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Weedburner

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About Weedburner

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  1. I dont understand that.The First Attackerrs have no triggers,no switches nothing.Only Move and Search and Destory waypoints.They should start moving as soon as the game starts. When i test in Editor they do so.I dont know why they dont on dedicated. I think i will add the UPSMON Script for better AI.Perhaps it works better then. PS:Anyone have a Idea why they dont move on .ded server? It works like this First Attackers move directly without triggers or switchers,only miove and S&D Waypoints.When they reach the Defenseline the waypoint has on activation "wave1=true;PublicVariable "wave1" The 2nd Attack wave has first a move waypoint to its spawn position,and 2nd waypoint is a HOLD waypoint.That HOLD WP is syncronized with a Switch-Trigger which reacts to !isnil "wave1" 3 and 4 Wave has this waypoints too,they react on Wave1 too,but first start moving after Waypoint Countdowns runned out. I dont know why this dont works.not even the first Attack wave,which only has normal Waypoints are not moving?!?
  2. 1 of the Triggers was still set to Radio Activation from Testing.This is why they not attacked.Now once the Attack started more Attackers are send in after different Countdowns. I also changed some of the Weaponbunkers so the Weapons "fits in" like on the Metis Bunker Picture.I also added more ATGM Missiles,i used Metis as Ingamemodell but they shoot AT-5 and AT-6 (weaker than the AT13 Metis) Rockets now. The Taki L39 Plane is also changed to a Fighter-Configuration with GSH301 3cm Gun and R73 Air to Air Rockets.It should be a usefull Interceptor now. Since the AA-Rocket Batterys over the American Ready-Position didnt worked,i added a Deathzone.Now everyone who passes the "Saudi Arabian Border" marker will die.So its no longer possible to attack the Americans in the Ready-Position. I also removed the Mines.The Players can use the Crates with IED´s to setup Traps if they like too.Unfortunately all mines detonate in a domino-effect when 1 Mine detonates.This is also a big Danger for Players near,they can get hurt or killed by this large Detonation so i removed the Mines.It also seemed that the US Vehicles dont like to drive into the Minefield.Most time they stopped and dont drived in.Its better without Mines atm. Also some more Barbwire added so the Enemy Infantery moves where they shall move,right into the bottleneck death zone ;) Download Link from 1.Post is updated too: DOWNLOAD NEW 1.1 VERSION DOWNLOAD
  3. But somehow its fun to build this Trench Systems.Only when you spawn a Composition and you have to connect it to the Trenchsystem,thats alot of Work.But the Compositions looks too good to dont use them ;) I hope Balancing is not too bad and Players gets overrun or its too easy and boring.I added all Types of Enemys : Airborne with Parachutes,Air Cavalery with Chopper insertion,motorized and mechanised Infantery and Tanks. The Attack waves are also supported by Helicopters,most Hunter/Killer Teams of Apache and Wildcat (UK) or Apache and Littlebird-Laser.They work good. But i also modified the ZSU Quad AA Guns.Normaly they use 60 Round Magazines,but here they are builded in into a static Defense Line so its realistic they have more Ammo.They are now feed from 2000 Round Shilka Magazines so you can fire continuously.
  4. I always wanted a Map where the players have to defend against enemy Attackers in long world war 1 like trench system. The Map plays in the Desert (even terain to setup the large WW1 Like trench System was needed) and you play as Takistanian Borderguard Soldier.Enemy is the whole Nato-Americans,British,German and Polish Soldiers are in the Attackwaves. Unfortuneatly there no trenches in Arma2 so i used Sandbags.Alot of Sandbags. There is 1 Backuptrench connected with the front trench,and from the front trench are many "branches" which leads to forward Weapon Bunkers with Mgs,Spgs and Rockets.I needed hours of finetuning before everything fitted together. Pictures of the Trench System seen from Air.The Pictures are bad,couldnt find a way to show the whole Trench System.Only bad single Pictures Uploaded with ImageShack.us I used spawned Compositions and connected them with Fortifications and Weapons in the Editor.It looks great and works good.I also "designed" some new Fortifications like a Towerbunker with MG´s in the Tower.An Observation Tower with AA rockets on its top,little Bunkers with Metis and SPG.The Logistic Script from R3F is added.Players can carry around everything on Feet,in case something must be moved to a new Position. A Metis Bunker Uploaded with ImageShack.us A Medium MG Towerbunker Uploaded with ImageShack.us The Enemy Attack is bottlenecked into a alley which bunkers left and right where also mines are. The Players must stop them there latest or they will break trough Of course the Americans used their giant Airforce to kill everything from the sky before their Infantery goes in.So dont wonder about all the burning Wrecks and stuff you find along the Defense Line.I added this to simulate the havoc of the Air and