xALIENAx
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Posts posted by xALIENAx
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Just played with some of the script suite on my dev server last night in a quickie mission. The AI Anti air launchers are very formidable compare to stock AA capabilities when set up properly. Nice work!
We also played around with the player operated SAM system. good stuff :)
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It's a heavy mod, but I love it.
Great work!
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well my scripting skills is almost near to zero and the last time i did some engineering programming are just visio style connect the blocks and lines and a simple and, if, or program :pAnyway, just providing new ideas for the community since i dont really have much time to even play most of the single player missions that i have currently have :D
Awesome!!
Wow 12 people, must be rather big project. looking forward to it but take your time, hope your team enjoys making it as we enjoys playing it lol.
The biggie is that we all have other stuff going on.. Most of us are also involved in competitive clans, We have jobs, lives, etc. So finding tome for everyone to get together for dev & testing gets trickey. Not to mention we have several other more imediate projects in the works.
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Thanks I'll try that. I hand write most of my code with notepad. How ive been doing it since opflash :P
If it gets really big i use A2B and A2D (mainly for complex MP stuff that has to asign many different things for different players)
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o_0 n00b moment. I guess i been trying for too long. Will get back to you in a few on that. it should be soldier1.
---------- Post added at 10:28 AM ---------- Previous post was at 10:14 AM ----------
Okay That's got it working, but when i reverse the Breifing.sqf to get them in the right order, Only Task 4 is availabke!?
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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)
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Very nice man, I cant way to play with this badboy. As a code monkey wi couldnt even begin to attempt something like this :O
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Arma 2 Build V1.09.78183
CO Build: 1.59
I have never played them as MP only in campighn so i cant speak to that.
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I have an idea for a mission or maybe as a Single Player RPG.It's a game where your AI soldiers have the ability to level up gaining better accuracy and response time.
Missions can be randomly generated with difficulty rating shown on map so Player can choose which difficulty mission he's able to do with his current army/soldiers.
Player soldiers will be bought at poll similar like warfare. One major difference is that barracks will only provide fresh green recruits. But your soldier will have the ability to level up base on his kills and participation in missions. Accuracy and response time will level up accordingly making you will want to try to keep all your soldiers alive as much as possible because nothing can buy experience. This way you will always have a nice mix of fresh recruits and veterans in your squad.
Completing missions or by killing will generate money or income for you to further upgrade your soldiers or the capability to upgrade your HQ to provide better equipment and weapons.
well lets just say it will be like warfare for single player but with soldiers that will get better after each kills and mission completion. So a commander job will be getting their units to the field and getting them back alive like a real comm supposed to be. And you will need to manage their ammo and weapons too and by coming back to HQ to refill your lost units and rearm. Ability to attach fix emplacement will be nice, dragging that expensive guns for your ambush mission and etc.
So as a commander your main job will be to complete your missions while keeping as many of your subordinate alive to keep their experience growing making them a bad ass unit in longer time.
Because missions are generated randomly you will have a perfectly nice sandbox game with high replay value. Having a soldier roster showing his name, kills, mission completion and ranks will be useful.
It's unlucky we still dont have a proper moral system or it can be included and your green recruits will cower in terror when their commander makes a wrong recon assessment and went against a T90 with green troops. (Remember hiding in a camp when the ground shakes with the sound of tank tracks getting near? >=P)
Missions can include random patrols or surprise missions with unknown difficulty status to add some spice to it. Because money are gained only by mission completions and kills, equipment and vehicles are valuables. If a player will rambo and kill all the enemy by himself, his soldiers wont gained any experience >=3
edit
Commander upgrade tree can be like this and some other pointers.
1. comm -> 4 AI -> 8 -> 12 ->16 -> 2 Team leader -> 3 -> etc
2. Vehicles -> light transport -> light armed -> etc
3. Soldier Upgrade - increase accuracy/response time/weapons load out
4. Comm can respawn on mobile HQ or ambu (so player will not get sick of spawning at base XD)
5. Soldiers injured will transport to ambu and need to transport to base to stay in medical tent at base until recover (maybe after 2-3 mission) or
6. Injured soldiers will automatically transport to ambu or hospital to prevent tedious function of saving them on site (cause doing repetitive thing like that is boring, but you can add thefunction for anyone that prefer realism to the max =) )
7. Comm will be able to buy soldiers at base and manage their poll, replacing injured units with fresh recruits while letting injured veterans heal at field hospital.
