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Everything posted by sputnik monroe
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Ok, ok sheesh. Damn, last time I try to be optimistic. (every thing you just said is correct)
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Question about multiplayer missions
sputnik monroe posted a topic in OFP : MISSION EDITING & SCRIPTING
I'm creating a FDF WW2 co op mission on Suursaari island. This is the first multiplayer mission I have ever created. I do have a few questions though. Â I've added two airstrikes that you order with 0-0-1 and 0-0-2. Now in single player the player of course can only have access to the radio if he is a squad leader or alone. However my multiplayer mission has 4 seperate human controled squads. Who has access to the 0-0-1 and 0-0-2 radio commands? I mean there are four different squad leaders. Â Is there anything else that I should know about multiplayer missions that needs to be done differently from a single player mission? *Edit* Â I exported my mission to multiplayer and tested it out as the squad leader of each of the four teams. All four had access to the radio 0-0-1 and 0-0-2. I guess this isn't that much of a problem as long as the each command can still only be used once. I'm wondering, if say the player in squad one call's for 0-0-1 then the other three can't right? Or is it duplicated for all four squads? If that's the case my mission will be screwed up as 2 airstrikes per squad would unbalance the mission big time (that would be eight airstrikes). Â Still I am wondering, how could I set it for example so that only one of the four squads can call for the two airstrikes? Â A second idea I am toying with is giving one airstrike to team one and the other to team two, but no airstrikes for team 3 and 4 (they don't have radios) I hope I'm making sense. -
 That's true, but even then like I said earlier I don't mind Cold War games. The Soviet Union were not the good guys. I just don't dig the post cold war story lines where the Russian Federation gets taken over by "Ultra Nationalist" or "Neo Fascist" and ressurect the USSR.  Basically in short, cold war Soviet Union = the enemy. Post cold war Russia = Friends. That's all I'm trying to say.
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Isn't there a way to add event handlers via a trigger? I remember in the old ECP placing a trigger as big as that map that did some count list type command that would make every unit on the map ECP compatible. Perhaps you could just add a trigger like that to each of the missions in your campaign?
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Question about multiplayer missions
sputnik monroe replied to sputnik monroe's topic in OFP : MISSION EDITING & SCRIPTING
 I tried it out that way. Now there are no error messages but when I preview the mission as a different unit and approach westman and eastman (the two squad leaders)I still have the airstrike option pop up.  Also with it done this way the airstrike stays in the action menu after use and can be used again unlimited times. For some reason the "eastman removeaction 0" line in the airstrike script is no longer working. -
Question about multiplayer missions
sputnik monroe replied to sputnik monroe's topic in OFP : MISSION EDITING & SCRIPTING
 I just tried that out but I receive an error message. Here's how I put it in the trigger... Condition not alive aa1 and not alive aa2 and not alive aa3 and not alive aa4 and not alive aa5 and not alive aa6; On Activation hint "Both AA sites are neutralized. Air support is now available.";if (local westman) then westman addaction ["Airstrike","action1.sqs"];if (local eastman) then eastman addaction ["Airstrike","action2.sqs"]; -
Question about multiplayer missions
sputnik monroe replied to sputnik monroe's topic in OFP : MISSION EDITING & SCRIPTING
I shall try this out. so basically I just modify my current trigger by adding... condition field not alive aa1 and not alive aa2 and not alive aa3 and not alive aa4 and not alive aa5 and not alive aa6;local westman;local eastman; On activation hint "Both AA sites are neutralized. Air support is now available.";eastman addaction ["Airstrike","action1.sqs"];westman addaction ["Airstrike","action2.sqs"]; and then modify the action1.sqs and action2.sqs by adding in the line _this select 0 removeaction _this select 2 at the end of each script just before exit? -
Question about multiplayer missions
sputnik monroe replied to sputnik monroe's topic in OFP : MISSION EDITING & SCRIPTING
In my mission I've actually added the action via trigger later in the mission and not bt init as I don't want them to have it at the start. It has in condition not alive aa1 and not alive aa2 and not alive aa3 and not alive aa4 and not alive aa5 and not alive aa6 and then in activation hint "Both AA sites are neutralized. Air support is now available.";eastman addaction ["Airstrike","action1.sqs"];westman addaction ["Airstrike","action2.sqs"]; Â I get an error when I try to use player==westman as a condition in a trigger. I tried condition field not alive aa1 and not alive aa2 and not alive aa3 and not alive aa4 and not alive aa5 and not alive aa6;player==eastman On activation field eastman addaction ["Airstrike","action1.sqs"]; but then when I click Ok to leave the trigger I get the error "Type bool, expected nothing" Â This truly is the last hurdle for my mission. It's ready to release except for the airstrike action showing up for every one within 10 meters of the squad leader. -
GS faces for Llauma head model
sputnik monroe replied to sputnik monroe's topic in ADDONS & MODS: DISCUSSION
I'm leaving tomorrow for vacation (I'll be gone ~7-10 days) So, should anyone need the Ethiopian and USMC faces right away, let me know. The Ethiopian faces are 81% done (21/26), but the USMC faces are complete. -
Personally I don't mind the “what if the cold war turned into world war III†scenarios. It almost happened several times and it is an interesting scenario.  That said I am sick to death of the post cold war  "Russian Ultra Nationalist have overthrown Moscow and resurrected the USSR!" story line that every game uses. How about a game where the Russians and the US fight along side one another as brothers against a common enemy?
