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thobson

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Everything posted by thobson

  1. thobson

    invinicble team member

    You have been replying while I have been editing - I suggest you re-read my posts they may have changed.
  2. thobson

    invinicble team member

    You can't change the side of a unit during a mission. But you could have a unit that looks the same but is on a different side and you swap these units using setPos.
  3. Not sure what exactly you want to do. One posibility is to use doMove or commandMove. You could also use actual waypoints but then use a script to move the waypoints by using setWPPos command. Suggest you research these commands
  4. thobson

    invinicble team member

    I've had no problem. Have you tested it?
  5. thobson

    invinicble team member

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">unitname addEventHandler ["Hit", {_this select 0 setDammage 0}] unitname addEventHandler ["Dammaged", {_this select 0 setDammage 0}] unitname setCaptive true Or some such
  6. thobson

    Abandoned Armies 1.4

    Well thank you. Â It is always a pleasure to find someone that enjoys the mission. As for the weather: Â The overcast level, the fog level and the rain intensity remain static for random periods at the start of the mission. Â After the random waits (one for the fog and one for overcast) the fog level and overcast level each begin to cycle continuously between maximum and minimum levels. Â When the overcast gets to some specific level I make it rain and when it reaches another level I make it rain even more. Â So that the weather is different later in the mission I reduce the maximum levels of fog and overcast as the player makes progress, but the cycling continues throughout. Â Although the overcast level and fog level each vary on different cycles I have arranged it so that they are both at a minimum around 16:00. Â The sun is setting at that time (the mission is set in December) and it looks quite pretty. As to whether the weather is consistent, well there are two points on this that I considered at the time of making the mission. Â Firstly after a global nuclear exchange I suspect the weather might be a bit odd, and secondly I live in the UK and I defy anyone to spot a pattern on a showery day! So the fact that it keeps raining is no reason to abandon ECP, though I understand that ECP has a random weather capability so I suggest you turn that off. No reason to be in awe. Â Have a go yourself. Â When I started making that mission I was quite a novice. Â There were many things in the mission that I had never done before, sounds, voices, dialogues, etc etc. Â I just learned how things worked and then did them. Â Also OFPEC and especially the beta testers there were a terrific source of inspiration and ideas.
  7. thobson

    Abandoned Armies 1.4

    Well thank you Timblesink.  God is quite important to many people so I will just settle for the thought that you quite like this mission.  Thank you. Abandoned Armies for Armed Assault?!  Ha! I think I will leave that as “an exercise for the reader† In fact through my e-mail correspondence I suspect that at least one person is making moves along these lines. Whether or not that comes to fruition I do make a request of all mission makers.  If your mission only involves town A, or camp B, then why not put a few groups doing some realistic stuff in all the near by towns and camps.  It will scare for crap out of the player if he were to wander over there.  Even better, make them respond realistically to the actions of the player. Â
  8. thobson

    Abandoned Armies 1.4

    Ha.  The number of times I have heard that!  The largesavegame bug took a lot of working around on this mission.  I had to restructure it several times to get it to work on even a vanilla installation.  The bug is caused by having more variable names active than OFP can restore (it apparently saves them okay it just can’t get them back).  Part of what I had to do to reduce the number of variable names was to make use of object identifiers on the map.  As a result any thing that changes those will screw it up.  I have had people tell me that “I only changed a few textures, that can’t do anything can it?â€.  Well if it changes any of the object IDs on the map then yes it can.  In the readme file there is an explanation of where to get the instructions on how to tidy up your addon folder.  If you can’t find it let me know and I will dig it out.  Even unused addons can cause significant lag. People I have corresponded with by e-mail have been able to convert a mission that has deadly lag into one that works well simply by tidying up their addon folder. As I said the savegamebug should not occur with a vanilla installation, but if you can’t get rid of it there is a work around.  It is a pain but it works.  Okay so you have saved your game so you can eat some food, earn a living or just get some sleep.  When you come back the mission do this: 1.  In windows explorer go to the folder that contains your save games.  From memory: continue is the file that allows you to start from where you last exited (if you were alive at the time), save is the file that contains the file created by the one ‘Save’ option and autosave is the file created by the radio saves I gave you.  Note that the continue file is loaded by default when you resume a mission from the Overview screen.  Change the names of these files so that ofp will not recognise them. 2.  Restart the mission at the begining.  As soon as you are in the mission proper <Alt><Tab> out of the mission, go to your savegame folder and put the file names back to what they were before. 3. <Alt>Tab> back into the mission and now restore the saved game in the usual way. As I said it is a pain.  The above if from memory of what I had to do about two years ago when it was in the early stages of beta testing, so I may have forgotten some crucial step. The fact that you are getting the savegame bug would indicate to me that some thing else is running in the background that is using variable names. =========================================== On whether people are still playing it. Well I get fewer e-mails than I used to, but the following thread is still quite active (OFPEC Reviewed Missions): http://www.ofpec.com/index.p....28454.0
  9. thobson

