Binesi
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Everything posted by Binesi
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Creating group with BIS_fnc_spawnGroup
Binesi replied to MiXeR's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The only problem is that this doesn't appear to process as expected. It looks like this actually becomes the player and the camp and defender always spawn at the same location as the player when I start the mission. However I did end up thinking in similar lines as you and I edited my last post to show it. -
Creating group with BIS_fnc_spawnGroup
Binesi replied to MiXeR's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Confirmed. I also cannot get this working from a gamelogic with 1.04. Worked fine with 1.03 _newObjs = [getpos this, (random 360), "Camp2_INS"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf")); grpD = [getpos this, Resistance, ["GUE_Soldier_CO", "GUE_Soldier_MG", "GUE_Soldier_1", "GUE_Soldier_2", "GUE_Soldier_3", "GUE_Soldier_GL"], [], ["LIEUTENANT", "CORPORAL", "CORPORAL", "PRIVATE", "PRIVATE", "PRIVATE"]] call BIS_fnc_spawnGroup; [grpD, getpos this] call BIS_fnc_taskDefend Anyone have any ideas? I'll keep working on this... UPDATE: The script above should be modified to look like this (sleep not necessary but I like to lighten the load): _comp = [this] spawn { if (isServer) then { sleep 0.1; waituntil {BIS_fnc_init}; _pos = getPos (_this select 0); _obj = [_pos, (random 360), "Camp2_INS"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf")); sleep 0.1; _grp = [_pos, Resistance, ["GUE_Soldier_CO", "GUE_Soldier_MG", "GUE_Soldier_1", "GUE_Soldier_2", "GUE_Soldier_3", "GUE_Soldier_GL"], [], ["LIEUTENANT", "CORPORAL", "CORPORAL", "PRIVATE", "PRIVATE", "PRIVATE"]] call BIS_fnc_spawnGroup; sleep 0.1; [_grp, _pos] call BIS_fnc_taskDefend; } } or more pretty: _comp = [this] spawn { if (isServer) then { sleep 0.1; waituntil {BIS_fnc_init}; _pos = getPos (_this select 0); _obj = [_pos, (random 360), "Camp2_INS"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf")); sleep 0.1; _grp = [_pos, Resistance, ["GUE_Soldier_CO", "GUE_Soldier_MG", "GUE_Soldier_1", "GUE_Soldier_2", "GUE_Soldier_3", "GUE_Soldier_GL"], [], ["LIEUTENANT", "CORPORAL", "CORPORAL", "PRIVATE", "PRIVATE", "PRIVATE"]] call BIS_fnc_spawnGroup; sleep 0.1; [_grp, _pos] call BIS_fnc_taskDefend; } } -
Waypoint (Support Waypoint) Question
Binesi replied to warpuppy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
When a unit is finished giving support and has been released it will just stay at it's current location. There is no support for returning back to some other point. I'm currently trying some different methods to get support to RTB and also add respawning capability and even some friendly armed escort for when they go out. It has been pretty mixed results so far. I'm still tackling problems with support drivers getting out of their vehicles and proceeding to run to the destination. Also if you have multiple units in a support group and one of them dies you are quite likely to get a CTD on the next support request. The whole codebase seems a bit neglected as its not even used in any of the stock ArmA 2 missions that I have seen. -
Take the Airport - A large scale mission
Binesi replied to CaptainBravo's topic in ARMA 2 & OA - USER MISSIONS
Not bad. I see what you are trying to do, and the scale is good. A few suggestions though for future upgrades - one is that the statically placed defenders are setup with movement disabled so you can just walk up to their sides or back and they can do nothing. Once the player figures this out they are just so many zombies and it takes away from the experience. Try using "doStop this" instead. You can freeze the squad leader if you want to keep them from following him if he runs off. Just back him into a corner or something to hide his lack of motion. Also the airport is full of towers and great places to put defenders yet I don't see any of them being used. It would be interesting to see some additional defenses put up too like bunkers, sand bags, tank traps, static weapons etc. A few other things - there is still a teleport active in the radio, I assume you don't want that there. Also putting the Arty on radio is basic and works fine, but you might want to do something more interesting and immersive like timed or earned support requests, etc. -
How to make UAV usable in MP maps on dedicated servers????
