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engima

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Everything posted by engima

  1. Or you can use "unit allowGetIn false". And before that the "unit orderGetIn false" if they are mounted (or if some of them are). My experience is that it works very well. Command setCombatMode sets the combat mode immediately. The setWaypointCombatMode command sets the combat mode when the current waypoint becomes active. If you use setWaypointCombatMode on first waypoint it usually don't make difference. However, I have noticed that the combat mode sometimes doesn't kick in in the latter case (probably since the waypoint has already become active after the addWaypoint command). If a soldier joins the group it gets the group's combat mode. ---------- Post added at 16:50 ---------- Previous post was at 16:44 ---------- So, answer on your extra question 1) is No. If a new waypoint becomes active, and if that waypoint have its own combat mode, the groups combat mode will change. (I haven't run any tests om this, but I feel pretty sure that this is how it works).
  2. Sorry about the start in the non-enterable building. But funny! Maybe the enemy squad really understood the risk of keeping you in the open. :) The start position is a true random position, so I don't know exactly what can happen. The problem you mention is however dealt with and is hopefully fixed. I haven't had single player in mind for the mission. But I have thought about, so maybe in the future I will try to fix that to. But right now it is not in priority. The realistic responses of enemy units is something that I have worked with in all scripts. The sideChat messages you mention is debug information that I left accidently in last version (1.1). Sorry about that, but it's now fixed! ---------- Post added at 12:27 ---------- Previous post was at 12:17 ---------- Thanks HeAvY TrAnCe! You read me quite well! I can see people complaining about the revive script. In all my games with friends it has worked without any problems. Can someone be a little more specific? What are the experienced problems, and when do they occurr? ---------- Post added at 12:33 ---------- Previous post was at 12:27 ---------- The plan for myself is that I will release an Escape Takistan sometimes later. For now I hope the mission will somehow port "itself" to other interesting islands. That should be fairly easy to do, and anyone having questions about it is welcome to ask me about basic things in the mission's structure. For now I can tell you that there is at least one person planning to port it to your wonderful Lingor Island! Hope it doesn't take long! :p
  3. Please let me announce the release of Escape Chernarus version 1.5. This version contains a lot of improvements for many different things (se changelog). I have also tried to balance it so the Few enemies option is "difficult but possible" for 2-3 players, and that the A lot of enemies option is challanging enough for 7-8 players. However, I have not had the time or possibility to test all different ways to play it, so I hope it's good. Feedback is of course always welcome, and if there is still things that need to be fixed I will release future versions. ---------- Post added at 12:04 ---------- Previous post was at 11:54 ---------- Since I try to keep with the "Chernarus story", I don't think the BAF really fit in. I agree about having class names in one file. I started the work, but had not time to finish it before release of 1.5 (I have a lot in RL in the closest future). The start text is there for a reason. I want to hide all ugly initializing, when players are spawned, buildings are being rendered, scripts are initializing (especially on hosted). The hand grenades can sometimes raise the level of difficulty in the beginning, but as someone else stated, why should they not have hand grenades when on patrol? When I play I want to have some too. And prison guards throwing hand grenades into fence is quite rare.
  4. How I do it: 1. Start editor. 2. Create a new mission from scratch. 3. Insert unit with the unknown class name. 4. Save mission. 5. Open the mission file (mission.sqm) in Notepad and read the class name.
  5. Yes it is. Create crew units and vehicle (in editor or in script), and move them into the empty vehicle using script. Use commands moveInDriver, moveInGunner and moveInCommander. Note: command moveInGunner can fail if the vehicle has more than one gunner position. In that case, use command moveInTurret to specify gunner's gunner position. For list and explanation of the commands, see following link: http://community.bistudio.com/wiki/Category:Scripting_Commands_ArmA2
  6. Are you really sure that is related to addAction? I recognize the problem, but for me it happens on any objects, like for ingame gates and doors and browse inventory and all such things. De delay is for some seconds when starting mission and possibly also when teleporting (not exactly sure about the latter), maybe 5-10, and then everything start to behave as is should.
  7. Thanks everyone for the positive and useful feedback! It inspires me to continue working with the mission. I will try to address the problems you have described here. I didn't know about DAPMAN's First aid, but I will definitely check it out to see if it can be a useful alternative. The still little instable mission start will also be improved until next version. I also didn't know about the player not detected in civilian vehicles problem. I'll try to reconstruct it and find a solution. I just have not encountered it myself yet... Thanks for all help and suggestions about how to solve that btw!
  8. Mission start failure: Fixed! Start outside prison: Fixed! Spawn in between armored patrols - impossible to escape: Fixed! (still random though, so you can find yourself in difficult places) Enemy night vision goggles: Fixed! Enemy - Few/Medium/A lot at communication centers and general: Fixed! Thanks again NeoArmageddon for your feedback! It was relevant. I hope things work better now (especially that embarrasing start bug). The update is in the validation queue at Armaholic.com and hopefully up within hours!
