igneous01
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Posts posted by igneous01
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I think he ment the new feature you are going to implement in the spot-the-sniper-mission.Maybe you can just add a radio entry called "hint" that makes the enemy snipers shoot one round everytime it is clicked or something similar.
Anyway great work, wasn't a fan of ACE before but now I can see why so many people like it :D
I have just one tiny request: Could you add a radio menue entry to set yourself to stealth again once you have killed your target ? It simply ruins the atmosphere if you are yelling all your commands although you are still sneaking arround :D
ah i see what you mean now, wasnt quite sure at first. Ill try and make a compromise so that people who have a hard time finding them will get better hints. Maybe a sniper will fire a shot in a time span of 5 - 15 mins? that would certainly make it easier, but not too easy, as you might forget where the shot came from.
and yes, i will add that to the radio menu, its annoying for me as well, makes me paranoid that the enemy is going to hear me shouting.
thanks for the reminder ^^
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i mean your new feature to help detect the sniper :-)automatic shooting sniper XXD
if you mean by the "spotting mode" then it is toggle-able. However it doesnt make your sniper autofire (atleast not that im aware of). but i think i can assume what happened for you:
you turned on spotting mode:
you didnt turn on ai never fire
when you teamswitched your sniper (that is now AI) to the spotter, he fired at the enemy?
i forgot to mention that line (turn on ai never fire) because AI has issues with engaging when you teamswitch (which i stressed already)
i will write an FAQ so that it covers all the questions about all the features and stuff. So people wont be so confused about it.
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can u give the ability to turn this autoshoot off?a sniper shoots only to kill :-)
whats the autoshoot?
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Does you viosn really jump that way when you're walking or runnign out here in the so calles "real world".If yes... please consult a physician immediately.I for myself seem to have a internal natural stabilization for me, my gun and my eyes.
Maybe you need a upgrade?
Sorry but you must be joking!
i dont know about you but i did a test to see how realistic the head bob motion is.
I ran about a 100m trying to focus on an object (a street sign)
my result:
my eyes were shaking, and i couldnt focus on the sign as good as if i were standing. Basically it felt like the head bob in game (almost). this is because you create vibrations when you run as well as the physical motions in your body, causing your body to sway (a minimal amount) thats what causes the head bob motion. 100% bob isnt realistic, but about 25-50% is. just try sprinting or jogging with some weight on you and youll see.
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ai snipers have skillz too see :D,
i think i know a good solution to that mission
ill just make them fire off a round every couple minutes or so, so it looks like there shooting at someone, should make it easier to spot them from where the sound or dust came from.
ill let you guys know about the next update soon, still working on ze mission (and now the ai snipers will actually have the skillz of a sniper ^^)
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lol women have no rights in this game what so ever.....
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same here, i use about 60% headbob and about 50% deadzone, great features (deadzone was in TC:E if anyone remembers that game, awesome to use it in there)
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it costs alot of money to record each weapon and explosion sound. even then you have to consider how many retakes they have to do because wind blowing in the mic/ equipment not working/ safety/ loads of other factors.
its not cheap hiring a recording studio, they are expensive as any other aspect of game design.
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It has: http://ace.dev-heaven.net/wagn/Wind_DeflectionMaybe there has been a recent change, so that you can no longer disable wind deflection in the user settings, but as far as I know you can still turn it off.
havnt used those. i left the wind up to the weather of the mission (so that the ace system automates the wind itself)
I believe it may be an issue with an older ace, there were some problems with ace wind deflection and site adjustment in a previous version, where nothing was working at all.
best to use yoma and update.
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i believe theres a variable for vehicles to switch on/off animation state. However i dont know what its called. Same thing for opening closing doors.
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Mywoman assignascargo f1; [Mywoman] ordergetin true
see if that works, if it doesnt, then BIS doesnt appreciate woman doing stuff in this game lol
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Help i have at the sniper Exam test no weapon where i can get it...any help?
You pick your gear in the briefing screen, all other missions will follow this way
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you could use an FSM by getting a random number in a trigger or init, and link the react with condition nl == 1 or 2, and create all the tasks and objectives in that. Might be easier for you later on, in case you want to reward/punish a player and give dynamic choices in the future.
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Thanks! How would I detect when he has taken off?i think something like this might work:
_objPosition = getPosATL pilot; _pilotsheight = _objPosition select 2; if (_pilotsheight == 50) then { pilot setbehaviour "AWARE"; };that would probably be the basic jist of it. Although it might be better to make a script that activated once the pilot detects the aircraft, set him to careless, and check if hes in the vehicle, then give him a seek and destroy waypoint (guard waypoint might work too) then afterwards check his hieght (50 metres from terrain in the if statement) and then set him back to another behaviour like danger or aware.
ill see if i can write a simple scramble script that might work with multiple planes.
