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Posts posted by ArmAIIholic

  1. Ok, this is how it looks now :


    Do you think DTG should stay since ArmA already puts it? Or maybe I can make some generic intro text :

    > "mission has been received on 2011/1/13 at 1620Hr"

    The body text will be anything you want, so I think there is no point in making something generic, but...

    Maybe I can put a grid reference beside link to GPS position to make it more believable (with mapGridPosition) or just to link that position to a marker :bounce3:

    I need some ideas, if there are some, with dynamic text --- the examples are GPS marker and daytime, which are "constructed" (meaning user doesn't have to write a anything for that).

    Maybe to import >> _nearestCity = nearestLocation [getMarkerPos "GPS coord.", "nameCity"] with relative position to that city

    Or to specify nearest road... dunno.

    Current distance from the task when the task was received...


    The main point is this script is Dedi friendly, dynamic and fully controllable from the editor without scripting required. Of course it will be part of WICT system, but I will explain that later.

    However, I want to make it rich and believable right from the beginning.

  2. I am making task creator and these are fields that this creator will use :

    _location = _this select 0; // this will be the location of the task (String - optional)

    _loc_marker = _this select 1; // this will be marker of that location (String - optional)

    _show_time = _this select 2; // this will display mission date and time when task is given (optional)

    _task_title = _this select 3; // task title

    _task_body = _this select 4; // task message

    _task_assign = _this select 5; // assign this task uppon creation (yes or no, default no)

    Does anybody have some extra idea?

    The task will look something like this:

    Location : Chernogorsk (with link or "GPS unknown" comment if marker is not specified or doesn't exist)

    Date and Time : 6/2/2011 1137h

    Intel : bla bla bla

    What would be a proper and most realistic way to represent task?

    I tried to Google "military task template" but I didn't have any success...

    In other words --- how to design military-like template --- any suggestions?

  3. I can only say that my example was for COIN that is activated through F2 template.

    Step one : visit http://www.ferstaberinde.com/f2/en/index.php?title=Construction_Interface_(COIN)_Presets and read all.

    Step two : create COIN module, but the way I explained !!! IN THE EDITOR

    Step three : activate it through F2 (I mean edit init.sqf) as explained at the link above :

    e.g. [MyCOIN,"MyEngineer",2,5000] execVM "f\common\f_COINpresets.sqf";

    Step four : use my method (via radio call to re-sync with player).

    NOT USING F2 :

    Make COIN through sqf and you can again re-sync it with method I showed.

    The trick is that no bug will appear in McArcher's example (in my experience, I did a lot of testing) if you put sleep 5 delays, that is the trick.

    Just an example :

    null = [] spawn 
    [b][color="Blue"]deleteVehicle MyCOIN; 
    sleep 5; 
    deleteGroup group_MyCOIN; 
    sleep 5; [/color][/b]
    group_MyCOIN = createGroup west;  
    "ConstructionManager" createUnit [getPos p1, group_MyCOIN, "MyCOIN = this;"]; 
    MyCOIN synchronizeObjectsAdd [p1];
           [i][u]repeat here everything again (the same way like you were creating COIN the first time[/u][/i]

  4. Hey zapat and Katipo66, once you asked me the same question (if I recall correctly) is there a way to check is if base is held by BLUFOR or OPFOR, in other words, in which list it is.

    Since flag colors work now and it is confirmed recently they change on Dedi too, there is an easier way to check that e.g.

    if (getMarkerColor "base_37" == "ColorRed") then {};

    will execute if that base is currently held by OPFOR.


    In addition, I recently had some problem to solve -- how to detect if marker exists? I didn't have any success with isNull...

    But I discovered that if you check e.g.

    getMarkerType "MarkerOne" == "mil_flag"

    if the marker doesn't exist it will return nothing (and really nothing).

    The more global method (if you don't know exact type) would be e.g.

    _markerType = getMarkerType "MarkerOne"; 
    if (_markerType !="") then {[i]some code[/i]}; 

    so you actually check did getMarkerType returned any string at all or it returned nothing / empty.

