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Clayman

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Everything posted by Clayman

  1. Hi! I've been working on a little tool for easily watching all the ingame animations. To help you find a certain animation, there are several filtering options, e.g. weapon of the unit, it's position or movement. Should be pretty self-explaining. ;) Furthermore, there is a zoom function (if the unit moves out of the screen) and the possibility to view the unit from differen angles. Also, there is a Copy-Button to copy the selected animationname to the clipboard, for use in your own mission or whereever. Requires: CBA (Community Base Addons) Arma2 Animation Viewer V1.3a This version is for Arma2 without the expansion Operation Arrowhead! Download: AssaultMissionStudio Mirror Armaholic Mirror ArmedAssault.info Mirror A2OA Animation Viewer V1.3b This version is for Operation Arrowhead with OR without vanilla Arma2! Download: AssaultMissionStudio Mirror Armaholic Mirror ArmedAssault.info Mirror Feel free to post any comments. :) Have fun!
  2. Is there any efficient way to keep AI vehicles from using the footpaths on Tanoa? I have a bunch of AI controlled vehicles, which should move all over Tanoa on dynamic routs. Apart from all the usual AI driving issues like trees, streetlamps, buildings, crossroads, bridges, civilians and ambient animals, my biggest problem at the moment is the AI thinking it is a good idea to take a shortcut along those footpaths and, as a result, badly get stuck somewhere in the dense jungle. While I have a (rather ugly but semi-reliable) workaround for most cases of stuck vehicles, it's quite difficult to get a vehicle out of the jungle in an acceptable manner, especially as the footpaths for some reason are considered as roads. So, is there any way to tell an AI driver to stick to those roads that are actually suited for the vehicle he is driving? Any ideas are welcome.
  3. Thanks for the replies, guys. isOnRoad looks quite promising so far. The is also the roadsConnectedTo command. When excluding the dirt roads it shouldn't be that hard to create dynamic routes. Although for the complete map it might be quite heavy on performance. I was thinking about using pre-placed waypoints at intersections and dynamically linking those together. Going to do some testing the next days. I also like the hideObject idea, going to try it out just to see if it actually works. And thanks again for the input.
  4. Two of my older Arma 2 missions, ported to Arma 3 using awsome CUP modification. I mainly created these to familiarize myself with 3den Editor. As there seems to be lack of quality singleplayer scenarios, I decided to release them for everyone to enjoy. Steal the Helo Description: "Sneak on the enemy island at night, steal the helo and escape." A stealthy Spec-Op mission, based on the OFP classic 'Steal the Car'. Features: Random patrols Random enemy positions Enemies react to explosions, gunfire and dead bodies Enemy may call reinforcements if you are spotted Weapon selection in briefing Disable enemy communication Disable power supply Required Addons: Community Upgrade Project (Units, Vehicles, Weapons, Terrains) Requires: Community Base Addons Credits: Scripts: Detect Dead Bodies based on detect.sqs by alimag Beta Testers: Undeceived Thanks to: BI for Arma 2 / 3 AssaultMissionStudio Download: @Assault Mission Studio Long Day Description: Six weeks ago, paramilitary Chedaki troops have occupied the province of Podagorsk. Many members of the government were kidnapped or killed. The military was disbanded, much of the troops have fled or have joined the Chedaki. Occasionally, guerrillas have formed to try to fend off the Chedakis again. So far without success. According to reports the Chedaki proceed with extreme brutality. Everyone who is suspected to resist them is immediately arrested or killed. Executions even of civilians are a daily occurrence. From reliable sources, we know that the paramilitary Chedaki are cited