Jump to content

xALIENAx

Member
  • Content Count

    73
  • Joined

  • Last visited

  • Medals

Everything posted by xALIENAx

  1. xALIENAx

    Sniper Support

    Also, When Using reveal in this manner, it's important to keep in mind the position of your sniper and spotter units and his Line-of Sight. Don't expect him to make god-Shots between tiney Gaps in a platform or something. If the spotter cant see him and the sniper can't hit him reasonably well, REVEAL won't help!
  2. If i understand what your getting at you're talking about Spawning in 'reinforcements' from an array (script) and having HAC assume command? If so, i don't think it would be worth the work to be quite honest, given the number of variables in play with something like this. The only feisable way to use this would be for trigger condition to spawn them, And at that would probably be best left to the mission maker to do that anyways since you really have to account for the Player's intention and context of the mission. Also, I've enjoyed playin' around with this just getting back into mission making and it really does add a nice level of depth to the combat and make the AI behave much better. Nice Addon mate :)
  3. xALIENAx

    ACE for OA 1.13

    Hey guys, Loving the latest stable, Fixed alot of the old things that bugged me last time i played with ACE :) That all said, I have a question regarding the Exchangeable Armament System in single player missions; and cant find any info/topics about this. okay, here goes. I place the Module in the editor near the runway and use "This SetVariable ["NoHangar, True]". EAS trailer appears as normal. I read in the doccumentation that the aircraft must be empty of weapons to rearm a plane, So i tried first setting this vehicle's ammo to 0 in the editor, There is no option to acess the EAS no matter how i position the plane. then, I put the plane's ammo back to full in the editor, took off and flew around Takistan unloading all my ammo, landed and attempted to use it again. No joy, there is no option in the self interaction, interaction, or scroll wheel menu, despite trying many different positions around the trailer Forgive me if im missing something extremely obvious here, I havent made ACE missions in a long time.
  4. xALIENAx

    Do/will AI in Arma have unlimited ammo?

    I just really hope they fix they annoying AI bugs with stance and behavior after initial contact, IE if contact is broken the AI should (unless scripted or set up via way points or something to do other wise) peruse the contact for a bit, then return, and slowly move back to a looser "Careless" idle stance
  5. xALIENAx

    Uav ah-6x?

    and insteresting note, unlike the UAV you can simply synch the ULB module to player and AH6x and the player can acess the ULB anywhere without a vehicle. (make sure to set the AH6x Blufor and FLYING (not empty) Edit: Also if you want to Avoid the AH6x being detected by hostiles you can increase it's altitude by using this FlyInHeight 000; In the init of the ah6x Set the 000 to any number you like (height in meters). when you give it a move order via the map, it will climb to the asigned altitude. :) Also, when using the ULB module, you can put the player in an AH64 or AH1z and when he switches the ULB mode he can target weapons from long range from the chopper. (the UAV becomes a designator for the Attack choper)
  6. Do you Have an AI in the chopper with you? That can bug re-arming.
  7. xALIENAx

    Russian radar systems WIP

    Lookin good. Id really like to take a crack at making it functional when its done :) Given a bit of time i could probly write up some kind of system Using the Radars as control stations And linking them to Shilka/tunguska for AA defense networks :)
  8. Okay again Noob mission maker here.. In my Mission folder i have "spawns.sqf" [getMarkerPos aSpawnPos, West, 5] call BIS_fnc_spawnGroup; [getMarkerPos bSpawnPos, West, 5] call BIS_fnc_spawnGroup; [getMarkerPos cSpawnPos, West, 5] call BIS_fnc_spawnGroup; This should create 3 Groups of 5 Random West Units At each marker. I then Have this in my trigger in game: _this = execVM "spawns.sqf"; The trigger activates but i get no units.
  9. dyuhh no module in the editor. This is why i should stick to coding instead of mission making LOL
  10. FSM= Good for repeated frequent use (such as creating town defenders when x condition is met) SQF= Scripts you only want activated ocasionaly. Really you can use either in alot of situations, I personally prefer to stick to SQF for the most part it keeps the script side cleaner and easier to debug imho (since you know exactly why a script would be running)
  11. xALIENAx

    ArmA2 for free!

