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wolffy.au

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Everything posted by wolffy.au

  1. The enemy population module doesn't have that feature - feel free to log a feature ticket for it on dev-heaven. ZORA does - you place consecutive triggers call BIS_ZORA_0, BIS_ZORA_1, BIS_ZORA_2, etc - and they will be safe zones from ZORA.
  2. The random part is the squad make-up, as it is selected from the preset groups you find in the Mission Editor (F2 Groups).
  3. Yep. See here for more info on factions - http://community.bistudio.com/wiki/faction
  4. All great ideas. If I could ask you to take the time creating each idea as a separate Feature ticket on dev-heaven.org so we don't forget about them. I find it easier to keep track if all the requests and bugs are in the one place. Thanks :)
  5. Its not the slot that kicks you but the player class/model needs to be the same as the first time you joined. I know its a long thread, but do a search for the full explanation.
  6. Its coming mate. Currently testing v3.4 which has some new features such as: - Terrorist Cells - Shepherds and flocks - Sandstorms, flocks of crows and fly swarms - 3x more ambient civilian traffic with passengers - New mission parameters like DisableFog and Lives per Day (Rommel) - Custom ammo loadouts on crates and vehicles Preliminary testing showed a few bugs in dedicated server that aren't in SP, so once they're fixed I think we're good to go.
  7. Tophe's House Patrol script does that no problem. The Enemy Pop module uses Binesi's Task Defend which also should wander from Room to Room and Building to Building. Maybe we need to combine the two or something.
  8. Can you contact the building model author and ask if they can modify?
  9. @DaveP - the class restriction may not be required but is there to ensure the number of weapon/mag slots stays the same between sessions. Let me know if it causes issues if you remove it. @daikan - PvP is very possible. I would love to see a 6 clan (3 a side) follow the sun 24x7 PvP covering all timezones. The problem that concerns most is, someone logs on at 4am and trashes everything while no one is there to defend. @Sleep - excellent work. I'll let you know when I'm about to release 3.4.
  10. Either they previously selected another class when they joined OR they have ran out of lives, if you are playing with limited lives.
  11. Bear in mind its completely random - I didn't set it up to blacken you out with fog, you were just unfortunate enough to be hit by a lot of fog in a short time span. :j: What I might do is lessen the maximum fog and lengthen the shortest time frame to move to new weather, and see if that resolves it. At worst, there is not a disableFog mission parameter.
  12. Haven't thought about it - I'm assuming your server is running CO? Can you make it run OA and see if it works? Probably the Factions. Setup townsFactions variable for bis_alice_mainscope with "BIS_TK_CIV" and see if it fixes it. Yeah, my fellow clan members have had the same issue. I'll probably add a setting to disable fog in the mission parameters. Rommel believes its a BIS bug.
  13. Yes Yes [4,6,3,6]? Means (4+6+3+6 = 19), then 4/19 Infantry 6/19 Motorised 3/19 Mechanised 6/19 Armored Make sense?
  14. Its a hard one. A trigger that if the chopper is withing 10m of the helipad cause the pilot to land it. I'm really not sure what else. SAFE behavior on the GUARD waypoint? This should mean that once the engagement is over, the pilot will relax and hopefully land it.
  15. Download - http://creobellum.org/node/178 Summary: The GUARD waypoint is one of the most powerful features straight out of the editor. It has two main functions, the first of which I'll describe below, both of which work perfectly in multiplayer. The GUARD waypoint, is one of a number of "obsolete" waypoints, whereby the unit assigned it will not continue to the next waypoint until triggered. While waiting on a GUARD waypoint, the assigned unit will take directions from other AI of the same side and engage spotted enemy - anywhere on the map. This makes the creation of a Quick Response Force (QRF) very simple. In conjunction with the SENTRY waypoint, a system of spotter/attacker can be implemented with 2 waypoints. To implement, begin by placing a defending unit e.g. 3 tanks with a single GUARD waypoint. On another part of the map, a great distance from these defending units, place a Spotter with a single SENTRY waypoint. As a spotter, then SENTRY waypoint is not really required but good practice. A SENTRY waypoint will spot and assess an enemy force, and decide to engage the enemy or move to the next waypoint. If the do not engage, the will request a GUARD unit to engage the spotted enemy. In this example, I've place a CIVILIAN unit next to the spotter to observe the interaction between all units. Lastly, place an opposing force somewhere away from the GUARDing units. In this example, I have Mechanised Infantry doing patrols. You'll observe, once the enemy is spotted, the defending units will engage. Once they've cleared the hostile, they will return to their GUARD waypoint. I've included a second sample mission, which has the QRF on GUARD for an amount of time, afterwhich it will do a patrol and return to guard position. This adds the extra randomness of a patrol into the mix. For information on GUARD waypoints, check here: http://community.bistudio.com/wiki/Waypoint:Guard http://community.bistudio.com/wiki/Waypoint_types#Guard http://community.bistudio.com/wiki/ArmA:_Mission_Editor#Select_Type Created by: (AEF)Wolffy.au [CTB] Visit us a http://creoBellum.org
  16. Enemy Populator - find all the Location Objects on a map (see http://creobellum.org/node/184) and randomly decides to put an enemy group, camp structure and whether they are defending, patrolling or both. Enemy are not spawned until you are within 2 - 2.5km of them, where they are cached, and the uncached at around 1 - 1.5km. ZORA - Once you leave the base (the BIS_ZORA_x triggers), enemy will spawn a few kms away from you and head in your general direction. If you are unlucky, they will spot you, flank you and beat you up. Its just to ensure you are always on your toes. The number is the Respect level i.e. anything above zero means they don't like you and they will probably hide in their homes. Zero, will show as Green and they should wander around happily. The only other factor that influences their behaviour is if Guerilla's don't like you, then Civvies won't like you either. Edit the mission, change Guerilla settings and see if it makes a difference.
  17. In the demo, I watched the tanks return to their original location once they were clear. What does the chopper do with no extra coding? What if you just tell it to land or the pilot to get out?
  18. Just do a search for MSO in the mission name - the majority will come up. There are quite a few public instances around - last I checked there were 16 worldwide.
  19. Sounds like you still have debug on. I haven't looked this mission for a while, but I'd say there is a ["debug", true] setting somewhere that shuold be set to false.
  20. Yeah, what Sleep said! I haven't touched the missions since last release. Hopefully other mission makers will go nuts with the framework, and I can concentrate on additional features.
  21. Excellent work MuzzleFlash - if you're good with it, I'll add the module to the distribution.
  22. Probably more an appropriate question for the AAW guys.
  23. We can probably make a module for it, so those who prefer it can use it instead. Hmmm, sounds like a bug most likely to do with AI unit caching. All squads will be in defense or patrols - no one should be just standing around. Can you confirm same happens in the test mission?
  24. Not sure - the AI are only given basic commands like patrol and defend. What they do once they know someone is in the area is a bit unknown. We had Zeus AI on our server and a T72 split from its squad and pursued us for 2km. Anything can happen in an MSO! :)
  25. No, once they're dead, they're dead. We can work on other AI plugins similar to what you've described in the future.
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