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rosentorf

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Everything posted by rosentorf

  1. Hi there, recently I got into creating my own warfare missions to get the hang of commanding and what is possible and what is not. Unfortunately I have a big problem playing as the commander as after some time of playing (maybe an hour or so) I loose the ability to create tasks for my AI-Teams (I play single player), enter the city menu or the camp menu. Clearly this makes it impossible to command. Now to clearify: 1. warfare command right click menus (mission-, city-, camp-menu) stop working 2. right mouse button still works for everything else, e.g. cancel other menus for squad commanding, optics and such 3. ordering the AI-Teams is still possible, creating way points and stuff 4. using Armed Assault 2 Combined Operations 1.57 I do not know what triggers it but I sometimes can recreate it by saving the game and exit and then resume the game. Which is unfortunate as I play as single player just to be able to save. Sometimes I even have to restart arma. What seemingly never works is saving, exiting and resuming a game where the failing menus occur. The problem gets saved I guess. The mission is a customized WarfareMission that came with Arma2 (unpboed warfare2-module). So I might have made a mistake but don't believe that for now as it works in the beginning of every mission. Can anybody tell me what the problem is? I am kinda desperate here. :( EDIT: Just for additional info: after resuming a broken save game in a custom mission I started the warfare mission "Freedom Fighters" (comes with arma 2). Ai commander was in charge after the start. Voted myself as commander. Right click menus did not work. A hint that the problem is not because of my noobish mission editing skills??
  2. http://i.imgur.com/9dllnHP.jpg (323 kB) This is a singleplayer mission. You must lead an assault squad into Neochori to destroy three equipment caches spread throughout town. See briefing on how to play. To win this mission you have to destroy three randomly placed caches and then return to base. YOU DO NOT HAVE TO CLEAR THE TOWN!!! But you can if you want to! Features: - Challenging fire fights in the streets and backyards of Neochori - AI skills adjusted for quick reaction times - AI behaviour is controlled by UPSMON-Patrol-Scripts - Fight the enemy in a burning city. Quick overview of mission mechanics (more detailed description in briefing): I put a lot of time into the mission engine: The map shows markers. These are capturable areas. In the beginning those areas will be occupied by the enemy. The areas themselves are larger than the capture markers. You can get an idea if you check for the transparent grey markers around the capture markers. The defended areas are still a little bit larger. Just to keep you on your toes. These transparent markers indicate the area that triggers the enemy/friendly waves of units, if there are enemy AND friendly units present. The spawning of waves will end if you can keep enough friendly units in within the capture marker until it turns blue. Then spawning will stop. Any wave that has been spawned will continue to the area and possibly restart the waves. Number of waves depends on the areas occupation settings. Download-Link: AssaultCity Neochori AssaultCity Neochori - reduced clutter and destruction Link to Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=277569898 Armaholic mirror: - Assault on Neochori v0.121 beta If you play it...feedback would be much appreciated! I'll leave the "beta" in the name of the mission until more bugs have been found and fixed. So far... v12.1: reworked objectives: now you need to destroy ammo caches which will be randomly placed at the beginning of the mission. v11: Fixed issue when stuck AI prevented spawning of new units. AI-Still gets stuck (Who knows why?) but won't prevent spawning of new units.
  3. rosentorf

    UPSMON Updated to ArmaIII

    This version works for me. The error is not happening anymore. Upsmon groups do not stop moving anymore. Great many thanks for your fix!
  4. rosentorf

    UPSMON Updated to ArmaIII

    Okay, checking UPSMON_NPCs helped. I can now run my mission without interfering with UPSMON. Thanks a lot! I also used your Version you gave me. It works as good as the version I used earlier. It also creates the same error that I mentioned in my first post. I can recreate it by removing all units from an upsmon-controlled group. Result is, that all upsmon controlled groups stop moving and the "exiting main loop" hint repeats continuously. But adding your proposed check I can now safely remove entire teams and add them to another team. I hope this will fix all my issues I had in my main mission. But in the test environment it worked. Thanks again. EDIT: Still happening in main mission. have to perform deeper analysis. Will get back when sure what triggers it.
  5. rosentorf

