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thirith

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Posts posted by thirith


  1. Not quite sure how this thread works, but here's the wish I posted on the other thread:

     

    As I've just started running a dedicated server for coop sessions and downloading lots of missions, I've found that the mission browser could be much more user-friendly, not least because mission makers don't really stick to any standard nomenclature.

    The main improvements I'd love to see are as follows:

    • A search function for the mission list (anything that allows me to quickly look for a specific word or other search term)
    • The ability to switch between the browser showing mission names (as defined in mission.sqm) and file names (mainly because I can standardise the file names, but standardising PBOed missions is a bastard)
    • This one would be great, but I'm not holding my breath: the ability to filter missions on the list, e.g. by mods, number of available slots, whether there's a slot for Headless Clients or not etc.

  2. As I've just started running a dedicated server for coop sessions and downloading lots of missions, I've found that the mission browser could be much more user-friendly, not least because mission makers don't really stick to any standard nomenclature.

     

    The main improvements I'd love to see are as follows:

    - A search function for the mission list (anything that allows me to quickly look for a specific word or other search term)

    - The ability to switch between the browser showing mission names (as defined in mission.sqm) and file names (mainly because I can standardise the file names, but standardising PBOed missions is a bastard)

    - This one would be great, but I'm not holding my breath: the ability to filter missions on the list, e.g. by mods, number of available slots, whether there's a slot for Headless Clients or not etc.

     

    Any one of these would already be fantastic.


  3. Something of a beginner's question: in the mission list on a dedicated server, what are the names that are actually shown? Is it always the file name minus the island and the .pbo suffix, e.g. co08_test_mission.stratis.pbo would be shown as co08_test_mission in the browser? Or does it also check description.ext and takes whatever it finds there, if there's a mission name in there?

     

    I'm asking because I've downloaded a few hundred missions for a dedicated server, but the mission names are a bloody mess, so I'm hoping to rename them into something more along the lines of co<no>_<name>.<island>.pbo.


  4. I'm running relatively small coop sessions but have set up an HC to help with AI calculations. However, I've just realised that if a mission doesn't allow for an HC, the client still sits there in the list of players, 'clogging up' a slot - i.e. if I load a mission for six players because we might have six people in a session, only five people can log in because Mr HC counts as one of six players regardless of whether it's slotted or not.

     

    Is there some way around this? Do I have to make sure that I schedule missions that either offer an HC slot or that offer more slots than the number of players I have? Or is there a way to temporarily kick the HC?


  5. Quick update: after changing the anti-flood settings, everything seems to be working fine, at least in the two-player test I just did. Thanks for the help, belbo! I'll want to do another test with 3-4 people, but I'm thinking that TFAR will be a great addition to our coop sessions.

     

    I have another beginners' question: I should be able to override the mission and clients and give everyone a radio in any mission via the addon settings, right? We tried one mission where the override didn't seem to take, but perhaps it deactivated in between missions?


  6. We did a test of TFAR on our server today, but we ran into two problems:

     

    1) One of the three people in on the test kept hearing error messages, and in their TS3 chat windows it said: "Action currently not possible due to spam protection. Please wait a few seconds and try again." The TS3 server's anti-flood settings are at 5/150/250. Do I need to change them, or is there another way to get around the spam protection thing?

    2) Positional audio chat worked, but radioing didn't seem to work; we got the radio clicks and the radio box in the lower right-hand corner, but the others heard me in direct chat only. I have to admit that we only tested very briefly due to the "spam protection" error; is it possible that the radio audio was simply not audible because of the direct chat?


  7. I'm sure I'm not the only one who has a large list of missions from Steam and Armaholic and the problem of not really knowing what their titles are in the game and how many slots they offer. Nomenclature is all over the place if you've got missions from several mission makers, and sometimes you get the number of slots in the file name, sometimes not.

     

    Which is why I was wondering: is there a tool out there that allows you to check all of your missions for their actual in-game title and the number of player slots they offer? Of course I can do this in Arma itself, but it's a pretty slow and arduous process. If there was anything that could help with this, that'd be much appreciated. Cheers!


  8. I've asked the same question on the ACRE2 thread, but I'm hoping it's okay that I post it here as well: 

    Looks like I might be playing with two groups, one of which uses ACRE2, the other TFAR - which is why I was wondering: can I leave both plugins enabled in TS3 and just switch between mod profiles, or does this cause any problems?


  9. We played our first few missions on my newly set up dedicated server on Saturday, and everything worked surprisingly and encouragingly smoothly. One thing I was wondering about, though: if we don't finish a mission and stop while playing it, is our progress saved and can we pick up from where we left off? If so, are there any limitations to saving a coop mission (e.g. in terms of the number of slots available)?


  10. Thanks, I'll look into deleteAt. In this case, is it mainly leaner, more elegant code than what I've got above?

     

    With respect to the waypoints, the mission is built around giving you a rough idea of the passengers' positions. They're usually within a 125m radius of the waypoint, and when you get close, they drop a smoke grenade, so you still have to look for them. (Talking of which, I thought of adding chemlights as well, for nighttime flights, but they weren't particularly visible. Will have to experiment with this.)


