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dragon zen

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Posts posted by dragon zen


  1. NOTE:

    Now I'm working on BlackHole in Arma3, and I am afraid I won't edit this AA2 version any more.

    SinglePlayer BlackHole has been released, and I will release MP version later!

    =====================

    Hello Friends:

    This mission, BlackHole:Collider, is the MP version of my AdvancingPower, and now you can enjoy the highly intensive battle with your friends!!

    I propose to provide an experience of fierce battle. "BlackHole" is metaphor of highly density of battle involving all kinds of staff, and I believe players will be absorbed by it, :D. In fact, BLACKHOLE is the series name of such fierce missions, although I have created only one type by now: Collider, which reflect the face to face conflict of this mission. I have some ideas of other missions but I'm too busy, so now I focus on the updata and fix of Collider.

    Do you still remember the 4F characteristic of AdvancingPower? So does BlackHole!

    1.Furious:

    The battle focus on small area, leave alone the long journey and just enjoy the CQB!

    With AI system, you can still enjoy the mission by host or on server by yourself and won't feel bored while wait for potential players.

    2.Flexible:

    Have a look at the PARAMETER, various opinions let you decide your battlefield. Some opinion such as WeaponSave and KillCamera can change the way you fight.

    System will search out existing weapons (but not units) automatically, so that you can enjoy those weapons in your mod!

    I am keep coping this battleground to other places and maps.

    3.Fruitful:

    Four types of squads, and they have their own advantage. Try different role in this battle!

    You can enjoy all kinds of weapons and vehicle, as well as various support.

    4.Fantastic:

    Some staff such as Detection, Teleport and so on, are not that realistic but fun.

    You will also get basic welfare if you lack of money, all of these are designed for an enjoyful experience!

    Requirement CO is need (AA2 plus OA).

    VITAL NOTES!!! 1, LIMIT THE NUMBERS OF TEAMS.

    There are several units in each squad, so do not add too many squad! I provide many slot for choice of factions and strong server, you should turn off some AI, especially Assault and SpecOp (TeamLeader in lobby). You can also limit the maximum members in each squad in parameter before start mission.

    2. MOD CONSISTENCY

    This mission will search weapons in attached mod, so make sure players use compatible mods. You can turn off these additional units and weapons in parameters, and signiture for server is obvious way to avoid problems.

    3. OPTIONS and PARAMETERS.

    Don't forget to have a look at parameter, many options, including location and size of battlefield, make this mission variable. In addition, higher AI will occupy more resource and rush slower because of caution.

    DOWNLOAD LINK:http://www.armaholic.com/page.php?id=18519

    Well, if you are definitely only play SP mission, I'll recommand you to play SP version:

    http://forums.bistudio.com/showthread.php?122476-SP-AdvancingPower-A-4F-Dynamic-Mission

    ChangeLog:

    ver1.1 2013.02.21

    1.Add: Killer shooting into airbase will be punished.

    2.Add: Smoke Screen.

    3.Add: Option for Welfare and HintKill.

    4.BugFix: Suicide will not count kill.

    ver1.0 2013.02.12

    1.BugFix: Vehicle Autorepair Communication now usable.

    2.BugFix: Now chopper missile will be deleted when using ACE mod.

    3.Adjust: Enhance the economic status of Pilot, chopper cheaper.

    4.Adjust: SpecOp now can get out of the battleground.

    ver0.9 2013.02.11

    1.Add: Add pilot who can use Attack Helicopter

    2.Add: AI use mortar and AA static weapons.

    3.Add: Enlarge the number of squad.

    4.Add: New battlefield

    5.Adjust: Support squad use medic rather than shotgun soldier.

    6.BugFix: Potential Error in East JIP.

    7.BugFix: AI now react to LAS.

    8.BugFix: The discount for USMC repair is correct now.

    9.Other Adjustment...

    ver0.8 2013.02.09

    1.Init version.

    Known Issue:

    I appreciate suggestion and bug report (I didn't find bug by now.) The prices of units, team balance and many other issue may need further consideration and wait for your opinion on it.


  2. Yeah bro, I just asked same question as you, not get solution yet.

    That wiki page only told us how to use artillery module in AA2, but not in OA. In OA, there is already an action of "FireAtTarget" in menu as we can see when we sit in mortar, so I guess in OA the artillery might work in another way...

    So, I think the most important thing is how to use the new artillery computer in OA, with script of course.


  3. If your not using the Arty modules then the following will make the AI fire the weapon.

    Thanks bro, I try this code but AI didn't turn mortar and just shot a fire at default angle.

    In fact, I can use Artillery Module. But in this way, EventHandler "killed" can't get the killer, reply a <object-Null> instead.

