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Kushluk

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Posts posted by Kushluk


  1. I've noticed the enemy AI is pretty accurate when shooting through concealment and could do with having reduced accuracy in that situation but I reckon that's an arma limitation more than anything else.

    There is an updated version of Sangin for ArmA 3 being worked on that has AI view blocking LODs, which should resolve the issue. In the meantime, you can tweak the militant AI skill values in server\functions\fn_setGroupConfig.sqf


  2. Excellent to hear Azza! My gameplay hints would be:

    1) Plan your route before you step off.

    2) Interrogate civilians whenever possible. It makes finding intelligence and IED's much easier.

    3) Don't get bogged down in contact. The terrain is harsh and there are huge numbers of enemies. Sometimes you are better off making a fighting withdrawl.

    4) ALWAYS have as many medics and EOD technicians as possible.

    It looks like the MK18 issue is almost resolved: http://forums.bistudio.com/showthread.php?156804-MK18-Mod-1&p=2733874&viewfull=1#post2733874

    Let me know if you have any major requests or feedback and I will do my best to implement them.


  3. I do not want to make AI recruitment part of the official mission, however I will give you some assistance:

    Option A - Third Party Packages:

    http://www.armaholic.com/page.php?id=19041

    http://www.armaholic.com/page.php?id=23844

    Option B - My custom DICE add-unit script:

    If you are logged in as admin (or playing SP) paste this in the debug console once per squadmate.

    myUnit = (group player) createUnit ["B_soldier_F",getPos player,[],0,"NONE"];
    myUnit addAction ["Disband Unit",{deleteVehicle (_this select 0)}];
    clearAllItemsFromBackpack myUnit;
    clearBackpackCargo myUnit;
    removeAllWeapons myUnit;
    removeAllItems myUnit;
    removeBackpack myUnit;
    removeHeadgear myUnit;
    removeGoggles myUnit;
    removeUniform myUnit;
    removeVest myUnit;
    removeAllAssignedItems myUnit;
    myUnit addUniform "U_SBE_Army_B_CombatUniform_mcam_vest";
    myUnit addBackpack "B_Carryall_DICE";
    myUnit addVest "V_SBE_Army_PlateCarrier1_rgr";
    myUnit addHeadgear "H_SBE_Army_HelmetB";
    {myUnit linkItem _x} forEach ["G_Tactical_Black","NVGoggles_OPFOR"];
    myUnit addMagazine "30rnd_556x45_STANAG";
    myUnit addMagazine "30rnd_556x45_STANAG";
    myUnit addMagazine "30rnd_556x45_STANAG";
    myUnit addMagazine "30rnd_556x45_STANAG";
    myUnit addMagazine "30rnd_556x45_STANAG";
    myUnit addMagazine "30rnd_556x45_STANAG";
    myUnit addMagazine "30rnd_556x45_STANAG";
    myUnit addMagazine "30rnd_556x45_STANAG";
    myUnit addMagazine "30rnd_556x45_STANAG";
    myUnit addMagazine "30rnd_556x45_STANAG";
    myUnit addMagazine "30rnd_556x45_STANAG";
    myUnit addItem "Muzzle_MK18_L";
    myUnit addWeapon "RHARD_MK18AFG_F";
    myUnit selectWeapon "RHARD_MK18AFG_F";
    myUnit addPrimaryWeaponItem "PEQ15_A3_Top";
    myUnit addPrimaryWeaponItem "optic_Holosight";
    myUnit setSkill 1;
    myUnit allowFleeing 0;
    myUnit setSkill ["general",1];
    myUnit setSkill ["aimingAccuracy",1];
    myUnit setSkill ["aimingShake",1];
    myUnit setSkill ["aimingSpeed",1];
    myUnit setSkill ["endurance",1];
    myUnit setSkill ["spotDistance",1];
    myUnit setSkill ["spotTime",1];
    myUnit setSkill ["courage",1];
    myUnit setSkill ["reloadSpeed",1];
    myUnit setSkill ["commanding",1];


  4. Currently the pilot rescue mission is quite simple and the hostage will die after a preset time (10/20) minutes. I plan to improve this so it is a 5 minute timer after you are spotted by those guarding the pilot.

