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r.flagg

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Everything posted by r.flagg

  1. I am using this script in the OA demo, and it seems to be working pretty well, with the usual less-than-ideal AI driving abilities. But I'm using a convoy of 3 M1A1 tanks (with me alongside in a Humvee), and they don't seem to be firing at enemies (well, at least not the big guns, maybe they fired their machine guns, not sure). We encounter enemy vehicles, and I can see their turrets rotating towards them, but they don't fire. Is this normal for this script, or have I missed something?
  2. Thanks guys, I didn't realize that was the situation. I guess it is working after all. Nice work on the ambush feature Monsada, I like it very much.
  3. This sounded like an interesting idea, so I tried it too. However, so far I have not been able to make it work. So far, I can only get them to do their parachute thing if I have them starting on the ground, outside of the chopper. So either we're both doing it wrong, or it simply won't work that way. Ever since I got the 1st version of UPS, I've been doing it the same way, and it works for me (taken from Kronzky's readme); "markername" setMarkerPos [-(getMarkerPos "markername" select 0),-(getMarkerPos "markername" select 1)]; So... for my marker named Alpha, it looks like this; "Alpha" setMarkerPos [-(getMarkerPos "Alpha" select 0),-(getMarkerPos "Alpha" select 1)]; and I just repeat that for Bravo, Charlie..... It's probably like Windows, where there's 10 ways to do everything, and maybe his suggestion is supposed to work to (I don't know, I didn't try it), but that's the one that works for me. In your trigger, you need to tell them Not Only to come reinforce, but also Exactly Where to go and reinforce .. and you use the marker name (Lightspeed's example was a marker named "oil1"); KRON_UPS_reinforcement1 = true; KRON_UPS_reinforcement1_pos = getmarkerpos "oil1"; That part was covered somewhere in this thread, but I sympathize. It's a bitch to find this stuff when the threads get to be this long. A fully revised/updated set of instructions for this fine script is really needed. Oh, and BTW - somebody else asked if this script worked in OA. Well, I've done very limited test on the OA demo, and so far, it seems to be working for me. Except for one thing... so I went back to normal A2 to compare, which brings me too... Now, I also need help. I'm trying to set up an ambush (way cool feature), and all is going well (they set the mine, and go hide, and attack when I drive by), except the mines are not exploding when I drive over them. Anybody have any idea on this? Anyone getting it working?
  4. Is it possible, or would you consider adding - a way to override the "return to base" command once it is issued to an AI pilot? If someone chooses "return to base" - either accidentally, or because they forgot about one objective still not done... they cannot override that and set another chopper destination, they are stuck headed back to base. --- My problem is that I have mission working - and ending - just fine, except in that one case. If they forgot a task, or if they choose "return to base" on accident... then they are stuck hovering there (at "base"), my end mission trigger is not activated, and they cannot choose another chopper destination to go back and complete the task. (I tried a workaround of just having mission fail trigger if they approach "base" with an incomplete task, but I'm getting confused and can't figure it out) Also - thanks again for your wonderful scripts.
  5. Sounds like what I struggled with for a bit. I think maybe the problem might be that some of the examples in the instructions say something like this; (e.g. nul=[this,"town"] execVM "ups.sqf") or nul=[this,"town"] execVM "upsmon.sqf"; but I think it's supposed to be like this; nul=[this,"town"] execVM "scripts/upsmon.sqf"; IIRC, that's what did it for me.
  6. Hi. When using things like UPSMON, ect, I end up having various markers highlighting various areas all over my island. But sometimes when I want to edit a certain marker, I seem to end up spending too much time waving my mouse around looking for the exact middle of the marker looking for it's text/name to pop up, so I can call it back up and adjust it's size or whatever. Is there a quick and easy way, a keyboard shortcut or something, to quickly call up a specific marker, or cycle through them or whatnot, so I'm not just waving my mouse around trying to find dead-center and watching for it's name to pop up?
  7. Hey, cool! I noticed this still leaves me clicking around a little bit in some cases (when I have a couple of overlapping markers)... but it sure is a useful tip. Thank you for taking a moment to help.
  8. This sounds like something I could work with, thanks for sharing!
  9. There have been numerous threads on this topic. Here's just one other example; http://forums.bistudio.com/showthread.php?t=92534 What concerns me most, is the apparent possibility that the devs don't even consider this to be a problem. Just reading the forums proves that it's clearly a big deal to many players (and it's the sole reason I've not yet purchased OA), yet it's not so clear that the devs agree, and that they intend to fix it.
  10. Nice! They are shooting me dead, and in a hurry. Thanks for the tool, it's sooo easy to use. Here's hoping the addition of vehicle support works out for you. :don2:
  11. Hey there, this seemed really neat, so I'd thought I'd give it a try, thank you! But... , I created a quick test mission, and enemies are spawning, but they're not shooting at me!! :confused: I have myself as USMC Blufor private. And I am not set as captive=true, like in your example mission. Here's the line I copied from one of yours, I just changed difficulty level... nul = ["yes",4,50,50,50,50,10,20,5,5,5,5,3,"NORMAL","AWARE","ENGAGE","YELLOW",50,50,7,50] execVM "\360ISM\controller.sqf"; (btw, what does the "yes" mean?) So anyway, I see enemies popping up, but they just won't shoot at me. Help would be appreciated.
  12. r.flagg