    (http://community.bistudio.com/wiki/Artillery_Module) has pointed out that in OA, it is uneccesary to use Artillery Module with ARTY_ prefix ammo, but how to change the ammo?? If I use script in this page, the ammo will change to ARTY automatically.

    So I just wondering how to use artillery computer with AI.


  4. You may want to look into onMapSingleClick, dotarget, DoFire & maybe even createvehicle :confused:

    Thanks for your answer, but I want to run it will script totally: without any command of player. I have target and mortar and so on, just need a code to fire.

    ---------- Post added at 09:13 AM ---------- Previous post was at 09:07 AM ----------

    Don't recommend you do that. Not getting a reply in the day is usual. Plus that thing has been answered countless times.

    Well, I'm sorry for that.

    But are you sure this has been asked serveral times?? I searched the artillery issue but most of them use Artillery Module under AA2 (such as http://community.bistudio.com/wiki/Artillery_Module) or use very very complex script made by other gamers. Since in OA player's command is quite simple, I want to know how to make similar order with pure script.

    However, By now, I really haven't found what I need. And I also concern whether it also need script just like old Artillery Module... So if u see the answer countless times, could you tell me some things about that? I'm really appreciated.


  5. Hey friends:

    Very simple question on artillery, but I didn't find out the solution because I don't need those complex script.

    In OA, if you have Artillery in your squad, you can simply command that AI Fire At Position on map, right? Thanks BI, this is huge advance in comparison with AA2.

    My question is, how to make an AI Fire At Position by the script I write? I can deal with all thing: mortar, AI, target and target position, doTarget or commandTarget, reveal and so on. But I just don't know how to let the AI Fire at that position, like player command. I think simple code is OK ,but don't know what is it.:o

    Thanks a lot if any body could help me, :D

    =================

    Addition:

    (1) I know how to use AA2's artillery module (http://community.bistudio.com/wiki/Artillery_Module), but in this way, Eventhandler "killed" can't return the name of mortar (just <object-Null>), that's why I need to artillery computer in OA.

    (2) In that wiki page, it is said that "Do not load your static arty weapons with the magazines which have the "ARTY" prefix." and it is even unecessary to sync logic with mortar. However, nobody explain what is the script to use Artillery in OA ---- if I still use "BIS_ARTY_F_ExecuteTemplateMission", the ammo of mortar will become ARTY_ automatically. It is obvious that we should use other script, but what on earth is the script or code or variable for OA??

    (3) In addtion to (2), the action "FireAtPositon" in menu, I don't know whether it is run in the same way as artillery module in AA2, or in a totally different way... In all, I'm quite confused here.......


  6. if(isServer)then{...}; or if(!isServer)exitwith{};

    =============

    if (isServer) then {

    //..local hosted server

    //..single player

    //..dedicated server

    };

    if (!isServer) then {

    //..client on local hosted server (not the host itself!!!)

    //..client on dedicated server

    };

    if (isDedicated) then {

    //..dedicated server only

    };

    if (!isDedicated) then {

    //..local hosted server

    //..singleplayer

    //..all clients

    };

    if (!isDedicated and isServer) then {

    //..local hosted server

    //..singleplayer

    };

    if (!isDedicated and isServer and not isMultiplayer) then {

    //..local hosted server

    };


  7. Hi friends:

    I got a problem with JIP, hope who can give me some help.

    First, In my mission.sqm, I have 3 soldiers named W1, W2, W3 in 3 independent groups.

    And in a script I write

    if(isServer)then{

    GPW1=createGroup west;if(!(isNil "W1"))then{[W1] join GPW1;};

    GPW2=createGroup west;if(!(isNil "W2"))then{[W2] join GPW2;};

    GPW3=createGroup west;if(!(isNil "W3"))then{[W3] join GPW3;};

    GrpArray=[GPW1,GPW2,GPW3];publicVariable "GrpArray";

    };

    and in script after Init.sqf of player, I also write something such as if(!(isNil "W3"))then{[W3] join GPW3;};

    Then I use GrpArray as index to locate groups. This script run OK in host and player who is not JIP. However, when the player quit and rejoin (for example, W3), problems come:

    1. First phenomona, the new player is still W3 if he hint player, however, the (group W3) changed from 1-1-B to 1-2-F, AND if I hint "GPW3", it present that GPW3 is any! It seems that 1-1-B lost, though I don't know how to check 1-1-B.

    2, Another issue I found is that, if W3 recruit a soldier before disconnect, after he come back, that soldier disappeared. That is to say, W3 now is a new group, he may even BECOME A NEW ONE, rather than take W3 back from AI, I guess.