by Pavel Soleveychik. Soleveychik is sought for years by our intelligence agencies because of numerous war crimes. But so far he has never stayed in one place long enough to be captured. This time we will not stand back and wait. Pavel Soleveychik needs to be caught... Your task will be to take three important strategic objectives in the inland to prepare a large-scale invasion. Intro Trailer: https://vimeo.com/214697411 Features: Somewhat-dynamic RPG-style mission Your actions and decisions will affect the further course of the mission Optional / hidden objectives Some random stuff Average playing time: 3-5 hours (maybe more) Weapon selection in briefing Selectable difficulty setting and other options Reinforcements and air support available later in mission Lots of other stuff I forgot to mention Hints & Tips: There is a total of 20 objectives. Several of them are optional, some are mutually exclusive. The maximum number of objectives you can achieve in one single playthrough is 18. The minimum for a successful playthrough is 10. There are eight different endings at six stages during the mission. Some are good, others are bad. But to successfully complete the mission, you must complete the “final” objective. Throughout the mission there are seven “pieces” of Intel hidden at different locations, leading to two hidden objectives. You don’t have to find all of them, but to complete the final objective, you obviously need to find something leading you there. In addition to the above, there are four hidden sidetasks, which will prompt you with different rewards – if you manage to find the final objective. And yes, it is of course possible to find Soleveychik. Keep your eyes open. Required Addons: Community Upgrade Project (Weapons, Units, Vehicles, Terrains) Requires: Community Base Addons FDF Podagorsk Max Women Known Bugs: Pond objects cause quite some trouble in combination with high fog settings. The fog at the beginning of the mission is a design element which will not be changed. It will however be gone after 20-30 minutes and there won’t be any fog later in the mission. I suggest you stay away from the ponds during this time. Credits: Scripts: Air Support by Draper Fire and Smoke Effects by BI Additional Compositions taken from Arma 2 Suicide Animation taken from Arma 2 Music: Beethoven’s Piano Sonata No. 14: “Moonlight Sonata” Operation Flashpoint and Arma 2 Soundtracks Beta Testers: Zipper 5 Onkel Bo Stoned Boy Thanks to: BI for Arma 2 / 3 AssaultMissionStudio Onkel Bo Download: @AssaultMissionStudio Dos & Don'ts (aka Licensing crap): (oh how I miss the times where this wasn't necessary...) You may download and play these missions. You may enjoy or dislike them. You may give feedback, report bugs or tell me to stop wasting your time. You may un-pbo these to look how it's done or to laugh at my scripting skills. You may use any part of these (provided they were created by me) for your own missions, as long as you give proper credit. You may not re-release these missions in any edited form. You may not upload these to Steam Workshop. You may not make any form of money with these missions or any part of them. This includes, but is not limited to: server monetization, monetization of youtube videos, pay to play, pay to win, pay to join, pay to pay or any other form of donation. Got a few bucks to spend? Nowadays it's all about the money, isn't it? Should I now add a PayPal link to all my posts? I don't think so. If you really want to donate something, don't look at me. I have a job to earn some money, I have a home, enough to eat, I can even afford a car and I have time to play video games. If you want to donate, there are others who actually need all the help they can get. Donate to World Wildlife Fund, Sea Shepherd, GoodPlanet or (if you prefer to help humans instead of nature) to UNICEF, the International Committee of the Red Cross or any other charity organization of your choice. There are enough out there. Those are the people who really need your donations.
  5. Clayman

