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malkekoen

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Everything posted by malkekoen

  1. Thanks for your answers! Cuel: I know that it's easier to use sidechat, it just looks so much better with the white typing (:o) and underlines the fact that it is spoken directly, and not through radio. I'll try it via directsay, are you sure it works? Is it then to specified in cfgRadio in the description.ext? Kylania: Yeah I tried it, but that FSM stuff is way over my head...
  2. malkekoen

    Assault on Chernogorsk

    Added new ACE version of the 0.8 beta that takes advantages of some unique ACE features and models. For your further enjoyment ;) http://www.mediafire.com/?btj3234paayqnpk
  3. Releasing SP-mission "Assault on Chernogorsk". Current version: 0.8 beta, uploaded 18. feb. 2012. Changelog: Version 0.8 beta: -Have been investigating crashes. Supposed problem with UPSMON, so I tried Grouplink4. Went back again to UPSMON as it provided better results, and tried to erradicate the cause of the crash. I have no crashes more, but I would really like feedback about it. -New UPSMON version. -Small script and flow changes. -Markes added. -Camoface script removed. Version 0.7 beta: -Nearing final release with this version. -Further script optmizations. -Added more defenses. -Tweaked UPSMON further. -THRESHER is now only 2 AAV's instead of Abrams. I think it was too easy... Version 0.6 beta: -Cleaned up scripts a bit. -Added static defenses in the city. -Tweaked UPSMON parameters slightly for surprisingly deadly AI. -Fixed missing parts of briefing. Version 0.5 beta: -Initial release. [/url] Dear all. Finally ready to release my first mission ever, Assault on Chernogorsk. The mission uses the High Command module, and focus on commanding your units to capture and hold various objectives in the largest city in Chernarus. Assault on Chernogorsk has been in the making for more than 4 weeks. This project being my first mission, I have been learning the art of making missions in the process. This would have been impossible without all the kind help I have received at the forums here. Who is this mission intended for? Well, it is primarily made for my own enjoyment, as I love High Command missions. At the back of my mind I have had the mission "Village Sweep" from the original SP-missions in Arma 2, as I have always found it very enjoyable. Assault on Chernogorsk is deeper, a bit more realistic and probably harder. I have tested the mission over and over, changing and fine-tuning various aspects of the mission, and has now reached a point where I need external feedback and suggestions to progress. So if you decide to give it a go, you're more than welcome to leave your thoughts on improvements here. Thought as just one mission in a series of High Command missions building on the Arma 2 campaign "Harvest Red", this one replicates the assault on Chernogorsk, seen through Sgt. Cooper's eyes in the original campaign. Now you get a shot at commanding part of the task force recently landed on the beaches of Chernarus and take the city. Razor team did figure in my mission originally, but I decided to cut it and add a generic SF team, Fishbone, in the assault. This is both because it would seem odd if Razor Team got killed, and also because I have tried, to the best of my knowledge, to recreate a mission as close to reality as possible while still keeping playability and fun in focus. Objectives: As Major Noyes, command Abrams "Reaper-1-1" and "Reaper-2-1", LAV-25 "Scarecrow-1-1", Marine Squads "Saltspite-1-1" and "Saltspite-2-1", and a Force Recon team "Fishbone" to conquer Chernogorsk. Friendly forces "Thresher" roll in to secure your perimeter if you manage to establish a foothold in Chernogorsk Square. Gunship "Starmark" will support the assault if you manage to neutralize all enemy AAA. Command evaluates your progress in real-time and will abort the assault if you suffer exceedingly high casualty rates. The task force is isolated, and can't accept too many casualties. Required Addons: None required. Just A2 and OA. Recommended Addons: The mission is tested extensively with the following mods, and they should really enhance the experience. Personally I never play without these: ACE: http://forums.bistudio.com/showthread.php?129084-ACE-for-OA-1-13 Realistic ballistics, cool ball tracers and much more. JSRS sound mod: http://forums.bistudio.com/showthread.php?104514-J-S-R-S-1-4-2 Extremely realistic sounds. WarFX Blastcore: http://forums.bistudio.com/showthread.php?111985-WarFX-Blastcore Improved smoke, dust and explosions. ASR_AI: http://forums.bistudio.com/showthread.php?107526-ASR-AI-Skills Better AI. Binkowskis Marines: http://www.armaholic.com/page.php?id=14608 and http://www.armaholic.com/page.php?id=14613 Better looking marines. TrueMods; http://forums.bistudio.com/showthread.php?110504-TrueMods Better and more realistic field-of-view and nicer user interface. Sakusun: http://armed-assault.de/downloads/sakusun.html Beautiful sun and lightning effects. Mods are of course a matter of personal taste, and it is also completely up to you which ones to use. I believe that the mission is actually easier with ACE, as realistic armor penetration favours your Abrams and increases their survivablity. This is more realistic, and I personally believe you'll get an overall better experience with ACE and the above mods. This is how the mission was envisaged to be played. Things to do: Complete and streamline the briefing. Add voices instead of text only in-game messages (will probably never get it done). Credits: Thanks to everyone who helped at the BIS forums. Especially thanks to Demonized (who has made the base for most of the scripts used) and ADuke. UPSMON script made by Monsada and Rafalski. Camofaces script by Ronin =ASP=. Installation Put the mission file in the Operation Arrowhead directory's mission folder. Download version 0.8 beta Please bear in mind that this is a beta release (as well as my first mission). Have fun! [url=http://www.mediafire.com/?17ezwy88k8wt7ny]http://www.mediafire.com/?17ezwy88k8wt7ny Download version 0.8 beta for ACE Note that ACE and ACEX is required components of this mission! http://www.mediafire.com/?btj3234paayqnpk
  4. Is there any way to include this in a mission as a script, to avoid having users have to download and install this as an addon? It is really remarkable, gives the best weather effects I've seen.
  5. malkekoen

