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kronzky

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Everything posted by kronzky

  1. kronzky

    Portable Target Range

    Since my shooting sucks, and I couldn't find a target range with the features I needed, I created a dynamic one that you can set up anywhere you want. It creates user-definable targets at predefined distances, with distance markers at the sidelines: Via the action menu you can then choose at which distance the targets should appear. Since the range basically moves along with you, it can be positioned on any terrain, so you can test for example bullet drop/rise. Any infantry units that are defined as targets will automatically assume different stances. • Any target that is killed will be automatically re-created. • There is unlimited ammo available, making even reloading unneccessary. • The distance reached by the projectile is displayed after each shot • There is a "bullet cam" and slow-mo option Available at my site.
  2. kronzky

    Urban Patrol Script

    What does the circle look like (can you post a screenshot)? The only "debug" mode for UPS is the "track" option, but that only creates a small dot over the AIs. Neither "fortify", "reinforcement", "spawned", or "respawn" are part of the options for UPS (and have never been). Perhaps you have been using a modified version of UPS that had these options added? As far as the general AI behavior is concerned — there haven't really been any behavior-related changes to UPS for Arma3 (only some markers had to be renamed), so any new (and unexpected) behavior would be caused by the engine. Since Arma3 is still in Alpha I wouldn't want to go down, and chase these kinds of issues at the moment (and implement any workarounds in the code), until we're pretty sure that that's the final status in A3, and not some temporary glitch (which might already disappear with the next patch).
  3. Create a trigger (<F3>) with the following properties, and that's it... = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = ---------- Post added at 15:04 ---------- Previous post was at 14:49 ---------- = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = There have been a few new additions and improvements made to this addon since the original post. So, if these might be relevant to anybody, you might want to download the latest version: http://kronzky.info/addons/supportcall As had been requested by several people (in the A2 version already), you can now spawn boats and (unarmed) aircraft. Unless you specify their drop position (on dialog map), they will be dropped at end of the nearest airport's runway, or in the nearest open water. When supplies are spawned at night, the smoke and light signals now work. The function to get yourself (or your vehicle) unstuck now works in forward and backwards directions. There shouldn't be any danger anymore of getting killed by a bouncing vehicle, when uprighting one that's stuck. Gaia's debug console has been added. The dialog will remember your last action, and will preselected it when you re-open the dialog the next time.
  4. It is possible to use this module in MP, but you would have to add some code to your specific mission, that would open its dialog. (I thought I had that info in the readme, but it looks like it got lost at some point. Anyway, it's been added now again.) Add a radio call trigger or a user action to your mission which executes the following code, and you're all set: nul=createDialog "KRON_SupportCall_Dlg"
  5. kronzky

    Urban Patrol Script

    Thanks for explaining the usage, Günter; and yes, it's still the same in A3. (I've modified the readme a bit now, to hopefully make the requirements more clear.)
  6. I understand that there might be legit reasons to use something like this in MP, but i don't want to make it quite too easy for some cheaters to use this in a public environment (where addon checks might not have been enabled). Sure, there are ways to circumvent this, but at least it keeps the stupid/lazy ones at bay...
  7. kronzky

    Moveable Target Range

    I've created a dedicated thread for this mission in the A3 area, so please post any A3-specific issues over there. Thanks!
  8. kronzky

    Moveable Target Range

    Well, I'm talking about mission objects (like in the shot below), and they don't seem to exist yet:
  9. Addon has been updated for Arma3 compatibility. Please use the dedicated thread for discussions specific to Arma3.
  10. kronzky

