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igneous01

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Posts posted by igneous01


  1. Ive been thinking of how to approach this for a sleep script i made. i basically have the main action "Sleep", once its used, another list of actions will come up such as

    Sleep 1 hour

    Sleep 2 hours... etc etc

    Cancel

    Ive tried using Curry's action script, but it doesnt look like it will work within the initial script, because the variable that checks whether an action was pressed doesnt get updated in the script itself.

    _id = _this select 0;
    _sleepanim = "AidlPpneMstpSnonWnonDnon_SleepA_sleep2";
    _wakeupanim = "AidlPpneMstpSnonWnonDnon_SleepC_standUp";
    _timer = 0;
    _actionpressed = 0;
    
    player addAction ["Sleep 1 Hour","gen_action.sqf","_timer = 1; _actionpressed = 1"];
    player addAction ["Sleep 2 Hour","gen_action.sqf","_timer = 2; _actionpressed = 1"];
    player addAction ["Sleep 3 Hour","gen_action.sqf","_timer = 3; _actionpressed = 1"];
    player addAction ["Sleep 4 Hour","gen_action.sqf","_timer = 4; _actionpressed = 1"];
    player addAction ["Sleep 5 Hour","gen_action.sqf","_timer = 5; _actionpressed = 1"];
    player addAction ["Sleep 6 Hour","gen_action.sqf","_timer = 6; _actionpressed = 1"];
    player addAction ["Cancel","gen_action.sqf","_actionpressed = 2"];
    
    waitUntil {_actionpressed != 0};
    if (_actionpressed == 1) then {
       // main loop
       player playmove _sleepanim;
       sleep 8;
       titleText ["", "BLACK OUT", 5];
       sleep 5;
       skipTime _timer;
       titleText ["", "WHITE IN", 5];
       sleep 1;
       player switchmove _wakeupanim;
       waitUntil {animationState player != _wakeupanim};
       player switchmove "";
    };
    
    if (_actionpressed == 2) exitwith {};
    
    if (_actionpressed > 2) then {
       hint "Error in Sleep Script, _actionpressed has unknown value";
    };

    Im thinking its because im using local variables, but the genAct script should only convert it as code? i dont think it matters whether its local or not in this case.

    Even so, are there any suggestions or solutions to this?

    ---------- Post added at 22:51 ---------- Previous post was at 20:58 ----------

    nevermind, turns out it was because of local variables being used. managed to get it to work now. now i just have to figure out how to remove the actions....


  2. The thing is, no one is going to be in the mood for restarting a 1000m crawl more than once.

    I'd suggest a scripted death (like in Bitter Chill) to allow for reverting saves. In the meantime I will wait for darkness.

    i see what you mean, but the 1000m crawl is an optional, its not required, if you feel macho enough to do it then go for it, you only need to complete 1 of them to pass the mission.

    anyways the newer version i removed half of the patrols and also scaled down the size of the teams. It should be alot easier now to complete the stalking mission.

    the 500m is the easiest now by far. the 1200m one is still quite challenging, but like i said, if you feel gutsy enough to do it, then prepare to face the consequences.

    and i believe this shouldnt effect your savegames. im gonna check to see that the name matches the old pbo, as the saves will be transferred to the new campaign.


  3. How would I put multiple targets in the init? There are more than one vehicles in the convoy.

    If trucks in convoy are t1, t2, t3, and t4 can I do:

    this dowatch T1; this doTarget T1; this dowatch T2; this doTarget T2; this dowatch T3; this doTarget T3; this dowatch T4; this doTarget T4;

    Or will he just bug out and shoot the rpg at his feet?

    that depends on how many rpg guys you have, and how much ammo he has for the rpg (defualt is 3 i believe)

    however, if you use lets say 3 rpg dudes, you can have 3 of them each targeting a vehicle, then have a check in a trigger (condition)

    !alive T1

    and on act:

    thisguythatjustkilledT1 dowatch T4, etc etc

    you can pretty much do that for all of them if you really wanted to

    ill upload my rpg mission in a second

    http://www.mediafire.com/file/29df87srtgmenva/rpgfireatHeli.rar

    requires ace (even tho it doesnt really) but that shouldnt be a problem for you.

    all i did here was have them watch in their init on the 3 choppers, then once the choppers passed the trigger, they fired. Afterwards they went back to using their normal weapons and behaved normally again.


