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packtloss

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Posts posted by packtloss


  1. Hey Tophe/Everyone;

    First of all, Tophe - Thank you so much for all your work - this is an amazing tool.

    Additionally, i think i might've found a bug that i am not sure how to deal with: I cant select any difficulty other than Regular (it selects - but after saving or launching, it resets back to regular).

    I tried the solution posted from earlier versions (Re-creating the .profile) - but it seems to not matter, and the .profile is re-created as it was on the initial run.

    Might anyone have seen this? I've run into it on 3 servers now - And i cant find a solution that works.

    Thanks for your time!


  2. Dap, This is BEAUTIFUL.

    I do fave a few small questions though (Script version) - I am sorry if this is supposed to be a quiet thread!

    1. If i start a unit hit (init unit: this setHit["legs",1] or setDamage) - AI will never treat this unit, even if they are standing beside him, or they are in his group. Is there a way to trigger a 'rescan for injured units' by a particular group?

    2. this setUnconcious true; no longer works when running DAP. Is there a way to make that work? (or something similar)

    3. If i can find a way to make setUnconcious work, i assume ill be back to dealing with problem (1) - And the AI units wont treat him even if they happen to discover him...


  3. Dorph;1736272']It would be easier to change the settings in the mission - i did that on doomi (i have no editing skills at all). Here is a brief how to:

    Get Arma Pbo View - unpack the mission - then u get a dir' date=' in that dir open the file called "description.ext" with notepad. In that file is all the mission-parameters. Just change the default values (0=yes or 1=no). When changes done pack the dir with Arma Pbo View again - and you are done. Takes aprx 10mins to set all parameters to your prefered settings.

    I think if you do it in the server.cfg you will need a different .cfg for each different mission you play on the server.[/quote']

    Im running a few variations of warfare and domination with a (big!) server.cfg with separate parameters for each mission call - no need to edit the pbo nor have a bunch of edited copies of the same map for different parameter sets.


  4. Hi Guys;

    I apologize if this is old news, but it's new to me - and i had a hard time finding examples/docs on how to make this work - so i thought i would share, i really hope this helps someone, and im not the only idiot who didnt know about this :)

    I run domination and warfare servers, and the difficulty for me is having the map parameters set manually each time the server starts, map changes etc - Defaults are great but generally not what you want.

    After a lot of googling, whining and forum posts, i found that i needed to extract the map pbo i wanted to work with, and start variable hunting.

    (I'll use Warfare BE for this example)

    After extracting WarfareV2_063LiteOA.Takistan and viewing Description.ext,

    I found that the mission parameters are stored in WarfareV2_063LiteOA.Takistan\Rsc\Paramters.hpp

    *** Keep in mind, these variables can/probably/will change every time a map is updated, dont expect this stuff to work with anything other than WarfareBE 0.63 on OA (There are mission specific vars for vanilla/combined ops, ive left them remmed out) ***

    Now, in my server.cfg, i started with the basic mission framework:

    class Missions 
    { 
       class warfareBeTakistanDefaults   // Mission Name 
       { 
           template = "WarfareV2_063LiteOA.Takistan";    // File Name 
           difficulty = "veteran";            // difficulty 
            }; 
    };
    
    

    Now, if you look closely at that Parameters.hpp; you will find lines like this:

    class aiGroupSizeAI {
    	title = "$STR_WF_Gameplay_GroupSizeAI";
    	values[] = {2,4,6,8,10,12,14,16,18,20,22,24,26,28,30,35,40,45,50,60,70,80,90,100};
    	texts[] = {"2","4","6","8","10","12","14","16","18","20","22","24","26","28","30","35","40","45","50","60","70","80","90","100"};
    	default = 10;
    

    Bingo. Now we know the parameter names, possible values and their defaults.