Binesi replied to furia's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ya, like Big_Daddy says - that's about how I am doing it too but instead of making an action I assign it to the death event handler for the UAV. I don't know about adding Sidewinders to the Predator though. I have heard of GBUs and Hellfires but not air to air on those. Maybe I'm out of date... -
Help with Warfare Benny Edition needed
Binesi replied to NightHawk2009's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
:j: as if it was really that easy... don't forget - only 72 hours! To be more serious the problems I've seen with the Warfare mission (any of the various versions) are mostly issues with ArmA 2 itself. It is just that they tend to push the limits much harder than more simple and static missions. If you want a more stable Warfare the first thing you should do is turn off the AI group leaders and just run with humans (if you want some AI group leaders then set 2-4 of them to non playable in the editor and disable AI in Description.ext). The second thing you should do is limit the map size. Too many towns is too many potential active AIs. Benny's version has a particularly large number of towns. -
How to make UAV usable in MP maps on dedicated servers????
Binesi replied to furia's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It might be an issue of synchronizing only to the local player. You might try scripting the synchronization between the UAV module, UAV, and the player slot you want to control it. Something like this: if (isServer) then { UAV_MOD synchronizeObjectsAdd [uAV_TERM, UAV, PLAYER_1]; }; Name each piece on the editor and then replace UAV_MOD with the name of your UAV module, UAV_TERM with the name of the UAV Terminal, and PLAYER_1 should be the name of the player slot you want controlling it. -
More single player missions please!
Binesi replied to trickster1982's topic in ARMA 2 & OA - USER MISSIONS
I'm working on a much enhanced version of Warfare myself which has extensive use of air units and will be good for SP. My guess is that there was some quickly done missions come out using what could be done easily in the editor or converted from ArmA. Now it will take some more time for people to get to the next level of the more ambitious missions, especially with more tools released and the different features of ArmaA 2 becoming better understood. -
How to get AI to use RPG against choppers?
Binesi replied to fiach's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ya, the AI is definitely slow with this. On the other hand after playing another game recently called Warfare (some Russian game) I am quite happy with it. In that game the infantry where super fast with missiles and as result any armored unit had a pathetically short survival time. I was more scared of a squad of soldiers than I was of any tank. Armor should be scary, and it is Arma. Pulling of a successful AT shot requires good tactics, ambush, etc. -
Help with UAV and Lock on Target/Ground
Binesi replied to Big_Daddy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've seen a few of your posts regarding the UAV. I think our code is probably pretty similar at this point. Respawn was not a difficult problem it turns out, but the rest... Are you saying you want to lock the camera on a target? By the way - how is your MP mission set up? Do you have sides? I noticed that I can't seem to run two UAV modules at the same time. I can give the West a UAV or I can give the East, but not both. Also, the Predator works pretty well, but the Pchela - haha, it seems borked, at least for me. The camera appears to be the pilot's view and isn't pannable at all. The UAV module could definitely use some improvements, but I am not sure what can be done outside of reimplementing the whole thing as custom code. Based on what has been commented out in that code it looks like there was some intention to have more features. -
Ambient Combat Module
Binesi replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok, I started working with the ACM again. The suggestion to use an execVM in the init works, and so does the below code to make it purely scripted. if (!isServer) exitWith {}; private ["_grpLogic"]; createCenter sideLogic; _grpLogic = createGroup sideLogic; private ["_array"]; _array = [RU_COMMANDER, RU_SF]; // Group leaders assigned an ACM private ["_acm"]; while {true} do { for [{_i=0}, {_i < count _array}, {_i=_i+1}] do { if (!(isNull (_array select _i))) then { _cnt = {!isNil {_x getVariable "acm"}} count (units group (_array select _i)); if (_cnt == 0) then { _acm = _grpLogic createUnit ["AmbientCombatManager", [0, 0, 0], [], 0, "NONE"]; _acm synchronizeObjectsAdd [(_array select _i)]; waitUntil {!isNil {_acm getVariable "initDone"}}; waitUntil {_acm getVariable "initDone"}; [1, _acm] call BIS_ACM_setIntensityFunc; [["USMC"], _acm] call BIS_ACM_setFactionsFunc; [1, _acm] call BIS_ACM_setIntensityFunc; ["ground_patrol", -1, _acm] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 1, _acm] call BIS_ACM_setTypeChanceFunc; }; }; }; sleep 10; }; This code will proceed to rain a parade of USMC air patrols on my two unfortunate Russian group leaders. So that part is working - up until when they die (I used air patrols as they are easy to spot). For some reason the above code is not restarting the ACM though. Any ideas? *UPDATE* Actually, I think this code may be working fine as long as you don't kill the associated group leaders too fast. When I was testing I headshotted the both of them straight away and this breaks the script. If I wait a while for the ACM to start and then kill them it appears to be working and the ACM get synchronized again, so far that I have tested. -