    Moveable Target Range

    Mission has been updated for Arma3 compatibility. As not all objects are available yet, there are no walls or flags as distance markers, though. http://www.kronzky.info/targetrange
  11. He's talking about the MP custom sounds, that are (automatically) displayed under this menu.
  12. This option is only available if the "First Aid Simulation" module is active in the mission. In that case you'll be rolling around on the ground when injured, practically unable to move, you can't heal yourself (even if right next to a hospital tent), the screen is pulsing red, and after a while you will die, if nobody helps you. (It's active in the "Trial by Fire" intro mission, for example.) If that is the case then the "Heal player" option should be available under "Other assistance". If you're only "normally" injured (i.e. you can still crawl around, and you will never die from the injury, no matter how long it takes), the heal option is not available, as you can still heal yourself, if you're close to a hospital tent or ambulance vehicle. BTW - I'd like to get some feedback regarding a feature I'm thinking about (from you, or anybody else using this module): If an armored vehicle is dropped into a scenario, I'm considering equipping OPFORs with AT launchers (if they don't have any yet). That way it would balance things out a bit better, and perhaps if I'd take the same route with AA weapons, we could also add aircraft to scenarios without making it too "unfair".
  13. All weapons available to your side (or civilians) are shown in the list, but NOT weapons that are only used by the OPFOR side.So, in order to use the AS Val, you'd have to play as an OPFOR (or steal it from one...) There won't be any aircraft, since missions that aren't set up for air strikes will not have AI that is equipped to deal with them, so you could just go in and mow everyone down. Whereas in pretty much every mission you'll have some AT soldiers that will make a quick end of your tanks if you're not careful. (That's why I feel that tanks are not as much of a balance-breaker as aircraft are.) But anyway, the latest version (1.7.0) has some major changes that might make some tasks a bit harder, but also open up some other possibilities (e.g. to fly helicopters). So, here's what's new: Destroyed vehicles can be recovered Even total wrecks (yours or the OPFOR's side) can be revived. So, if you shoot down some helicopter, you can now recover it. The recovered vehicle will only be partially fixed, but if you have a repair truck, you can use that for the "final work". Vehicles and weapons can only be requested once per type Since, with the option above, no vehicle will ever be totally lost anymore, I've restricted the drop options to one per vehicle/weapon type. So no endless spawning of the same vehicle over and over anymore. Flipped over vehicles can be uprighted If some tank felt like turning into a beach-ball again, you can now put its shiny side back up again. Option to heal player, if medic is unresponsive If the mission requires you to be healed by someone else, but everybody's ignoring you (and you cannot heal yourself, even next to an ambulance), this option will allow you patch yourself up. All vehicles in player group can be locked/unlocked Sometimes AI will exit their vehicles in the middle of a firefight, even if they only got minor damage (and once outside, they get killed right away). Locking group vehicles will allow you to prevent that (just don't forget to unlock'em if it gets really hairy, otherwise they'll burn to a crisp...) Player can use dropped vehicles, even if not group leader As mentioned earlier, if you drop vehicles and are not the team leader you didn't used to be able to utilize those vehicles. Now that should not be an issue anymore. Option to disable post-processing effects Any special video effect (blurriness, color filters, etc.) can be disabled (in case it hurts your eyes, or because it won't stop, due to some bug). Option to "complete" mission Missions that totally lost some crucial trigger requirements, and cannot be finished "properly" anymore, can be completed "successfully" with this option. ULBs can be re-launched at player location Since ULBs have the habit of sometimes circling around endlessly, this will allow you to re-launch them at your current position, avoiding the hassle of having to guide them through the map. Improved ULB flight behavior I found one method of dealing with circling ULBs, which is to give them more than one waypoint (via <Ctrl>-click), but if one is controlled from the SupportCall module, it will now also stop permanently, once it reaches its final waypoint, giving you a nice, steady view of the target area (details in the mod's readme).
  14. Yeah, the speed of the list creation really depends on the number of addons you have installed, and what kind of CPU you have. With Combined Operations (A2 & OA) running it takes me about 20 seconds on one machine to get the list filled, and about 3 seconds on the other, so you really have to be patient if you have a slower CPU. The good thing is though (and it looks like that's what you're experiencing) that the list generation will be continued, even if you close the dialog (so that it will be available immediately once you open it the next time).
  15. I'm not calling any other modules, apart from the UAV/ULB one. Everything else is coded directly in my module. Well, the reason I disabled the internal saving of the list (which prevents the delay) is to pinpoint the CTD. If you're not experiencing any crashes, then you probably shouldn't bother with the test version, and just keep using the regular one, until the next official release.
  16. I can't quite imagine that the variables used in this mod would make you run out of memory—all the global variables used don't use more than about 6KB. (Of course, it could just be the straw that breaks the camel's back. Anything's possible...) But I know there used to be an issue with the *number* of global variables used (especially in mission saves). I'm not quite sure if that issue has been fixed in the meantime, but I've created a test build that doesn't use the large ones at all anymore (which stored the class listings), and only a couple of very small ones. Perhaps someone with a crash-prone system could give this one a try, and let me know how it behaves. Of course, the drawback of that is that now every time you access the drop options the list will have to be re-read (which will take a few seconds), but if this approach does indeed get rid of the crashes, then I'll think about some different way of optimizing the lists. So... if anybody feels like giving the test version a run, it's available here. (Make sure to delete the regular pbo, when testing the beta!) Thanks in advance for any feedback!
