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Von_Lipwig

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Everything posted by Von_Lipwig

  1. Well, our server doesn't run any mods yet anyway. :) But yeah, most communities have their own mods, and some even have automatic updaters for it so you won't have to find everything yourself. :)
  2. Hi. I have tried searching for this issue, using words like 'ignore', 'ghost', 'and do not shoot at', but I remain clueless. If there have been threads about this issue then I am sorry, but my searches yielded no results. --- The problem is the following. In short: after a while in a mission, enemy (opfor) troops won't shoot at friendly (human blufor) players. :confused: In this particular mission, players have to fly in (farmhouse near town of Rasman, Arrowhead) and hold a certain place. When entering a certain radius of the farmhouse, blufor sets off a trigger that makes opfor enemies move towards them. Waypoints are set to Search and Destroy, Open Fire and Engage at Will, Fast, Combat, all over the farmhouse. I'm also using the respawn-west marker for respawns during the mission. The point is that after a while, enemies stop firing at blufor players and just run towards the farmhouse (while still looking very combat-like, maneuvering and such). You can fire at them and they won't do a thing. I thought they stopped responding to human players altogether (somehow losing enemy status after respawning?) but when a friend I was testing it with lost connection and rejoined, he was fired at, no matter how often he died and respawned. The opfor still didn't fire at my other friend or myself however. --- So basically, after a while enemies start ignoring players (or certain enemies just ignore them by default, they all do come in newly after all) but I checked and all waypoints do emphasise that they are to engage and fire at will. Rejoining fixed it for ONE guy apparently, but I don't know how. I remember reading something about an issue approximately or exactly like this but as I said, my searches yielded nothing. Are you aware of this problem, and is there a known fix? :) Please take into account that my editing skills are limited to waypoints and very basic triggers. Scripting isn't my strong side, at all... :o Thanks in advance!
  3. Von_Lipwig

    Town generator

    You can always set down a town generator module and then have some enemies a little way off, and make them move into the town by means of waypoints. That might make sure you have no placement worries. :)
  4. Von_Lipwig

    Town generator

    THIS! How could I forget. :) Thanks, that should work.
  5. Von_Lipwig

    Town generator

    OK, so how did you do that? Because I tried those variables (townsize and housecount) in the init line and my town was TINY. :confused: That picture is pretty sweet. A large city, at last! :D
  6. Yeah, I found that out as I double-clicked the trigger again. I was thrown off by the fact that you had to group the trigger to the unit, I thought this meant the conventional trigger conditions didn't apply anymore, but I guess they do. :) Thanks anyway! :D
  7. Hi. I searched all over the internet but couldn't find it. In a mission I'm making, I'd like to have a trigger that detects whether a certain vehicle (a Scud launcher in this case) is in a certain area. The vehicle starts out empty. In the mission, a group of Taki locals need to steal a Scud launcher from an enemy base and take it safely back to their own base. The Scud launcher is named scud1. I already made a trigger that will end the mission when the launcher is destroyed, but now I'd like to also end the mission when it reaches the friendly base alive. But I find it very hard to actually make a trigger for that. Independent presence won't work because it is in a friendly base; there will be independents already. I do believe there must be a way to detect whether scud1 is in a certain area but I have no idea how to do that. :P If anyone could help me, I'd be much obliged. :)
  8. Say, would this somehow also work in the opposite way? Detecting whether a person or vehicle is NOT present in a certain area?
  9. Thanks! That worked. :D Who could have thought it would be that simple. :) Thanks a bunch. :)
  10. I did have the problem once or twice in ArmA2 stock, but not often. In MP the mission now plays out relatively well, the enemy seem to be aggressive enough. I changed the waypoints from SAD to Guard and that seems to have helped, but I do think the problem lies deeper than just that; maybe it's just random and we were lucky that time. ;)
  11. Von_Lipwig

    Town generator

    You can also use it to make cities bigger. Just see what you can do with Zagarbad: Small (because let's face it, Zagarbad isn't too big ;) ) : http://img.photobucket.com/albums/v638/Dougall_McAngus/zagarbadklein.jpg Larger : http://img.photobucket.com/albums/v638/Dougall_McAngus/zagarbadgroot.jpg And I only used about 4 or 5 Town Generators for that. Imagine what you could do with 10 or 15!
  12. Von_Lipwig

    =NF= The Naked Fanatics

    Update 12/7/2010 (or 7/12/2010 for US people ;) ) We now have our own server. It is 16-slots right now (as more people join up, new slots will be purchased to make room for them) and based in London. Americans and an Australian have played on it with no lag problems. To find the server, simply filter for =NF= (the server is called =NF= The Naked Fanatics) and it'll show up. If you want to connect by IP, here it is: IP 217.146.93.20:2332 The server is not passworded yet. We might close it down after a while, or decide to put on a password in the weekend and leave it open on weekdays. We will update it here if anything changes. The server has not got many missions so far, but we're working hard to remedy that. --- Also, a few more videos have been added to the list! Saving UNO Forces, p1 : Saving UNO Forces, p2 : To Nagara, p1 : To Nagara, p2 : Uploaded by Beens, from the Saving UNO mission: !Do not hesitate to visit www.nakedfanatics.com!
  13. Someone told me to put the waypoints to 'Guard'. Do you reckon that's enough or do you suspect the problem lies on a deeper level than faulty waypoints? (especially since they DID fire at my mate who had just turned up)
  14. Does that mean it goes into init lines? (sorry, I haven't really progressed beyond waypoints and basic triggers yet) Am I right in assuming the setfriend goes into the players' init lines (if it goes into init lines at all :P )? I ask this because most if not all of the enemy units already exist at the start of the game (placed further away to create waves). Yes, I know some of you experienced mission makers are cringing at the thought of having all these units on the map at the very start. I'll look into spawning them in later. ;) Anyway, since all enemy units already exist at the start of the game I doubt their friend status in regards to West changes at all, so I'm guessing it has to do with the players respawning. (alternatively, should there be a trigger that automatically sets friend status between west and east to 0? If so, how does one do this?) The only other cause I could come up with is that the waypoints somehow interfere with the whole 'firing at the enemy' thing but since they DID fire at my mate I don't think that has anything to do with it. :)
  15. If it was just a one-time fluke I'd be OK with it, but it happened both times we tried it. On an earlier version it didn't happen though. The only difference between the two versions though is that I placed the first aid modules for the medic in the human team, and I placed some more enemy units to make it harder. Nothing that would induce a sudden sense of pacifism in Takistani troops.
  16. I'd say anyone who is looking for a laid-back group of people to game with should be just fine over at the Naked Fanatics, so you might give that a try? :) I won't post a link here since my esteemed colleague two posts up has already gracefully supplied you lads with that. :)
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