    AimSway Script

    Also in init.sqf you are not passing anything to sa_aimsway.sqf Overall you are mixing _player and player quite a lot, which doesn't look quite right. Now that I think about it, in initPlayerLocal.sqf you call fnc_ghst_aimsway and addEventHandler, while in your sa_aimsway.sqf you do pretty much the same thing again.
  6. Clayman

    Dynamic Marker Question

    Why are you passing _grpCupRussia as an array to the spawnGroup function? It already is an array containing the unit classnames you want to spawn. Just pass the variable as is: _grpCupRussia = ["CUP_O_RUS_Soldier_TL", "CUP_O_RUS_Soldier_GL", "CUP_O_RUS_Soldier_Marksman", "CUP_O_RUS_SpecOps_Scout"]; _groupSquad1 = [getMarkerPos "plp_mark_as_sniperrifle", _side, _grpCupRussia, [], [], [0.3, 0.6]] call BIS_fnc_spawnGroup;
  7. Clayman

    AimSway Script

    In your fn_functions.sqf you are using "player" instead of "_player", which will most likely cause that error.
  8. I have a bunch of groups, which might or might not have been created so far (depending on the path the player has chosen). At some point I want to delete all groups that have been created so far. I've tried an isNil check for an array of all groupnames, which works well when all groups have been created. But if any of those groups has not been created, it throws up an undefined variable error. Different variants I have tried, so far to no avail: {if (!isNil _x) then {deleteGroup _x}} forEach [grp1, grp2, grp3]; // Undefined Variable {if (!isNil "_x") then {deleteGroup _x}} forEach [grp1, grp2, grp3]; // Undefined Variable {if (!isNil {_x}) then {deleteGroup _x}} forEach [grp1, grp2, grp3]; // Undefined Variable {if (!isNil str (_x)) then {deleteGroup _x}} forEach [grp1, grp2, grp3]; // Undefined Variable {if (!isNil _x) then {deleteGroup _x}} forEach ["grp1", "grp2", "grp3"]; // deleteGroup: Type String, expected Group Of course I could check each group individually, or add all created groups to an array and use this instead (which I'll probably do anyway). But I'd like to understand why this variant does not work. Anyone can enlighten me?^^
  9. Clayman

    isNil forEach

    That did the trick, thanks. Although I don't quite understand what I am doing here. Is it all about different data types? getVariable using a string as argument, while missionNamespace returning the actual group?
  10. Is there any way to find out if (and how much probably) a place is illuminated? checkVisibility seems to only check line of sight but is not affected by weather, fog or nighttime. While it wouldn't be too difficult to check for any streetlamps in the area, it does become a bit tricky for anything more dynamic, like vehicles or soldiers with gunlights, firing flares etc. So if anyone has an easier solution it would be appreciated.
  11. Thanks Tajin for the reply. It seems knowsAbout has quite a strange behaviour in Arma 3. For all friendly infantry units it always returns 0, while for vehicles it appears to work normal. What's really weird is that every static object within viewdistance always returns a knowsAbout value of 4. However, as I'm trying to make AI react to their dead buddies, this unfortunately doesn't help me very much. What works quite well is checkVisibility combined with eyePos and a distance check. It would just be nice to make the distance dependant on the lighting. Maybe I can come up with something not too complicated.
  12. Clayman

    EDEN Editor BUGS

    Not sure if this is a bug or if I missed something, as I couldn't find anything about this (not sure what to search for anyway), but it seems weird behaviour and I can't imagine that it's intended. When an AI group starts a mission as cargo of a vehicle which is part of the group, but not the leader, the vehicle won't move or follow any waypoints. Only if the driver (or vehicle commander) is the groupleader, it will move at all. - Place an AI group - Add a truck next to the group - Group truck to group leader - Drag group into truck cargo - Give group a move waypoint - Preview mission: truck won't move - Select truck driver as groupleader - Preview mission: truck will move to waypoint Same with any other transport vehicle / APC / whatever where the groupleader is in cargo position. This appears to only happen when dragging the group into the vehicle in Eden. When moving the group in cargo via script (assignAsCargo / moveInCargo) it works just fine. So, what am I doing wrong?
  13. Clayman

    [SP] Evil's Last Will

    Hey Undeceived! Great mission, just finished it. I expected it to be longer than that initial sniper task, but wow, what a journey. Took me nearly four hours ingame time to complete, not counting the countless reverts. ;) Have to agree with IndeedPete, this mission has a very special atmosphere. I like missions that develop over time and just keep going on. I didn't encounter any showstoppers, no frozen units or missing tasks like mentioned by other players. (Didn't use any other mods, except a weapon sway fix and some additional islands.) The only issues where messed up voice files and the weird fade-to-black effect, but these have been mentioned before. What was a little bit disappointing was the empty landscape. After the first objective I expected to be hunted down by lots of enemies, but I rarely encountered any enemies away from the objectives. Therefore the walks in between where quite long. But apart from that I had a lot of fun playing. Thanks for this mission. Looking forward to a Black Lands port. :D
  14. Clayman

