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joeanorak

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Everything posted by joeanorak

  1. Thanks for the reply xon2, just needed a sanity check that this wasn't just me!
  2. Firstly: this has got to be one of the all-time-great mods for the Arma series and I've been playing since OFP days so a huge thank you Mad_Cheese. Sometimes I really can't believe how far the games come due to the efforts of community members like you. I honestly couldn't play the game without C2 now. That said, I've only just returned to the game after a hiatus of a good few months, updated all my mods and I'm now getting the following error thrown every time I try to move units using both HUD and Map mode: http://steamcommunity.com/profiles/76561198055616536/screenshots/ I disabled everything but CBA and C2, then tried re-downloading both the Steam and Armaholic hosted versions but I'm still getting the same issue. Didn't know if it might be a problem with my Arma install as Steam went wibble and decided it wasn't installed, resulting in a fresh install a couple of weeks back. Seems unusual no one else has reported anything similar. Didn't know if it could be a CBA issue as I know that got an update a few days back and there are apparently issues? Any help greatly appreciated and thanks again for an awesome mod!
  3. joeanorak

    Drongo's Command Enhancement

    Drongo, Fantastic to see this released and I can't wait to give it a whirl when I get back from holiday (why is it always the case the stuff your itching to test comes out when you're nowhere near your computer)?! Also delighted to see that you got Grumpy Old Mans spotting and Reporting code in there, should make SITREPs that little bit more involved.
  4. Drongo, Company level is what I've been looking at. I could use less groups but don't really like having infantry grouped with vehicles so I can maintain some finesse in controlling them. Unfortunately I can't offer any scripting know-how as my knowledge is extremely limited. If you are looking at High Command related stuff you might also be interested in Domz High Command Extensions and some of the stuff James McKenzie-Smith did. There was also a fantastic demo for expanded High Command function but I can't for the life of me find where I got the mission and unfortunately none of the scripts are signed. I'm 99.9% sure it was Mr_Centipede's work, who put together the Hybrid Commanding System. The mission folder was [bAF]_HC_Pltn_Template.Chernarus, I don't think it was widely released but I could provide a copy. All are for ARMA 2 and bought different things to the table, I think I even mashed together elements of High Command Extensions and Mr Centipedes stuff at one point. Unfortunately they were all command menu based which wasn't very ergonomic, but some of the functionality via your dialogue would be awesome. I'm sure at the very least there is some inspiration there and hopefully something which saves you considerable work in building from scratch! By contact reports I did mean a unit basically reporting when they first get fired at. In the British Army this would be a simple 'Contact. Wait Out' over the radio net. I know there are a number of scripts that do fire detection, mostly for suppression purposes (bCombat being the most prominent). I would assume the difficulty is getting units to only report the initial shots rather than spamming messages with every bullet, and getting things to reset between different fire fights. Cheers
  5. Hi Drongo, First of all, thanks for the toolkit, its a fantastic addon. I've really enjoyed playing around with some of the possibilities it brings over the last few nights. It adds some functionality that wasn't brilliantly executed in the BIS High Command system and has been missing since the CoC system in the good old days. I appreciate it looks like you're taking a well deserved break, but thought I'd mention something in the hope that you continue to develop the command system at some point in the future: The squad selection panel seems to lag quite badly for me (single player), especially with a larger number of units. In the scenario I've been putting together recently I had 6 x infantry groups, 6 x IFV's, 4 x MBT's, a command group (player) and 4 x mortars. This gave a total of roughly 16 groups on the panel. It would appear the list refreshes automatically after every action undertaken (possibly when the group status changes i.e. a casualty, as well)? The menu is quite laggy, especially as the mission progresses and activity increases, and got almost unplayable. The use of the BIS Set Callsign Group modifier seems to make the issue even worse (and appends the custom callsigns with 'B' on the command display panel for some reason). I've run the mission with no other addons or scripts with no discernible improvement. Is this something others have experienced? Is there an upper limit that was envisaged for the number of groups? I wondered if it would be possible to refresh the unit selection panel less often, perhaps at times intervals, or only when the refresh button is hit to try and resolve this? The reporting functionality you have bought in, is absolutely fantastic and something I've wanted for ages. Whilst my units report casualties and sightings I don't believe they give 'contact' reports however? Sometimes the first time I know a unit is in a contact is when casualties occur. Within the scope of the project would contact reports be possible i.e. units report as soon as they are getting shot at? Finally I've also been using Grumpy Old Man's Fire Support System of late. He's done some very impressive work in terms of unit reporting enemy sightings by type number and location for instance: "Enemy in Platoon strength with vehicle in the treeline". First time I saw them I couldn't believe they were dynamically scripted! I thought it might be something worth looking at to enhance what is an already awesome feature. Thanks once again for the Toolkit (and for the Artillery system...by FAR the best out there at the moment). Cheers.
  6. joeanorak

