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Everything posted by ArmAIIholic

  1. [COOP15] Marshal of Savannah [sandbox A2 Isla Duala] Story The story follows protagonist, codename Teal Brass Doberman, as he attempts to prevent the OPFOR forces taking control of weapon trafficking secrets on Isla Duala, 2009. Duala is an African big island ~56km2 divided into two warring countries: Afrene on South and Molatia on North. River divides the two countries with a buffer-zone in between, monitored by international peacekeepers. Features 15 mercenaries slots -- a simple assault rifle, grenadier, medic, marksman or balaclava... 5 full scale missions and plot + 6th mission that is practically open ended. Powered by new WICT v7.0c which create all warfare around you. Don't be Rambo --- you need to survive here!!! Difficulty is increasing gradually. All support you need --- tactical airlift focused on deploying resources and material in mid-flight, each support type has time penalty -- combine them wisely + Black Hawk transport. Artillery is at your disposal at any time --- annihilate enemy or just make your way through enemy lines. Norrin's revive script --- you have 60 sec to revive your teammate. Occasional civilian life and patrols. Time shifts --- enjoy the beauty of Isla Duala, both during night and day! Required addons RCIR - UN Peacekeepers by Sander Desert Mercenaries and BlackOps by SchnapsdroSel Isla Duala 1.81 by IceBreakr Download Editor files open for you to have a peek in : http://www.mediafire.com/?pl1viug26apiuu7 http://rapidshare.com/files/452206007/Marshal_of_savannah_editor.zip PBO MP version : http://www.duckload.com/download/3642216/Marshal_of_savannah_PBO.zip http://rapidshare.com/files/452206177/Marshal_of_savannah_PBO.zip Thanx goes to aurondude for helping with plot twist (but I simplified it a little bit, since I didn't have time to make more missions), and also to zapat for helping me with scripting WICT v7.0c.
  2. Tool for infinitely creating dynamic battlefronts and ultimate free roaming experience. Version 7.0d available for download. WICT trailer / demo 5z4I9VhmVUI I am looking for talented and creative people to make new WICT trailer! Official WICT homepage and manual I am happy to announce that WICT has new homepage. Please visit it for download and instructions. This page will serve as online manual and snippet database. I intend to make a large Wiki with your questions and my answers, and to make it available for edit. As I stated on the first page: please make sure that you write only confirmed and working codes, examples and snippets. For discussions and suggestions use this thread or Discussion pages on Wikia (you have it on every page). Xi0PY-APshI u0FCnc2CAzw sjRKHJCbBHI WICT base online configurator WICT v5.0 and later Missions: Into the hills (Panthera) v1.2a // Armaholic mirror The Road to the Altar (Chernarus) v1.0 by zapat // Armaholic mirror Hornet's nest v2.0 -- free-roam sandbox (GTA-like) campaign for Chernarus // Armaholic mirror : Hornet's nest Co-55 (@) [sP][Chernarus] - Timebender - {exploration, action, sci-fi} by zapat The easiest settings you’ve ever made – easy installation, implementation and settings – add this module, setup and play, no need to sync with player. Dynamically created battlefronts – experience battlefronts that are not scripted – they are everywhere. Turn-based spawning system brings new strategy dimension to the gameplay. Watch enemies’ movement, but also watch your teammates – you are not alone, use that as an opportunity. No predefined locations – every inch of the map is potential spawning point and, the most important, battlefield. It’s completely free roam compatible. Every spawning point is calculated during the gameplay taking into consideration various parameters in order to create a battlefront and objective driven battles. No predefined pathways – every class has its own FSM script that will evaluate the situation upon spawning and setup waypoints and goal – AI is finding the path on its own in order to accomplish that goal. Safe, hot, tampon and directional zones for true free roam experience in ArmA. 13 different classes you can setup and modify for each base. This module is completely open for adding custom teams and squads, vehicles, loadouts… for ArmAII and ArmAII:OA. It is not all about you -- this is a world that will go on with or without you. Both sides will try to break the opponents frontline and capture the base. Both sides will try to capture neutral sectors and turn them into their vantage points. No caching units. Still you can deploy particular number of units or just let the script make warfare for you. It’s fully compatible with any mission created in the editor. And above all it doesn't spawn just anywhere randomly - usage of the game resources is carefully observed and every spawned unit will play its role. Stable version, tested, without bugs, mainly designed through FSM, ensures that spawning is accurate all the time. This script is fully based on 360ISM I created before. Version 7.0d -- 24 April 2011 It took great time to develop this, I am sure you have 30 sec to make a comment - to keep this thread on top if you like it and provide me some feedback to make it even better. Sincerely, ArmAIIholic
  3. ArmAIIholic

    Multi-Session Operations v4.3 released

    My biggest gratitude to all developers! I was away for a long time and I came here to see if there is something new... and I am truly speechless. I don't know what you guys did with WICT, or how much of it is in MSO now, but I see my name and I see something is integrated in this magnificent mode/tool. So I just want to say one and simple thank you! I am honored.
