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WildFire8

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About WildFire8

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  1. agreed, didnt realize I was in the wrong one, thanks... Did some testing and figured it out anyhow. Thanks for the heads up though.
  2. Ok Im running a mission using some BIS_fnc_unitplay commands. A few questions. 1) I can compile the files fine and run everything fine but I put a savegame into the mission and it CTD'd. Im guessing by compiling all the files I have running when it hits the save game the cache is full (my pagefile size is a ridiculous 10gb and it NEVER crashes, Ive found increasing that stopped all out of memory errors), so I figure the cache is full and its crashing. So is there a way to script in a flush before I do the savegame? Or..... 2) Would this work better if compiled smaller files, ran each one off triggers and seperated them accordingly? Is it possible to compile a file, then flush the cache or would this be redundant and I would lose the data Ive just compiled? 3) Once a compiled file has been compiled, and used is there a way to dump it, maybe by setting the variable the data is assigned to to 0? Any help anyone could provide for this ridiculously tricky mission would be greatly appreciated. It should be one heck of a mission if it works out like planned. Thanks for reading, and Id like to extend a great welcome to this community, everyone on here has taught me so much. This really is an awesome community and seeing the dev's help out so much really makes this game worth building on.
  3. LOL, your awesome dude. I havent even left the page yet and got my answer. Thats the sh*t. lol, thanks.
  4. Got a couple quick questions. I have ace and acex running off of the six updater with all the updates. 1) When building a SP mission and previewing in the editor, SM seems to not be working. Most ACE features work fine, menus, sight adjustments, bipods, but I cannot seem to make my guy go deaf no matter what. It seems like its the only problem. Ive searched everywhere and I cannot seem to find anyone having this problem. **edit: just so you know im running the latest update, box version of CO, with no other sound mods besides ACEX_SM.** 2) Is there any specific modules I need to place on my map to make sure all the ACE features are functioning, or any initialization lines needed in my init file? Im trying to cover my bases here, any help you might give is very much appreciated. And thanks for such awesome mods. I cant play without anymore.
  5. Ok I need to find the images of the icons in the game so I can use them in a custom jpeg. Where is the file I need and how do I access it? Is there some unpacking involved?
  6. WildFire8

    Ambient Civ count

    Try using: BIS_alice_mainscope setvariable ["civilianCount","round (2 * (sqrt %1))", true]; and changing the 2 to 5. I think the highest I did was 10. Oh and if you use that custom module I gave the link for, set debugging to true and youll be able to see whats going on.
  7. WildFire8

