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Cyper

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Posts posted by Cyper


  1. That's great to hear!

    I am not going to upload the campaign on Steam Workshop or anywhere else until it's completely finished. Only the people from this board who feel eager to test it is going to be able to test it.

    There is totally 14 missions. I will send you the campaign as Singlemissions for the sake of testing. I will send those who are interested private message with a link so you can download it.

    I'll send it to you monday evening. This is because I noticed some problems with the AI.

    I wouldn't mind testing the missions! And what about voice-overs, still in need of those?

    Jepp. :)


  2. I came up with another idea but it did not work:

    I thought that I let an object be moved into a trigger in order to activate the trigger.

    So I used this:

    object1 attachTo [object2,[0,0,0]];

    The thought is that when trigger1 is activated, object1 is re-located into a zone where I have all the triggers I need activated triggers, and therefore object1 activates all the triggers.

    But it does not work. Is it because I use ''attachTo''? Is there any script such as ''MoveTo''?


  3. I'm glad to hear!

    What takes most of my time is the damn AI.

    In one mission the AI teamleader couldn't lead the team without standing still on one place forever, or drifting off (it happens because of high enemy presence), in another mission AI teamleader gets stuck in a house, in a few other missions the AI crash a vehicle until its totally wrecked, in another mission the AI refuse to drive away with a boat that is used for an escape, and in another mission (stealth mission) the AI does not react the way it should to make the mission work properly, in another mission where you are supposed to escape AI gets distracted by enemies around (despite all scripts that I use to prevent it). So I have to use all sorts of scripts, test them, change them again etc. Its a pain, and it takes a lot of time and effort. This campaign is quite much 'on rails' for an arma campaign, and there is quite a lot of scripting involved.

    But I think I'll focus on making the missions playable, by fixing AI issues. I have done a lot of testing myself and any problem is any mission more or less always boils down to AI issues.

    So I'll focus on the AI issues, and I will lend the campaign to you.


  4. Hello!

    I just wanted to say that I am still working with the campaign. The campaign is not abandoned. I have had some spare time from my studies, and here’s what I’ve done:

    WHAT'S DONE

    • All 15 missions have been tested various times

    • New dialog text have been added

    • New cutscenes have been added

    • Structure for certain missions have changed to due to AI issues

    • New music scores have been added

    • Overview text have been added

    • Overview pictures have been added

    • Mission objectives have been added

    • Unit ID (voice, accent, look etc.) have been created

    • Unit ID added have been added to every mission

    • BIS ‘Mission Completed’ have been added

    • Dust effects have been added

    • Various sound effects have been added

    WHAT’S LEFT TO DO:

    • Add animals to certain missions

    • Add stationary civilian units and vehicles

    • Add moving civilian units and vehicles

    • Random enemy camps, units, and vehicles

    • Fix various problems with the AI, for example, teamleader get stuck inside a house on mission 1. The AI issues takes up most of the time and some missions

    • Fix cutscene timing at mission 14

    • Add dialog sound to the dialog triggers

    In general, the campaign is almost ready for testing. I am not going to release the whole campaign for testing though. Those who are interested will receive the campaign as scenarios to make it possible to choose missions to test freely.

    There is unfortunately a lot of problems with the AI and I have been forced to change the structure of certain missions.

    This is just a short and simple demostration of the second mission. The campaign itself starts off where the ARMA III campaign ends. NATO have decided wage war against CSAT. U.S Special forces is first out to commence an attack on the island. Their task is to disable CSAT main defenses.

    nQtY61o56eA&hd=1


  5. Last week, I tried to export a mission to the scenario section. It worked well, and the description screen was visible.

    Now I did the same thing.

    Problem is this: When I click ''Save as...'' and then click ''Export to singleplayer missions'', the game creates a NEW mission folder, meaning that the folder wont have the appropiate description files, cutscene files etc as in the original. But not only that: the folder changes its name to ''03%20-%20MOUNTAIN%20BLAST.Altis'''

    WTF?

    http://oi57.tinypic.com/10qgbk0.jpg (1135 kB)


  6. Well, there are several solutions. An easy one would be naming the first trigger (like first_trigger), then use the following command as condition in the other triggers.

    triggeractivated first_trigger

    Thanks! I didn't know it was that simple. Now there is only problem left: how can I trigger the cutscene? The best solution would be to trigger the cutscene in the same trigger, but cutscenes can't be triggered it seems. Using waypoints is not that reliable.


  7. I have a problem.

    I am trying to synchronize a quite complex cutscene that involves a lot of triggers that must fire of att exactly the same time, or else, the whole cutscenes fails.

    The mission ends with a helicopter ride. Once the helicopter reach a certain waypoint, it fires of a trigger, and it also fires off ''intro15.sqs''. When that trigger is fired, a civilian unit runs through a couple of other triggers. These triggers is placed in line with each others so they fire off at the same time. Unfortunately, there is something wrong. For example, the trigger that handles music never fire off. At other times certain triggers fire off to late. Sometimes the ''intro15.sqs'' in the waypoint fires off to late, sometimes to early.

    Is there any better way to do this?

    What I would like to is this: I want the helicopter to fly through and fire off one trigger. When that trigger activates, I want the intro15.sqs to fire off, AND, I want an object to SPAWN ammidiately inside all the other triggers and activate them. Because using waypoints to active triggers isn't always exact in timing. Using civilians to run throug a couple off triggers isn't always exact in timing either.

    Timing is vital in this cutscene, and if it isn't perfect, I have to scrap the whole mission from my campaign, and then I have to scrap all 15 mission in my campaign. I'm really frustated right now and I need an expert's help!


  8. It was a tough mission, but from what OP told me, it seems like its just bad luck.

    As far as I know, enemy units does not spawn in the same location all the time and the same units does not spawn either. More than that, units roam around for free. This means that if you're just unlucky.

    I remember that in one mission in Cold War Crisis you were supposed to attack and then hold a base. There was like 10% chance that you would have to defend the town from an APC.. and that made it harder


  9. I think the Win episode loses a lot of it's points because we know BIS could do better to finish off the story. Instead, we're left as confused as we were at the end of Adapt. All we're left with is either "oh well, looks like the free world is gone, CSAT rules everything." or the lame ending of "Akhanteros surrenders". You don't even get to participate in clean up, and CSAT just disappears, and they're quake generator never heard from again. That's why I give Win a 6/10.

    It may imply that there is going to be a separate DLC where the campaign continues. Altis is a very big map, and I certainly think that there is going to be a DLC taking place in Altis.


  10. I finally managed to complete the mission. I never found any Titan though. Seems like my current tactic, to hide and to wait for the enemy wasn't actually the best one for me.

    Instead, I re-located my team away from the place I was supposed to defend to the other side of the town. Then, I took pot-shots at the enemy. As soon as anyone of my team had fired a bullet I moved them to another position. This resultet that I found spare ammo aswell. It seems like it confused the AI because in the end they were spread out all over the town instead of focused on one point. Then when backup arrived it was easy.


  11. There is another way to do it aswell. It is more hazzle though if you have to do it on many units. But if its just a few then it works good.

    Put the following inside the unit ini

    Use this to hide your unit:

    this hideobject true;

    Use this to make your unit stand still:

    this disableai "move";

    Use this to make no one fire at your unit:

    this setcaptive true;

    When you want your units to move, you simple put something like this inside a trigger:

    soldier1 hideobject false; soldier1 enableai "move"; soldier1 setcaptive false;

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