  4. thanx toonpc, those videos look fantastic, I will put links on website when I have time
  5. No, HE did not... HE is thinking about making a new clean version by the end of the year... If it is not tooo late for you ;) I am thinking about refining my tool, to make it more simple with a lot of default settings, but to maintain possibilities for programmers... --EDIT-- And I intend to start with simple things ---- more useful comments and options in my code, I see a lot of you people are still confused with what WICT can and cannot do :) and HOW it does it... :cool:
  6. yes it is completely ok, just provide link somewhere to original tool, that is easy... however I am thinking about refining my tool, to make it more simple with a lot of default settings, but to maintain possibilities for programmers... should be available by the end of the year...
  7. Oh I don't know if I will be back with programming here, but I was curious what is going on and then I found a message about MSO... I have a lot of other things to do, I didn't have time to correct some bugs people found... But I might hang around now, just to see how this is developing... Thank you guys, I thought this thread and using this tool are dead ;) BTW thanks for trailer toonpc
  8. I've been gone for a while, but this is what I've found recently :cool:
  9. Not necessarily... Actually it would be quite easy to create engine that would analyze a terrain and put random bases all around the map. Settings would be: 1) number of base pairs 2) number of classes to use (1-13) 3) spawn and scan distance Then it would be even easier to start a game. Yes, that is maybe a flaw... On the other hand, you can have enemy behind friendly forces which makes battles more interesting. Right now while I am writing this I have ideas how could be done, it would require more calculations however. I was thinking about rewriting the whole concept, because it was like this : basic concept + improvement + new feature + bug hunt + new feature + bug hunt + etc. etc. etc. = too complicated.... The idea is to make it more automatic, to give it kind of AI that will do everything I have in my head, to go back to original concept, but to retain just one file (or GUI) with simple settings. The problem is I really don't have time to test it...................
  10. MoS that is one great and loooong comment and I am truly happy to receive it. However I am not active scripter anymore. Nevertheless I will read your comment again carefully and see what I can do. At least I can make a reply and give some advice to anyone else willing to continue this work. I will turn myself toward more complicated problems, especially in MatLab and Python and work on AI. I hit the wall with my concept, actually all problems come from lack of good GUI and I just don't have time to make it. WICT would be much more easier to understand and setup with decent GUI....... :(
  11. @Cool=Azroul13 I am not sure what you are trying to do, but any script that is giving a task to a player must wait for a player. You can take a look the loader.sqf. You must have these lines when running any script : //{}{}{}{}{}{}{}{}{} GIVING TASK AT BEGINNING {}{}{}{}{}{}{}{}{}{}{}{} // Dedicated server doesn't have a player, ever! if (!isDedicated) then { // make sure player object exists i.e. not JIP waitUntil {!isNull player}; waitUntil {player == player}; sleep 3; [nil,nil,rEXECVM,"WICT\sandbox\sandbox_exe.sqf","WICT\sandbox\","taskCreator","Airport base","mixedBase_1","yes","Primary: capture enemy base!","Intel: <br/>Capture the enemy base at the airport.<br/><br/>Background info:<br/>put some text here -- use Briefing manager to easily write the text and of course Word Wrap in your text editor :) be creative :D","yes","all"] call RE; }; that need to wait for a player to join. @bTm --- Zivo has answered you. @FelixK44 Unfortunately no... as far as I know. You have templates in WICT and you can easily make any warfare mission you want.
