Morticus
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Everything posted by Morticus
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Only way i have sorted this out is as follows Group leader has to be high rank 2 next rank down 3 next rank down untill you get to private This works for me. Mort
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Hi guys i looking for helpers for my new mission. I am in need of a Ranking system similar to the evo. I been looking at evo and Domination and trying to combine the best of both types of mission for the comunity but i need some help. The mission is in the early stages but it starts at the Pasario airfield as do Domination and EVO. I have obtained the ok from Killjoy to work on such a project. so it would be nice to transfer things like the support etc accross from evo combined with the lifting of stuff from domination. Â I would also like to make the side missions random simular to Domination instead of just picking them from a list. All i need from you guys is the help to put to gether such a complex mission. At this time the skeliton mission uses the DAC version 2 AI which is great but very heavy on resorces unless no more then one zone active at a time. Hope some of you will help and contribute in the mission and make the mission a true comunity mission. Thanks Morticus. you can take a look at the skelition mission here Mission
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Just one question. Did you ask Killjoy about changing his mission ? Reason: just good manners, i dont like pleople changing my missions without at least letting me know. And i dont use anyones stuff unless i at least name them in the credits.
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Hmmm strange never had that message before. Can you give me any further details ?
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BURNING FIELDS Mission Version 2 Released Overview The mission starts you in the northern sara map. Your objectives have been marked and ther is no order to there completion. I would suguest to make a plan and stick to it to reduced server load. You are on the side of the SLA forces and you will be outnumbered and out gunned from the start. AI Bluefor have Tanks, heli's, Plains and Artillery at ther disposal. Good luck hope you enjoy the mission. Quick note, if you get any DAC errors just Restart mission. New features included, 1. Mobile spawn unit via the mobile field hopsital. 2. Added a extra 3 missions inc blowing up a building 3. Improved amount of armour in towns. 4. Server FPS improved. 5. Farps can be setup like in Evo 6. Engineers can unflip vehicles like in domination 7. Not all base equipment respawns, (just to make it harder) 8. New Woodland base. 9. increased Ai men to 6 per person.(including yourself) Possible future plans. To be able to set up a mobile base including bunker guns medical etc. Add side missions for extra bonuses like domination. Morticus Making missions for the suicidesquad. http://www.suicidesquad.co.uk Mission Download from Armaholic.com C030_RSS_BurningFields_V2
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I am please to announce that version 2B will be available on Wednesady Night. I have changed a few locations of the Mission Targets and also added AI counter attacks to make it more intresting. Hope i have removed the bug for some people that reoprt crashing to desktop. I have run the Mission Multiple times on all 3 of my computers without this occuring. I have also done a few other tweeks here and there. Including a Airfield Base, Base in woods, and AI controled bases positioned all over map. Hope you enjoy it sorry for the delay in the update been buys on Burning Sea Mort.
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This depends on the target the radio towers, this takes out the reinforcements in that zone. but the towns this is diferent.  The towns have a limited amount of reinforcements. Corazol is far the hardest town to take as it has 3 zonez each zone has its own reinforcements.  To stop these reinforcments you would need to find the Base Camps and destry these there for stopping them spawn. Each base camp is placed at Random each mission to prevent the mission being too boring, along with unit creation. In therory no mission game should be the same. The problem with the recruiting is that this does not work in single player, i made it wor working on a dedicated server. I will sort out a single player/local server version as i had to modify the recruitment script so that it would work with the mission. I am glad you like the mission I trying to give people something diferent to play. I always liked a mix of missions to play. Sould have you a single player mission and a updated version of the mission for this week end for you guys. Hope to see you all playing my mission on a server near you soon  Thanks for your comments guys. hope you like the little road blocks and small bases here and there
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Thanks for the report on them issues. Â I am already trying to address some of them and should be relasing a update to version 2B soon. I have verion 2a already removing lots of lagg and i have changed a few objectives as well as added some extra, but i have not released this as of yet. Regarding the CTD, I not sure what is causing this but i am loooking ito it as i have a number of reports of this happening. I think it could be a local script that gets its self into a bit of a mixup. You can download my test version of the Mission if you like but please be aware this will change as i constantly updating it. Here is the link. All Test versions of my missions I will update the forum when the next version is available. #SnRaCe Thx glad you like the mission but i not sure what ya mean by keeping the vips out of the BH. I can only assume you are wanting the mission to use land based vehicles only and no helicopters. I am aware that the VIP's can be transported to the LZ with not much trouble depending on the verion of mission you are running. I am in the current process of changing the mission slightly as in you have to rescue the VIP's first from a enemy camp then transport them to the safe zone. I hope to have a forum set up for the Transport mission soon when i release Version 2.