8. Soldiers will DIE, but randomly. (No you dont get to resurrect them cause it's not a medieval RPG game. lawl)
Missions can consist of any random stuffs from
Easy - 1 to 4 man team
1. disabling mines on road
2. painting targets for air strike
3. sniper missions
4. steal the car (lol)
5. repair friendly units on hot zone
6. deliver supplies
ETC
Medium - 8 to 16 man team
1. Ambush enemy convoy
2. attacking enemy outpost
3. attack and more attack missions
4. arty missions
Hard - 2 Platoon - 4 platoon
1. supporting major attack
2. Air support
3. Any medium operation
etc
Extreme
1. Frontal assault on enemy line
2. Defending forward base from enemy attack
3. Using ICBM =)
4. Aircraft SEAD missions
5. Air superiority missions
6. Defending air craft carrier
etc
Unknown (?)
1. throwing in some surprise elements for the courages ones, maybe will gain high bounty
2. Maybe an easy mine disabling mission but in the middle of a tank convoy route or something (surprise!)
etc
Some harder missions can be set through some randomly generated major action like WICT mod n etc, like completing missions while 2 major forces are clashing together.
So in summary
- do missions -> get money -> upgrade better equipment and more AI
- Keep AI alive -> Let them do the fighting -> much more bad ass AI for you to command
- Manage your AI through pools by adding them to your active group or letting them rest to heal.
- random missions can be a ripoff of all the smaller missions done by others =P
- OMG it's similar to Mount and Blade......
Since it's an RPG, i guess your AI is the one with options to upgrade , well maybe u can upgrade by the equipment you can carry i guess. So the mission will be repetitive and you can choose which one to do at the current moment
Well this is the idea and i hope it will provide some interesting gaming if someone would like to do it. maybe it can include MP option where your buddy can join in and become another commander or one of your units and you can still continue playing alone when they are not around.
You can make a new thread to get more feedback or ideas from other users too. You can even use the same concept for a Zombie mission!!
Damn, i'm willing to pay money for this kind of sandbox mission lol.
BIS make this into a DLC!!!!!
Have fun!
I'm currently involved in a branching Addon opfor Campighn with some of these concepts. Its already 2 months behind scheduale and sort of a "back burner" project simply because of the time and resources that go into creating it- And im working with 12 other people, All of us fairly advanced in various editing concepts. Designing a mission like this would be even more complicated in sokme regards (espicially presistence).
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This could be used in a MP Mission where you have to invade a bunch of locations. Each location has a piece of the code. Once you have the full code, your team can type it in and launch the nuke. :DPotential idea for any mission devs! :P
Thats the plan. It's also handy if you want to use it in a Public MP but dont want "randy-know-nothing" taking off and nuking the island in the first 3 minutes of a missions.. a few ideas-
1. A Clan member / Admin / etc has the code and must Approve a nuclear release
2. Compleeting Objectives gives parts of code
3. When all primary objectives the last objective is to use the nuke somewhere.. This could me made so that the code is then broadcast to the team.
the 10kt nuke would pretty much obliterate Zargabad and anything else on the island :P obviously thats intended for use on LARGE maps but yeah..
---------- Post added at 12:20 AM ---------- Previous post was at 12:16 AM ----------
Aditional Concepts not yet Implemented but being considered or developed:
Radiation
Damage Scaling By range (including the probability and extent of damage to buildings. already in the works)
AI functions (ability to arm/Enable nukes or launch a nuclear armed scud.
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Arma 2 Requires the HTML
Combined ops/Arrowhead does Not
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I have found that if i run the game as Arma 2 only it works (latest Version)
If i run combined ops it does not
(i use retail version NOT STEAM)
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Update
we did some more testing this weekend and now Have the Multiple Detonation Modes working for weapons.
note for the 10Kt Nuke dropped from gnat's B52: B52 must be above 2500M at time of drop to avoid Damage.
All weapons now have Impact, air burst, And "safe" modes (safe can be used to disarm a timed nuclear weapon) and Safe Implosion (this can be used to destroy a nuclear weapon. Explosion is about the size of a GBU12, performing the action takes roughly 45 seconds.)
This week's Development Tasks:
1. Adding the Finished quality textures to the Nukes and replacing the old ones with the new
2. Tweak and Test the Bomb deployment Interface for Aircraft
3. Basline Dev testing for the SCUD. May or may not be integrated into the mod.
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I hope all like them. This is my first crack a making and releasing Missions to the general public. Im mostly a code monkey and very rarely have to do the In-Editor setup. Normally thats mostly done and i just have to name a few objects and write the needed scripts... Definately a departue for me.
Of course i welcome all input here for ideas abotu future missions or how i could make them better. (please dont ask for ACE missions. Im just not gona get into that right now)
Edit: Im also somehwat busy with RL and other modding projects, So i wont be getting into the complexities of large scale missions for dedicated servers, However i welcome anyone who would like to to Use/modify/Integrate any of my stuff into other projects to do so. I do this to contribute to the comunity and am not at all concerned about controlling any content :)
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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
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Heres some handy ones from me;
AttachTo
Unit AttachTo [anotherunit];
This simply Attaches one unit or object to another.