    [SP] Evil's Last Will

    Hey Undeceived! Nice timing, I just started playing Dying Ember. (I'm late, I know...) Looking forward to play this mission, too. Sounds very promising. And +1 for a Ftloaf port. :D
  15. Who doesn't know situations like these? Once again you didn't listen during the briefing, so you ran in the completely wrong direction. After walking through the middle of nowhere for hours, the friendly farmer from next door "borrows" you his old, rusty Pickup, to drive across the whole island back to your squad. But the brakes squeak and rattle of the exhaust pipe can hardly entertain you during the long trip..... Or: The weekly family outing in Chernarus. It is hot and the old family coach has no air conditioning. Your wife on the seat next to you: "You are driveing too fast again!". The children in the backseat are complaining, too: "I'm hot." "I need to go to the toilet.", "When do we finally arrive?"..... Or: Cruising along "the strip" on friday night is one of your favourit hobbies. But the slightly clad ladies just always look at the other guys, never at you. To bad that your gÖlf tured out to be a lame TDI instead of such a "kick ass" GTI..... But here's the one-in-all solution for all these problems: Clayman's Car Radio This turns every rusty skoda into the Pimpmobil No. 1! :cool: Features: Fully working Car Radio for all cars and trucks in ArmA2 All ArmA2 musictracks already included Add as many own musictracks as you wish Filteroptions InGame / own music Repeat Funtcion Random play 12-color display 7-color softkeys Two designs Output Level depending on your soundcard / speakers ;) New in V2.1: Adding own music will work now Add additional vehicle types which have the radio available Playlist editor Main functions of the radio can be accessed via keyboard New in V2.2: Drag & Drop Function for Playlist Editor Create your own pre-defined Playlist (in userconfig .hpp) No additional variables have to be used if not needed Define vehicle types which don't have the radio available Optional tooltips for most buttons New in V2.3 All Operation Arrowhead musictracks added Added missing musictracks from Patch 1.05 (Eagle Wing) Fixed: Some buttons didn't work after leaving Playlist Editor via Cancel button Car Radio can now be found under Modules (F7) and has a custom icon Installation: Copy the two folders @CLAY_CarRadio and userconfig to your ArmAII directory. See pictures below: #1 #2 Add the startup parameter -mod=@CLAY_CarRadio to your ArmAII shortcut. (Or use an ArmAII Launcher of your choice!) Usage: To make the Car Radio available in your own mission, place the Car Radio Module (found under Modules > Car Radio) somewhere on your Map. That's it. The Radio will be available in any car or truck on the map. Just board it any select 'Car Radio' from the action menu. Controls: Some of the control elements should be self-explaining, other might not. Here is a short description of them: > - Starts the playback (changes to || ) || - Stops the playback (changes back to > ) + - Volume up - - Volume down >> - Next track << - Previous track /\ - Cycle through filters increasing (ArmA2 Music > User Music > All Music > Custom) \/ - Cycle through filters decreasing (ArmA2 Music > Custom > All Music > User Music) OFF - Closes the dialog (music keeps playing!) Playlist - Opens the Playlist Editor Repeat - When last track is over, playback beginns from first track (on/off)('Repeat' shown in display) Random - Random play (on/off)('Random' shown in display) Key Col - Cycle through the different key-colors Dspl Col - Cycle through the different display-color or sets automatic color change ('Col. Change' shown in display) Design - Switches Design (Black / "Silver") Playlist Editor: Using the Playlist Editor, you can create your very own playlist. The list to the right sowns all available tracks. On the left, you see your custom playlist. < - Adds the track selected in the right list to your playlist (as last item) > - Removes the track selected in the left list from the playlist << - Adds all tracks to the playlist >> - Removes all tracks from the playlist Restore - Restores the pre-defined playlist (in userconfig)(manually created playlist will be lost!) OK - Closes the Playlist Editor and returns to the Radio, you custom playlist will be played Cancel - Closes the Playlist Editor without saving any changes made and returns to the Radio Show Tooltips: It is possible, to show tooltips over some of the buttons of the radio, which explain the function of that button. To enable these tooltips, write the following code into the init.sqf or the init-line of any unit on the map: CLAY_RadioShowTooltips = true; Add your own music: To add your own music to the Radio, you first have to define it in your description.ext. Now you can add it to the Radio using