Jump to content

Benny.

Member
  • Content Count

    369
  • Joined

  • Last visited

  • Medals

Community Reputation

15 Good

About Benny.

  • Rank
    Staff Sergeant

Contact Methods

  • Skype
    benny-acc

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Benny.

    [SP/MP] BeCTI

    A new territorial parameter will be present in the next one and more parameters will see the light soon. Due to the lack of structures for that I'll be using the CC for artillery projectile detection. Or maybe some strategic emplacements on the map.
  2. Benny.

    [SP/MP] BeCTI

    Ola, No problems, feel free to send it. Thought i'm going to do some special stuff to my territorial version :) Nice video btw ;) Micro AI tend to have conflicts with direct orders. I'll see if I'm able to improve it. Was it on stratis or altis? did you have alot of towns? Glad to see it running fine. I'll look for that zero divisor error. I'm not really into copyrights and stuff as I'm mostly doing this for fun thought I'll have a look asap.
  3. Benny.

    [SP/MP] BeCTI

    - I'll pimp the hooking function - I'll tweak the rearm function as i'll rollback to the old system, shame that the newly introduced command no longer work :D I'll try to introduce bl1p skill modification in the upcoming one. Camps will be back with some heavy modification and parameters (gear restriction, per camp upgrade...) Due to the lack of defensive structures I can only use a flagpole for now, I just couldn't find a model which match a depot. Servicing will be available soon too Regarding income, the occupation upgrade will increase the non-occupied town income. An occupied town will bring a full-income. Territorial mode will also be introduced soon. I could work something out from Airport. Something like that shall cost money and shall be timed. I could add an action to build, thought it'd be slower than a worker (worker speed / 2 or 3). I'll try to add an UI helper with a quick action. Nice :), my goal is to delegate everything on the HC asap. I still gotta upload it on github or something. Why not :) Tweaks are on the way I've wrote a guide some pages ago Licensed under nada, use/edit what you want as long as you keep the credits :) It shouldn't be hard to do that with the system I've made. May have to change 2-3 script with side checks. Glad to see the mission running so well :) Any errors in the rpt btw? Removal based on cost is a nice idea, I'll see if I can work something out from it. For the client notification it's easier to use PVF as the time tick is never the same between the client and the server. It shall be done server-sided. I'll add a notification too in the next one :) For the player eject you have to use PVF too I think otherwise locality may kick in just like A2's. I may add a similar unit limitation system with difficulty params. Thought I don't know if I shall base it on FPS or unit count. Credits are important
  4. Benny.

    [SP/MP] BeCTI

    Hmm, What do you mean with #1? The previous AI Slot? #2 Is tricky, I don't know if doArtilleryFire / commanderArtilleryFire work on player. Some workaround may be needed such as a self made ballistic UI (Bit like the one in ArmA 2 Vanilla). Thanks for the report, It seems that the variable attached to the ruined structure vanished or that the structure got removed inbetween the construction process. I've added some extra checks to quit the loop just in case. - Define better hooking :), more distance between the hooked and the hooker? larger hook radius? - I'm not sure that this one is related to me. - I've noticed it for new players, I'm looking into it.
  5. Benny.

    [SP/MP] BeCTI

    I'll have a look as I had no problems with it the last time i've checked. I've fixed #2, selling was skipping the area update cycle. There's more to come starting by wide town-to-town patrols :D It's possible. Yes i'll add the town servicing feature in the next version. I'll see about the reinforcement from towns as I wana experiment a few stuff with it. Thanks, yeah a bug tracker would be nice. Atm you have to edit the mission in order to do that (mark the Officer as the player in the editor). I'll be adding ingame teamswaping feature for SP soon. Hmm I had some great fights with opposing AI teams during my tests, some confirmation would be great :) I'll add resistance difficulty asap. It has a non-existant impact. I've had the exploding vehicles too (physx ftw). It happen during the vehicle placement (like the blufor truck) where the vehicle is created but the rear or the front spawn underground, the velocity (to fix it up) kicks in and send the vehicle flying toward mars. I think that I'll add an extra height offset during the spawn of vehicles. I'll pimp the prison :)
  6. Benny.

    [SP/MP] BeCTI

    Thanks :) Why not, but this shall only work near a town. That's the base area. This was introduced to prevent scattered bases and to make bases more interesting.
  7. Benny.

