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nomadd

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Everything posted by nomadd

  1. nomadd

    SLP Spawning script

    Sorry about that StrongHarm, I didn't test SLP_hunt, but I did test SLP_attack and it did not throw any errors. I missed the waituntil {|#|SLP_init == 1}; in both of them. I took the variable out completely, or I thought I did anyway. I will fix the problem and get a new version up. You can try just deleting the waituntil ,see if that takes care of your errors ---------- Post added at 07:52 AM ---------- Previous post was at 07:25 AM ---------- I realize making corrections yesterday and drinking rum may not have been the best combination. Anyway here is a new version with the hotfixes. I am going to wait to put it on first page until I get some feed back to make sure it is error free. I have not had a chance to test it. new version v3.43 http://www.mediafire.com/download/8wv1huhtmmss4sy/SLP_spawn_v3%252e43.Stratis.7z I did make one change to be aware of in your init.sqf , the line should be SLP_init = [] execvm "SLP\SLP_init.sqf"; Thanks again Strongharm for bringing this to my attention
  2. nomadd

    SLP Spawning script

    Newest Version: v3.42 linked first page Changelog: -fixed the errors caused by the latest beta -added class names for armor -the line in init.sqf has changed to SLP= [] execVM "SLP\SLP_init.sqf"; -call line requires 8 elements now...0= ["nameofspawn",[side,faction],[position],[infantry],[vehicles],[armor],[air],[tasks]] spawn SLP_spawn; -fixed bad class name in SLP_units_config If you have any problems, let me know. I did not receive any errors while testing. ---------- Post added at 07:55 PM ---------- Previous post was at 07:32 PM ---------- I made a very quick mission for the group I play with. Thought I would put it out here if anyone wants to look at it and see a basic defend type set-up using SLP. I put this mission together in about 10-15 mins, it is no where near complete, nor (for you die hard realism fans) is it realistic. However, it is fun to play with some friends and pretty much all action. The host can decide on the # of attacking waves of infantry , the size of the groups, # of vehicles, # of helos. The delay/speed at which the groups will spawn and attack. It also uses VAS and a basic respawn. Defend the base, enemy gets to the flag pole, you lose. Again, this is just a demo mission not really a "real" coop mission http://www.mediafire.com/download/v05ofnbxpu9mm1e/Defend.Stratis.7zhttp://
  3. nomadd

    SLP Spawning script

    I just tried the newest beta and got lots of wonderful errors. I have everything working error free (at least until the next patch). I need to do some more testing,just to make sure I have not missed anything. I will also add the new armor/tracked vehicles. I should have the newest version up this weekend.
  4. Is there any way to change the way switching is done between the stable and DEV build. As it is right now it is a pain to have to download so much every time I try and switch builds. I know things are different but the way it worked in ARMA2 was great. I could easily change between the stable and beta builds, plus could easily change to different beta builds. I miss having the beta folder and just needing to add/remove command in the launch to enable/disable beta. I would like to test/play the DEV build but just too much of a pain with STEAM constantly downloading every time.
  5. nomadd

