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ArmAIIholic

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Posts posted by ArmAIIholic


  1. Huh I don't know.... I have plans for improvements, but since this is the most stable and complete version so far, if I bring up new version I won't delete this one.

    I was thinking about testing some systems, improving performance....

    WICT.utes is clean-clean template, only two bases and auto start -- it is the product of Visual Tutorial Guide. WICT_demo.utes is the "old" demo I made, with all almost all stuff WICT can do.


  2. Then by the time I got to this next base the crowd on the airport disappeared (I guess it was the clean-up algorithm.) And I got that far, and I heard distant shootings, when I stopped playing. Today I press forward.

    zapat why didn't you say so :D yes I think scan distance played a role there :)

    the other bases at Novy Sobor and Stary Sobor are far away so this setup made a gap between upper part with Krasnostav, central part with Sobor(s) and lower part south coast.

    Which is not a bug, but almost great.

    Yes, your experience with WICT is great, it might be clearing algorithm. And if you head shooting it means that firefights continue, which is great.

    I can hardly wait for your next comment buddy.


  3. @ LockJaw-65- I will check that markers, but that is F2, or something else...

    @ RunForrest it works on dedi and MP and there is 36 slots for players. You can also play it as SP if you host it only for you on LAN.

    Fast moving clouds are only 45 min --- don't know how many seconds -- this is part of the time shift feature in the new WICT v3.5 --- it shifts the time 45 min before desired time and then fast forward exactly on the time you specified.

    There are some places on the map that have time shifts --- this gives you different setups for different missions on the same map.

    TRICK QUESTION

    *** There is one HVT played at night ---- can you find it? :D :cool:


  4. Xa xa xa yes that problem Richey79 reported for Into the Hills for Pathera.

    I will tweak SecOps.

    I don't think ArmA dev are looking this. It would be really nice from them to implement dynamic battlefronts into new ArmA --- it would be GTA4 or Red Dead redemption military simulation :D Personally I think it would be superb.

    If anyone knows how can I contact Bohemia and get in touch with someone *important* not a janitor I WOULD GLADLY GIVE THEM ALL MY SCRIPTS to use in the next ArmA, just with one request --- to send me a game when they finish it.

    SO BOHEMIA INTERACTIVE DO YOU HEAR ME??? :D


  5. I am aware of that :(

    -- problem with Pathera map and support is really pain in...

    -- I will fix that, but I though in the first time it is also a skill to do that (hover above) while enemy is shooting at you, but it is easy to cut it out.

    -- yeap, I know.... New mission Hornet's nest is better, SecOp missions are closer with 60% on every 2 min of being given to player. I will fix it in this mission too.

    In your opinion Richey79 what is the best *frequency* for SecOp missions.

    You have to take into account probability and time interval.

    E.g. 40% on every 3 min.....


  6. @ *SemperFI* it uses only vanilla A2 units and OA units thanx to Telson_VBAU, but I didn't want to mix those units and I didn't want other mods to interfere.

    I wanted clean module, to make it work, to be sure that error I get during testing is WICT only. That's why people report now that it runs smoothly and fluently.

    I have some more tweaks to do, after that I will focus on expanding.

    As you said combing mods is difficult but I won't let that to stop me.

    I have bigger plans.

    For example, I have an idea to work on tutorial / project "Unleashing the beast of spawning in ArmA2", I think that, once for all, I've found the way to remove boundaries between groups limit and spawning completely-scripted-missions with tasks, waypoints, reinforcements etc.

    But I need time to round up this version of WICT before going further or I will loose track of errors. First reason - I really don't want any error or bug to come up during expanding.

    Second reason - if I for some reason don't find time to expand it, I want to have fully working stable version.

    Best regards

    ArmAIIholic


  7. Huh... thanx man, you took a big rock from my chest.... I though it is not working at all.... Ok I will check how to make a respawn delay and how to implement regular first aid if Norrin's script is disabled. I think that delayed GameLogic that is sync all players with those modules if Norrin's script is off will be enough and piece of cake.

    Maybe I'll put that also in manual.

    Now I have idea to work on tutorial / project "Unleashing the beast of spawning in ArmA2", I think that, once for all I've found the way to remove boundaries between groups limit and spawning completely scripted missions with tasks, waypoints, reinforcements etc.