    So, you can start building your server.cfg like this:

    class Missions 
    { 
       class warfareBeTakistanDefaults   // Mission Name 
       { 
           template = "WarfareV2_063LiteOA.Takistan";    // File Name 
           difficulty = "veteran";            // difficulty 
                   class Params   // Values are Mission Defaults
                   { 
    	// *** AI OPTIONS ***
    		// AI Group Size - values[] = {2,4,6,8,10,12,14,16,18,20,22,24,26,28,30,35,40,45,50,60,70,80,90,100};
    		aiGroupSizeAI = 10;
    
    		// Player Group Size - values[] = {2,4,6,8,10,12,14,16,18,20,22,24};
    		aiGroupSizePlayer = 12;
    
    		// AI Keep Units JIP - 0 = No/Disabled, 1 = Yes/Enabled
    		aiKeepUnits = 0;
    
    		// AI Teams - 0 = No/Disabled, 1 = Yes/Enabled
    		aiTeams = 1;
    
    	// *** ARTILLERY OPTIONS ***
    		// Artillery Calls - 0 = No/Disabled, 1 = Yes/Enabled
    		artilleryCalls = 1;
    
    		// Artillery Interface - 0 = No/Disabled, 1 = Yes/Enabled
    		artilleryUI = 1;
    
    		// Artillery Range - Values 1 (Short), 2 (Medium), 3 (Long)
    		artilleryRange = 3;
                           };
            };
    };
    

    Short, for testing: (Running this, you should connect and see your starting funds/supplies parameters are at max)

    
    
    class Missions 
    { 
       class warfareBeTakistanMoneySupplyTest   // Mission Name 
       { 
           template = "WarfareV2_063LiteOA.Takistan";    // File Name 
           difficulty = "veteran";            // difficulty 
                   class Params   // Values are Mission Defaults
                   { 
    	// *** ECONOMY OPTIONS ***
    		// Enconomy Income System - Values - 1 (Full), 2 (Half)
    		economyIncomeSystem = 1;
    
    		// Economy Starting Funds East - Values 800,1600,2400,3200,4000,4800,6400,8000,12800,25600,51200,102400,204800
    		economyStartingFundsEast = 204800;
    
    		// Economy Starting Funds East - Values 800,1600,2400,3200,4000,4800,6400,8000,12800,25600,51200,102400,204800
    		economyStartingFundsWest = 204800;
    
    		// Economy Starting Supplies East - Values 1200,2400,3600,4800,6000,7200,8400,9600,19200,38400,76800
    		economyStartingSupplyEast = 76800;
    
    		// Economy Starting Supplies East - Values 1200,2400,3600,4800,6000,7200,8400,9600,19200,38400,76800
    		economyStartingSupplyWest = 76800;
    
    
    
    
                   }; 
       }; 
    }; 
    

    Now, Here's the missions class with all of the defaults set, as a foundation for you to work with;

    class Missions 
    { 
       class warfareBeTakistanDefaults   // Mission Name 
       { 
           template = "WarfareV2_063LiteOA.Takistan";    // File Name 
           difficulty = "veteran";            // difficulty 
                   class Params   // Values are Mission Defaults
                   { 
    	// *** AI OPTIONS ***
    		// AI Group Size - values[] = {2,4,6,8,10,12,14,16,18,20,22,24,26,28,30,35,40,45,50,60,70,80,90,100};
    		aiGroupSizeAI = 10;
    
    		// Player Group Size - values[] = {2,4,6,8,10,12,14,16,18,20,22,24};
    		aiGroupSizePlayer = 12;
    
    		// ???AI Keep Units - 0 = No/Disabled, 1 = Yes/Enabled
    		aiKeepUnits = 0;
    
    		// AI Teams - 0 = No/Disabled, 1 = Yes/Enabled
    		aiTeams = 1;
    
    	// *** ARTILLERY OPTIONS ***
    		// Artillery Calls - 0 = No/Disabled, 1 = Yes/Enabled
    		artilleryCalls = 1;
    
    		// Artillery Interface - 0 = No/Disabled, 1 = Yes/Enabled
    		artilleryUI = 1;
    
    		// Artillery Range - Values 1 (Short), 2 (Medium), 3 (Long)
    		artilleryRange = 3;
    
    	// *** BASE OPTIONS ***
    		// AI Commander - 0 = No/Disabled, 1 = Yes/Enabled
    		baseAICommander = 1
    