    Ambient Civ count

    Im currently playing with this too so I'll give ya what I know. First off heres the page you need. http://community.bistudio.com/wiki/Ambient_Civilians You need to place a expansion(ALICE2) or standard ALICE module on your map. then you can basically run these commands in a script or in the ALICE init line I believe. Im doing it in script. The command you want in particular is: BIS_alice_mainscope setvariable ["civilianCount","round (%1 / 10)"]; There are a couple things you have to know here; the setvariable it is talking about is the first array or "civilian count". You can change a bunch of these options. I also suggest changing the population coefficient too. The second thing you should know is the value, in this case it is "round (%1/10)". Ok you can change this straight up to be: BIS_alice_mainscope setvariable ["civilianCount","100"]; Where 100 is a solid number and thats what your going to get. the way they have it written is a bit confusing, I'll help you out: its a math function. Basically in this function %1 is ALWAYS the amount of buildings with doors(in the given town up to 500 meters) the AI can use. Round is just math, its telling it to round the number off. so you have number of buildings in town with open doors divided by ten, and then round this number off in parenthesis.(if you've ever used a graphing calculator it is the same needed rules like parethesis. everything in parenthesis comes first.) In one of their examples it is 2 times the square root of the amount of doors in the city. I would also recommend this: http://forums.bistudio.com/showthread.php?t=112282 If you scroll down youll see my questions there too. Good luck. **Oh by the way placing a ton of AI civvies is tough on the computer because they all use the BIS module that runs scripts constantly to control them, It can get a bit obscene, so far the highest I tried was 500 but after about 200 depending on what town I was in they just spawned on each other and ALICE didnt even have half a chance of controlling them all. Basically I had 100+ stone statues plus a couple stragglers that were actually doing stuff.**
  8. thanks for the quick reply buddy. so what am I supposed to just put in the standard format commands into my scripts? BIS_alice_mainscope setvariable ["spawnDistance",800]; BIS_alice_mainscope setvariable ["civilianCount","round (%1 / 10)"]; So they are global and I can change them whenever I want? also im having trouble with this: BIS_loc_acityc_kozlovka setvariable ["ALICE_populationCoef",1]; Where can I find the BIS_loc town names list? Again thanks a lot. **How do you turn off a force population? I plan to force the population on task assignent, I need to turn it off on completion. ?** Ive had to continue on to other objectives but this is going to be used a lot in my mission. I cant figure this out tho, help!?
  9. Ok Im using this and a few questions: 1) can I adjust only one towns spawn distance? 2) can I modify(adjust variables) the spawn count in a script to be ran during only that mission? Thanks for this though, so far its looking pretty good. Good luck sniping the target I have picked out LOL. There should be so many civvies running around its going to be ridiculous...
  10. just saw wolffys post from a couple days ago good timing. Thank you sir.
  11. Ok so one of my objectives includes taking out a civilian. What I would like to do for this is have the town spawn a bunch of civilians for a short time so it will make it difficult to pick out my target. I can see doing this one of two ways; 1) use the creategroup array to create a bunch of civilians and all have them exec some kind of simple patrol/move script or 2) adjusting the ALICE module function values for that town so that the town naturally populates more for that time. Only problem with this is returning to the default values after im done, since I dont know the values now(ok well it does give some values but I still dont understand the syntax and variables. I guess I could put in more lines to have it return to original values but Id prefer against this method). The functions ive looked at here are: BIS_alice_mainscope setvariable ["civilianCount","round (%1 / 10)"]; BIS_loc_acityc_kozlovka setvariable ["ALICE_populationCoef",1]; I can figure out these two if I can find the town name. Im looking at shukurkalay now. Honestly I think a better option is to have some kind of civilian patrol script. Then I could spawn all the people and then delete them and get rid of all the markers and stuff when the obj switches states. Im basically open to any ideas or any solutions. Thanks a lot for everyones help so far.
  12. Now Ive seen that already in using the old infamous search function that no one seems to be able to use.... but does it specifically show you how to blow them up using satchels? I have the script for creating an explosion from an IED. Gettin it to blow up is not a problem... I need it destroyed when I blow a satchel. Is this going to help? I suppose ill take a look at it in a bit, Im pretty busy making this mission. This thing is going to be something special. Thanks for responding btw. ** Ok took a look, I dig it. The trigger for my speed is set up a lil different and what looks to be a bit easier but this overall is great. Couldnt ask for more, thanks a lot shk. **
  13. So heres the deal, I want to be able to blow up the IED with a satchel like real specops do. Ive tried initializing the IED(baf version 4) with allowdamage true and setting damage to .9999. Neither one seems to work. Pretty much right now I get upset with my lack of ideas and I run around and end up setting it off and at least everyone gets chicken nuggets..... Im thinking of trying to find a way to sense that a satchel has been det'd and seeing if I cant set up a delete object and condition success. But that seems a bit more involved if I can just find a way to damage it enough for destruction. Anyhow Im open to all ideas at this point.
  14. WildFire8

    SEAL Team Six

    Hey Sick1, playing your latest campaign and its pretty much the coolest thing I've played yet. I'll have to DL and play the other ones as well the delta campaign. I havent gotten to shoot much since most of the time theres so much grass everywhere I cant see anything, AI's getting most of the action...lol.. Anyhow I only have one request that you could think about... How bout halo or haho team insertions? maybe it wouldnt work with the whole team but I'm sure you could figure something cool out. I figure they are SEALs, it would just be really fun to have the whole team dropped in far from their objective and have one of your little mini campaign missions where whatever they brought is all they have. And that mission with just a sniper all alone halo'd in was pretty cool and partially impossible lol. Either way thanks a lot, these missions are great. Your stuff is top notch. As side note I am not able to equip two weapons in the ace loadout at the beginning of the mission. I pick a weapon but the put on back option never lights up, does anyone know what the deal is here? Id really like to take two specialized weapons. Maybe something simple I think.
  15. WildFire8

    Teamleader gives orders.. help!

    Yeah its a custom mission I downloaded, it happens all the time whenever I can switch teams. The thing that sort of works I guess is switching back to lead, choosing the soldier he is commanding and going to the mount menu and telling them to disembark. I dont know if it works everytime but it did that time. So I guess its alright. just a bloody pain when your about to single handedly take down a couple of tanks and one of your guys goes running off while you switch to your guy with the AT... and does anyone know of any way to stop the leader from standing up as soon as you switch... I have to hide him whenever im planning to start an assault with another member. Hell stand up before I fire and give us away...
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