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helling3r

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Posts posted by helling3r


  1. Hello,

    i want to bring to your attention the release of my Defend the Base! Scenario.

    This release is Version 31, which should be fairly stable as its in development since 09/2012.

    What is "Defend the Base"?

    This mission models a fixed infantry scenario (platoon sized) where one force attacks a prepared and fortified defensive position and must conquer it in a specified time.

    Defenders can build various fortifications, weapon systems and gear. Starting positions and mission weather conditions are freely choosable.

    Attackers are a standard rifle platoon with weapons squad and a 60mm mortar section.

    It can be played in different modes (TVT, COOP against an AI attacker or alone). It is a somewhat assymetric scenario and meant to be played in two rounds, at least if its played in TVTs.

    Please refer to the provided README for in-depth details about the concepts and the missions details. Also there is some documentation in the mission briefing.

    Core features

    • 1-85 players supported (platoon sized scenario), but can be also played without AI
    • Highly dynamic setup: Defenders choose defensive position freely; then Attackers can select their staging area, time and weather
    • Higly dynamic defence: Defenders can build static defenses, fortifications, gear, weapons, etc through a COIN interface
    • ACE and ACRE mod integration
    • Supports JIP and spectator
    • Realism and gameplay widely customizable through mission parameters
    • Playable as SP (with teamswitch), TVT, COTVT, COOP, with or without friendly AI (HighCommand support)
    • Focusses on teamplay: Medic is important and can build an CCP
    • Score system enables usage as competetive mission in leagues
    • Play endless variations of the classic attack/defence scenario

    Where can i get it? What do i need to run it?

    All Versions need CBA, ACE and ACRE.

    I appreciate your feedback and/or bug reports.

    Oh, and let me tell you that i am already working on a port for Arma3...


  2. Hi there,

    i keep getting errors with a .hpp i made for a GUI.

    I cannot see any error, however arma.rpt complains...

    Please advice!

    The errors:

    File gui\gui_transferMoney.hpp, line 88: '/TransferCOINFunds/controls/Value_DP_D          ash.text': Missing ';' prior '}'
    File gui\gui_transferMoney.hpp, line 92: '/TransferCOINFunds/controls/Value_OP_D          ash.text': Missing ';' prior '}'
    File gui\gui_transferMoney.hpp, line 88: '/TransferCOINFunds/controls/Value_DP_D          ash.text': Missing ';' prior '}'
    File gui\gui_transferMoney.hpp, line 92: '/TransferCOINFunds/controls/Value_OP_D          ash.text': Missing ';' prior '}'

    The code:

    //
    // GUI to transfer money from ones local COIN account to another player.
    //
    
    #define TextLeftX    0.020
    #define HandlesLeftX 0.220
    #define ValuesLeftX  0.555
    #define ButtonsLeftX 0.750
    
    class TransferCOINFunds {
     	idd = -1;   // set to -1, because we don't require a unique ID
    onLoad = "[""initGUI""] ExecVM ""gui\gui_transferMoney.sqf""";
     	movingEnable = false;   // no movement while the dialog is shown
     	class controlsBackground {
    	class MainBack : RscText {
    			x = 0.010;
    			y = 0.010;
    			w = 0.950;
    			h = 0.380;
    			moving = 1;
    			colorBackground[] = {0, 0, 0, 0.6};
    	};
    	class MainFrame : MainBack {
    			colorText[] = {0, 0, 0, 1};
    			style=ST_FRAME;
    	};
    
    	class MainTitle : RscText {
    		x = 0.020;
    		y = 0.023;
    		w = 0.930;
    		h = 0.050;
    		text = "Transfer funds";
    		colorText[] = {1, 1, 1, 1};
    		colorBackground[] = {0, 0, 0, 0.8};
    		sizeEx=FONT_SIZE_BIG;
    	};
    
    };
    
    class controls {
    
    	// Labels
    	class Text_TargetPlayer : RscText {
    		x = TextLeftX;
    		y = 0.130;
    		text = "Target player:";
    		sizeEx=FONT_SIZE_NORMAL;
    	};
    
    	class Text_FundOP : Text_TargetPlayer {
    		y = 0.180;
    		text = "Offensive Points:";
    	};
    
    	class Text_FundDP : Text_TargetPlayer {
    		y = 0.230;
    		text = "Defensive Points:";
    	};
    
    
    	// Target selection and ammount-sliders
    	class TargetUnit_Box : RscComboBox {
    			idc = 22050;
    			x = HandlesLeftX;
    			y = 0.135;
    			w = 0.500;
    	};
    	class FundsOPSlider : RscXSliderH {
    		idc = 20002;
    		x = HandlesLeftX;
    		y = 0.180;
    		w = 0.300;
    	};
    	class FundsDPSlider : RscXSliderH {
    		idc = 20003;
    		x = HandlesLeftX;
    		y = 0.230;
    		w = 0.300;
    	};
    