    [SP/MP] BeCTI

    I'll be adding EASA, no worries. This doesn't even surprise me anymore :D I'll just roll back. I'll be introducing some modification regarding this part in next version. By scripting you just have to decomment the EH from Common_CreateUnit.sqf. I'll add a coefficient constant to increase the money awarded during towns capture. By scripting a coefficient has to be added in Server_OnTownCaptured.sqf for: _value = _town getVariable "cti_town_value"; //--- Old _value = (_town getVariable "cti_town_value") * x; //--- New (where x is a coefficient) I'll be adding service utilities in towns too. Most of them yes.
  8. Benny.

    [SP/MP] BeCTI

    This used to be fine in arma 2, I guess that I have to play with emptyPos and stuff now. Hey, An endless scenario is possible, you may want to make buildings and HQ invincible thought: - In Server_HandleStructureConstruction.sqf (note that you have to comment in the other handledamage events, there's 2) _structure setDir _direction; _structure setVectorUp [0,0,0]; _structure addEventHandler ["handledamage", {0}]; //--- Add this for 0 damages. ... - in Init_Server.sqf (note that you have to comment in the other hq handledamage event below) _hq addEventHandler ["killed", format["[_this select 0, _this select 1, %1] spawn CTI_SE_FNC_OnHQDestroyed", _sideID]]; _hq addEventHandler ["handledamage", {0}]; //--- Add this for 0 damages. ... Na, I don't play it that much :) I forgot to include the base area parameter, there's only a constant -> CTI_BASE_AREA_MAX I'll have a look about the gear/occupation upgrade switching. Regarding the templates, were you commander by any chances? There's some vest/uniform issues there I think. I'm using inRangeOfArtillery command and it seems that the calculation is kinda weird. I'll see if I can improve it. The parameters are as follow: - Disabled - Artillery Computer (the stock interface, 0 timeouts) - Short range (CTI UI) - Med range (CTI UI) - Long range (CTI UI) - Extreme range (CTI UI) The FOB parameter changes how many FOB may be built from a repair truck for a given side. The Base Area parameter is not present (it got left in my other parameters.hpp somewhat) Occupation upgrade increase the resources generated from empty towns. A soldier is still needed in the vicinity if you want to max out the town resources The calculation is as follow for an empty town: - Occupation Level 0 (default): 25% * (town value) - Occupation Level 1: 30% * (town value) - Occupation Level 2: 35% * (town value) - Occupation Level 3: 50% * (town value) Note that the parameter 'INCOME: Towns Occupation' on disabled will make the towns resources be on 100% no matter if empty or occupied. The occupation upgrade will also improve the quality of units which may spawn in towns (0:Nada, 1:Infantry, 2:Mechanized, 3:Armored) The reason why you don't see occupation in towns when there is no enemies around is that it would probably lag alot to have them all present at a time. Even a small team per towns would requires quite alot of resources (40 towns * 1 squad of 3/4 units -> 120/160 idling units). This system is open for suggestion as always :). We can always improve it! You can open up parameters.hpp and add some extra values for those parameters: - CTI_ECONOMY_STARTUP_FUNDS_EAST_COMMANDER - CTI_ECONOMY_STARTUP_FUNDS_EAST - CTI_ECONOMY_STARTUP_FUNDS_WEST_COMMANDER - CTI_ECONOMY_STARTUP_FUNDS_WEST You just have to add extra values in values[] and texts[] at the end. The random spawn depends on the distance set. On stratis it's kinda easy to guess. When no suitable spawn is found within 1000 attempts, location 1 & 0 are picked. Regarding the ammunition I'm using this command: http://community.bistudio.com/wiki/setVehicleAmmoDef I think I'll try not to use those new commands in the future. Time to go back to the old addWeapon/addMagazine! Regarding the launchers I still haven't tested it but I suspect the addItemToxxx command to be behind the issue (handling the magazine as an item). I'll have a look about the diff in the upgrade menu. I'll have a look, I think that selling a building skips the base area processing.
  9. Benny.

    [SP/MP] BeCTI

    I suspect it has something to do with addItemTo(Vest/Uniform/Backpack), It was broken like that once so why not twice :)
  10. Benny.

    [SP/MP] BeCTI

    Are you sure that this was my version? :D Steam & Skydrive versions are identical. Run as you would in arma! :) Hey, You mean the current weapon's magazine slot in the gear menu? There's no command to load a specific magazine in a weapon yet afaik. Otherwise I had some strange bugs before on dev channel where even if I had amagazine in my inventory it would not be considered as a valid magazine. Hey, By default the base area is 2 to prevent scattered bases. Try to sell an old base or increase the base area limit parameter from the lobby. An area is defined by the base buildings it has within 650~ meteres
  11. Benny.

