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Everything posted by Sardaukar17
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Defend this building at all costs
Sardaukar17 replied to jpinard's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am not a pro but the first thing that comes to mind would be to crate one or 2 Defend waypoints in the building using the editor and a trigger or marker covering basically the floor area of the building that would force a new combat behavioral mode and add a waypoint back into the building should any of the units inside leave. I would set it up as a script activated by the trigger. Not sure if that would work... but I have only been thinking about it while typing here. Hope it helps. Good luck -
I don't have Xfire but you can find me on Steam with the same login name Sardaukar17. I was actually thinking about making a simple PvP map using jets with the missiles removed. Thought it would be fun to have a good old fashion dog fight. If you want I can message you when I have testable version. It wouldn't take much at all to throw in a couple of helicopters and join the same team. We could see which is better. (lol the bummer is that just before logging on today my trackball that I have had for like 10 years committed suicide on a tile floor. Need to go shopping
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I have been flying since OFP was out and I never used a joystick. I admit though it is hard to fly using a Mouse. I have had a track ball for ages and never had a problem banking a chopper around trees 10 feet off the ground. One thing that might help is to take a look at your ingame sensitivity settings and find a combination that fits your comfort zone.. and of course practice. Pull up some choppers in the Armory. Some of the most common ones flown in the missions I have seen are the Huey, Cobra, and BlackHawk. They all fly a little different just as they would in the real world. The smaller it is though the easier it is (in my opinion) to learn how to fly on.
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Oktane you can speak for me on this subject anytime. I would fall under the less informed category of players (happen to be form US too lol). I have 0 Mods installed for Arma2. And it is very difficult to get into a community of players without having to ask How to do it and get past all the errors to have a smooth game. 9 times out of 10 times allot of these communities are filled with Elitists that take it all way to seriously and make you feel stupid for not know what they do. It really does turn you off to the game. I play with a very small group of friends when we can all manage to get online at the same time. I really do believe that there are tons of people in this same situation. What would solve allot of this is if BE did try and take allot of these Mods that are most common and incorporated them into a patch of the game. That would be catering to those demanding plug and play users that you don't like but it would open up the community for everyone. (I am sure there are about 3 million legal issues in doing something like that though and I am also sure it is not cheap to do just add content like that. but since we are wishing...) I fortunately realized back in OFP that this family of games is the next evolved step in gaming. I even started to learn a little scripting and have made about 3 (almost completely not buggy lol) maps. I am tired of Coops though and realized that soon I am going to have to grit my teeth, do some research, and get the mods all installed and working. PvP is where I want to play. Want to see how tough these elitist are verse a real team of players.
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Yes of course tactics apply in TvsT!! That is the best part of the game. But in regards to what some of these guys are saying it all depends on the map as well. A map that just pits 5 players with guns verse 5 players with guns on an open field would be rather pointless. But objective based maps where a team has to capture and hold verse another team, or a convoy map where one team has to deliver a vehicle to a destination on the map like that old Convoy map in OFP. Or even just a standard CTF map that includes some of the vehicles and aircraft Arma has to offer can be fun
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Well I didn't read all 107 pages of this Thread but to answer the first post I wanted to put in my 2 cents I believe it is the PVP aspect. It needs to be encouraged with as you said, Dedicated servers and a core set of precreated scenarios. You can only play verse the AI so many times before it all starts to feel like the same mission. Once there is a core set of servers playing a core set of 10 or so maps all dedicated to Team vs Team scenarios.. I think this game will take off.
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I started the game back with OFP and have played it through till now. Like many who played OFP and ARMA and then ARMA2 I took a few breaks here and there. What hooked me.. and I really think what can hook you too is the PVP aspect which unfortunately is all but dead with Arma2. When you can take 2 teams and pit them against each other.. When you are playing using all of the tactics and strategies against live players... this game is a wet dream... Eventually you will think to yourself.. "This map would be better if it had this" and you will find yourself learning the scripting aspect and making your own. That is the entire other half of the game for me. I have never made a Map that is played on a large scale but for me and few of my friends it is a good time. Everyone here talks about the tactics and strategy but Human vs Human beats AI any day of the week and you don't have to worry about Psychic AI.. just clever players. Me and one or two others are starved for some PvP action and maps. If there is a community out there that plays like that LET ME KNOW!!!
