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kronzky

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Posts posted by kronzky


  1. That's pretty strange, as I run the same version (and the same old addon from my site), and have no problems at all:

    NrxcN5Fl.jpg

    I suspect there might be another addon conflicting with this one, but that could be a PITA to troubleshoot.

    I wouldn't mind fixing my addon, in case there's a conflict with some other one, but I don't really feel like downloading tons of stuff, and doing endless trial-and-error runs, to find out which particular one doesn't get along with mine (especially, since I don't really play much Arma myself anymore).

    So... I'll need your help here. If you experience problems, and have other addons installed, see if you can pinpoint which one is causing the problem, and let me know. I'll then try to troubleshoot what parts are incompatible, and see if I can find a solution.


  2. OK, I'm new to ARMA2 and I tried out this mod to allow me to choose weapons in the middle of a standard campaign mission. Does this work in those missions, cos I got the menu but nothing listed to choose from.

    Program version is latest Steam download 1.11

    It looks like you're running Arma2, but this thread is for the Arma3 version (the discussion for the Arma2 version is here).

    Could it be that you're perhaps also using the Support Call module for A3? They both have the same version number, but are NOT interchangeable!


  3. Did anyone resolve the issue regarding units going into combat mode despite no hostile units being anywhere near the patrolling unit?

    Did you read the suggestions here?

    WIth version 2.2.0, I can't get the groups to patrol in Safe more with limited speed. This should be the default setting right? Instead the behavious is defaulted to Aware (or combat) and the run around patrolling even tho there is no enemy near.

    Could it be that you are part of the patrolling side?

    In that case you're probably in "Combat" mode yourself (rifle raised), and that will alert them.

    Try putting {this setBehaviour "SAFE"} into the player's init line (so you start with the rifle lowered), and see what happens.

    If you were just starting on the OPFOR side to observe them, then you can ignore this issue (it won't happen if you're of the other side). Or just spawn as a civilian or animal, and your behavior shouldn't affect theirs.


  4. WIth version 2.2.0, I can't get the groups to patrol in Safe more with limited speed. This should be the default setting right? Instead the behavious is defaulted to Aware (or combat) and the run around patrolling even tho there is no enemy near.

    Could it be that you are part of the patrolling side?

    In that case you're probably in "Combat" mode yourself (rifle raised), and that will alert them.

    Try putting {this setBehaviour "SAFE"} into the player's init line (so you start with the rifle lowered), and see what happens.

    If you were just starting on the OPFOR side to observe them, then you can ignore this issue (it won't happen if you're of the other side). Or just spawn as a civilian or animal, and your behavior shouldn't affect theirs.


  5. @Make Love Not War: Thanks for the tip. I'll definitely include that in the next build! In the meantime I guess you could execute the enableSaving command via the debug console.

    @Old_Painless: If a mission has zone restrictions, an appropriate action will show up in the "Environment" section (with a map showing the locked area). If there are no restricted zones, then no action is visible.

    To disable the time limit, select "Extend deadline" from the "Other Assistance" menu (the toolbox).

    @bohicafool: It took me over a year, to actually implement ONE support unit. In order to convince me to add an infinite amount of support, you'd have to give me some better arguments than "This would really help"... ;)

    @Alpha-Kilo: If you're under fire when opening the dialog, then it's probably too late already. So, yeah, that's on purpose that you can't just turn off the enemy when it becomes too much...

    The reason why you can only select an item once, is so you use it with "care", and not just use up equipment like it's free... (It should also still be on the map somewhere, even if you switch teams, so I don't really know why that should be an issue.)

    Keep in mind — the reason I wrote this addon was to allow you to experience different challenges — not to take them away altogether!

    As far as not being able to select OPFOR uniforms — I suspect you probably have some team-members? In that case you cannot change sides. When I experimented with side switching things quickly got out of control if you had team-members (and no, just switching the whole group didn't solve the problems - that just created different ones), so I had to restrict side changes to ungrouped players.


  6. Any plans about a headlessClient version? There is one out for Arma2 edited from DetrimentalDave i think and it works good.

    No plans on integrating that at this point. I'd rather wait a bit, and see how it develops, before jumping on that too soon...