    You can edit all of the body/vehicle/object cleanup countdown timers in "server\functions\fn_loopCleanup.sqf." Posting from my phone, so I can't remember what they are off the top of my head. I think it does a cleanup process every five minutes.


  5. hello and thank you for spending so much of your personal free time to make this. what is the recommended amount of players for this mission? i usually play arma with a friend, and on a good day we can get up to 6 people(really hard) otherwise; is there any AI teammates in this mission?

    You can play somewhat effectively with two, but the ideal number is about ten. Provided you plan your missions effectively (dont paradrop into the middle of enemy territory) you can usually play somewhat effectively. Ideally your squad should include a Team Leader, Medic and Engineer... but there are many different ways you can play. If you have fewer players I recommend either:

    a) Use a convoy of humvees and trucks with two crew members in each (gunner and driver) and slowly make your way through the map clearing any resistance along the way.

    b) Take a small team of medics with silencers who use speed and stealth to bypass the majority of the enemy. There are lots of water channels that can be used to travel effectively.

    If you are logged in as admin, put "skipTime 12" into the debug console and execute it as 'Global' to put the mission into nighttime. This can make stealth easier. This will become a mission parameter in an upcoming update.

    Hallo, it's me again ^^ how can i run it on my dedicated server? I set "expert" difficult but when i create the mission, it kicks me out. Message says I'm running wrong difficult but I set i up to "expert" difficult and still can't play.

    The mission doesn't actually check for which difficulty you picked. It does however check if one of three difficulty options are enabled:

    1) Enemy unit map icons.

    2) Clock direction indicator

    3) Third person.

    If any of these three are enabled, it will show that warning.


  6. It seems the MK18 is bugged after the changes introduced in the Bootcamp-update. Any chance for a fast fix or do we have to wait for ardvarkdb?

    Looks like a fix shouldn't be far away: http://forums.bistudio.com/showthread.php?156804-MK18-Mod-1&p=2731893&viewfull=1#post2731893

    Is there a way to re-configure the menu key ? Delete is my "lean-left"

    You will need to dePBO the mission file and change the keybind number in "client\functions\fn_keyBindings.sqf"

    if(_key == 211) then
    {
       if(!dialog) then{createDialog "DICE_OperatorMenu"};
    };

    Replace the 211 from a number from this list: https://community.bistudio.com/wiki/ListOfKeyCodes


  7. Very odd. Please try mission file hotfix #2: http://www.mediafire.com/download/ug5iw2ufznk5oy0/DICE.hellskitchen.pbo

    I have uploaded this version to my own clans dedicated server and it definately spawns a large number of units around the map. There are no script errors. If you still have the issue with no AI units spawning, please send me the RPT file from your server. Tested with ArmA 3 v 1.24 running just the mods listed on the google page.

    EDIT: Thanks Sonsalt, I have updated the google webpage to include the SIX link for @DICE content mod.


  8. Kushluk,

    A great mod / mission you have created!!

    But one problem, I have playd it and walked through more villages on the map.

    There are no civilliand and enemies. After a 2 hour walk still cant find anybody.

    Is this something that must be activated or just because i've tried it out of the editor?

    Kindly regards,

    Rick "Skunk" Winkelman

    There is definately something wrong there!!! I suggest you try run the mission in singleplayer and check that:

    1) You are running all of the required mods. Use this list: https://sites.google.com/site/kushlukdice/home

    2) There are no script errors - which can cause the server process to stop spawning units. Can you use pastebin.org to PM me your RPT file for that session. https://community.bistudio.com/wiki/RPT


  9. Regarding the @DICE mod, I will submit a request now and post an update here upon completion. I noticed from your screenshot that you may be missing some mods, please note the following text from https://sites.google.com/site/kushlukdice/home If you downloaded @Sangin from Six Updater instead of Armaholic, the following dependencies must be downloaded from Six Updater as well:


  10. yB7OVvw.jpg

    "Yay! Glad to see this out in the public. This is the best co-op gaming in ARMA3 you can get short of scripting up a mission yourself. I highly, highly encourage folks to try it out."

