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Kolmain

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Everything posted by Kolmain

  1. Kolmain

    (Co30) Evolution-A3

    (Co30) Evolution-A3 https://cloud.githubusercontent.com/assets/8865327/7921364/f944fe48-0872-11e5-8b42-c73af9b3b615.jpg (932 kB) Evolution-A3 is a remake of the popular Armed Assault (ArmA) mission, Evolution Blue by KilJoy. Evolution-A3 features all of the original gameplay mechanics, either in their original form, redesigned by myself, or with similar community content replacing the functionality of the original outdated code. Features All features can be disabled/enabled via mission parameters. AI units can be recruited via bon_recruit_units at the staging base via action menu, and airdropped in the field via BI's communication menu. Dynamic view distance settings with CHVD can be set via action menu in the staging base. HALO insertions using ATM_airdrop via action menu in the staging base. Player loadout saved to user profile and modified via BI's Virtual Arsenal. The original Evolution sounds! BI's dynamic groups interface can be used via action menu at the staging base or at anytime by pressing 'U'. Meatball's randomWeather2 generates random, MP-sync'd weather throughout the game. Quiksilver's cleanup and BI's wreck and corpse management keeps the mission running smooth throughout the entire game. Overall unit management moved to UPSMON with minor script modifications. CHHQ provides a mobile HQ transport option. Headless Client implementation automatically detects and offloads AI to your HC. Player Persistence keeps players at their last known locations with their last known loadout in the event of a disconnect and rejoin of the same session. Pilot loadout requirements enforced to fly aircraft, includes auto-switching of loadout if you're in the base. Modular sidemissions that provide bonus points to all players, and extra bonus points to the players responsible for completing the task, including: CSAR, Defend, Attack, Defend the Base, Ambush, and attack AAA. Officer Capturing in every area of operation for bonus points! OPFOR support assets may be available at the AO including mortar, anti-air, CAS, and sniper support. Build structures in the field using R3F Logistics. All powered by vanilla ArmA 3 content. The overall goal of this project is to bring Evolution Blue up to ArmA 3 standards while preserving as much original gameplay as possible. Minor additions such as Revive and Support Assets that delineate from the original concept should be added with optional parameters. Current Version Sahrani Class Version Altis Version Collaborate or download on GitHub. Requirements Evolution-A3 uses no mods and is 100% Vanilla ArmA 3. The Sahrani version uses the Community Upgrade Project. RE: Submitting Bugs
  2. Kolmain

    (Co30) Evolution-A3

    Hey all, long time no see. CUP changed some class names since I released this which broke the mission. I just finished bug fixing and getting it working again. Putting it up on an Official Evo Classic server (US East) if anyone wants to join and submit feedback! Workshop should update tonight with new mission file.
  3. I've done my searches and tried both approaches to getting BIS' Dynamic Groups to work to no avail. I've tried: // initServer.sqf ["Initialize"] call BIS_fnc_dynamicGroups; // initPlayerLocal.sqf ["InitializePlayer", [player]] call BIS_fnc_dynamicGroups; And I've tried: [color="#FF8040"][color="#191970"][b]if[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#191970"][b]isServer[/b][/color][color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]then[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]spawn[/b][/color] EVO_fnc_initEVO[color="#8B3E2F"][b];[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"Initialize"[/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]call[/b][/color] BIS_fnc_dynamicGroups[color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#191970"][b]if[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#191970"][b]isDedicated[/b][/color] [color="#8B3E2F"][b]|[/b][/color][color="#8B3E2F"][b]|[/b][/color] [color="#8B3E2F"][b]![/b][/color][color="#191970"][b]hasInterface[/b][/color][color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]exitWith[/b][/color] [color="#8B3E2F"][b]{[/b][/color][color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"InitializePlayer"[/color][color="#8B3E2F"][b],[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#000000"]player[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]call[/b][/color] BIS_fnc_dynamicGroups[color="#8B3E2F"][b];[/b][/color][/color] Made with KK's SQF to BBCode Converter Nothing, not so much as an error message. Any ideas?
  4. How can you force a ragdoll one a player for a couple seconds? ie: Revive scripts, if you want the player to fall before they enter the "unconscious" state. :confused:
  5. Hi again BIS fans, I've got two scripting questions: 1) Does anyone have any idea how to turn the map grid your are in a certain color with a marker, like in the the ARMA2 insurgency and EOS scripts? I can create the marker but I'm not sure how to align it to the grid. I'd like to color each map grid the color of the units in it. 2) How do you name a respawn point using BIS' respawn system via script? I've used the functions to add my vehicle as a respawn point, but it's name is AI: AI Name. Any idea how I can change that to a string of my choice? Thanks! :)
  6. Kolmain

    (Co30) Evolution-A3

    How did it go?
  7. Kolmain

    (Co30) Evolution-A3

    Hey Call! Good to see you again! Awesome, thank you! Does it have a headless client?
  8. Kolmain

