

KaRRiLLioN
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Everything posted by KaRRiLLioN
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Rearm air vehicles with truck?
KaRRiLLioN replied to bravo 6's topic in ARMA - MISSION EDITING & SCRIPTING
You can add it to anything. I just used a pad as a reference. If you want to limit pads to only aircraft, just modify the repairlist to have only "Air" in it. Then copy the script and have one with only "Land" in the repairlist and have a truck or something exec it. BTW, I have a newer version with more functionality--it checks to make sure the vehicle hasn't left the pad, etc. I'll probably slow down repair time, although you can easily modify the thing as it is now by changing the wait periods. It still doesn't work right with some vehicles if they don't have gunners because of the bug in the game, but if you switch to gunner seat, it'll fully rearm anything, even with 0 ammo in the weapon. The only weapons it can't reload are secondary turrets, like the commander turret on the Tanks and the door gunner on the UH60. I just don't know how to add magazines to those. Maybe I'll stick a thread up to see if anyone else knows how to do that. I'll put the updated version here later. I'll probably edit my previous posts with it. -
Sahrani Virus: A New Beginning (MP)
KaRRiLLioN replied to KaRRiLLioN's topic in ARMA - USER MISSIONS
Actually, I'm still ironing out bugs in the first one. Â I want JIP to work perfectly, but I'm afraid that there will always be minor glitches, especially when you have several variables in use. I think I'll just have to streamline the mission structure so as to take full advantage of JIP functionality. Â At least I've learned a lot about how to implement it for other more complicated missions like RTS-4 and RWS. ATM I'm on version "o" of chapter 1. Â All the missions share certain core scripts that I'll continue to update as well. Â I'm still striving for that perfect zombie melee script. BTW if anyone has suggestions for chapter story lines, let me know. Â I've already got some ideas for Chapter 2. Â Here's a rundown on the stories for other versions: Skye Virus (Original OFP Zombie mission by D. Murphy Man): Â Parts for a radio are spread across the island. Â You have to find them all so you can evac. Nogova Virus: Chapter I - Escape (By Homer Johnston): Â Your small group must make their way to the airport for evacuation Chapter II - Return: Your group returns to Nogova to find a Scientist who can help cure the virus, but he's dead. Â You go for Mirov and find a badly wounded Black Op, part of a team sent by the US to investigate the happenings, but he dies before telling you why he's there. Chapter III - Hunting: After a night of horror in Mirov, you make your way to a campsite and find hunters who have just returned from the small island south of Nogova. Â Zombie dogs attack and your group must flee. Â You search nearby towns for survivors but find none, then decide to cross the bridge and head to Lipany. Â But the bridge is out and scores of zombies attack and you must make a stand. Chapter IV - Bridge: Â You must cross the river, but the bridge is out. Â A search reveals a boat and a truck to tow the boat with, but you need fuel. Â While one team searches for a fuel truck, the other has to tow the boat to the river. Â But the truck is very slow with the boat attached, and your team members must guard the truck from hordes of zombies until you can safely cross the river. Chatper V - Lipany: Â You make your way to Lipany, but find a farmer who needs your help--his cow has gone mad. Â The farmer dies of a heart attack, and your team goes to his farm to investigate. Â There, a cow chases a woman and kills her, then hordes of rabid farm animals attack--Cows, Mules, Chickens, ducks. Â It's pandemonium. Â You all run screaming south-for Lipany. Â There you find a man who knows how the virus started. Â South of Lipany is a factory where the civilians have been forced to work on a virus by the Soviets, but the virus has gone out of control. Â Luckily, there is a cure for the virus. Â You attack the factory, destroy the zombie Soviet presence, and free the civilians. Â But then a black op approaches and informs you of the grim news. Â The Soviets plan to purge the island--using nukes. And I never made chapter VI to finish it. Â Anyway, those are the story lines. Â If anyone has ideas for the continuation, I'd be happy to see if I can work it in. Â I'm sure people here have all sorts of ideas. Â -
Unicorn, I wrote a similar script for some of my C&H missions and in order to get around some of the MP lag, I have it delete the original vehicle and recreate it so the vehicle is local to the person using the action. Then it doesn't lag nearly as much. Also, I put in a check for count crew > 0 so it won't pick up vehicles with crew. Otherwise it'll lag worse. Just an FYI for optimization.