    - TinyPirate

    "First can I just say our community loves your mission and have been playing it nonstop! Actually can't get enough :)"

    - Azza (TF Ares)

    "After a couple of days I got to say I've had a great gaming experience. I really love the default config that makes this mission more "realistic". Me and my friends are really happy and we have been playing this every night. The dynamic scenario is great, Sagin is great, I love the role selection."

    - AlexSegen

    "First off your mission is fantastic! Freakin love it!"

    - Elmango

    I have not released much information regarding this scenario to the public, so this thread will possibly the first thing many of you hear about this project. Over time I have moulded the specifics of the mission to suit the needs of a niche populous within the arma community. Communities possessing high levels of coordination and teamwork will be most satisfied by the experience provided whilst deployed on this operation.

    DICE is a compilation of modifications, scripts and mission files designed to provide an engaging and immersive scenario focusing on infantry combat. The scenario is based upon the insurgency within Afghanistan and has been designed from the ground up to provide an authentic feel. Islamic militants are currently staging guerrilla warfare throughout the entire region and NATO forces are tasked with multiple important objectives within the area of operation. The insurgents have lived most of their lives in the hotzone, so they will not give up any territory without a fight. Expect hostile forces to make use of bunkers, armed offroads, roadblocks, crew served weapons and whatever else they can get their hands on; in their campaign to disrupt the operations of all western forces in the area. The in-game world has been populated by civilians, aircraft, ground vehicles, animals and other ambient entities to help provide that sense of immersion whilst players traverse the terrain.

    Improvised explosive devices have become commonplace throughout the terrain, causing indiscriminate mayhem and destruction on a daily basis. Explosive Ordnance Disposal (EOD) personnel and equipment are frequently attached to any western forces in the area to both detect and disarm explosive devices that have been placed by militants. Operators can use the armoury to mould their equipment to their role in the team. Combat roles such as rifleman, machine-gunners and anti-tank troopers can employ heavy weaponry to get the job done whereas support roles fill other gaps in the section structure.Corpsman can provide emergency first aid, radio operators can request indirect fire support using ten digit grid references and combat engineers can use ordnance disposal techniques as well as repair damaged vehicles.

    The scenario employs a large number of supporting technical aspects thanks to third party content and the bohemia community. Simple methods of navigation and transport such as teleport to team, shift-click waypoints, map markers, mini-map and third person have all been disabled. Realistic assistances to mobility have now been introduced including the military GPS receiver and various deployment methods. Due to the complexity of finding your way around the area of operation, it is recommended that any players are well versed with the equipment and terrain. Planning any route in advance is highly endorsed by those with prior experience. Reading through the custom controls and using the operator menu will improve the efficiency of any seasoned trooper.

    I have spent an ungodly amount of my free time working on this project, so please provide constructive feedback.

    >> REQUIREMENTS AND DOWNLOADS


  11. Like is posted so many times on these forums, please do NOT put sleep's or waitUntil's in the init.sqf

    init.sqf

    ==========

    execVM "nightStuff.sqf"

    nightStuff.sqf

    =============

    if (!isServer) exitWith {};
    
    while {true} do
    {
       sleep 5;
       {
           if (side _x == independent) then
           {
               _x removeweapon "NVGoggles_INDEP";
               _x removePrimaryWeaponItem "acc_pointer_IR";
               _x addPrimaryWeaponItem "acc_flashlight";
               _x enableGunLights "forceon";
           };
       } forEach allUnits;
    };

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