    UPSMON Updated to ArmaIII

    I can reproduce it now: I have added an action to recruit a team from the UPSMON-controlled teams. It occurs when I join all units to my team after setting: _group setvariable ["UPSMON_Removegroup",true]; It seems to help if I let the script wait a couple seconds. So it is not an UPSMON-error. Is there a safe way to remove a group from upsmon and add its units to the players team? Thanks!
  6. rosentorf

    UPSMON Updated to ArmaIII

    Thank you for your hard work...with the recent release 6.0.9.4 (Versiontxt in UPSMON_init.sqf still says "6.0.9.1") I get the following error. I do not use the respwan feature so I can't make sense of this. Thanks.
  7. rosentorf

    [SP] Dynamic Mission - Assault on Neochori

    Yes the BLUFOR teams cannot necessarily hold a position. They are of very equal strength as the enemy. Sometimes the take an area and hold it for a while. The waves of groups will most likely not end. Right now I am trying out selected spawning times for enemy/friendly waves. This will hopefully help with the enemy vehicles, as with reduced number of wrecks they get to you too quickly. Also increasing spawning times for certain zones will make it easier to hold and keep the areas. Also adjusting some upsmon settings may help. See Edit. For this mission I have already made the AI react and turn around quicker. It is in specific skill sets. They do spot, turn and fire much quicker than vanilla. But I have reduced the accuracy of their fire. Maybe turn of the TPW-mod to check. It may not be compatible or have unwanted side effects. Especially if the mod is trying to add effects that are already in the mission itself. It is very unlikely that spawning happens outside of the spawning areas. I do have witnessed "extreme" flanking when BLUFOR troops were on their way to there patrol area. They walked halfway around the town. I was impressed myself. But this is the AIs choice so I'll leave it at that. And similar things happened with OPFOR groups. So just be on your toes. They will try to get you! Edit: It is very likely the upsmon setting of the first locations. I will change that so enemy teams will not follow you around and attack from behind.
  8. rosentorf

    [SP] Dynamic Mission - Assault on Neochori

    Glad you enjoy the mission. I know it is a hard mission, this is why I added the ammo boxes and recruitment option. I'll look into the lack of AT-guys to recruit. Maybe adding an extra AT-guy to all friendly teams. To everybody: if you feel the mission is too hard or un balanced: let me know. There are more than one ways to change difficulty. If the best ways are identified I can add those into the mission to choose for easy or hard gameplay or something.
  9. rosentorf

    [SP] Dynamic Mission - Assault on Neochori

    As was suggested by Brainbug I changed the objectives to randomly placed caches spread around town. This increases replayability of the mission.
  10. rosentorf

    [SP] Dynamic Mission - Assault on Neochori

    Okay, I have uploaded a new version. Now the stopping of unit spawning should be fixed. The issue I could reproduce was that an AI-team got stuck in open ground and would not move. This could block spawn positions. Now this should be fixed. Unfortunately I cannot fix the AI-teams getting stuck. It takes a while for it to happen so reproduction is tedious. And there is a good chance that this might be a general Arma3 bug as in AI stops doing things and stops moving. I'll keep looking into it.
  11. rosentorf

    [SP] Dynamic Mission - Assault on Neochori

    Well in this mission script spawning is a queued process. Groups gets spawned one after another. Depending on the reason why the spawning stops it could mean that only one side has an actual problem but spawning will stop for both. I just mentioned it, because I have experienced myself. But I have to reproduce it first and then check the log files hoping they will have some info on the problem. EDIT: Reproduced only one side getting stuck sometimes when AI decides to get stuck and wont move from the spawning position. This will halt the spawning for that side since the groups can't spawn on top of each other. @Brainbug: You are right and this only should affect one side. On the other hand this can happen to both sides at the same time so maybe it did happen simultaneously. This is the only spawning bug I can reproduce right now. I'll fix it and then hope the issue you experienced will be resolved.
  12. rosentorf