    You have to admit it's kind of true. Look what "appealing to the mass market" has done to battlefield! I'm not going to get on an elitist high-horse here, but the mere complexity of ArmA is one of it's best features, as it allows the End user to create anything from a simple TDM/Zerg attack to a very complex simulated combat engagement. Lets keep fingers crossed it stays that way. BIS is one of the only developers i still have any faith in.
  12. Thanks for clearing that up.. Like I said im not the server/Map maker soo i wasnt sure about the network side of things :)
  13. Anytime you can Get rid of anything un-needed that helps (even kill (stop) scripts no longer needed). I believe if you execute spawngroup remotely you must define that group for collection. Im mostly a coder not a mission maker so i'll have to look into that before i can say for sure what the limitations of garbage collector are... The best way to do it in general is to work the mission so that any post init units (spawned units) are spawned from a module local to the server (nothing exectued client side, Plus you can define all your Groups in the module. its alot cleaner way to do things)
  14. xALIENAx

    Deep Sandbox (for Zargabad)

    Well you do it this way radarname attachTo [object,[0,0,1]]; [0,0,1] Are XYZ cooordinates relative to the object you are attaching to, and it does accept Decimals, so you have to play with it, Even rotate the unit as needed but you can get it to settle in there nicely if you play with it for a while. When Attaching, yes it will ignore terrain to an extent, however it will still colide with buildings. Careful attaching and placement tho will get it to sit right and not look corney :) Edit: On a seetp hill you can insert a 3rd Object (like a block of concrete) and attach it to this conglomeration and make it appear as tho one end is supported by the block :)
  15. Nice scripts Buddy! I especially Like the chopper script.. Its a nice way to do a "defend the area for x amount of time" kind of mission. I tweaked it a bit for MP and had C130's dropping crud loads of guys Against our Opfor fire team at intreval (Condition of no Opfor Present resulted in another wave of enemy troops)
  16. xALIENAx

    Deep Sandbox (for Zargabad)

    Depending on where you place them (where they make sence in a given situation) it can be quite diffacult to find a good place (large enough level area). one good trick is to find a Small Level Area and place a small Object then AttachTo the radar onto it (hiding the small object under it)
  17. Do you have any Players on the Other side? (possibility of escaping server side collection if local to a client's machine?) UPSMON is normally pretty good about cleaning up so i didnt think that would be an issue. Only thing i can think of other then Un-collected units is maybe poor mission design (storing and checking a crud load of variables no longer needed?). I know DOMINATION has an issue due to it's complexity where an eventual server reset is almost inevitable (atleast the version we were using)
  18. Mission 1 SP is DONE. Now working on Mission 2 Also Mission 3 Is going to be changed due to the fact that it is somewhat impractical in actual Practice. (there will still be snipers involved tho)
  19. I'm starting A new project and will be releasing every Month a pack of Individual Missions. They will be Simplistic from a design Stand point and Center around a realistic "special forces" feel. They will all use Stock Combined Operations. Each Mission pack will Have both a Coop and SP version of every mission that you can use to either play alone with AI or team up with up to 4 friends online/LAN. There will NOT be a bunch of fancy Cinematics. I apologize for those of you who like the "action movie story" feel to mission but that's not the goal here. Each Mission will be very chalenging and will NOT allow for player deaths. In coop there will be No Respawns for anything. If you loose someone or an asset, its gone. The goal here again is to create a realistic "Special operations" simulation. You are deep in enemy territory With no Outside support. Make good use of what you have! now With out further ramblings, Here is the break down for the first Set of 4 missions in Operation Chimera- Mission 1: Priority Target You will insert north of Zargabad and take out enemy resources vital to the war effot. Mission 2: Code Red! The Enemy has Moved SCUD sites into the area of northern Takistan and You are tasked with evading enemy forces and Destroying them before they can be used. Mission 3: Head Hunters Enemy Snipers around the Southern Airfield of Takistan are wreaking havok on the US forces, you are to hunt them down. Mission 4: Incomming!! The Takis have help from the russians! Find and destroy the aircraft brought in by the russians before they can be armed and imployed! Pack 1 Release date: 6/25/11
  20. Perhaps hes deciding rather to invest in OA or not?
  21. xALIENAx

    Spawn a single man in a tower

    He's Already using SetPos to put Unitname into the tower, He was asking if the unti could be SPAWNED in the tower from the get go.
  22. Are you by chance spawning Aditional Groups into the Mission Outside of Module use? (IE Bis_Func or CreateVehicle)? I have seen units become De-grouped and wander resulting in a failure to be collected. Espicially if these Units Are synched in JIP it can be a problem (global Vs Local). I'm not a Server expert but In my scriptig projects i have been asked to spawn enemys from a Module local to the SERVER for that reason. Edit: Since i dont have the full details on the configuration of your server, Modules & arrays, and scripts that are creating units i can only take a guess.
  23. xALIENAx

