic in OFFTOPIC - Games & Gaming
I was a board wargamer, so it started even before I had a computer. I used to make tactical scale wargames for the use of my friends and me, and from the moment that I first saw computer games with 3D worlds, I began to dream about the possibilities. SEAL Team by EA was the first PC game to really scratch the itch. It was a fantastic game, one that would be just amazing done today with modern technology. -
High Command Template mission: Load and unload vehs, and Wait/Proceed commands added
james mckenzie-smith replied to james mckenzie-smith's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Coma73, I will try to help you out this weekend. Should not be difficult at all. I'd do it now, but I am busy... -
Iron Front - Liberation 1944, new WW2 game on A2:OA engine
james mckenzie-smith replied to Choki's topic in IRON FRONT: LIBERATION 1944 - GENERAL
Looking at the most recent video, we can start to get a more specific idea of the historical situation simulated in the game. It seems as though the 71st Independent Heavy Guards Tank Regiment is definately appearing. I would therefore also suspect that the Tiger II tanks that we have seen in various preview materials belong to Schwere Panzer Abteilung 501. Other elements will, according to my best guess, be from the 4th Panzer Army and the 1st Ukrainian Front for the Wehrmacht and the Red Army respectively, although I am not too sure which divisions. The battle shown in the video is probably a part of the Lvov–Sandomierz offensive operation. What is interesting about all of this is that the time frame of the game is roughly concurrent with Operation Bagration, but is not a direct part of Bagration. From the gamer's point of view this probably makes sense, as the relative strengths of the combatants probably closer in the Lvov–Sandomierz offensive operation, as were the casualties. -
Iron Front - Liberation 1944, new WW2 game on A2:OA engine
james mckenzie-smith replied to Choki's topic in IRON FRONT: LIBERATION 1944 - GENERAL
The second Gamestar video confirms that high command has made it into Iron Front. Hurrah for that, from this HC afficionado! -
Pre 2000 Games you´re still fond of playing
james mckenzie-smith replied to instagoat's topic in OFFTOPIC - Games & Gaming
Oh, wow. The other Muzzle Velocity fan in the world. I actually managed to finally get it fired up using DOSBox a week or so ago! It's an interesting game, a peculiar mix of Combat Mission or Achtung Panzer, ArmA, and Doom. I had some stirring battles with it, such as knocking out 20+ US Army Shermans with my last Jagdtiger, and some big rolling tank vs. tank gunfights over the voxel fields of France. Truthfully, it hasn't aged well, although in fairness, it is ancient, and was better than the supposedly more hardcore 1944 Across the Rhine. I will probably not play it again after that recent trip down memory lane, but it certainly scratched my WW2 first person command itch back in the late 90's. As for the other pre-2000 games that I play; I'm quite a retro gamer, so the list is quite big: Reach for the Skies (Battle of Britain sim by Rowan) Overlord (WW2 flight sim, prepping Normandy for invasion, by Rowan) Navy Strike (Ultramodern flight sim and aircraft carrier ops by Rowan) Great Naval Battles of the North Atlantic (Strategic game of the Battle of the Atlantic, with tactical battles) Task Force 1942 (Strategic/Operational game of the naval struggle for Guadalcanal, with tactical battles) Sword of the Samurai (Fairly free-form Samurai RPG/strategy game) War in Russia (Operational/Strategic game of WW2's Eastern Front) SEAL Team (First person tactical wargame simulating SEAL operations in Vietnam) KA-50 Werewolf (Flight sim with strategic layer; modern helicopter-equipped mercs against Indonesian pirates) -
Iron Front - Liberation 1944, new WW2 game on A2:OA engine
james mckenzie-smith replied to Choki's topic in IRON FRONT: LIBERATION 1944 - GENERAL
A couple of suspected new screenshots of Iron Front hidden in this thread on the SimHQ forums. Scroll down almost to the bottom of the page... http://simhq.com/forum/ubbthreads.php/topics/3525407/6.html You will see an action shot of some T-34 tanks on the assault, and also a couple of Panthers. As for why I think that these are Iron Front shots, the person who posted them, Ingeneer, is believed to be an Iron Front developer. -
Passing on High Command after dead
james mckenzie-smith replied to froggyluv's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here is a VERY basic mission to demonstrate the whole Passing on High Command after dead thing. This is lucilk's solution; my own just kept failing. Even this needed a bit of faffing about with triggers in order to get it to work in complex scenarios lasting more than an hours. http://www.mediafire.com/download.php?rqx81bsv6qsc5yy Just delete the units and copy and paste it into your missions, or merge it. You all know what to do. And here it is in action, in a new HC template. http://forums.bistudio.com/showthread.php?131589-High-Command-template-The-US-Army-Ranger-platoon -
High Command Module improvements
james mckenzie-smith replied to lucilk's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've been putting it in a trigger, myself. After a long scenario, it sometimes stops working (which can be worked around, seemingly, but I am still not 100% sure about reliability). How reliable is it to put the code into the unit inits? -
Passing on High Command after dead
james mckenzie-smith replied to froggyluv's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Still pushing ahead, working out the bugs. Heli insertions alternately looking sublime, or like an air assault version of the Keystone Kops right now. Thanks for your enthusiasm, lads, although Kremator gives me far too much credit. To the OP and others, I have just gone back to using this in a trigger... http://forums.bistudio.com/showthread.php?118902-High-Command-Module-improvements&p=2049885#post2049885 ...as lucilk's solution is in the end best, and is most compatible with my own work. It ceases to work in looong scenarios, although I have found a fix for it, as far as I can tell. It will, in the meantime, serve pretty well for people who want to use HC with more flexibility. Lucilk deserves all of the credit for it, note. I am just a user of a useful bit of scripting. -
Passing on High Command after dead
james mckenzie-smith replied to froggyluv's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I did a radical redesign of my usual HC system, so that has caused a delay, that and a pretty unpleasant bit of poisoning. Having said that, I am close to being done! Apologies for the delay. -
Is there and equivalent of onMapSingleClick for 3D space?
james mckenzie-smith posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What the title says, really. I find onMapSingleClick quite useful, but it would be nice to be able to do some things without going to the map screen. I know that it must be possible, as we see in the HC functions etc., but I am not sure how to do it! Does anyone have a clue if there is a 3D space equivalent? -
Is there and equivalent of onMapSingleClick for 3D space?
james mckenzie-smith replied to james mckenzie-smith's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thought that it might be that one. I'll have to fiddle about with it for a while. Thanks for your input. -
flyinheight not working?
james mckenzie-smith replied to kocrachon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Did you forget to name the helicopter as "helicopter1"? Check your spelling, and that you put the "helicopter1 flyinheight 30" into the on Act. field of the waypoint. It really should work. -
Passing on High Command after dead
james mckenzie-smith replied to froggyluv's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have this working now as a matter of course. I am making a demo scenario for this to demonstrate some high command features, hopefully by Sunday. It's going to be a platoon-sized thing with team switching, transfering HC command after a player's death, and even changing HC commander while HC commanders are alive. Stay tuned!