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Kolmain

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Posts posted by Kolmain


  1. 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.

    • Like 1

  2. Testing this right now :D---aka Call911

    Also subscribed :D

     

    Testing this right now :D---aka Call911

    Also subscribed :D

     

     

    Hey Call! Good to see you again!

     

    Test Server 94.250.222.20:2302

     

    Awesome, thank you! Does it have a headless client?


  3. 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!

    • Like 1

  4. Hello,

     

    Thank you for answering back to my question. Thought I must tell you I'm pretty casual for now so my testing will be very limited as I could not get a hand on my gaming computer for some times actually but I will add you as soon as I can get into testing stuff.

     

    For mods thinking about RHS which is very common use and could allow both side (Evo blue , Evo Red), maybe ACE for people really into it but the healing system is very different so its may require a lot of changes. For the rest I really don't know I use only sound mods and visuals mods after that so I think its pretty much it but that my opinion.

     

    ps : What Sarahni version do you use Community upgrade project or AiA TP ?

     

    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.


  5. Hello sir,

     

    Thank you so much for this, Evolution was my first mission played on Arma and is still my favorite one I have played. The coop online was so fun we had such great night on Arma with them.

     

    As suggestions for this mission I would like to know if you could add some mods support or island supports like (RHS and Sarahni for map supports) returning to this would be perfect thank you again.

    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?


  6. 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!


  7. Another testrun with 1.2:

    - Takes alot longer to start the mission, but once running it works fine.

    - Now we get tasks for town #3 and onwards.

    - Maybe add the the air vehicles in fn_initTarget.sqf to the arrays in init.sqf as well, will be easier to port to other addons.

    Really fun mission :)

    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

    • [NEW] AO's completed from past session get BLUFOR marker.
    • [bUGFIX] Mission no longer gets stuck in error loop.
    • [CHANGE] Removed OPFOR snipers until I find alternative to broken BIS_fnc_Overwatch.
    • [CHANGE] Added OPFOR CAS to INIT arrays for customization/mod usage.


  8. Here's 1.2! Happy hunting everyone, hope you enjoy the new persistent feature!

    - [NEW] Time multiplier parameter, accelerate time to play in all scenarios! - [NEW] Support Assets: UAV, UGV.

    - [NEW] OPFOR now has random emplacements across AO.

    - [NEW] OPFOR may have snipers in/around AO.

    - [NEW] Added hints for support assets upon unlock.

    - [NEW] Players auto-report and spot OPFOR radio tower and officer. Task positions update globally.

    - [NEW] Mission parameter to mark active OPFOR sectors on map.

    - [NEW] Mission persistence: addon-less mission saving saves scores and completed AO's to server profile.

    - [NEW] Added TPW Radio, Air, Boats, and Cars.

    - [bUGFIX] OPFOR mines don't spawn on top of each other anymore.

    - [bUGFIX] OPFOR infantry no longer auto-delete after being killed.

    - [bUGFIX] FARPs/MASHs now have a working arsenal loadout box.

    - [bUGFIX] MHQ does not disappear anymore.

    - [bUGFIX] Support assets now correctly fire at targets in dedicated environments.

    - [bUGFIX] OPFOR Officer cannot be "captured" after he already is captured.

    - [bUGFIX] Fixed officer KIA notification (error: no unit).

    - [bUGFIX] AT Mines on roads go in general directions of road now, not across them.

    - [CHANGE] MHQ now respawns like all other assets, wrecked in field, but is unusable until repaired.

    - [CHANGE] Available equipment at FARPs/MASHs are limited to owner's rank, not individual player.

    - [CHANGE] Player FARP/MASH crate updates on owner's respawn.

    - [CHANGE] Players cannot utilize MHQ when it is in need of repairs.

    - [CHANGE] Players can teleport back to HQ from the MHQ.

    - [CHANGE] Number of AO's can be set to 0 (side missions only).

    - [CHANGE] Temporarily disabled HitFX due to sound include bug.

    - [CHANGE] Support requests now open map and request coordinates - no more bombing yourself!

    - [CHANGE] Moved player map markers to onEachFrame instead of loop, performance impact? +/-?