    Enemy Patrol

    Maybe try this: Sirex1's Mechanized Infantry Tactics Script: http://www.armaholic.com/page.php?id=12872
  6. malkekoen

    Assault on Chernogorsk

    Enter your email, and a download link is send to you immediatly. Works fine :) Good luck!
  7. @Demonized: Your scripts are now public :): http://forums.bistudio.com/showthread.php?131016-Assault-on-Chernogorsk
  8. <disclaimer>I am a noob with scripting</disclaimer> So I have a HC mission where the player is leading a force against a city. 3 different victory conditions are possible, one for few casualties, one for medium and one for heavy. Ok, so I have a trigger that checks eg. if a tank is alive, and returns tankdead=true if it dies. Now I want a the end triggers to activate depending on the casualties taken. So I have eg: wincon and tank1dead and tank2dead wincon and (tank1dead or tank2dead) wincon But I cannot get the middle one to work. I tried without () as well, and begin to think I somehow misunderstands how it works. Is it only a number, and then how can it be setup? I would also like to know how you can use false as a condition, like eg: not or ! tank1dead (which would equal tank1dead=false).
  9. That works like a charm! Thank you so much Demonized, that has really been a head ache! You help is really appreciated!
  10. It works fine! Thanks a lot. By the way, the trouble with deleting the group is also fixed. I named the vehicle like this: _wp1 setWaypointStatements ["true", "{deletevehicle [color="DarkRed"]_gunship[/color]} foreach crew (vehicle this);deleteVehicle (vehicle this);deleteVehicle this"]; and it did it. Deletes itself nicely on the waypoint. Thank you so much all of you guys. It's a fantastic community here! Edit: Ok I noticed that the aircraft deletes itself, and also the pilot (i suppose) but one crewman is left hanging in the air, and falls to his death. How can you delete that last crew member? I also tested, it doesn't matter if you put _gunship, _gunshipgroup, or gunshipgroup into the script. It does the same.
  11. I have a helicopter spawning script, taken from Demonized. It uses the BIS functions module; I have modified it a bit suit my needs: waituntil {!isnil "bis_fnc_init"}; // create drophelo with full crew at 100 altitude, setting heli to spawn at high altitude sometimes causes nosedive to fiery death when alot of scripts are running, works fine if not. set 100 to 0 if issues arise in your mission _sv = [[getMarkerPos "marker1" select 0, getMarkerPos "marker1" select 1, 100], random 360, "AH1Z", WEST] call BIS_fnc_spawnVehicle; // Name the vehicle and group _gunship = _sv select 0; // vehicle spawned. _gunshipgroup = _sv select 2; // group of vehicle so waypoints work. _helopilot1 = (driver _gunship); // get pilot of drophelo _helopilot1 setSkill 1; // set high skill on pilot. _helopilot2 = (gunner _gunship); // get pilot of drophelo _helopilot2 setSkill 1; // set high skill on pilot. // set what height drophelo will fly in: this seems to fix the crash when spawned at altitude _gunship flyInHeight 100; // go to random Position 3000m from center of city marker, flyby.. _wp0 = _gunshipgroup addWaypoint [getMarkerPos "marker2", 500]; _wp0 setWaypointType "SAD"; _wp0 setWaypointSpeed "LIMITED"; _wp0 setWaypointBehaviour "STEALTH"; // set to "CARELESS" if trouble with enemys distracting heli. _wp0 setWaypointFormation "LINE"; _wp0 setWaypointCombatMode "RED"; _wp1 = _gunshipgroup addWaypoint [getMarkerPos "marker3", 0]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointSpeed "FULL"; _wp1 setWaypointBehaviour "STEALTH"; // set to "CARELESS" if trouble with enemys distracting heli. _wp1 setWaypointFormation "LINE"; _wp1 setWaypointCombatMode "RED"; // activate first move for pilot incase something stops 1st wp to be executed somehow _helopilot1 doMove (getWPPos _wp0); //Thanks to Demonized for this script (Bohemia forums). //UncleFu22 Now my first question is how can I add a name to this group, and make it talk (in ie. sidechat format). I have tried this: // Name the vehicle and group _gunship = _sv select 0; // vehicle spawned. _gunshipgroup = _sv select 2; // group of vehicle so waypoints work. _helopilot1 = (driver _gunship); // get pilot of drophelo _helopilot1 setSkill 