    		// Base Allies - Only for NON-ARROWHEAD, NON-CO - 0 = No/Disabled, 1 = Yes/Enabled
    		// baseAllies = 0;
    
    		// Anti-Air Radar - 0 = No/Disabled, 1 = Yes/Enabled
    		baseAAR = 0;
    
    		// Base Areas - 0 = No/Disabled, 1 = Yes/Enabled
    		baseArea = 1;
    
    		// Base Area Limit - Values 1,2,3,4,5,6,7,8,9,10,12,14,16,18,20,22,24
    		baseAreaLimit = 2;
    
    		// Base Auto Defenses (AI Controlled Defenses) - 0 = No/Disabled, 1 = Yes/Enabled
    		baseAutoDefenses = 1;
    
    		// Base Auto Defense Range - Values (Meters) 50,100,150,200,250,300,350,400,450,500,600,700,800,900,1000
    			baseAutoDefensesRange = 250;
    
    		// Base Building Limit (Max number of each type of building) - Values 1,2,3,4,5,6,7,8,9,10
    		baseBuildingsLimit = 2;
    
    		// Base HQ Deployment Cost - Values 100,200,300,400,500,600,700,800,900,1000,1500,2000,2500,3000,3500,4000,5000
    		baseHQDeploycost = 100;
    
    		// Base Patrols (AI Infantry) - 0 = No/Disabled, 1 = Yes/Enabled
    		basePatrols = 0;
    
    		// Base Spawn System Restriction - 0 = No/Disabled, 1 = Yes/Enabled
    		baseSpawnSystemRestrict = 1;
    
    		// Base Starting Distances - Values 1000,1500,2000,2500,3000,3500,4000,4500,5000,5500,6000,6500,7000,7500,8000,8500,9000
    		baseStartingDistance = 5500;
    
    		// Base Starting Locations - Values - 0 (West: North), 1 (West: South), 2 (Random)
    		baseStartingLocations = 2;
    
    	// *** ECONOMY OPTIONS ***
    		// Enconomy Income System - Values - 1 (Full), 2 (Half)
    		economyIncomeSystem = 1;
    
    		// Economy Starting Funds East - Values 800,1600,2400,3200,4000,4800,6400,8000,12800,25600,51200,102400,20480
    		economyStartingFundsEast = 800;
    
    		// Economy Starting Funds East - Values 800,1600,2400,3200,4000,4800,6400,8000,12800,25600,51200,102400,20480
    		economyStartingFundsWest = 800;
    
    		// Economy Starting Supplies East - Values 1200,2400,3600,4800,6000,7200,8400,9600,19200,38400,76800
    		economyStartingSupplyEast = 1200;
    
    		// Economy Starting Supplies East - Values 1200,2400,3600,4800,6000,7200,8400,9600,19200,38400,76800
    		economyStartingSupplyWest = 1200;
    
    		// Economy Supply System - Values 0 (Truck), 1 (Time)
    		economySupplySystem = 1;
    
    	// *** ENVIRONMENT OPTIONS ***
    		// Environment Fast Time - Values 0 = No/Disabled, 1 = Yes/Enabled
    		environmentFastTime = 0;
    
    		// Environment Time of Day - Values 0-23 (0 - 00:00, 1 - 01:00, ... 22 - 10:00, 23 - 11:00)
    		environmentTimeOfDay = 9;
    
    		// Environment Weather - Values 0 = No/Disabled, 1 = Yes/Enabled
    		environmentWeather = 0;
    
    	// *** GAMEPLAY OPTIONS ***
    		// Gameplay Alice (Civillians) - Values 0 = No/Disabled, 1 = Yes/Enabled
    		gameplayAlice = 0;
    
    		// Gameplay Hangars - Values 0 = No/Disabled, 1 = Yes/Enabled 
    		gameplayHangars = 1;
    
    		// Gameplay Body Timeout - Values (Seconds) 60,120,180,240,300,600,1200,1800,2400,3000,3600
    		gameplayBodiesTimeout = 240;
    
    		// Gameplay Empty Vehicle Timeout - Values (Seconds) 60,120,180,240,300,600,1200,1800,2400,3000,3600
    		gameplayVehiclesTimeout = 1200;
    
