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engima

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Everything posted by engima

  1. Start out easy. Try to only use BIS_fnc_holdActionAdd in its simplest form. Do not do it in an init line, and do not use remoteExec. Then expand with your customization of it one step at a time. When the code works, route it to the correct machine. You might use remoteExec or publicVariable with a publicVariableEventhandler. And also, maybe you will need scheduled execution, and in that case you might need to use ”spawn” inside the eventhandler.
  2. Why do you think it does? Maybe it is updated only when you execute the list command?
  3. I guess you mean you made a ”trigger” and not ”array”. (Since you mention ”activation”). In that case it is maybe the trigger that manages the list (the array). And killing a unit and running ”list trigger” again returns the ones alive. An ordinary array will not delete dead units, and empty items (removed units) will have value null (like objNull if it is a soldier).
  4. Intrusion 1.02 Description Engage in this timed sector control battle where all units coordinate fighting, support and strategy in a common effort to capture and hold the key winner’s location when the battle ends! Philosophy The philosophy behind this game mode is to create some fun cooperating and TvT gameplay by balancing the imaginary slider between gaming (strafe jumps and hot action) and reality (strategy, losses and waiting times) at a good position somewhere in the middle. Further, it aims to offer good gameplay for the lone player just trying to find a server for some evening gameplay, as well as for friends who whants to join, and even leagues fighting each other. This game is meant to attract players that have some patience and the ability to feel rewarded by doing a bit of good military work before getting the ”ah” feeling of seing their targets getting blown into pieces. Features A Sector Control mission for 1-60 players (that supports SP, COOP and TvT). Capture flags and collect resources to get vehicles and weapons gaining you advantage over your enemy. AI bots can be used to fill up one or both sides, so the feeling of a great battle can be achieved even when you play alone or with just a few of your friends. Easy to get started for beginners. Start capturing the flags, and you will be valuable immediately. It’s also relatively easy to understand the deeper mechanics. It may require a small effort, but it’s all in the briefing. Progressive gameplay. You start out as infantry with standard weapons, but as resources are ticking in, your side will unlock and establish more and more advanced materiel. Fight as an individual. Be strong, do good, and earn higher ranks! Fight as a squad. Team up with friends, share responsibilities, be tactical, help each other out, and earn higher ranks together! Fight as a brigade. Follow the brigade leader’s orders, find a superior strategy, utilize the squads' different abilities, and win the battle together! All squads has a ”profession” (dependent on choice and rank). Like in reality, each squad has one role, and one specialized vehicle assigned that noone else is allowed to use. Download At Armaholic (coming soon) Direct download at OneDrive: Intrusion Malden v1.01, Intrusion Malden v1.02 Intrusion Tanoa v1.02 At Steam Workshop Intrusion Malden Intrusion Tanoa Advice For Best Gameplay Feature rich missions like these run best on dedicated server. Player on hosted server may experience some FPS drop, a bit dependant on number of players and AI in the mission. Code The code for this mission is written entierly in SQX using the TypeSqf Editor. The code is shared at Github. Licence MIT. Dependencies Arma 3. Version History Version 1.02 New Move Base Dialog Rating increase is now "reduced" instead of "blocked" when player respawns/dies etc. Made top screen info appear on one line instead of two. Made rating and rating for next rank visible for players. AI now refuels their vehicles if no human player is on their side. Introducing Intrusion Tanoa. Version 1.01 Added battle locations. Removed AI movement debug information when running locally. Improved the loading screen. Version 1.0. First version. My Other Missions Escape Tanoa by Engima (built on the original Escape Chernarus branch from Arma 2) Operation Shoe Lace Operation Broken Arrow Night in July
  5. engima

    [RELEASE] Intrusion

    Since version 1.01 there are more than one battle locations. And since version 1.02 Intrusion Tanoa has been added, also with several battle locations. The source is open, so feel free to contribute. I’ll moderate the official branch, but you can also do a fork. Just please respect the MIT licence.
  6. engima

    [RELEASE] Intrusion

    Randomization parameter does not exist for the moment. But what exactly is your suggestion? A parameter for randomization of the existing battle locations? Or a parameter for randomization of the flag positions?
  7. engima

    [RELEASE] Escape Tanoa by Engima

    New version. v2.22 Performance improvement. Added enemy insertion chopper.
  8. engima

    [RELEASE] Intrusion

    New version. Version 1.02 New Move Base Dialog Rating increase is now "reduced" instead of "blocked" when player respawns/dies etc. Made top screen info appear on one line instead of two. Made rating and rating for next rank visible for players.  AI now refuels their vehicles if no human player is on their side.
  9. Maybe it’s a good idea to start aligning to MP missions in your future missions? If you’re used scripting for SP it’s not that hard to start scripting for MP. You need to learn and think about ”locality”.
  10. engima

    [RELEASE] Escape Tanoa by Engima

    So, after like 10 years the original Escape branch is back at Chernarus!
  11. I think it’s in the stable branch since the 1.98 release a couple of weeks ago. So you should be able to use it even if Notepad++ is complaining. The sqf language definition file of your Notepad++ seems to need an update.
  12. New version. Version 1.02 -Added support for all script commands up until Arma 3 version 1.96 (into ScriptCommands.xml). -Added status bar that shows replaced occurrences on the replace dialog (thanks Josef!).
  13. engima