  9. NeoArmageddon I'm glad you liked the mission, and thanks for your feedback! Some of it I can explain, and some of it I can fix. Response to bugs: About mission start: I know what you mean, and this is a problem that I have not really managed to solve. As I wrote in the ReadMe.txt, my suggestion is that you start mission in a "clean" way. Start server, log in as admin (if on dedicated), players connect, players green up, admin continue. Also, do not restart mission on server, instead restart server. In that way it always works for me. I'm sorry about this! I hope to fix it soon, and if anyone knows how to fix this, please PM me. I think it has something to do with Norrin's Revive script. About start positions: Since the start position is true random, it will naturally offer different levels of difficulty. Hint is, use your patience and wait for a good moment. Armored patrols and traffic move over the whole map, so you can wait them out. Close to a city is also a greater challenge, but at the same time the escape moment is something that you can become better at. During development I've done it many many times on my own, and almost succeeds every time. Try to figure out how I do it! :cool: Response to feedback: During beta testing we have not played it during nighttime. I can very well imagine that there are some stuff that need to be tweaked (like night visions). I'll see what I can do! Param "Enemy - Few" primarily lower the amount of AI soldiers in a group, and it also affects the ambient military traffic a little. A gameplay hint is to use "run and hide" tactics. Most armors is just ambient traffic, and they will not know about you until they actually see you. I want to prohibit players from just stealing a car and run away from enemies too easily. And again, traffic is random, so sometimes you end up in situations with much armor. When attacking a communication center on the other hand, I understand what you mean. The option "Enemy - Few" does not affect comcenters defences as it of course should do. Expect a fix for that! Regarding backpacks I have not thought about it. Thanks for the idea, I'll see what I can do about it! Response to edit/port mission: Please do! It should be quite easy to port since I've had that in mind all the time during development. I have plans to port it to Takistan myself. PM me if you need details about it! I'd be glad if you then reference me in some way. Engima (with G and I in opposite order :)).
  10. I can confirm the first bug here. The option "No revive" kind of works, but instead you respawn to void. In Östgöta Ops we never play with revive disabled so it passed unnoticed. I'll try to correct it until next version. Personally I think the mission is unplayable without revives, so maybe I just disable the option. Would you think of that as a bad idea?
  11. Sorry, I don't know very much about ACE2 at all. However, if you want this script to handle everything but wind you can disable wind changes by setting variable _windChangeProbability to 0. ---------- Post added at 12:03 PM ---------- Previous post was at 11:56 AM ---------- No. Would that be possible?
  12. Does it have ammo? Another note: Since you're using bis functions anyway, why don't you use BIS_fnc_spawnVehicle?
  13. Ok, I understand that would be useful. I'm working on it. Give me a couple of days. Thanks for feedback!
  14. I haven't done such a test, but regarding performance I can tell you how the script basically works. On server side for most part it just sleeps. Every 20th minute (if that is your choice of weather change interval) it randomly chooses a new weather and synchronizes all clients (publicVariable). A synchronization is also performed every time a JIP connects and when rain starts and stops. (In other words, not much processing). Each client run a "rain loop", which sets the rain every second. For what I know, that is the only way to handle the main rain problem, since rain is kind of living its own life individually on all clients when left to itself. An FPS test is probably a little tricky to perform, since weather itself probably affects FPS much more than the script does. So best way to test FPS is probably to do it with a new script that simply sets the rain every second, my guess is that everything else is insignificant. How the internal weather commands (setOvercast, setFog) perform I don't know.
  15. I chose to make it quite simple, so weather is the same for the whole map. At least for now.
  16. Operation Black Bio by Engima (Download it at Armaholic) Description This is my first mission that goes on to release. It's a well tested mission that I have worked on for a lot of time, so I hope you will enjoy it! All feedback you can come up with is very welcome! Background Government Army of Lingor (GAL) has for two months had an agent placed in Conoteta to spy on a suspected BIO project, by the americans called "Black BIO", on a compound built by the rebel group Armadas Revolucionarias de Lingor (ARL) some months earlier. There is a great misgiving that project Black BIO is an attempt to create a new powerful terror weapon. Especially since recent sources seem to prove that the project has some very powerful as well as unofficial stakeholders. A week ago a group of american pilots arrived to Lingor's southern airbase to participate in a joint exercise with GAL. Orders Escort Freebird along the eastern coast to position Alpha. Once there, the escorts are to move in over the island to find the agent's exact location, and to clear the island from any enemy units that may cause a threat to Freebird. It's hard to tell exactly where the agent may be hiding, but according to his message he should be somewhere near position W. However, this is dependent of enemy troop movements and his current possibilities to remain hidden. Our agent will notify you of his presence in some way, probably with some colored smoke, and when you find him, report the position to Freebird. On go code Alpha Freebird will assume the path is clear and move in to pick up agent. As soon as Freebird has agent on board, return to base! If anything goes wrong, then improvise! Features 4 spots. AI enabled or disabled. Respawn SIDE (No respawn or respawn into AI units) Installation Put the .pbo-file in you MPMissions folder in the ArmA game folder. Requirements ArmA 2 Combined Operations Lingor Island (v1.1) Lingor Units Credits & Thanks Tophe, Milton & Tobias of Östgöta Ops
  17. engima