1; // set high skill on pilot. _helopilot2 = (gunner _gunship); // get pilot of drophelo _helopilot2 setSkill 1; // set high skill on pilot. _gunshipgroup setGroupId ["Blah","GroupColor4"] And I tried: _helopilot1 setGroupId ["Blah","GroupColor4"] But no luck. Anyone know how to do it correctly? Also I would like it to delete itself when reaching wp1. I'm not sure if I'm supposed to add a waypoint statement or how to do it, but I tried this with no luck: _wp1 = _gunshipgroup addWaypoint [getMarkerPos "marker3", 0]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointSpeed "FULL"; _wp1 setWaypointBehaviour "STEALTH"; // set to "CARELESS" if trouble with enemys distracting heli. _wp1 setWaypointFormation "LINE"; _wp1 setWaypointCombatMode "RED"; _wp1 setWaypointStatements deleteVehicle _gunship; I have also tried to delete the pilots and the group, but no luck. I'm not sure what command to use, but it should be the equivilant of On Act in the editor.
  12. Hi ADuke. I just tested you're scripts, but I'm not sure I placed them right in the script. This is how my script looks: waituntil {!isnil "bis_fnc_init"}; // create drophelo with full crew at 100 altitude, setting heli to spawn at high altitude sometimes causes nosedive to fiery death when alot of scripts are running, works fine if not. set 100 to 0 if issues arise in your mission _sv = [[getMarkerPos "marker1" select 0, getMarkerPos "marker1" select 1, 100], random 360, "AH1Z", WEST] call BIS_fnc_spawnVehicle; // Name the vehicle and group _gunship = _sv select 0; // vehicle spawned. _gunshipgroup = _sv select 2; // group of vehicle so waypoints work. _helopilot1 = (driver _gunship); // get pilot of drophelo _helopilot1 setSkill 1; // set high skill on pilot. _helopilot2 = (gunner _gunship); // get pilot of drophelo _helopilot2 setSkill 1; // set high skill on pilot. [color="DarkRed"]_gunshipgroupleader = leader _gunshipgroup _gunshipgroupleader setVehicleInit "gunshipgroup = group this"; this setIdentity "AH-1Z/A"; processInitCommands;[/color] // set what height drophelo will fly in: this seems to fix the crash when spawned at altitude _gunship flyInHeight 100; // go to random Position 3000m from center of city marker, flyby.. _wp0 = _gunshipgroup addWaypoint [getMarkerPos "marker2", 500]; _wp0 setWaypointType "MOVE"; _wp0 setWaypointSpeed "LIMITED"; _wp0 setWaypointBehaviour "STEALTH"; // set to "CARELESS" if trouble with enemys distracting heli. _wp0 setWaypointFormation "LINE"; _wp0 setWaypointCombatMode "RED"; _wp1 = _gunshipgroup addWaypoint [getMarkerPos "marker3", 0]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointSpeed "FULL"; _wp1 setWaypointBehaviour "STEALTH"; // set to "CARELESS" if trouble with enemys distracting heli. _wp1 setWaypointFormation "LINE"; _wp1 setWaypointCombatMode "RED"; [color="DarkRed"]_wp1 setWaypointStatements ["true", "{deletevehicle _x} foreach crew (vehicle this);deleteVehicle (vehicle this);deleteVehicle this"];[/color] // activate first move for pilot incase something stops 1st wp to be executed somehow _helopilot1 doMove (getWPPos _wp0); //Thanks to Demonized for this script (Bohemia forums). //UncleFu22 Funny actually, if I keep this part: [color="DarkRed"]_gunshipgroupleader = leader _gunshipgroup _gunshipgroupleader setVehicleInit "gunshipgroup = group this"; this setIdentity "AH-1Z/A"; processInitCommands;[/color] it spawns fine but just hovers at the spawn point. If I delete the above and keeps this: [color="DarkRed"]_wp1 setWaypointStatements ["true", "{deletevehicle _x} foreach crew (vehicle this);deleteVehicle (vehicle this);deleteVehicle this"];[/color] it will move to the last waypoint and hover, then drop backwards and crash. Every time. So it deletes itself alright :rolleyes: How should the code go into the script then?