    Can you comment on the issue many have experienced where the enemy AI are in an instant state of agitation (combat behavior) even if they do not know and cannot possibly know that an enemy unit is on the map? It very easy to reproduce. In a previous version of your script, I was able to stop the behavior by commenting out a specific line, but I can't tell you which one right now because I don't have access to the script from where I'm at. Please advise if you can.

    I would blame the engine for that, since these behavior modifications seem to come and go randomly (and change from build to build).

    I'm not experiencing it in the current version (as you can see from the image above), but if you still do, please PM me a repro mission.


  7. I have uploaded a new version that will now support resistance/independent sides, as well as any sides that have been modified via setFriend.

    (As you can see on the screenshot below, where east continues their normal patrol behavior, even though a western unit is right next to them.)

    friendly.jpg

    It also fixes an issue with the "trigger" options that gives you a message and removes the marker when the area was cleared.

    http://kronzky.info/ups


  8. It looks like during the forum downtime some messages got lost, so I'll try again:

    There was one syntax error that was caused by the latest A3 patch, and it has been fixed by version 2.1.3 that's now available on my site.

    As far as the error Pergor is reporting, I can't really reproduce that (perhaps it was a temporary issue that was fixed by the latest update).

    Regarding bhaz's post about friend/enemy associations: I guess we finally have the tools to determine that (via getFriend), so expect an update to UPS soon, that should have this ability implemented.

    The issue with deleting groups/group leaders, and your suggested test for {isNull _npc} shouldn't really be necessary, as the {!alive _npc} should already catch deleted leaders. Also, if the group is deleted, then the member count should be 0, and that is tested already as well. When I tried deleting groups and leaders from the outside, while UPS was running, it always stopped without any issues or errors.

    If you still see problems when deleting stuff from the outside, see if you can give me a simple repro, and I'll have a look.


  9. I'm sure somebody else would've reported the error, if it actually had been around for that long.

    What I suspect is perhaps a mismatch of the game save and the version of Support Call used. Try restarting the mission from scratch, and hopefully the error will be gone.

    As far as switching to uniforms of other sides — that ability has been implemented in the Arma 3 version, but as development of the A2 version has been discontinued a while ago, I'm afraid that won't be added there anymore.


  10. Here are two examples of what can be done to some of the missions of the official "Survive" campaign:

    Patrol

    Here you have a 15 minute time limit that allows you to barely get out of the immediate camp area. In addition there are restricted zones all over the map, that will kill you with magical air-strikes, as soon as you step into them.

    The funny thing is, this mission has one of the most populated maps of the whole campaign — you just never see it...

    There are over 200 OPFORs on the map, some single, some in groups, some in larger clusters. Some stationary, some moving. And some on foot, and others in vehicles. So it looks like quite a challenge. But with the time and area limitations you can barely scratch the surface.

    patrol.gif

    So — once you remove both with the Support Call module, you should have quite a challenge at your hands, which will probably take you longer to finish than the whole campaign did before!

    Radio Silence

    Here's a very different approach, using many of the Support Call options, just as a demonstration of what's possible, when you want to get creative:

    • Once you exist your shuttle vehicle, leave your group behind (Manage Group | Leave player group)
    • Unlock the vehicle, and get in as driver (Other assistance | Unlock vehicle)
    • Drive closer to the target area, until you're out of sight of either your or the opposite teams.
    • Exit the vehicle, and change into an Independent's Engineer uniform.
    • Walk up to the guard towers, and place some explosives.
    • Unlock one of the OPFOR vehicles, and drive back to your team.
    • Blow up the towers.
    • Before getting too close to your group, change back into a BLUFOR uniform.
    • Re-join the group, and continue.

    Have fun, and get creative! ;)


  11. As it seems like Arma missions are getting more and more restrictive (locked vehicles, "forbidden" map areas, tight time limits), I figured my "Support Call" module was needed more than ever before, so I gave it a major overhaul, and V2 of it is now available at my site: http://kronzky.info/addons/supportcall

    After all, the thing we probably all loved about OFP & Arma was its unrestricted freedom — to do whatever you want in a mission, and to try as many different strategies as you could think of, without being shackled by artificial restrictions placed by the engine or mission designer.