    Spawn a single man in a tower

    In my experience the easiest way to do that would be to Set up your trigger/Script to spawn him at a marker near by then use the SetPos to move him to the tower. (just spawn him in advance of the player being in line of sight so it doesnt look wierd)
  24. That sorted it. Apparently i was too tired to notice that :P I swear i checked the script up and down like 20 times before asking lol
  25. Im somewhat new to making actual mission (normally just write scripts for other's projects) And I've tried to my best to get this working. My Breifing File: soldier1 createDiaryRecord ["Diary", ["Mission Outline", "You Are Tasked with Destroying Enemy Fuel trucks. Our last satelite scan Showed a large group of Tanker trucks leaving the Nango processing Facility"]]; soldier1 createDiaryRecord ["Diary", ["Intel", "Recon Shows Multiple Enemy Roadblocks around Zargabad. City is well defended by AA and a Warning system"]]; soldier1 createDiaryRecord ["Diary", ["Support", "Support Is Limited for this Mission. You have a UAV drone Assigned to your command."]]; // Task 1 tskobj_1 = soldier1 createSimpleTask ["Search Nango For Fuel Trucks, Destroy Any you find!"]; tskobj_1 setSimpleTaskDescription ["Move to Nango, Search the area for Fuel trucks. Be careful to avoid enemy Patrolls<marker name=""nango"">Search Nango</marker> ", "Search Nango", "Nango"]; tskobj_1 setSimpleTaskDestination (getMarkerPos "nango"); // Task 2 tskobj_2 = soldier1 createSimpleTask ["Search Azizayt"]; tskobj_2 setSimpleTaskDescription ["Search the Azizayt Depot for Ammo Trucks. Be careful not to alert the nearby Garrison!<marker name=""azizayt"">Azizayt Depot</marker> ", "Search Azizayt", "Azizayt Depot"]; tskobj2 setSimpleTaskDestination (getMarkerPos "azizayt"); // Task 3 tskobj_3 = soldier1 createSimpleTask ["Search Zargabad"]; tskobj_3 setSimpleTaskDescription ["<marker name=""zrg"">Zargabad</marker>is well Defended and equipped with an alarm system. Be be extra Careful<br />You Should Find the Ammo trucks somewhere in the city.<br />Defenses consist of About 30 troops, Several roadblocks, and a few technicals. If they raise an alarm reinforcements will be called in!", "Search Zargabad", "Search Zargabad"]; tskobj_3 setSimpleTaskDestination (getMarkerPos "zrg"); // Task 4 tskobj_4 = soldier createSimpleTask ["flee Zargabad"]; tskobj_4 setSimpleTaskDescription ["Escape Zargabad and head to the <marker name=""extraction"">Extraction Point</marker> . Once there, use your radio menu to call in the extraction Helo. Load up, then again via the radio signal "we're ready" to be extracted!", "Flee the city", "Extraction"]; tskobj_4 setSimpleTaskDestination (getMarkerPos "Extraction"); My Objective Triggers: (on Act) "1" objStatus "DONE"; tskobj_1 setTaskState "SUCCEEDED"; player setCurrentTask tskobj_2; obj_1 = true; publicVariable "obj_1"; HintC "No Fuel Trucks Found, Move on to the next Objective"; "2" objStatus "DONE"; tskobj_2 setTaskState "SUCCEEDED"; player setCurrentTask tskobj_3; obj_2 = true; publicVariable "obj_2"; HintC "No Fuel Trucks Found here Either, Move on to the next Objective"; "3" objStatus "DONE"; tskobj_3 setTaskState "SUCCEEDED"; player setCurrentTask tskobj_4; obj_3 = true; publicVariable "obj_3"; HintC "You Destroyed the enemy Fuel Stock Pile!! Escape Zargabad and Get to the Extraction!"; "4" objStatus "DONE"; tskobj_4 setTaskState "SUCCEEDED"; obj_4 = true; publicVariable "obj_4"; HintC "Wait For the Extraction Chopper" Obviously I changed the Hint and tskobj_number for each successive trigger. With the Brieifing Above I get only the first 3 Objectives (in reverse order of course. Im aware it reads from the bottom) When i flip the script to put them in the correct order, I have no tasks in game. (task 4 is always excluded even in the order posted above.) I have tried: Adding a Blank Briefing.html Coppying my brieifing ito the html Saving (export to single mission) (deleting and re-saving the exported .pbo after each of the above)
×