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 The Soviet Union kept their best tanks in the west pointed towards Europe. T80s, T72s and T64s. If world war II would have broke out they were not going to have their best equipment in the rear. Also do not discount the T64, the T64 was never exported and also never saw action in Afghanistan as they were all placed in Europe. The T64 was not a piece of junk.  Also keep in mind as Sanctuary pointed out the Abrams was a new tank in the 80s. Half the US tank force was still M60 Pattons. Also many of the Abrams still had the 105MM gun, same as on the Patton. There also was no Challenger 2 yet and very few Leopard 2s. The British and West German tank forces were mostly made up of Leopard 1s and Chieftans. *edit* Keep in mind the west has only ever fought export T72s. Russian T72s would have better quality systems and ammunition and most importantly, Russian crews. Trust me a Russian tank crew is far and way more competent of an adversary than a 3rd world gaggle of illiterate peasants who can barely grasp the complexity of armored combat.
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Heh we have basically the same shot going. I'm the guy lying prone in your shot. Here is the same scene but from that perspective Here is another shot that was in my fraps folder from a few weeks ago. Awfully gruesome. I actually remember us all attacking this building, we threw several 4kg pile up charges on it. This is all that was left inside when I entered the building. By the way I've finished my co op mission. If you're all interested we can try it out sunday. If so who do I give the mission over to, to get it on the server?
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Question about multiplayer missions
sputnik monroe replied to sputnik monroe's topic in OFP : MISSION EDITING & SCRIPTING
Sorry to ask another stupid question, but how exactly do I do that? -
Question about multiplayer missions
sputnik monroe replied to sputnik monroe's topic in OFP : MISSION EDITING & SCRIPTING
Thanks again Metal Heart for your help. I actually got it working from the action menu now for both squad leaders so they each have one airstrike each. I had to create my first first two actual scripts, titled action1.sqs and action2.sqs. Â Basically I have a trigger that is condition: all aa are dead and activation hint "Both AA sites are neutralized. Air support is now available.";eastman addaction ["Airstrike","action1.sqs"];westman addaction ["Airstrike","action2.sqs"]; action1.sqs looks like this... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> onMapSingleClick {[_pos] exec "airstrike.sqs"}; strikePilot sideChat "What do you need bombed?"; hint "On the map left click to select strike location"; exit Action2.sqs is the same but it's for the other squad leader. Â In the airstrike script I've been modifying and using I added in at the start of the script squudleadername removeaction 0 so now each squad leader can only call their airstrike once. I only have two questions left. 1. Is there a way to set the range of an action so that only the squad leader can use it? I notice if your another player and your close enough to the squad leader the airstrike option will apear in your action bar also. 2. What would be the most efficient way to remove the action from the squad leader if he is killed and then add it to the replacement squad leader? I got to thinking if the leader dies before he calls the airstrike then the rest of the squad is simply out of luck. -
Question about multiplayer missions
sputnik monroe replied to sputnik monroe's topic in OFP : MISSION EDITING & SCRIPTING
 I just tried that but I have a trigger set up that has 1 setradiomsg "Airstrike 1";2 setradiomsg "Airstrike 2"; which is activated when all the antiaircraft guns are destroyed, prior to that both messages are "null"; Well when the airstrikes are set back from "null" to "Airstrike 1" and "Airstrike 2" every squad leader has access to them again.  I actually have contemplated that. I had trouble getting the script to activate that way though and it had unlimited use (the action remained in the action menu for reuse). However I could just add  player==alpha01:alpha01 removeaction ["Airstrike 1","arty1.sqs"]; at the end of the airstrike scripts to make it a one time use correct?  Here is the problem I have with adding the script as an action. The command to use the script is onMapSingleClick {[_pos] exec "airstrike.sqs"}; in the activation field of a trigger. I've tried Eastman addaction ["Airstrike","onMapSingleClick {[_pos] exec "airstrike.sqs"};"]; But I get an error when the script is used that way. -
I prefer the old note book big time. The notebook and wrinkled map with the watch and compass on top added to the immersion. Felt like I just pulled them out of a pocket on my pack and spread them out on the ground for review. I also just do not like these new markers at all. The old ones looked more like grease marker marks like what would be used in real life. They should include both the old markers and the new ones in the editor. That can't be hard at all to program and it would satisfy every one. Other wise I'll just hope that the first user made addon for ARMA will be titled "Classic Map Markers by insert name here".