    [SP/MP] BeCTI

    Hey, forceHeadlessClient=1; will vanish everytime you save the mission. Also you have to add the following line in the HC's *.Arma3Profile else it'll be stuck (our shortcut used -profiles=hc which will create a folder at our arma3 root called "hc", the profile is located within users. * is the name of the hc) battleyeLicense=1;
  12. Benny.

    [SP/MP] BeCTI

    Interesting, I'll look it out. Hey, The unit was an ArmA 2 OA unit, it can be whatever you wish it to be on CIV side. You've added battleyeLicense=1; in the HC profile? You only have to edit the mission.sqm and from what I saw it's fine, the rest is 100% config related. Detail your steps some more if possible. Scripting in ArmA is always funny :) Online manual will be expanded, I still have to cover some topics. Thought there's no deep manuals around. If you feel like a topic is missing then feel free to tell me about it or even write about it and I'll add it to the ingame help. I'll add it to steam workshop later tonight, It's hard to upload from work on steam :D I think I forgot to check the com's gear at start, I'll have a look. You can submit bugs or requests here, for gamebreaking stuff just pm me. I'll try to add a civ parameter.
  13. Benny.

    [SP/MP] BeCTI

    I couldn't reproduce it, Could you detail it a bit further? was it on LAN or dedi? are AI disabled? Thanks' date=' I've just noticed that I somewhat removed the environment disable command. If you want to disable it, add the following at the end of init.sqf 0 spawn { waitUntil {time > 0}; //--- Disable rear-end rabbits, opening-doors-snakes and all those bis mamals. enableEnvironment false; }; For HC you have to use Fred's solution since. Steps aren't too hard: Headless Client Guide: Preparing the Editor 1. Edit the mission in the Editor and add a civ slot as playable (or more if you have more than 1 HC), and put the following line in the init field (you can add a description too like "Headless Client"): if (profileName == "hc") then {selectPlayer this}; We add it since BIS made the HC non-player by default for some dark reasons. 2. Save the mission and edit mission.sqm Find the slot and add at the bottom of it's parameters: forceHeadlessClient=1; You should have something like: class Item114 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={4723.4199,-8.379611,12673.128}; id=303; side="CIV"; vehicle="TK_CIV_Worker01_EP1"; player="PLAY CDG"; leader=1; skill=0.60000002; description="Headless Client"; init="if (profileName == 'hc') then {selectPlayer this};"; forceHeadlessClient=1; }; }; }; 3. Now that the mission.sqm is modified you have to either pack the mission as PBO with a tool like cpbo or whatever pbo packager there is around or you can reload the mission in editor and export it to multiplayer. Preparing the Server In our server.cfg we add the list of our potential HC so that the server allocated them an infinite bandwidth. If it's the same machine then we simply add the localhost ip: localClient[]={127.0.0.1}; If we can have 2 LAN clients 192.168.1.5 and 192.168.1.6 then we use: localClient[]={192.168.1.5, 192.168.1.6}; The server config is now ready Preparing the Headless Client And the final piece! Remember that the headless client is simply a client without an interface (no graphism) so it's unfortunately an extra licence per HC You can launch it after/before the server, it will hammer until it connects. Here's how to launch it assuming the server port is 2300 and that the HC is on the same server (otherwise change -connect=localhost to a LAN IP like -connect=192.168.0.1). "C:\Server\BIS\arma3.exe" -world=none -nosplash -nopause -client -profiles=hc -name=hc -connect=localhost -nosound -port=2300 Note that the "-name=hc" is important, the client will be named "hc" (that name shall match the profile name defined in the editor (hc in our case). Also you have to add the following line in the HC's *.Arma3Profile else it'll be stuck (our shortcut used -profiles=hc which will create a folder at our arma3 root called "hc", the profile is located within users. * is the name of the hc) battleyeLicense=1; If you don't have the the HC's *.Arma3Profile then you may launch the shortcut once and close it (it'll generate it). Annnd that's it! I thought you were talking about persistency. I'll see about reequip on death.
  14. Benny.

    [SP/MP] BeCTI

    Working with classnames is a pain now, I'll try to improve the weap balance in next version. I like the separation of repair & ammo. I'll see to give opfor & blufor a med veh if mobile is turned on. Artillery is handled of an odd way, inRangeOfArtillery is not really behaving like it should and getting the actual values seems a tad hardcore to get since the distance between the fire mission and the artillery piece affect the initSpeed of the projectile. Some input is welcome regarding dynamic range adaptation :) Locked & Unlocked vehicles shall have the action. You can save your gear, it's already working.
  15. Benny.

    [SP/MP] BeCTI

    Thanks, I'll be improving that for 0.98 :) 0.97 is available on my skydrive (see first page for links). I hope that I didn't forget anything ! PS: Headless Client works 100%
×