    		// Gameplay Fast Travel - Values 0 = No/Disabled, 1 = Yes/Enabled 
    		gameplayFastTravel = 0;
    
    		// Gameplay Friendly Fire (Buildings) - Values 0 = No/Disabled, 1 = Yes/Enabled 
    		gameplayFriendlyFire = 0;
    
    		// Gameplay Grass Distance - Values: 10 (Far), 20 (Medium), 30 (Short), 50 (Toggleable)
    		gameplayGrass = 50;
    
    		// Gameplay Kick Teamswappers - Values 0 = No/Disabled, 1 = Yes/Enabled 
    		gameplayKickTeamswap = 1;
    
    		// Gameplay Limited Map Boundaries - Values 0 = No/Disabled, 1 = Yes/Enabled 
    		gameplayLimitedBoundaries = 1;
    
    		// Gameplay Show Player Names - Values 0 = No/Disabled, 1 = Yes/Enabled
    		gameplayShowUID = 1;
    
    		// Gameplay Block Spacebar Scanning - Values 0 = No/Disabled, 1 = Yes/Enabled
    		gameplaySpacebarScanning = 1;
    
    		// Gameplay Track AI on Map - Values 0 = No/Disabled, 1 = Yes/Enabled
    		gameplayTrackAI = 1;
    
    		// Gameplay Track Players on Map - Values 0 = No/Disabled, 1 = Yes/Enabled
    		gameplayTrackPlayers = 1;
    
    		// Gameplay Unit Balancing - Values 0 = No/Disabled, 1 = Yes/Enabled
    		gameplayUnitsBalancing = 0;
    
    		// Gameplay Upgrades (East) - Values 0 = No/Disabled, 1 = Yes/Enabled
    		gameplayUpgradesEast = 1;
    
    		// Gameplay Upgrades (West) - Values 0 = No/Disabled, 1 = Yes/Enabled
    		gameplayUpgradesWest = 1;
    
    		// Gameplay Victory Condition - Values 0 (Annihliation), 1 (Assassination), 2 (Supremecy)
    		gameplayVictoryConditions = 2;
    
    		// Gameplay View Distance - Values (Meters) 200,500,800,1000,1500,2000,2500,3000,3500,4000
    		gameplayViewDistance = 4000;
    
    	// *** ADDITIONAL MODULE OPTIONS ***
    		// Module Counter Measures (VANILLA ARMA2  ONLY) - Values 0 = No/Disabled, 1 = Yes/Enabled
    		//moduleCM = 0;
    
    		// Module EASA Aircraft Weapons - Values 0 = No/Disabled, 1 = Yes/Enabled
    		moduleEASA = 1;
    
    		// Module High Command - Values 0 = No/Disabled, 1 = Yes/Enabled
    		moduleHC = 1;
    
    		// Module ICBM (Nuke) - Values 0 = No/Disabled, 1 = Yes/Enabled
    		moduleICBM = 0;
    
    		// Module ISIS Injury/Revive - Values 0 = No/Disabled, 1 = Yes/Enabled
    		moduleISIS = 0;
    
    		// Module Volumetric Clouds (Weather) - Values 0 = No/Disabled, 1 = Yes/Enabled
    		moduleVC = 0;
    
    	// *** RESPAWN OPTIONS ***
    		// Respawn Town Camps - Values 0 = No/Disabled, 1 = Yes/Enabled
    		respawnCamps = 1;
    
    		//  Respawn at Camps - Values 0 = No/Disabled, 1 = Yes/Enabled
    		respawnCampsRule = 1;
    
    		// Respawn Delay timer - Values (Seconds) 10,15,20,25,30,35,40,45,50,55,60,65,70,75,80,85,90
    		respawnDelay = 30;
    
    		// Respawn with Gear - Values 0 = No/Disabled, 1 = Yes/Enabled
    		respawnGear = 1;
    
    		// Respawn at MASH - Values 0 = No/Disabled, 1 = Yes/Enabled
    		respawnMASH = 1;
    