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Question about multiplayer missions
sputnik monroe replied to sputnik monroe's topic in OFP : MISSION EDITING & SCRIPTING
I added the ?(!local server):exit to the begining of each of my two airstrike scripts and also added a gamelogic named server on the map. 1 setradiomsg "null" hides that radio message from every one though. As a matter of fact I have that in my mission already as both radio messages are "null" until all the Anti aircraft sites on the island are destroyed then they are set from "null" to "Airstrike 1" and "Airstrike 2" respectfully. I'm thinking it's probably alright to just let the four squad leaders share the two airstrikes. They'll just have to bicker amongst them selves if of them uses one with out the other groups permission. I still am on the fence though, I still also think it would be nice to just let squad one have access to airstrike 1 and squad two have acces to airstike 2. -
That happened to me to. I noticed the Stand down -1 option. So I moved all 3 10th division units one space out from their start positions and then kept them on stand down and kept the air support based, the deltas would make the snatch mission on their own while the rangers saved their first move for later incase the deltas would need rescued. My logic was that the 3 stand down -1 and the based air support -1 would give a -4 to the aggressiveness of the city and keep things manageable. No cigar, the entire map was red within an hour and a half of in game time. The deltas needed rescued which the rangers did successfully (thanks to me saving their first unlimited move). Unfortunately when the deltas got rescued the prisoner escaped and I couldn't find him. The mission would not end and all the sudden the 10th started taking massive casualties. I started to fan the 10th out through the city to relocate the warlord and capture him, I also kept air support going nonstop as the city couldn't get any more violent anyway. I never found the warlord and one of the blackhawks went down and couldn't be rescued. When all was said and done the 10th and the rangers were killed to the last man. The only survivors were the 35 Deltas who the rangers evaced earlier. In short a cluster f*ck, no other way to say it. Over 600 dead GI's and a failed mission in less than 6 hours. Lessons learned: Stand down does nothing.
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 That has been the goal of the CAVS program. I swear some times it seems as if no one has heard of them.  As to the above posted pictures of demolished Abrams and Apaches. You all do realize that the US (and I'm sure most western forces) blow up disabled equipment right? I'd wager that 99% of these pictures all over the net of anhilated US equipment are pictures taken after US forces have demolished what's left. You can still keep dreaming though if you wish, doesn't change the fact the an RPG will not flip an Abrams over and explode it all over the desert.  This is also how it is in real life. Russian doctrine is for massed armor, and it's a fact that the Russians have more tanks than the west. My data is old, but as of the 80's the USSR had a numerical advantage of 15/1 in terms of tanks vs NATO.  It's because of that 15/1 ratio that NATO tanks such as the Abrams, Challenger and Leopard are such beast. NATO tanks had to be designed to be stand up against greater numbers of enemy tanks. NATO tanks could not simply be “equal†to eastern tanks, if they were they’d lose in the end do to the Soviets numerical advantage. One NATO tank had to be capable of standing it’s ground against 15 Soviet tanks.  In the end though, the latest models of the T80 and T90 are probably damn close in terms of survivability to western tanks if not completely equal. While the Abrams, Challenger and Leopard eat T72s and earlier models for breakfast, none of the three have ever encountered T80s or T90s on the field of battle, (and I pray to god that never happens, the Russians are our friends now whether the youth of Russia and the youth of the west want to accept it or not).  But something people do have to keep in mind is that the Challenger and Abrams use Chobram armor, Russian tanks don't. Russian tanks use reactive armor and counter measures like Arena, which is something that to my knowledge most western tanks do not use. It’s a difference in military philosophy and design. Western tanks are designed to smash other tanks and to take enemy fire on the chin so to speak. Russian tanks are designed to counter enemy fire with reactive armor and laser counter measures and so on.  Unfortunately reactive armor and arena are not possible in OFP with out heavy scripting that murders game performance.  