    EOD Mod

    Just to echo what a few of the previous posts have said, I'm having real trouble getting the mod to function as advertised. I've synced both the ambient modules to the player and have spent a significant amount of time driving / walking around Takistan and have not yet encountered a single IED or SIED. I have been able to spawn them using the area modules but IED's always appear as pressure plates or RCIED's minus the trigger man (i'm not sure which; i've equipped the unit with a Thor 3 ECM pack and it doesn't detonate but I'm get to get so much as a beep out of my ECM). In the case of area SIED's a man is created but seems to remain static irrespective of what BLUFOR units are present or what they do. Any ideas? Has something changed in ACE since v2.22 that has caused this? I'm running CO with BAF and Merc's with the latest patch, ACE V 1.13.0.522 and CBA V 0.8.3.175 and no other mods. Ok problem solved but I really have no idea how. I was initially trying to get the modules working on Takistan with no joy. I then loaded up an old test mission on Utes which I had created under a previous version of EOD. I cross referenced with the Takistan mission to check that they were both set up exactly the same (they were). The SIED area module on the Utes mission was working but not on Takistan. I was still getting no luck with the ambient modules or the IED area on either map. I opened up a clean mission in Takistan, merged in the old Utes mission and not only did the SIED area script remain functioning but I also got a working IED area module and my ECM is now happily beeping away. I haven't explored much yet so can't confirm that the ambient modules are working. As I said, no idea at all how this worked but it did!
  7. joeanorak

    IED Module

    Shay, Was directed here from the MCC thread by yourself for some guidance on getting the IED's working outside of MCC itself. I seem to be having the same problems as Clock. I've set it up as per the instructions above but at the moment there doesn't appear to be any explosion when the IED is triggered. Although the trigger fires at the correct distance and targetting the correct side the spawned object just disappears. Everything else appears to be working including the IED detonating on a failed attempt to defuse, it just seems to be the proximity trigger that is deleting the object but not creating the necessary bang! I'd really appreciate any further advice as i'm really keen to get this functionality into a mission i'm working on. Cheers
  8. Just found this and I have to say its pretty awe inspiring in scope and have hugely enjoyed playing around with it for the last few days. I particularly like the IED module and the way they are defused and jammed (or not!) and wondered if it was possible to use the scripts stand-alone by running them in the init of an object placed in the editor? I placed an IED in MCC and exported the details to clipboard and got the following which is obviously relating to the IED; ["trap_single", [[2897.09,1001.79,-385.194] , ["BAF_ied_v2"] select 0, ["medium"] select 0, 0, 5 , 1, 0, 3, WEST, ["ied_1"] select 0]] call CBA_fnc_globalEvent; I've opened up IED.SQF to look at how the variables are defined and tried to get it to work with my rather weak scripting abilities but havn't had any joy. Is it possible to run the scripts as i've alluded to, and if so any pointers as to how to achieve this would be greatfully recieved! Cheers
  9. dwringer, Have now chucked on some OPFOR to test and it works like a charm, many thanks.
  10. dwringer, Thanks for the update, the scripts looking really good. I dived into a little bit of testing and i'm sadly still noticing the same problems, unfortunately i'm unable to offer any technical nous as to where problems may lie in the script but I thought i'd offer my observations in case they help with any development. FYI I set up the Player (BLUFOR), another BLUFOR rifleman, one cache, a group of four civillians and a trigger to detect BLUFOR present, all on the runway of Utes. When rebel.sqf is triggered the civilians move to the cache but do not arm or change sides. One thing which did seem odd was that on reaching the cache the group seemed to have problems getting into formation again with one or more members always apparently getting stuck and 'stuttering'. I tried with different objects as cache's, locations and sizes of civillian group and the result was similar each time. Cant see how your script would cause that though but my loose inference was that the waypoint had not 'completed' and thus it wasn't progressing on to the next stage and creating the East group. Apologies in advance if its just me being an idiot and missing something really obvious. I hope you continue to develop this, it really does bring a lot to the party for mission making. Cheers
  11. dwringer, I've been looking for something like your script for for quite some time to add a little flavour to COIN type missions. I've copied the script and init line from your post as per but unfortunately I can't seen to get it to work. The civilian is running to the weapons cache ok but is neither being armed or switching sides. Unfortunately its beyond my extremely meagre scripting abilities to work out what the problem is so would be very greatful for any advice.
  12. joeanorak