  11. Success! Here's the code that finally worked:

    
    _counter = [0,1,2,3,4,5];
    
    _MarkerList = ["wpMarker1","wpMarker2","wpMarker3","wpMarker4","wpMarker5","wpMarker6"];
    _wpPosList = _MarkerList apply {getMarkerpos _x};
    
    _PassengerList = [Passenger1,Passenger2,Passenger3,Passenger4,Passenger5,Passenger6];
    _PassengerPosList = _PassengerList apply {getPos _x};
    
    for "_i" from 1 to 6 do {
        
        _rndCounter = selectRandom _counter;
        _counter = _counter - [_rndCounter];
    
        _Passenger = (_PassengerList select (_i-1));
        _PassengerPos = (_PassengerPosList select _rndCounter);
        _wpPosition = (_wpPosList select _rndCounter);
        
        //Change the position of passenger no. _i
        _Passenger setPos _PassengerPos;
        
        //Change the position of the waypoint at _rndCounter
        [group player, (_i + 1)] setWaypointPosition [_wpPosition, 0];
    };

    I'm sure there'd be more elegant ways of doing it, and there were hitches and mistakes along the way, but I also learnt a lot.

     

    Thanks again to everyone who's helped! I'll see what the mission is like once it's done, but I might then upload it to the Steam workshop and share it with people here.

    • Like 1

  12. As I've recently started running small coop sessions (4-8 players), I'm very interested in crafted missions, which I generally prefer to more open game modes and dynamically generated missions. The missions on the CiA server should be a godsend in that respect.

     

    One thing I'm wondering: my group prefers to play with very few mods (at the moment it's CBA, sthud, and that's it). Is there a way of knowing beforehand which of the missions on the server require mods? Obviously the ones set on maps other than Altis and Stratis do, and I'd expect that the more recent missions by CiA mission makers are based on your modset, but I'm hoping to download a couple of missions for up to 10 players that work without mods.


  13. Just briefly: I've found a number of mistakes and misunderstandings in my code. Am currently bughunting, but this in itself is teaching me a lot: when to use quotation marks and when not, different formats for coordinates, and the wide range of commands I can use to achieve more or less the same thing. Funny moments: the coordinates in the wonky, incorrect code above, after some debugging, resulted in waypoints 23km above ground level (it seems that the coordinate format in mission.sqm is pretty different from the format used in scripting), and this morning I got the revised code to run without any errors, but it seems that the repositioned units you're supposed to pick up are now stuck at sea level...

     

    Once I get this to work, I'll post the code I ended up with, in the hope that I can get some feedback on what could be done better.


  14. I'm thinking about adding an AI mod to my server, and this one sounds pretty good. Basically, what I'm looking for isn't necessarily more difficult AI behaviour but more interesting behaviour. Do I understand correctly that this mod would fit that bill? If so, I have two follow-up questions:

     

    1. For small-scale coop, is it enough if this is installed on the server, or would the players also have to have it installed? (If I understand correctly, the original ASR AI 3 works best if it's installed on the clients as well, but it's not an absolute requirement.)
    2. Does the mod already work reasonably well out of the box, or would it require some setting up before it's worth using? (I don't mind tweaking the settings once I have something of an idea of what the mod is doing.)

     

    Edit: I've just seen that the first question is answered at the top of this page. Therefore, please disregard Q1. *sheepish look*


  15. Currently working on this, although since I'm still pretty new to scripting I'm doing it in a somewhat less elegant way (which may or may not work), in order to help me understand afterwards your code better. I've now basically pre-placed the units and waypoints, but I'm doing a script that shuffles all of these along the lines of what you've described above.

     

    One specific question in that respect (there will probably be more in the future): I've named my pickup waypoints (wpPickup1...wpPickup6) in the editor. The syntax the BI Wiki gives me for setWaypointPosition is this:

     

    waypoint setWaypointPosition [center, radius], the example being:

    [_grp, 2] setWaypointPosition [position player, 0];

     

    Can I use the waypoint name as a replacement for the array at the beginning of the example, e.g.:

    wpPickup1 setWaypointPosition [position player, 0];

     

    --

    To get somewhat more specific, this is what I've written so far (not tested yet, I'm just quickly doing this before heading off to work):

     

    _counter = [0,1,2,3,4,5];
    
     
    
    _Location1 = [16148.148,18.680695,16215.646];
    _Location2 = [16074.22,21.427044,17323.758];
    _Location3 = [17936.063,2.9962456,18117.154];
    _Location4 = [18822.865,31.289352,16629.92];
    _Location5 = [21154.156,28.779434,16854.689];
    _Location6 = [22527.527,14.417125,17037.066];
    _LocationList = ["_Location1","_Location2","_Location3","_Location4","_Location5","_Location6"];
    
     
    
    _RadiusList = [125,125,100,25,100,125];
    
    _WaypointList = ["wpPickup1","wpPickup2","wpPickup3","wpPickup4","wpPickup5","wpPickup6"];
    
    _PassengerList = ["Passenger1","Passenger2","Passenger3","Passenger4","Passenger5","Passenger6"];
    
     
    
    for "_i" from 1 to 6 do {
        
        _rndPos = selectRandom _counter;
        _counter = _counter - [_rndPos];
    
        _PassengerX = (_PassengerList select _rndPos);
        _LocationX = (_LocationList select _rndPos);
        _RadiusX = (_RadiusList select _rndPos);
        _WaypointX = (_WaypointList select _rndPos);
        
        //Change the position and radius of the passenger at _rndPos
        _PassengerX setVehiclePosition [_LocationX,[],_RadiusX,"NONE"];
        
        //Change the position of the waypoint at _rndPos
        _WaypointX setWaypointPosition [_LocationX, 125];
        
    };


  16. Thanks for the help, and for explaining these things really clearly.

     

    The one thing I'll have to be careful about: currently I've got triggers based on the helicopter's proximity to the unit (which currently is placed within a ~200m radius of the waypoint); if the helicopter gets within ~300m of a unit, they drop a green smoke grenade, and if they get within ~35m, the unit is given the command to board the helicopter. With the waypoint order being randomised, I guess there's a risk that these conditions are met before the right waypoint is active, so I think I'll do it as follows: only once the pickup at waypoint x has been completed, the two triggers for waypoint x+1 are created.

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