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Sahrani Virus: A New Beginning (MP)
KaRRiLLioN replied to KaRRiLLioN's topic in ARMA - USER MISSIONS
Heya Ligur--just noticed your AQ2 post. Man that's been a looong while. Good to see you again. Zombies don't do much damage atm because they're limited to melee, and I haven't adjusted zombie damage based on diffficulty yet. Only the time of day and number of zombies are affected by that. I'll probably clean up some code and adjust that, however. I'm still experimenting with some new ArmA commands to see how they work so I can optimize the code. The most dangerous zombies are the human ones, i.e. when a player dies and becomes a zombie, they're not so mindless as the AI ones. Me and another guy took cover in a tower at the evac zone and our characters started screaming that something was on them. I looked and couldn't figure it out. Then I realized one of the player zombies had done a leap and landed on my head. The JIP part seems to work a tiny bit smoother now, but I'm still seeing some odd bugs. I'm about ready to shrug those off and start the sequel. The sequel will be a lot harder for those who are used to having weapons right away. -
Just buy the German version from morphicon. Â It doesn't use softwrap, though it does have online activation. Â But the'yre very fast about sending more activation codes if you burn through all 3 you get originally. Once you patch to 1.05, it'll automatically use English if your OS is using English as the primary. http://boutique.gamesplanet.com/campagn....eu=Arma
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50+ Human players, no AI. That was for a Cap & Hold. For a coop, the most players + AI was on Onslaught. There are about 12 enemy choppers filled to the max with AI paratroopers, 10 BMP2's and 2 KA-50's. So easily over 200 AI. We played it with about 27 - 30 players without desynch or lag. I checked. I can't speak for individual FPS, however. I have a pretty fast rig and I run at 2560x1600 without frame loss unless I enter a forest. Nobody else complained about frame loss though. Of course maybe they were too busy fighting for their lives.
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Best thing about OFP and ArmA is the strong community. Honestly, I'm glad they released when they did because the community at large is much better at finding and pinpointing bugs than a small team of beta testers. 1.05 is excellent already. 50+ players on an urban mission with tanks, choppers, jets--and all without lag is amazing. There are still definite issues, like needing a gunner to properly rearm a vehicle in some cases, and much-needed dual core support--but this already blows OFP 1.96 out of the water gameplay-wise. And I played OFP since the Euro 1.00 release. Hell, MP didn't even work properly in OFP until the US 1.20 release. Well, technically it wasn't perfected until 1.46 IMHO.
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He's not talking about sound replacement addons, he's talking about the custom files that players make and irritate you with by spamming the server with their custom radio sounds. Some are funny, like Arnold yelling at the top of his lungs, but after the thousandth time, you want to kill them.
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Rearm air vehicles with truck?
KaRRiLLioN replied to bravo 6's topic in ARMA - MISSION EDITING & SCRIPTING
It wouldn't be hard to implement long waits, but perhaps if I added a check to make sure the vehicle hadn't left the pad as well. Like if the vehicle's distance increases from the pad, then it'll stop repairs, etc. It could also check for the vehicle's speed, so if it's != 0, then it won't start. Another thing I noticed is that if you rearm an Abrams, it'll rearm the main gun, but not the commanders gun. I assume there must be some other command for that...not sure. -
Rearm air vehicles with truck?