    (Co30) Evolution-A3

    Check out the Sahrani version of Classic evolution! http://steamcommunity.com/sharedfiles/filedetails/?id=677540897
  9. Kolmain

    (Co30) Evolution-A3

    Hi all, I've stumbled upon CUP's AWESOME new ArmA assets and finally got around to working them into Evolution. I have a development version ready with CUP assets, but I need to finish scripting the classnames and figure out why my chopper won't land sometimes!! Thanks for the support, more info soon!
  10. Kolmain

    (Co30) Evolution-A3

    I've got a beta version running now of RHS assets on Sahrani. I was using Sahrani Rearmed, which was awesome as it was the actual units brought up to A3 standards, but the quality just isn't right yet. Too many bugs for production. I'm using CUP Terrains, but it should work for any version of Sahrani as long as you change the extension to match.
  11. Kolmain

    (Co30) Evolution-A3

    Add me on steam so you can help test my Sahrani version and soon the Icebreaker stuff! What mods would you all prefer so I don't go overboard?
  12. Kolmain

    (Co30) Evolution-A3

    Thank you :)
  13. Kolmain

    Sahrani Rearmed 2

    Any chance we can get classnames for units and groups posted? I'd love to use this to recreate Evolution. :)
  14. Kolmain

    (Co30) Evolution-A3

    Sorry for going dark everyone! I've graduated and needed to get that out of the way :lol: I'll be resuming work on this mission, starting by a code rewrite for OPFOR forces. With the new SRA mod, I'm hoping to revive the original Evo as well for A3! Post suggestions or feature requests here!
  15. Kolmain

    (Co30) Evolution-A3

    Thanks for the tip, I'll add that in! ---------- Post added at 12:07 ---------- Previous post was at 10:19 ---------- Just patched a hotfix, should significantly lower load times. https://github.com/Kolmain/Evolution-A3/releases
  16. Kolmain

    (Co30) Evolution-A3

    Here's 1.2! Happy hunting everyone, hope you enjoy the new persistent feature! Download me from GitHub!
  17. Kolmain

