Fireball
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Everything posted by Fireball
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SR5 Tactical IED Detection and Remote Det Script
Fireball replied to Reezo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Currently trying to incorporate your IEDdetector script into Insurgency, but I can't get to happen it frequently enough. I currently run the ambient bombers script with this param: nul0 = [] execVM "common\server\IEDdetect\IEDdetect_init.sqf"; /* 400 - is the ambient radius from the player 2 - is the minimum amount of civilians near the player 70 - is the % of presence of a triggerman among them 10 - is the scan interval time "house" - is the object classtype of what could potentially host triggermen bombs (there is always a 50% chance it will be a suicide bomber) 0 - is the beeping (0=no beep, 1=beep, 2=random) 100 - is the area to scan for suitable objects (e.g. "car") and attach the bomb to one of those, randomly. This is also the scan area for the triggerman to trigger the bomb 30 - is the area to scan for hostiles that can instill fear in the triggerman (read above for how fear works). 50 - is the area to scan for possible victims that will make the triggerman touch the bomb off. 65 - is the % for the triggerman to be a suicide bomber instead WEST - is the side to consider enemy of the triggerman */ nul0 = [150,2,70,10,"house",0,100,30,25,65,WEST] execVM "common\server\IEDdetect\IEDdetect_ambientBombers.sqf"; Maybe "house" as a base object class is not optimal, but then again I didn't want to make it obvious that only cars explode. Any ideas as to why I almost never encounter those suicide bombers? -
The AC-130 is nice for missions where you'd just incinerate everything, which is not/should not be the case in Insurgency. You can order a CAS-Strike with the A-10 because sometimes there are like 2-3 enemy vehicles and even tanks about and you might be overrun with them. If everything goes well, I will make it an option to use an AI controlled A-10 for a precision, laser-guided airstrike. On another note I'd appreciate if I'd get some feedback on removing the RC heli - does everyone agree with this? http://dev-heaven.net/issues/18862
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This is getting old. We've been
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Wow, I'm seriously by all those Banman-Avatars!
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Well, we just can't get stuffed.
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Don't we really get spoiled by BIS with patches...not to say
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A2OA Linux Server beta 1.59.79548
Fireball replied to Dwarden's topic in ARMA 2 & OA - Servers & Administration
Great stuff, appreciated! -
It takes some practice. But after we got 4-5 clues my clan mate is doing even solo cache-blowups at times. You currently can use e.g. Mk.19 on the HMMV or an A-10 strike to blow up a suspected house including the contained cache - "the cheap way[tm]".
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Usually you do mission param presets in your dedicated server config as outlined in the BIKI. To explain all this takes more than just few lines of forum post. The mission is 95% scripted and the rest are the player units and few prepared units, such as the MHQ, HQ, Sandbags, Helipad "H" and some helper units. There are absolutely no triggers, except for a game logic. If you want to know what is done how in detail you should find me on TS some day. PM me so I can give you my Skype details.
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Not sure if you're doing what I think. Are you trying to use it in the MP editor? Then yes, if you depbo the mission, you need to remove the subfolder. If you don't unpack the mission loads just fine for me.
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ZOMG...umm, it was a TEST! Yeah, just a TEST to see how many play the exotic islands... :D No, it was my PBO'ing script...I mixed it up late at night when I pushed that release, fixed and will re-upload in a minute.
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I hope this is not your biggest problem...? Well it's how I batched my PBO'ing using MakePBO.exe. It points to each directory of my repo subdirs. Obviously that subdir is included by MakePBO - as long it works, it's fine for me. I left it in because there were not many people playing Insurgency frequently, and when you're in with 2-4 people you could be glad for AI transportation after e.g. blowing up stuff. But I might set default for Remote Controlled chopper to OFF eventually, as it seems it's getting reciprocally unpopular to the popularity of the mission. EDIT: But you realized that there is a mission parameter to have the heli unmanned, right? Well it would require something like a laser target maybe. I'll think about it. While rocko does something like this for the ACE version, I think to recall that it should be scriptable by using Vanilla AI acquiring ground units laser targets too. I don't see this as much of an issue, since you should be after the caches anyway and they're quite random. So as soon you have to move over, your scenery changes. But I think, now as I write about it, to know a way how you could pick your general area where you'd like to start... How about placing a feature ticket onto my DH project space for both ideas ("A-10 directed airstrike" and "pick the spawn") adding your input there?