KaRRiLLioN replied to bravo 6's topic in ARMA - MISSION EDITING & SCRIPTING
Here's another version that's universal. Â It should repair all vehicles and rearm them. Â Same instructions as above to use it. EDIT: Ooh, I finally hit a 1000 posts. Man I'm such a spammer. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _pad = _this ;;repairList = ["UH60MG","Mi17_MG","Mi17","AV8B2","AV8B","SU34","SU34B","AH1W","AH6","KA50","AH6_RACS","M1Abrams","T72"] repairList = ["Land","Air"] #CheckLoop ~1 _x = 0 #SearchLoop ~.05 _class = repairList Select _x _obj = NearestObject [_pad,_class] ?!Isnull _obj : Goto "Continue" Goto "Skip" #Continue ;;hint format ["%1\n%2",_obj,_pad distance _obj] _type = typeOf _obj ?_obj isKindOf "Man" : goto "Skip" ?_pad Distance _obj < 10 && Alive _obj && getPos _obj select 2 < 2 && Local _obj && !isNull driver _obj : Goto "Found" #Skip _x = _x + 1 ?_x < Count repairList : Goto "SearchLoop" goto "CheckLoop" #Found _name = getText (configFile >> "CfgVehicles" >> _type >> "displayName") ?damage _obj > .01 && local _obj : titletext [format ["Repairing %1",_name],"PLAIN"] #RepairLoop ~.03 _obj setDamage (Damage _obj - .01) ?damage _obj > .005 : goto "RepairLoop" ?fuel _obj < 1 && local _obj : titletext [format ["Refueling %1",_name],"PLAIN"] #FuelLoop ~.03 _obj setFuel (fuel _obj + .01) ?fuel _obj < .99 : goto "FuelLoop" #Rearm _weapons = weapons _obj ?count _weapons < 1 : goto "EndArm" ?count _weapons == 1 && _weapons select 0 in ["CarHorn", "BikeHorn","TruckHorn","SportCarHorn"] : goto "EndArm" ?local _obj : titletext [format ["Rearming %1",_name],"PLAIN"] ?!local _obj : goto "EndArm" {_obj removeWeapon _x} foreach _weapons ~1 {_obj addWeapon _x} foreach _weapons _x = 0 #GetMagazines ~1 _w = _weapons select _x _mags = getArray (configFile >> "CfgWeapons" >> _w >> "magazines") ?_type == "AH1W" && count _mags > 1 : _mags = ["38RND_FFAR"] ;;player groupChat format ["_w: %1, _mags: %2",_w,_mags] {_obj removeMagazine _x} foreach _mags ~1 {_obj addMagazine _x} foreach _mags _x = _x + 1 ?_x < count _weapons : goto "GetMagazines" ~2 ?local _obj : titletext [format ["%1 is ready to go.",_name],"PLAIN"] #EndArm ~30 goto "CheckLoop" -
Rearm air vehicles with truck?
KaRRiLLioN replied to bravo 6's topic in ARMA - MISSION EDITING & SCRIPTING
I made a simple script to get around this issue. Â I've tested it in MP a few times and it seems to work better with 1.05 than it did with 1.02. It uses a helo pad, and any class in the repairlist that lands or drives on the pad will be repaired, refueled and rearmed. Â The refueling and repairing are incremental, but the rearming is almost immediate. Â I haven't fine tuned it yet, but if it's of use to you, here it is. It's not universal at the moment, although it could be tweaked simply by changing the repairlist to include "Land" and "Air" and then tweaking a few local vars. Â I made it for a specific mission, so that's why I haven't done that yet. Â So for what it's worth, here are the instructions and script. Oh, and for some reason, I can't use getArray to snag the magazines or weapons from CfgVehicle (the vehicle's config), only from CfgWeapons, and in some cases, there are more than 1 type of magazine that works in a particular weapon. Â The AH1 and Littlebird share the same FFAR launcher, so I had to add an exception for the AH1. Â I'll test and see if I can use getArray with 1.05 to get the magazines and weapons. 1.) Â Copy and paste the text below into an sqs named "vclRepariPad.sqs" 2.) Â Place a heli pad (or whatever you want to use) into the mission editor and have it exec it like so: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> this exec "vclRepairPad.sqs" <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _pad = _this ;;Add whatever vehicle classes you want to be repaired, refueled and rearmed. repairList = ["UH60MG","Mi17_MG","Mi17","AV8B2","AV8B","SU34","SU34B","AH1W","AH6","KA50","AH6_RACS","M1Abrams","T72"] #CheckLoop ~1 _x = 0 #SearchLoop ~.05 _type = repairList Select _x _obj = NearestObject [_pad,_type] ?!Isnull _obj : Goto "Continue" Goto "Skip" #Continue ;;hint format ["%1\n%2",_obj,_pad distance _obj] ?typeOf _obj != _type : goto "Skip" ?