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cheesus

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About cheesus

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  1. cheesus

    AI Still Stubborn

    I think I'd like to chime in on this. Sometimes you need the AI to just do what its told NOW. Its a timing problem & its an immersion problem both in scripting & ingame. Easy example is the civilian units AI overrides when driving & there is gun fire. Civ units will get out of their vehicle, lie on the ground & do the safety dance. Maybe in some circumstances thats natural behaviour for civilians but what if your designing a mission where its absolutely critical they don't bail out of their vehicle? - although we do have unit capture now, which is awesome, I still want more control over AI behaviour. Example two is withdrawing your team while under fire, I'm no soldier but I do believe that withdrawal is a valid tactic that real soldiers do utilise. Things are better in the latest beta, but I still find myself looking for the 'On the Double' setting. Anyone else found themselves telling their monitor 'just get in the car! - I'm right next to you dude! No don't lie down!' In short - more control please! :)
  2. cheesus

    [CAMP] Bastard Squad

    Don't know what to tell you here dude, if you take out the oncomming vehicles there shouldn't be any way you can die. Could it be a bug? I dunno but are you SURE you got them all? Its a timed thing - if you survive long enough a cutscene should kick in. Nope, thats the double edged sword of using AI vehicles on an Arma mission - I think it can happen about 1 times in 25 or so. Reminds me of when I recently played through the BIS PMC campaign that had a similar mission & both the SUV's were mounting each other and ramming into houses. Because of all the stuff I had to cut from this mission I believe mine works more reliably :D Don't let it piss you off too much, there is always -endmission.
  3. cheesus

    [CAMP] Bastard Squad

    MissionCreep: Thanks for the details I think I know what happened, seems like you got past the trigger that wakes those dudes up :) xxbbcc: Yup that would do it - Your supposed to be looking for Russians not playing dodge ball with grenades! Also I'm kind of happy with your reaction to my shameless railroading of the player, I almost felt dirty putting in no-go areas into an Arma mission :D Thanks for the infos you two - it will help when I find the time for a bigger update.
  4. cheesus

    [CAMP] Bastard Squad

    While nursing my hangover I have made the time to do a little update, hope I've nailed CBA complaining about its nil variable being abused in unholy ways. Also for you Combined ops peoples you should be good to go with Blastcore. Even though I have to run Arrowhead fugly to get playable framerates on my rig, its something to behold. Opticalsnare's work makes me want to upgrade sooner. In a good way :) MissionCreep & xxbbcc have had issues and an awesome argument about mission design! Well that shouldn't have happened :o I don't think I altered those farmers damage handling enough for that to happen & I'd like to know more of what happened with your undead MiB's...need more to go on. Hmmm, its not small arms fire you have to worry about here (or heavy weapons for that matter). Think of this section as wack-a-mole, the trick is not to let anything get 'under' your firing arc. If a unit gets too close its curtains. Your team is supposed to take care of any bailed out crew that get close & always have for me during testing - but if they don't do their job its possible that could be whats been giving you & xxbbcc grief here - you can't take on infantry with the tow. That said I hardly ever die while testing this mission so again I'm wondering if its mods or something thats throwing the mission off for you peoples. Wolfrug deserves a medal or something for what he went through on this level, so your not alone in your frustration. :)
  5. cheesus

    [CAMP] Bastard Squad

    Thanks HateDread! thats going on the fix list - If I recall correctly I have used 'nil' here and there throughout the campaign & there was no need. Hope it doesn't give people to many problems in the meantime.
  6. cheesus

    [CAMP] Bastard Squad

    I suggest you two run no mods at all for combined ops if its getting too buggy - I've only had chance to do minimal testing in vanilla CO.
  7. cheesus

    [CAMP] Bastard Squad

    Not me, wouldn't know how :p Check your mods maybe?
  8. cheesus

    [CAMP] Bastard Squad

    sarge4267: are you using combined ops? If you are and the mission provides you with a d30 artillery cannon then your running the wrong version - the combined ops version has the TOW launcher. Hope that helps.
  9. cheesus

    [CAMP] Bastard Squad

    Hello again, it seems I suck at technical support (thanks for helping out Zapperguy). Anywho puzzola: glad you enjoyed the ride, I'd like to know what setup you were using - Arma2, combined ops? and what mods you were using when you ran into your problems, it will help as & when I update the campaign. As heklos has figured I have only tested using the mods I mention, infact I made a lot of the campaign with warfx & jtd fire running. I should probably update the first post to make this clear as it seems a few people have been running it with ace & I have not tested that - its on the to do list :D Liking the enthusiasm I'm hearing, makes it more likely I'll make some more stuff...I have some ideas for multiplayer...but I'd have to fill more of my brain with arma scripting & methods :p
  10. cheesus