    Abandoned Armies 1.4

    It's hard to tell if there was a problem or not. Â The trade at LaT takes place as long as both convoys are running (so the canny player can get a lot of help by sneaking in there between convoys and stealing what they need ). Your error message relates to the ammo crates at La Trinite so I thought maybe the trade was not working properly. Â Basically it works as follows: After the northern convoy visits the town the southern hut will be empty and the northern hut will have ammo crates containing assorted rifles, handguns + ammo etc.. Â After the southern convoy has visited the town the northern hut will be empty and the southern hut will contain ammo crates containing mines, satchels, rocket launchers + ammo etc. On the first visit to the huts the one with the ammo crates also has the tripwires and detonators for the custom AP and AV mines. As an aside - the ammo trucks in the convoys reflect the trade as well, so if you capture one of these trucks it will have different stuff in it depending on whether it is going north or going south. I presume the explosives you found there were in ammo crates?
  10. thobson

    Abandoned Armies 1.4

    What did you find in La Trinite?
  11. thobson

    Abandoned Armies 1.4

    After over a year of building testing and getting comments from many of the people that have played the mission I am now convinced that any addon in the addons folder other than those that are standard + the the editor upgrade can do some very strange things. Â Even changing the island slightly can change object ID numbers and so cause problems. Â See my past above dated 14 August for how to deal with non-standard addons. I deliberately made this as a mission not a campaign as I wanted the player to have complete freedom over what they do and how they do it and I wanted their early decisions to effect the later game play. Â Also there is a lot of stuff on the island that need not be found to complete the mission - I also wanted the player to finish the mission wondering if they have found everything. Edit: Judging by the errors you experienced I would guess that some object IDs have been changed. Â As a result the 'box' array having zero elements I also guess you found La Trinite a puzzling place - and certainly no real help to you.
  12. thobson

    Joining Player

    Indeed you have already asked this question and been given the answer!  You are missing  some square brackets.  If you check the solution I gave you on the other thread you will see the answer is: [unit1] join player The join command requires an array of units, not a single unit
  13. thobson

    Tracking kills and casualties

    Thank you. I hope you enjoyed it.
  14. thobson

    Tracking kills and casualties

    If you are happy to put it together yourself here are some pointers: To count the kills: Create an array of all the enemy soldiers on the map see Reply #6 here: http://www.ofpec.com/index.p....27814.0 Then run a script that adds a killed event handler to each one: eg: {_x addEventHandler["killed",{_this exec"countKill.sqs"}]} forEach East_Units countKills.sqs should have something like: _killer = _this select 1 if (_killer == unit1) then {Unit1Kills = Unit1Kills + 1} if (_killer == unit2) then {Unit2Kills = Unit2Kills + 1} etc. Where unit1, unit2 etc are the names you have given to the units in the player's team Unit1Kills etc should be set to 0 in the file init.sqs To track casualties on the player's side: Have a look at: http://www.ofpec.com/index.p....28059.0 The key points are: In init.sqs put the line: Casualties = 0 in the player's init field put: {_x AddEventHandler ["killed",{Casualties = Casualties + 1}]} forEach units group this
  15. thobson

