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wiper

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Everything posted by wiper

  1. ok, new version 1.22 uploaded, get it from 1st post please. Have added a second pbo to the archive now, containing a 'SpecOp' version of that mission. Using that mission pbo in SP mode, you are just alone with your bike, lol, SD gear, some grenades (who knows...) and 2 satchels :) In MP mode only human players get joined to the group leader (AI units serve as player pool , dont deactivate AI in the lobby !). After first connection to the mission (JIP compatible) the player starts at the insertion point, having a bike right there of course. Too bad I eventually needed to waste the resource of a whole pbo for this, as actually just ONE single bit is differnt in both versions :cool: I'm not much firm into dialogs in Arma/2 and it finally gave me too much of a headache in MP mode to switch properly between both modes. If anyone can point me into the right direction, how dialogs work best in MP environment (sharing/updating options) and, most wanted, how to bring them up while on briefing or even before the intro I'd be more than glad ! However, got HCS fixed and working in MP mode too now plus I've made some minor fixes for the civi AI. As ever, Have fun with it ! :)
  2. Thanks Kremator, new HCS incorporated into Cipher and working well now. Sorry, had a bunch of AI issues to test for 1.21 hence it seemingly slipped through for the tests.
  3. yea, had synched them wrong. Sorry guys ! Fixed right now.
  4. Thanks. Let me know whatever inspirations you may get in this. Currently I'm evaluating some placement criteria. Theres definitely one BuildingPos where a small object cant be seen and some that should be on a blacklist too... maybe its worth a little effort. And many thanks for your detailed report. Its much fun to read and reminded me *muchly* of my/our numberless encounters in the pre release versions. I'm glad to hear that the original challenge seems back now :) Great you like it ! Thanks :) Did you play in MP environment ? HCS should run flawlessly in SP mode though. Will have a look into it. Yep its intended, sort of.. As stated in the briefing, the radio wont work until the decipehering code is fetched.
  5. Cant do, unfortunately. The language files I have dont support dutch ! (a german dl version and a 505 DVD) One thing I noted reading your previous post: Did you actually change the original language files in the Arma2\Dta and Arma2\AddOns folder ?? If so that could easily be the reason for your connecting troubles, I guess. Try to never touch original data, let allone for future patches, they wont work with non original files. Always create a mod folder and put the content in. If unsure how its done, check the BIKI http://community.bistudio.com/wiki/Modfolders or refer to the previous thread for the language mod http://forums.bistudio.com/showthread.php?t=75201 However, maybe I misinterpreted your lines and you already did all that. In that case I'm a bit lost as I dont have an idea what went wrong. To my knowledge most servers have the required server key installed and if installed properly your connection should be accepted.
  6. wiper

    More single player missions please!

    Well, quoting my readme here: I know reading stuff is not always much wanted, so I thought I'd better post it here. Essentially this is not ONE mission. Besides its general objective its an unlimited bunch of mission experiences ;) Cipher 1.21, fully dynamic with unlimited replayability
  7. wiper

    More single player missions please!

    Hi, did you give this one a shot ? http://forums.bistudio.com/showthread.php?t=83438 It was basically designed for SP but fully supports Coop play. If you like good replayablity and dynamic AI I bet you'll like it ;) Have fun with it !
  8. wow, great news - Thanks for info, and congrats ! ;) I bet with 1.21 things might unfold much tougher now :)
  9. Every server or just some of them ? Server need to have the required server key loaded to except for particular mods. Did you try to ask the server admin or anyone who probably knows on that server ?
  10. OK, 1.21 is online Please get it at the first post Spent some time in fixing and tweaking the AI, as for the most and myself it was a bit too easy. AI is now pretty challenging - be warned ! :) ChangeLog for 1.21: fixed: radio channel alpha was accessible before code retrieval fixed: stalling enemy AI for most instances added: 2 enemy AI squads mostly patrolling outside the target area tweaked: enemy AI have a tighter patrol radius tweaked: enemy AI responds quicker in general tweaked: enemy AI does not flank excessively, going for a more direct approach
  11. wiper

