

Mani2
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Yup, same problem here. Added the XMS.pbo to Res/Addons then Unpacked the Data3D.pbo from the Dta/hwtl folder, added the updated XM and repacked it to be added to the Dta/hwtl folder. XMS works fine and looks very nice but the XM remains the same. I did use the .paa version posted earlier, however. Has this one been fixed yet?
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That would make the missions require ECP, wouldn't it... and? missions for ECP plus you can do that already anyways.. make a move waypoint then a cycle waypoint onto of it with the raduis as 1000 or what ever... Your patroll will look the part but without a Switch trigger and an extra guard waypoint on the end, I'm afraid the guard unit wont budge from it's patrol (unless it spots something). That's one of the reasons I'm looking forward to the new ECP. From what I gather, it will allow you to have your defined patrol route, but at the same time the patrol will be able to listen in on other friendly units and visa versa, in essence, creating a patrol unit with the properties of a guard unit.
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But in a sence, having the ai comunicate inter group "is" a guard waypoint. I'm not saying that the guard waypoint wont work but will there be any reason to use them after this is released. Why have a static unit stand there in guard waiting for trouble when you could use move and cycle waypoints instead to get them on a patroll. When trouble brews ECP will let them know via the enemys comms right. I asume that if the group is set to engage at will it will head off to track down the enemy, just as it would have if it had a guard waypoint. Basically what I'm trying to say is. Will I still need to use Guard waypoints or will freeing up the Ai's comms with ECP allow them to seek out enemy spotted by other ai units (like a Guard waypoint) I hope that this is the case as I can't stand spotting a big twelve man group standing in the middle of nowhere in a giant wedge formation using the dodgy alert anim. It would be so much nicer to see them wandering about in a patroll of some sort. Hopefully the new ECP will allow for this.
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Anyone?
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Mission making is on hold untill I know how the ai will act in game. I take it Gaurd waypoints will now be shelved? Seeing as how the ai will be able to comunicate between groups. And cheers for the MP stability, my co-op squad VCB is collectivly greatfull. And from a mission makers point of view, thanks for fixing the sandbags. They were more likely to get a defendin ai killed, than cover him.
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Just back from a holiday and tried out the newest "Ai on Demand" for mission makers. I'm getting some problems with units not being deleted on initialisation. Test: 3 default Sov groups, all set to spawn when a bmp blows up, setting a variable called o1, to true. I used this bit of code in the groups leaders init line <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[this,{o1}]call loadfile"CoC_AD\addgroup.sqf"] Results: The first group in the mission.sqm has two troopers removed on init. Both the second and third groups have all units removed except each groups lowest ranked trooper. (1 unit per group) After the the variable o1 is set to true the removed troops spawn as expected. (and execute me for blowing up the bmp ) Looking forward to trying out your latest BI on the Zues server again. Last time, I was having loads of fun, when my my connection went just as we captured the airport. *shakes fist at service provider*
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Thank you for the mission makers version of Ai on Demand, bn880. This will make things a whole lot easier for mission makers to use your sublime scripts. I finnaly maneged to get a group to spawn using a conditional. I used the variable name "o1" as you suggested and it worked. Here is the INIT line I used to get it to work. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> [this,{o1}]call loadfile"CoC_AD\addgroup.sqf" There was a slight problem however. I used a group of 10 soldiers and used INIT code to get them to start up in a BTR 80. When Ai on Demand initialised, the group vanished as expected but 4 extra guys including an officer mysteriously appeared around the vehicle. When the conditional was set to true, the group spawned into the vehicle but the 4 extra soldiers remained where they appeared and just stood there while the orriginal group drove off in the BTR 80. There were no error messages and the nothing else seemed to go wrong. Any ideas as to what happened. I've tried it a few times and keep getting the same results. Something I may have done/not done?
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I think I'll take your advice on this one, bn880 and wait for your Non CoC NS version. I will however try to figure it out myself so I can get a better idea of how to best utilise the scripts. Thanks for your help and patience.
