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lucilk

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Everything posted by lucilk

  1. BIS Warfare Module lkwarfare v0.5 You can set up a minimal warfare with 3-4 towns on your mission or an entire warfare mission like super powers, also you can set up your parameters like starting funds, location and how many factions will be in warfare, etc. _________________________________________________________________ Some Parameters: - set funds for East, West, Resistance, Defense Units - set funds for commanders and subordinates - chose your warfare zone (mark the area where the warfare will take place) - supply trucks and bounties - how many units will take place to your warfare - voting time - if the towns are occupied by resistance or not Parameters are in lkwarfare folder/ init_common.sqf *Note: you can create your mission normally and if you like you can add the warfare capability at any time in your mission. **To add the warfare in your missions you need this: /in editor= - warfare module - 3 or more units for commander and subordinates - 2 mobile HQ`s /in mission folder= - 1 folder with 3 files that will contain the parameters - init.sqf and description.ext _______________________________________________________________ Installation: 1. copy the example mission form the link below and put it in you "Arma2/missions" folder. 2. open the game editor and load the warfare LK mission 3. copy everything from the editor with "ctrl+c". 4. open your mission and paste it with "ctrl+v". 5. make the appropriate changes to fit your mission. 6. now in windows explorer copy form the example mission the "lkwarfare" folder in you mission folder that you want to use the module. 7a. if you have init.sqf and description.ext, open my files and just copy the lines to your files 7b. if you don't have init.sqf and description.ext in your mission folder, copy both files in your mission folder. 8. Launch the game and test it. Description: - when you open my example mission in your game editor you will see: the warfare module (has some variables inside so be sure to put those in your warfare module or you can copy the entire module ) West and East units synchronized with the module (you can put as many as you want) West mobile HQ and East mobile HQ synchronized with the module (they are needed for HQ deployment) You will see a separate unit that will have in his init line: "Group this SetVariable["dedicatedMission","PatrolBase"];", this is the unit that will patrol the base, you cannot command this, you can remove it or add some more Press "Markers" in the menu to see the markers on the map and you will notice there is a orange marker called "BIS_WF_InitRegion0" = this is for setting the Warfare Zone, if the marker is placed on the map it will only deploy depots meaning capturing towns inside it, if you make it larger and occupy a larger are you will see what i mean, if you remove this the warfare module will set the entire map as a Warfare Zone Alternative i have put up some game logics to show you how you each faction can control Towns from the beginning of the game. They are OP(East) and BLU (West). You can remove those but doing so will enable the towns to be occupied by resistance. Download Example Mission Please report any bugs and ask for help if u need it. Thanks
  2. Reinforcements Script by lucilk This is a script package that it will give you diferent options of reinforcements in game. <object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=9yC9bCjf8AY&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=9yC9bCjf8AY&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> Images Instructions: This is a script package that it will give you diferent options of reinforcements in game. Instructions: 1. To use the script copy from editor the US Flag (this will execute the scripts and position the HQ) 2. Copy the lkscripts folder 3. Copy the -------US Support---- content from the following files: briefing.sqf - it contains the briefing AND a important line for adding the menu back after you die Description.ext - it contains the CfgSounds for tomahawk init.sqf - it will initialize the briefing and the support menu Or For Newbies Read this: http://forums.bistudio.com/showpost.php?p=1443367&postcount=88 Then go in game and request any support from the |Support Menu| Features: 1. Armor - this will spawn 3 M1A2 Tusk tanks near your location and they will move on your location providing support. After all enemies in your area (200x200 area player positon) are destroyed they will be deleted and you can request them again. 