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Splicer

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Everything posted by Splicer

  1. OK guys, here's the translation: //Version: 4.2.2 // Added // Front attack. // Combat formation based on current situation. // AIs can get in buildings to defend, and when on patrol they can chase the enemy or take position to attack. // Modifications: // Improved system to locate, assign and get in vehicles. // Performance enhanced. It's been improved to be run every 20 secs. // Parametrization has been modified, sharedist increased, react shorterned, cycle increased. // AI's attitude has been modified when in combat, now they react in a more specialized way according to the situation. // Fixed bug that made reinforcements wandered without direction when called to assist. // More dynamic flanking attacks. // Squads assigned "NOMOVE" now secure positions and make better use of nearby buildings. I hope this helps. By the way MONSADA, what do you mean by "Optimizado el rendimiento. Se ha mejorado para que se pueda ejecutar cada 20s."? Send me a private message and I will translate this to reflect what you mean since it is not clear what "rendimiento" is (i.e., performance, stamina, shoot/kill ration)? And also, what do you mean by "Modificada la parametrización" MIL GRACIAS! -Splicer.
  2. Hi CaptainBravo, There's a thread that may be of help to you: ArmA 2 Awarness Script (http://forums.bistudio.com/showthread.php?t=92532). Hope this helps. Good luck! Splicer.
  3. Hi Meatball0311, I don't know if this could be useful to you, but you could check a script called VFTCAS - Terrain Collision Avoidance System: http://www.armaholic.com/page.php?id=8118 May be you can find some tips in it for yourproject. :D Good luck! Best, Splicer.
  4. The only one I'm using (so far) is UPSMON (a patrol course generator). Thanks Draper! Splicer.
  5. Hi AnimalMother92, Very interesting... I wasn't aware of it. I'll dig more into that too. THANKS! Best, Splicer. ---------- Post added at 09:37 PM ---------- Previous post was at 09:32 PM ---------- Hi Draper, Yes, that's what I meant (finger mistake) :p I'm confused now that you said it's outdated since it came with your version 1 script. :confused: Let me try using your script on a brand-new mission without using other scripts. I want to see if maybe that's the root of the problem (?) Be back soon! :D Best, Splicer.
  6. Hi all, During a recent discussion (see thread http://forums.bistudio.com/showthread.php?t=91696) it was mentioned the engine would read first the code in a unit's init field vs the mission's init.sqf. The significance of this is that a function created by a user in the init.sqf would not be executed when such function is requested in a unit's init field (i.e., call or spawn commands) when the mission is started. I'm new to coding in Arma2, so this topic is fundamental to gain a better understanding on writing and using scripts for the game. Could any of you experts share your wisdom on this? :pray: Thanks much in advance. Splicer.
  7. You can always run ArmA2 in window mode. You will have the Taskbar at the bottom of the screen and then can pause the game and use any applications you have without having to ALT-TAB. :D I hope this helps. Best, Splicer.
  8. Hi AnimalMother92, Pardon my ignorance, but what is "VFTCAS"? That would be SWEET! Please, please, pretty please? :pray: Thanks! Best, Splicer.
  9. You are very welcome Arkon2! :) Yes, the init file is .sqf Will do! And look forward to seeing your mission! :D My best, Splicer.
  10. Hi guys, Thanks for all the help! I tried the code, but there is a problem with {!isNull PatrolScript} The reason is that PatrolScript is an array and isNull works with objects, controls, display, group or locations. Any thoughts about how to check that a script (e.g., PatrolScript) has actually been compiled and it's in memory? Thanks. -Splicer.
  11. Hi Draper, Lucky you! I guess being the father of a script comes with its perks... :D Hmmm.... Sounds like you already tried this. I want to corroborate that the problem persists even with several waypoints are used between 2 distant points (e.g., ASPad and selected target site). If I place several a couple of waypoints and sww that the planes don't have a problem reaching (and attacking) the target site, this will suggest that the problem is with the ArmA2 engine where there is a long distance between ASPad and target site. Do you agree? SUGGESTION: Would you consider including in the script some code to announce the ETA for the planes to reach the target site? :D Thanks Draper. Look forward to hearing from you! My best, Splicer. ---------- Post added at 10:40 PM ---------- Previous post was at 10:37 PM ---------- Hi Draper, OK. I'll do that for good measure. :D By the way, please note that HotFix1 does not come with the cvs file. I had to copy and use the original one. I hope this is not the cause of the problem I'm having... I'll let you know how that goes. :D Thanks Draper! Best, Splicer.
  12. Hi guys, Well... I'm confused since even with the HotFix (1) I do experience the planes getting gunned down after a couple of seconds of being spawned, and (2) I also have the problem of the planes flying back and then in circles. @ AnimalMother92 & orangeman: Could you tell us where in the map you are placing the ASPad marker? Also, what height are you having the planes flying at? Lastly, have either of you place the ASPad marker at sea? In some cases even when it's placed very close to the shore I still have the above problems. (?) Thanks much in advance. Best, Splicer.
  13. Hi, Well, I need to revisit this because it is not working for me. In the AI's init field I've entered the following code: waitUntil {!isNull PatrolScript}; Team1a = group this; nul=[this,"Zone1", "move", "delete:",600] spawn PatrolScript; And ArmA2 gives me the follow error message (from the arma2.RPT file): Suspending not allowed in this context Error in expression <waitUntil {!isNull PatrolScript}; Team1a = > Error position: <!isNull PatrolScript}; Team1a = > Error Generic error in expression I've also placed the waitUntil {!isNull PatrolScript}; code after Team1a = group this; and I still get an error message. And to cover my bases, I also used !isNil instead of isNull and got the same error message. :banghead: Could anybody help me understand what I am doing wrong? :pray: Thanks much in advance. Best, Splicer.