Can't lock Hellfire in UAV in 1.03
Binesi replied to Kramxel's topic in ARMA 2 & OA - TROUBLESHOOTING
Well, one thing is in the official missions the UAV is set to careless and hold fire and won't try to track targets - it just flies right by them all. If you place a UAV in your own mission and set a proper combat mode on the UAV it is simple to get a lock as it lines up on detected targets. -
I need help with an error at each MP session
Binesi replied to Moose_Qc's topic in ARMA 2 & OA - MULTIPLAYER
Ditto.. Steam, same problem - also lost the artillery interface with the same type of error. -
Ambient Combat Module
Binesi replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just to add some more info to this thread, I've been tinkering with this ACM for a few day now trying every method listed and some new ones I've thought of to try to limit factions and/or units and I am pretty sure that it just isn't reliably getting initialization parameters passed on to it or it doesn't process them correctly. Sometimes it does, sometimes not. I can waitUntil dozens of different things and sleep for 10 minutes but it doesn't change a thing. Also, someone asked earlier about multiple ACMs and getting more spawns. Ya - pretty much that seems to be the case, but again it's not as should be expected. I can sync 20 ACMS to different squads and I don't get a massive system crashing battle. Maybe the 2-3 times more units. I have two things I've learned. If you don't want the ACM to die with the player try syncing the high command module to the squad with the ACM. That seems to keep it going past deaths. Seems to be is all I can say because the ACM is so unpredictable. I also have an idea I thought of earlier if the ACM can be made to to work right. Use it as an efficient spawn multiplier for enemy units. Say for example you have an enemy officer running an ACM that only spawns units of his own side around him. Kill the officer and the resistance starts dying out. -
Really? I don't have static or stutter with the Xonar DX. However the sound does cut out when there is too many being played at once, and that was happening in the last patch too. For example dropping a load of helo rockets on a target. Xonar is a rock solid high quality card btw for anyone using Creative that is looking for a switch. I can hear stuff that I just couldn't pick out before with an Audigy.
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There is no such fact. There is just people that have IMPROVED, not FIXED core ArmA II performance issues with such drastic measures. I myself run a fresh XP installed just for ArmA II but I would hardly consider that a fix or something I wanted to do. I could load up FarCry 2 or Crysis or another graphically intensive game and have it fly without needing to do anything so unusual. There is no reason to defend BIS, they are quite experienced in this business and I am sure they know perfectly well how to pull out the facts from these posts and disregard the venting.
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Defrag. softw. Diskeeper 2009 Pro does the trick - removes the stuttering completely
Binesi replied to p75's topic in ARMA 2 & OA - TROUBLESHOOTING
Ditto - At first I thought it was the mission I was working on, but it appears pretty much on any mission I tried. It does clear up after a while and then sporadically returns. Same thing though - about every 4 seconds for no visible rime or reason. It is almost like there is loop being run in the code somewhere that is getting stuffed up. GTX 260 Xonar DX Win XP (clean install just for ArmA II) Default memory and everything else normal except high AF and low AA. Usually averaging ~60fps -
Ya, well for your second reason - using BI's game engine to do a mission is cheating too if you follow that mentality. Go write your own engine and create your own art - then you can really appreciate hard work. Tieing a feature to one of the main modules means you have better testing and support and possible enhancements through future ArmA II patches. The fact that you are stuck with English comms though I can see being a problem in some scenarios. This is one area where we could pester BI for improvements to that module.