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The DL is where it should be IMO. bn880 updates the link with the latest version almost as soon as he's finnished it. Hmmm. I tried a couple of variable names, tankie1 and btr to name a few and I'm getting the same results. I'll have another try later today. I was having a look through the latest version of Bastige Island and I was wondering which files I should be transfering to my mission. The CoC Ai on Demand I was using previously had a "CoC_Maintrig" for the edditor screen, all the scritps in the CoC folder and a little bit of code to add to an Init.sqs. In the Bastige island mission, I noticed important sounding file names like "InitClient" and references to "dx" in other scripts outside of the CoC folder. I'm trying to put a basic Ai on Demand template together to help encourage other members of my squad to get into mission making. Basically, I'd like to have all the appropriate files in a mission folder and also three examples of how they can implement the script in a template mission.sqm. 1. A group that spawns on View Distance. 2. A group that spawns on a set distance. 3 A group that spawns on a conditional, ie "spawn = true" Hope you can advise me as to what files I'll need and also appologies in advance for any hastle I'm causing.
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Hmmmm I tried the condition in your post and it comes up with the following error during CoC Initialisation. _d<xd&&obj1|#|':Error &&:Type object, expected bool. I replaced the older CoC folder with the latest from Battlefield Island and got the same errors. Any ideas?
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Thanyou very much, bn880. Just what I was after. The problem with players discovering areas with no troops can be easily countered anyway. Simply leave a couple of the ai groups running without the Ai on Demand scripts. That way you can use AA fire to fend off any unwelcome attention from flying players. Once the ground team moves in to clear em out the rest of the units can be spawned. Allternatively you can always use the view distance method for AA and use a conditional for the ai ground forces. Either way it's possible to keep the main fighting nearer to the ground based players. I'll try using your latest version of Ai on Demand but I'm restiricted to the addons I can use by my squad. Unfortunatly this list doesn't include the impresive CoC artilliary or the WGL addons. If I can get it to work without either of these, I'll certainly implement it. Interestingly enough, we use a dedicated Linux server. Can I ask what to look out for, in terms of the memory leak problem. We are just about to have our server contract updated and if Linux is going to be a problem then I'd like to know, so that we can get the server changed to a Windows based PC. Keep up the exemplary work. Your scripts sure make Co-op MP a whole lot more fun. I am also working with a rather high profile Mod team at the moment and I'd like to know what your position is on using the Ai on Demand scripts for some of the MP missions. It's early days yet but I'd like to find out sooner thatn later.
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Hello again. I've been trying to set up a mission using the previous (safe, 3 posts up) version of "Vannilla" Ai on Demand, Â to set up a mission for my Coop squad. The problem I have is that we have an air section that can be a little.... well.. adventurous shall I say. The obvious problem here is that they tend to trigger a lot of groups well away from where I want the action, ie near the groud forces, or an objective. All these groups spawning early are causing strain on the old server and so, defeating the purpose of the scripts. I did notice in hte readme.txt however, that there was a way of only spawning an ai group if a condition was met, ie "not alive eastsoldier" or even by using a trigger to spawn them. I'm not a very good scripter and I was wondering if someone could further explain how I could go about implementing this. If anyone could lend a hand I'd very much appreciate it. Edit: Was just wondering if there were any plans to release the updated Ai on Demand scripts for vanilla missions.
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What did I tell you. For the sake of peace and unity on this forum though, I am very pleased that OFP will take this long to make. I am glad to see that I am not the only one who has better games to play untill it does get released. BIS, we love you. You would never dream of letting down your faithfull fans. I'm off out to spend a couple of hundred quid on VBS.
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I so hope that isn´t true because that´s exactly what i feared, that they havn´t even started working seriously on ofp2 at all. If that´s true i think the game won´t make it even with release date of spring 2006.. more like spring 2008. In BISs eyes PC OFP community = 0 Microsoft = $$$ Military = $$$ Just like I was saying. Anyone from BIS care to say anything different on thier own forums? Thought not.
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You can demand all you like, it won't get us anywhere. The only thing we can do to force BIS to take notice is to not buy VBS. BIS have quite planely shown us thier cards. They only care about success and cash. The community means very little to them now they have friends in the millitary and at Microsoft.