_pad Distance _obj < 10 && Alive _obj && getPos _obj select 2 < 2 && Local _obj && !isNull driver _obj : Goto "Found" #Skip _x = _x + 1 ?_x < Count repairList : Goto "SearchLoop" goto "CheckLoop" #Found _name = getText (configFile >> "CfgVehicles" >> _type >> "displayName") ?damage _obj > .01 && local _obj : titletext [format ["Repairing %1",_name],"PLAIN"] #RepairLoop ~.03 _obj setDamage (Damage _obj - .01) ?damage _obj > .05 : goto "RepairLoop" ?fuel _obj < 1 && local _obj : titletext [format ["Refueling %1",_name],"PLAIN"] #FuelLoop ~.03 _obj setFuel (fuel _obj + .01) ?fuel _obj < .99 : goto "FuelLoop" #Rearm ?local _obj : titletext [format ["Rearming %1",_name],"PLAIN"] ?!local _obj : goto "EndArm" _weapons = weapons _obj {_obj removeWeapon _x} foreach _weapons ~1 {_obj addWeapon _x} foreach _weapons _x = 0 ;;player groupChat format ["%1",_weapons] #GetMagazines ~1 _w = _weapons select _x _mags = getArray (configFile >> "CfgWeapons" >> _w >> "magazines") ?_type == "AH1W" && count _mags > 1 : _mags = ["38RND_FFAR"] ;;player groupChat format ["_w: %1, _mags: %2",_w,_mags] {_obj removeMagazine _x} foreach _mags ~1 {_obj addMagazine _x} foreach _mags _x = _x + 1 ?_x < count _weapons : goto "GetMagazines" ~2 ?local _obj : titletext [format ["%1 is ready to go.",_name],"PLAIN"] #EndArm ~30 goto "CheckLoop" -
The variable when executing SQF
KaRRiLLioN replied to tophe's topic in ARMA - MISSION EDITING & SCRIPTING
If I'm not mistaken, you could use that var to call the script on other items. For example: call compile var would exec the script. If you have a variable to pass into the script, then I think you'd do like: [arguments] call compile var. I've never used it this way, but I'm pretty sure that's what it's used for. -
I've found that anything static, i.e. buildings, fortresses and such apparently cannot be setPos'd in MP. The only thing you can do is create them and setDir on them. But they can only be moved locally after that. For example, Client A uses createVehicle to make a fortress. He can setPos it anywhere after that. But none of the other clients can, nor will they see if it moves. They'll only see it in the original starting point. They can, however setDir it. Also, any buildings that are created won't collapse like the pre-placed island buildings when destroyed. Since I'm working on RTS4, and that requires that a base be built, this has been an issue. In 1.02, all clients could setPos buildings, but the new position was not broadcast across the network, so it was local. The buildings would also collapse when destroyed. As of 1.05, this is not the case. I PM'd Suma, and he told me it was to reduce information sent across the network. I agree that it's a good thing--no sense in static object information being sent across the network, or it'd lag. So, I don't know what to do in your case. Perhaps we'll need to make an addon pack of static objects which are not classified as static objects so they can be setPos'd. Or perhaps they'll adjust it in an upcoming patch.
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Shortly after updating to 1.05 some missions had really bad strange lag. Then I remembered that BIS updated all marker commands to be global. That meant each player running a marker script that used to be local under 1.02 was now global in 1.05 and so every client was broadcasting marker information to every other client and it was not good for latency. I went through and updated all the scripts in my CTF's C&H sector controls, and a few missions that aren't mine but needed updating, and presto! 40+ players, no lag at all. We were in the middle of a sector control with 5 tanks per side, several other vehicles like BRDM's and Strykers, and 2 choppers per side with about 40 players and I couldn't believe there were that many playing with stable pings. It was intense. Even at its best, OFP would get some lag with 20+ players. There's still stuff that needs fixing, but this is MP as it was meant to be played.