    [SP] Dynamic Mission - Assault on Neochori

    It might be the savegame loading. Did you leave the game and reload? I had this issue once I believe but I thought it was something else. It should not be a limit problem. The scripting takes care of the group and unit numbers. Empty groups and dead units get deleted and so on. The total number of groups is in this mission is defined by the location settings and they should be well below of any limit I know of. Please let me know if you just reloaded a save game or if you left the game in between. I fear this might be the cause. And if so, I'll need some help because I don't know what I could do about that yet. Thank you for reporting this. EDIT: It seems that it has nothing to do with savegames, which is good I guess. Or at least not in general. It might be a problem at with a function preventing units being spawned on top of other units. I have noticed it once. If the spawning stops this theory could be proven by checking if there is a single unit at the "BeachHead"-marker. If you do see this, you could destroy this single unit and more should spawn. Anyway this seems to be a more complicated problem. It is annoying, as it cannot be reproduced on the spot. I'll try to release a version that will write debugging info into the logfile this could help me fix the problem. But I need more time to do this.
  13. rosentorf

    [SP] Dynamic Mission - Assault on Neochori

    I added a "lighter" version of the mission. Less car wrecks and fires. @Brainbug: Let me know if this runs better for you.
  14. rosentorf

    [SP] Dynamic Mission - Assault on Neochori

    That is a good idea. I can move from the containers to a more random objective. Crates in buildings shouldn't be too hard to script.
  15. rosentorf

    [SP] Dynamic Mission - Assault on Neochori

    Thank you Brainbug for your feedback. The RTB task was intended to give the mission an ending with purpose. On the other hand I did not want to make the player run back to the "base" which is basically an empty soccer field. Therefore I made the trigger very large so the mission ends when heading towards the task marker, but a good several hundred meters afar from it. It also allowed me to focus on the mission without building a convincing base. If this mission catches on, I will extend on the outside of town. The containers are actually part of the map, so I am not sure I can move them. But you are right about them. I tried to find objects that are destroyable and also fit into a destroyed town. All the placable containers are indestructible and cannot be used. I'll see that I find something I can randomly place in the town. Adds to replayability as well. This will probably have to wait till the weekend. Okay, the fires...I feared it might be too much for some. I'll make you a version without them. Also I remove some of the cars. Different levels of fire and "clutter" shouldn't be a big problem with the merge function of the editor. Give me a couple days to get this done. Thanks again for the feedback. This is a beta version and when this mission works technically, I will move it to a different place on the map. Just to keep it fresh. So some changes might come in the following mission.
  16. rosentorf

    [SP] Dynamic Mission - Assault on Neochori

    Sorry, uploaded several versions today. I made it, that AA-Soldiers become AT-Soldiers because there are no choppers or planes in this mission. Should be a working version on steam and download link now.
  17. rosentorf

    [SP] Dynamic Mission - Assault on Neochori

    I was not aware of that. No problem though - I've added a download link so you can get it independently from steam. Hope you like it.
  18. rosentorf

