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Benny.

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Everything posted by Benny.

  1. Benny.

    [SP/MP] BeCTI

    It's not released yet, I'm tweaking the last stuff before the release.
  2. Benny.

    [SP/MP] BeCTI

    I update it everytime there's a new version or a huge fix :) I'll include it in 097. It works as of 0.97 I've had those messages since the dawn of times (arma 1). It's mostly about net object being accessed and can be ignored. It was recently introduced (1.04). You could add items to the vest & uniform back in alpha but you could not control the order (engine determined it). http://community.bistudio.com/wiki/uniformContainer http://community.bistudio.com/wiki/vestContainer This applies to ArmA 3 too (You only need the editor & connect part): http://forums.bistudio.com/showthread.php?138805-Warfare-BE&p=2293620&viewfull=1#post2293620 You should create the HC slot(s) on Civ See above :) ... Or you can set the gearresell constant on 0 :) Thanks :) #1 is fixed in 0.97 with the new commands #2 I'll tweak a bit the structures HP (weapons price too later on)
  3. Benny.

    [SP/MP] BeCTI

    Hey, The AI com won't upgrade in 0.96, the routine isn't ready yet (i'll try to add it in 0.97). I've been trying it last night and had no problems, 0.97 shall have no problems on that side. Thanks :) - Separate town upgrade may be doable. I'll think about it (garrison like) - It's there :) - I'll try to add FOB respawn for AI - I'll re-add territorial later. - They'll come with the features :) Ah, I've noticed that one yesterday as I was wondering "where the hell is OPFOR". Well they were all stuck trying to rearm at HQ since the vest classname I've been using was ... renamed... I've fixed it along with LAN double stuff. Trying to find the animations is mission impossible :) It's a stock animation that was there since OFP. I'll see if I can improve it without breaking stuff.
  4. Benny.

    [SP/MP] BeCTI

    It can work with addons, There's just addons classname to add in it. Thanks :), Town occupation will automatically spawn when triggered after that the upgrade is performed. I've doubled the radius of that circle up to 250 meters. Only the commander may form AI Squads (Whether he's player or AI). By default AI will focus on an Infantry-support role. Still when playing as the commander's you may create custom squad by setting AI to be independent (They won't purchase on their own) and by purchasing units to them. That's odd, could you detail the problem further ahead? what do you mean by activate the commander in singleplayer? (afaik in SP all roles are actives) Hey, AI disregard the upgrade level at the moment, I'll be adding an upgrade respect routine asap (You have to wait for the AI Commander to upgrade it otherwise).
  5. Benny.

    [SP/MP] BeCTI

    Prepare caffeine injection! :) Ah I thought that it'd keep the old-style locality. I've added a periodic check while in preview mode to disable collision with nearest entities. Thanks for the report!
  6. Benny.

    [SP/MP] BeCTI

    Ola, I'll try to answer: - Multiple language will be supported via Stringtable.xml after that the main core is done (rev 0.98 / 0.99) - It's ok to have the mission in the workshop as long as the credits are respected (BECTI). I've never had any problems regarding that. I too fear that mines will lag balls on a server so I'll add a constant to disable it. Regarding your question make sure that you've added the car's classname to the Factories config file (Factory_West.sqf / Factory_East.sqf)
  7. Benny.

    [SP/MP] BeCTI

    Some kind of starting boost maybe (< 10 minutes?) I'll rework the way the auto-manning works (A manning thread will be attached to the barracks). The collision is client-side :) Hey, As ZertyKchan said it'll happen when a slot is disabled, I'll attempt to change that behaviour in the next version (late-game init/new group init). I have none on steam yet, I will upload it there starting from 0.97 Hey, Massive variable name replace casualty here :) I've fixed it by replacing that part of the code with the TownGetResources function. Hey Muecke, long time no see! I recall spawntent fest in everon/lagova :) Brit said the same thing with the buildings! I guess that I have to add it now :) The AI groups will tend to resupply at base when their squad size is below the independent size (4). By default the logic is as follow: - AI Groups size < 4? >> Go toward base for resupply - AI Group size >= 4 AND in range of factory (close)? >> Purchase The AI will not attempt to resupply to base if it's group size is above 4. That's why the commander will purchase units to squad members (or give them some money). I will also add a routine later on for Team leaders to transfer their funds to the commander when they have too much. Reminds me to allow remote purchase of tanks & air vehicles too for Team Leaders. I've also ended implementing Artillery. Any of you have suggestion about the range min/max (short/medium/long/extreme) and the timeout between fire missions?
  8. Benny.