  14. I've been thinking about this problem and I may have a solution. :icon_idea: After the user selects a target site by clicking on the map, would it make sense to make the script create several waypoints between ASpad and the target site and have the planes use those to actually fly and reach the target site? This may solve the problem of ArmA2's engine going crazy when trying to calculate the planes' path to the target site. What do you think? :D Best, Splicer.
  15. Hi Draper, No luck. Same issues even on land! :k: Placing ASpad near the shore with a direction to go into inland I can see that the planes are flying towards the center of the island, but soon after they turn around and there they go gain... flying in circles like dumb flies again... :banghead: I'm not ready to give up yet! Any other suggestions/ideas? Thanks Draper! Best, Splicer.
  16. Hi Arkon2, At this point I can't tell when the mission will be ready for prime time. I think I will release it in stages when a significant section is done. I'll keep you posted! :D Don't know why you're having so much trouble with UPSMON... It worked like a charm for me since the get go. By the way, I noticed that in your original post you wrote you were using: nul=[this,"Alpha"] execVM "UPSMON.sq"; Notice that "UPSMON.sq" should be "UPSMON.sqf" Just making sure you got the whole code entered correctly. :D Also, I started my mission fresh with no init.sqf or Description.ext, etc. By the way, have you started ArmA2 with a code to monitor/debug scripts? Have you checked the error file that is created when an error happens? Best, Splicer.
  17. Well, now that I placed ASPad way to the west border of the map, as soon as I call air support I get the message that the sorties were gunned down! :confused: :banghead: What the heck is going on with the script? There are NO units near where the airplanes are spawned, and they get "shot down" almost immediately? :k: OK, something bogus is going on here... :681: Be back later. This ain't over yet... Splicer.
  18. Hi Draper, Well, tried the above coordinates and STILL those planes only fly in circles like flies after food! GRRRRRRR.... :banghead: Let me keep pounding on this. This air support script is key in the mission I'm putting together and I want it to work the way it's supposed to! Be back shortly. Gotta try a few more things here... :pray: Best, Splicer.
  19. Hi Arkon2, My mission is a very ambitious project for noob like me. Nonetheless, it's a dynamic mission inspired by Cipher where there will be 3 tasks and each choice you choose to go about it (e.g., accomplish task 1 first) will impact on how you go about going for the other 2 tasks. Realism is key, so when you engage an enemy unit there is a chance (if things turn grim for them) that they call for air support to come and get you. And they can also alert other units within certain radius IF they have radio communication. So if you attack at one place other units may know you're in the area and be on alert... or come after you! Number of AIs, type/speciality, whether they have an armed vehicle or car and the type they ALL change dynamically every time you start a mission... and they are all over the map. Major cities will be guarded more than a minor town (logistically that makes sense), and since each target in each task will also be randomly selected, placed on the map, and guarded... well... I want this game to be the mother of all dynamic games. And so far I'm making progress. :D Hmmm... In my case I'm using more specific data in the array for the script ( Monsada's "UPSMON.sqf"). Example: nul=[this,"MyMarker", "move", "delete:",600] execVM "scripts\upsmon.sqf"; Don't know if that makes a difference, but I can tell you that now that I have units in almost every town and city on the map (yes... TONS OF UNITS!) it can take at times almost a minute for a patrol to get their marching orders and move out... But the DO get their orders and go on patrolling. :D Try giving more data in the array and see if that actually makes a difference. I can tell you that the script does work and works very nice! Best, Splicer.
  20. Maybe you need to reinstall ArmA2 on your server? Other than having a file messed up I don't see why it shouldn't work on another server. My 2 cents. Best, Splicer.
  21. Hi Gameadd1cted, To my knowledge you can only read the mod when you start ArmA2 and use it with any missions that require the mod. Note that -as far as I know- there is no limit on how many mods you can have ArmA2 read when the game starts. Now, whether they are compatible not having conflicts when running a mission... that's a different story. I hope this helps. Good luck! Splicer.
  22. Hi Kaoz, Apologies but your post is not clear to read and it's a bit hard to understand. Nonetheless, if you want units to appear at different places you can use a script to teleport them to a new location. Search the forum using the word teleport and you will find several ways to do so. I hope this helps. Good luck! Splicer.
  23. Hi Draper, Thanks for getting back to me. Here's my feedback: Nope. No mods are being used. I feel your pain. I'm confused :confused: and frustrated too. :banghead: I hear you here too! I've noticed that myself. The darned planes fly towards the target site, and when I noticed that nothing happened I see the planes going back to base. And even then you don't get a message saying so! :( I'll try that. Although still notice that when I placed ASPad to the left of the map (not as far as setPos [10,10,0]) the problem persisted. :confused: I'll let you know how my testing goes. And if I find a fix I'll let everybody know (but don't hold your breath...). Be back with my findings soon. Thanks Draper! Best, Splicer.
  24. Hi Draper, First of all, thanks so much for such excellent and most-needed script! AWESOME! Now, I ran into a problem. Whenever I place the the invisible H object (ASPad) far from the Chernarus' area that contains all the cities (i.e., all far to the left of the island or all the way down at the bottom of the map at sea) when I call air support the units cannot find their way to the selected site to attack and they end up flying erratically and in circles! I want to place the invisible H object (ASPad) way into the sea (at this point next to a carrier) to simulate the air support leaving from a far distance and take that delay in reaching the target into consideration to add realism to the mission I'm working on. In any case, is there a way fix this problem? :D Thanks. Best, Splicer.
  25. I'm using this script for patrols for a mission I'm putting together and it works like a charm! It takes about 20 sec or so for the units to get moving, but do get going. If you post the exact code you're entering in the unit's init field I can take a look at it. :) Best, Splicer.
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