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norm6669

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Everything posted by norm6669

  1. Yeah trying to figure it out too... I use this code to track the "score". Let say I have 16 US soldiers, I often end up with scores around 30. In the init.sqf: rucpt = 0; uscpt = 0; On every US troop: this addEventHandler ["killed", "uscpt=uscpt+1;hint format['Killed RU: %1 US: %2', rucpt, uscpt]"] On every RU troop: this addEventHandler ["killed", "rucpt=rucpt+1;hint format['Killed RU: %1 US: %2', rucpt, uscpt]"]
  2. It is so beautiful and simple, I thought I'd share the picture and the script with you. http://www.pnorm.net/Boom.jpg To simplify the script, I made it so the marker Boom1 must be WEST of the marker Boom2... just think about the reading direction for an easy remainder. xBoom = (getMarkerPos "Boom1" select 0); yBoom = (getMarkerPos "Boom1" select 1); xLimit = (getMarkerPos "Boom2" select 0); angle = atan( ( (getMarkerPos "Boom2" select 1) - yBoom ) / ( xLimit - xBoom ) ); xStep = (cos angle) * 10; yStep = (sin angle) * 10; while {xBoom <= xLimit} do { bomb = "HelicopterExploBig" createvehicle [xBoom, yBoom, 0]; bomb = "ARTY_R_227mm_HE" createvehicle [xBoom, yBoom, 0]; xBoom = xBoom + xStep; yBoom = yBoom + yStep; } You computer might jerk a little when you make long lines of explosives.
  3. From this post: http://forums.bistudio.com/showpost.php?p=1347692&postcount=6 I found out a good "fireball" explosion named "HelicopterExploBig" so I replaced the "Bo_GBU12_LGB". I've updated the picture and the code in the first post.
  4. This post: http://forums.bistudio.com/showpost.php?p=1347692&postcount=6 Contain never before seen info... like the infamous ARTY_R_227mm_HE
  5. First, ONE atan, ONE sin and ONE cos isn't too much crushing for a PC... The while loop doesn't include difficult calculation and is similar to BabyAlien's. Second, Baby's calculations are based on "howmany" bombs. Mine are based on distance between bomb (10m). Third, both example work, in a different way. I prefer my code as it allow me to make explosive field of various dimension while keeping the bomb density constant. (I also like the elegance of my code but I guess everyone prefer his own code)
  6. norm6669

    Auto Mission

    http://pnorm.net/AutoMissionAugust12.Chernarus.pbo Update: -Ennemies got a set skill (0.65), First aid completely removed (enough with the madness) Mission: -Red area contain ennemies. -Alpha, the high-commander, will get SecOps. -Ambient combat module restart after group wipeout. Features: -LAV-25 HQ can spawn bots, max 4 per team. -LAV-25 HQ got weapons if you missed briefing. -When you die, you keep your weapons. -Vehicle respawn when they have room (cow can block spawn). -Allow 30 seconds for freshly spawned vehicle before use. -Tracking players and bots on the map. Alpha: -SecOps "notes" will appear after spawning. -Inform players of SecOps with waypoints or markers. -LCtrl-Space to enter high-command mode for waypoints. -If SecOps are bugged, try to cancel the op. -If it doesn't work, disband you squad. -If it doesn't work, kill yourself without a squad. ToDo: -More and more testing. Installation: -Extract the .pbo file to your ArmA2\MPMissions folder. Historic version: http://pnorm.net/AutoMissionAugust9.Chernarus.pbo - 6th version: Captive bug fixed, KA-52 removed http://pnorm.net/AutoMissionAugust7.Chernarus.pbo - 5th version: v1.03, random and scalable ennemies. http://pnorm.net/AutoMissionAugust4.Chernarus.pbo - 4th version: Bug fixed, KA-52 added. Good for v1.02. http://pnorm.net/AutoMissionAugust1.Chernarus.pbo - 3rd version: Added the 5 ennemy respawn and the high-command for alpha. http://pnorm.net/AutoMissionJuly27.Chernarus.pbo - 2nd version: Work in multiplayer with the basic secops and acm. http://pnorm.net/AutoMissionJuly22.Chernarus.pbo - 1st version: not scripted at all for multiplayer.
  7. norm6669