    (Co30) Evolution-A3

    Thanks Watarimono, I'm aware of the gesture, its an error I'm working on resolving before 1.2. I fixed all support issues, but were you hosting or on a dedicated server? Interesting about the third town, will test today. You can move where notifications show up in your arma 3 settings. :)
  18. Hi all, I have a support script that is called via BI's communication menu (client side only) available here: https://github.com/Kolmain/Evolution-A3/blob/dev/EVO/fn_support_mortar.sqf The code executes flawlessly in SP/hosted MP, but on a dedicated environment the gun never fires. I thought seeking out the local client via BIS_fnc_MP would do the trick, but to no avail. Any ideas? Code in question, everything is defined: [color="#FF8040"][color="#8B3E2F"][b][[/b][/color][color="#8B3E2F"][b][[/b][/color][color="#8B3E2F"][b][[/b][/color][color="#1874CD"]_mortar[/color][color="#8B3E2F"][b],[/b][/color] [color="#000000"]_pos[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b],[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#1874CD"]_gun[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#000000"]_this[/color] [color="#191970"][b]select[/b][/color] [color="#FF0000"]0[/color][color="#8B3E2F"][b];[/b][/color] [color="#000000"]_pos[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#000000"]_this[/color] [color="#191970"][b]select[/b][/color] [color="#FF0000"]1[/color][color="#8B3E2F"][b];[/b][/color] [color="#191970"][b]if[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#191970"][b]local[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#191970"][b]gunner[/b][/color] [color="#1874CD"]_gun[/color][color="#8B3E2F"][b])[/b][/color][color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]then[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#1874CD"]_gun[/color] [color="#191970"][b]setVehicleAmmoDef[/b][/color] [color="#FF0000"]1[/color][color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_gun[/color] [color="#191970"][b]doArtilleryFire[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#000000"]_pos[/color][color="#8B3E2F"][b],[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#191970"][b]currentMagazine[/b][/color] [color="#1874CD"]_gun[/color][color="#8B3E2F"][b])[/b][/color][color="#8B3E2F"][b],[/b][/color] [color="#FF0000"]5[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b],[/b][/color] [color="#7A7A7A"]"BIS_fnc_spawn"[/color][color="#8B3E2F"][b],[/b][/color] [color="#000000"]true[/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]call[/b][/color] BIS_fnc_MP[color="#8B3E2F"][b];[/b][/color][/color] Made with KK's SQF to BBCode Converter
  19. Its not listed as supported? https://community.bistudio.com/wiki/CfgRemoteExecCommands
  20. I'm in the office and can't test it :(
  21. Well I know it works because it works locally, but maybe its possible that currentMagazine isn't returning? Alright, instead of publicVar'ing it, I'll just declare it with the rest of my functions.
  22. I'm using locations to gather information around the player. However, when I build an array of positions (which works fine), and get the position of a location, I can't use it for a majority of scripts, as the location errors out. As a temp workaround, I've been grabbing the nearest building and moving on but I noticed sometimes it doesn't find one and the script goes outa-wack. Any ideas? [color="#FF8040"][color="#1874CD"]_bool[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#000000"]false[/color][color="#8B3E2F"][b];[/b][/color] [color="#191970"][b]if[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#8B3E2F"][b]([/b][/color][color="#7A7A7A"]"randomSideMissions"[/color] [color="#191970"][b]call[/b][/color] BIS_fnc_getParamValue[color="#8B3E2F"][b])[/b][/color] [color="#8B3E2F"][b]=[/b][/color][color="#8B3E2F"][b]=[/b][/color] [color="#FF0000"]1[/color][color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]then[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#1874CD"]_bool[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#000000"]true[/color][color="#8B3E2F"][b],[/b][/color] [color="#000000"]false[/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]call[/b][/color] BIS_fnc_selectRandom[color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color] [color="#191970"][b]else[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#1874CD"]_bool[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#000000"]true[/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#191970"][b]if[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#1874CD"]_bool[/color][color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]then[/b][/color] [color="#8B3E2F"][b]{[/b][/color] csarLoc [color="#8B3E2F"][b]=[/b][/color] sideLocations [color="#191970"][b]call[/b][/color] BIS_fnc_selectRandom[color="#8B3E2F"][b];[/b][/color] [color="#000000"]_pos[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#191970"][b]locationPosition[/b][/color] csarLoc[color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_array[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#191970"][b]nearestObjects[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#000000"]_pos[/color][color="#8B3E2F"][b],[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"house"[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b],[/b][/color] [color="#FF0000"]500[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_obj[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#1874CD"]_array[/color] [color="#191970"][b]select[/b][/color] [color="#FF0000"]0[/color][color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_img[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#191970"][b]getText[/b][/color][color="#8B3E2F"][b]([/b][/color][color="#191970"][b]configFile[/b][/color] [color="#8B3E2F"][b]>[/b][/color][color="#8B3E2F"][b]>[/b][/color] [color="#7A7A7A"]"CfgVehicles"[/color] [color="#8B3E2F"][b]>[/b][/color][color="#8B3E2F"][b]>[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"B_Heli_Light_01_F"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"B_Heli_Light_01_armed_F"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"B_Heli_Light_01_stripped_F"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"B_Heli_Attack_01_F"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"B_Heli_Transport_01_F"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"B_Heli_Transport_01_camo_F"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"B_Heli_Transport_03_unarmed_F"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"B_Heli_Transport_03_F"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"B_Heli_Transport_03_black_F"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"B_Heli_Transport_03_unarmed_green_F"[/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]call[/b][/color] bis_fnc_selectRandom[color="#8B3E2F"][b])[/b][/color] [color="#8B3E2F"][b]>[/b][/color][color="#8B3E2F"][b]>[/b][/color] [color="#7A7A7A"]"picture"[/color][color="#8B3E2F"][b])[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_ret[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#191970"][b]getPos[/b][/color] [color="#1874CD"]_obj[/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]call[/b][/color] EVO_fnc_nearestTownName[color="#8B3E2F"][b];[/b][/color] [color="#000000"]_name[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#1874CD"]_ret[/color] [color="#191970"][b]select[/b][/color] [color="#FF0000"]0[/color][color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_distance[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#1874CD"]_ret[/color] [color="#191970"][b]select[/b][/color] [color="#FF0000"]1[/color][color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_descrip[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#191970"][b]format[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"OPFOR taken out a friendly bird near %1. They're sending squads to find the crew, get them out of there!"[/color][color="#8B3E2F"][b],[/b][/color] [color="#000000"]_name[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color] availableSideMissions [color="#8B3E2F"][b]=[/b][/color] availableSideMissions [color="#8B3E2F"][b]+[/b][/color] [color="#8B3E2F"][b][[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#191970"][b]getPos[/b][/color] [color="#1874CD"]_obj[/color][color="#8B3E2F"][b],[/b][/color] EVO_fnc_sm_csar[color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"CSAR Downed Helo Crew"[/color][color="#8B3E2F"][b],[/b][/color] [color="#1874CD"]_descrip[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]""[/color][color="#8B3E2F"][b],[/b][/color][color="#1874CD"]_img[/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]1[/color][color="#8B3E2F"][b],[/b][/color][color="#8B3E2F"][b][[/b][/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b]][/b][/color] [color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color][/color] Made with KK's SQF to BBCode Converter
  23. No, I actually want these to stay away from towns and villages. :) Thanks for the tip!
  24. Project @ https://github.com/Kolmain/Evolution-A3/tree/dev _locs = nearestLocations [spawnBuilding, ["NameLocal"], 100000]; sideLocations = _locs;
  25. I started with position, but went to locationPosition to try and resolve this. Didn't help :(
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