---------- Post added at 09:17 ---------- Previous post was at 07:29 ----------
here it is:
http://www.mediafire.com/?77iuj37xucap2ps
and a basic script i wrote that will search for any pilot class in the area, and tell them to move to their assigned vehicle in careless mode so they get there as quick they can. Then move in to engage the threat
here is the script.
// Scramble script by DZ (Igneous01) // to call: nul = [200, airfield] execVM "scramble.sqf" // where 200 is the radius, airfield is an object or gamelogic to search within private ["_pilots", "_rad", "_airfield"]; _rad = _this select 0; // the radius to search for pilots _airfield = _this select 1; _pilots = nearestObjects [_airfield, ["CZ_Soldier_Pilot_EP1","BAF_Pilot_MTP", "CDF_Soldier_Pilot", "GUE_Soldier_Pilot", "Ins_Soldier_Pilot", "Soldier_Pilot_PMC", "RU_Pilot", "RU_Soldier_Pilot", "TK_Soldier_Pilot_EP1", "UN_CDF_Soldier_Pilot_EP1", "US_Soldier_Pilot_EP1", "USMC_Soldier_Pilot"], _rad]; hint "SCRAMBLE! SCRAMBLE! Pilots getting into aircraft!"; _pilots ordergetin true; // pilots ordered to get into aircraft {_x setBehaviour "CARELESS"; _x setSpeedMode "Full"; _wp = group _x addWaypoint [position _airfield, 0]; [group _x, 0] setWaypointType "SAD"} foreach _pilots; // waituntil pilots are in vehicles waituntil {{_x in (assignedVehicle _x)} foreach _pilots}; {_x setbehaviour "DANGER"; _x setcombatmode "RED"} foreach _pilots;and that should work pretty well. ofcourse it checks for all pilots in the area, but shouldnt be a problem since the enemy are already in their aircraft. i might tweak it a bit more to make them follow the threats, for now engage at will and search and destroy waypoints are good workarounds to that.
i recommend placing the empty jets in a line on the runway, they get stuck when you try to put them beside a hanger (they wont go on the run way and just sit there) but in the example mission all 3 jets scramble to take out the 2 us jets.
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Well that is very strange, then. Because I have windage enabled in me ACE2 settings and I use the Kestrl... but my bullets are all going in straight lines no matter what the crosswind is.Im not sure what the problem might be here. As far as i know ace doesnt have a disable wind module (or any way of turning it off) so im guessing you might need to check your ace settings to see if their copied (and possibly update to latest ace) i know that they got rid of the text file method of setting up ace, opting for using the clippi in the in game menu.
Could you provide some instructions for the Range Me option? I've only gotten it to work once, and it threw me off when it made my spotter start moving.sure, the range me option works when your staring at something that the ai you (the one that checks your knowsabout on certain things) knows is an object. so basically if you detect a guy 600m away, you can use the range me action afterwards when looking at him, and your spotter should give you a precise and accurate reading on the distance to the target. It also works when your staring at a building (but again, it depends on whether or not the ai recognizes it as a buildin) so revealing it might make it work better. Unfortunatly its a limitation of cursortarget because you need to have a certain knowsabout value in order to actually get a good reading. and theres no other command that works more flawlessly (which is kind of disappointing)
And on the Chernogrosk mission, the plane doesn't drop the bombs when you call the airstrike. He just flies over. This is horribly disappointing after you've just slogged eight kilometers!Yes the aircraft can be really stupid sometimes (Its an issue with how your pointing your laser at the target) i have two workarounds to this:
- if you want him to get a good hit, open up the map when you call him in, and youll see the direction hes coming from. You need to point your laser in a way that the terrain is not blocking the laser for the bird when it passes by. Sometimes it takes two fly bys for it to drop the bomb, but as long as you keep it steady on a nice piece of flat ground (like in the middle of all the artillery) he should drop the bombs.
- I also included equipment inside the medic tent, theres c4 and a satchel there that you can use to blow up the artillery (but you need to take out the guys guarding it first) so that if the bird doesnt do what its supposed to, youll have demos ready to blow it anyway.
Holy shit, I can't find a single one. What are your object settings and resolution at? Something enormous? And which boathouse are you talking about? The Skalisty one? Because the other on the island is impossibly far away. I've stared at it for minutes on end and I can't discern anything approaching a sniper.