    [CAMP] Bastard Squad

    There should be no ace content in bastard squad, I'd need to know the precise error message you received & what mods you are using to double check thoroughly. That said its a strange one - a fair few people seem to have played it now without any ace dependency stuff coming up :confused:
  11. cheesus

    [CAMP] Bastard Squad

    Hello MetalMike, its a pain when buses pull out on you :p
  12. cheesus

    [CAMP] Bastard Squad

    Thanks so much for all the positive comments peoples! nope, sorry too many explosions! I could recommend you a good doctor for that... The seal team six campaigns are awesome & I'm looking forward to playing Delta!
  13. 11WDgA3RAwA Description: T'was a day after Christmas and all through the house, nothing was stiring except...Bastard Squad - those sneaky Spec ops douche bags who creep around shooting dudes in the back. Its 2015 and it seems America's influence in the world (along with its unity) has continued on its downward trajectory, what hasn't changed is paranoia. ChDKZ forces in northern Chernarus seem to have new backing - forceful investigation has been deemed necessary. Features: -Bastard Squad is hard! especially the CQB battles! -Explosions! -Some cutscenes! -A few sets made in the 3d editor! -Story takes place in the 'Armaversum' (so I'm not entirely to blame) -Other peoples work! (some excellent community scripts plus Celouch's custom code) -Lots of music! -Did I mention explosions?! Requirements: -Arma 2 Bastard Squad is not as mod agnostic as I would like, using mods other than those I have tested may result in unpredictable level breakage, crashing & error messages! Please help me fix these issues by telling me the error messages you received along with what mods you were using here on the BIS community forums. For Arma2 I have tested it with: - WarFX Particles by OpticalSnare [http://www.armaholic.com/page.php?id=8182&highlight=WARFX] - JTD FireAndSmoke by JTD* [http://www.armaholic.com/page.php?id=7383&highlight=JTD+FIRE+SMOKE] - the enhanced audio mod of your choice (Chammy's, HD mod - I like 'em all) *Warning JTDFire may burn down your entire level if you are not careful! For Combined Ops I have tested: - BlastCore by Opticalsnare [http://www.armaholic.com/page.php?id=12975] - its a thing of beauty Known Issues: -Bastard Squad is hard! especially the CQB battles! -My scripting - this is my first release of anything for Arma 2 -Wandering tables & the stuff placed on them - I have lots of trouble with these -Team AI can get lost on Chapter 2 -Third person camera on chapter 3 can become unusable during defensive sequence -In combined ops in cutscenes & gameplay dofire, dotarget & dowatch scripting commands don't work like they do in Arma 2 and that leads to some inconsistencies. Installation: Place "Bastard-Squad.pbo" into your "arma 2\campaigns" folder. You may need to create the folder. Download -Due to inconsistencies between Arma2 & Combined Ops I currently recommend you play Bastard Squad in Arma 2, however I have prepared a version for combined operations. Download for Arma2 via Armaholic: http://www.armaholic.com/page.php?id=12921 or via mediafire: http://www.mediafire.com/?zo43whamiczjo4n Download for Combined Operations via Armaholic: http://www.armaholic.com/page.php?id=12920 or via mediafire: http://www.mediafire.com/?55mie56ea5jp5s1 Changelog: 26-12-2010 - version: 1.01 - all - removed references to 'nil' hopefully CBA will be less angry now - ch0, ch1 - minor tweaks for combined ops, dofire works more now, still works better on arma2 - ch3 - minor tweak for blastcore Special Thanks to: - Celouch for his bullet-time code Special Thanks for testing on ofpec.com - Zipper5 - Wolfrug - Gotcha - savedbygrace
  14. I was gonna say something but it looks like you found my thread - that nobody replied to btw :cool: Anywho its not just the lights that get disapeared after a save, doors (animation states), ai behaviours and lots of other juicy gameplay stuff gets the chop. You could head on over to http://dev-heaven.net/issues/12734 and vote for a fix :)
  15. Speaking of work arounds & short of any better ideas I've stuck the script in a loop which will bring back the lights after a savegame. _target = _this select 0; while {alive player} do { // Create a small local light and attach it to the object. _light = "#lightpoint" createVehicle [0,0,0]; _light setLightBrightness 0.07; _light setLightAmbient[1, .07, .05]; _light setLightColor[1, .07, .05]; _light lightAttachObject [_target, [0,-0.1,0]]; sleep 30; deleteVehicle _light; }; this does not seem like an elegant solution having to run this on each light so if anyones got a better idea...:)
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