the CLAY_RadioAddMusic variable (in init.sqf or the Init-Line of any unit): CLAY_RadioAddMusic = [ [<Track | String>, <Title | String>, <Time | Number>] ]; Track = The classname of your music, as difined in the description.ext. Title = The title of the track, like it will be shown in the Radio. Time = The lenght of the track in seconds. At the end it should look something like this: CLAY_RadioAddMusic = [ ["MySong01", "My Song 1", 123], ["MySong02", "My Song 2", 456] ]; Pre-defined Playlist: You can create your own playlist, which will be available from mission start (Playlist: Custom). Open the file '\userconfig\CLAY_CarRadio\CLAY_CarRadio.hpp'. Now you can enter your desired tracks into the array behind _userPlaylist. Format is the same as when adding own music: _userPlaylist = [ ["Track08_Harvest_Red", "Harvest Red", 78], ["Track26_Organ_Works", "Organ Works", 69], ["MySong01", "My Song 1", 123] ]; Additional vehicle types: You can add other vehicle types, which have the Car Radio available. For this, you have to add the vehicle names (from CfgVehicles) to the CLAY_RadioAddVehicles variable. Something like this: CLAY_RadioAddVehicles = ["M1A1", "AH1Z", "PBX"]; Vehicles types, for which the radio is not available: Just like adding additional vehicle types for use with the radio, you can define vehicle types, which won't have the radio available, using the CLAY_RadioNoVehicles variable. CLAY_RadioNoVehicles = ["SkodaRed", "HMMWV", "TowingTractor"]; Keyboard controls: The main functions of the Radio can be used directly from your keyboard. The key for every function can be defined. defaults: PAUSE - Play / Pause RIGHT ARROW - Next Track LEFT ARROW - Previous Track UP ARROW - Volume Up DOWN ARROW - Volume Down To change these, open the file '\userconfig\CLAY_CarRadio\CLAY_CarRadio.hpp'. Add the desired key number behind any of the variables _keyPlay, _keyNext, _keyPre, _keyVolUp and _keyVolDown. Known Bugs: Clicking on the next (>>) or previous (<<) keys very fast might result in the timer not working correctly. Drag & Drop in Playlist Editor only works to add tracks to your own playlist. You can't remove tracks this way nor can you sort your playlist. Download: Version 2.3 for ArmA2 WITH Operation Arrowhead Assault Mission Studio Mirror ArmedAssault.info Mirror Armaholic.com Mirror Version 2.2 for ArmA2 WITHOUT Operation Arrowhead Armaholic.com Mirror ArmA2Base.de Mirror Have fun! Greetz, Clayman
  16. I said I'm done with BIS the day when MANW was announced. And now I'm back just to comment on this... Have quit playing Arma3 long time ago, before going final, and didn't pay attention to the competition at all. Therefore I can't really say anything about the entries, finalists, winners... BUT: I do remember how impressed I was when playing Zub. The mission had its glitches but you kept improving it. I'm sure you continued to do so and Whole Lotta Altis is the evolution of your mission concept as good as it could be up to this day. Without a doubt you put a lot of work into this. Seeing all the praise in this thread, I do believe you actually did deserve to win. From the beginning I said it's a stupid idea to bring money on the table. It will cause more problems than it's any good for. Even if I hadn't quit playing Arma, I wouldn't have participated in MANW, just because of the insane amount of money involved. Playing / moding / editing Arma has always been a hobby for me, not a business. I do indeed like the idea of a competition, the OFPEC MEC '11 was great and it was an honor to compete against you. OK, I was a bit pissed off that you won - for like a day or two. ;) But hey, I won a T-Shirt. And you're the better mission maker after all, no doubt about that. The 'real' reward however was the feedback I received for my mission. Seeing that people enjoy my countless hours of work. You right here have like 3.5k replies full of praise for your mission, I could only dream of. You have 2.5x the votes by community than any other entry. Obviously you're the winner of hearts. Who cares for that f?!*ed up competition anyway? It's only money after all! I haven't touched any Arma for about 1.5 years now. Just recently I started toying around with CWR2 mod, just for the fun of it. I still enjoy messing around in the editor. Maybe one day I'll return and throw out a mission or two for the public, or maybe not. I don't know today. When I'm in the right mood, it's great fun to do some editing. But if not, well... you have an impressive amount of spare time for other hobbies when not playing Arma. :D It's your mission. It's your game. It's your hobby. You decide how much time you put into something, how much pressure you put on yourself. You don't owe anything to anyone. Just keep that in mind and have a good time. :) Kind regards! Clayman out.
  17. Clayman