Naw ;), i used maybe a 3km view distance and low settings with 800*600 res, i could still see them though. The marker should show up his position once you kill one of the ones you need to complete the mission. but if you havnt, well yes that sniper is at the boathouse on the other island (about a 1400m shot, with all the wind on that island its not an easy shot to make at all!) but hes there, prone on the top floor staring out the window. you might need to adjust to 4km to see him clearly. and check the spotting scope to confirm.
as for the other ones: they are pretty close by, but the ghillie suit makes them really difficult to find, you need to have eagle eyes to pick out the slightest variation of a snipers body, use the spotting scope as much as you can when scanning the vegetation, it gives you the best zoom, and lets you see everything clearly. I made sure that there in obvious sight of the player and not behind any terrain or objects, but u need to look really hard to find them.
Dont want to spoil any hints tho. ^^
im surprised someone actually managed to kill him? :S Certainly have more skill at sniping then I do :D. I was thinking that nobody would take him out.
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try setting his behaviour to careless, that usually will solve 99% of problems when it comes to ai having to do something NOW when enemies are detected. just make sure that once he gets in and takes off, you set his behaviour back to default aware or danger, so that he actually engages the planes
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Just for the fun:The same mission but it shoots a cow which explodes when it reaches the target.
AND you can shoot exploding cows with radio alpha. Just point at your target and trigger the radio.
http://www.mediafire.com/?doahqz5252ugad7
It takes a few seconds before the next cow is loaded. I wanted to slow the cow down a bit, but I really don´t understand how the velocity stuff works.
lol, i smell the coming of cow artillery :D :D
would be epic to see cows falling and exploding on some enemies
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the only way i could think is to make a trigger on the aircraft that has the condition that pilot1 or pilot2 is present, and unlock the vehicles for them. But its not fool proof, obviously if theres a couple guys hanging around then theyll jump in as well since it will be unlocked by then.
I believe the command was vehiclename lock true? not sure might have to check biki.
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You mention dynamic, would you consider a open mission style like some ive seen where you get your missions from a command post / officer at base (of which you can then gear up whats needed / with briefing) and then get dropped into the zone with a random placement and creation for the mission. So you have say 6 mission types that get randomly called and spawned on the map with a random LZ (each time you request a mission from base), you then gear up and go out and complete, then RTB for full completion. Rinse and repeat.i yes that is exactly the idea im going for, the minicampaign will have a freeroam gta like style to it, in which there will be a main objective (eliminate the target) but you wont know where he is, and by meeting certain people in secret areas, some optional missions will come up, giving you more hints on his location. I plan to have alot of little side missions here and there, with two main ones being focused on killing the target and recon the island. and eventually another main objective that deals with the story line (i wont give away much yet)
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Yes I was going to mention this, as you also said you didn't know much about it, I guess you didn't use it (referring to mission maker)?As your using Ace2 .. windage and kestral are a must :)
EDIT ... yes I got the option to complete the mission looking at officers face. Maybe all the options should just stick with one officer that's just outside the building, maybe just have him stationed next to a vehicle or something parked up? The reason I say this is becuase it took me some time that it was nearly night / dark, so when I spawned back at the buidling I could not see at all inside the building to find the officers (had to put my gamma on full) ... so outside the building witha light to cover this might be good? Or maybe have your sniper set with NV goggles?
thanks for that suggestion, i completely forgot about giving him NVgoggles, i remember trying to talk to him in pitch black and couldnt figure out where he was.
Yes i will add NVgoggles, thanks for the reminder!
I noticed that you disabled windage, perhaps to make things doable on the first shot. Could we have the option to reenable it if we're feeling hardcore?Glad to see you liked it! Always inspires me to make more missions when people have a blast through it ;)
about the windage, i never disabled it in any mission? Which mission are you talking about? if its the kestrel thats missing, ill have a look again to check. As far as i recall the last training mission had fairly convenient wind (the weather was partially cloudy) so as to whether or not it was steady, must be a factor from ace ;). and the mission on utes was pretty much perfect weather, the moonlight gave a small chance of being able to shoot with a non NV sighted weapon. but i remember being on the hilltop trying to shoot the controller in the tower and the wind was going all over the place at 10m/s, lets just say i missed horribly and got creamed by an aa site lol.
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Thanks for reply.Yes no problem on training, for me I have the full version and yes DLC light is fine but, anyway if its working ok then just a thought.
The hide link I posted is for Arma2 that's DM's conversion version :) So it can be used right now, but I was thinking maybe mission use and just the sniper class.
I had a small few things to report,
On mission training one, would be nice to have an auto save trigger happen as you reach the flag area to start shooting on the range, so you have a auto revert if you fail (instead of stopping and having to go through the briefing again). I know you can save yourself but its a bit of spoon feeding for those who then realise they have to go back through all the chatter again if they failed. Wither that or you get an option to restart and it just starts the main test again without a fail mission screen?