Cruise Missle Attacks.The Players are the only Survivors of this Attack and must use the remaining Vehicles and Planes/Choppers to stop the advancing Enemys. Players have also a little Base in the backland with Vehicles and Airunits. I added a Antonov in Divebomber configuration with Yak-b Gatling gun and 2 freefall Bombs.Its realy fun to attack enemys with that slow flying plane I also modified 1 D30 Howitzers to represent Anti Tank Gun in 8,5cm.They now shoot T34 AP Rounds.3-4 Hits can take out a Abrams. Players have also 2 Mortars with HE,WP and ILLUM Ammo.With the Artillery Computer they can shoot the advancing Enemys.But take care you not hit the own trenches The Enemys will Attack with Armored,Mechanised and Motorised Attack Waves.They also will use Airbornes with Parachutes and AirCavalery on Helicopters. Enemy Airbornes seen from a Medium Machinegun Entrenchment Uploaded with ImageShack.us This Map is uncomplicated Action without long driving,just hold the Defense Line. Please Test Map on a ded. Server cause its always different there and i cant Test alone. DOWNLOAD MAP HERE DOWNLOAD 1.1
  5. In this Mission you play Takistani Insurgents against Americans. Players have to fight trough some little Villages,American Checkpoints and Citybases to Rasman Airfield where the Main battle takes place. This Mission uses the R3F Arty and Logistic Script.This Means you can carry around nearly everything and load/unload/transport it with Vehicles.This also includes fortifications like Sandbags and static heavy Weapons. Ive made 4 static Weapons with 50 Magazines,and invulnerable and with Marker added.So even the operators of the Gun are killed,you can come back and bring the gun somewhere else. In this Mission the Mortar is very good useable.The Mortar Operators will have fun ;) This Pictures here shows the setup of a Firebase and use of Mortar: 1.Walk to the Artillery Firebase in the Hideout,go close the Laptop and select "Uninstall..." 2.Carry the PC to the Ammotruck standing close by and select "Load into Vehicle".Do the same with the 82mm Mortar. 3.Now drive the Ammotruck to the new Fireposition,when arrived Unload the Mortar and the Artillery Computer.Take the Computer in your Hands and select "Deploy..." 4.When the Base is deployed the Mortar Operator sits in the Mortar,the Firesolution Calculator gets to the PC and open the Artillery Computer. Select Mortar Position by clicking on "yourPos".Then Select Target with Mapclick Option.Select Number of Rounds and Warhead.Then you can calculate a solution.Click on Mortar Operators Name down left corner,and transmit the Firesolution to him.Sounds complicated but is easy in Real. With the Help of the Firesolution-Calculator-Laptop and the easy transportation of Mortar and Laptop,the Players have a real good working player-controlled Artillery Support. >>>>>Laptop and Mortar DONT has to be at same Place.A Spotter can take the Computer with him and transmit Firesolutions for spotted Targets to the Mortar! So a real Forward Observer is possible. But the Enemys have Mortar and Fireobservers too,best you take out the Enemy Mortar Asap.They open fire on you when a Observer spotted you. Missions: Fight trough Zavarak,Sagram and Imarat,break trough american Checkpoints, Destroy US Fuel Storage at the Oilfield,Destroy US Firebase,fight trough Rasman to the Airport,clean Rasman and Airport. Edit: I also added a nice Ambush Mission.An Amercian Fuel Convoy is on the way from the Pakistan (in my Stories Takistan is neighbourland of Pakistan) to the Fuel Depot at Oilfield.Players have to destroy the Convoy and the Fuel Depot.Since statics can be transported and moved around by Feet,its easy to setup a cool Ambush. I also adeed 2 Crates with IED´s.You can use them like Satchel Charges but enemy dont notice its a Bomb.You can setup a Movielike Ambush.Local Informers will inform the Team about the Convoy Position PlayerTeam: 25 Players 2xBTR40 Crew 3x T55 Crew 2x Anti Air Truck (also Stinger Team) 2x Technical (also RPG7 Team) 2xMortar Truck 2xSniper Team 6xAPC I : Riflesquad 6xAPC II: Weaponsquad Scripts in use: Nou´s Forward Observer Script (Enemy shoot Mortars on you) R3F Revive (explains itself) R3F Arty and Logistic (very cool! Carry Stuff around,transport,Ari Computer) UPSMON by Krontzky and Monsada (makes the Enemy act believeable!) Teamspawner by me (Spawns Teams of Enemys with selected Classes) Simple Guard Patrol by Warthog (for Static Weapons,they search for Enemys) Shitchat by me (Makes Radiotalks from time to time where playername tags are built in like "Mortar Commander "Playername" open fire on enemy Position!") Mission was not tested on dedicated Servers till now.I tested in Editor and on local Server,but dedicated everytime is different.Report Errorrs please Version _CO is combined Ops and Version _OA is Arrowhead-Alone Compatible.Different are Weapons in Weapon Crates,Vodnik/Btr40 Change and USMC and US.Army Enemys together. Map can be downloaded from Filefront and soon from Armaholic too. http://www.filefront.com/17259760/LiberRasman.rar Uploaded with ImageShack.us Uploaded with ImageShack.us Uploaded with ImageShack.us Uploaded with ImageShack.us Uploaded with ImageShack.us
  6. Weedburner