    - [CHANGE] Increased max number of possible minefields.

    - [CHANGE] OPFOR now have their own mines "revealed" to them, so they shouldn't walk on them!

    - [CHANGE] Init.sqf now has arrays of units, change them to change the OPFOR faction and/or use mods.

    Releases section.

    Download me from GitHub!


  9. We did a testrun on 1.2beta and I wrote down a few notes:

    - Whenever you call in any support your player stands up, can be a problem when trying to hide from enemy fire in a ditch...

    - All support except ammodrops seems to work, are we doing ammodrops wrong? press 0-8-X and expect a map to show up for a location mouseclick?

    - We cleared out the first two towns and got objective complete notifications. When we got to the third town we got a chat message about "objects located, map updated..." but the tasklist still showed town#2 completed objectives (http://i.imgur.com/XTdVEQZ.jpg). We blew the radiotower in town #3 but no notifications, mission seems to be stuck waiting for something (http://i.imgur.com/O4suDXF.jpg).

    - Would it be possible to move the notifications for new available support? It creates a bit of a problem when in the middle of a firefight and your view/crosshair is blocked by a message (http://i.imgur.com/3j6tYx2.jpg)

    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. :)


  10. Once you get around to it, I suspect there is even cleaner more direct method, just using the command instead of a scripted function.

    [[_mortar,[_pos,(currentMagazine _mortar),5]],"doArtilleryFire",(owner _mortar),FALSE,FALSE] spawn BIS_fnc_MP;
    

    Not sure if that works but something along those lines. Would have to allow doArtilleryFire in CfgRemoteExecCommands {} description.ext (1.46) though.

    Its not listed as supported?

    https://community.bistudio.com/wiki/CfgRemoteExecCommands


  11. put this somewhere in the servers init:

    KOL_fnc_doArtyFire = {
       _gun = _this select 0;
       _pos = _this select 1;
       _gun setVehicleAmmoDef 1;
       _gun doArtilleryFire [_pos,(currentMagazine _gun),5];
       true;
    }; publicVariable 'KOL_fnc_doArtyFire';
    

    call in your mortar script:

    
    //assuming _mortar and _pos are defined somewhere before this
    
    [[_mortar,_pos],"KOL_fnc_doArtyFire",(owner _mortar),FALSE,FALSE] spawn BIS_fnc_MP;
    

    If still not working, I'd start troubleshooting with the doArtilleryFire array, specifically ensure that (currentMagazine _gun) is actually valid. If still not functioning, then I have no idea :)

    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.


  12. 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


  13. "NameLocal" locations don't always have a name I think; and looking at the first post I presume you want to gather towns and villages as well.

    So maybe the error is coming from there (you said in the OP that you do have positions for your locations); could you try with the following?

    _locs = nearestLocations [spawnBuilding, ["NameVillage", "NameCity", "NameCityCapital"], call bis_fnc_mapSize];

    If you really need "NameLocal" locations, consider filtering them with nearestLocationWithDubbing.

    Hope this helps. :)

    No, I actually want these to stay away from towns and villages. :) Thanks for the tip!


  14. Okay well hope you get it sorted when you get home. I can't really help any more as I don't know what the error is or what sideLocations or csarLoc is (there could be a problem there as well with those variables - who knows) so it's all guesswork at the mo.

    Everything is defined and working, the problem is, and I can replicate it, that I can reference the locations exact position in functions, spawnings, or anything else other than map markers. Thanks though!


  15. With your check:

    _array = nearestObjects [_pos, ["house"], 500];

    It may be that there are no near houses, so

    _array = [];

    Then if you try to select the first element, there is nothing to select.

    So do a:

    if not (_array isEqualTo []) then {_obj = _array select 0; // more code...

    I can do that but I want to just get the correct position of the location and go with that to avoid the building search all together, thats just because of the location issue. I think it's bellow the ground or something? Is there a conversion I can do?


  16. 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


  17. Will load er up an give a wirl :D

    Thanks Call.

    I put off the release because I had an idea for addon-less mission persistence. This will enable servers to continue from the last cleared AO upon a server crash/restart. So far it will load the next target AO and all player scores from the last AO.

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