    [SP] Dynamic Mission - Assault on Neochori

    I added some markers for the friendly teams and made changes to the briefing to explain the mission mechanics a little better. For link see steam workshop link in first post.
  19. Yeah, I tried that too. Strangely, it did not emit light for me. :confused: !!!! Aha, just tried it again. It does emit light but it is quite dark. But that is not a problem. With an additional light source I get really nice and bright fires!! :D Thank you for your reply. What I am looking for right now is the possibility to use the above mentioned particle effects in the config. Especially those nice flying glowing fireballs/sparks you get on wrecks!
  20. Hi there, I am trying to create a raging assault in a city. Every thing is basically done but I want to set the mood a bit. Therefore I am trying to create a few fires around the town. I have been playing around with: helipad: invisible helipad to position the fire in the Editor. source01 = "#particlesource" createVehicleLocal (position helipad); source01 setParticleClass "ObjectDestructionFire1Smallx"; source02 = "#particlesource" createVehicleLocal (position helipad); source02 setParticleClass "ObjectDestructionSmoke1_2Smallx"; source03 = "#particlesource" createVehicleLocal (position helipad); source03 setParticleClass "ObjectDestructionRefractSmall"; This works quite nice but: I can't change the size of the fire The fire does not emit light (FIXED) can't get "ObjectDestructionSparks" to work For the first problem I hoped I could use "ObjectDestructionFire1" (BTW found all this in Config-viewer under "configfile >> "CfgCloudlets" ) But it won't burn. I assume it has to do with: size[] = {"1.2 * intensity + 1.8,"0.1 * intesinty + 0.3"}; in the working "configfile >> "CfgCloudlets" >> "ObjectDestructionFire1Smallx"" size[] = {"1.2 * 1.5 + 1.8,"0.1 * 1.5 + 0.3"}; It seems, that intensity was set to 1.5 in this one. Sooo... how can I set the intensity for configfile >> "CfgCloudlets" >> "ObjectDestructionFire1" ? My other questions are: How can I add a light source to this? (FIXED see below) and How can I add sparks to this fire? ( meaning those glowing flying balls you see when a vehicle explodes and starts burning) I assume it has to do that some values are not set in the config (as in the previous Question). I have seen others creating new configs? Could someone give me a quick rundown on how to do this and use this? A link maybe with an easy step-by-step explanation maybe? Thank you for any help on this. FIXED: I learned how to do this just now. I added it if someone needs this: light = "#lightpoint" createVehicleLocal position helipad; light setLightBrightness 1.0; light setLightAmbient [0.0, 1.0, 0.0]; light setLightColor [1.0, 1.0, 0.0];
  21. I have a problem: I bought Arma3 alpha developer support edition with my email account for buying stuff. Now I have two accounts. This one and the other one I used to buy the game. It says to make sure that both have the same email adress but when I try to change it, it says this adress is allready in use. What can I do to merge these accounts?
  22. This is my version of a CTI for single players on utes. Infantry only! Mission: Free Utes of all insurgency troops. The enemy is concentrated near Strelka and has taken over the Island. You start with a few men at the beach head in the north of the island. You have been hired to lead the first guerilla wave to reclaim Utes. You are only equipped with low powered arms like handguns. Fight the enemy to get better weapons. Mechanics: Enemies will be spawned at occupied locations or, after the battle has started, at the bullseye. This mission has dynamically created AIs but AI will not magically appear. It still has to travel from the bullseye to its destined location. Only if a location that already had enemies before it came into spawn range, it will spawn at location. But that should be outside of visual range. I tried to make the mission performance friendly. 1) Take a location by staying in the marker circle. After a while it will turn blue. 2) If you get closer to a marker it will turn yellow. Friendly AIs will spawn and beach head and move to the location. 3) If an AI dies it's weapons will be copied to an ammo box located at any location that is closest. 4) The closer you get towards the bullseye, the more and better equiped AIs will patrol the locations. 5) The locations are where cities and strongpoints are in a warfare mission. The AI teams in city locations are not patroling but in a guard stance. They will fight sighted enemies all over the map. This way you might encounter stronger AI squads with better weapons. Dangerous but also a chance to get better weapons. 6) Team mates will be replaced instantly. This is a action based mission. Not a realistic mission. This mission uses the Urban Patrol Script Mon by Monsada for patroling units. I prefer to play with the JSRS 1.5 sound mod, but no mod is needed for this mission. I hope you enjoy it. (link to file in second post) P.S.: This is a beta. Only has a simple end trigger when spawn space is free of enemies for 10 seconds. Also no briefing just fighting!
  23. rosentorf

    [SP] Utes CTI Mission beta

    http://www.filefactory.com/file/5o6zhjzfx3q3/n/rosentorf_utes_beta_001.utes.pbo.7z FileFront Link: http://www.gamefront.com/files/22890371/rosentorf_utes_beta_001.utes.pbo.7z
  24. Hi, after spawning an AI group and remove all weapons and then add only pistols to certain units, these units are stuck in a switch weapon animation. Anyone has an idea why that could be? --rosentorf EDIT: After fiddeling with the script: it does not always occur but it seems it happens to the first spawned group mostly. But never when a primary weapon (rifle) is issued. EDIT2: I found out, that the units snap out of it when fired on.
  25. Yeah, I do it like that in my scripts. But you can also use "reload". This way you get the reload animation in the beginning which is cool sometimes
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