ArmAIIholic
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Posts posted by ArmAIIholic
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zapat you are always welcome, these follows are new here. I don't have to ask you for opinion -- I just accept it :) just kidding about you two, you are all welcome and I am really honored that you participate in this.
What I though is quantifying this earning... in some way. E.g. you can earn artillery, but it is your choice when and where to unleash it. So what is the compromise?
I am looking at those points as points in RPG, like skill points. You will earn them and spend them on something you want. Is that a good choice?
Although you can buy equipment in war for $ and all wars are made because $$$, what would be compromise solution in this case?
Topic is open...
P.S. Thanx LockJaw-65-
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Yes Velocity, player will have choice to do them or not. But I cannot guarantee that HVT will be there waiting for you if you go free-roam somewhere else. They will be scripted if you asked that, not randomly generated, but I could easily put a bounty on anybodies head. But it would be too much in my opinion --- HVTs should be something rare, not spawning around like rubber ducks waiting for you too pick up easy money.
Do you agree Velocity?
Now for LockJaw-65-, yes as Velocity wrote it isn't that kind of money. There will be no buying units or salvage trucks or something like that.
These will be funds for you to make defenses, buy some empty vehicles (just idea, not implemented yet) as tanks and APC which are not normally part of the transport system that you can order via radio.
Warfare will go with or without you, that as the main concept of WICT. If you decide to make defenses there will be ways to earn money / points --- look it like points in any RPG -- which you can spent on "buying" defenses, static weapons and vehicles.
Does this spoil immersion in the game? Let me hear your opinion you two, LockJaw-65- and Velocity.
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Now could you be more specific which type of the action you want to override?
Here is fantastic example made by Xeno.
There is also gorgeous tutorial An Introduction to Finite State Machines in Armed Assault by Rune of the Sinews of War mod
If the link doesn't work you can find it on http://www.ofpec.com/ by searching for [ArmA] FSM Tutorial by Rune. You can always PM to send you.
Now be more specific with questions, describe your problem a little bit more, so we can find some solution together.
Best regards,
ArmAIIholic
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Well I obviously have that problem since now player can parajump on any location.
However I designed it already as in "Into the hills" for Panthera -- enemy bases around main base, so if you (at least) don't capture those bases you will have to deal with lots of enemy units by yourself. I think it is better way, do you agree?
It will be impossible for player to capture the main base if he doesn't earn support from BLUFOR side.
ANNOUNCEMENT:
The release of this mission will be postponed because I am working on implementing full High Value Target system in the new release of WICT -- with price for capture and price for killing, all surrender stuff etc. like there was in Mercenaries 2 or there is in Red Dead Redemption. For example you will have to keep the Boss in your sight and point a gun at him to make him surrender and capture (aka. kill all bodyguards) or you can shoot around him very close to make him lie down.
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Fast and some big slow zombies -- like Left 4 Dead :D
TacKLed just be sure to get OA template -- and be aware it is not finished :(
I suggest you to use full version for vanilla A2 to get used to the system and how it works.
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Funding is now working properly and script is able to ADD funds for every achievement.
+ Dynamic weather and time changes
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I just got the error:
_bldgpos = []; _bldgs = nearestObjects [_wp_pos, ["Building"], 5> Error position: <nearestObjects [_wp_pos, ["Building"], 5> [color="Red"]Error 0 elements provided, 3 expected[/color]
I guess it is a problem with:
_wp_pos = [_prepos, 0, _slack, 6, 0, 50 * (pi / 180), 0, _blacklist] call BIS_fnc_findSafePos;
so I will put it like this:
_wp_pos = [_prepos, 0, _slack, 6, 0, 50 * (pi / 180), 0, _blacklist,[color="Blue"][_prepos][/color]] call BIS_fnc_findSafePos;
Better some default position the error, right?
Still in the "plain" patrol script I never got this error. I think it is a rare error and in this particular case I think there was no safe pos found which reflected on nearestObjects command, but such thing wasn't "visible" in "plain" patrol script = without house search.
I will return with confirmation whether it works.
--EDIT--
I've got it working with this:
_bldgs = nearestObjects [position (leader _grp), ["Building"], 150];
And I tested numbers from _wp_pos and they seamed ok when returned through hint format, not some any.
--SOLUTION--
Well the problem IS type of variable, since you cannot (or I think cannot) do like in C++ intiger type or real etc. -- it is expecting number so I GAVE it a number!!! :mad:
Solution is in addition, xe xe:
_wp_pos = [_prepos, 0, _slack, 6, 0, 50 * (pi / 180), 0, _blacklist,[_prepos]] call BIS_fnc_findSafePos; [color="Blue"]_a = [color="Red"]0[/color] + (_wp_pos select 0); _b = [color="red"]0[/color] + (_wp_pos select 1);[/color] ////////////////////////////////////////////////////////////////// // The following code is an extract from Random Building Position Script v1.0 by Tophe of Östgöta Ops ////////////////////////////////////////////////////////////////// _bldgpos = []; _bldgs = nearestObjects [[color="Blue"][_a,_b,0][/color], ["Building"], 50];
And it is not the first time I had to do such trick to define variable as number. _a = 0 and _b = 0 then _a = something else and _b = something else won't work.... :(
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Of course -- as I said before you can always start it on LAN as only player and you will have AI coming to revive you and you will have all the benefit of mobile respawn point.
I will not put autosave points since they are not necessary because there is also infinite revive. And you will have autosave on exit and of course good old cheating.
And about giving money for kills -- well it could be kind of Mercenaries 2, but I recall that they had money only for destroying something or killing VIP targets etc. so I really don't want to put kill event handler to all templates for spawning. It is easier to do it from editor for H.V.T. and I think it is more realistic and in the spirit of Mercs 2.
I just hope that guys from F2 will respond with some help, so I can make reward and not "recalculate-money" system at the end.
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No, there will be no funds for killing, sorry, I search the forum and found that it is part of Warfare module and I just didn't like the idea unPBOing that module, searching how it works and dealing with a lot of problems other people had. It requires adding killed Event Handles to all units and I just don't have time to do it for every template in WICT. And still I don't know how to actually increase funds in F2.
There are some templates though, but I thought it is easier to give funds to leader just to be able to put some additional stuff to the base. So I guess that it means no buying units or reinforcements. That will be handled as you progress through map.
However, I will have a peek to those Warfare templates, maybe I will find it easy enough at the end.
Now I am focusing on other stuff. Of course base expansion is working and there will be global order: mount static weapons so you can rely on AI to defend the base, something like Company of Heroes, we spoke about that.
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Well I tried something like this
_current_money = MyCOIN getVariable "BIS_COIN_funds"
with some hint format to see what is going on and I got
["BIS_coin_0Var"] for _current_money :confused:
My plan was simply to have _current_money = _current_money + _add_money;
But I managed to "make" recalculation of funds with little "dissection" of your script:
private ["_coin","_coinOp","_coinType","_coinFunds","_str_coin","_str_coinOp"]; // ==================================================================================== // SET KEY VARIABLES // The Construct Module Name, Construct Operator, Type of Funds and Funds amount are passed from the script call _coin = _this select 0; _coinOp = _this select 1; _coinType = _this select 2; _coinFunds = _this select 3; _str_coin = str _coin; _str_coinOp = str _coinOp; if (isNull (call compile format ["%1", _coinOP]))exitWith{}; _coinOP = call compile format ["%1", _coinOP]; if (player != _coinOp) exitWith {}; call compile format ["_coin setvariable [""BIS_COIN_funds"",[""%1Var""]];",_str_coin]; call compile format ["%1Var = _coinFunds",_str_coin]; _coin setvariable ["BIS_COIN_fundsDescription",[""]]; _coin setvariable ["BIS_COIN_areasize",[30,30]]; hint "Funds recalculated.";which runs ok.
Thanx for help. If you could solve my problem with adding funds that would be great. Since then this works ok. At least I can force players to spend they funds before getting new one because now there is no accumulation :bounce3:
I am using your framework with my module WICT and it is working like a charm. You made my day brighter when it comes to MP and I wrote exactly that in acknowledgements.
If you have some logo besides F2 please send me, so I can put it in manual.
Now it says: powered by F2 :D
--SOLUTION FOR ADDING FUNDS--
I just reversed the process. I first took the value, then increased it and returned it to funds, here is the code for COIN_add.sqf:
private ["_coin","_coinOp","_coinType","_coinFunds","_str_coin","_str_coinOp","[color="Blue"][b]_oldFunds[/b][/color]"]; // ==================================================================================== // SET KEY VARIABLES // The Construct Module Name, Construct Operator, Type of Funds and Funds amount are passed from the script call _coin = _this select 0; _coinOp = _this select 1; _coinType = _this select 2; _coinFunds = _this select 3; _str_coin = str _coin; _str_coinOp = str _coinOp; if (isNull (call compile format ["%1", _coinOP]))exitWith{}; _coinOP = call compile format ["%1", _coinOP]; if (player != _coinOp) exitWith {}; call compile format ["_coin setvariable [""BIS_COIN_funds"",[""%1Var""]];",_str_coin]; [color="blue"][b]_oldFunds = 0;[/b][/color] call compile format ["[color="blue"][b]_oldFunds = 0 +[/b][/color] [color="Red"][b]%1Var",_str_coin[/b][/color]]; [color="SeaGreen"][b]_coinFunds = _coinFunds + _oldFunds;[/b][/color] call compile format ["[color="Red"][b]%1Var[/b][/color] = [color="SeaGreen"][b]_coinFunds[/b][/color]",[color="red"][b]_str_coin[/b][/color]]; _coin setvariable ["BIS_COIN_fundsDescription",[""]]; _coin setvariable ["BIS_COIN_areasize",[30,30]]; _null = [nil,nil,rHINT,"Reward : funds added."] call RE;I used adding to zero since it gave me scalar instead of number. This way it works without any doubt.
It uses the same call:
null = [MyCOIN,"MyEngineer",2,5000] execVM "some_mission_path\COIN_add.sqf";
This will add 5000 to funds. I suppose it should be broadcasted to all clients if it is working on dedi (so it is broadcasted to server too, for example if it is run by a trigger >>> (vehicle player) in thislist, or something else that is connected with locality in MP).
Fer you can freely put it in the in the F2 or just put a small tutorial for other people. I personally think it is important feature, e.g. for High Value Targets (HVT) etc.
--PROBLEM WITH KEYS AND RESTART---
I think I have another, little more serious problem -- when I start the game with F2 COIN and then restart it -- after that I cannot press Esc, I cannot actually press any key on keyboard, not move, not number etc. ... Only mouse is working and I have to Alt+F4 the game....
---------- Post added at 04:49 PM ---------- Previous post was at 03:39 PM ----------
I've just completely disabled these lines:
// NIGHT VISION GOGGLE TOGGLE //player setVariable ["F_COINname", _coin]; //F_keyPressed = compile preprocessfile "f\common\F_keyPressed.sqf"; //(findDisplay 46) displaySetEventHandler ["KeyDown", "_this call F_keyPressed"];
so it is working just fine again.
Running vanilla A2 1.07.
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It says : "Here I will post my sandbox / free roam mission for vanilla A2 Chernarus"
First line first post. I hope link will be here around weekend.
--EDIT--
New features added on the list:
COIN
SecOps
both working fine.
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Run Silent, Run Deep :D yes that might work :D
I thought Bees nest :D
Xa xa xa my mission for the OFP-DR had name "The bear and the bees".
I thought it will be interesting, mighty US force against guerrilla fighters, usually the bear pulls back against bees. Well I am a biologist ;)
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Nope, no blockbuster name so far, I am working on SOM and scripted missions right now, giving me a little headache...
--EDIT--
I think I just experienced after 5 restarts of the game that it is not a good thing to combine Request SecOp and SecOp parameters....
--EDIT 2--
I think it is a bug -- if I try to restart the game while I am receiving SOM mission then I cannot longer call the menu (Esc) or move myself. And I have to Alt+F4 the game... strange.
--EDIT 3 --
Nope, not SOM, it was a problem with F2
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hmm yes, I should have put that them as switchable :o
it is not a bug :o
it is a flaw...
in the template I will add command addSwitchableUnit forEach unit of that new group _Wg
thanx man
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Xa xa xa that will become a quote on the first page. I hope for the weekend :D
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Hi guys, thanx for ideas. You constantly forget SOM, which is very powerful thing, plus random Town generator.
And this will be replayable since there would be bunch of stuff to do and I will also put a toggle for more or less SOM missions + more or less variety of missions. That will be available for first player which is team leader and also GM.
It is not hard to implement you mission zapat, but since I already have 15 bases and you have a lot that will be too much. But I can implement some defenses and bases as scripted parts so when you come nearby you will trigger e.g. first assault near the coastline, with airplane going above your head in flame, or something like that.
I will make such scripted surprises and they should be scripted so people can play it over again and trying different ways, there is nothing wrong with that.
Defend missions exist in SOM, dunno about repair and helping civilians.... Way too much for now, configuring ALICE, maybe I will put some civilians as "static"... Too many trigger to determine successful objective and probably using some FSM -- not in the mood right now, I have other things that I should get working.
Maybe later, adding missions to this template shouldn't be a problem once main picture / frame is done.
Again, thanx for ideas fellows
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Hi F2,
what you lack in tips about COIN is how to increase funds for a player? For example, I want to increase "money" for the player that is constructing after he enters some trigger.
I suppose I would have to use getVariable, but since it is written:
call compile format ["_coin setvariable [""BIS_COIN_funds"",[""%1Var""]];",_str_coin]; call compile format ["%1Var = _coinFunds",_str_coin];
_coin is local....
So how can I get state of current funds for a player and then increase it for X amount. F2 script has only starting funds e.g. [MyCOIN,"MyEngineer",2,5000]
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Well yes, you need a HQ and it needs to be sync with player. Now I don't know if F2 framework handles synchronization after respawn, it should from what I see, and it suppose to be enough to just place a unit name there. I will try to most obvious method -- to find a file in F2 responsible for COIN for west side and just to add everything from the script I cited.
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Thanx very much for detailed explanation. I will think about it. Actually it would be excellent since that way player could also put static defenses (that AI would mount if empty) and make some barbwires and it would be something like Company of Heroes... hmm, nice one really.
And they will gain funds by killing and capturing.
You are very creative.
--EDIT--
I've found fantastic coin script here.
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---2) That would be excellent, but since F2 has Construction Interface (COIN) Presets, I will maybe use that in some point of the mission if it is possible to enable it later. But probably without using ghost base, since it is a fixed position and I don't want that.
5) I already see that SecOp is very powerful thing and I will use it. But some type of missions, like convoy assault will be triggered in particular area. Depending on time I have for making missions I should make some assassination or stealth or dunno.... Will see....
6) There are three zones for now that I will use for huge scripted battles, 50 tanks on each side etc.
6a) There is a radio call that spawns Humvees and truck, and all other more heavy vehicles will be reward when you enter some zone and they will not respawn again. And also there is a HALO option that team leader can activate, so it will be enough.
7) It is huge Battlefield + Mercanaries 2 + GTA4 + Red dead Redemption, so I cannot easily come up with suitable name :D :bounce3:
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I uploaded new map, added two neutral sectors, 15 bases total, all bases are finished, now SecOps and scripted battles.
Cheers
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I added new base configurator which is now online:
Katipo66 told me it is still difficult to make bases, so I making it a little bit easier.
Since I don't know how to make ArmA-based editor this is best solution.
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Yes, I had low success rate with sqf when I first started on this concept and since there is long range of decisions and loops in the spawning process I sticked with FSM, which was winning concept.
Now I am better with sqf and nested if blocks, but if I had to do it again, I would do it with FSM, not a single doubt. It works fantastic. Series of FSM is what gives dynamic to this module.
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Yes it is, there is setup for parameters if you want unlimited number of revives or no revives at all, just respawn.
I hope it will be finished in a week, it just depends on how quick I will make some scripted missions.
[COOP/SP36] Hornet's nest [free roam/sandbox Chernarus]
in ARMA 2 & OA - USER MISSIONS
Posted · Edited by ArmAIIholic
That requires a script constantly running in background that checks and if true it will give you the action in the action menu that you can use.
I was thinking about the same concept from different angle - you will request something from HQ and they will tell you if you earned it. In that way all communication is always available via radio.
If for example I put "Bring heavy toys (3500p)" in the radio menu, that way player will know a priori how many points does he need to "collect", which is good for planning.
Surprise awards will be there also: that could be special achievements.
I think that kind of gradation is good, right? "RPG-like-skill points" + special achievements.
--EDIT--
I also hate that system of $ for every soldier you nail.