Jimmy the Saint
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Everything posted by Jimmy the Saint
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Three Fireteams plus one Staff Sergeant
Jimmy the Saint replied to Jimmy the Saint's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I (just) need the high command function for the staff sergeant to give him a good overview about the situation and status of his fireteams while having detailed sitreps and being able to give all of his fireteam leaders sketchy commands or waypoints to manage a given mission as good as possible at the same time. So his function which I have in mind is to have the ultimate command over the fireteams. The staff sergeant gives his orders to the fireteam leaders and the fireteam leaders give their orders further to their teams in a more detailed and specific way. In conseqence the fireteam leader commands his unique fireteam and makes them work together as a individual team which should be able to complete the given tasks by the staff sergent as good as possible. The high command module works great so far. Thanks! :) -
Three Fireteams plus one Staff Sergeant
Jimmy the Saint replied to Jimmy the Saint's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The call signs I gave the fireteams were an example, because I don't know what the common call signs of all the various units in the USMC are. Just naming them alpha, bravo and charlie sounds way too easy to me. Aren't the fireteams mostly attached to a much larger group, like a platoon with a call sign of their own and therefore the call signs of the fireteams are dependent on the name of their platoon? :confused: By the way, I've called the helicopters which will drop off the squad "November" 1 and 2. The idea of radio commands is something to be considered in single player missions though, thanks. :) -
Implementation of Optional Dialogs: Player/AI Units
Jimmy the Saint replied to Jimmy the Saint's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm sorry to bump this thread, but I still haven't solved this problem and thought that maybe somebody is able to come up with a helpful idea and lend me hand. :butbut: -
Implementation of Optional Dialogs: Player/AI Units
Jimmy the Saint posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello, I'll try to describe my problem/question as detailed as I can. The specific scenario I have planned so far is that a squad of USMC will be dropped off at a landing zone by helicopters. While that happens, the leader of the squad detects a group of “maybe civilians†running towards the landing zone. So for the safety of causalities the leader will tell his fire teams to check their fire and not to shoot on first sight until they have left the chopper and secured the landing area. Now after everybody of the USMC squad has left the helicopter, the player should be able to see this group of civilians coming closer to him until they stop close by at a waypoint, waiting for the player at a bit of a distance so the player has to interact with the civilians. This means that the player has to get closer to the civilians until the “greeting-option†aswell as the “dialogue options†with all the standardized questions/answers appears and gives the player the option to ask something. However, for the planned scenario there has to be some specific or mission related "dialogue option" before the civilians run away. But there has also to be an optional trigger which should get activated when the player waits too long to talk with the civilians or decides not to interact with the civilians. So in consequence this means, that the civilians loose their "special dialogue options" and run away without saying anything. At the moment I got so far that the squad leader detects and warns his fire teams of civilians. The helicopter does land and drop off the USMC soldiers. The civilians come to the LZ and stop at the nearby waypoint. But I'm not able to integrate the optional dialogue options, nor the timeout trigger for the player ability of questioning. All I was able to script is a (storytelling) global chat which appears as soon as these civilians reach the LZ waypoint before they keep running away. *edited some grammar mistakes. -
Three Fireteams plus one Staff Sergeant
Jimmy the Saint replied to Jimmy the Saint's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok, so maybe in coop multiplayer missions I should just stick with three seperate fireteams who have their own chain of command and one higher staff sergeant (a ungrouped squad leader) who has leading status and gives each team a different task and colour for easier distinction? -
Three Fireteams plus one Staff Sergeant
Jimmy the Saint replied to Jimmy the Saint's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks again JDog! This looks promising, is it reliable for multiplayer coop missions? -
Older savegames like from before patch 1.03? That may not work and cause crashes to desktop.
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Ehh... another no-brainer clutters the forums. :confused:
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I have to add that the difficulty of the game has been significantly decreased in some points. I've seen AI not responding while I was standing near a group of ten soldiers shooting them one by one without any response from them. Another time a AI unit was searching for me, but wasn't able to find me hiding in a bush just in front of him while I was looking directly into his eyes. :confused:
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Implementation of Optional Dialogs: Player/AI Units
Jimmy the Saint replied to Jimmy the Saint's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you JDog, I'm going to test your suggestion. :) *update: I've tried your advise, but I can only set up the first part of the trigger of which the AI unit waits for a certain time until it moves on to the next waypoint. -I haven't worked with so called "global variables" yet. I guess they're supposed to be connected to triggers and need to be unique, similar to those variables given to usual units, like soldiers, cars and aircrafts? (I've read that their variables are global variables too?) - I don't know how to initialize or use independent variables expect if they're connected to a unit (like a car, aircraft etc.) and their corresponding trigger. Are they used with the game logic entity? I’m sorry, but I'm pretty green when it comes to ArmA2 scripting and I should probably mention that I'm just using the ingame editor at the moment and haven't worked with any extern .sqf or .sqs script files. By the way, somewhere it was written that it's better to use global variables/triggers which get activated by a extern .sqf file to create multiplayer mission because those .sqf script files don't produce such heavy data-loss or infamous online desync. Is that true? Well, I was planning to make my scenario a COOP mission, which is almost done, except the little (story) details which do make a mission interesting. -
I'm not sure if it's just a subjective feeling, but I do believe that the overall LOD of trees and other objects has been improved on my system. However I did some tweaking in the ".ArmA2profile" aswell. I'm not sure about the framerate impact so far, because I haven't seen a "framerate scenario" in the game like there used to be in the demo. Last but not least, I noticed a rather hefty drop of fps while using longe range scopes. That's all I have to tell for now.
