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ArmAIIholic

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Posts posted by ArmAIIholic


  1. too many vehicles to fit in WICT spawn list

    @dhellfox as I understand if you want random spawning of anything you will have to make some list (somewhere) so that script that utilizes that list would randomly choose item -- whether it is an array or pool. So spawning such vehicles is possible through WICT and outside WICT.

    @Mikey74 I will check your work and I am glad you got it working together with other modules.

    @Velocity it is already possible with ghost bases. One base will spawn until you activate a trigger and then that base will be deleted and the other will appear. Zapat already used that strategy for his mission The Road to the Altar and unfortunately it seams that people missed the download, both here and on Armaholic.


  2. @dhellfox you still didn't explain what vehicles, are they a mode, do they have a class name....? you can do it with one line of code with select random if they have classname.... please send me PM with more details -- which mode is that, which vehicles, more info is better so I can help you.

    @bobtom definitely you should start new thread, it is awesome --- Vehicle drop reinforcements?? nice how did you do that ?

    And then when you leave they stop spawning and they go away (much like quarantine). I am going to try and make it so you can clear a town, but I haven't thought of a good idea of how to do that yet.

    You can do that with combination of Hot zone and ghost base -- hot zone to give you activity in the city, ghost base to make clearing town possible.


  3. -- RE-SYNC COIN SOLUTION FOR F2 --

    Hey Fer and F2 users,

    here is some temporary solution for re-sync COIN after the player is revived / respawned, I found it here thanx to McArcher, but I modified it a little bit, the way I felt it would work better.

    I've created GameLogic object and in init line I've put this:

    group_MyCOIN = createGroup west;  
    "ConstructionManager" createUnit [getPos p1, group_MyCOIN, "MyCOIN = this;"]; 
    MyCOIN synchronizeObjectsAdd [p1];

    By the way this reference is wrong.

    The code above creates a group and places Construction Manager as a unit. Be sure that you have center already created, if you don't have use this:

    Side_MyCOIN = createCenter west;

    Now, I've made a trigger that is called by radio and player can call it to re-sync with COIN module like this:

    null = [] spawn 
    {
    deleteVehicle MyCOIN; 
    sleep 5; 
    deleteGroup group_MyCOIN; 
    sleep 5; 
    group_MyCOIN = createGroup west;  
    "ConstructionManager" createUnit [getPos p1, group_MyCOIN, "MyCOIN = this;"]; 
    MyCOIN synchronizeObjectsAdd [p1];
    null = [MyCOIN,"p1",1,500] execVM "f\common\f_COINpresets.sqf";
    };

    This code will delete old unit "MyCOIN", then it will delete old group. And the process repeats -- creating new group and creating new unit and sync with player p1.

    By empirical testings I've found that you cannot call only MyCOIN synchronizeObjectsAdd [p1]; , but it has to be connected i.e. in the same script with commands for creating group and creating unit (it is a block of commands).

    Moreover, I've found that for some reason this script needs time to delete the unit and to delete the group, so 10 sec seamed reasonable and showed to be good during multiple testings.

    After re-sync player will have 0 funds, therefore the last command will add some small amount.

    This is not the perfect solution, but it has advantage --- it forces players to stay alive and to protect the leader, so that they don't loose funds.

    I hope it will help F2 designers to come up with better solution that will be coupled with killed EH and automatic re-sync after revive / respawn. For me this script is doing a job very well.

    Cheers

    Thanx McArcher for testings, here is my contribution.


  4. -- RE-SYNC COIN SOLUTION FOR F2 --

    Hey Fer and F2 users,

    here is some temporary solution for re-sync COIN after the player is revived / respawned, I found it here thanx to McArcher, but I modified it a little bit, the way I felt it would work better.

    I've created GameLogic object and in init line I've put this:

    group_MyCOIN = createGroup west;  
    "ConstructionManager" createUnit [getPos p1, group_MyCOIN, "MyCOIN = this;"]; 
    MyCOIN synchronizeObjectsAdd [p1];

    By the way this reference is wrong.

    The code above creates a group and places Construction Manager as a unit. Be sure that you have center already created, if you don't have use this:

    Side_MyCOIN = createCenter west;

    Now, I've made a trigger that is called by radio and player can call it to re-sync with COIN module like this:

    null = [] spawn 
    {
    deleteVehicle MyCOIN; 
    sleep 5; 
    deleteGroup group_MyCOIN; 
    sleep 5; 
    group_MyCOIN = createGroup west;  
    "ConstructionManager" createUnit [getPos p1, group_MyCOIN, "MyCOIN = this;"]; 
    MyCOIN synchronizeObjectsAdd [p1];
    null = [MyCOIN,"p1",1,500] execVM "f\common\f_COINpresets.sqf";
    };

    This code will delete old unit "MyCOIN", then it will delete old group. And the process repeats -- creating new group and creating new unit and sync with player p1.