    		// Respawn at HQ - Values 0 = No/Disabled, 1 = Yes/Enabled
    		respawnMobile = 1;
    
    		// Respawn Towns Range - Values (Meters) 50,100,150,200,250,300,350,400,450,500,550,600,650,700,750,800,850,900,950,1000
    		respawnTownsRange = 550;
    
    	// *** RESTRICTION OPTIONS ***
    		// Restriction - Advanced Aircraft - Values 0 = No/Disabled, 1 = Yes/Enabled
    		restrictionAdvancedAir = 0;
    
    		// Restriction - Gear - Values 0 = No/Disabled, 1 = Yes/Enabled
    		restrictionGear = 0; 
    
    		// Restriction - Kamov (OH/VANILLA ONLY) - Values 0 = No/Disabled, 1 = Yes/Enabled
    		//restrictionKamov = 0;
    
    	// *** TOWN OPTIONS ***
    		// Towns - Amount Values 0 (Extra Small), 1 (Small), 2 (Medium), 3 (Large), 4 (Full)
    		townsAmount = 3;
    
    		// Towns - Striker (Assault Teams) - Values 0 = No/Disabled, 1 = Yes/Enabled
    		townsStriker = 0;
    
    		// Towns - Striker (Max) - Values 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,22,24,26,28,30,32,34,36,38,40
    		townsStrikerMax = 4;
    
    		// Towns - Occupation Enabled - Values 0 = No/Disabled, 1 = Yes/Enabled
    		townsOccupation = 1;
    
    		// Towns - Occupation Difficulty - Values 1 (Light), 2 (Medium), 3 (Hard), 4 (Insane), 5 (Automatic)
    		townsOccupDifficulty = 1;
    
    		// Towns - Occupation Reinforcment - Values 0 = No/Disabled, 1 = Yes/Enabled
    		townsOccupReinforcement = 0;
    
    		// Towns - Patrols - Values 0 = No/Disabled, 1 = Yes/Enabled
    		townsPatrol = 0;
    
    		// Towns - Patrols (Max) - Values 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,22,24,26,28,30,32,34,36,38,40
    		townsMaxPatrol = 12;
    
    		// Towns - Protection Radius - Values (Meters) 0,50,100,150,200,250,300,350,400,450,500
    		townsProtectionRange = 400;
    
    		// Towns - Purchase Militia - Values 0 = No/Disabled, 1 = Yes/Enabled
    		townsPurchaseMilita = 0;
    
    		// Towns - Resistance Enabled - Values 0 = No/Disabled, 1 = Yes/Enabled
    		townsResistance = 1;
    
    		// Towns - Resistance Difficulty - Values 1 (Light), 2 (Medium), 3 (Hard), 4 (Insane)
    		townsResistanceDifficulty = 1;
    
    		// Towns - Resistence Reinforcments - Values 0 = No/Disabled, 1 = Yes/Enabled
    		townsResistanceReinforcement = 0;
    
    		// Towns - Resistence Type (CO ONLY) - Values - 0 (Guerillas), 1 (Takistani Locals)
    		//townsResistanceType = 1;
    
    		// Towns - Starting Mode - Values - 0 (None), 1 (Divided), 2 (Nearby)
    		townsStartingMode = 0; 
    
    
                   }; 
       }; 
    };  
    
    


  5. Hrm.

    Everything seems ok, but trying to start a game i get:

    no entry 'bin\config.bin/CfgVoiceTypes/Male01.alternative'

    (The male01 seems to change - 02,05,etc)

    with a return to map selection.

    Occasionally i get a pop up that says

    "Picture ca\missions_baf\scenarios\sp_tankbusters.zargabad\img\loading_screen_thunt_co.paa not found"

    (that line will vary depending on the mission)

    Im not sure if its a bad install, or a bad patch, or what - anyone seen this?


  6. Would be fantastic as a feature and allow us server admins to just keep an rcon session active and report our FPS and Bandwidth allowing us to further refine out configurations.

    BattlEye is an anti-cheat system - why would you want them to work on (Useless) bandwidth monitors instead of, you know, anti-cheat?

    BI needs to put out a working server tool - or at least give us the mechanics to write our own - working (and secure!) rcon, etc.