    SAM / Nordin addons

    Nordin, Firstly I'd just like to say that since OFP I've tried many, many support scripts and this is by far the best I've used. It strikes a lovely balance between fun and realism given that it doesn't involve simple map clicking to designate a target. However I was wondering if the following was tweak-able in the scripts? On ordering a gun run aircraft are identifying and engaging targets other than those within the immediate target area of the grid I'm giving. For example an A-10 will strafe the desired compound but will also engage enemy in compounds about 3-500m away (not good as there are also civilians in these other compounds)! I'm making the assumption that the aircraft is engaging the troops and not a spawned target? Are there any values I can change to ensure aircraft only engage targets within the immediate area of the given grid? I also have a couple of suggestions for your consideration; 1) Would it be possible to have aircraft already 'on station' and / or aircraft on the ground? These aircraft could be deleted when they are down to x value of fuel to simulate them RTB. I love the fact the aircraft are stationed on an airbase and take off and return but i'm currently working on a scenario in Zargabad which is meant to be entirely under insurgent control. The fact i'm using the air base to call in support is a bit of an immersion killer! 2) Is it feasible to include the ability to set the approach direction for aircraft? 3) With regards to the initial question about aircraft engaging away from their designated target area could aircraft engage a spawned and named, invisible infantry target rather than infantry themselves? As far as I'm aware fast moving aircraft generally engage identified features on the ground given the difficulty in identifying troops from the air. Once the aircraft had identified the target in-game, it could spawn a marker where it's going to engage allowing the player to confirm and adjust the target before the plane / heli goes weapons hot. This would also alow the player to queue up gun runs against areas where no enemy are present (ie empty vehicles, building etc). Thanks again for a great support pack.
  13. Has anyone considered some models of 'Terps? I was thinking along the lines that any interaction with CIVPOP would require you interpreter to be alive. Initial preference would be for a British version; Desert DPM, Osprey and Mk6 helmet with no cover. An ICOM scanner would be awesome as well for some scripting.
  14. Are there any SP scripts / mods which currently model death after amount of time injured for both the player and AI? I'm after a system where once a certain level of damage has been reached the AI / Player goes into an agony / unconscious state and will die after a set amount of time (or variable time depending on the seriousness of the wound), if not treated by a medic. From what I can ascertain ACE 2 doesn't do this as even badly wounded AI, in an Unconscious state remain like that until they are a) killed or b) healed, ditto SLX. Norrin's revive script is pretty close to the mark but unfortunately it only applies its effects to AI under the players control not all AI. My aim is simply that when friendly AI goes seriously man down rather than a medic magically healing them or the player simply writing them off you have to Medivac them to a location in order to stop them dying (where they would subsequently be removed from the players control). I'm hopeful with some mission failure criteria based on friendly casualties it would add a bit more urgency and excitement. When you know one of you team is down you need to get them out of there urgently rather than just worrying you'd lost another gun in the fight. I guess this isn't to everyones tastes but I don't think by including this element of realism you in anyway detract from the fun side of the game. If anyone can suggest anything out there at the moment I'd be really grateful. Hopefully this isn't a moon on stick type scenario in which case its possibly time to be donning my reinforced scripting pants and crash helmet for a few weeks of late nights slaving over an unappreciative keyboard!
  15. Cheers Solus will give it a try this evening. I set up a test using two standard Marines (not grouped together) with ACE2 and SLX running and inflicted an abdominal wound at approx 100m. I tried five combinations; no Module, Module and no sync, module sync to player, module sync to subject (the AI being shot) and module sync to subject and player. Unfortunately I found the results were identicle over all combinations with the subject entering an agony / unconcious state permanently (in each case accelerated time to x4 and left running for 10 minutes). Judging by this I don't think that AI are affected by 'bleeding out' or can transition to death from a wounded state unless injured again. Similarly across all cases both SLX and ACE 2 First Aid features returned the subject to a fully functioning state (ie they could stand and move as normal). As much as i'd love to find a solution to this i'm aware someone complained about this thread a few days ago and said it was in the wrong place so I really shouldn't continue it any further! Thanks again for the suggestion though Solus.