Basically I think the big misunderstanding is that people are trying to assume one tank is “better†than the other or that they are “equally†the same. If you want equally the same, IE the same tank with different skins, then play battlefield. A realistic mission scenario isn’t going to have one M1 for each T80, that is not a fair fight and the T80 isn’t designed for that situation. A realistic mission will have a numerical advantage in T80s vs M1s. A realistic mission will have the T80s operating in groups of five with crews of three each and the Abrams working in groups of 4 with crews of 4 each.  Sorry to ramble but I think really think all the criticism all comes down to people creating sand box missions with mirror image OOBs (order of battle). Real war isn’t like that, it’s not chess the opposing forces equipment is not identical and the numbers aren’t identical.  Four Abrams vs four T80s isn’t a realistic scenario and it’s unimaginative and boring. If you want the T80s to have  a fair chance, then back them up with numerical advantage and support, don’t expect them to just duke it out “team deathmatch†style 4vs4 with the Abrams.
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Question about multiplayer missions
sputnik monroe replied to sputnik monroe's topic in OFP : MISSION EDITING & SCRIPTING
Thanks for resonding CrashDome. A few more questions though...  Does this mean that if some one in my mission calls for air support that one plane will camcreate for every person playing plus the server? If so the way the airstrike script works in my mission there will be a massive explosion as 3 to 15 planes all spawn simultaneously in the same spot. If they don’t crash into each other then there will be a massive carpet bombing which will in effect kill any semblance of balance in my mission.  So do I just place that line at the beginning of the airstrike.sqs script I'm using?  Could you elaborate on this one a little?  Once again thanks for helping me. If you haven't noticed I'm a complete newbie when it comes to scripting and such (I didn't write the airstrike script I'm using, I simply modified it from an existing one I downloaded of OFPEC back in the day). -
I still like Sanctuary's animations better. I know, I know I haven't actually seen Arma's animations yet only still images. That said I just don't like the way the troops stand and hold their weapons in the new shots. I didn't notice that the first time but now that you've mentioned it. Personally I think it would be nice to have the XM-177E2 in for the CWC and Resistance campaigns and add the M4 for the new campaign and missions. I bet you 99% though all they have in the game is the Xm-177 and no M4s at all. After all that I suppose I came across way too negative. None the less I like the look of the BMP and the russian troops. I can't really tell from the shot but I really hope the BMPs and 5Ton trucks are the right scale this time. I don't mind the idea of picking a differnt soldier to play through a mission as at the begining of a mission. In that way it's just like multiplayer, you pick which squad and what posistion you want to play. Switching troops on the fly mid mission I'm not too fond of though.
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Good games all. I lagged alot tonight for some reason though. I had four instances where all the sudden every one would be running in place and nothing was updating on my screen for several minutes. I've only had that happen maybe twice before but tonight it just kepy happening. Hopefully sunday will be better. I'm pretty sure my mission will be complete in time for sundays game. If we try it out I hope you will all enjoy it.
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I'm been working on my first multiplayer mission. It's a FDF WW2 co op on Suursaari island. I was wondering if when it's finished if there would be any interest in trying it out on co op night some time? Â If the answer is yes, I may have it done in time for sunday's game. I've never made a multiplayer mission before though so there are a few things I'm puzzling over. Â Biggest puzzle being that I have two airstrikes that can be ordered in by radio (0-0-1 and 0-0-2). There are four human controlled squads in the mission, so how does that work out? I mean will each of the four squad leaders be able to order the air strikes? Another puzzle for me is the spectator script on death, does FDF handle that automatically or is there a script I'm supposed to activate? Like I said I've never made a multiplayer mission before. The mission feels complete almost, but I feel like I'm missing something.
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Radio question
sputnik monroe replied to sputnik monroe's topic in OFP : MISSION EDITING & SCRIPTING
Thanks that worked perfectly.