  5. Actually yes -- the new marker system I mentioned. But I will distribute both versions, old and new marker system.

    New marker system features (coming in the next release) :

    -- no limits to the number of markers (no need to calculate limits for the loops, e.g. 0-25, 25-75 etc. as I previously showed in "Expanding your markers" tutorial)

    -- markers' system will be based on types of bases, whatever you like to call them : base1, base2, infantry, tanks, lightVehicles, air, support etc. and marker will be named and recognized accordingly : base1_1, base1_2, lightVehicles_1356 etc.

    e.g. all bases of infantry type (that includes: infantry_0, infantry_1, infantry_2, etc. infantry_n) will have this config [65,0,75,0,0,0,80,0,0,0,0,0,0]

    -- all lists will be searched according to their generic name from the editor and sorted according to flag color from the editor : blue flags will go to wbl (west base list), red flags to ebl, black flags to nbl and bases that have any other color (example orange, but invisible because a=0 and b=0) will be treated as ghost bases

    You will have to setup, e.g. infantry type of base, and then you can clone that base as many times you want, and hundreds of bases if you like and separate them whether they are blue, red or black, you decide ---- everything is now more easily done from the editor!

    P.S. zapat see if it suits you. I found it extremely useful.

  6. And I can help you with that zapat by rewriting again setup for bases. I came to one idea that you can make relatively constant setups like infantry, vehicles and air bases, and call them like that -- infantry_1, infantry_2, air_153 etc. a.k.a. Expanding your markers vol. 2.

    I was stunned how huge is Just Cause 2 and I was thinking about simulating something like that but dynamic.

    I will make several posts here, if it proves to be good, I will write tutorials.


    or maybe not.... you are saying dynamic... one thing could be this:

    you can make predefined bases types as I described above, and not limit yourself to any number of bases --- I will do it with while loop that could be left at any time -- so any mission designer can just copy / paste bases and make subtypes of bases with ease!!! (I've got that idea 2 days ago, and I don't know how I didn't think that before.... :o)

    Now you can track player's progress with variable that counts how many side missions is done and use camp snippet to spawn different

    units when player approaches.

    And with sandbox template you can do it on Dedi easily.

    My opinion is that formula for success is this :

    basal level of spawning (by WICT) + extra units dynamically spawned based on player's progress

    Katipo66 is researching interesting addition of HC units to the player. The same could be done with camp snippet and designer still can keep and illusion of spawning.

  7. Of course, just open materClassSpawn.sqf and in the part for BLUFOR add after

    {_x addEventHandler ["killed", {_this execVM "f\common\f_removeBody.sqf"}];} foreach units _Wg;

    {_x hcSetGroup [group player];} foreach units _Wg;

    if I understood the command correctly.

    But all BLUFOR units will fill up High Command --- just be careful and let me know whether it's working, I want to put it as a snippet.

    Btw, your tutorial? Coming soon? :cool:

  8. Just cant put it down can you :D

    MCC doesnt work properly for me, when i use it the mission auto starts with a lot of units from the start bringing my system to its knees, not sure what i did wrong but just gave up.

    I am addicted to A2 :D

    MCC in general or with WICT?

    And for capturing bases -- it is easy man :bounce3:

    three numbers you are writing in AutoFlag function


    are timeout numbers


    Timeout - The trigger's conditions must be met for the duration of the specified amount of time before the trigger activates. For example, if a soldier walks into a <side> Present type trigger but leaves the area before the timeout is complete, the trigger will not activate.

    So put it 5,8,15 and you have a nice distribution for waiting times -- no way air units will spend 5 sec within the trigger and you've got your problem solved.

  9. Current active marker (base) of the unit's side is WICT_wb or WICT_eb :

    first check if (WICT_wb != "none") then {getmarkerpos WICT_wb};

    This SQF is from 3D editor, right? It should work without problem.

    It is best to run it via this addEventHandler ["killed", ] :) it should work on both SP and Dedi.

    Core script will give the zero divisor error with script, but you can try this :

    with addEventHandler "killed" start sqf that :

    • stops WICT
    • creates player
    • waits until player is ready
    • starts WICT again

  10. Thanks for the vid. Even I found new info in it!!!
    Nice video bro, that explains it very well... now i know what i only thought i knew :)

    That part is in FSMs. Vid graphically explains what's happening during spawning process and I hope it will, with help of Velocity's illustration, once for all clarify what is scan distance and what is spawn distance.

    It also shows how battlefields are constructed on-the-fly at any point of the map. After spawning, units will come a little bit closer and then they attack enemy base.

    Maybe I will make some more graphical tutorials like that. If anybody has any idea, or you have questions / doubts about WICT system, please tell me.