2. Helicopter - this will spawn 2 AH1Z helicopters in the air at HQ location and they will search and destroy in your area (200x200 area player positon), after support is complete they will be deleted and you can call them back again. 3. Infantry - by calling this support, a infantry squad with 5 members will spawn near your location and they will clear out the area and then JOIN your squad under your command. After all support members are dead you can call them back again. 4. LAV HQ - when you call in this support, a LAV HQ will move on your location and you can deploy a FIREBASE. Wait for the LAV to get to you and then activate the command Deploy Base. a. After you deploy your base you can build defences and buildings. b. After you deploy the FireBase 1 form Lav HQ you will have to option to buy units form it: - 1 infantry squad - 1 tank - 1 A1HZ - 1 Predator Vehicle - wich you can deploy a Predator Camp and contrlol the UAV with long range rockets. c. FOB UPGRADES - if you build a Command Post you take control as a Commander of 4 types of units (from the laptop that its spawned in the right side of the deployed HQ) - after the troops are done/destroyed you can dismiss them from the same panel and reuse them again if u need them. - you can upgrade the FOB 1 with Tomahawk launch base. 5. MV-22 HQ - this support is the same like LAV HQ only instead of a LAv coming it will be a MV-22 Helicopter. He will land on the player position and you can deploy the firebase. 6. Firebase construction - once the lav hq or mv22 hq will arive you can deploy a firebase at the location requested. At thew Firebase you can buy additional units (inf, tank, helicopter) 7. SOM Support - Request SOM Support from the menu and then call them from the Communication Radio (press 0-8).. - Artillery Barage - Transport Helicopter - Supply Drop - UAV - CAS 8. Paratroopers - a C130J will be spawned with a 20 members squad that will paradrop at your location. After all members are dead you can call them back. 9. Tomahawk - if you have upgraded the FOB 1, and built a Tomahawk Launch Base, then you can ask for tomahawk fire mission. - there are 2 types of missiles: 1=normal, 2=huge Note: - If LAV/MV-22 HQ vehicle gets destroyed on his way to you request is available again. - You can destroy the Firebase and have it available again.(just stay close to HQ and activate action Destroy FOB) - if you call this support and you leave the area (200x200) while he gets to you, the vehicle will be deleted and support is available again. - there will be 2 respawn positons respawn_west_1 and respawn_west_2, these will move where the FireBases are created, so if you build a Firebase 1 near Stary Sober then respawn_west_1 will move to that position. =================== IMPORTANT !======================== * Make sure you dont have any respawn_west_1 and respawn_west_2 markers on the map because the Firebases will move those on FOB`s location. ====================================================== US Support v1.5 - Download link US Support v1.5 Armaholic Assault Mission Studio - US Support Script v1.5 Report any bugs you find. Credits: Changelog
  3. I wanted to play in single-player some scenarios and i got stuck in the lack of the High command Module, so i made some improvements maybe someone else is interested to use. Its not for MP use and if you encounter any problems pls let me know. This is a relatively small piece of code but improves one of the most important feature of the High Command module in arma 2. It can be used to start an improvements of BIS modules. I think BIS Modules are working fine and they are not bugged in any matter because when BIS build them they probably intended to work as they work now, but because we are always not happy :D, we can make them grow larger. Simple: -put this line in you init.sqf -it will make sure that the unit that you just switched will be active again -it will also make sure the group you left behind when you switched will stay in the vehicle if you order them before -if the group you just switched was not in a vehicle then they will just be activated again -making sure you are the leader of group onTeamSwitch " selectPlayer (leader _from); IF (vehicle _from == _from) THEN { {_x doFollow leader _from} foreach units _from; unassignVehicle _from; }; selectPlayer _to; group _to selectleader _to; ";
  4. http://community.bistudio.com/wiki/createVehicle_array this will work