  7. 1. I havent seen this in warfare.

    2. Use the mount (4) menu - after you select the vehicle you can select the specific seat. Unless youre speaking about all of this going on without your AI dismounting?

    3. Do they have a 'bullseye' on their icon? They are likely in 'Danger' mode. You can put them in safe, tell them to stand up, and they will move without looking for cover or worrying about being in formation. As soon as they hear/see anything alarming, they will go to ground again. You're also 'pathfinding' in a way the AI does not. Pathfinding is something all of us in the arma community have been complaining about...

    Keep in mind warfare is a mod/script set - Benny and the modules he use extensively modify the default OA behavior - so a lot of bugs while playing warfare are hard to determine - is this from warfare? Is this from a warfare module i have enabled? Is this an engine bug?


  8. Hey guys - I've been reading a lot, but cant seem to find the documentation for what im looking for - and frankly, i dont know this engine very well, so i pre-apologize if any of this is 'newbish';

    I've been running a 32 player warfare-be server (As well as Xeno's Domination) and one of the most annoying things, is having to have an admin set mission parameters each game start.

    as per: http://community.bistudio.com/wiki/server.cfg

    I believe i can (for example) set warfare's parameters in a mission class like:

    class Missions
    {
    class warfareBe   // Mission Name
    {
    	template = "WarfareV2_063LiteOA.Takistan";	// File Name
    	difficulty = "veteran";			// difficulty
                   class Params   // Array that matches key/value to mission params?
                   {
                     missionParameter = "Whatever";
                     someOtherParam = 1;
                     someThingElse = 2;
                   };
    };
    };
    

    If im wrong on this point, everything below will be gibberish;

    At this point - Is there some easy way to find all the real variable names?

    I've done a quick check of warfare-be's initJIPcompatible.sqf and found a few of the vars, for example:

    campRespawn = true;

    mobileRespawn = true;

    campRespawnRule = true;

    I assume i can define these as i stated above? What about parameters that arent so clear-cut, for example;

    //--- Funds.

    missionNamespace setVariable ['WFBE_EASTSTARTINGMONEY',(paramsArray select _u)];_u = _u + 1;

    missionNamespace setVariable ['WFBE_WESTSTARTINGMONEY',(paramsArray select _u)];_u = _u + 1;

    Can those be defined as:

    WFBE_WESTSTARTINGMONEY = 8000;

    (I assume that they cannot be)

    Do any of you server admins have configs for warfare or domination you can share? Am i on the right track?

    Thanks for your help!


  9. Mr. Murray's Guide has a sapper example in it.

    http://www.armaholic.com/page.php?id=4847

    Page 216 (section 6.21 - The saboteur)

    This section will show how to use a default AI unit as saboteur. The unit will move to the destination point, dropping the bombs and ignite them from a safe position, resp. reached its next waypoint.

    To explain how it works, a quite simple example. At first the unit needs to own the resp. bombs, so one can allocate them to the unit by using the syntax

    this addMagazine "Pipebomb";

    which has to be entered into the init line of the unit. In this example we’re using an East-Saboteur, which is already equipped with respective Ammunition. Now we place the unit called Enemy1 onto themap and allocate it the needed waypoints.

    Now it's important to know that each waypoint needs to get the following syntax into its OnActivation line:

    Enemy1 fire "pipeBombMuzzle"

    The needed syntax to execute the detonation has to be entered into the last waypoint. When the unit arrives at that waypoint, the pipebombs shall get ignited.

    Enemy1 action ["TOUCHOFF", Enemy1];


  10. Hey guys - I've not been able to find a solution for this issue, and im hoping someone can help.

    Im working on an ambient environment for an airbase - aircraft landing and taking off, etc etc. I have a couple aircraft that are flying SAD way points after being pushed to the player's area of operations - they eventually return to the airbase, land, and cycle.

    This would work nicely, and indefinitely - other than fueling and rearming the aircraft when they land. Can anyone recommend a way to script a trigger zone that would force the vehicles to rearm/repair/fuel upon entering it? Or possibly some sort of onAct at the way points?

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