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Reverting to previous saves
Jimmy the Saint replied to CrazyAviator's topic in ARMA 2 & OA - OFFICIAL MISSIONS
All you have to do is to copy your actual ArmaII profile (saved checkpoints included) to a safe directory before making any new game (or saved checkpoints) related decisions. Because now, if you fail to make a game related progress, you just have to copy your earlier profile (in its safe directory) back to the original ArmAII profile folder and overwrite it with your earlier profile. The ArmaII profiles should be found in the "My Documents" folder. It's not that hard. -
Convoy - best solution?
Jimmy the Saint replied to Brute's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sounds like a good workaround. I will try that. :) -
Convoy - best solution?
Jimmy the Saint replied to Brute's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
A very helpful thread so far. But I wonder if there's a way to keep vehicles (first and foremost tanks and track vehicles) moving while they pass a waypoint. So far I cannot get them moving, they'll always come to a full stop at each waypoint (until they have been advised to their new direction/orders - I guess). My question to this thread would be: Is it possible to integrate a tank into a convoy of "soft" vehicles (which are able to move fluidly along the waypoints) without having the whole convoy to stop at each waypoint and wait for the tank to get ready to move on? :386: My opinion so far is that the behaviour of the tanks seems pretty clumsy on (dust) roads right now. Even if you set their behaviour to careless, they won't always follow the roads if you don't give them enough waypoints and if they follow the road they'll often move somekind of zigzag route. -
Post pics of the coolest area you've discovered.
Jimmy the Saint replied to wazandy's topic in ARMA 2 & OA - GENERAL
Could it be Kumyrna? It's south of Guglovo and west of Pass Oreshka/Staroye. :) -
Post pics of the coolest area you've discovered.
Jimmy the Saint replied to wazandy's topic in ARMA 2 & OA - GENERAL
I'm not going to share any nice places as long as I haven't made a mission out of it myself. :p -
You CANNOT capture Lopotev. He's a "red herring".
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Sure you can, just keep copying your actual profile/saved folder to a different directory or adjust the options in the difficulty setup. Helps everytime when you get stuck at any part of the mission. :nener:
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You can do this or use the "spacebar" (select all teammembers-key) to get the "circle" up, now you can search for the dog-tags near the ChDKZ guy. ;) *It really works, most times its around or under his head (can be hard to point at it sometimes).
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SgtH3nry3 Yes they do. You can aswell see the grass interacting with the wind of (helicopter) rotors or when somebody steps over it or goes prone on it. NZXSHADOWS Yes, if the weather module has been used in the editor you can experience such effects.
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I bet 50 EU - who's with me? :deal: To be serious, I'm happy to hear some news!
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Reverting to previous saves
Jimmy the Saint replied to CrazyAviator's topic in ARMA 2 & OA - OFFICIAL MISSIONS
Uhm, I'm not going into that discussion again about "how broken" the campaign seems. There are enough threads with moaning people already. Saved games (call them mission checkpoints) will always be deleted or overwritten as soon as you start (or revert to) another (campaign) mission. So, everytime you enter the next mission of the campaign or if you choose to revert the campaign to an earlier mission, you may want to "alt+tab" out of the game and copy and paste your active profile folder to a different directory. That way, you're able to "rescue" your latest safepoints at anytime if something fails in the actual mission or the game process. -
I will only tell your my name, rank and serial number!!??? o.O
Jimmy the Saint replied to MulleDK19's topic in ARMA 2 & OA - GENERAL
You may want to do a remake! ;) -
Could be just my bad, but what are you trying to tell us? :confused:
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Do different rifles firing same ammo have different ballistics?
Jimmy the Saint replied to Beltfed's topic in ARMA 2 & OA - GENERAL
Should be hard to "proof" the thesis, since every shot you fire (even from the same weapon) seems to be manifoldly. You hardly hit the same spot twice.