    Auto Mission

    Sure I can help. If it's a totally original mission you should start your own thread and inform me via personal message of you thread. The way I see it, you give me a "problem" to solve and I do a little demonstration mission, then we discuss it. Also, I'm a working man and can usually help out only during the evening and weekend. Sometimes I'm gone for a few days for work too (I just came back from a three day trip today) I live in the EST time zone... Montréal!!!
  8. norm6669

    Auto Mission

    But my version of the mission is working properly. And I use the setskill on the leader. So why do you have this problem and not me? (I guess we'll never find out)
  9. norm6669

    Auto Mission

    Other than making sure the markers are properly named, PossibleEnnemies1 to PossibleEnnemies44, I don't know what else could go wrong. If you want me to have a look, pack your mission (all of it) into a nice little pbo and upload it somewhere.
  10. norm6669

    Auto Mission

    One thing (don't think this is all the problem but who knows) Your commander is not included. You must insert: _FirstUnit setSkill 0.2; Also I don't know about this: If "SuperAI" is turned on in the Difficulty Menu, the skill level is always 1, no matter what was defined in the editor or via this command. (ref.: http://community.bistudio.com/wiki/setSkill ) I play on regular. I guess you don't play with the settings maxed either.
  11. norm6669

    Auto Mission

    What do you mean? You unpbo the mission then modified the serverloop.sqf to put a lower skill and it's still hard? Sorry! If that's the case, it might be another bug they introduced with 1.03. Belgarion, a bit more info would be needed to help. First are you playing multiplayer, singleplayer or editor? Second, did you MOVE the existing dots? They must be named PossibleEnnemies1 to PossibleEnnemies5. You could also send back the modified version so we have a look. Saved as a multiplayer mission.
  12. norm6669

    Auto Mission

    http://pnorm.net/AutoMissionAugust12.Chernarus.pbo Version 7 Ennemies that spawn in the red area got a skill of 0.65. According to the documentation this is right between recruit and veteran. http://community.bistudio.com/wiki/setSkill I "fixed" the first aid. I first tried initializing first aid on the bot to try to recreate the bug but I didn't even reach the "let's get myself killed" part. I couldn't heal the bot during my first "life". My guess is the first aid module is really sensitive now to "dual module initilization"... one on me, the other on the bot. So I just removed the first aid... sorry! :)
  13. {_x setCaptive false} forEach units group player; Works for the AI unresponsive problem.
  14. norm6669

    Auto Mission

    No skill was set.
  15. norm6669

    Auto Mission

    I tried to figure out "how it doesn't work" and I guess it's when a player try to heal a player. Because I tried with a Soldier_AT bot and he could always heal me. For the skill, next version every ennemy that spawn in the red zone will have a skill of 0.65.
  16. norm6669

    Auto Mission

    http://pnorm.net/AutoMissionAugust9.Chernarus.pbo aka version 6. There is a bug with patch 1.03 where people respawning with first aid will be set to captive mode. I found the info there: http://forums.bistudio.com/showthread.php?t=82957 This is what I execute after every respawn to workaround the problem: {_x setCaptive false} forEach units group player; There was also a problem with people in the KA-52. Unfortunately, they were seen as red dot on the radar of other player and got shot down. Sorry Hornet, no more KA-52. Good job everyone on finding problems. If we dont find any more trouble, next update will be when version 1.04 come out.
  17. norm6669

    Auto Mission

    Ben, you are absolutely right. I was able to reproduce this bug. These are ennemies you see in this screenshot but they don't react http://www.pnorm.net/AIUnresponsive.jpg I seriously hope this will get fixed fast since it's quite a show stopper.
  18. norm6669