On mission training 2 I cant complete it. I finished the shorter 1000 meter version by getting it from the officer in the building. It completes successfully (I get within range undetected) and then got spawned back at the original location, I went back to the officer and still got the 2 course options, went to the second officer and got nothing, so I have completed at least one of them but cant, ummm, end and complete it for next mission?
I know I can use the endmission cheat but I wondered if that's a bug, or something im missing?
Any hints?
ive noticed this when i did it too. Theres a bit of an issue with the action not coming up. My suggestion for you is to make sure you are looking directly at him with the weapon, and it should appear afterwards. Go right up to him and look at his chest or head, and it will come up.
I believe its a problem with the building. because hes inside a building the addaction doesnt get recognized because your technically looking at the building. But if you go right up to his face, it will show up. Go to the second officer, not the one that gave you the courses.
about the hide addon, didnt know he converted it. But problem is it cant be made as a script, because the viewblock is a custom object with its own config class. So it has to be a mod in order to work.
and thanks for the suggestions, i will read up on the auto save, and change the lose condition to the one that lets you reload your save game.
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Great mission, starting on it now.I agree with this.
BTW you might want to add in your readme and first post about the >> TAW Sniper Operations Manual for OA << PDF, perfect for MIL descriptions, weapons in OA etc etc, and perfect in this mission. And more links to ACE instructions with Sniper features.
Also maybe you could speak to Dmarwick about incorporating his "hide" addon as a script for snipers? http://forums.bistudio.com/showthread.php?t=112259
Also I agree that Proving Grounds might not be the best for training, mainly becuase its a map for DLC owners, the tree performance when zoomed are pretty poor on that map too. Maybe use Chernarus or Takistan on some open hill areas or something? As much as ACE dependency is ok, DLC dependency might make it less favourable (I own all DLC's BTW but im thinking about others). Plus I didn't see any mention of the use of this in requirements.
... but, having said all of that, I realy like the approach on this, getting specific for a certain role. I gravitate towards sniper allot, but haven't realy tried the role more seriously, and this is perfect timing. I will feed back more once I get through it :)
EDIT:
Heres a good example of sniper role using ACE2 features (maybe first post links to some good ones and in readme?)
TQny-ehnXHc
thats a very good idea, however myself personally could never really find alot of links towards sniping in ace. Especially when it came to wind calls, since it seemed like a secret practice, that is until i watched that video (in your post)
i will try to get some links together and put them in the read me.
about the DLC packs,
im currently using the lite versions, and as i believe it they are part of the standard update 1.57 (or 1.58) so as long as your arma combined ops is updated, then it shouldnt be a problem.
The reason for proving grounds as the training area was because:
a) if it was in chernarus - it wouldnt make sense training there, then fighting in the area you were training in (since the story starts with the US having no foothold) so just wanted to keep it coherant to some sort of story.
b) If it was takistan, for some reason i just personally dont like that map, its alot of open ground and narrow canyons and it just doesnt really appeal to me as a training area, as compared to proving grounds, where it was open but still alot of vegetation and a small box to work in.
it sucks that there is lag with the trees there, but thankfully for the range test your zooming in on the open field to the north east, and the second mission requires no ammo, and in the third one i blew up the trees blocking los to the area, even tho they are still there, they dont cause lag (which i find kind of funny)
However, I will most likely be working on another campaign for shadow but in a new region (once this campaign ends) and will incorporate different ideas towards the training in those ones.
If anything im currently thinking about a minicampaign in Thirsk winter, where the ghillies_for_a_change will be put to good use with alot of nifty side missions and what not. Ive already figured out the basics of using the FSM, so it should be pretty easy to make a dynamic mission on that island.
and yes, ive asked Dmarkwick about his hide addon, but i dont know if he has released it for A2 yet? (i was modifying his original, but it didnt work out to well since i couldnt make an invisible viewblock :S)
all in all its great to see alot of interest for the campaign and for the role in arma 2. Its inspired me to make alot more missions.
The next update should be coming soon, I currently started working on a mission and will add it as well to the list of fixes, using Twirlys virtual sniper script :D. should be great once its finished.
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So, i finally looked at the BIS example of the conversation system, at first i couldnt figure out how the hell it all went together. But i think i got it now.
i managed to get my sentences working, the conversation menu working for the player, and the ai responding to the first response the player does. Unfortunatly it doesnt keep going for some reason.
It first begins in the init, where I have the topics added and the first speech started.