    Joining Player

    The code you need is: [unitname] join player It depends how many units you have that are to join. Presumably not more than 11. Â You could create a trigger for each unit; Condition field: Â player distance unit1 < 5 Activation field: [unit1] join player etc. A bit crude but it would work.
  16. What I did will be on no help to you I'm afraid.  I identified all the buildings I wanted to use.  I made a list of their ID numbers.  At the start of the mission I run a script that cycled through all the buildings and saved the values of all the buildingPos that I wanted to use. For what it is worth here is part of the script I used: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;Buildings - Saint Louis _buildings = [17084,17087,17088] ;Buildings - Larche _buildings = _buildings  + [17064,17065,17066,17067,17068,17079,17081,17080] ;Buildings - Goisse _buildings = _buildings  + [17100,17101,17102] _GL = "logic" createvehicle [0,0,0] ;Find all the positions possible PeepingCiviPos = [] _i = 0 #loopPosition _buildingID = _buildings select _i if (getDammage (object _buildingID) > 0.7) then {goto"skipBuilding"} _GL setPos getPos (object _buildingID) _j = 0 while {((nearestbuilding _GL) buildingPos _j) select 0 > 1} do {PeepingCiviPos = PeepingCiviPos + [(nearestbuilding _GL) buildingPos _j];_j = _j + 1} #skipBuilding _i = _i + 1 if (_i < count _buildings) then {goto"loopPosition"} deletevehicle _GL The way I used the array later was simply to select locations at random.  It sounds like what you need to do will require much more structure than I needed
  17. Indeed. Â When I discovered this I created a little routine at the start of the mission that saved all the buildingPos locations that I needed in an array and then just used those values in all my scripts.
  18. Take great care using buildingPos. The function works fine until the mission is saved and then reloaded. After the reload then the results returned are very different - often in the next street!! So using buildingPos at the start of a mission is fine, but if you have a script that uses buildingPos later on in the mission when the player may have saved the mission and then reloaded you will have problems. I find it best to save the positions at the start of the mission.
  19. thobson

    forcing ai to eject a vehicle

    If the units are the original crew of the vehicle then even unassigning them does not stop this behaviour. Â I have also found in necessary to use the allowGetIn command. Â <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_crew = crew tank1 {unassignVehicle _x;_x action ["eject", vehicle _x]} forEach _crew _crew allowGetIn false You only need the eject action is you want them to all get out immediately. Â If you prefer a more orderly exit - but taking more time then use the following: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{unassignVehicle _x} forEach crew tank1 (crew tank1) allowGetIn false
  20. thobson

    Abandoned Armies 1.4

    Thank you lilwillie.  You are correct, some addon can do some very strange things.  Also it is worth mentioning again that unofficial addons - even if they are not used in a mission can still effect performance.  Check out: here  and here. I hope you get it working redface, what you are describing is not how it should be.
  21. thobson

    Abandoned Armies 1.4

    There are two groups of civilians near La Trinite. Only one has a marker on the map. The ones with the marker should not be dead when you get to them.
  22. thobson

    Abandoned Armies 1.4

    That is good to know thank you. Â Mikero's EU has a few interesting units - spies and the like - that I might have used had it been available a bit (say a year) earlier.
  23. thobson

    Abandoned Armies 1.4

    Mikero created an excellent Editor Upgrade when this mission was in the final stages of beta testing but because the mission was built and mostly tested using General Barron's Editor Upgrade that is the one I recommend. Â It is a pity that Mikero's EU was not avialable early enough for the mission to be tested fully using it. Â There was one issue with Mikero's EU to do with the placement of the steel beds but I think that was fixed.
  24. Mr.pibb!! I wondered what happened to you.  I thought you changed your name to some long string of digits.  Good to hear from you again.  I hope you saw your name in the credits.  Interesting what you say.  My original concept was to create a working island and then to set several different missions on it, capture a convoy, kill a leader and so on.  Then I thought what the hell why not let the player decide on his own missions and just let the whole island react to what he does.  Throwing away ideas because there are too many of them – tell me about it.  I had camps of comfort women being rescued and then taking up arms against the soldiers, I had civilian spies infiltrating La Trinite and the two bases, I had the player starting in Le Port with only a bicycle for transport, and much more, but there is a limit to what can be done.  I won’t be adding anything to this mission any time soon.  I started making it in Oct 04, beta testing started Jan 05, I released it Nov 05 and I have been receiving comments on it since then.  During all the construction and beta testing I was totally involved with it so I now feel I have lived a lot of my recent life on Malden and it is time to move on.  Releasing the spoiler document is my way of saying good bye.  Did you really play it end to end so many times?!  If I don’t count all the testing I did on it and only count the number of times I played it through for fun, you have probably played it more than I have!  Thank you again for you comments, I really appreciate them.
  25. Thank you, those are very kind, but I feel undeserved, words. Â I made the mission because it was fun to do. Â I have found that OFP does some very complicated things very simply and very well, but it does some simple things very poorly or not at all. Â Finding working solutions to all of this was great fun. Â I had a lot of encouragement from colleagues at the Beta Testing Site on ofpec and that multiplied the fun element enormously. Â I hope other people enjoy playing it and this document was meant to help with that. Â I still enjoy playing it and seeing how differently things work out, but I still find myself writing lists of things I should have done differently.
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