  13. Thanks for the script Demonized. I have just tried it, and I need to modify it a little bit to suit the needs of the mission. Instead of ending the mission at the preset conditions, I will rather make a condition true, as in this: {_x = false} foreach [wincon, wincon1, wincon2, wincon3, M1A2Acon, M1A2Bcon, LAV25Acon, infantrylosscon]; // set all variables to false at mission start. _end = wincon1=true; // default end if only wincon is true. waitUntil {sleep 1; wincon}; // check if wincon is set to true every 1 seconds, if so proceed. // now we already know that wincon is true so we dont need to include it in our checks. // medium casualties: if (M1A2Acon or M1A2Bcon or LAV25Acon or infantrylosscon) then { _end = wincon2=true; }; // severe casualties: if (M1A2Acon and M1A2Bcon and LAV25Acon and InfantryLosscon) then { _end = wincon3=true; }; endMission _end; // end the mission. Unfortunatly this doesn't seem to work. Do you know how to make the conditions right? Another thing, I tried running it through the init file, but it never started. If I run at eg. players initialization field it works fine. This is what I wrote in the init file: [] execVM "scripts\end.sqf"; Thought that ought to do it...
  14. Yes I have set up 3 triggers, each determing the outcome of the mission (level of succes). This is from my 3rd post: I gave it some thought. Maybe the thing is that you need to set up false as a condition specifically: End trigger, least casualties: Condition: wincon and !M1A2Acon and !M1A2Acon and !LAV25Acon and !InfantryLosscon End trigger, medium casualties: Condition: wincon and (M1A2Acon or M1A2Bcon or LAV25Acon or infantrylosscon) End trigger, severe casualties: wincon and M1A2Acon and M1A2Bcon and LAV25Acon and InfantryLosscon Is it possible to define a condition as false like this !condition? Is that proper grammar?
  15. Demonized: With the following values as fixed: test1 = true; test2 = true; test3 = true; test4 = false; test5 = false; and this in the trigger: test1 AND (test2 OR test3 OR test4 OR test5) Is it not the same as my: wincon and (M1A2Acon or M1A2Bcon or LAV25Acon or infantrylosscon) which consistenly chooses another trigger that is called: wincon even though all or some of the other parameters have been achieved? Would your trigger activate as well if you had one other that said: test1 Hope you get my point.
  16. Very interesting. Thank you very much ADuke, I will give it a try once I get back to my PC on monday.
  17. Thank you all of you! I am away from home atm due to my job, but I can't wait to get home and try it out. I've been trying to figure this out for a week :confused:
  18. No it wasn't that. Just checked my orginal triggers and I simply just made the typo when transferring it here to the forums, sorry :o But the trouble is this: wincon and (M1A2Acon or M1A2Bcon or LAV25Acon or infantrylosscon) and this: wincon It always seem to activate the second trigger and ignoring the first, even if one or more of the conditions are true. So I think maybe there's something wrong with the logic, that it simply ignores the OR statements as they are somehow invalid...
  19. Thank you for the reply, Demonized. The reason I set up the triggers as I did is in order to add more robustness to the mission. So I use the "tank1dead=true" instead of just "!alive tank". My real triggers are a bit more complicated than I stated above, it was just for ease of reference. In my scenario I have 7 friendly units that I "watch". So the first is like: Condition: damage M1A2A >= 0.5 or ({alive _x} count units M1A2Agroup <3 On Act: [West,"HQ"] sidechat "M1A2/A is heavily damaged!"; M1A2Acon=true; playSound "radiobeep1"; And I have triggers checking for overall loss of infantry: Condition: ({alive _x} count (units INFAgroup + units INFBgroup + units RECONAgroup + units COMAgroup)) < 20 On Act: [West,"HQ"] sidechat "We have lost a lot of men"; InfantryLosscon=true; I1=false; playSound "radiobeep1"; Ok. Imagine now that I have 5 of these kind of triggers examining casualties. Now the ending is based on the number of loses, so I have triggers set up with: End trigger, least casualties: Condition: wincon End trigger, medium casualties: Condition: wincon and (M1A2Acon or M1A2Bcon or LAV25Acon or infantrylosscon) End trigger, severe casualties: wincon and M1A2Acon and M1A2Acon and LAV25Acon and InfantryLosscon So the problem is the middle one. I think it only works with 2 conditions, like (M1A2Acon or M1A2Bcon), but I am checking for several conditions to be true. Is there any way of doing this in the editor, or would I need a special script? Maybe instead add a counter, and make it add a value each time a condition is fulfilled?
  20. malkekoen