    SLP Spawning script

    @Wolf72nd Just go into the init.sqf and delete the line execvm "SLPcall.sqf"; That was in the demo as an example of how to call SLP_spawn from an .sqf. Unfortunately BI has been changing quite a few things involving the engine/script execution/variables. I have not been able to keep up with the changes. Once the dust settles, I will look into how I need to change SLP_spawn. I just can't see spending the time to try and learn what is new if things are going to change again, plus the documentation on the changes is not anything to get excited about. I am not complaining about the changes, it is beta so things will happen. You can still call SLP_spawn from scripts just not in the init.sqf. Just do everything from triggers for the time being. ---------- Post added at 07:12 PM ---------- Previous post was at 07:03 PM ---------- For anyone running the DEV build: Guess BI released some new armor/track classes. I am not running the DEV build and steam is too much of a pain in the a** switching between stable beta and DEV. I realize how much I miss the beta folder in ARMA2 very easy to switch out the different beta builds and switch back to stable build.... Anyway, back to post, Just go into SLP_units_config.sqf and add the new class names to the armor array , remember to use "" switch (_faction) do { case 0: //opfor { _Leaderunits = ["O_Soldier_TL_F","O_officer_F"]; _units = ["O_helipilot_F","O_crew_F","O_Soldier_base_F","O_Soldier_F","O_Soldier_lite_F","O_Soldier_GL_F","O_Soldier_AR_F","O_Soldier_SL_F","O_soldier_M_F","O_Soldier_LAT_F","O_medic_F","O_soldier_repair_F", "O_soldier_exp_F","O_Soldier_sniper_base_F","O_spotter_F","O_sniper_F","O_Soldier_A_F","O_Soldier_AT_F", "O_Soldier_AA_F","O_engineer_F","O_Soldier_recon_base","O_recon_F","O_recon_M_F","O_recon_LAT_F","O_recon_medic_F","O_recon_exp_F","O_recon_JTAC_F","O_recon_TL_F", "O_Soldier_support_base_F","O_Soldier_AAR_F","O_Soldier_AAT_F","O_Soldier_AAA_F" ];//"O_Soldier_diver_base_F","O_diver_F","O_diver_TL_F","O_diver_exp_F", _vehicles = ["O_MRAP_02_F","O_MRAP_02_hmg_F","O_MRAP_02_gmg_F","O_Quadbike_01_F","O_Truck_02_covered_F","O_Truck_02_transport_F","O_APC_Wheeled_02_base_F","O_APC_Wheeled_02_rcws_F"]; _tanks = ["[color="#FF0000"]"ADD_NEW_CLASSNAME_HERE"[/color]]; _helo = ["O_Heli_Light_02_F","O_Heli_Light_02_unarmed_F","O_Heli_Attack_02_F","O_Heli_Attack_02_black_F"]; _plane = []; _boat = ["O_Boat_Armed_01_hmg_F","O_Boat_Transport_01_F","O_Lifeboat"]; }; Then in your SLP_spawn line just spawn armor like you would anything else
  6. nomadd

    SLP Spawning script

    @Massasster What in is the SLP_units_config.sqf array for _helos? switch (_faction) do { case 0: //opfor { _Leaderunits = ["O_Soldier_TL_F","O_officer_F"]; _units = ["O_helipilot_F","O_crew_F","O_Soldier_base_F","O_Soldier_F","O_Soldier_lite_F","O_Soldier_GL_F","O_Soldier_AR_F","O_Soldier_SL_F","O_soldier_M_F","O_Soldier_LAT_F","O_medic_F","O_soldier_repair_F", "O_soldier_exp_F","O_Soldier_sniper_base_F","O_spotter_F","O_sniper_F","O_Soldier_A_F","O_Soldier_AT_F", "O_Soldier_AA_F","O_engineer_F","O_Soldier_recon_base","O_recon_F","O_recon_M_F","O_recon_LAT_F","O_recon_medic_F","O_recon_exp_F","O_recon_JTAC_F","O_recon_TL_F", "O_Soldier_support_base_F","O_Soldier_AAR_F","O_Soldier_AAT_F","O_Soldier_AAA_F" ];//"O_Soldier_diver_base_F","O_diver_F","O_diver_TL_F","O_diver_exp_F", _vehicles = ["O_MRAP_02_F","O_MRAP_02_hmg_F","O_MRAP_02_gmg_F","O_Quadbike_01_F","O_Truck_02_covered_F","O_Truck_02_transport_F","O_APC_Wheeled_02_base_F","O_APC_Wheeled_02_rcws_F"]; _tanks = []; [b][color="#FF0000"]_helo[/color][/b] = ["O_Heli_Light_02_F","O_Heli_Light_02_unarmed_F","O_Heli_Attack_02_F","O_Heli_Attack_02_black_F"]; _plane = []; _boat = ["O_Boat_Armed_01_hmg_F","O_Boat_Transport_01_F","O_Lifeboat"]; }; It should use whatever is in the array, unless I have the class names wrong or the class names have changed Edit: Missed your last line in the post, glad you figured it out
  7. nomadd

    SLP Spawning script

    Well I just tried the newest update, .72.0.107486. So far no errors in game or the .rpt. The .rpt is a mess of errors but nothing I can find relating to SLP_spawn. I have not tried the latest DEV build. If anyone has a problem please post it and I will take a look.
  8. nomadd

    SLP Spawning script

    Just took a quick look using the latest DEV beta. I have no idea atm what is going on, but nothing is working. I can't even use the radio in game to activate triggers. Hopefully BI will fix whatever it is they broke. Otherwise I am going to have to try and figure out what they changed and how to work around it. Have to go to work , will probably be a day to two before I can work on this again.
  9. nomadd