    [RELEASE] Intrusion

    Hi! Glad you like the mission! Here are answers to all you questions: 1. You should not play in Arma's "Single Player mode". Then you cannot set the mission parameters. So even if you play by yourself, start the game in Multiplayer mode. There are parameters where you select number of AI units on each side, if you want independent units initially guarding the locations, battle location and a bit more. The AI units do not fill in the player slots, they are added in beside. 2. True. Tasks do not get fulfilled until next order is given. Maybe I'll have this a bit nicer in some future version, but as for now I do not see it as the greatest issue. AI units that get the order will attack the location, and when present, they will continue on own initiative - unless you ordered them to DEFEND the area which will have them stay there for some time. 3. Specialized teams get their vehicles and weapons when there is enough resources (enough administration to establish the required technology and enough production to aquire the hardware). It can take some time, especially for the really advanced teams like tanks, artillery and attack helicopter. The teams get their vehicle (with a blue arrow above) that only they can enter and use. The sniper rifle is in the box attached to the sniper quadbike, the anti tank team has the homing anti tank hardware in the back of their humvee, and the artillery stuff is in the back of the artillery team's humvee. Maybe you did not wait enough time for their specialized vehicles to spawn? 4. Factory resources (that is "production") can be increased in two ways. First you can capture more factories, and then you can use up less. Take real care of your vehicle, and make use of the support vehicles (refuel, rearm and repair) to save resources, because if your vehicle is destroyed and you need a new one it will cost production, which is a resource shared by all units on your side. Like in a real war, destroy the enemies resurce sources to gain an advantage, since they will not be able to produce enough vehicles to keep up with you. Factory/Office locations are not randomized each match.
  14. engima

    [RELEASE] Intrusion

    New version. Version 1.01 Added battle locations. Removed AI movement debug information when running locally. Improved the loading screen.
  15. No citations. Use this syntax: [”SIDE”, guer] Then all spawned units will belong to side guer. Then in init.sqf I guess you can do: guer setFriend [east, 0]; guer setFriend [west, 0]; But this scripting can also be done with a setting in the Eden Editor (Arma’s mission editor). Somewhere in ”settings” or ”scenario” somewhere in the menus. It’s names ”Independence allience” or something.
  16. engima

    [RELEASE] Intrusion

    @LSValmont, sorry for my misinterpretation! Reason, I guess, and the trigger, was the impossibility in creating a mission that has better FPS than an empty map. And then the rest of what you wrote got filtered from that. Instead, thank you for your feedback! And sorry again!
  17. AI driving on left side of the road is probably impossible. Ask Bohemia to fix that. I’d be surprised if sideEnemy makes AI hostile to all players. I’d give them side guerilla instead, assuming players are east and west. And then make sure guerilla as side is enemy to both east and west (can be set in the Eden editor).
  18. engima

    [RELEASE] Intrusion

    Please, is there a need or reason for that kind of irony? This is me and some friends that have put a lot of work to give you and the community this mission for free. Anyone is of course allowed to not like it, but a lot of the members here do at least appreciate some of my other releases. But of course I will comment on the things you mention: First, the mission has a lot of features, so it might be heavy running on one hosted machine, especially if it it and old or slow one. That's why i recommend running it on a dedicated server. When we play we have a dedicated server running on a laptop from 2010, and everything works just fine. Then, of course the mission has similarities to other missions. But some details differ. And details can be total game changers for some players. And for some players not. At last, the SQX language does nothing but interpreting SQX code into SQF code. The Arma 3 engine does not know about it at all. Thus, performance out of code structures are entierly up to programming styles (which I'd say have a great possibility to be better in SQX than in SQF), and of course knowledge about how the SQF engine works and how it can be optimized.
  19. engima

    [RELEASE] Escape Tanoa by Engima

    New version. Version 2.2 -Added more possible communication center positions. -Made the mission easier to migrate to other islands. -Fixed: Player slots disappears when player leaves game and comes back. -Fixed: Rearranged some populated areas. -Fixed: Rendesvouz task not updated upon mission complete.
  20. And out of curiosity, what exactly is so time critical? What is happening inside your loops?
  21. New version: 1.01 SQX: Added checks for when a sub class is missing call to explicit base constructor.
  22. New version: 1.01. -Updated analyzer and SQX compiler to version 1.01. -Fixed: Crasch when performing search and replace in text selection (thanks Josef!) -SQX: Added checks for when a sub class is missing call to explicit base constructor.
  23. I start out with a comment myself. The TypeSqf editor and the SQX script language is something I just made for fun. It is not perfect (there will always be sharp edges to polish), but it is very good. At least regarding my own needs. I’ve been working with them in parallell for quite some years. SQX has been a bit hidden in the back of the TypeSqf editor until now. But I think it has proven itself enough, so why not release it at last. Well, if it is useful for someone else too, it would be awesome! Happy coding!
  24. Maybe you can use the FiredMan event handler and reveal firing unit for all units that the projectile passes. Or to simplify the last part, reveal firing unit to all inside a certain perimeter (and maybe in the firing unit’s general direction).
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