    [Patch 1.05 Bug] AI won't follow player

    Amen, to all of the above. I'm confused. I replied to the 'bounding overwatch' thread in Beta section, but is that actually a separate issue? Is this even seen as a bug and/or problem by the devs (please say yes)? I miss playing, and want to get back to creating my own little missions and bossing my AI around, but every time I try, this issue frustrates me to the point of quitting. Good, bad, or ugly, I just want my darn bots to do as I ask. Please. Edit: Is this the correct ticket to watch/vote for, etc? http://dev-heaven.net/issues/show/7604
  13. I used to play a lot of A2 offline with my own squad of AI, and this type of behaviour is why I don't play anymore. I would love to purchase OA and get back to enjoying it all, but I'm afraid that the AI will pretty much be the same. Fair assumption? I mean, I kept checking back to threads on this topic, to see if folks mention that it's been fixed, but it never was. Frustrating too, since I love(d) the game. I just feel strongly that if I'm all alone, playing offline with bots, they should do what I tell them - no matter what. I don't even care if I say something like 'line up and march off of this cliff', that's exactly what they should do, and without delay.
  14. Hi. Thanks for the script, I'm a big fan of urban-y 'house to house' type of fighting, and this script helps a lot in that area. Because of this, I've been frustrated by these bugs you've mentioned, on more than one occasion (most recently on the great custom map Duala). So, I took the time to register at the A2 community bug tracker, so I could 'vote' for these bugs. (and others that may relate to 'urban building fighting' type of stuff, such as this one http://dev-heaven.net/issues/4438 ) But I can't find these bugs listed. Am I overlooking them, or are they not listed? If you know, please point me to them, so we can try and elevate their status, in hopes they get fixed. Thanks!
  15. r.flagg

    Isla Duala

    Mr. IceBreakr - after a break from Arma2, it's way cool to come back and see another classic island from you. Thanks again for sharing your talents/time. Ok ... I'm attacking from the north, and wanted to place units in the building ID# 98001, at grid #'s 018 046, but can't seem to do so. I've tried UPSMON and Random House Patrol, but for some reason the AI doesn't seem to want to cooperate and patrol that building. It would be great if they did, but of course I can live with it, and get on with my life..., I only mention it in the off chance it's something that can be fixed on this island, or avoided in future ones (provided of course it's something you're concerned about). For example, is that particular building one that should be avoided when choosing buildings from the editor? Or, can that building be given some sort of "AI coordinates" somehow after being placed in the editor? Or, am I doing something completely wrong? Just FYI - thanks for your time.
  16. Hi. I'm going to start with a disclaimer of sorts. I'm a rookie at playing and editing here, so if these aren't up to professional standards, please cut me some slack. I'm simply trying to make the kind of missions that I wanted to play, and to share them with others. And I'm more focused on whatever I find 'fun', than pure realism. This game doesn't work like the ones I'm used to, so I'm still confused about addon requirements, client-side vs. server side, which I have to list and which I don't, and lots more. For example, I use plenty of mods when I play/edit/test, things like SenWeapons, SakuSun, the HDR mod, and that kickass JDT fire and smoke thing..., but they aren't all listed in the Addons part of my missions.sqm's, so I'm thinking they won't be required by folks who download. But.. ya know.. I'm learning here. Also, I realize some folks are opposed to downloading missions that have required addons, but that's just not me. I've been associated with a mod team for years now (in Q2 & UT series), so I'm very keen on using custom made content, and I have no intention of restricting myself to the vanilla game. If I see a mod I like, I'm going to use it, and be happy. Anyway, I have two so far, but I've only been able to test them on my own. **************** Mission 1 The first one is the smaller of the two, and it's called Porto Sweep. 1 to 5 players. Porto Sweep This mission is very basic. The idea is to infiltrate a terrorist training camp, eliminate their leader, and destroy their communications tower. I like to include 'fun' respawn points, that have vehicles to take you back to the action (obviously you don't have to use them). The respawn_west point in Porto has some motorcycles available. **************** Mission 2 The second one is slightly larger, and is called Midday Raid. 1 to 8 players. Midday Raid Your mission here is to raid an airfield and a neighboring town in Sahrani, in order to assassinate two officers and destroy an Anti-Aircraft radar. Here's the respawn_west point in Midday Raid; So ya know, rush back to the battle in a farm tractor if you want. ********************* Additional credits for both; Urban Patrol Script by Kronzky Respawn / Revive script by Norrin I also used the EditorUpdate, by Jon-C5. Not sure how that works though, whether or not you'll be forced to download it just to play this mission. (?? Questions like that are what I'm hoping to get help with.) And I have gotten a LOT of help off of the internet just to get this far. Basically, if you've answered a question on the forums about mission editing, I probably owe you a thanks. So, thanks. ************************************* Finally - I live in Ohio, and if there's another rookie-level player(s) in my area that would like to hook-up for some casual coop (revive/respawn) games, maybe help test a new mission once in awhile, please let me know. Guess that's it for now, thanks for reading. Edit: Armaholic mirror: - Porto Sweep Co-05 - Midday Raid Co-08 Required addons - CAA1 project - Desert Mercenaries and BlackOps - Little Birds - MP Compatible Fast Rope Addon (Porto Sweep only)
  17. Those pesky drug dealers are causing trouble. Time for action on the island of Panthera. Drugs Are Bad, Mkay "Most of the island is under control of the enemy military, and we are not officially at war with them. However, southern portions of the island are being run by a drug lord and his gangsters (along with some of the enemy military they are paying for additional protection). The drugs they are creating and bringing into our country have created an ugly political situation for our President, and so we have been sent in to eliminate the problem. Our goals are to kill the drug lord and his chief chemist, plus destroy the drug lab and storage facilities." It's a small-ish, casual coop, 1-5 players. If you're playing solo like I usually do, just make sure you choose the teamleader slot. The respawn_west spot includes a few choppers, and a boat. Again, just for fun, ignore them if you want. Required Addons; Island Panthera by IceBreakr Desert Mercenaries and BlackOps by SchnapsdroSel Civy Car Pack by NZDF CRASH scripts used; Respawn / Revive script by Norrin Urban Patrol Script by Kronzky Random House Patrol by Tophe Recommended Addons; JTD Fire and smoke by JTD team Download @ File Factory co05@Drugs Are Bad, Mkay
  18. Hi. I'm creating a mission for Panthera, and I'm trying to add walls because I don't wish for certain enemy AI to see me from certain angles. I need something to block the line of sight at certain times, for gameplay reasons. But I can't seem to find much for walls. Best I've got so far is this corrugated steel stuff, but it's doesn't look as good. I even have grabbed the Jon_editorupdate, and can't seem to find walls that match the ones that already exist around certain houses in Panthera. Do I have to add something like CAA1, or OPX - thereby making my mission require those as addons? Or is there another way to have more wall choices - without adding an addon requirement?
  19. I tried twice, and almost got it done. Took out the 1st one anyway. Of course I still kinda suck, but hey... it's still fun while learning. Thanks for sharing!
  20. r.flagg

