Jump to content

Bon

Member
  • Content Count

    556
  • Joined

  • Last visited

  • Medals

Everything posted by Bon

  1. Hi all, as there were some threads started recently regarding to AI Recruitment and due to some positive feedback on my own script (used in one of my missions) to provide this functionality, I decided to extract it and share it with the rest of you. The script handles deletion of dead AI bodies as well as cleanup in case the player disconnects. All in all its a very simple script with no other features than that, however, simplicity is the way of the genius, and maybe it comes in handy for some of you. Screenshot: Download: fh-warzone.de armaholic.com <- thx to Foxhound. hf.
  2. COOP 20 Takistan Force Current Version: 1.07 Basic concept: From a collection of different missions the server randomly picks one mission at a time, let it take place at a randomly chosen location on the map of Takistan. Every player is his/her own squad leader, being able to recruit AI squad members of all types (like in Warfare, without the money). There are different slots to fill by players, each with its own responsibilities: Common Infantry Crewmen Pilots Sniper Commander There are 16 different missions at the moment, like clearing a town, capturing high value assets, hostages, searching ammo caches, escorting a convoy to a solitary outpost etc. - a mission parameter can be set to the maximum number of missions the team has to accomplish or can fail, respectively. A mission generally can fail, when the overall team's deathcount exceeds a certain value during a mission, so "not to die is vital". Missions already implemented: Clear Location. Search and destroy an ammo cache. Destroy an enemy Anti-Air radar and SCUD launcher. Search and rescue a shot down blackhawk pilot and destroy the blackhawk wreck. Find and stop an enemy convoy. Bring a supply truck to a solitary outpost - be prepared for ambushes. Several "Investigate xyz" tasks, each with an individual outgoing. Capture an enemy officer and bring him to your base. Relieve an ambushed friendly squad. Mark an enemy fuel dump with an IR Strobe. Detect and destroy Takiban Camps around a location. Support friendly forces in a large scale engagement. Mini-Insurgency: Gather intel about a weapon cache's location and destroy it. Clear the street of a location of AT mines. Mark Anti-Air installations with laser for artillery. The whole mission is built as a "framework" where everyone with a bit of scripting knowledge can easily add self-made missions to it - a template mission with instructions is enclosed. Features: AI recruitment Dependent on the player's class there is a choice of possible AI units which can be recruited. The maximum group size can be set as mission parameter. Advanced Artillery Request System A virtual interface for calling in fire missions, based on polar coordinates. This interface is connected to artillery batteries built by the player and can be used when the player orders his/her AI into the batteries as gunner. Having artillery cannons constructed decreases the number of AI units which can be recruited. Advanced Injury System Allows to set different Damage Tolerance values as Mission Parameters. Settings dialog Simply change viewdistance and terrain details at any time by pressing your "Teamswitch" key. Dynamic number of enemies One can set a mission parameter to disable or double the amount of enemy infantry or enemy vehicles. However, the number of possible enemies depends on players currently playing on the server. Air support Snipers can make use of the laser designator to call in AI controlled A10 bomber. Rallypoints Deploy rallypoints as additional respawn points. Furthermore: Random Enemy Air Patrols Random Enemy Foot Patrols Random Enemy Camps covering the whole map IEDs covering the whole map ... and some more stuff to be discovered on your own. YffmWOTeyvY Remarks: Can be played alone as well. Easy to extend and customize. In case you want to reuse, modify, edit, expand, break, port or whatever (parts of) this mission, you are actually welcome to do so. Please don't ask me for permission. Just remember to give credits appropriately. Required Addons: The versions on Takistan/Zargabad have no requirements. On all other islands as well as all FHW edits, Combined Operations is required. For the ACE versions, of course the ACE mod needs to be loaded additionally. Changelog: Download Links: dev-heaven.net all versions armaholic.com version 1.07 armedassault.info version 1.07 Please report bugs, issues or suggestions on dev-heaven.net Hf.
  3. Hi Folks, this script lets you call in Artillery Fire Missions. Instead of letting you set coordinates for splashdown by simply clicking on the map, its goal is to be a bit more realistic. It features Registering for fire missions. Designating targets using polar coordinates. Accurate Fire Missions require Adjustment Fire. Designating via Lasermarker. Different options for Artillery Setup, like types of rounds, spread radius. Delaying Fire. Full customization support. Fancy artillery sounds captured from the GL4SFX Mod. Respawn compatibility. PvP support, means, playerside dependent. An enclosed detailed Installation/Usage Manual.pdf. In the following video I demonstrate how to attack three different targets by artillery. (older version) y5OvVv8K6SI In the following video I demonstrate the two variants of requesting precise fire missions. (final version) 0uYhsKYo0GQ The code is very easy to integrate into your own, download it here: chernarus-force.net Armaholic.com