  8. Yes of course, why?

    Well then I don't get it :confused:

    That means Norrin's revive script works and that units won't respawn immidiately. That emphases reviving rather than respawn. And if the unit is not revived then it respawns.

    I don't like this kind of respawn. It remembered me of the game lemmings
    I don't see how else would be COOP possible -- players have to respawn, lemmings or not... I am really :confused: Are you reporting that Norrin's revive is not working, are you reporting that delay is short (60 sec for revive) or something else?
    I set up MP: my squad only (the other two disabled) with me being the only nonAI: I wanted to attack an enemy position (secops), I had the respawn tent a 200meters behind, and we ran into a static defense behind a bush, so half of my squad died. In the exact same moment they reported from the tent behind. I don't know if this is the way it should work, but what I saw was the 12 men staying 12 all the time, but only their position changed.
    It is possible that Norrin's revive has something else on mind when players are blown up... :o I think that I had situations that when they are *critically* wounded == "full" dead they automatically respawn.

    Therefore, I still need confirmation that revive / respawn = Norrin's revive is working ok.

    @ Katipo66 sure it is possible, I will think about it as an optional setting, but it shouldn't be obligatory since designers would have to give actual name to every base instead of simply putting b1, b2, b3....


  9. @ Velocity normal aid system should be sync with all playable units if Norrin's script isn't active. I might do that, I will take that option into consideration.

    I didn't fixed Knighthawk -- I forgot :o with all this work....

    @ zapat and Velocity I will check problem with Norrin's script and I will try to fix that transport spawning. There is another problem --- AI driving.... So I will find some balanced solution. I hope...

    ---------- Post added at 02:30 PM ---------- Previous post was at 02:08 PM ----------

    Now here is my testing:

    1) I opened WICT.utes in non-debug mode and I had no problem with AI -- they nailed me right away

    2) I started Hornet's nest on LAN as host on first position team leader with only AI on 2nd position, all other AIs disabled, started the game, went a little bit into the woods and shot him. He felt down, reported his position and screamed for help, waiting to be revived, without spawning at start position.

    Same if I shot him right away on starting position.

    Can anyone confirm this?


  10. @ *SemperFI* I am not quite sure yet, but I will check my hypothesis soon, since I am trying to find a solution for custom units aka. units that come with different addon.

    I think it is possible to put all vehicles on the *blank* map and then open sqm. I think I saw all classnames there, so in that particular case it is not weeks, but 1-2 hours to implement them.

    Let me make it clear --- let us speak hypothetically that vanilla A2 has 5 versions of Humvee and you have addon that has 25 more versions of Humvee. You can make in one line random choice between 30 different versions of Humvees as I did for West light vehicles:

    _vehtype = ["HMMWV_M2","HMMWV_Armored","HMMWV_MK19","HMMWV_TOW"] call BIS_fnc_selectRandom;
    
    	_vehicle = createVehicle [_vehtype, _groundloc, [],0,"FORM"];

    Generally it is easy, but as I said there must be a pool somewhere so that script (mine or anyone's else) can pick them.

    Thanx for replying

    P.S. I am a patient man, I just don't like when people ask me something that I wrote in manual, there are 50 pages, I spent some long time writing them :D


  11. What are you people playing?? I will definitely have to check everything when I get home...

    The Norrin's revive script is on! There should be no

    they respawn, walk towards a point, die, respawn, walk toward a point, die, respawn

    And in Norrin's script there is dragging and healing and bandages, bleeding...

    What I experienced is that sometimes there is a problem with exporting missions and addons, maybe it is the same this time.

    Normal aid system cannot work with Norrin's revive... And I had to make it like this since this is mainly COOP. As I said I will check if there is a problem, but --- I found Norrin's revive more believable since it makes AI work during SP in COOP manner -- they will toss a smoke grande, come to heal you etc.

    Truck with AI driver is somehow slow option. I really wanted an instant option. There are vehicles in some parts of the map and there is also HALO. Besides there is pickup with chopper.

    Knighthawk reinforcements.... Ok for SP, but for COOP there is not much point... I will try to find a solution.

    Problem with AI staying behind is not WICT's problem, however it can be solved in some way if you order your units Safe behavior (radio 7-4). Therefore, they won't (shouldn't) pay attention to the enemy, but their formation will be column. You can get them back to Aware (7-3) and they will spend less time in cover.