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Dedicated Server Rearm,Repair,Refuel
Sardaukar17 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Has anyone else run into this issue? When I host my map or test it in preview mode I can rearm, Refuel, and Repair my vehicles at the Warfarebuilding "USMC Service station". However, when I test the map out on a dedicated server NONE of the ammo crates or buildings that normally allow this seem to work anymore for vehicles. I can still get gear for myself but when I pull my vehicle up to the service station I get nothing when in any other case, but dedicated server, I can rearm and repair there. Why would that ability be reserved for just PC hosting and Preview mode? Is there a Server setting I am not aware of that turns this option off? -
Dedicated Server Rearm,Repair,Refuel
Sardaukar17 replied to Sardaukar17's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I should have thought of that.. Do you think the vehicles themselves could be made public with Publicvariable "_Vehiclename" ? I'll have to test it out on my next day off. Thank you -
Creating waves of ai
Sardaukar17 replied to Darkhalo288's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yea doing the same thing. Boasting my own stuff. I'll give you a link with a description and a DL of the scripts and the PBO. It is the start of the map and can get you rolling if you like it. http://www.ofpec.com/forum/index.php?topic=33855.30 -
Scripting Waypoints "Cycle" (setwaypointtype "cycle")
Sardaukar17 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well I have been on 2 websites searching tonight and I still cannot figure it out. There must be something I am not understanding here. Let me show you what I have and the variations I have tried. It will do the explaining for me. _grp = createGroup east "RU_Soldier_Officer" createUnit [getmarkerpos "Infstarttest", _grp,"", 1.0, "major"]; "MVD_Soldier_GL" createUnit [getmarkerpos "Infstarttest", _grp] "MVD_Soldier_GL" createUnit [getmarkerpos "Infstarttest", _grp] #wp1 _wptest1 = _grp addWaypoint [wptest1, 1] [wptest1, 1] setWaypointType "MOVE" [wptest1, 1] setwaypointBehaviour "COMBAT" [wptest1, 1] setwaypointcombatmode "RED" [wptest1, 1] setWaypointSpeed "NORMAL" #wp2 _wptest2 = _grp addWaypoint [wptest2, 2] [wptest2, 2] setWaypointType "MOVE" [wptest2, 2] setwaypointBehaviour "COMBAT" [wptest2, 2] setwaypointcombatmode "RED" [wptest2, 2] setWaypointSpeed "NORMAL" #wp3 _wptest3 = _grp addWaypoint [wptest3, 3] [wptest3, 3] setWaypointType "CYCLE" [wptest3, 3] setwaypointBehaviour "COMBAT" [wptest3, 3] setwaypointcombatmode "RED" [wptest3, 3] setWaypointSpeed "NORMAL" exit The result I constantly get is 3 guys standing at the third waypoint. I have tried several variations which I will also list. #wp3 _wptest3 = _grp addWaypoint [wptest1, 3] [wptest1, 3] setWaypointType "CYCLE" [wptest1, 3] setwaypointBehaviour "COMBAT" [wptest1, 3] setwaypointcombatmode "RED" [wptest1, 3] setWaypointSpeed "NORMAL" This one above goes back to wp1 incase they had to be overlapping. Same result #wp3 _wptest3 = _grp addWaypoint [wptest3, 3] [wptest3, 3] setWaypointType "CYCLE" I tried this incase the other options where confusing it I even tried making the cycle waypoint the 2nd waypoint number in addition to the WP2 _wptest3 = _grp addWaypoint [wptest1, 2] [wptest1, 2] setWaypointType "CYCLE" [wptest1, 2] setwaypointBehaviour "COMBAT" [wptest1, 2] setwaypointcombatmode "RED" [wptest1, 2] setWaypointSpeed "NORMAL" and same result. I also tried adding cycle to the array just to see. _wptest3 = _grp addWaypoint [wptest3, Cycle] I figured that wouldn't work. Does the setwaypointtype "Cycle" command just not work? -
