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Bon

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Everything posted by Bon

  1. Never forget how respawn actually works: A player dies, the respawn delay runs out, the player's body gets deleted, a new unit gets created, player takes role of the new one. See, since a completely new entity gets created, it of course must be resynced with the module. This actually happens since patch 1.03 and was considered to make this module working with respawn, I quote from this' patch changelog: * New: First-Aid modules work with respawn Unfortunately, it did not what it was supposed to be.
  2. I didn't find any solution to this problem, so I scripted such small First-Aid / Agony functionality on my own. Take a look here. Another alternative would still be to use Norrin's Revive script.
  3. Can confirm this. Found out it was related to respawn - after I respawned I wasn't able to heal anymore. Had the action to apply first aid on agonized people, but nothing happened when using it. It worked then again after I rejoined the session.
  4. Experienced this as well today. I assume Bohemias HALO script doesn't get along with ACE2, since it uses "displaySetEventHandler" on display 46 (the keyboard) and overwrites the ACE2-specific keysettings. A possible workaround would be to re-implement the halo script (it is located in ca\air2\halo\data\Scripts\HALO_getout.sqs) and replace the command "displaySetEventhandler" by "displayAddEventhandler". Not sure, but could do the trick already. However, this is nothing the ACE devs should take care about, since it is not ACE2 which is incompatible to the HALO script, but the HALO script being incompatible to everything else. ;)
  5. In the editor, click to show textures. In the bottom left corner on the map you can see a change of brightness of colors, land gets a bit brighter green, water gets a bit brighter blue. The corner of this color changing is [0,0,0]. Hope I described it well enough :p It's random. Maybe u will also be interested in round.
  6. Hi mate. So far I think its true the AI can't see any grass. But I am quite sure (as T-Bone mentioned) with the upcoming patch v1.05 a grass layer will be integrated, so lets look forward to it. For default settings I suggest to disable Super AI and set their skill to 70% or 80%, that is most appropriate comparing to human reaction. With super AI you will get 2000m AK Sniper AI - no fun. Grass and viewdistance is a bit hard to find a common agreement on. Standard in MP is 1600m viewdistance, what is not enough for me. I'd always like to have it set to at least 4000m. Problem then: People with slower computers won't like you anymore. Same with grass. Grass disabled just looks disgusting, but apart from the AI which can (still) look through it every machine performs faster with grass disabled. This really is a question of flavor and author's priorities. Perhaps you might want to have a look at this: Simple Settings Menu Hf.
  7. changelog: FIXED: Calling the bomber more than one time in the "lasertarget sidemission" does not work sometimes. FIXED: Convoy vehicles/units did not get deleted after the "stop convoy" mission, remainig at the convoy destination. NEW: added mission parameter to adjust a time delay between main missions NEW: added a stable and reliable Advanced Injury System (reference: http://forums.bistudio.com/showthread.php?t=90466) CHANGED: dropped the intro music -> decreased missionfile size by half CHANGED: "defend base" sidemission succeeds now when player's side dominates the airfield after the 2nd wave spawned (instead of eliminating all of them) CHANGED: artillery delay decreased to 5 minutes (from 30 minutes) CHANGED: improved the heli-lifting CHANGED: Engineer role now has access to the M136 rocket launcher CHANGED: standard spawn now always airfield or carrier, respectively - in case someone closes spawn dialog unintended, and spawns at MASH CHANGED: in mission to find ammocrates decreased the number of ammocrates from 10 to 4 CHANGED: deployed the 3 engineers into the squads CHANGED: Engineers can build assets like static defenses or covers also when close to a Blackhawk or Osprey helicopter (for Mashes, FOPS you still need a salvage truck) Also thanks to [FHW] derAlky from http://www.fh-warzone.de the downloadable archive contains an A.C.E.2 version of this mission, with the mod-specific equipment, US Army units and vehicles integrated.
  8. You can use a "Killed" Eventhandler as well. Example: <object> addEventhandler ["Killed",{ <code> }]; once the object gets killed, a vehicle gets fully destroyed, respectively, <code> will be executed.
  9. should be a condition like (waypointPosition [grp, 1]) distance (distance to what? player?) <= 2
  10. Bon

    addmagazinepool

    True, but I think there is no more elegant way to do it. Perhaps you like to use a "for" loop within a script: for "_i" from 1 to 8 do { player addmagazine "dumbeldore"; }; Adding the weapons AFTER the magazines ensures the weapon is loaded afterwards.
  11. Did you try to use setDamage in the init line of the particular units? Don't know if the First Aid module reacts on damage caused by this command.
  12. Bon

    addmagazinepool

    addMagazinePool is not the correct command. Perhaps you read the description of it first. Giving a unit, like a solider, magazines or weapons which the unit then should be able to use the correct command is addMagazine, addWeapon respectively.
  13. Bon