    BAF Coop30: Operation Bloody Sands

    So,i changed the "Way of telling the Game to do things" i used in Mission,i think before it was too local,now its more Public.Now everything is in trigger which reacts to Public Variables.So it should be same on all PC´s on the Server now i hope. I also did some gameplay tuning at the beginning. The Story is that the UN Ultimatum to Takistan ended at 00:00.Since 00:30 Coalition forces are crossing the Borders to Takistan. So the Takis are prepared and waiting for the Attack.I changed the behaviour of the Airfield Garrisson a bit so its more like the Takis are awaiting the Players. I suggest to play the Mission in the Night (can be choosen in Lobby-Parameter) The new Version with the hopefully fixed Parajump and some other little changes can be downloaded now from Megaupload and soon from Armaholic. http://www.megaupload.com/?d=B7CWWHQG This is how the Start for the Airborne Squad should look normaly. Enbeding didnt worked please Click Link for YouTube Video >>>>>>>>> Note: 18 Artillery Smoke Shells provide cover till the Players touched the ground.But after that the enemys Searchlights will illuminate the Area for the Defensive MG Nests...The Machinegunner and Autorifle and their Assistants should aim for the Smoke wall,as soon as it disaears take out the Lights and the heavy Mg´s or the Squad will have a problem.But the Mechanised Squad in the Warrior can help too,the Warrior Crew can bring them to a good Position. I suggest that the Warrior drives to the runway fast and unloads the Mechanised Section,then shoot the scrambling Taki Planes. This Happens when the Players dont destroy the Radio-Detonator in Time. Enbeding didnt worked please Click Link for YouTube Video >>>>>>>>> Note: Players get 5-10 Minutes Time to defuse the Bombs by destroying the Radio-Transmitter.Otherwise this will happen.And dont be close when that happen lol ;),this is an explosion of 2500 KG Explosives ;)
  7. Weedburner