Scripting Waypoints "Cycle" (setwaypointtype "cycle")
Sardaukar17 replied to Sardaukar17's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You showed me what I was doing wrong. Thank you lol. Your the first in 5 days and 2 websites. I was doing this: #wp1 _wp1 = _grp addWaypoint [wp1, 1] [wp1, 1] setWaypointType "MOVE" [wp1, 1] setwaypointBehaviour "COMBAT" [wp1, 1] setwaypointcombatmode "RED" [wp1, 1] setWaypointSpeed "NORMAL" When I should have been doing this: #wp1 _wp1 = _veh addWaypoint [wp1, 1] _wp1 setWaypointType "SAD" _wp1 setwaypointBehaviour "Aware" _wp1 setwaypointcombatmode "RED" _wp1 setWaypointSpeed "NORMAL" goto "WpNumber" Incindentally if someone, anyone needs to set a large string of waypoints you can see at the bottom of that brief script there it goes to #WpNumber. I'll show you what I use that for and how to make your waypoints chosen randomly. Since this post will probly get hit allot due to the way I named it.. With ofcourse that intention. I'll post a section of what I got.. (I apologize for the SQS it's all I know) ?!(local Server): Goto "exit" _veh=_this select 0 _wpnum=1 #WaypointMaster _rand = random 5 _num = _rand - (_rand mod 1) ~1 ?(_num==0):goto "Wp1" ?(_num==1):goto "WP2" ?(_num==2):goto "WP3" ?(_num==3):goto "WP4" ?(_num==4):goto "Wp5" ;--------------------------------- #wp1 _wp1 = _veh addWaypoint [wp1, _WPnum] _wp1 setWaypointType "SAD" _wp1 setwaypointBehaviour "Aware" _wp1 setwaypointcombatmode "RED" _wp1 setWaypointSpeed "NORMAL" goto "WpNumber" #wp2 _wp2 = _veh addWaypoint [wp2, _WPnum] _wp2 setWaypointType "SAD" _wp2 setwaypointBehaviour "AWARE" _wp2 setwaypointcombatmode "RED" _wp2 setWaypointSpeed "NORMAL" goto "WpNumber" #wp3 _wp3 = _veh addWaypoint [wp3, _WPnum] _wp3 setWaypointType "SAD" _wp3 setwaypointBehaviour "AWARE" _wp3 setwaypointcombatmode "RED" _wp3 setWaypointSpeed "NORMAL" goto "WpNumber" #wp4 _wp4 = _veh addWaypoint [wp4, _WPnum] _wp4 setWaypointType "SAD" _wp4 setwaypointBehaviour "AWARE" _wp4 setwaypointcombatmode "RED" _wp4 setWaypointSpeed "NORMAL" goto "WpNumber" #wp5 _wp5 = _veh addWaypoint [wp5, _WPnum] _wp5 setWaypointType "SAD" _wp5 setwaypointBehaviour "AWARE" _wp5 setwaypointcombatmode "RED" _wp5 setWaypointSpeed "NORMAL" goto "WpNumber" ;--------------------------------------------- #WpNumber _wpnum=_wpnum+1 ~1 ?(_wpnum==5):goto "Cycle" goto "WayPointMaster" ;---------------------------------------------- #Cycle _wpnum=_wpnum+1 ~1 _wp29 = _veh addWaypoint [wp25, _wpnum] _wp29 setWaypointType "CYCLE" _wp29 setwaypointBehaviour "AWARE" _wp29 setwaypointcombatmode "RED" _wp29 setWaypointSpeed "NORMAL" goto "exit" ;------------------------------------------------------ #exit exit Ok to track this it is pretty simple. You need to execute it like this: [YourGroupName] exec "waypoint.sqs" _veh= _this select 0 is just the line that pulls the group name from the execution array. I make _wpnum equal to 1 it's important for reasons below. You can see the Random section. it simply creates a random (whole number -thats the mod 1-) number. It then detects what number it is through the string of ?(_num==1):goto "wp1" lines. It goes to the line hits the waypoint commands of the selected waypoints and then goes to #wpNumber This section is simply a counter that is used to replace the number of the waypoint order in the addWaypoint array addWaypoint [Location, #in order] When _wpNumber hits the number you enter into the ?(_wpnum==5):goto "Cycle" it will go to the #cycle and add a cycle waypoint and then exit. It is all in SQS so sorry and there may be a way of shortening this up. But I'm proud for only being at this for a couple months. Just trying to be helpful.:)