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Thx Guys i try my best just trying to give you all more missions to play other than Evo and Domination. Dont get me wrong they great and i learned a lot form Xeno and Kiljoy. Mort. Try the VIP Transpork mission i sure you like that too RSS VIP Transport
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Hi guys i also noticed the para failures but i find if it fails press esc again and it will redeploy. it saved my skin lots of times. bit like a reserve parashute
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Mapfact releases DAC 2.0 for ArmA
Morticus replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
Hi guys Been testing DAC i love it. I am testing a mission that should be released in next few days. Its a simple mission but uses Dac to the full without addons so can be run on a standard server. It is currently been tested on the SES server 109 beta (http://www.suicidesquad.co.uk) Mission name is RSS_VIPTRANSPORT_V1d (uploading tonight).- 376 replies
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Mapfact releases DAC 2.0 for ArmA
Morticus replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
OK that works to the point where initilized how can i make it wait till all waypoints created and units created and then Zones deactivated ?- 376 replies
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Mapfact releases DAC 2.0 for ArmA
Morticus replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
Cheers mate you too good to me.- 376 replies
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Mapfact releases DAC 2.0 for ArmA
Morticus replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
I need a little help. I know i can place a blank screen with a word or fraze in it say "generating world" type text and and i need the DAC_Basic_Value == 1 before moving off this screen. But I having a brain block how the hell do i do this ? when i try the game loads, starts and DAC Generates then the screen flashes on and then the game continues but DAC not completed. I think i going mad Some one just point me in correct direction. Mort.- 376 replies
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Mapfact releases DAC 2.0 for ArmA
Morticus replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
Cool i was just getting mixed up works a treat now thanks. Mort- 376 replies
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Mapfact releases DAC 2.0 for ArmA
Morticus replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
Is 0 the OPT 1 = US and 2 = RACS ? is that what this bit is ?- 376 replies
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Mapfact releases DAC 2.0 for ArmA
Morticus replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
Sorry about double post god knows how i did that- 376 replies
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Mapfact releases DAC 2.0 for ArmA
Morticus replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
I sorted it it was a mistake i made. just have to be very carfull with it all One thing i would like to ask though is at the start all the waypoints are created. FAB, but when it creates the units just before it tell me the zone have been deactivated it causes a slow down for a few second. Is there any way I can add page to cover this 20 secons or so for generating the units etc so that people do not see the inital slow down. eg.  May be a blank page if requested that just says please wait unit creation in progress ? Also another thing i have noticed i have asked for a base config of 11 what i created so not to use addons and it seems to create a base with RACS in and M119's and i def asked it for D30's Config Below: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">case 11: { _campBasic   = ["FlagCarrierNorth",["Fire",10,5,0],["CampEast",10,-5,0],["Logic",25,0,45],0]; _campAmmo    = [["AmmoBoxWest",16,10,0],["WeaponBoxWest",16,5,0],["SpecialBoxWest",16,0,0]]; _campStatic   = [["D30",0,18,0,"Soldiereb"],["D30",32,18,0,"Soldiereb"],["D30",32,-20,180,"Soldiereb"],["D30",0,-20,180,"Soldiereb"]]; _campAddUnit  = ["Soldiereb","Soldiereb","Soldiereb"]; _campUserObj  = []; _campRandomObj = []; _campWall    = ["FenceWood",[-3,25],[40,50,1],[8,8,8,8],[0,0.1],[0,90]]; _campObjInit  = [[],[],[],[],[],[],[]]; and the call for the DAC is as follows: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">["z2",[2,1,0,1500,500],[20,4,100,35],[3,2,50,30],[3,2,50,50],[2,2,50,11,100,12],[0,0,0,8,0]] exec "DAC\Scripts\DAC_init_Zone.sqs" Any Ideas ?- 376 replies