    BAF Coop30: Operation Bloody Sands

    Your Qustions: Players would respawn at the Bridgehead even its not constructed,same for Vehicles,cause the RespawnMarkers already exists from the Beginning.So at the First Respawn of a Players,the Bridgehead should get constructed Automaticaly.Perhaps not the best Idea,but i wanted to Players to start in their Roles,so the Mechanised Squad is in the back of the Warrior,the Airborne Squad in a Hercules and so on.I will change the way i tell the Game that these Players starts in Vehicles perhaps it works better on ded. The Start Helicoper/Plane is flown by AI.On Server which has AI disabled i think this causes a Problem too. I will make an Video today that shows how the Mission looks for me in Testing. Its a problem with ded. Servers.On My PC i dont have this Errors when i test the Mission it only happens on ded. Servers.You can imagine how difficult it is to find the solution when im not able to Test. But i think im not the only mapmaker who has experienced this Problem that things dont work on dedicated. Normaly it works like this (when youre at the Airborne Squad) Hercules flies trough Anti Air Gun Fire (Hercules cant be damaged,AA Gun Explosions scripted from FlakScript),Pilots cries "were hit" and "jump jump" and Players then get ejected automaticaly from the Plane.When Players get close to the Landing Zone there is also a big Smoke Screen from 105mm Smoke Nades. I already figured out that im not allowed to use "NUL=",thats bad for Online,better to use "Handle=". I Also try to make everything with Public Variables so it get transported to all Clients. I have an Idea which could fix the Issue with the wrong Startplane PS: Host the Mission on your PC (not dedicated) then you see the Problem.All is working there,but on .ded its not.
  8. Weedburner

    BAF Coop30: Operation Bloody Sands

    Hmm,dont know why this happens.Everytime i test in Editor,i test to host a game on my pc and all works ok.And then on dedicated Servers something is going wrong. I changed the Mission a bit.This Problem you described should be fixed now. I also reduced number of Enemys to save Server Performance and added a litte new Mission where the Takis will blow up the Oil Storage when players dont succeed in the Mission (big Fire and Explosion Effects ;)) I also added the "Flak" Script for beginning of Mission New better Version can be downloaded here; IF YOU DOWNLOADED BEFORE 19:02 CET Please Download again,there was a little Bug,1 Player wasnt marked as Playable.Fixed now http://www.megaupload.com/?d=YWB91TSS At This Mission the Performance in first Minutes is a bit badder than it will be later.This is caused the burning Wrecks (burns 5 min) and the Artillery Smoke Screen fired to cover the Airborne Soldiers,also the "Anti Air Gun Fire" from the Flak Script takes some FPS.But it will be better after the first 5 Minutes..The Smoke wont last long but it provides enough cover for the Players to get safety to ground and gather then.They should gather fast cause the Takis will send Technicals (Armed Pickups/Jeeps) to the Landing Zone. To the Performance: I know my Missions dont have good Performance,but look at other Missions:You get a Task,you go near that Task,alot of enemys Spawn but they dont attack,they dont patrol,they not even defend correct,they just stay at their spawnplace,lie on ground when fired and perhaps they fire back,but only perhaps.There only Cannonfodder not more In my Missions the Enemys will react much smarter,but this smarter Ai cost performance.In my Missions i also want things to look believeable,for example : A Heavy mg will have a Sandbag Cover,Ammo Box,cammo net and perhaps a little Campfire and a Tent for the Crew.All this cost some Frames per Second. I used many spawning compositions to save Performance already.
  9. Hello, Directly as i had BAF i started to work at this Scenarion on Shapur. Players starts in their Vehicles,the Mech. Squad will be in back of Warrior,the Warrior Commander on Commanders Seat and so on. Players have 2 things to do in the beginning. First secure the Bridgehead area,the Playerbase will then Construct Automaticaly.Then the Players have to secure the Shapur Airfield.When Airfield is Safe 2 Helicopters gets transported to the Heliparks at Playerbase. Enemys will try to blow up the Bridgehead once constructed.They will send a Fuel Truck loaded with Explosives,Players should stop that truck before it reaches the base.. When Bridgehead is constructed and Airfield is secured the Players must secure the remaing Parts of Shapur. Features; Smart Acting Enemys directed by UPSMON Stryker Mortar Carrier fully functional (new Ari-PC is used) Enemy uses a Mortar and has Forward Observers too.The Player Mortar Team in the Stryker should take out the enemy Mortar asap. New IED from BAF used,have your eyes open ;) Enemy Bases,Guardposts and so on constructing from nice looking Compositions. Scripts in use: Forward Observer by Nou,R3F_Arty and logistic,Upsmon,SimpleGuardpost, and own Spawnscripts. Download Mission DOWNLOAD Some Pictures which show some Bases/Positions like a Taki Road Checkpoint or a Spg9 Entrenchment. DOWNLOAD
  10. Weedburner

    Which Idea is best?