    Discussion on "Axed" Features

    A3 is an improvement in graphics, but right now I am disappointed with what I see overall. The eye candy is nice but the core features need some serious work. I know this is still beta so holding judgement until the final game is released. -the AI is a mess -terrible pathfinding, collision with objects, -AI will walk through rocks,walls etc then get stuck -AI will easily get stuck on the terrain with nothing around them -AI will get stuck in animation loops -AI will completely ignore the inside of buildings when in combat, unless scripted -AI skill settings are broke ( this should be an easy fix), at range (300m) non-sniper, AI is insanely accurate -the above is also because AI sees player through tree trunks,walls,etc. They should not be able to track the player but they can -weapon/player collision mainly in buildings -modules that still do not work in MP I could keep going, in some ways this is a step backwards from A2. I know a number of things have been axed, 3deditor was a big one I was looking forward too. I am actually ok with features getting put on hold , if that means BI will begin to address some of these issues. The eye candy is nice, the features are nice but it comes down to the game play. I would like BI to fix alot of these problems and some of these problems have been around a long time. I don't want BI to leave it up to moders to try and solve them. The moders have done a great job of overcoming a number of these issues in A2, but we as consumers should not have to rely on them to fix this stuff. As for the features I am so use to game companies promising everything and delivering very little. This seems to be the norm any more.
  10. nomadd

    SLP Spawning script

    I will take a look at it, as soon as I can. I am not using the DEV build so have not encountered the problems. What I have read, sounds like the last update broke a whole lot of scripts.
  11. nomadd

    SLP Spawning script

    @MeatballCB What you are doing will work fine. If you look at the demo I actually have an example of using the paramsarray to be able to change the number or groups and the size of each group It uses ..-1..in the spawn line exp: 0=["HunterSpawn0",[0,0,True],["slpSpawn",25],[-1,-1],[-1,-1],[],[-1,1],["hunt",demoteam]] spawn SLP_spawn You need to define your paramsarray, which sounds like you have description.ext class Params { class debug { // paramsArray[0] title = "Debug"; values[] = {0,1}; texts[] = {"Disabled","Enabled"}; default = 1; }; class EnemyInfgroups { // paramsArray[1] title = "Number of Enemy Infantry Groups"; values[] = {15,20,25}; texts[] = {"15", "20", "25"}; default = 20; }; class EnemyInfsize { // paramsArray[2] title = " Number of Enemy Units in Infantry Groups"; values[] = {6,9,12}; texts[] = {"6", "9", "12"}; //or {"light","medium","heavy"},{"afew","afewmore","lotsofdirtnaps"} if you want to hide the actual numbers default = 6; }; class Enemyvehgroups { // paramsArray[3] title = "Number of Enemy Vehicles Groups"; values[] = {0,10,15,20}; texts[] = {"none", "10", 15", "20"}; default = 15; }; class Enemyvehsize { // paramsArray[4] title = " Number of Enemy Units in Vehicles Groups"; values[] = {0,1,2,3}; texts[] = {"none", "1", "2", "3"}; default = 1; }; class Enemyarmgroups { // paramsArray[5] title = "Number of Enemy Armor Groups"; values[] = {0,10,15,20}; texts[] = {"none", "10", 15", "20"}; default = 15; }; class Enemyarmgsize { // paramsArray[6] title = " Number of units in Armor Groups"; values[] = {0,1,2,3}; texts[] = {"None", "1", "2", "3"}; default = 1; }; class Enemyairgroups { // paramsArray[7] title = "Number of Enemy Air"; values[] = {1,2,3}; texts[] = {"1", "2", "3"}; default = 1; }; }; Then in the SLP_init.sqf set the global values /*-----------------------------------------------------------------------------------------------------------------------------------------------------*/ //# of Groups and Group size...Global Values use... -1 in script call to activate //if you are not using paramsarray then set these values to 0 //_Infgrp_num= 0; //_Infgrp_size= 0; _Infgrp_num= (paramsarray select 1) ; //Sets # of Infantry groups _Infgrp_size= (paramsarray select 2) + random 3 ; // Sets # of units in infantry groups _Vehgrp_num= (paramsarray select 3) ; // Sets # of vehicle groups _Vehgrp_size= (paramsarray select 4) ; // Sets # of units in vehicle groups _Armgrp_num= (paramsarray select 5) ; // Sets # of Armor groups _Armgrp_size= (paramsarray select 6) ; // Sets # of units in Armor groups _Airgrp_num= (paramsarray select 7) ; // Sets # of Air groups _Airgrp_size= (paramsarray select 7) ; // Sets # of units in Air groups /*-----------------------------------------------------------------------------------------------------------------------------------------------------*/
  12. nomadd

    Cheating AI?

