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thirith

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Everything posted by thirith

  1. Are there any conversions of the MP (in particular coop) missions from Arma, Arma 2 and the DLCs? I know that we'd need CUP, but I remember some of the official coop missions being pretty good for smallish groups. If converting the old missions is explicitly prohibited, my apologies for asking the question. I'm assuming that since Bohemia is okay with other content from the older games being converted, the same would be true for the missions, but I may well be wrong on this.
  2. How could I forget them, Varanon? 🙂 I have to go through them again, though; if I remember correctly, there are also a few that require mods beyond just CUP, and some seemed to be designed to be run with someone on Zeus duty.
  3. Exciting stuff! Is there a list of missions somewhere that requires CUP but nothing else, ideally for groups of 4-10 people?
  4. thirith

    Warlords

    We've now played our first game of Warlords. It was fun, but it felt different from our usual coop, especially since everyone could spawn in their own troops. Which brings me to my questions: Is it possible to form a squad, ideally with all Command Points for every member going to the leader? Is there any way to leave behind spawned-in troops so they can garrison captured sectors? Or is the only option to have one player stay behind and spawn in a squad with which to guard the sector?
  5. thirith

    Warlords

    Question from a complete Warlords newb: how easy is it to pick up and play with a group of 4-8 players looking for a 2-3 hour coop session? Anything I’d need to know to run such a session?
  6. thirith

    AI Spawn Script Pack

    Has anyone adapted the script to work with the CUP units? I think I'll find enough information in the thread to do so myself (when I get around to it), but if there's already a version of the script that would allow me to populate an area with Takistani insurgents at random, that'd be great. Another question I had is this: in practical terms, if I just want to do something along the lines of populating an area with units of one faction, would I use the militarize script or the ambient combat one?
  7. By the way, I've uploaded the current version of the mission my questions were about to the Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1341443196 It's a simple transport helicopter training mission that allows for one or two players (pilot and co-pilot); I thought the latter might be useful if a more experienced pilot flies along with a relative newbie, to give feedback on their flying etc.
  8. I expect this is a very newbie question, but does the server always know where all units are? I'm asking because I've read that units can be 'owned' by clients (e.g. a Headless Client) as well, and I don't know if this means that the server might not always know every single position. More concretely: if I create a trigger that spawns, say, a smoke grenade when heli1 is in the trigger area and begin the trigger with an if (isServer) condition, will this work and is it the right way to ensure that I don't spawn a smoke grenade for every single client plus the server?
  9. Thanks. Somewhat tangential question: Is there an easy way to test how a mission would behave on a dedicated server setup? I do use a second PC as a dedicated server, but if there are easier ways of testing a mission I'm working on than copying it over to the second PC, launching the server, connecting and playing, that'd be much appreciated.
  10. I've read around a bit and it seems that BIS_fnc_arrayShuffle either was or still is broken. Is that the case? I've not found any clear up-to-date info on the matter. If it's broken, what's the recommended workaround?
  11. Ah, I didn't know about that. I assume that units or objects created in the editor are named on all clients as well as the server - is that correct?
  12. It was this thread here: From the discussion it wasn't clear to me whether there was still a problem (or if there was some confusion in the first place). If it's not an issue, all the better. Thanks!
  13. Thing with just trying is that I don’t have the experience to know if the results would be consistent or if they’d be different if I used a dedicated server etc. I’m a scripting newbie, but I know that there are factors that may influence the results that I’m simply not aware of.
  14. For the mission I'm currently working on, I'd like to create areas where you might bump into enemies without placing the enemy units by hand. Is there a module that allows for this, ideally with a number of parameters (e.g. enemy types, group size, likelihood of enemies spawning when players are in the area)? Alternatively, is there a script or similar that does this sort of thing well?
  15. Brilliant, thanks! I'll try that out next time I work on the mission. (Also, love the random answers. Arma missions need more Monkey Island.) The mission itself will be an asymmetrical versus mission: a squad is tasked with negotiating a truce with a couple of village leaders while a two-man sniper/spotter team is tasked with preventing this from happening. I don't know yet whether that'll actually work out, but I like the idea of asymmetrical versus missions as a nice change of pace from our usual coop fare.
  16. I'm currently thinking of creating a mission where one team is tasked with gathering intel from the civilian population. The way this works in my mind is as follows: all the civilians in a Takistani village should have an action added (e.g. "Talk to civilian"); when it's used, a counter goes up by one and the action is removed from that particular civilian. Once the counter is higher than 3, a certain location is revealed. I think I know how to do this in a heavy-handed way, adding it to each civilian manually - but I expect there'd be a smarter, more elegant way to script this. Any suggestions how best to get this done?
  17. I expect there's a common solution to this, but I haven't found any yet: when I use the "Create diary" module to create briefing texts in the editor, they appear normally when I test the mission from the editor, but once the mission is PBOed and on the dedicated server, the briefing texts always are shown twice. Is there a solution to this or is the "Create diary" module too twitchy and it's better to do the briefing texts outside the editor?
  18. Thanks. So what's happening is that the briefing is created on each client and then again because the dedicated server runs it?
  19. I expect this question has been answered elsewhere, but I've yet to find the relevant information. My question is about scripts that are executed only on the server and whether/how they cascade down to clients. If I have a waypoint that is only completed once a certain variable (say CheckThis) is set to True and the server executes a script CheckThis = True, what happens? Does the server tell the clients that the waypoint has been completed, even though CheckThis isn't True yet on those clients? Or does the server do its own thing? Would I need to make CheckThis public after it's been set to True so that all the clients are on the same page as the server?
  20. Cheers. In other words, if I can't be sure that an AI group is local to the server, it's best to make sure that whatever causes the waypoint to complete happens on all machines, server and clients, right?
  21. I'm thinking of creating a simple defend mission to use as a warmup for my group (6-10 people). They'd be placed in a small town or a camp and told that several waves of attackers are bearing down on them; then, after a couple of minutes, the first wave would attack, then the second (based either on time or on the first wave having been killed), then the third etc. However, there are a number of questions I have before getting started on this: I have a fairly good idea of how to do this in a fully scripted way, but I'd like the waves to be somewhat randomised, in particular in terms of the direction they're coming from. How do I best do this? Any rule-of-thumb suggestions how many enemies there should be in each wave? And are there any good ways (e.g. useful scripts) that help with respect to adjusting enemy numbers to the number of players? Any tips on how I can best let the number of waves be a parameter that the admin can set before launching the mission? I'd probably set this mission on Altis, putting my players in Alikampos. Any suggestions for other good locations so I can change it up? (We're using Apex as well as the CUP maps.) Any tips would be much appreciated!
  22. Again, great tips. I'll probably try the current mission without any adjustments to see how it works (and adjust if OPFOR proves to be too cautious), but especially if I go with your Takistan/Ravanay suggestion I'd probably go for your suggestion above.
  23. Thanks! Will they fire back at all like that? Or do I have to re-enable autocombat once they’re closer?
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