  5. I wanted to show you guys what am i working on, so i can get some feedback. I will show you some diagrams that do not represent the final product but just to give and idea of what is this because i usually start my work with a sketch. I intend to do a complex scripted A.I. behavior, where the goal is to have the AI react as close as a human player in some situations. The game has a lot of possibilities to get me started in creating this script pack. The ideal goal will be to have a situation where you create your own scenario and you just influence the parameters of the force. For example, you create your nice mission, where the objective is to rescue pilot, kill officer and take over a city, well you can use this to populate everything from enemies in buildings, enemy CAS, artillery, reinforcements, patrols, counter attack, flanking, deploying defensive position, etc. You will only need to tell the script what force to use and how many supplies you want them to have according to the human team. It's basically mean to imitate a TVT mission scenario where the AI will not just stand there for you to shot him, he will flank, use supports, attack and even.... call for truce ... for 2hours. These are some starting key points: what will do? -react in a strategic and controlled mode when in combat and peace situations -imitate a real life conflict between 2 forces how will i do this? -trough a lot of pre-processed functions -simple FSM scripts for loops and fast decisions -keep everything connected to a core that can be pre-programmed or changed on the fly Realistic Artificial Intelligence Force more info to come... Have a look at this images and tell me what you think. Hopefully you will understand and i am waiting for some feedback. Diagrams: Scenario Example
  6. thank you for your interest, i just want to mention that i am still at scripting the main FSM, or core of this all system, but also to point out that this is a part of a larger script pack that i will release soon, that is aimed for TVT, but even smaller more complex missions. The pack is called LK-scripts and includes a lot of features like uav,ulb,nuclear bomb, ace support, acre support, construction interface, recruitment, dynamic missions, persistent mission data witch will keep the mission going for a week even with restarts, you can inject the last saved data back in to the next restart, and much more. So the idea of this is much larger, and will be straight aimed for making Arma gameplay, persistent, realistic, diverse and fun. The conclusion is, that i don't want it to be a warfare behavior but more like a dynamic behavior ,one that will see warfare mode as a part of this.
  7. lucilk

    Hint

    i have used parsetext successfully for a lot of things from debug and dialogs. This is a example of what parsetext can do, its a dialog from one of my projects.
  8. //add a event handler on all units { if (side _x==WEST) then { _x addMPEventHandler ["mpkilled", {_this execVM "playerkilled.sqf";}]; }; } foreach allunits; //playerkilled.sqf _killed = _this select 0; _killer = _this select 1; //check first if _killed is a player if (!isplayer ) then { [[west,"HQ"],nil,rSIDECHAT,format ["%1 killed %2",name _killer,name _killed]] call RE; } else { //if killed is an AI get his type _AItype = typeof _killed; _AIdisplname = getText (configFile >> "CfgVehicles" >> _AItype >> "displayName"); //broadcast message [[west,"HQ"],nil,rSIDECHAT,format ["%1 killed a %2",name _killer,_AIdisplname]] call RE; }; not tested, but should give you an idea
  9. <object width="480" height="385"><param name="movie" value="http://www.youtube.com/watch?v=B-yX1Z0k6Bk&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=B-yX1Z0k6Bk&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object> Copy mission folder to your Arma2 mission folder in your My Documents Copy scud.pbo in your arma 2 mod folder Download Link LK Nuke 0.9
  10. ok, i just tested the nuclear warheads and they have a big problem, no its not that its 450k to buy one, you can change that but they crash server, clients and u know the rest. Tested couple of time and same result, please advise.
  11. ok guys thanks for the answers, i will reintegrate Mando back and hope everybody in our community will accept what you said, also the bug with the gear , the one that your ammo doesn't correspond with the weapon, its on both sides, also you are right 3DArtist, i agree with you now. Thanks for everything and keep supporting this release because its worth it.
  12. what about http://forums.bistudio.com/showpost.php?p=1962546&postcount=20?
