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zulu1

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Posts posted by zulu1


  1. On ‎3‎/‎19‎/‎2019 at 5:28 PM, d4rkchocolate said:

    I'm looking for the weapon replacement sounds in this video by Dario Ajducic or any other sounds that simulate distant gunfire sounds from afar. i'm also asking for any farmland/pepzombie zombie scripts

     

    dara sounds: http://www.mediafire.com/file/qo13bm8s65zs418/DaraOfp__New_sounds_v.1.2.rar/file

     

    peep zombies and farmland can be found here: https://cloud.mail.ru/public/LqSK/pqnB9aCY6/unofaddons2/pepzombiesV1.0.rar

    https://cloud.mail.ru/public/LqSK/pqnB9aCY6/unofaddons2/Farmland_v2.0.rar

     

    • Like 2

  2. 2 hours ago, Michele said:

     

    Do I have to add "objects" in Class Mission, Intro, OutroWin and OutroLoose ?

    Here is an extract of the mission.sqm :

     

    version=11.000000;
    class Mission
    {
        addOns[]={};
        randomSeed=13902339.000000;
        class Intel
        {
                    briefingName="$STRNG_1";
            month=4.000000;
            day=8.000000;
            hour=23.000000;
            minute=55.000000;
        };
        class Groups (ETC...................)

     

    Modified shouls be like this ?

     

    version=11.000000;
    class Mission
    {
        addOns[]={"objects"};  

     

    or like this ?

     

    version=11.000000;
    class Mission
    {
        addOns[]=

    {

                     "objects" Yes

    };

     

    Both entries are essentially the same. You may notice that all sections begin with { and end with };

    The second is more typically what you see.

     

    addOns[]={"objects"};  

     

     addOns[]=

    {

                     "objects"

    };


  3. My experience with making missions and quirky addons taught me two things about missions complaining about missing addons.

     

    1. If it says missing addons and you find it listed in the addons section of the mission.sqm, then remove the entry.

     

    2. If it says missing addons and it is not listed in the addons section of the mission.sqm, then add it.

     

    btw...keep in mind the entries are classnames and not the name of the pbo file.


  4. There are several spawning script packages around and they all have some basic things in common.

     

    # 1 A GameLogic placed on the map named "server".

     

    # 2 The first line of the script : ?!(local Server): goto "end" (or just exit)

     

    # 3 You need to introduce delays between spawns and also crews boarding vehicles, like Alex says above OFP needs time for all players connected to the server to synchronize.

    Spawned vehicles are local to the player.

     

    Some scripts even take an extra step using a "Dummy Unit" to execute grouping of units.

     

    BTW... placing one empty vehicle or unit of each type you want to spawn on the map will reduce lags.


  5. Glad to help.

     

    Here are some thoughts I have.

     

    1. Fwd Observer will start calling fire missions as soon as the enemy is in sight, so placing him is critical like I did in the first demo.

     

    2. The observer will continue to call fire missions as long as enemy is in view. Gen.Barron did not provide a way to end or kill the script,

    so I guess you need to use deletevechicle to get rid of the observers at some point. You can use an alive check in a trigger.

    Here are some examples of conditions to use in a trigger.

    !alive shilka && !alive t80 && !alive bmp

    "alive _x" count units eg1 < 2

    "alive _x" count units egrp1 <= 3 && "alive _x" count units egrp2 <= 3

    "alive _x" count thisList > NUMBER

    ("alive _x" count units groupname) == count units groupname

    ("not alive _x" count units natz) == count units natz

    (("alive _x" count ConvoyArray) <= 10)

    Another solution may be to move the observer with the trigger instead of deleting him???

     

    3. With the delays this script only works good when units are stationary or confined to an area. Trying to hit moving targets will not work very well.

     

    • Like 1

  6. Hi,

     

    Ok I played around some and I got it to work. The tip about placing the artillery units first seems to be the key to it. My first attempt give me the scalar booleen error that you got.

    I made 3 basic scenario's for you to try. The 3rd shows you can have multiple observers ordering multiple batteries (or even a single one).

    Try these out.

    http://www.mediafire.com/file/mnhh73hq1rlqatp/UA_AI_Test.zip/file

     

    The only beef I have with UA is the long delays and it's really not too accurate.

    • Like 1

  7. Hey Snafu,

     

    Looks like it uses CoC UA. If you also have that you might be missing the Preprocess line required in the Description.exe file. This is covered in the docs for CoC UA.

     

    You also need two of GenB's functions with their Preprocess lines in the description file too.

     

    findUnits.sqf
    knownUnits.sqf

     

    If you don't have these I can dig them up for you.

    • Like 1
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