    This addon tries to give you back those freedoms.

    See a vehicle on the map that you think could come in handy (but is, for whatever reason, locked)? Just walk up to it, and unlock it!

    Are you being sent on an assassination mission, but your only gun in an M4? Request a proper sniper rifle!

    Want to play the mission at night? In the rain? At your speed, without being rushed? As an undercover agent?

    All that (and much more) you can do once this addon is installed, hopefully increasing the fun and replay value of missions you've already done many times in the "proper" way...

    For those of you already familiar with the previous version, here's what's new and improved:

    • Overhauled interface, to allow instant access to the different sections (for when every second counts).
    • You can now switch into enemy uniforms, and play "undercover".
    • Restricted zones (that drop bombs on you as soon as you enter) can be disabled.
    • If you're alone in the mission, you can request one team-mate to be air-dropped.
    • OPFOR skills can be adjusted (to make their shooting a bit less bot-like).

    tankdrop.jpg

    Here's the full list of features (overall there are about 50 functions to help you take back control):

    • Air-drop vehicles, weapons, magazines
      • Any equipment available to your side can be air-dropped.
      • Drops can be done at your location, or at any place you specify.
      • Special equipment added by expansions or mods is available as well.

      [*]Switch Uniforms

      • Change to a different unit type (either keeping the current equipment, or using the new type's default loadout).
      • Switch to an enemy uniform for "undercover" missions.

      [*]Manage Units

      • Team members can be healed, independently from the player's equipment.
      • Player's group members can be totally immobilized, keeping them from moving or firing.
      • Player can leave (and re-join) his current group, or become its leader.
      • Recruit soldiers present in the mission, to join your own group.
      • Vehicles for AI group members can be locked/unlocked.
      • AI units stuck on obstacles can be freed.
      • AI radio communications can be disabled.
      • If alone on the map, one additional group member can be requested.

      [*]Request Intel

      • Receive information about troop location and strength.
      • The origin of incoming shots can be displayed on a grid.
      • Enemy AI skills can be adjusted.
      • Video feeds for existing UAVs can be viewed from anywhere on the map.
      • If no UAV exists yet, you can launch your own.

      [*]Environment

      • Mission time can be forwarded up to 12 hours, to your favorite time of day to tackle the mission at.
      • Weather settings can be set independently for overcast, fog, wind and rain.
      • Restricted zones (that kill the player upon entering) can be disabled.

      [*]Other assistance

      • If you or your vehicle are stuck in the terrain, this will pull (or push) you out of there.
      • Any vehicle in the mission can be unlocked, even the one the player might be locked into.
      • Vehicles that have flipped over on the terrain, can be put back on their wheels.
      • Even totally destroyed vehicles can be recovered.
      • If an AI medic isn't coming as he's supposed to, the player can heal himself.
      • Post-processing effects (e.g. blurriness, color filters) can be disabled.
      • Mission can be ended (and marked successful) at any point. This will allow continuing on to the next campaign mission, and will keep it successful status upon restarts.
      • Allows you to play for as long as you want, even if the mission has a deadline.
      • Create a game restore point at any time during the mission.
      • Opens debug console to execute script commands directly.

    Some screenshots, showing the different sections available:

    Vehicle drops:

    vehdrop.jpg

    Intel (OPFOR info):

    intelnear.jpg

    Restricted zone removal:

    nogozones.jpg

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  12. Ok, the issues described above have all been fixed, and whoever is interested can download a beta version of build 2.0 here:

    http://kronzky.info/addons/supportcall/supportcalla3_2.0beta.zip

    It now includes proper air-drops again, shows all variants of the different weapons, supports UAVs, and fixes some more minor compatibility issue with Arma 3.

    You might notice that some items have been changed a bit:

    The Intel troop information now isn't split into Blufor, OPFOR and independents anymore, but only into "friends" and "enemies", since the setFriend command now seems to work, and is heavily used in the campaign (where your opponents often are listed as civilians). The Intel menu also gives you an option to see the total troop counts for all sides, to get a better overview.