    In the new BAF Content are 4 different types of IED´s.Good Idea BIS ;)
  11. Weedburner

    Which Idea is best?

    They should have learned more about the Afghanse People before Invading there.If the Russians with their "russian methods",there more brutal&cruel fighting style without all the Rules for the Soldiers,couldnt beat them the Nato with their "Daisy Methods" will never beat them.. For example.The Germans in Afghanistan are not allowed to shoot escaping enemys.So after the IED Guy detonated the Bomb he can run away in peace.. They also have to shout much things in country language,like drop the weapon and such stuff,before they even allowed to do a warning shot.. And now the most unbelieable thing: When a German Soldier in Afghanistan kills a Enemy,he will get accused "Murdering" from the Public prosecutor in his Hometown.There he has to prove it was Self-Defense,he followed the Rules exactly and so on. But the German Army has become a Joke since the Russians are no longer seen as Danger.In the bad times of the Cold War,the german Army had 5000 Leopard Battletanks,now are 120 in 3 "Battalion Substitutes" (realy called so). The Land Army will get reduced to 55.000 Men! It was 10x more in Cold War times with many million of reservists.The Artillery was reduced to some PZH2000,no normal Artillery Guns left.The Anti Air Tanks "Gepard" was removed from active duty,they now rust in some hall.And in some Years they will be sold to Poland or Turkey for a 1$ friendship price like they did with the good Mig-29/31 Planes they had from the east German Army after reunion. Most of the Battletanks sold too. I think even the Netherlands or Belgium has a stronger Army now ;) Back to the Game; I cant find any good reason for the American Ultimatum to Takistan. Perhaps like it was in Afghanistan,that they demand that a Terrorist Leader will get delivered to the American Courts.Then the Players could meet that person later,he could give them Missions for example. Atm i think following Missions: Ambushs on Convoys and Patrols,Mortar Raids on US Bases,Sniping in Town (like the Bagdad Sniper who killed so many americans and uploaded the kill videos to Youtube),setting up IED Ambushs,Run away from Americans when they found the Hideout,Smuggle new Weapons or Drugs. But i want that the Players feel the amercian superiority so i want to Add many Airstrikes and Artillery Attacks.Players will have to escape too. I think i have to do many things with the unit capture function.Then i can for example fly deep over the playerrs heads and shoot close to them without killing them directly.For this i need to guide the players movements somehow they dont run around 1km away from the scripted scenes.This is always a problem in my Coop Missions,the Players do what they want and not what i have planned them to do ;)
  12. Weedburner

    Which Idea is best?

    I have an Epilog.If you want to know it read Spoiler I think the Epilog/Intro will be good explainnation. The problem is i need to learn how to do good Camera Movie Stuff. If someone wants to help would be cool ;) Mortars will be Important.The Enemy will use it and the Players too. I will add the "forward Observer" and "R3F Arty and Logistic" Scripts. Its realy Great,you can pick up and Laptop and load it to a car.Then you load a Mortar in the Car too.You drive to a good fireposition and unload the Stuff.Then you use the Laptop to calculate a fire solution,it will tell you azimuth and elevation needed.You set in the Mortar and fire.It works perfect.
  13. Weedburner

    enemy artillery ?