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One of the guys who plays on my server converted it a while back. I think he made 3 of them. The best is the one on Ramadi, IMHO. I don't have a download site for them but you can get them from my server. See my sig for info.
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Sahrani Virus: A New Beginning (MP)
KaRRiLLioN replied to KaRRiLLioN's topic in ARMA - USER MISSIONS
WB, Homer! AA works great. The zombies look a lot better. BTW you can get the English ArmA from Sprockets. There's a link floating around here somewhere. -
We played it for a couple of hours last night and after a while the paradrops just stopped coming so we couldn't make any remote bases. IMHO, this mission suffers from 2 fatal flaws: the paradrops rely entirely on server-controlled AI and the supply convoy is totally reliant on a server-controlled AI with bad pathfinding to drive a ways to a territory. I think those items should be player controlled. It'd be really nice to have a dedicated person who ferries over paratroopers and another to drive supply trucks. Relying on AI to do the job is somewhat foolish. The JIP for that mission also doesn't get the proper variables to bring newcomers up to speed. I crashed out at one point and when I returned, all the flags were orange, and I couldn't see any flags either team owned.
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AI in fixed-wing aircraft need a runway in order to take off, even with SVTOL. If you place one nowhere near a runway, sometimes they'll try to take off, or may drive off to the nearest runway. To get around that, I've always had to use scripts, even though it's not as pretty and it's hard to do dynamically unless you have a script monitoring an AI. To accomplish that, you'd need to exec a script on each AI that monitors if their typeOf vehicle is a plane. OR Use a getIn eventhandler that checks if the driver ?!isPlayer, i.e. if the driver is not a player. This method is probably cleaner, actually. If not a player, then have the getin.sqs use a fake VTOL, whereby you setVelocity on the plane to hover, move up and then gain speed as it gains altitude. Once it gains sufficient speed, then exit the script and pray the AI takes over as it should. I've written such a script in the past, but I have no idea where it is. It's not too hard, just copy/paste some trig to calculate direction and speed and then mess around with some values. I'm sure someone already has a similar one somewhere.
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Cool, another Blake mission. I look forward to yours because you take unique angles on these missions and come up with some nice scenarios. Looking forward to trying this one out.
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Search the Biki: http://community.bistudio.com/wiki/ArmA:_Weapons And you'd probably get more help in the Mission Editing and Scripting forum, since this forum is more for completed missions.
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105 patch demands softwrap re-License WT
KaRRiLLioN replied to Paco454's topic in ARMA - TROUBLESHOOTING
I'm in the same boat. I just emailed Morphicon but it's already 9pm Eastern. Ugh. I think the correct email address is [email protected] (there's a dot between support and vente). Well I do have a DVD version I bought from buyarma.com that I've never used because I was too impatient to wait when the online version became available. Guess I'll install it. -
Zig, can you circle your house so I'll know which one to laser target? ;P
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Yeah, in OFP if you had a 3k view distance on a clear day, then it was really clear up to that point and you could laser from a mountain top for jets. Even at 5k viewdistance, the haze limits things greatly, so you can't see things clearly even at 2K. I tried disabling AF and AA but it didn't help things. Kinda makes mountains useless for vantage points if you have trouble seeing clearly the valley below. Now at the highest view I can make things out a little more clearly, but the FPS loss is pretty bad.
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It is on low. That gets rid of the Field of depth blur, but not the haze.
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@plantiff1: best laugh I've had in a while. @Commie: Â I've no problems with people expressing opinions, but compared to the *real* bugs, this seems....well I would say "whiney" but I don't want to come across as insensitive... I will say, that compared to some other complaints I've seen, this one is at least at the top of the bottom of the list.