{_x setVariable ["BIS_noCoreConversations", TRUE]} forEach [player, Inf_Friend]; //disables core conversations ("hi - ssup" etc.) player kbAddTopic ["briefing", "kb\briefing.bikb", "", {call compile preprocessFileLineNumbers "kb\briefing_cooper.sqf"}]; //no need for FSM, hence the empty quotes Inf_Friend kbAddTopic ["briefing", "kb\briefing.bikb", "kb\briefing_miles.fsm"]; Inf_Friend kbTell [cooper, "briefing", "InfFriendTalk01"];then in the player eventhandler I have the responses:
BIS_convMenu = []; // if i am close enough to him and he hasnt said anything before, he will first respond if (_from == Inf_Friend && _sentenceId == "" && !(_this kbWasSaid [_from, _topic, "InfFriendTalk01", 999999])) then { BIS_convMenu = BIS_convMenu + [["Talk To Him", _topic, "SniperTalk01", []]] // add action to talk to him }; switch (_sentenceId) do { // once i have talked to him, he responds with a second statement, i will have to respond again case "InfFriendTalk02": { BIS_convMenu = BIS_convMenu + [["Respond", _topic, "SniperTalk02", []]]; }; // when he finishes talking, choices appear to accept or decline mission case "InfFriendTalk03": { BIS_convMenu = BIS_convMenu + [["Accept.", _topic, "SniperTalkAccept", []]]; BIS_convMenu = BIS_convMenu + [["Refuse.", _topic, "SniperTalkRefuse", []]]; } }; BIS_convMenuas you can see, i want it to begin as a manual conversation, but the player has to start it in order to continue. I cant figure out how to make the FSM work like this, so i added the respond there to make things easier for me.
but now the problem.
As soon as he talks first, I respond, then he talks again, I get the option to respond again. However after this nothing happens. even tho in the condition of the fsm (in the pic) it says _sentenceID == "SniperTalk02"
so what is wrong here exactly? Why doesnt it want to move into the next state, perhaps im checking the wrong thing? anybody know?
any help would be really appreciated, been stuck for an hour on this part.
---------- Post added at 19:41 ---------- Previous post was at 18:45 ----------
EDIT***
Never Mind again, looks like i figured it out (i need to stop posting, i always end up figuring it out afterwards)
Needed to use kbWasSaid as condition, now it works no problems. Didnt even know you could add objectives inside as well. thats really convenient!
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Oh. There isn't a 500m option in my version of the campaign, so that should improve things.interesting.. ill check back on that mission again, but as i recall, the action would show up in your scroll menu for the option of 1200m and 500m. taking you to that specified course.
I cant complete Skalisty mission. only killed 2 snipers: first in right target area and second in boat service. spend much time with trying found more but no result
the other snipers are there, but there hiding in places where the ghillie suit really works for them. id recommend checking the small islands again, as well as the shore line of the main island. when you finally do spot them, they look very obvious.
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bah your right, i forgot they were 1400m and 1000. i see what you mean now, sorry that was my bad, i forgot that i made them so large.
Next update the second mission will be scaled down to about 650m or so. that should make things easier for people, my bad for being oblivious to it.
next update coming soon, a small one this time.
- fixed 1000m stalk to 600m in area
- add marker hint for the location of the two other snipers on skalisty island - if the sniper on the boat house is killed. otherwise no hint will show. (the boathouse sniper is optional)

can you pass this/_this inside a trigger?
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
I have a trigger in my mission that when blufor is detected by opfor - twirlys virtual sniper script will start up and kill one of the two blufor units (sniper - spotter)
the thing is tho, currently i only have it firing on the sniper, but there might be a chance that the spotter is spotted while the sniper isnt, in which case i want to use something like _this to check for who is inside the trigger, that way i wont need to copy the trigger over the area to kill two people.
so is there a way to ex do this:
anybody present
condition
(vsniper knowsabout sniper) >= 0.05 || (vsniper knowsabout spotter) >= 0.05 && alive vsniper
on act:
vsniper action ["UseWeapon", vsniper, vsniper, 0]; hint "activated"; nul = [?_this in trigger?,vsniper] execVM "vsniper.sqf";
so basically whats happening here is the trigger checks vsniper (the guy whos hiding) knowsabout for both of the units, once it reaches a certain point, vsniper will use his weapon to simulate firing, and virtual sniper script will kill one of the guys inside it. however i cant find out a way of getting this to work (unless i copy the trigger and change it to look for the other guy) except i already have 4 triggers already in that area checking for different conditions.
maybe an FSM to check all the conditions? but then im not too sure how i will go about that either
any suggestions?