    Car Radio

    Just to be clear about this: Porting this addon (or any other of my work) to Arma 3 is not allowed. So don't even bother... If you want a car radio in Arma 3, create your own. It's not that hard after all. Oh and btw, before you rip the .pbo apart and release some mission with a "script" version of this, you might consider asking permission to do so...
  18. Clayman

    [SP] Zero

    Title: Zero Type: SP Mission Side / Role: OPFOR, Independent / Various Version: 1.55 Arma2 Version: CO 1.62 Date: 2013-04-24 Description: Based on the events in “Eagle Wing“. Nikolay Zverev finds himself in a different world. Hiding in a bunker with only three of his comrades still alive. After four weeks with no sign of life from the outside, the men decide to try to find a way back home. None of them knows that their journey will be much longer and harder than they expect... Find yourself through a post-apocalyptic world where nothing is like it seems... or is it? Fight against a superior enemy, struggle with constant lack of men and equipment and take a look into the darkest depths of the human soul. Release Trailer by McLupo: Propaganda: Required Addons: CLAY_ZeroAddons.pbo (included) Credits: Scripts: "Chernarus Electrical Grid" by Loyalguard "UPSMON" by Monsada "OFP Style Deathquotes" by Psychobastard "Random Position Generator" by Shuko "Improved Task Defend" by Binesi "Convoy Control" by DTM2801 Music: "Krieg" by Bums (Beta) Testers: Stoned Boy McLupo ataribaby SaOk savedbygrace Thanks: BI for Arma2 Demonized, neokika, sbsmac for scripting help McLupo for the fantastic trailer & never ending support - You're the Man, man! ;) Everyone who provided feedback, bug reports and / or new ideas – Thanks a lot! :) Download: Zero [1.55] Armaholic Mirror Have fun! :) - Clayman
  19. Clayman