    [SP/MP] BeCTI

    Hey, Thanks :) I'll try to tune the construction a bit. You have to be aware that unoccupied towns (towns without a circle around them) will only generate 25% of their income so a friendly ai shall always be left in the town vicinity (or the income parameter about town occupation shall be disabled). The weapon balance is really odd. I'm still in the process of tweaking structures damage reduction. About the "upgrade an old asset" it's not that easy for some vehicles turrets, it would be useful to have an addWeaponTurret command (we have addMagazineTurret so why not?) I'll try to make the Command Menu accessible by anyone (disabling some actions) I'm working on scattering the AI in town (further / in house / spawn at door) Main towns already bring alot of cash when occupied (~1000/min) I could add a "pimp my economy" button (upgrades the unoccupied town resources generation? 25% 30% 35%..)
  9. Benny.

    [SP/MP] BeCTI

    I've fixed it (Thought that publicVariableServer & publicVariableClient wouldn't work on LAN so I did a local call for the host) I changed some variable name so that It'd be easier to group in the constants :p (Use windows grep if needed) Headless Client support is added now... but i can't test it as it seems broken in the dev build (mine stay stuck on connecting before disconnecting).
  10. Benny.

    [SP/MP] BeCTI

    Hey, Are you playing in Single Player or Multi Player (LAN or dedicated)? A tweaked one :) Looking toward it :)
  11. Benny.

    [SP/MP] BeCTI

    I'll have a look, ty :)
  12. Benny.

    [SP/MP] BeCTI

    I'll try to work something out. I'll try to add it soon. Thanks, hope that we see you soon! :) Thanks! It's planned :) I'll add it asap I can't really add the first one for bandwidth reasons, the second one can be used out of the mission ;). Thanks :) Some intel for next release: - AI Commander will now buy units to other AI Independent Teams (up to the limit) - AI Commander will attempt to allocate funds to AI teams too (if they cannot buy a unit to the Team x) - Uniform and Vest container now works properly in the gear menu (thanks to vestContainer and uniformContainer). Now we just miss a command to load a magazine as the current magazine of a weapon. - Artillery support will be added (Disabled / Vanilla / Short / Medium / Long) - HC Support
  13. Benny.

    [SP/MP] BeCTI

    Still a long way to go :) To sum it up from our convo :) - I'll try to make AI spawn next to houses/buildings with a better pattern. - I'm not against a dynamic range, it could be a good idea. - I'm not sure about that one but i'll give it a spin. - I'll let the vanilla arty as a param (Disabled, Vanilla, Short, Med, Long) - Yes i've noticed it too, i'll lower it's dmg reduction. - I'll add ammo crates to the defense menu - Mobile respawn is easy to add so I can add it (wondering about some kind of fee). Persistency? I like that idea, well if we sum up what do we have to save: - Towns (Side ID / Last Side ID) - Logics status (Game Eta like upgrade, hq, structures...) - Units/Vehicles (Position / Damage / Side ID) - Teams variable (Funds, orders) Then I could add a save(+autosave)/load menu :) Yes Have fun! :) I'll add BL1P skill module for ai with some tweaks. I'll add those features soon (including the deletion time but as a "ratio" since each kind has it's own timer).
  14. Benny.

    [SP/MP] BeCTI

    Hehe, the backpack is ok still vest & uniform are not (maybe if those scripting commands are added... :)) I haven't tried the teamswapping yet, I'll try to improve it with some Events. Could you PM me the rpt? I'm always interested into fixing those errors :) Artillery is not included yet, I'm still trying to figure out how to calculate the min-max range from the config, any hints are more than welcome on this rocket science part (Else i'll just have to hard-code it). I'm not too fond of the licensing model regarding the HC but if people want it then why not. It's a shame that the AI is not that mutlicore friendly.
  15. Benny.

    Warfare BE

    You should try to use the only publicvariable in the mission for it (saves up some bandwidth during JIP even if it's minimal) I'll set the enableEnvironment on false by now. I assign price depending on my mood :), of course they need tweaking. Suggestions are always welcome. I'll try to work some cleanup stuff but it may be "greedy" for an instant. I'm thinking of a world-checkup each 20 mins. I will try to create an advanced Init system for disabled slots, the lobby slot label may not match the ingame label thought. That's a bistery That's another bistery (Repair truck is an actual repair truck, Same applies to reammo truck)
  16. Benny.

    Warfare BE

    Well I can always create a delegation system as a param with client FPS heartbeat (Each X secs the clients send their FPS average from that interval to the server).
  17. Benny.

    Warfare BE

    1. Yes, assuming that AI are more optimized client-side than server-side (which I somewhat doubt seeing how stuff works) 2. Ah I thought you were talking about a bug :)
  18. Benny.