    Im my new Taliban Mission Mortars are very important.You use Mortars and the Enemy use Mortars. I used 2 Scripts.Own Mortar is controlled by the brilliant "R3F Arty and Logistics" Script.I love it. The Enemy Artillery is controlled by the "Forward Observer" Script. This is very good and easy,make a Battery of enemy Artillery,sync it with ari module and name the Module.Then copy the Code of Script to the Inti of Soldiers who shall act as forward observers. When the FO spots Players he will order Artillery fire on them,you can set the Range too its default 500 i increased to 1500.
  14. I knew only the Leader needed it,but you said all Soldiers need it so i made it too all.But it doesnt work.I tried to use the setVehicleVarName and _null = [leader _myGroup,"town","nomove"] execVM "scripts\upsmon.sqf";[/b][/color] on a other Group Spawn Script i use normal,then a Group Spawns,but the Init Code doesnt get transported to the Spawned Soldiers. I have Upsmon set to Debug so i can see if the group is acepted by Upsmon or not.Everytime comes message that there would be no alive members in the group So there 2 Error-Options. 1.Group doesnt accept its name so UPSMON cant find it, or 2.Init don get transported to group. I think its the first cause UPSMON tries to initialize but cand find alive members. Translation to German cause HeliJunkie is German (perhaps i can the describe the Problem better in my native language) Also wegen der Serverperformance muss ich die Gegner erst im spielverlauf spawnen,sie müssen aber UPSMON haben und brauchen dafür nul=[this,"town","nomove"] execVM "scripts\upsmon.sqf"; Ich hab das Script was du zuletzt geschrieben hast in eine sqf datei gepackt die durch einen trigger aufgerufen wird,aber es passiert gar nichts.Der Funktionsmanager ist auf der Map.Habe das Script cp.sqf gennant und der auslöser hat bei aktivierung nul=execVM "cp.sqf" Aber wie gesagt es passiert gar nichts,upsmon versucht nicht zu initialisieren und es spawnen auch keine soldaten Wenn ich das etVehicleVarName and _null = [leader _myGroup,"town","nomove"] execVM "scripts\upsmon.sqf";[/b][/color]in einem anderen gruppenspawnscript einbaue spawnt eine Gruppe,Upsmon versucht auch zu initializieren aber findet keine lebenden gruppenmitglieder. Also entweder wird der Name oder der Init Code nicht an die gespawnte Gruppe transportiert. Norrin hat es bei ähnlichen Problem so gemacht das all einheiten in einer Markerquadratbox das selbe Init kriegen.Weis aber nicht wie das geht.
  15. I will use correct Forum next time,i thought this is ok cause the description was "Discussion on editing SQF´s" Many people already tried to help me but nothing worked.Your Script is different,i hope it will work i will try out now ;) PS: If you dont know UPSMON try it,its an Edit of UPS,MON stands for Monsada the creater i guess. It is so cool. 90% of all Coop Missions work like this: When Player gets the Task some enemys will spawn.Enemys will stand around at their spawnpoint without moving,simple cannonfodder not more. But when you use UPSMON the Enemys wont stand at 1 place as cannonfodder,they attack you,interact with each other for example Flank Attacks.They have a much better and realistic Behaviour.You realy should try out. ---------- Post added at 09:11 AM ---------- Previous post was at 08:37 AM ---------- This dont works I tried _myGroup = createGroup east; _tempSoldier = _myGroup createUnit ["RU_Soldier",getpos spawn1,[],0.8,"Sergeant"]; _tempSoldier setVehicleVarName "Soldier1" ; _tempSoldier2 = _myGroup createUnit ["RU_Soldier",getpos spawn1,[],0.6,"Private"]; _tempSoldier2 setVehicleVarName "Soldier2" ; _tempSoldier3 = _myGroup createUnit ["RU_Soldier",getpos spawn1,[],0.6,"Private"]; _tempSoldier3 setVehicleVarName "Soldier3" ; _tempSoldier4 = _myGroup createUnit ["RU_Soldier",getpos spawn1,[],0.6,"Private"]; _tempSoldier4 setVehicleVarName "Soldier4" ; _null = [_tempSoldier,"town","nomove"] execVM "scripts\upsmon.sqf"; _null = [_tempSoldier2,"town","nomove"] execVM "scripts\upsmon.sqf"; _null = [_tempSoldier3,"town","nomove"] execVM "scripts\upsmon.sqf"; _null = [_tempSoldier4,"town","nomove"] execVM "scripts\upsmon.sqf"; // Repeat the the last 3 lines for each soldier you want to spawn in this group Functionmanager is on Map,I also used a game logic with the Init for Center-East But it still didnt works. I added the last 2 Lines with SetVehiceVarName and the last line of Code to a working group spawn script of me,group will spawn,upsmon starts too initialize too but then it stopes with mesage "no alive members" so its not correctly inited to the spawned group
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