Unit attachTo [anotherunit,[0,0,1]];
This Allows you to join 2 units. the 0,0,1 Are XYZ coordinates RELATIVE to the center of the object you are attaching TO. This is handy when you need to attach object in a certain way
Adding Weapons to a Vehicle (and Ammo)
Simply enter in Vehicle Init;
(unit name) AddWeaponCargo [M16A2, 50] -or- This AddWeaponCargo [M16A2, 50]
The first examle is good when you want to add Weapons to a vehicle via a script or trigger. In my example we Added 50 M16A2's. the second one can be put directly into the vehicle's init.
THIS DOES NOT INCLUDE AMMO FOR THE GUNS, to do that...
This(or unit name) AddMagazineCargo [30Rnd_556x54_Stanag, 50]
This will add 50 magazines.
Heres a Complete List of possible weapons and images of them:
http://browser.dev-heaven.net/cfg_weapons/classlist?version=37
It Also Includes Ammo and magazine classes
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He's Ontop of a roof.
Also I can't Use a Target Command as they're multiple Vehicles and it's MP, Theres no way to ensure they will come in a certain order or that all vehicles will be used.
I guess Arma's AI is just really un predictable. Some times they amaze me, other times They seem to stupid to figure out the simplest things.
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Ahh thank you thats what i was doing wrong :)
Wasnt Specifing the individual vehicle (Duhhh Moment)
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I know that the island have Built in locations defined, But I have been unable to find any listing of them (City locations) I need the ID of said locations for some AI testing seeing just how far i can push the stock AI and need to SetSide(owner) Locations. For the purposes of what im doing it would be alot easier to use the built-in IDs rather then a mess of placed game logics.
I'm Mostly interested in Takistan but if anyone can provide any references for Chernarus or even UTES or Zargabad i'll work with it.
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Just tried it and get Varying Results.
Run 1:
He attempted to move back down the stairs into the building and got stuck
Run 2:
Still at max skill settings, He fire the RPG some what randomly in the general direction of blue forces but seemed to be unable to aim as a specific target. (I even made it easier for him by stopping and inching up and stopping till i was within about 50m of the building when he fired) then he attempted to run away falling off the roof in the process. (much like when you helo drop AI group onto a roof without the Stop command.)
Run 3:
He went down the stairs again but did not get stuck this time.. No Rocket fired.
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Thank you.. will definately contact them when we get the major bugs worked out. Its always helpful to have a more diverse test group :)
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Gossamer and Aliena, here you will find how to activate the fallout console as well as SCUD launcher configurations.The fallout console looks like this:
http://www.telefonica.net/web2/mandoble/mma_scud_fallout.jpg
mando_giveme_mapfallout.sqf has a condition parameter so you can adjust at will when, where and for who this will be available, for example only if player's vehicle class is this or that, etc.
Thats the doccumentation I refered to at first. It tells me I need to
"set a vehicle variable named mando_scud_type. "
I'm not entirely sure how to go about doing that. (IE. WHERE do i Set the scud type? Do i modify one of the files in the mod? Set it in cehicle init? etc)
/thanks much
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Its pretty buggy at the moment and with ony a few of us working on it in our free time its Slow go.. but were making some pregress. Especially in MP it seems to break certain scripted Objectives even when a bomb detonates no where near the area in question... Still much testing and tweaking to be done in getting the bugs out.
The main goal here was to produce a Non-dependant Nuke system that will not interfere with other mods. There are already multiple Nuke mods and Nuke scripts floating around but they all are either very intensive to integrate OR have alot of dependancies resulting in unnecessarily Heavy Mission files.
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Heres the Situation... I'm creating a SP mission where in I have the player as the leader of a Mechanized assault into a town. In this town I have placed several Roof top RPG soldiers. Heres my problem, As soon as they detect the BLUFOR humvees they go prone on the roof and "hide".
At first I thought this Was because they By default have thier SMG/AR equipped, I tried to fix this by using SelectWeapon to make them have thier RPG out, Still nothing.
Then i thought Maybe it was a skill issue, Ive tried playing with the Skill settings in the editor, nothing.
Ultimately if i Put the RPG soldier in the middle of the road with his RPG out he shoot it at the humvee every single time, Regardless of skill. If i put him on or in a building, he hides. :confused::confused:
Dose Arma2: OA have more players online, then Arma2?
in ARMA 2 & OA - MULTIPLAYER
Posted
COmbined ops
OA stand alone
Arma 2
In that order from most to least.