  13. 3DArtist there seems to be some bugs here and there and a feature request: 1) when adding main/side/launcher weapons in the gear menu, you will notice that the ammo do not correspond with the weapon. 2) in the upgrade menu on heavy armor it says that it gives t90 and all but it doesn't its just some t72. 3) after disabling the mando scripts i realized that the flares are not working, are they disabled somewhere? 4) Please make a version with no mando missiles the mission size is to large because of the nice GUI but mando and nuclear scuds are not always agreed by players. Thank you and good job
  14. i have a set of scripts that will create a composition at a random location and after he finished he returns the composition objects to be deleted later. Problem is that everything works fine until one specific line. Let me show how this works: //================add_camp.sqf====================== ... //creating the camp _newComp = ["captive_camp",getdir _rlocation, _pos] call create_composition; ... //create a squad and make them defend the position waituntil {!isnil "bis_fnc_init"}; _config = (configFile >> "CfgGroups" >> "East" >> "BIS_TK_INS" >> "Infantry" >> "TK_INS_Group"); _newGroup = [_pos, EAST, _config] call BIS_fnc_spawnGroup; _groupleader = leader _newgroup; sleep 3; [_newGroup, getPos _groupleader] call bis_fnc_taskDefend; ... //create a array with all objects created _mission_GC = [] + units _newGroup + _newComp; ... //add a action on the captive unit/ broadcast over network and jip and send the name of composition and the objects array (_mission_GC) [nil,_pow1,"per",raddAction,"<t color='#0000FF'>Rescue Hostages</t>", "ied_scripts\insurgency\action_join.sqf",["captive_camp",_mission_GC]] call RE; //============action_join.sqf======================= ... _mission = _args select 0; ... //here i have a switch that determine what type of action he should perform switch (_mission) do { ... case "captive_camp": { _mission_GC = _args select 1; //we need the group {_x switchmove ""; _x setcaptive false; _x enableai "ANIM"; _x enableai "autotarget"; [_x] joinsilent _caller; } foreach units group _unit_with_action; //call the script over the network so that the server catch it [nil,nil,RexecVM,"ied_scripts\insurgency\garbage_collector.sqf","captive_camp",_mission_GC] call RE; };//end case } //================garbage_collector.sqf====================== ... //same thing here i have a switch >> determine what mission and then case case "captive_camp": { [_mission_GC] spawn { _mission_GC = _this select 0; sleep 5; //!!!!!!!!!!!!!!!!!!!!!!!!!!!THIS IS THE PROBLEM!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! {deletevehicle _x;sleep 1;} foreach _mission_GC; //!!!!!!!!!!!!!!!!!!!!!!!!!!!THIS IS THE PROBLEM!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! };//end spawn };//end case Everything works fine but when server tries to delete the objects he crashes the game, i mean CTD.(nothing interesting in RPT) But wait there is more, he doesn't always do it :| sometimes works fine the first time but second camp that has the same path will CTD the game... Please help
  15. lucilk

    US Support

    farix and others intrested in this kind of script pack, please wait until i release the new version of this script, please do not start other threads, send a pm if you have questions. The new version with new features and new installation method is on his way, just need to fix some bugs and to make it MP compatible. So please wait until the new version is released i can not offer support for this version anymore.
  16. I got another problem, i have a script that will create a coin module, in the script i declare that this coin should be used by only one unit named "lkcom". this works fine in singleplayer and multiplayer, respawn works, everything is like a charm but.... i have 3 more COIN modules that have the rule "west" so all west units should acces it. Now in singleplayer everything works fine, in multiplayer there is a problem: if i play as "lkcom" (i am the server) unit everything works fine, if a client takes lkcom unit the COIN with the "lkcom" rule works but the other 3 with "west" rule don't work neither for lkcom unit or any west side units. It is kinda confusing so please read below: ---Singleplayer--- COIN1 setvariable ["BIS_COIN_rules",[lkcom]]; -> It works COIN2 setvariable ["BIS_COIN_rules",[west]]; -> It works COIN3 setvariable ["BIS_COIN_rules",[west]]; -> It works COIN4 setvariable ["BIS_COIN_rules",[west]]; -> It works ----------------- ---Multiplayer--i am server--i play as "lkcom" unit COIN1 setvariable ["BIS_COIN_rules",[lkcom]]; -> It works COIN2 setvariable ["BIS_COIN_rules",[west]]; -> It works only for me COIN3 setvariable ["BIS_COIN_rules",[west]]; -> It works only for me COIN4 setvariable ["BIS_COIN_rules",[west]]; -> It works only for me ----------------------------------------------- ---Multiplayer--i am server--another client plays as "lkcom" unit COIN1 setvariable ["BIS_COIN_rules",[lkcom]]; -> It works COIN2 setvariable ["BIS_COIN_rules",[west]]; -> doesn't work at all COIN3 setvariable ["BIS_COIN_rules",[west]]; -> doesn't work at all COIN4 setvariable ["BIS_COIN_rules",[west]]; -> doesn't work at all ------------------------------------------------------------ Please help me
  17. I am trying to figure out how can i make a script execute on all computers or only on server, i read all the FAQ and still learning but the bottom line is simple: I have a nuclear bomb, its ACE2 nuclear bomb, and if me (the server) or someone else (a client) detonate it or launch the script it only works on his computer, if i activate it, it only works for me, so how do you synchronise everything, the damage the effects, and generaly speaking how to execute scripts globaly?