  16. Thanks for replying so quickly William. After I wrote my last post I realised that a lot of what I was talking about was in practise already implemented. It also occured to me that what PlannedAssault does is deal with a particular type of Combined Operation; a deliberate attack or deliberate defence. Interestingly looking at the diagrams on the PlannedAssault site they are very close in some cases to real world planning tools used by the military for organising and synchronising units and effects at Platoon / Coy Grp level. Would it still be possible to add in a direct fire, fire support behaviour especially on the offensive? The old saying that you 'find 'em, fix 'em and strike 'em' is pretty much the foundation of all military tactics. There are some wonderful AI mods out there now (I personnaly use a combination of ZEUS AI, GL4 and ACE2) that I've found give me highly realistic engagement ranges with weapons like the M240 and pretty decent suppression within the boundaries of the game engine. Could planning (and the editor) create the following activity for a three man MG team for instance. H-15 = Board transport move to FUP H-10 = Arrive at FUP Dismount, move to Fire Support position (FSP, identified in planning phase for good LoS to objective) H-5 = In FSP, go firm, hold fire, identify targets. H hr = Fire on targets H+5 = If targets eliminated and breakthrough achieved move to objective or continue fire support. H+15 = Reorg on objective With the some of the information sharing that exists in several Mods / Scripts and the ability of Planned Assault to analyse terrain I would imagine something like this would be possible? If nothing else i'm finding this a very interesting subject to discuss, and not one I really anticipated having about ARMA 2!
  17. _William. Please feel free to quote away! Thanks for the explanation about the artillery as well. I've really been enjoying using the planner over the last few days and i've got a few observations to make: In terms of calculating likely axis of attack and blocking positions are these calculated in isolation or does one influence the other? My thinking is that I've seen defensive zones allocated in areas that whilst good assault routes, did not correspond to the enemies deployment. To make that clear in any given battle you would be aware of a rough disposition for OPFOR (even if its as simple as they're to the North / South / East / West / we're surrounded). I've played some scenarios that despite the enemy attacking South sectors have been allocated to cover a northern approach to the objective. However, only a fool would disregard rear and flank security so the problem appears to be that sectors and forces used to defend them don't appear to be weighted. For instance a sector covering a main road or track that leads in the direction of a known enemy would be prioritised over a zone that covered rocky, difficult terrain. Similarly a full strength Infantry Section / squad would be tasked with holding the likely enemy axis of attack whilst a recce section would probably screen less likely flank and rear sectors. I guess the problem here is how the engine puts 'troops to task' and if it takes into account the combat power and role of that unit. An example of this is whilst the cargo capacity of an LAV-25 is certainly useful for ferrying troops around its role and combat power in an infantry based force (defensively) is probably adding mobile firepower, potential attack from depth, flanking or in the initial stages of an attack screening in front of the main line of resistance. Similarly I'd really like to see a M240 team used as fire support in the attack rather than moving forward with assault troops. Its a huge area to delve into but it would be lovely to see a defensive plan where the defense is more integrated and includes an element of depth. By this I mean infantry holding static positions overwatched by heavier weapon systems such as HMG / GMG / AT teams and finally mobile reserves. The current defensive option is geographically based however so I guess this explains it! Even so in most military doctrine defence is rarely a single line of troops or 'ring of steel'. Attack plans could feature direct fire support from vehicles and MG teams and reserve elements that would be dynamically used to reinforce a successful breakthrough. I realise this is probably beyond the scope of what your trying to achive at the moment and I hope you in no way read this as a criticism of something I find hugely impressive. In ARMA 2 its all too often easy to want to see the micro strategy improved (getting the AI to take cover, fire and manouvre properly). This is something quite different and I see it as adding an entirely new level to the game; tactics above the single unit. I think it will be very interesting to see how your work progresses and how you introduce new tactical options. If you can marry up realistic tactical deployments with the correct usage of units in particular roles this would be fantastic. Hopefully I havn't misunderstood what your trying to do here. Whilst i've read many of the documents on the site I admit the the complexities of AI, let alone the mathematics behind it is something completely beyond my understanding. Thank god military doctrine isn't so complicated in the real world!
  18. joeanorak