    
    	// Value labels
    	class Value_OP_Sel : RscText {
    		idc = 22001;
    		x = ValuesLeftX;
    		y = 0.180;
    		text = "0000";
    		sizeEx=FONT_SIZE_NORMAL;
    	};
    	class Value_DP_Sel : Value_OP_Sel {
    		idc = 22002;
    		y = 0.230;
    	};
    	class Value_DP_Dash : Value_DP_Sel {
    		x = ValuesLeftX+0.06;
    		text="/";
    	};
    	class Value_OP_Dash : Value_OP_Sel {
    		x = ValuesLeftX+0.06;
    		text="/";
    	};
    	class Value_OP_Cur : Value_OP_Sel {
    		idc = 22003;
    		x = ValuesLeftX+0.08;
    	};
    	class Value_DP_Cur : Value_DP_Sel {
    		idc = 22004;
    		x = ValuesLeftX+0.08;
    	};
    
    	// Buttons
    	class ButtonOPTransfer : RscButton {
    			x = ButtonsLeftX;
    			y = 0.145;
    			text = "transfer";
    			action = "dtb_COINTRANSFER_MenuAction_TransferFundsType = 0; dtb_COINTRANSFER_MenuAction = 1";
    	};
    	class ButtonDPTransfer : RscButton {
    			x = ButtonsLeftX;
    			y = 0.205;
    			text = "transfer";
    			action = "dtb_COINTRANSFER_MenuAction_TransferFundsType = 1; dtb_COINTRANSFER_MenuAction = 2";
    	};
    
    
    
    	// close button
    	class ButtonClose : RscButton {
    			idc = 1;
    			x = 0.430;
    			y = 0.300;
    			text = $STR_DISP_CLOSE;
    			onButtonClick = "closeDialog 0;";
    	};
    
    };
    };
    


  3. Having the same issue as luckyhendrix, anyone got any clues?

    I have it so that theres 400 second timer before someone permanently dies, seagull respawn, but after the timer runs out it says "initializing ace spectator script" for a second then it goes to a black screen.

    Hi there,

    i have the same issue; what am i doing wrong?

    The spectator script fires correctly (called from the respawnAsSeagull.sqf script) but remains all black when the PMR sendet me to the unconsious state and i died within it.


  4. Hello,

    i want to create winter camo for a winter mission without to force the player to use mods.

    Is there a way to load such a camo for units? Or can i somehow "tint" the already present textures?

    I already played with setObjectTexture and "hiddenSelectionsTextures" but i was not able to create any effect (probably i do something wrong).

    player setObjectTexture [1, (getArray(configFile >> "CfgVehicles" >> (typeOf player) >> "hiddenSelectionsTextures")) select 1];
    //^^ and friends like these. Nothing worked so far :( 

    The units i use are default USMC and Chernarus insurgents. Classes e.g.:

    - GUE_Commander

    - GUE_Soldier_CO

    - GUE_Soldier_Medic

    - USMC_Soldier_SL

    - USMC_Soldier

    - USMC_Soldier_Medic

    - etc

    Would be glad if there would be some solution that depend entirely on script and content thats already there (so no custom textures .paa files if possible please).

    Thank you for pointing me in the right direction!


  5. Hi,

    i am searching for a way to mimic the firing effect of a mortar.

    I only need the sound; but it would be cool also to have the muzzle effects.

    - sounds: i know how to play it, but i lack a list showing me the right name of the sound to play.

    - effects: i had no success using various instances of the "fire" and "action" commands. How can i play the effect of the mortar being fired?

    It is the ACE 60mm US mortar.


  6. Hi,

    i am aware of various weather scripts, however i am interested in the general functions that deal with the set* function calls, not with synchronisation isses or other problems.

    Is it true, that the only way to force constant, not changing, weather is to have set* in a loop? Or are there other options, like for example disabling some simulation?

    i mean, something actually changes the local values that are reported by e.g. 'rain' or 'fog'-commands.

    Especially with fog, calling the setFog function gives a nasty visual side effect of a jumping fog barrier...


  7. You didn't show us how you sent the event :). That's also a global execute, not an event handler. (Technically this an EV, but you're sending code instead of arguments)

    You don't add EV's with globalEvent, they trigger the EV :).

    You didn't diag_log the subject.

    Hello,

    yes, because the eventing was not the problem. The problem was the execution of the addAction noit having the desired effect. Because of that i thought it was irrelevant how the event is defined and fired.

    The event handler script itself is posted above, and it is also correctly executed (meaning: event is risen successfully and also catched nd processed).

    However, now its replaced by an globalExecute and now it works fine. I think there was some problem with the locality of "_this" (maybe the cba eventing stuff transforms the type of the parameters somehow).


  8. Hi again, i have problems with the addAction to a razor wire fence (class Fort_RazorWire).

    I successfully perform an addAction to the wire object, but the problem is, that you have to point your mouse exactly at a specific place and thats very hard to find. Players wont find it funny to search that handle under the pressure of bullets flying.

    The addAction works very fine with other objects, but the Fort_RazorWire makes problems.

    How can i make the razor wire such that the action occurs reliably? Can i attachTo some invisible solid object to the center of the wire and add the action to this?

    ---------- Post added at 00:45 ---------- Previous post was at 00:37 ----------

    EDIT: the ACE object MAP_Fort_Razorwire works better, however its still not very user friendly... :(


  9. _txt needs to be a string for addAction, but your RPT seems to indicate it's an object? or something? Basically missing " " around the Cut Wire part.

    Hi, no thats not the problem; the RPT text is coming from an format'ed string. The code used previously correctly passed the _subject variable.

    Nonetheless its working now (i edited the posting above, see the code there), i used a globalExecute.

    Thank you very much for your input!

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