    In all, I want to those who JIP can simple take the AI, and keep staying in GPW1, GPW2, GPW3. All my subsequent scripts based on the GrpArray, this is big problem!!!:mad:

    Thus, who can tell me what happenned here? Why JIP make GPW3 any?? so that I even can't make new W3 join GPW3... Any suggestion is appreciated.

    THANKS.

    ---------- Post added at 10:30 PM ---------- Previous post was at 10:24 PM ----------

    In addition:

    I think whether I should define GPW1=group W1, but I don't think this work, because JIP just erase that group out...

    Well... Is that a way to define W3's group name as GPW3, in mission.sqm?? for example through Init script of W3???

    Really maddening...


  8. Hello friends:

    I'm matching to MP editon and I try to search these basic question but I didn't find the detail, so ask here.

    1) Spawn a soldier to player's group.

    I know that units in players group will be run on local machine, doesn't it? The question is, if I want to add a new unit, I should run this script on server or on local machine? As well as that, since I need player buy a unit, if unit should create in server, do you have suggestion how to call script ON server FROM local machine? (I think I can only use publicVariable as a mediation, any better approach?)

    2) Then, add EH for this new soldier.

    If I want to add EH for this soldier, shall I add EH on all client's machine? or local machine? or server?? In fact, I just don't know whether EH is similar to units which will be created and then sync automatically to all machine, or be considered as local one need to add on each machines?

    3) In summary, I just don't understand which type of things are auto-sync between machines? For example, Marker? Eventhandler? InitScript for units? Where can I know this knowledge, I think I saw them somewhere but can't find now.

    Basic questions, thanks for your help.:o


  9. Would be epic if it was done. I suppose the roads command would work (starting point, find nearest road, stay on that road to destination).

    But a question is, situlation is quite complex.

    Sometimes the vehicles use the road, and sometime they don't, for road is not the quick way.

    And, the virtual vehicles also need to avoid hills and forest...

    So I really want to know how those units calculates their waypoints....


  10. Hello friends:

    It's the first time to edit MP mission, a question for "selectplayer" and respawn. I'm sorry I even don't know how to make respawn function in MP, but I don't want to use normal respawn. (Of course I also appreciate if somebody can give me a link to tutotial of respawn so I can learn it)

    My mission is similar as CTI, a 8vs8 playable teamleaders which can be controled by AI if there is enough players.

    In my mission, I want to create a new unit to leader's team and make player select that unit when he is dead.

    My confusions are:

    (1) Which computer (client or server) should create the new unit? I saw that unit in player's team is local to client's computer. But I guess it should be server, for that leader maybe AI. But if it is server create the unit, how to write code to make player select that unit? (Use isPlayer?)

    (2) Subsequently, which computer run "_groupplayer selectleader _newunit" ? Does it necessary to set new unit as playable? What is most important: Since the playable is changed, whether those players join in progress get crash because they load original units which has been deleted??:confused: This even make me wonder whether my idea of respawn is possible in principle in MP mission......

    The first step to edit MP misson is real hard, thanks a lot for the helps!!


  11. Could you please answer my question: How can I add buildings or fortifications on falludja's map and play your mission? Is it possible at all?

    @Cyril55

    "Add building or fortifications"...I'm sorry for that.

    If you want to "buy" fortifications in this mission, sorry I didn't add this functions. I had the idea to buy M240nest or foxhole but didn't try it yet.

    If you want to set some building before the game start, you need to edit the mission for yourself......


  12. Hello friends:

    Units, especially land vehicles, will calculate best path to move. My question is how does this is achieved, is there a code or function to do this? I want to simulate the movement of troops with markers (without real units).

    I want to simulate units with markers, and then deploy units when it is closed to players. In doing so, it is possible to simulate a crazy war on whole map with limited resource of computer. I think the current CTI is cool, but dominate whole maps with soldiers less than 200 seems very strange, and I also see the discussion about how to steal a city with single player, that's aweful. So I think whether it is possible to replace those real units with markers, and that will make great mission. When it comes to technique, although it will be complex to create those code, the achievement is not hard. And the only problem I don't know now is the simulate the movement of vehicles.

    Of course, this is only an idea, I don't think I have time to edit it now, and I hope those mission makers may see this and create good mission.

    Thanks


  13. @Anthropoid:

    Didn't come for couple of days and thank Katipo66 for those explanation. Yes, the two bases should put as far as possible because they only decide the direction of the battlefield.

    The area of battlefield is marked by the three rectangle, and they decide the distance between spawn, and the big circle is the furtherest extent that FireCenter can move (FireCenter move out of the circle will lead to clean sweep)

    ---------- Post added at 08:51 PM ---------- Previous post was at 07:29 PM ----------

    HOTFIX release, sorry for that bug.

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