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Mapfact releases DAC 2.0 for ArmA
Morticus replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
I sorted it it was a mistake i made. just have to be very carfull with it all One thing i would like to ask though is at the start all the waypoints are created. FAB, but when it creates the units just before it tell me the zone have been deactivated it causes a slow down for a few second. Is there any way I can add page to cover this 20 secons or so for generating the units etc so that people do not see the inital slow down. eg. May be a blank page if requested that just says please wait unit creation in progress ? Also another thing i have noticed i have asked for a base config of 11 what i created so not to use addons and it seems to create a base with RACS in and M119's and i def asked it for D30's Config Below: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">case 11: { _campBasic = ["FlagCarrierNorth",["Fire",10,5,0],["CampEast",10,-5,0],["Logic",25,0,45],0]; _campAmmo = [["AmmoBoxWest",16,10,0],["WeaponBoxWest",16,5,0],["SpecialBoxWest",16,0,0]]; _campStatic = [["D30",0,18,0,"Soldiereb"],["D30",32,18,0,"Soldiereb"],["D30",32,-20,180,"Soldiereb"],["D30",0,-20,180,"Soldiereb"]]; _campAddUnit = ["Soldiereb","Soldiereb","Soldiereb"]; _campUserObj = []; _campRandomObj = []; _campWall = ["FenceWood",[-3,25],[40,50,1],[8,8,8,8],[0,0.1],[0,90]]; _campObjInit = [[],[],[],[],[],[],[]]; and the call for the DAC is as follows: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">["z2",[2,1,0,1500,500],[20,4,100,35],[3,2,50,30],[3,2,50,50],[2,2,50,11,100,12],[0,0,0,8,0]] exec "DAC\Scripts\DAC_init_Zone.sqs"- 376 replies
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Mapfact releases DAC 2.0 for ArmA
Morticus replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
ok having looked at Dac and reading the forum i thought i would try to get it to work without any add on's. I get the following message See link A picture- 376 replies
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Mapfact releases DAC 2.0 for ArmA
Morticus replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
Thanks Mate that worked a treat. I am really happy to see that DAC can run with no addons at all thats greatstuff. I assume then that if you just have the editor update then you can still have the camps as normal. Mort.- 376 replies
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Mapfact releases DAC 2.0 for ArmA
Morticus replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
This looks great, i never used DAC before though. I started playing around with it and i have come up with a small issue not sure what is causing it. I get the following message from the following script call. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">["bluebase",[1,0,0,550,350],[8,2,20,5],[3,3,20,5],[2,2,20,5],[2,1,5],[1,1,2,7,2]] exec "dac\scripts\dac_init_zone.sqs" It tells me it is not suitable for infantry? the zone is placed over the small island Ramadi using the full sara map. any ideas why the only way it will create infantry is in the water ? Mort.- 376 replies
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ArmA Script: Dynamic Group Creator reloaded
Morticus replied to [frl]myke's topic in ARMA - MISSION EDITING & SCRIPTING
Hello Myke long time no speak I having some problems with the new version of the co op essentials. Zones 1 2, and 3 seem ok but xones 4 to 12 are just full of empty stuff. strange as all the units are deleted correctly after about 60 sec or so so not sure why fancy takeing a quick look for me. Been away for a bit ya see. just got married and returned for honey moon Any way here is the link. Rss mission Version 5 -
Hi Norin long time no speak  Been off on my honeymoon  just now trying to get back into things and i noticed you been very busy.  Is the halo script still been added to your latest version Just wondering as i need to catch up with things  3 or 4 weeks away is a long time and my mission will need some updating as i still using verion k i think with the halo on it. Well hope to hear from ya soon Morticus
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no its no where near it. have a go at the mission you will see what you mean.