    a rather strange problem

    The button in the editor for accessing the modules in a quicker way than going over the Objects->GameLogic->Module category came not with the initial version but with a patch. perhaps it was patch 1.01 or 1.02. In case you have patched your game to the latest stable version, and the button still not appears, I doubt there would be another suggestion but to reinstall again.
  14. You are asking if a string is false or true. A string can't become true or false since its not of boolean type but a type itself. Try while {(!colshot) && (x<3000)} do {x=x+1};
  15. As I see in the moveinturret description, the syntax is ... moveInTurret [uH1,[color="Red"][[/color]0[color="Red"]][/color]]; ... moveInTurret [uH1,[color="Red"][[/color]1[color="Red"]][/color]];
  16. I've already written such AI-bombs-my-lasertarget scripts, and I never met such problem. The bomber (an AV8) gets created dynamically, then targets what I am lasering at (not using dotarget but dofire instead), it approaches and it drops the bomb without diving. Using a "Fire"-Eventhandler on the plane I detect when the bomber drops a GBU, then add a waypoint to the bomberpilot and disable the "TARGET" AI. Works well so far.
  17. Try <bomberpilot> disableAI "TARGET"; <bomberPilot> disableAI "AUTOTARGET"; I think the first line will do the trick already, but don't know for sure.
  18. Bon

    first aid?

    Press F7 in the editor and place the game module on the map called "Alternative Injury System" I think. Or perhaps its called "First Aid Simulation". Then press F5 and synchronize this module with each unit that should be able to use this feature. Detailed description here: http://community.bistudio.com/wiki/First_Aid Be adviced, these modules can act strangely in Multiplayer, regarding respawning and stuff. The module "Battlefield Clearance" is responsible for dragging and carrying wounded units. Edit: You really should give the search function a try next time, this topic was asked very very often so far, and is even listed in the sticky "Frequently Asked Questions". Search is your friend.
  19. To make changes / actions taking effect globally, just use setVehicleInit. I also think the lock command effects all machines anyway, but in general its the way to go. Just for this example: _vehicle setVehicleInit "this lock true"; processInitCommands;
  20. Good point. For the next version I increased the minimum distance between the convoy start and its destination, as well as set the enemies attacking the squad in the "rescue squad" mission further away. There will also be an additional mission parameter that lets you set a general time delay up to 5 minutes between the missions. Hf, und danke fürs Feedback. :)
  21. Hi gnarly_rider, glad you like it. Norrin's Revive script is, regarding to reviving, state-of-the-art, and of course, I tried to integrate it first, before using the BIS modules. Norrin did a great job, especially looking at the script's documentation, unfortunately, it just conflicts with too much of then already implemented, starting with the displayeventhandler (actions being executed when pushing a button on your keyboard), over the existing spawn dialog, ending with spawning on the dynamically created Carrier where the Hunt for Waldo starts. It took me two days of hard work trying to understand the scripts and to fit them into the mission before I gave it up, deciding to use the BIS modules instead (which are, actually, inappropriate working with disabled AI and respawn - but that's the reason I anchored them into a separate mission file). The number of enemies on the airfield in the initial mission does not vary, is always the same - however, your team's death rate is not important for clearing the airfield, it starts counting with the first main objective after the airfield is occupied. So at this point you can die as much as you want :D I agree. You can play this mission with less than 5 people and still having fun, however, the real fun starts with 10 players and more. Hf, Bon.
  22. Hi, some suggestions for testing: Download the Dedicated Server.exe, move it into your ArmA installation directory. Create the server.cfg serverconfiguration file and set an administration password (further details in the biki), then start the dedicated server and connect on it as a pure client. By cutting your internet connection you are also able to connect to the dedicated server more than once, i.e. as a second or third client, to test jip behavior of your mission. You cannot test Multiplayer behavior on a local host from out the editor preview or a local hosted session. Try that, and you will end up like me with my very first missions releasing update on update on update on update. And do testing mate. Testing sucks, and is just boring, but one of the most vital processes in mission development. Trust me. :-)
  23. Did u mean the full list of markers? You can find it here: http://community.bistudio.com/wiki/cfgMarkers
  24. Here is the final version of my Hunt Waldo mission on Chernarus for up to 35 players. Not many changes since the last betaversion, there was basically no bug to fix, just small potatoes. changelog v2.0 final FIXED: The jet service point did not work for some vehicles. CHANGED: Unloaded ammunition appears now as a box instead of a weaponholder, which was sometimes a bit hard to find in the grass. CHANGED: Loading ammunition into a vehicle's trunk will cost you now 250$ (increased). CHANGED: Replaced the two M2-HMMWVs by a TOW- and Mk19-HMMWV. CHANGED: Decreased the overall enemy presence, since I found there were still too much of them. NEW: Switch between a class dependend or an open for all weapon pool by a missions parameter. NEW: Second mission file with the AIS (Advanced injury System) and BC (Battlefield Clearance) Modules integrated. Remark point 6. I think you can consider the newly added mission parameter as a button to switch between - open weaponpool -> more arcade singleplayer rambo style - class dependend weapon pool -> more teamwork style Please keep in mind, intentionally the weapon pool was considered to be class dependend. Remark point 7. I really like the AIS and BC modules, but they still seem not to work very reliable in Multiplayer, which prevented me to anchor them firmly into the actual mission, putting them into a separate mission file instead, so that the choice to use it or not is left to you. However, since the second mission file contains the additional prefix "Revive" in the mission description, having this feature enabled is visible from the Server list already. At this point, once again, I want to thank you all who supported the development during the beta phase, and I really hope you will enjoy this work. Hf, Bon_Inf*.
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