  12. psvialli promised me that he will do tutorial about using upsmon and wict together, so we will see what will come out of that
  13. Yes, Zivo, many thanx for your corrections. I will make a new update, as soon as I return in my country (in about 20 days :( ). But it will be updated!
  14. @ Zivo 1) Did you try working with some SQF editor or with Notepad++ ? According to Shad0wCatcher those templates work, all of them... 2) To change a message go to : \WICT_data\captureMessage.sqf and change it. 3) You don't need to clear the areas, even if you spawn additional units. Let me explain : for example you set the limit on 120 groups, and you spawn 20 groups more. WICT will spawn until 120 groups, but it doesn't stop you from adding more even after that. WICT will wait until some units are far away and it will delete them to free space for more spawns. That is defined in startSettings.sqf in WICT_removeMan and WICT_removeVehicle.
  15. WICT_data\load\loader.sqf is loading such stuff.
  16. Yes, that script is running in the background, but it is a small script (2 KB)... Do you think we should pre-compile it? Or we could just return eventHandler, but it would be running (again) for every soldier, not for a group... Those are only solutions I can think off.
  17. In startSettings.sqf you have debug yes/no
  18. That is the proper way :D Use THE FORCE, Luke, use the Force!!! :cool: I hope we will see some of your missions soon. Let me know about your progress. Till then, here is the video I found :) I like it very much, makes me laugh every time I look it. R55e-uHQna0
  19. @rtka1234 I cannot help you without more details about what you did.... However, there is better way to learn WICT --- just take demo mission or a template and tweak it a little bit -- trial and error -- learning by example... Or write me a PM what you did. I keep getting post here, on Armaholic and on youtube how people cannot make a mission with WICT --- I made two full sandbox missions and also can say that zapat is now equally good as I am with WICT. Neither do I nor zapat (or other users testing WICT) found such difficulties and bugs... ------------------------------------ @jonneymendoza no, this is not RTS and it is clearly stated here what is WICT... http://wicta2.wikia.com/wiki/What_is_WICT :cool: This mod is for POPULATING world / map with units and making free-roam missions. Please visit WICT's website.
  20. WICT trailer / demo 5z4I9VhmVUI I am looking for talented and creative people / enthusiasts to make new WICT trailer or in-game videos (gamers playing any mission with WICT)!
  21. It is small fix, but very important, since it definitely solved "problem" (my mistake) with spawning winged aircrafts, their velocity and flight. Thank you zapat :cool: ---------- Post added at 10:38 AM ---------- Previous post was at 10:03 AM ---------- We are also available now on MODDB http://www.moddb.com/mods/world-in-conflict-tool-for-a2
  22. WICT v7.0d Thanx to zapat we have new fixed version for spawning winged aircrafts! http://www.mediafire.com/?urxiiwhrtrix92n https://rapidshare.com/files/458984359/WICT_v7-0d.zip
  23. 1) Nothing will spawn behind player, that is correct! The trick is in geometry. 2) It might happen when player is not positioned (relatively) between two opposite bases (west and east), but both bases are close together (closer than spawn distance radius). Can you imagine a triangle? --- what you described is happening when two bases and player form a triangle and bases are too close to each other. Since WICT is based on geometry calculations, that is an artifact -- just experiment with distance between bases.
  24. Let me see if I understood correctly ? New version provides templates for config and you just have to put few bases on the map to see it working :) that IS lazy man :D :cool: