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ArmAIIholic

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Posts posted by ArmAIIholic


  1. WICT v7.0c

    v7.0c -- 12 March 2011

    -- improved autoFlag -- other factions can no longer capture the flag accidentally

    -- planes will not crash, nice clean drop out of supplies + ammo boxes will be now properly spawned and unlocked

    -- removeBody.sqf won't use eventHandlers

    -- I added more centers in init.sqf

    -- placement radius workaround is now properly working (thanx to psvialli persistence) in Murklor's script

    -- new time shifter - clouds are still moving with increased speed, but I fine tuned it so they move smoothly and fluently, so it is more natural, speed is fine tuned and there is periodical synchronization with server, so it ensures stable time flow on all clients

    -- added ambient artillery by Igneous01

    -- improved core script performance when all players are dead - WICT will continue spawning units!

    http://www.mediafire.com/?i8s71jtssl14ae6

    http://rapidshare.com/files/452202843/WICT_v7-0c.zip


  2. Here is what it says about multiplayer on WICT's homepage (and in Norrin's Revive) :

    create markers (F6 double-click somewhere on the map for Norrin's Revive Respawn)

    create respawn markers for each of the sides your playable units belong to (eg.respawn_west)

    and a second marker on the map called boot_hill away from the action on an island for the dead units - make sure that the respawn marker and the boot_hill marker are more than 100 m apart and are at least that far from where the units start on the map.

    create a marker on the map called center ; this is the point towards which a player's body will wash ashore when the respawn in water dialog is chosen

    You get that message because your player is too close to those markers. So you have to fix that when you are creating mission.

    Cheers


  3. Congrats on the award btw. Well deserved!

    Award??? I missed something? --- I think you mixed it with website :)

    Well, 1 sec = 1 min is equal to 1 day in 24 minutes gameplay.

    1 sec = 1.5 min is equal to 1 day in 16 min of gameplay.

    I will test it more, to see which is better, but since this is the second vote for slower time acceleration, I think I will bring it back to 1/1.


  4. 1) speed of clouds

    2) there is a problem with markers

    1) They are still moving with increased speed, but I fine tuned it so they move smoothly. It is crazier to see shadows moving faster, but clouds and weather not, right (IMHO)?

    Problem with Hornet's nest were instant jumps and very fast time flow. Now it is increased but fluent, so it is more natural.

    What I improved is that speed up is fine tuned and there is periodical synchronization with server, so it ensures stable time flow on all clients. It really looks amazing.

    2) Maybe pre-placing markers... then editing with VTS... dunno...


  5. I still need help with stories, but yes a little teaser :D Already have 4 full missions :) -- ambassador escort, sniper assassination, prison break / breach and airport defend...

    And I finally made decent time shifter, so one second is 1.5 minute in the game, so 24h passes in 16 min of real gameplay...... Duala is simply beautiful when sun comes up above savanna :)

    And I am waiting Duala 1.9 :D :cool:

    --P.S.--

    It now looks like weather changes you can see in Crysis, Far Cry 2 or Just Cause 2. It is really ashame that they didn't made it as an option in the game.

    To quote Victor Farbau:

    The typical SP or MP Mission lasts between 15min and 1h. If you want to see scenic daylight changes during your missions it might happen that you never reach dawn, never get past that midday sun and never see sunset.

  6. I really cannot tell from your post, since it is kind a fuzzy.... I didn't understand well...

    You've put this, right?

    _null = ["[b]baser[/b]",30,[1,2,5]] execVM "WICT\autoFlag.sqf";
    _null = ["[b]basew[/b]",30,[1,2,5]] execVM "WICT\autoFlag.sqf";

    and configured for example:

    if ([WICT_wb,"baser"] call KRON_StrInStr) then {_configParams = [45,55,90,95,100,0,0,0,0,0,0,0,0]};
    if ([WICT_wb,"basew"] call KRON_StrInStr) then {_configParams = [5,10,45,55,100,0,0,0,0,0,0,0,0]};

    and

    if ([WICT_eb,"baser"] call KRON_StrInStr) then {_configParams = [45,55,90,95,100,0,0,0,0,0,0,0,0]};
    if ([WICT_eb,"basew"] call KRON_StrInStr) then {_configParams = [5,10,45,55,100,0,0,0,0,0,0,0,0]};

    It says in the manual :

    Do not forget to put separate lines for all BASE TYPES that NEED SIMPLE FLAG TRIGGERS and DECLARING !!!
    so ["baser","basew"] won't work... If I understood correctly what you did.

    Cheers


  7. I don't have time right now, barely have time to do this beside University studying.

    But I can assure you it isn't a map --- it is centers that Lingor's units use.

    Put in your init.sqf

    GUE = createCenter RESISTANCE;
    CIV = createCenter RESISTANCE;

    Do you understand what you have to do? (I think I already created west and east, don't have scripts in front of me)

    When loaded via loader they don't have AI center. Or you can place one unit and make presence probability 0.

    Try either one of these solutions and let me know how it is going.


  8. Same here.^^ I only placed inf bases and players side wins every time without players help. don't no why.

    First things first, you are helping even by moving around. That is the concept of spawn distance.

    As I said it is the point of configuration. If you place a OPFOR tank base vs. BLUFOR infantry base I am sure that BLUFOR cannot win. Did you try that?

    You can also add more units to OPFOR pool.

    I had examples on Utes with OPFOR capturing BLUFOR base by flanking and even switching places -- what was west becomes east and vice versa.

    And you can reinforce bases when they are about to be captured. I also made example on Utes with paratroopers.

    Cheers


  9. yeah I worked only with short trigger names so far, but I doubt it is the difference between triggerpalace and triggerone... I will test it and let you know.

    --EDIT--

    I tried with longer names, but everything worked fine.... Just tested on v8. Changed both "triggertwo" for tanks and "triggertwo" in trigger activation for "triggerpalace" and "triggerpalace777777". Dunno man what you are doing... I've got it working + Clipboard.


  10. Yes! What I've fixed is that waypoints are created before init line for leader is executed, so now changing position of the waypoint works properly.

    I tested it with hint displaying waypoint position after the changed which looks like this (you can try it to test it) :

    null = [this,"t1","wave",5,60,"[(group this), 2] setWaypointPosition [(waypointPosition [(group this), 2]), 50]; [i]hint format ['Waypoint position is: %1',(waypointPosition [(group this), 2])[/i]]"] execVM "murk_spawn.sqf";

    everytime you run the game you will see different position for a waypoint.

    And that will be also copied to Clipboard. Problem solved!

    ArmAIIholic is RTB.


  11. Hey psvialli, sorry man, I will have to make some update to files to make placement radius really work. Coming ASAP.

    ---------- Post added at 11:17 AM ---------- Previous post was at 11:11 AM ----------

    Editor based AI script by trigger v8b :

    hotfix :

    -- placement radius workaround is now properly working (thanx to psvialli persistence)

    http://www.mediafire.com/?22kerezt2qpj5kz

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