  4. Hi Uhpam, glad to see you joined this great community. First post for me since, well, feels like forever - had a lot of stuff going on in 2012. Apart from this... ...and regarding your question: The variables tfor_advanced_*_funds define the funds available to your team, so setting them to 0 would make you not being able to request any special vehicle anymore. A natural way seems to be to reduce the costs for a vehicle to 0, but I just checked, this I did not make generic (the costs for a vehicle are always 1, period). So why not just setting tfor_advanced_*_funds to a very high value, lets say tfor_advanced_vehicle_funds = 9999; tfor_advanced_aircraft_funds = 9999; That should do the trick. Also make sure you select "Advanced Aircraft/Vehicles Available" in the mission parameters. hf.
  5. Hi mates, this time I ask you for a very tiny problems solution. Standing on the carrier on Utes there aren't any environment sounds, especially the sound of the sea, like I can hear it standing on the beach. Is there any possibility to set it? Note: placing a logic and write something like "this say <sound>" or placing a trigger and set the environment sound there does not work for me. Also setting enableEnvironment to true does not take any effect since it is set to true by default.
  6. Try this: _grp = createGroup tfor_friendly_side; _pilot = _grp createUnit [tfor_rescuepilot_pilottype, _pos, [], 0, "FORM"]; ... if((count _houses) > 0) then { ... }; [color="#0000FF"]_pilot2 = _grp createUnit [tfor_rescuepilot_pilottype, position _pilot, [], 0, "FORM"];[/color]
  7. Are the units you're using capable of using OA backpacks? To test, open the ingame editor, place a backpack on the ground and try to pick it up.
  8. Hi psvialli, sorry but I can't reproduce. Tested with the current beta and all works fine for me. Hi Yokhanan, to me, there is nothing that justifies an addon dependency in my work. Sorry. But in case you succeed with adding it to the mission by yourself, don't hesitate to share it with us or send me a howto so I can put it to the wiki of the TFOR project page.
  9. Hi Cetreen, many thanks for the hint. I can confirm this issue and was able to narrow it down to the playertags - basically, moving an "is alive" check in the code fixed the problem. Just in case you want to fix it by yourself until I get to release it here is the edited bon_playertags\playertags.sqf: Hey JuggernautOfWar, I am currently spending the very small amount of free time I have to prepare v1.08. It does not come with a lot of changes, however, it will make switching to ACE easier, specifically, simply by uncommenting a line in two script files. I am going to put for each edition a corresponding ACE version to the download list. Can't say when exactly, as some more tests need to be done, though. hf.
  10. Hi all, here a simple-to-use script for AI movement (kind of an alternative patrol script). It provides three different ways of behavior: "patrol" To let the AI group move in circles of random radius around the defined location center. In case the group passes an enterable house on their route, they will sweep it with some probability. The group moves in either clockwise or counterclockwise direction. "hide" Lets the AI group search for enterable houses to hide in them. In case no such house exists the group starts patrolling. "standby" Lets the group seach for a flat and empty position around the location center to move and hold there. Infantry groups will sit down at this position. Here are some screenshots of some debug output: Screenshot 1 Screenshot 2 Screenshot 3 You call the script with three arguments: 1. the group 2. the position 3. the behavioral type. Example init line of a unit: _n = [group this,"locationmarker","patrol"] execFSM "bon_ai_movement.fsm"; Details in enclosed readme.txt, however, this is just it. The script releases the group and pauses while a group is in COMBAT mode and resets and restarts after the group leaves COMBAT mode. My motivation was that, for me, movement of groups which just proceed randomly assigned waypoints appears somewhat implausible, especially in non-urban terrain or when holding/guarding a certain point. With this script you can make it so that you will see some patrols running around the AO systematically, enemy vehicles standing by on key positions, where most of the enemy hides in houses and comes out only when in contact with you. and that all with one single script file. Download link: http://fh-warzone.de/downloads/boninf/scripts/bon_ai_movemet.Takistan.rar hf.
  11. Hi failtolawl, guess you missed some of those evil camps. The camps are "populated" with at least 15 bad guys, that's how you can distinguish them from regular camps, and they can be located in a range of up to 1200m around the target area. Most easy to detect them would be having a commander to use the UAV. However, I am wondering if it would be best to drop this task for the next update - you are not the first one who reported being stuck on that task. Regarding to marking the weapons cache, well, there is no such mission task. If you mean marking the fuel dump you need to be within 25m to place the strobe properly. hf.
  12. Try this: t = nearestLocation [getpos player, "NameCityCapital"]; _name = text t;
  13. Look at this piece of code, I'm sure it'll give you the idea. You know that the access to the dialog is provided by an addAction command put into the init of an object. Check the corresponding BIKI article for the commands extended syntax, particularly for the condition parameter. hf.
  14. Rather a shame to assume everybody plays with ACE these days. You should have asked for ACE explicitly. :cool: Anyway, added an ACE version of the Clafghan port to the archive. Didn't test it tho... download link again