  18. shk i dont like triggers and the script pack is waaaaaay to complex for triggers. Now is ---------[nil,nil,nul=[] execvm "script.sqf"] call RE------- will execute the script.sqf on all clients? Can someone confirm, if this is the solution i can easily implement this and execute a script on all clients. Please help me out guys.
  19. by lucilk v0.5 <object width="480" height="385"><param name="movie" value="http://www.youtube.com/watch?v=umceR2AFx68&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=umceR2AFx68&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object> Download script example mission US base Vehicles: -Light Vehicles -Armored Vehicles -Air Vehicles Defense: -2 fire teams patroling the base -3 defense positions (AA pod, TOW, MG nest) Features: -MP Compatible UAV -UAV predator equipped with Hellfire and Laser guided bombs -Deployable Light vehicles form Light factory -Deployable Air vehicles form Air factory -Artillery Support available from Hq building -Helicopter request available from HQ building -Tactical Airstrike available -Reinforcements request for Single player Maps -All US Ammo crates -Units Recruitment from Barracks Molatian base -3 Molatian Bases -static units for defense -1 patrol team -1 Patrol vehicle -vehicles and warfare buildings Afrene base -Units Recruitment from Barracks -1 patrol team -CDF vehicles in base -warfare buildings -Ammo crates Isla Duala Ambiance -markers for main bases -the civilian and vehicles modules pre placed -ambient modules for better light and landscape effects Installation: 1. Copy the example mission folder in your Documents/Arma2/missions 2. Open the example mission folder, then open init.sqf 3. Copy the //===Isla Duala template lines to your mission init.sqf 4. Copy the "dt" folder to your mission folder Required: Isla Duala addon Molatian Army addon Afrene Army addon ACE 2 CBA Notes: *The script is executed at the begining of the mission and will be completed in aprox 10 sec *Edit your dt_init.sqf file located in "dt\var\" folder after you copied the files to your mission *You can change features in the dt_init.sqf file to suit your mission needs *The script will be tweaked for best FPS and no errors
  20. oh... ok well actualy i tought i should renounce camp Noobia for more performance... i think if it will be stated in the variables files... why not, so i will add a improved version for those ho want to use it
  21. ... sorry i forgot to check you out... :D i realize now that you are a veteran here....
  22. ohhh.... but its not, do not be fooled by the name... this is way more than just a template
  23. updated to v0.5 ACE 2 required
  24. omg SNKMAN, do you ever sleep? Ok i am still trying to understand your scripting methods and structure, its daaaaaaaamn big and complicated, but you are a very clean scripter and organised one, i see you fixed a lot of bugs... I am trying some new things, some features with your addon , i will report back when they are ready, and also i could help you out with a website for this addon and other projects, a dev-heven style website (bug tracking, update page, news, etc), tell me what you think.
  25. SNKMAN i realy like your addon and i would like to help you out. I will open your pbo's and start fixing what is not working as it should be. If you agree with that of course....
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