    Warfare BE

    I may add a respawn-with-same-loadout button for a cost later on. Roaming resistance/occupation param is planned (I have to make a node system first). I'm not too fond of HC licensing system which is why I may or may not add it. I still got to include a revive system. A sample is always welcome. Your bleedout workaround shall be done on the server side (onPlayerDisconnected). I'll see about the AI spawner as I'm planning on tweaking mine a bit regarding reinforcements later on. As you've sent me the AI Skill snippet, I'm planning on adding it after some tweaks regarding the AI config files. Regarding the class system, I still go to create my "skill tree" UI. Also feel free to publish it. I've fixed that one, thanks for the report. I can limit the missiles range but i can't touch the radar (config work). I'm planning on adding the famous/infamous sell button which can basically do the same (only for the commander thought). I'm still tweaking some stuff between some GTA's rounds :) I guess I can add a text to the marker. NATO Style coloration will be added (2 variables to change). Flags got released? I thought they were none. To get civ in towns it'd be best to create agents with custom FSM (Civ behaviour). I may add a message about a town being cleared but it's kinda tricky, wouldn't it be best to have the message when the town goes in an inactive mode? (aka removal). Hold messages can be given by commander afaik. You're certain about the Upgrade message being shown for enemies? I just checked the condition and it should only be shown for the side which requested it ([["CLIENT", _side]...)
  19. Benny.

    Warfare BE

    I'll add more Gamemodes later on (Only supremacy is available atm). I've planned on adding score/annihilation so i can always add one more. I'll tweak those values a bit. I don't think that it's such a good idea as stated above.
  20. Benny.

    Warfare BE

    1. Not my version. 2. You take what your AI have. 3. Works fine here. Town occupation will bring more cash (you get 25% without occupation and 100% with it). I don't like the idea of increasing the bounty that much. Maybe a little bit but not that much. See #1. Base hunting is part of the game and is more harder now. As you only have 2 FOB starting from 0.96, your course of action is kind of limited. Again, i'm still tweaking the mission so everything is not "ready" yet. I'll add a skill override in the config later on for units along with BL1P skill system.
  21. Benny.

    Warfare BE

    I'll add a param (NATO Coloration/Old school) I'll add those later on but they requires some special implementation. Specialized towns could be done but they would require some special implementation (Factory? Service?) Glad to see that you enjoy those features :), i'll improve them a little bit further later on. About the map markers it's doable and may be fun to do, i'll add it. I've fixed the Fatigue issue.
  22. Benny.

    Warfare BE

    Hmm, it's a bit w/o knowing some stuff. I invite you to add me either on steam or skype so we can sort it out :)
  23. Benny.

    Warfare BE

    Could you post on pastebin your complete init_unit.sqf and sum up the problem again? :P
  24. Benny.

    Warfare BE

    Statics defenses are not called by init_unit.sqf by default. Do you setVehicleInit the defense from construction_stationarydefense.sqf as follows? _arty_veh = getNumber(configFile >> "CfgVehicles" >> typeOf(_defense) >> "ARTY_IsArtyVehicle"); _arty_scan = getNumber(configFile >> "CfgVehicles" >> typeOf(_defense) >> "artilleryScanner"); if (_arty_veh == 1 || _arty_scan == 1) then { //--- Make sure that the defense is Artillery-compatible (A2 Vanilla/A2 OA) //--- We initialize the defense (we make it JIP comptabile too) _defense setVehicleInit format["[_this, %1] execVM 'Common\Init\Init_Defense.sqf'", _sideID]; processInitCommands; }; You shouldn't need to use init_unit.sqf for them (thought you still can). Make sure that _side is actually a side too and not a scalar: diag_log format ["STATIC: Processing for side %1",_side];
  25. Benny.

    Warfare BE

    Aaaaah I understand what you meant now :) Well nothing complex (I even added it for next version for resistance & occupation). If you can't wait for it here's how to proceed (untested as i'm at work but it shall work): 1. Open "Server\FSM\town_resistance.fsm" with FSM Editor (or notepad if you feel like a warrior) and locate the rectangle box called "Resistance Timeout?" 2. Paste this magic code in it: //--- Resistance is Active... if (_sideID != CTI_RESISTANCE_ID) then { //--- ....yet the current side holding the town is not the resistance //--- Do we still have some fighting units? _lives = 0; {_lives = _lives + count(_x call CTI_CO_FNC_GetLiveUnits)} forEach _town_teams; if (_lives >= CTI_RESISTANCE_MIN_ACTIVE) then { //--- There's still some units fighting! it's not that inactive! _town setVariable ["cti_town_resistance_activeTime", time]; }; }; This box is processed as long as the town is active, so the goal here is to increase the lifespan of our current units as long as the town is not recaptured! Let's detail it a bit: - The side ID has to be different from the resistance side ID otherwise we don't need to go any further - For each spawned group which is contained in _town_teams I get the living units out of them and add their amount into _lives. - If the living spawned units count (_lives) is greater or equal than the minimum number of friendly living units (CTI_RESISTANCE_MIN_ACTIVE) defined for a town to be active then we consider the town to be still "active" 3. Define CTI_RESISTANCE_MIN_ACTIVE in "Common\Init\Init_CommonConstants.sqf" (1 by default here) Note that it checks for the living units, not their distance.
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