    Patch 1.03 Satisfaction Survey

    I voted bad. People that said they didn't encountered a show stopper are probably not aware of the very repeatable bug found by Ben. You can test it with this mission: http://forums.bistudio.com/showthread.php?t=81158 but my guess would be that any coop mission with respawn will get the same bug. AI will kill you the first time but when you respawn, they won't shoot at you even if you kill them one by one from very close. Here is a little screenshot of what I mean, those guys you see are ENNEMIES but don't react http://www.pnorm.net/AIUnresponsive.jpg Good news is the first aid is fixed and the diary after respawn work (for me with an updated map)
  19. norm6669

    Auto Mission

    Hyrax, when you said "first aid breaks after respawn" I went back to test it and didn't found any problem with first aid after respawn. Are you using version 1.02 of Arma? If yes, you should probably use an "older" version of my map http://pnorm.net/AutoMissionAugust4.Chernarus.pbo If you are using version 1.03, can you describe how it breaks so I can recreate the bug?
  20. norm6669

    Auto Mission

    http://pnorm.net/AutoMissionAugust7.Chernarus.pbo aka version 5! 1.03 ready. I cleaned up the first aid "fix" since the patch fixed the problem. Same with the player notes. I was reinitializing the briefing after every death but the patch take care of it now. New stuff: The type of ennemies in the red area is now random. It won't be ONE squad, ONE bmp, ONE tank and ONE AA anymore... Also, if you play with many player you will see a lot more ennemies in that area. So yeah, ennemies scale to the amount of player!
  21. norm6669

    check squad

    _array = [P1, P2, P3, P4]; for [{_i=0}, {_i < count _array}, {_i=_i+1}] do { if (!(alive (_array select _i))) then { (_array select _i) execVM squad\create.sqf }; }; And in the create.sqf script, _this will have the value of the unit to replace... P1, P2, etc... You really need to learn about array and "batch processing" when you want to apply the same code to a batch of units... There is no need to copy the same code over and over. To choose the unit type in you create.sqf, you could use a case statement... something like: switch (_this) do { case "P1": {_UnitType = "USMC_Soldier"}; case "P2": {_UnitType = "USMC_Soldier_GL"}; case "P3": {_UnitType = "USMC_Soldier_AR"}; };
  22. If you want to keep weapons you selected from the briefing menu, you need to "save" your setup and "restore" it after respawn. I use a player loop that include the following: while {true} do { waitUntil {!(alive player)}; // Save the weapon config of the player when he die. PlayerWeapons = weapons player; PlayerMagazines = magazines player; waitUntil {alive player}; // Give back the weapons the player had when he died. removeAllWeapons player; { player addMagazine _x; } forEach PlayerMagazines; { player addWeapon _x; } forEach PlayerWeapons; }; In my loop, I also use other stuff that I cleaned up for ease of reading. Tracking on the map, first aid stuff, etc...
  23. norm6669

    Auto Mission

    http://pnorm.net/AutoMissionAugust4.Chernarus.pbo aka version 4... I updated the first message of the thread. This is a change log of this specific version LAV-25 HQ Cargo was local to the server. Fixed. JIP Client were not seeing the red area marker until the server changed it. Fixed. KA-52 added by request. Mission notes updated with limitations and alpha duties. Comments added to the code in case someone is looking around. Tested as client/server, client on dedicated and client of a client/server. What I'm looking for now is input on the difficulty... maybe I should make the ennemy force scalable to the amount of player. Is it ok for one guy, two guys? As usual, if you find bugs you are welcome to share the info.
  24. norm6669

    Auto Mission

    http://pnorm.net/AutoMissionAugust1.Chernarus.pbo aka version 3. Probably close to the "final" version. Only bug fix will follow if needed. Still need some testing. See the first post as usual.
  25. norm6669

    First Aid Module

    If you run the code again on a new member of your group, you might end up with some people with 2-3 "drag" options. You need to reinitialise the first aid very carefully and not over do it. So to do it at large on a big group would be risky.
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