    I know but right now it is the only thing we can do is hope BI fixes some of these issues. Otherwise it will fall to some of the very talented members of this community to do what BI should have done. So luckily it is still beta and BI has time to fix these issues. Now will they is a different topic...
  13. nomadd

    SLP Spawning script

    Yes and no. It uses an overall global variable to keep track of all the spawns. It really doesn't/can't keep up with each individual spawn line. I use SLP_Instances to track the total number of groups spawned. It encompasses everything infantry/vehicles/armor/air. It can be used for a base defense type mission, add up the total number of groups attacking the base exp 0=["Baseattack",[0,0,20],[trg1],[12,[5,6],[4,1],[4,1],[],["attack",base]] spawn SLP_spawn; Then for an ending condition you can use SLP_Instances >=19 , 12+4+4 = 20 so I use one less.. 19. Another thing you can do is use the paramsarray and have the ability to change the delay and number of groups every time the mission is played. exp 0=["Baseattack",[0,0,(paramsarray select 1)],[trg1],[(paramsarray select 2),[5,6],[],[],[],["attack",base]] spawn SLP_spawn; You need to set up the paramsarray in the description.ext for this to work. The end condition would then be SLP_Instances >= (paramsarray select 2)
  14. nomadd

    SLP Spawning script

    ah got it. Yeap the script is not designed to work that way. You can easily set up a trigger/loop with conditions and keep spawning more units until the conditions are met. You can also change the delay from a number to TRUE 0=["HunterSpawn",[0,0,TRUE],["slpSpawn",25],[2,6],[1,1],[],[],["hunt",demoteam]] spawn SLP_spawn; This will spawn 1 group of 6 infantry and 1 vehicle. After the first group of infantry as been killed it will then spawn another group of 6 infantry. You can of course change the number of groups you want to spawn. If you want groups to keep spawning for a long time just make the number high. Would probably be better on a trigger/loop with conditions to stop the spawning at some point. I posted this before but if the delay is set to True the infantry/vehicles/armor/air work independently of one another. Meaning kill infantry group get another infantry group to spawn, kill vehicle group get another vehicle group to spawn....until the number of groups to spawn has been met.
  15. nomadd

    SLP Spawning script

    @MeatballCB You are spawning 2 groups of 6 infantry with a 10 sec delay between the groups and 1 group with 1 vehicle. What you are saying is the first group of 6 will spawn but nothing will spawn after that?
  16. nomadd

    Cheating AI?

    "cheating" is a strange way to look at the AI, but I guess it applies. I would say bad programming or lack of programming. I have seen the AI do things no human player can do. Right now the AI have problems, some pretty serious, that take away from the "fun" of the game. I just hope BI fixes this stuff before the final game is released. The AI problems are easily seen/reproduced plus the fact so many folks have posted/bug tracked them I find it hard to believe BI is not aware of the issue. Some of the AI issues are hold overs from ARMA2. All the new eye candy is nice, but having good AI ,imo, is more important. Luckly this is still beta so there is time to get a fix on alot of these issues
  17. nomadd

    SLP Spawning script

    @Luki_M2K Glad you like it and are finding it useful
  18. An easy work around on the mobile is to place a respawn point somewhere out by itself, put a trigger around the respawn point set to repeat. Any unit that hits the trigger gets moved to your mobile respawn or inside it,if it is a vehicle. You can also black out the screen so players do not see anything. If you want to black out the screen will probably be easier to make an .sqf. May not be the prettiest thing but it will work. I have used this set-up before. Hopefully this will help until Norrin has the time to update his scripts. Thanks for porting your scripts , I used them all through ARMA2.
  19. nomadd

    SLP Spawning script

    @virtualinfantry I need more info. Have you tried the demo mission, does it work? or does it throw you an error? What are the errors it is spitting out? Are you running alot of scripts or mods? SLP shouldn't conflict with anything but I can't guaranty that. No SLP does not require the DEV build,but it should work fine with the DEV build. I have used it with the DEV build and without the DEV build. I try to keep somewhat up to date on the DEV builds to see if any changes will effect it. @Antorugby I am not sure why you are getting that error. If you want to pm your mission I will take a look at it.
  20. nomadd

    Recoil improvement in beta?