  15. I ported an FHW edit of the mission to Clafghan a while ago. You can download it here: CFOR Clafghan Camp Branca FHW edit The Clafghan map is awesome, vast, versatile with high mountains and deep valleys, a few nice locations providing an intense and authentic environment for certain scenarios. But be aware, it doesn't really collaborate with the TFOR mission, as for the mission the terrain is too bumpy and lacks of free and empty spots. hf.
  16. In the "mini-insurgency" task, enemy units drop small objects, such as files, maps, which remain next to a dead body's position even after the body disappeared. All you need to do is walk over to them and hold for 1 to 3 seconds - then check the map. I admit, those objects may be a bit difficult to spot because of their size (would be worth trying out to replace them by fairly larger objects such as suitcases...). A trick that works great here is simply to disable the grass (at least temporarily). Also the objects tend to shine bright in both sunlight and NVGs. Nevertheless, I am going to add some detail to the task description. Regarding to the pilot telling you where the wreck is, that's a good idea. But is it really troubling you to locate it? Cannot remember a time we didn't spot it immediately.
  17. +1. I really appreciate the effort. Rather going with time than holding on old stuff. But this new appearance... all I can see on the forum viewing pages are big, red rectangle icons. Please, at least give me an option to change it back for myself.
  18. Hi, of course, no need to ask. I added a respective comment to the remarks in the OP in hope nobody ever would ask me for permission again. People who expect others to ask before using their stuff or have a certain policy regarding this issue should be banned from this community. :p As long as credits are given to the original author, all is fine. hf.
  19. Hi all, @Armach Any vehicle already placed at the base (via editor) no matter what map, is only for atmosphere. So that particularly large bases don't look that empty. They are sort of "dead objects". They are locked and don't send any updates across the network. All vehicles you are actually supposed to use has to be constructed at the respective construction site. Regarding to the enemy precision thingy since 1.60, yes, I am aware of it and it makes me very sad. And I was playing with the idea to make general skill and precision skill of enemy AI adjustable, however, not all of the other skill types. My philosophy is to keep number mission parameters below 25. @Zuff Your problem is the WaitUntil command. Imo, it is a crime to have any wait/sleep/loop/whatever structure in the init.sqf. The file is to initialize scripts only (and setting variables etc.). One script requiring to wait for something else and thus delaying the initialization of another script is a no go (except for places you have to deal with locality)! So my suggestion is to either move all the mando init stuff into an own script and just call this script from init.sqf or move it to the very end of the init.sqf (below the endloadingscreen command). hf.
  20. Imagine you want something to happen on the server machine when a player defuses an IED. Then you would have to uncomment the lines in defuse.sqf and extend the ied_defusion_handler.sqf with your code. For my mission I commented out these lines because I had no use for this feature and could save another publicvariable call. Btw, I updated the IED script available on dev-heaven.net. You may want to give it a look. hf.
  21. Hi all, updated the ACE editions and increased its version number to v1.071. It should fix the healing not working with ACE Wounds enabled. Also added the FHW edits for the standard maps. Last but not least Ports have been added to Thirsk, Thirsk Winter, Isla Duala and Everon 2010. Download hf.
  22. Hi again, in the editor you would need to change all playable units to OPFOR units, and rename the "respawn_west" marker to "respawn_east". In the config.sqf you set tfor_friendly_side=east; tfor_enemy_side=west; Basically, you are done and can play. You'd probably need to extend the bon_recruit_units\recruitable_units.sqf in order for the newly added playable OPFOR classes to have a list of class types which can be recruited, and customize the config.sqf, section "SIDES AND -ASSETS", what most likely results in more than just a couple minutes work. However, you don't need to reinvent the wheel. Hey ho, first time someone particularly asks for the FHW edits :) Will be up tomorrow. hf.
  23. Thanks very much Sickboy. I assumed the system could be created and initialized at any point in time - this assumption would have made it very hard to get it working properly. So you saved me a lot of frustration and waste of time.
  24. Hi RH, that's a shame ACE healing doesn't work. That means I need to rip the ACE Wounds system apart to get familiar with it (me myself am not using ACE; all I do is to create an ACE Wounds logic and that's it - testing it by letting a grenade explode next to me, I can see myself black out and think its all fine and running). :( At the moment, I really can't see any reason why I didn't put the MH6 and the Medevac MH60 into the list, very strange. Am going to prepare some edits (the ones my community prefers to play with), which has unit slots grouped and, if possible, contain medic and engineer slots. Of course, the two missing aircrafts will be added in those, as well. Thanks for the hints. Hi Mono, can't see any relation between the error message and the scripts. Could you post the full error line? I'd rather use any unit but the Army ACUs especially on woodland terrain. The problem is, that the USMC units are incompatible to the OA backpacks, i.e. they can't carry OA backpacks, which is way more important to me than the unit textures fitting into terrain. hf.
×