    Revive Script

    Big thank you to Norrin for such a wonderful bit of script. As far as I'm concerned, it's what makes Arma2 worth playing for hour upon hour. I've even taken to adding it to missions I find online, to help me learn about editing, and to help me get survive/finish the missions when playing alone with AI. :o I just wanted to say that I have seen a few times where my mobile spawn point seems to stop getting 'moved along' / updated. Sorta sounds like what has been talked about earlier in the thread. I'll take the tent, and move it along with me throughout the mission, to various points. But sometimes, I'll set it up somewhere newer, closer to the action, but when I hit the "Mobile" respawn button, it sends me back to where I had the tent set up a few times ago. Much further back. Wish I could be of more help. I don't expect anything in terms of reply, just wanted to offer my 2cents (I am using latest Revive script, and latest non-beta Arma2). Once again, Thank You for making so much fun possible.
  21. Yes please! I was gonna make all my missions require Schnapsdrosel's BlackOps, just because I really like to use those when I play. If I can remove that requirement, but still use them when I play, that'd be great.
  22. Since I have the CBA, and I just leave it in my 'modset' all the time, what do you recommend I do with the files for CAA1 that now say "requires CBA"? Should I go ahead and move them to the normal CAA1/addons folder, and then delete the folder that is named #RequiresCBA ?
  23. Hi. This is kind of embarrassing, but I'm obviously missing something here... how do I destroy the comm tower? :o (playing alone btw, with AI teammates)
  24. Hi. I'm still only a few months into the world of Arma, and I'm teaching myself to play, and to edit missions. Loving the game, by the way. I'm trying to create some small, not-too-difficult coop missions in urban-y areas, simply because that's what I want to play (At least for now, maybe later on I'll get the urge for huge battles in big wars). Anyway, here's one of the missions I've been making and learning as I go; http://chaotic.beyondunreal.com/temp/PortoSweep.rar My current frustration is the pop-up error message, that says I cannot play/edit this mission, due to downloadable content that has been deleted 'bb_mercenary'. I think my problem started when I realized half-way through (it's taken me awhile just to get this far), that I had the wrong file for those mercenary skins. I then got the "fixed" version for CAA1 users, and at least I think that's when my issues started. Now I can't seem to get rid of that pop-up window. I've tried opening the mission file and deleting that line, re-adding that line, etc. So far to no avail. Anyway, I was hoping some kind soul could try and see if they can even load the mission, does it play, do you get the error message too, and so forth. If there's anything I can do to get rid of the message, without scrapping the effort and starting from scratch, that would be wonderful. It takes place on Porto, so I guess you'll need CAA1. And in addition to the Merc skins by SchnapsdroSel, it uses Norrin's fast rope addon, and I think I used a Little Bird by Cyborg112. Please and thank you. Finally - I live in Ohio, and if there's another rookie-level player in my area that would like to hook-up for some small scale casual coop games....? Thanks for reading.
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