    By empirical testings I've found that you cannot call only MyCOIN synchronizeObjectsAdd [p1]; , but it has to be connected i.e. in the same script with commands for creating group and creating unit (it is a block of commands).

    Moreover, I've found that for some reason this script needs time to delete the unit and to delete the group, so 10 sec seamed reasonable and showed to be good during multiple testings.

    After re-sync player will have 0 funds, therefore the last command will add some small amount.

    This is not the perfect solution, but it has advantage --- it forces players to stay alive and to protect the leader, so that they don't loose funds.

    I hope it will help F2 designers to come up with better solution that will be coupled with killed EH and automatic re-sync after revive / respawn. For me this script is doing a job very well.

    Cheers


  5. huh.... you are starting at the base on Utes, so if you didn't change anything your are starting at the base on Chernarus too.... it is really big trigger 250 with 200, ellipsoid.... with tank, APC and your units...

    I am really gone stop answering here on such questions -- use Personal Messages (PM) if you have such questions >>> click on UserCP >> Send new message >> recipient ArmAIIholic

    Cheers


  6. Please if you have any more questions and short messages like "i did that" send them to PM, ok? I will gladly answer.

    After you exit the base you will get the message "Semper Fi!" and the spawning will start. If you are not sure what is going on enable debug mode in StartSettings.sqf and see if spawning starts. Be sure that all files are there inside mission folder.

    If you still get problems, zip your mission folder and send me, I will take a look.

    Just don't "spam" this thread with short communication.


  7. The WICT demo mission is in the folder WICT.utes, right? Suppose you want to make mission for Chernarus.

    1) Rename this folder to YourMission.chernarus

    2) Open that folder and open mission.sqm. Use some text editor and find and replace all “utes†with “chernarus†(with quotes!).

    3) Open the mission in the editor

    Please, if you want to make something start reading manual and learning scripting. If not, wait until some releases new mission for Chernarus.

    Best regards,

    ArmAIIholic


  8. Four High Value Targets for you to hunt down:

    • If you aim on the target he will stand still and raise hands. If you are skilled enough you can shoot him in legs and after you move your aim away he will lie down with face to the ground -- that way you don't have to worry about him shooting around. Approach him to verify target and to claim your reward.

    Capturing: 2500 requisition points.

    Dead: 500 requisition points.

    (for example)


  9. You are probably using some old version. If you go to F7 modules there is no more WICT module. Download new version and follow install instructions. And be sure that you have deleted any older version of WICT.

    Did you think about some other module? "in the editor theres a moduel for it" = which module is that? Maybe you confused some other module for WICT.

    There could be a GameLogic that starts the script, but latest version is started from init.sqf.


  10. There is not much to implement about/for artillery. There is fine-workin' Artillery module in ArmA and some excellent community modules, so I didn't want to waste time on that. On page 33 in the manual you have some reference / links for artillery. I am using it in my missions and it works just fine. You only have to sync SOM module with player and it works ok with F2 and respawning / reviving system.

    Cheers


  11. I will try to do that thing with pool some day. But it doubles the coding I guess. Let us assume I make a pool --- it is a pool of soldiers for example --- I still need to have templates that will spawn certain combination of units and then give them orders, right? Anyway I will check it out.

    It happens that they do not getout if bullets are flying around. They behavior is green -- they will not engage or fire unless threatened directly. If they have enough space they will disembark and continue on foot.

    That is written in the manual, and also there is a reference in the manual for Artillery. It is not part of the WICT since there are two ways of using it (virtual and real) and also some great addons so I didn't feel necessary to interfere with that.

    Thanx for replying


  12. Well TeilX I saw that DAC3 has pool, but I didn't immerse myself into it to find how it is done. WICT has templates that can be easily modified and it would took you the same amount of time to configure that part in DAC and WICT (I think).

    If I come upon spare time to change templates to pool I will do it. If you have anything that can help me to reduce learning curve please let me know. It would speed up development a lot.

    Thanx


  13. I agree that x/y number of soldiers would be dumb, that was the concept in Mercs2 as I remember. However, as you said player has to be rewarded for capturing or eliminating some VIP or HVT -- high value shouldn't be about requisition points, but about importance.

    I have to work around this randomization of targets. Yet some general should (?) be somewhere around, so you don't have to look for him on the opposite side of the map (there were many titles like: "Where the hell is Lopotev? (possible spoilers)").

    So be it --- requisition points!

    Thanx guys. Some of these things you wrote will be implemented in the WICT manual in the chapter HVT.

    P.S. Weapons are actually on the sale from door to door in almost every country.... Even bigger than tanks...

    P.S. 2 Yes player will be elite force -- and Velocity use EDIT button - I've got two posts here.

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