    The "Boomerang" feature (shot detector under Intel) is now always active (you don't have to go through the initialization routine anymore) — as soon as you open the Support Call dialog it will analyze incoming fire.

    I'm still not perfectly happy with the weapons list though, as it lists a lot of weapons that are hard to tell apart. They all have the same name, same optics, and same ammo, but do have different class names; so until I figure out a way of either properly distinguishing or filtering them, I now display their class name as a tooltip, that's shown when you hover over the preview image.

    I've tested the beta with a few of the new campaign missions, and it seems to work ok, but if you run into any issues, please post them here or send me a PM.

    P.S. In case you have problems dropping aircraft or boats, please re-download the beta again — that issue has been fixed.


  13. A compatibility update for the A3 release has been posted on my site.

    It fixes the issue with unlockable vehicles, and the inability to heal yourself (and gets rid of any error messages).

    Air-drops are still not supported (items are placed directly on the ground), and there's no UAV support yet.

    Once those issues are fixed, I'll post an update here (but I can't give any timeframe on that so far).

    Also it would be cool to have artillery strike option to deal with the damn tanks.

    There will probably never be an artillery option in this module (that's just too much cheating), and even if, it will be very slow, and only possible after you've thoroughly scouted out an area (i.e. you've spotted the majority of OPFORs at the drop site), so it'll be fairly useless against tanks.

    I am also noticing the issue with guns not having sights on them, maybe just have it so you can airdrop in ammo crates and such?

    I will look into the droppable optics issue, to see if that can be handled by the module.


  14. it seems, however that the AI attack the player on a hap-hazard, 1 soldier will break off and engage (I know thats a specific command the AI squad leader does)

    is it any way possible to split the group into fireteams (yet remain coherent with the squad leader) and they attack as a whole, (ie: 4 men assault a position, by moving very closely together, like a genuine CQB tactics)

    Any attacks and formation behavior are controlled the engine — my script doesn't intervene there at all. (Those behaviors might still be work-in-progress, considering that A3 is still in Beta).

    secondly what does the "randomup" optional command do? I believe it places soldiers in buildings, (on the roof), but I've yet to see the AI placed there. can anyone direct me as to what I should do?

    Yes, it will place some units on roofs, but only if they can be reached via ladders. So if there are no accessible rooftops around, then they will all stay on the ground.

    As far as the error is concerned, that was reported above — looks like BI removed the setVehicleInit command. My script was using that to process INIT strings, so I've removed that capability for now. I might re-add it at some later point, once I find a workaround, but for now it's disabled, to avoid the error popup.

    New version is here: http://kronzky.info/ups


  15. It appears that after the last update of non-dev version debug console is always on screen in the pause menue. And it overlaps "Call for support" button which makes the mod unusable.

    Please kindly advise whether the console can be turned off or hidden some way. Or maybe it is possible to move "Call for support" button to some other location to avoid overlapping.

    How rude of them, to cover up my button! ;)

    While it was still possible to reach it via some tabbing, it was a bit of a pain, so I've uploaded a new version (1.8.1) that is using a different position now. (I don't really like the new place, but I guess it's only temporary.)

    positiona3_181.jpg

    Thanks for letting me know!


  16. 1. There's a big red circle following the players on the map. Is this some kind of UPS debug leftover? Anyway to turn it off?

    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.

    2. There's no fortify parameter to make AI get into buildings and such, is that correct? Any ETA when it will be implemented?
    Do reinforcements and respawns work with the A3 version? I can't seem to get mine to respond to my triggers for reinforce, and also to respawn once they are killed.

    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).


  17. Can you help plz pm how to do it? Noob here :).

    Create a trigger (<F3>) with the following properties, and that's it...

    sctrigger.gif

    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =

    ---------- 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.


  18. Mostly i play my own maps with my brother and your mod would be perfect to get support and having fun against AI. Too bad its aint for coop mp.
    How do I make this work on my own server? not someone elses but my own

    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"


  19. Script needs to be in the same folder as the mission you edited,

    [...]

    I dont have the Arma3 Alpha but thats how the editor has worked since the series started

    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.)


  20. 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...

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