  17. It seems you might have a corrupted installation. Could it be that you might have two version of SupportCall installed (in two different modfolder perhaps)? Or did you perhaps load a game save that was done with a previous version while you had loaded a newer one (that would definitely cause issues, as dialogs and some global variables change all the time). I've tried that mission, dropped a few vehicles and weapons, even got a few guys on my side to join me, to crew a tank, but my game-save never got beyond 13MB (but I only played for about 20min). I assume you are talking about dropped mortars? The next build will actually have a solution for this issue. I did finally find a way of allowing the player to board dropped vehicles or static weapons, even if he's not the leader. But, yeah, in the meantime, just leaving the group should work as well as becoming the leader (after all, in a group of one you will always be the leader). No real plans at the time... As I mentioned before, I don't want this module to *remove* any challenges, but rather, to offer you *different* ones. And having unlimited units or airstrikes available would just lead to using those units as cannon-fodder, or to carpet-bomb the whole map... One approach that's been floating in my head is that you might be allowed to do an airstrike if you've conclusively scouted out the target area; e.g. let's say you need to have at least 50% of the units in the target zone identified (via binoculars, etc), before you can order an airstrike. (The real-life inspired justification would be to ensure that you're not bombing the wrong targets.) But even with a limitation like that in place I feel that airstrikes are sort-of a "lazy" solution to a mission challenge... ;)
  18. Good idea on the backpacks! But while implementing them was pretty straightforward (they're under Magazines now), I then realized that a lot of missions will probably use player models that are not compatible with backpacks yet, so I also had to add an option to switch models (which is probably a good addition anyway). So... now you have access to all backpacks (as long as you're running OA), you can switch to any other unit type, and (these were additions that were already pending), you can switch the resolution of the Boomerang grid to 500, 250 & 125m, and you can also drop fuel barrels in case you're running out of gas, and you feel like dropping a whole fuel truck is overkill (they're under Vehicles). When selecting a unit type there will be a "(B)" behind the class name of those that are able to use backpacks.
  19. I've been running the 93701 beta for a while myself, but no crashes yet. But then again, I'm not running any other mods, so that might have something to do with it. I can't really imagine that the SupportCall module is causing it, as there's nothing fancy (or even permanent) happening in there. But you can try to pin down the source of the problem by running Arma without the SupportCall module, and check if you still get the crashes. You could also try equipping yourself from a normal ammobox, to see if that works. And does it crash no matter which weapon you chose, or only with specific ones?
  20. You can recruit soldiers to your group, if they exist in the mission already (but you cannot spawn them). If you find one you want, approach him and select the "Recruit nearest soldier" from the "Manage Units" menu. Also, if there's a locked (or occupied) vehicle already in the mission, you can unlock it, and the crew will disembark. Then you can recruit them as well.
  21. Yeah, like you say—it's not really within the "philosophy" of this addon. Also, there are plenty of other tools out there, to generate dynamic missions, and unless the OPFORs are hand-placed in strategic positions, it's basically a turkey-shoot... I rather spent my time on a Boomerang shot detection system: This module indicates any shots fired by OPFORs on a circular grid (relative to the player). It also gives the absolute azimuth, relative elevation and exact distance. The location on the grid is updated as the player moves—so once you circle around that suspected location, and point at it from a different position, the relative position indicated will be different. You can also recall the last 5 shots via the arrow buttons at the top. (When you first activate the module (by pressing the "Request" button), it will go through a "calibration" routine, where different shot locations are indicated on the grid. These *should* be on the 500 & 350m circles. If not, then there may be an issue with the set aspect ratio, or my script. Contact me (via email) if that happens, and we'll do some troubleshooting.) I'm not sure yet about the practical range, though. The real thing is calibrated to 250-750m, but, even though I already reduced that range for Arma to 200-500m, it may still be too large, as you will hardly ever have AI engage you at that distance. I may also turn this feature into a standalone addon at some point, but I want to collect some more experiences and feedback with it as it is now, before I go that route.
  22. You got it... Just don't forget to bring your umbrella! ;)
  23. Yeah, the issue with the spawned vehicles seems to be an engine bug. I even tried joining the vehicle to the player group, but nothing helped. (Once you're the leader, or left the group, you can use any new vehicles normally.) So, a new build has been posted (1.3.2), that contains the following new features: Player can be promoted to group leader Other AI units can be forced out of obstacles Up to 3 weapons or magazine types can be dropped at once
  24. Any dropped vehicle should be fully functional, and all positions usable. But it looks like the problem is that you're not the group leader, and in that case Arma isn't giving you an option to board a vehicle by yourself. I might have to add an option to the module, to either leave your current group or become their leader, but for now I'm afraid you'll have to walk... ;)
  25. Good suggestion, and it will be in the next build! I never ran into that situation myself before (I only managed to get myself stuck), but I guess it *can* happen, and could theoretically ruin your mission. I wasn't familiar with that addon, but I'll check it out, and will get into contact with the author, to see what can be done. Update: I did check out the module, but, while it looks promising, it still seems to be work-in-progress. I got errors during the demo mission, and there seem to be some other people having issues with it too. So perhaps I'll check it out again in a while. The problem with that is that you have unlimited resources. So even if one gets shot down, you just request another. So, other than annoying you a little bit, it wouldn't really have any effect on game-play... The problem with delays is—if they're acceptable for a game, they're basically ALL unrealistic... So, rather than have you wait a whole minute for the supplies, which is about as far from real-life delays of SEVERAL HOURS (if you're lucky) as the current immediate delivery is, I may as well not waste your time... I'll see what's available, and how it would fit into this module.
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