    [SP] Zero

    @Variable Satchels are indeed very rare. The later, better guarded convoys carry a few satchels. And if you are lucky you might find some in the randomly generated camps throughout Chernarus. Not sure atm if there are any more in the mission. They are way to powerfull against the convoys (or any other vehicle for that matter). However, you can also use eg. rpgs to destroy the relais station. Or anything with a similar effect, like a tank or whatever. ;)
  20. Description: This all started while I was working on a mission where I needed some dogs guarding an enemy camp. There where already several dog-scripts out there, both for friendly and evil dogs. But none of them where exactly what I was looking for. So I started to write my own scripts, but soon ran into several problems. Dogs, as being ambient life, have some build in routines that make it hard for them to follow orders. And createUnit'ed dogs simply talk way too much.^^ I decided to create this small addon to remove the default animal behaviour and add the quite nice attack animation, which was present in one of the .pbos but for some reason is not usable ingame. - Dog Handler: The Dog Handler has to be controlled by the player and lets him give orders to the dog (attack enemies, search for explosives etc). - Guard Dog: Guard Dogs are AI controlled and can be placed anywhere on the map. They will attack any enemy unit within a certain distance. - Wild Dogs: A small bonus. ;) Spawns a group of wild dogs that attack any unit within a certain distance. Keep in mind that this is an early Beta! Not everything will work as intended and scripts and config still need a lot of work. I decided to release this as is to get some feedback and new ideas. Dog Handler 1BSAaIHQKuA Place the Dog Handler Module on the map and sync it to the player. You can sync as many units to the module as you wish, but keep in mind that the Dog Handler units must be player controled. You can control the dog via Communication Menu (0-8). Use the included userconfig to add dog-detectable explosives. (Default: PipeBomb, Mine) Use the included userconfig to add vehicles to transport the dog. (Defaul: MTVR, Kamaz, Ural, V3S, Coyota (only unarmed variants)) To change the type of dog (Pastor (Default) / Fin), put this in the players (Dog Handlers) init line: this setVariable ["CLAY_DogType", "CLAY_Dog2"]; CLAY_Dog = Pastor CLAY_Dog2 = Fin The search radius for finding enemies / EODs can be set in unserconfig. (Default: Man: 100m; EOD: 50m) Guard Dogs JIJSrw_5Z6c Guard Dogs are available for USMC, RU and GUER factions and can be found under 'Men' class. Guard Dogs will automatically attack any enemy unit(s). The default distance for the dog to start attacking is 150m. This can be changed by adding this to the init line of the dog: this setVariable ["CLAY_DogAttackDistance", *DISTANCE*]; Where *DISTANCE* has to be a number and is the distance in meters how far any enemy unit has to be away for the dog to start attack. To change the type of dog (Pastor (Default) / Fin), put this in the dogs init line: this setVariable ["CLAY_DogType", "CLAY_Dog2"]; CLAY_Dog = Pastor CLAY_Dog2 = Fin Wild Dogs This will spawn a group of wild dogs at the position where the module is placed. There dogs will attack any unit within a certain distance. To set the number of dogs spawned (Default: 5)(+/-1), put this in the modules init line: this setVariable ["CLAY_DogCount", *NUMBER*]; To change the distance at which the dogs will start attack (Default: 150m), put this in the modules init line: this setVariable ["CLAY_DogAttackDistance", *DISTANCE*]; Note that wild dogs will attack ANY unit, no matter which side or faction the unit belongs to. This includes civilians and other animals. Known Bugs: Pathfinding of the dogs is terrible Overall weird dog behaviour from time to time Dog Handlers' dog sometimes gets stuck after attacking enemy units If dog is ordered to board an unsupported vehicle, an error message from a BIS function will pop up Dogs might cause errors in .rpt file or even on screen Guard Dogs will not always start attack when player is in attack distance at mission start Credits: A big Thank You to BI for this strange addiction Big Daddy for his 'Blitzy' scripts, which where my major inspiration Rommel for the EOD Dog idea DMarkwick for the Tracker Dog vid, although I wasn't able to create anything that fancy (yet) DeanosBeano for his dbo_dog, I epically failed at trying to understand that massive piece of config *lol* And probably a bunch of other people I can't remember right now... DOWNLOAD: CLAY_DogsBeta120.rar Change Log:
  21. Clayman

    [SP] Zero

    Hi Kommiekat. Well, I would post a change log, if I only could remember... ;) Apart from fixing the above mentioned bug (rearming the tank), I have added the OFP Style Deathquotes script by Psychobastard. Other than that there have been some small tweaks here and there, nothing special. But as far as I remember there are no new features. Regarding the missions on our site, as far as I'm aware, all missions created by members of AMS are available in english language here on the forums and/or at armaholic. All missions by others hosted on our site, it's up to the authors if they wish to translate their missions or not. I know that a lot of people have asked for the Red Hammer campaign, and I believe Imutep had already contacted the author. But it seems that he is not interested in translating his campaign. I'm sorry, but there is nothing we can do about it.
  22. Clayman

    [SP] Zero

    It's great to see people still enjoying my mission after such a long time. :) Somehow I thought that bug had been fixed by now. Seems like I was wrong. I've made a small update, check first post for the link. Have fun! :)
  23. Clayman

    Development Blog & Reveals

    As I have never used Steam before I have to ask how does it work? Do I have to run Steam only for installation / activation and for updates or do I have to run Steam every single time I want to play the game?
  24. Clayman

    [SP] Old MacDonalds Farm adventure.

    There is some strange stuff going on in this mission... :D Just started playing but so far I had a lot of fun. I'm a huge fan of anything "unusual", and this has a good chance to become one of my favorite unusual missions. Thanks for sharing. :)
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