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Insurgency v0.76 released All maps released: - Takistan (+BAF) - Zargabad (+BAF) - Lingor - Mana Island - Fallujah Mission available at http://dev-heaven.net/projects/insurgency/files For improvements and fixes, please see the roadmap at: http://dev-heaven.net/projects/insurgency/roadmap Please feel free to post your suggestions here or, better even, file a ticket on DevHeaven in the project issue tracker. If anyone is a good banner designer: I appreciate that there is a banner and I've already put it on the project home intermediately, but as I mentioned, it doesn't present the mission enough. If anyone comes up with another suggestion I'm all open for it.
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I gladly accept any submissions to that (with the prerogative to implement it maybe a bit differently or optionally). If anyone wants to take part of the Insurgency project directly, I'll be happy to talk it over, since, as I mentioned, I have family and my time is limited (thus the slow release cycle).
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Well I've read all the features and I felt that there is no need for the "bloat" it delivers. After all this ain't a ordered and controlled campaign of the AI. UPS is merely used for the AI vehicle patrols. ---------- Post added at 12:30 AM ---------- Previous post was at 12:25 AM ---------- Well it never meant to be a SP mission, but then again, as a param, why not?. Please file a feature ticket on my project space and paste diffs (or attach them). I have an idea about this, but I'm not sure what you exactly see - who is taking control of the heli? Whose group is lost? OTOH, if you put your diffs in a ticket, I might debug it with the changes in.
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When i connect to a server the lobby is blank
Fireball replied to Gawdamit's topic in ARMA 2 & OA - TROUBLESHOOTING
Rubberkite, try changing MTU size to something along 1400 and see what happens. Vista/Win7: http://networking.nitecruzr.net/2007/11/setting-mtu-in-windows-vista.html WinXP: http://help.expedient.com/broadband/mtu.shtml#winxp -
Absolutely my thinking. At least this would explain the massive explosion when you blow up the comparably modest in-game weapons cache right now - but I can't help myself, it's damn cool to watch :cool:
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For all the poor souls unable to edit or view mission.sqm from the depbo'ed missions: Download Eliteness, DePBO the .pbo file, navigate within the extracted files to the mission.sqm within Eliteness and right-click it, select "Derapify" - tada, all done!
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Congrats to pogoman for creating such a great mission! To honor the award, I created a fully functional Fallujah v1.1 Insurgency mission! It's available at http://dev-heaven.net/projects/insurgency/files
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OA Insurgency Dedicated Server issues
Fireball replied to HULL_CREATURE's topic in ARMA 2 & OA - Servers & Administration
As other mentioned except for 2. it's all due to lag, jitter and/or packet loss. I've seen the root cause for this and fixed it. -
Oh, nice one, but I think the big font should read "Insurgency", since we're not playing pogoman, right? Can you swap this somehow? I mean, nothing against credits, but the main thing should be the misson.
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An Inconvenient Truth... All units announced as "Unknown" turn out to be Enemy!
Fireball replied to madrussian's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
MadRussian, I can confirm, that AI identifies friendlies as "Unknown Man" at times. OTOH, what I can confirm, that if your AI guys call out an unknown man which is in fact an enemy (but they can't know it at this time), they open fire already. Maybe this has more something to do with the fact that they don't call out one person twice. One more distinct difference between unknown friendlies and unknown enemies (what a paradox) is that they call out "Unknown Man" for not precisely identified allies or civillians, but they call out "Unknown <something>" but never "... Man" for what turns out to be enemy, so basically AI already know what's running/sitting there and it's only poorly disguised by the engine. -
I mean if Steam was implemented to conduct a buddy list, that would be already a significant improvement, but then it should seamlessly support the modifications (mods) and probably also host approved mods, so they can be retrieved and integrated into the game automatically. This would require though, that mods may be loaded with the game, without influence of playability of missions and servers, which do not utilize those mods.
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You can set it in mission params; "Insurgency markers". I disabled it by default, because the map reading, compass and GPS is something many (and me too) appreciate in A2. Well, default View Distance is 1600m, and you can change it in Radio. As it seems though, Radio menu is bugged in MP for anyone besides the leader and you will need to bring up the map and doubleclick the radio icon to zoom it and then click on the text entries. Please add such suggestions to my project space on dev-heaven (link in my signature), and elaborate what you would like to see in detail.
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I can try and do the Fallujah version with 0.75 already, it's a matter of coordinates. I had the vehicle bug in my last version. I wonder if they spawn if you blow them up. Not sure why the caches wouldn't spawn; I'll try it out.