    Revive Script

    Cheers Doodle, i'll certainly use this. Love it when people post little snippets like this, it means I can build a bit of a library to look at when i'm trying to solve a problem.
  19. joeanorak

    Revive Script

    Doodle, not sure how your scripting skills are but I don't think it would be massivley difficult. It depends on if characters 'exist' on death, which i'm not sure about. If they do you could write a brief script that states if units in this list not alive create smoke grenade on their position. The commands you would need would be (I think): getdamage - to determine the level of damage on each unit. getpos - to determine the location of the fallen unit. createvehicle - to spawn the smoke. You would need to run this script on mission initialisation I think due to the commands used. You wouldn't be able to just chuck some stuff in each units 'on initialisation' (and that would translate to running many scripts instead of just one that would possibly kill your frame rates). I'm also extremely new to scripting but I will see if this works tommorow. Its entirely dependent on the big Q of if corpses 'exist' as I said above. No doubt one of the scripting ninja's round here will be able to give you a firmer idea of what to do and how to do it.
  20. joeanorak

    Revive Script

    Doodle, I don't believe that the Revive Script covers AI in a group NOT led by a player. I was experimenting with this a few weeks back and did pose a similar question in this thread (no one has got back to me as yet). Basically I wanted the entire Platoon I was leading via HC to use Revive but despite placing all the correct names in the Revive_Init it only ever worked for my group . I think that the AI will only use smoke (or any other features of the package for that matter), if you are the groups leader so it wouldn't work for anyone else irrespective of side. Could someone else confirm?
  21. For those not recieving Emails, mine got sent to my spam inbox. I would assume some other service providers block such messages?
  22. Couldnt resist trying this out immediately. My GOD its impressive! Have just played through my first, extremely hastily thrown together mission but even that had an incredible and believable atmosphere I rarely find in missions. It really did feel like being part of a large battle where both sides had a clear plan and I was caught in the middle. I was absolutely gobsmacked when the OPFOR AI called in a fire mission on the centre of the village I was defending prior to their assault, even more so when a BLUFOR squad commander called in some IDF on an enemy position on a ridge. I can't wait to delve into this deeper. One possible fly in the ointment - the AI artillery seemed outrageously acurate, taking out two LAV-25's with one short barrage from a single D30. I'll check again though as it might have been a BMP that got round a flank and was in direct fire (the LAV-25's didn't so mutch as twitch so I suspect it was IDF). For those interested I was running ACE2 and ZEUS AI (turned of GL4 though as I was pretty sure it would interfere with AI carrying out the plan). If some British Forces become available in the future i'll be as happy as a pig in the proverbial! _William i've been playing since OFP was first out and I honestly think this rates as one of the probable greats the community has delivered to us. In particular for those people who struggle in the editor it will be gold dust. Congratulations, thankyou and I look forward to this developing further in the future.
  23. I'm trying to produce a small script that allows a player to call a Helicopter to a position onmapsingleclick where it will briefly touch down, spawn a few ammo crates then return to its original location (I know the heli extraction insertion thing has been done to death but i'm using this as a means of furthering my extremely limited scripting ability). Thus far I can get the heli to fly to the clicked location with no problems and have been using a distance command to initiate it landing and dropping the supplies (see below). _Marker = createmarker ["REPLENLZ", _this] _Marker setMarkerType "Destroy" _Marker setMarkerColor "ColorRed" _Marker setMarkertext "REPLEN LZ" LZpad = "HeliH" CreateVehicle (getMarkerPos "REPLENLZ") Replenbird doMove (getMarkerPos "REPLENLZ") #ENROUTE ? ([color="Red"]Replenbird distance "REPLENLZ"[/color] < 200) : goto "LAND"; ~0.01; goto "ENROUTE" #LAND LZsmoke = "SmokeShellRed" CreateVehicle getMarkerPos "REPLENLZ"; hint "Smoke Out."; doStop Replenbird; Replenbird land "GETIN"; #Wait ? ([color="red"]Replenbird distance "REPLENLZ"[/color] < 5) : goto "CARGOEJECT" goto "WAIT" #CARGOEJECT Crate = "USSpecialWeaponsBox" createVehicle (getMarkerPos "REPLENLZ") exit My problem areas are those highlighted in red. If I use distance between Player and Replenbird the script works but its not ideal as the player has to stay relatively close to the intended LZ for an extended period. If I use distance between the LZ marker or the spawned Helipad and the player the script does not execute and the heli simply hovers just short of the single-clicked location. Can a distance command only measure between the player and another object or is there another reason for the behaviour i'm seeing?
  24. SNKMAN, Bartchie thanks for the additional input. I know .sqf is the way to go but I find .sqs easier to read at the moment - all the brackets in .sqf make my head spin! Still 'learning is doing' so perhaps I should learn now rather than have to re-learn later on.
  25. Myke, cheers for that. I was sure I had tried this and that it didn't work hence me asking a question that the Com Ref had already given me the answer to. Probably incorrect syntax on my part. I think that whilst I can now for the most part understand scripts my ability to use the correct syntax needs some serious work! Just as an aside, when a heli lands on a pad why does it always perform a 180 spin before setting down? I seem to remember someone saying it way aligning itself to the pad?
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