    Call Of Namalsk - SP Mini-Campaign

    Looks like you've got a big fan base for this project, Wiggum, and with all the support available there should be no excuses! :p
  21. malkekoen

    Call Of Namalsk - SP Mini-Campaign

    Perfect, just start with that! I'd be happy to walk it through again in an updated mission. I just played through the first beta again last evening and it was wonderful. I really love the background, this semi-alcoholic, old desillusioned vet that somehow ends up in that situation. And risking his life for a bottle of vodka! Lovable, who wouldn't do that :p By the way, if you need help with spelling and grammar just pass it on. There some small errors (I know, I know, it's a beta...) Edit: By the way, I think Arma has possibilities in itself. As you already did, there are some ok types in the Guerillas faction (guy with cowboy hat) and the insurgents as well. It is fine to keep it fairly low key, and I think you managed that perfectly in the first mission. I know that it has to evolve, but that should be possible along the same track.
  22. malkekoen

    Call Of Namalsk - SP Mini-Campaign

    Hi Wiggum! Good to hear you're still around! I just thought that that first mission had such a wonderful *feel* to it, that I really thought you were on to something. I think a lot thought the same (just read back all the posts concerning your one little mission there :D). If you need it you can get your 1st released mission through your second link here: http://www.filefront.com/17268105/Frozen_BETA.zip Funny that you provided that because some guy had problems downloading your first link, and now it's the only one still up! I really hope you'll get back to it, and if you need help, inspiration, or just feedback let me know. Not that I know anything about scripting :(
  23. malkekoen

    Call Of Namalsk - SP Mini-Campaign

    Still no news from Wiggum? I wonder if it would be possible to at least see the beta work so far, maybe I could finish it up?
  24. malkekoen

    S.t.a.l.k.e.r. mod

    Looking good! Can't wait :bounce3:
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