    Just found this post and I agree sway and recoil are too much. I have fired many types of rifles from different position and what is in game atm is no where near realistic. Feel like you drank a fifth of Jack Daniels and then try to fire at something. I am glad to see a fix is coming. I don't want sway/recoil nerfed out of existence but they way it is currently takes alot away from the game. I liked to use the SAW in ARMA2 but in ARMA3 the "furture" version is worthless, kicks like a freakin mule. Yes I have fired a SAW and M60 in real life. Right infantry combat is not that much fun.
  21. nomadd

    SLP Spawning script

    NEW UPDATE changelog -remove some bad class names from the SLP_units_config.sqf -tried to update the readme with more info -added a few more examples -some small fixes Newest version front page SLP_spawn 3.41 ---------- Post added at 11:21 AM ---------- Previous post was at 11:18 AM ---------- @Antorugby You can do it this way.. 0=["myspawn",[1,1],[s1],[5,[1,2]],[],[],[],["hunt",abc]] spawn SLP_spawn If it is just singeplayer you can change s1 to player. S1 is the name you give the unit in the editor, it can be whatever you want. You can also name the group mygroup= group this; 0=["myspawn",[1,1],[mygroup],[5,[1,2]],[],[],[],["hunt",abc]] spawn SLP_spawn The spawned units will spawn near the group leader. If you want to make them spawn further out you can set the distance 0=["myspawn",[1,1],[mygroup,100],[5,[1,2]],[],[],[],["hunt",abc]] spawn SLP_spawn This will spawn the units 100 meters out from the group leader. The direction will be random. You can also use min/max values on the distance [mygroup,[50,100]]. The spawned units will be a minimum distance of 50 meters and a max distance of 100 meters from the group leader. This is a great way to set up ambushes to attack the group 0=["myspawn",[1,1],[mygroup,100],[5,[1,2]],[],[],[],["attack",mygroup]] spawn SLP_spawn or 0=["myspawn",[1,1],[mygroup,100],[5,[1,2]],[],[],[],["hunt",mygroup]] spawn SLP_spawn I just updated SLP and actually have an example or this in the demo Hope this helps
  22. nomadd

    SLP Spawning script

    @thestuntman Sorry about that I missed that line in the readme. I thought I removed everything dealing with setvehicleinit but missed that last line in the readme. When I do another update I will be sure and correct it @MeatballCB The SLP_hunt is actually in the SLP_fnc_common.sqf. Open SLP_fnc_common.sqf and scroll down you will find it. The hunting group track the position of the leader of the hunted group. If a group is not the thing being hunted then the hunter group will track the position of whatever you are using.
  23. nomadd

    SLP Spawning script

    the hunter group should go after the hunted group no matter what ---------- Post added at 08:27 PM ---------- Previous post was at 08:25 PM ---------- I am going to post this on the first page. Doing some testing and the path-finding is just terrible in towns/cities/stuctures. Task "patrol" just works like crap, the AI seem to get stuck and can not complete the waypoint so it never gets assigned a new waypoint. Outside of towns/cities/stuctures it does not appear to be a problem. If your "patrols" are just stopping switch over to UPS it seems to work better. I have tested CBA_taskpatrol and BIS_taskpatrol both seem to have problems. This is something new with ARMA3, never noticed this problem in ARMA2. Hopefully it will get a fix.
  24. nomadd

    SLP Spawning script

    I am terrible at writing the readme. I know it needs improvement. Don't try and run the line from your init.sqf. There is not enough time for SLP_init.sqf to full initialize. So in effect you are trying to run slp to spawn something before everything that makes it work has been initialized. You can use a delay but I hate putting delays in init.sqf. You would be better off using a seperate .sqf execvm'd from the init.sqf with the slp line in that. At the top use a delay or waituntil {SLP_init == 1}; The params are just there to show another example of how the script can be utilized. You can delete all the params stuff if you like. If you look in the SLP_init.sqf you will see where I tell you if you don't want to use the parmasarray then just make everything 0. All the params stuff does is allow the mission to be changed every time it is played. The host can make changes in the lobby increasing/decreasing the number of units before a mission starts. The last thing, whenever you use a marker you have to use ""...... "huntspawn1"
  25. nomadd

    SLP Spawning script

    The code will use whatever delay you set to churn out units until the total number of groups has been met. If the delay is set to "true" then every unit of a group will have to be killed before the next group will spawn. It is set for each type, infantry, vehicles,armor,air. Meaning kill all the infantry next infantry group will spawn, kill all the vehicles next vehicle group will spawn etc. The infantry,vehicle,armor,air work independently of each other. If no delay is set the default is 10 sec Hope that makes sense
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