    Sniper Support

    A question on the subject: I have never used it, but can command aimedAtTarget be used to check when when aiming is good, and then fireAtTarget?
  18. engima

    Sniper Support

    Command reveal is of no use in an init line. What is revealed is the best knowledge of target unit on the current side, and during init no unit knows anything. reveal should be executed exactly when you want to reveal a unit to another unit, so some kind of trigger is better. I beleave you should be able to solve the problem without the civilian workaround (which is smart but maybe a little more advanced). Try command lookAt to make spotter follow an explicit unit, and maybe the game will handle the rest by itself.
  19. Q1: I assume you have a trigger for detecting player units (synchronized with player group) that executes on "west detected". In activation field you write "hostage setCaptive false" (assuming hostage is set to captive, and that is why they don't get shot in first place). Q2: Not sure what you mean. Do you want to fix enemy's view direction, or do you want to release it? Maybe the command "lookAt" can solve the problem.
  20. Explanation is this: Your script is executed on all machines. Demonized's fix ensures that the script is only executed once (on server).
  21. Thanks for all replies! Buliwyf, I have thought about that, but that would give me other problems. Giallustio, That doesn'h help. At least Veteran is the same. F2k, that sounds very promising, I'll try something like that!
  22. Hi I'm currently working on a mission where I wand the player group to be lost somewhere on the map. They have maps, but they are supposed to figure out where they are with help of the terrain etc. However, there is a "cheat" (a game feature) that can be used, and I wonder if there is a possibility to disable it. That is, if in a multiplayer game, the leader can order a "Move To" command by selecting the players and then clicking somewhere on the map (setting a waypoint for the group). The group immediately gets a waypoint marker and the current distance. By doing that a couple of times the group can soon figure out where on the map they are, and that is what I want to prohibit in this very mission. Does anyone have a solution to this one?
  23. Hi I have a question about armor gunner and the lookAt command. What I want: I want a tank to stand still for a while just looking around and then continue with waypoints. How i do it: I script the tank's gunner to look at (using script command "lookAt") some positions around the tank. When it's time for the tank to move on the gunner is scripted to look at a position in direction "getDir tank". The tower turns in a forward direction and the tank moves on. Works almost fine. Problem: The gunner keeps looking at the position i made him, so when the tank turns, the gun will not be pointed in a safe forward direction. When gun is pointed forward i use script command "_gunner lookAt objNull", but it doesn't help. Somehow I would need a way to *reset* the gunner so that the gun stays in a forward direction (with reference to the vehicle). Can anyone see what I have missed?
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