  12. No hard feelings dhellfox, ok :D I didn't mean anything rude, and I am sorry if I was rude, wasn't on purpose, but I also have other tasks to complete in "real life".

    About new version -- I didn't experience that, only once I had situation that they ignored me (except when I am in debug mode), but you can send me a mission and I will test it. In my testings with new WICT.utes template and WICT_demo.utes I didn't have any problems. However, I could do more testings, maybe there is some small error.

    --EDIT--

    I didn't have any problems with AI nailing me down in WICT.utes mission when debug mode is off.

    What text values?

    Send me your mission again to take a look?


  13. @ zapat well I will think about the story, I just have to find time to make one :D

    -- spawning of transport is obvious but it is leader's call... I thought it would be pointless to spawn a vehicle "1km away", yet it should be available for "Game Master" to decide. So this compromise gives GM opportunity to spawn transport quickly and "on-the-spot", and regarding it is obvious players can immerse in their roles and decide to play the game from vehicles, not by foot. Therefore this part of the game ---- and it is the same situation with HALO jumps ---- is completely on GM.

    -- they die and they respawn??? I don't think so. Norrin's revive script should be working ok, I will check that when I get home. "Dead" player will report position and maybe you confused that with respawn --- he will wait unconscious for 60 sec for revive and after that he will respawn --- if you are running MP!!! If you are running from SP folder respawn is not working --- one more reason why I said this should be run from MP, if you are playing as COOP or SP, either way.

    - I can tweak that -- SecOps are on 2 min with probability of 60%. But only attack and defend. All other SecOp missions are connected with specific point on the map and you can trigger them only once!!!

    -- yes I put some effort to make it fluent and I am glad you confirmed that

    @ LockJaw-65- thanx for confirmation :D


  14. I've put "hornet....pbo" into \missions\ and run it as a normal sp-mission from scenario-menue, works good. Another copy of "hornet...pbo" I've put into \MPMissions\, in case of playing via LAN/I-net

    Do not do that! You need to disable AI-teams that you are not playing in SP and you will need probably respawn point during gameplay.

    Install it in MP and start it as LAN host as only player and disable all AI that you don't want -- mainly other AI-teams. If you don't disable them (3 teams are starting on different locations) WICT won't be able to work correctly.


  15. @TacKLed currently there is no other way and it is simple as shown in the video. What is the problem? I made easy guide since lot of people requested it. I personally don't know any mode that is making dynamic environment that doesn't need setup, do you?

    Yes you need WICT lite for playing missions (I believe it is written on the first post here and on every download), and you need WICT full for making your own missions (also written on the 1st post).

    What is reporter? You are playing on the BLUFOR side and if you think about "can I play as SP?" -- yes you can. "Do I need AI?" -- no you don't. Start as MP and disable all AI.

    Please address your problem(s) more specifically I will be glad to give you instructions and discuss further development of WICT.

    @dhellfox I will see what I can do but still it is not my area of work. I hope you are aware that you are asking me to make random spawn for mods that other people created? If they didn't provide a list or there is no such mode here to download, your request is equal to making brand new separate addon.

    (im not really in the mood do search for a class identifier mission that works outside of ace and manual copy down 50 vehicles)

    How do you think spawning can happen? Except two ways:

    • making script that will crawl inside ACE
      or
    • some other module making list of vehicles.

    By the way, do you think I would make WICT if I had such attitude? :D

    You understand that upon spawning, any script you make must call an identifier aka. some ID so for example it won't spawn chopper instead of Humvee? == it could be classname of Config entry.... But the principle is that. Every vehicle that you want to spawn outside editor must be recognized by ID.

    There were changes in v3.2 that you missed. There was a bug in UserSettings templates that I had to fix, regearding finding safe pos (in templates), so if you prefer v2 you can use it, I don't mind, but just know that it can stop spawning out of nowhere.


  16. yes, SP is started like MP, save will work and you have a radio call for save (only as a leader of the first team)

    transport & supplies = chopper pick up and airplane drop

    resync coin = after player is respawned or revived he needs manually to resync with construction module

    +1 HALO adds one halo jump to action menu

    do I have to make a story? com'on you play a little bit and tell me the story.... :) I am not good with stories like you....

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