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"Hide Body" Action
Binesi replied to Minizzzile's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I think you will get hide body option if you sync one of the first aid modules. Not sure which one of the three added it though. -
Now that's a good idea - possibly one that wouldn't take a lot of extra work being as spawned air units are already implemented? It would have the added benefit of only being useful for infantry units. Therefore no more instant armor appearing in the middle of a city you are attacking. Instead we can have the more realistic and cool effect of paratroopers dropping in or nearby landings.
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In regards to artillery, it has a limited range. I would say only allow it as a static weapon and ensure opposing HQ's are spread way apart. That way you can only shell the enemy HQ if you can capture a town in range to that HQ.
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I'm still looking for the perfect Warfare mod, so I tried this one out. I like the idea of AI air support, however as implemented I found it a bit silly. The AI sends regular air attacks to the opposing HQ which are easily shot down by static AA. The most dangerous thing about being in your HQ now is all the enemy planes falling from the sky. I think some restrictions need to be set on the AI to prevent continual unrealistic suicide runs against static AA defenses. Another thing is the fast travel. I can understand why you would to make it faster, but I find it's already jarring and disruptive to gameplay as it is. I mean, we are playing this game which is aspiring to be a realistic war simulator and you have the Starship Enterprise floating above beaming units down onto you. Units magically appearing really takes away any semblance to reality. At least give us an anti-magic shield generator to oppose it, and maybe throw in a wand of fireballs for kicks too as long as we are on this road. If anything I think fast travel needs to be removed and replaced with a better idea (an airlift of some kind for light units?), or the map needs to be smaller so it's not necessary.
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I must say I'm getting a bit annoyed with the locking. Does it really serve any purpose? Like said earlier, the only defense against an antisocial player is just to kick them. Now we have constant hassles with having to unlock instead of very occasional hassles with a bad player who might steal a vehicle. I always unlock my vehicle as the first action after ordering a vehicle and have never had any reason to lock it again. I really feel this should be an opt-in and not an opt-out type feature. *EDIT* One more thing I would add is, come to think of it, the most antisocial behavior I see playing this mod is just players logging in and getting angry that the buy menus don't work until they download the mod. I've seen more than one player start rampaging the friendly base until they get killed or kicked.
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Before I make any more suggestions I just want to say again that this mod is top notch. A great service to the ARMA community. I suggest that the ambulance type vehicles are a bit too expensive. I understand they have more value in play now, but I feel they are expensive to the point that no one is using them. Also in regard to units the USMC has a HUMV with a TOW but the Russians don't have an equivalent AT mounted on a light vehicle. Is there something similar in a Vodnik? In addition the Russians have special forces available but the USMC is without. My last cost suggestion would be simply upping the starting funds for each faction to get the game going faster. Warfare is a bit slow. I hope arty is not virtual. I really would like, and I think it is necessary to have the opportunity to take out the opposing arty. As for improvements it would be nice to see some work done on the AI if it is not too out of scope. For example the AI creates lots of static weapons to defend it's HQ - but it doesn't man them after the first or second weapon placement. Also it tends to favor using only a few different units and doesn't use combined arms tactics often enough. For example I was watching the Russians churn out nothing but Tungs and T72s for an hour. Most of the infantry I kill is from the resistance.
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I just played this solo on my own system (no server) for about 1.5 hours after which I started getting some serious stutter. About every 3-4 seconds the game will lock up for a few moments. I was trying this out solo because the server I play on was having problems. I'm not sure where the problem is. My framerate isn't suffering outside of the pauses and the memory usage for ARMA didn't go up past 600M. I am guessing it is script related. In comparison, the vanilla Superpowers I have been able to finish solo without any noticeable slow downs. I wasn't doing anything special at the time of the stutters happening. I had about 4 supply trucks going. My machine is a quad with 8 GB so it should be able to handle most anything. I really am enjoying this mod though and I hope this will continue to evolve. I definately agree with upping the money though. Resistance with more cash to spend makes city captures more interesting, and I like being able to put together a squad and a vehicle off the bat.