    Hybrid Commanding System

    already is http://forums.bistudio.com/showthread.php?t=83438 feel free to explore
  12. Hi & Welcome ! As Alex72 illustrated. Additionally, if you like to have look into it (what i suspect as you unpacked the pbo) you can copy the extracted pbo to your <user>\My Files\Arma 2 Other Profiles\<Playername>\missions\ folder and fire it up in the editor. Have fun ! Ok, the sequence how it should play out after one has found the case: Action "Open Suitcase" visible, usually after some seconds. If activated: suitcase is opened - Task Completion appears on the HUD ("Find the suitcase...") wait until the next Action Menu appears "Retrieve the Deciphering Code ...." right beneath the opened Case (=Sat Phone) activate it -> the case closes again, and the radio channel alpha is visible. Due to a bug the radio actually is active from right of the beginning of the mission and merely the line of channel alpha is invisible. This is NOT intended and will be fixed in the next version :)
  13. wiper

    Hybrid Commanding System

    Imaginable. Dont see vehicles on the map though :confused: Dont think so. Seems since 1.03 they have fixed the most obvious glitches (cars falling from the sky, placed on buildings,.. etc). Had no issues worth mentioning with it since 1.03. ALICE maybe? Absolutely, its not an major issue and just important to know for some specific situations/mission designs. WOuld be nice to have it sorted one day, though I thought I'd better report it :) ---------- Post added at 04:04 PM ---------- Previous post was at 04:01 PM ---------- Thanks! Will have a look at them asap ! :) Difference, I bet there is one ;)
  14. wiper

    Hybrid Commanding System

    HCS not working in MP here too (see below). Actually had no time to have a closer look into the code yet, merely ported it straight in the way I received it readily implemented. Kremator, did you send me the most recent version implemented ? In MP mode, regardless if as GameServer or Client i just dont have the HCS Comms Menu. - Another issue i'd like to point out is the mounting thingy , again :) While it works flawless using map an waypoint type and such, it seems impossible to assing a specific vehicle for embarking. Probably doe to the fact that the vehicle assginment is dropped after getOut - maybe saving it in a variable might be of help in a future verison of HCS ? Currently when using the SILVIE module f.e. the outcome of a GetIn Waypoint in HC mode often is really funny: Had all 3 grunts of a split team sitting in 3 different Civi cars instead of manning their truck they disembarked a minute earlier lol
  15. Oh ic, thx for clarifying. You did play the actual version 1.20 ? The case should "open" now ( actually it gets replaced with the satphone until the next action is executed ) but this didnt work in 1.19. After it "closes" again (replaced with alu case) the radio line should show up, yes. If it doesn't I'm afraid I introduced a glitch in 1.20. Will have o look into it ! sigh lol
  16. LOL, yes these chopper behaviours always drove me crazy. But as indicated in the briefing : Dont forget, the pilot is a marine ! :p You mean instead of opening it up and leeching the code modul, just picking it up ? Hm, worth doing it I'd say. Would save me some code hassles too, most of all babysitting that damn thing not falling through inside floors, etc...
  17. Damn, thats a nasty one. Always thought the deactivated line disables the channel but it doesnt (using backspace instead of the map radio). Will fix asap, please dont use it until then. Thanks Dogtags ! ---------- Post added at 07:06 AM ---------- Previous post was at 06:56 AM ---------- Tried it once, but tabletop on a deerstand, in the ruins or stables ? Besides it was horrible to place plus with the suitcase together iirc... One alternative maybe is to use no small object at all, just the general and drawing the code from its pockets, lol. I just found it lacks in originality (just find "the guy"), but maybe its the only solid way.
  18. OK, I have uploaded a quick fix for the SuitCase interaction. - see 1st post. Additionally HCS has made it in, seems to work only in SP mode though... Most importantly I'm trying to fix some AI quirks and balance it to be tougher in this regards. Starting with Arma2 1.01 I toned the AI down step by stap, as BIS did. So currently i think its far to easy to play and either I increase their skills, tighten their movements or add some partols... Will see. Sorry for screwing it up with 1.19, task logics should be on par now. Have fun!
  19. Thanks guys, your reports are priceless ! lol RM_Jingle, cant tell how much I felt like in a Benny Hill theatre play/testing Cipher or my earlier missions since OFP with similar randomness :) As for the suitcase action menu I almost wanted to reply that giving it some time, often a minute, should be sufficient. But since two guys - obviously both not new to our lovely Arma2 quirks lol - reported it consecutively, there might be some issue with the action menu. Need to have a look at it ! Will have a look at that "rather dumb" AI issue too. Shouldn't be that obvious and could indeed be a script issue, too. ---------- Post added at 10:59 PM ---------- Previous post was at 10:47 PM ---------- All damages per default. No edits made for any units for this. Easily possible. That issue goes back to OFP. Vehicle cargo does not change its hostile(or not) status, only the driver (or commander) does. At least to my knowledge and without any additional measurments. If you man a vehicle with radar, its easy tested: If an enemy vehicle that is rendered as a RED dot on the radar is left by its driver (or commander if there is), it suddenly changes into a WHITE dot on the radar :-\
  20. Yes, right at the moment after 2 days its still a pretty fresh release suffering from similar releasing issues like much other releases as well i guess... plus its my very first public one and I'm learning a lot for publishing at all, it seems :) Expect a new version within the next hours or days. Adding some briefing stuff plus Mr_Centipeds HCS that will make it into, im sure (already is but needs MP testing). Have fun playing 'Cipher' v1.19 though !
  21. wiper

    Hybrid Commanding System

    Kremator, thanks for your detailed description. Using the map indeed did the trick :-) Still, I find it a bit tedious to have it working this way. I always remember my dozens of deads simply by fiddling around with keys right within a heated up battle. However, it DOES work, and thats all that matters. Will take a look into your Cipher mod right now. Im sure I'll put it in for the next version (no promise though) Thanks again !
  22. Hi folks, just back from a short break i desperatly needed, sigh :) no boats and such. Sounds very odd, this should not happen at all. It indicates the whole initialization process didnt kick in at mission start. What version of 'Cipher' did you start first, v1.19 ? Did you play in SP or MP environment ? Yes, 1.19 should have fixed the 'end mission stall' once and forever. But it definitely needs a new mission start if you have saved a pre v1.19 game, as all elements responsible for that part are stored within the save game. won't ;-) But first we should have fixed all basic quirks and inconveniences for the mission as it is right now I suggest (see below). If it plays well and without stoppers (like the tedious mission 'none-end') I'm right into adding that stuff. Don't forget that new content needs testing & fixing again, most probably ending up in days to spend in fixing all quirks again. It might be not very obvious where the suitcase actually is but there are some techniques Arma2 offers that may help us a bit (see DogTags reply for that quote). However I'm pretty aware of that issue and still am unsure to keep that part in as the mission primary. That relativley small object (suitcase), random placed, combined with some still present quirks in Arma2 may be not really realizable in a solid way. I'm hoping to find out more about it by listening to all responses, but clearly needs a bunch of them to provide for a proper "statistical evidence". Sometimes the suitcase even slips under a wooden plank near a hut f.e. Another time it lays on top of a cement storage silo and can be seen using the tac view. But what if the player uses expert difficulty mode (no tac view) ? Always a good indication is the insane general ! You know him as the brass guy with the leather holster and fur collar. The suitcase always should be present within some meters radius of that guy :-) Reminds me to put some pictoral content into the mission... Good point, thanks! I had that mentioned in the breifing once but it slipped through due to a yet hidden "iron man" mode insides the mission code. I will put that back into the briefing for the next update. However, the huge content of the weapon cargo is almost the one and only reason for that truck being present in Cipher. What version of the mission did you play ? That should have been a fixed after v1.18.
  23. wiper

    "waituntil" problem

    yes, distance returns the absolute distance (3D) iirc
  24. wiper

    English language files in v1.03

    check here http://forums.bistudio.com/showthread.php?t=83208 ;)
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