  4. i suppose if anyones got good suggestions to give on the second training mission, im all ears.

    i suppose a good compromise would be to increase the range you need to reach the person, less work for me, gets the point across, and shouldnt be frustrating to complete (ive played it a few times as well, usually failing when i get 3/4 the way there.

    however if you wait until night falls (like 30 mins or so) the ai will be blind as bats (no nv goggles) which makes it easier to finish (which is why i set it to near sunset time, because midday would be impossible to complete)

    then again i never tested it with zeus, so it might be easier with that.

    ill see what i can do.

    ---------- Post added at 18:29 ---------- Previous post was at 17:00 ----------

    Campaign updated to 0.8, see first post for links and features


  5. different system = different bugs

    http://www.youtube.com/watch?v=ooanGMwMs44

    yes - ace match more attractive then game itself - but it lags like hell.

    Don't need to make such lag to have better config in damage system.

    I only saw one server plays warfare map and never saw that game finished.

    Normally ai stop moving and became unkillable and admin restart server.

    I have 120 fps in takistan - in ace I have 30 same setting.

    that bugs already been fixed (1.9 now moving to 2.0 soon)

    i dont know of what ace problems your talking about, i get the same frames with and without ace. so unless your using something like SLX or zeus, theres your problem.

    if its multiplayer setting, well that depends how good their servers are. But everytime i played domination or evo with ace it was all very smooth and good to play.


  6. this is what i used in a simple mission i made to get russians to fire rpgs at a helicopter.

    in init of a guy with an rpg (give him a name as well)

    this dowatch HU; this doTarget HU

    where HU is the name of the chopper (it can be any object)

    then in a trigger i put on act:

    m1 action [""useWeapon"",m1,m1,1]

    where m1 is the guy, 1 is the weapon slot (so second weapon slot is - rpg)

    as to get guys to fire at random people with rpgs, thats not easy to do, even if you give them just that, they usually dont fire anymore ever since BIS fixed at soldiers firing at infantry (like when at4s were used against infantry even tho an apc was just there)

    so my best bet would be to just script it so that your guys with rpgs, upon detecting a unit (with knowsabout or something) fire at that unit - but youd prolly need to make a full script for this to work and depending on whether or not its worth it for you.

    edit

    lol, didnt realize that was you drumheller. umm.. about me not being around much... umm... well... school is starting up for me so this is my last few days to work on some stuff before i have to let it all go, ill come back once things settle down, i promise :D

    pvt z


  7. For some reason, my leader in FINAL MISSION, to become a HOG, was not issued any weapons, though my Spotter was. Not sure why.

    yea you need to pick your gear in the briefing screen, all the missions work this way, theres no ammo crate that you pick up from except in the first mission. for all the rest you select your gear in the briefing screen.

    ---------- Post added at 12:27 ---------- Previous post was at 12:13 ----------

    UPDATE (WIP)

    currently in development, just finished one of the two missions, and almost done tweaking the second. some screenies of them.

    m74c.th.jpg

    m71.th.jpg

    m67s.th.jpg

    m65rp.th.jpg

    i wont spoil any details about them, but lets just say ones alot of killing and the other more professional kind of killin ;)

    also Spotting Mode function is complete, so that will be implemented into all missions as well.

    Will release sometime today once im done.


  8. very interesting script, ive been looking for something similar to this, a few questions:

    can i execute it when say an ai unit identifies an enemy unit? i personally want to use an ai sniper so that when he sees the player the script would execute.

    Is it dependant on specific preplaced positions? or can it fire with the same accuracy in many different ranges?

    thanks for the script, will check it out


  9. I would be careful about your usage of the word term "physics" if I were you. It really only applies to building destruction if there's dynamic movement of objects involved (ex: pieces falling off and interacting with other objects). You can still have destruction without any physics (which is the case in ArmA 2, which uses animation).

    Second, you are extremely vague on what you mean by "more scripting commands". If I were a BI programmer, I could read that and just start adding 50 different commands for printing text to the screen in fancy ways and you probably wouldn't be very content, but I could still claim to have added a significant amount of new commands. In order to be truely constructive, I would be very specific with such suggestions.

    As for the AI; they are already very lethal marksmen. AI is always a highly debatable and complex subject, so throwing around vague concepts is very unlikely to be very constructive (countless forum members have already voiced concerns for "better AI"). Again, you should be more specific on this (you're off to a good start by limiting the discussion to snipers). Snipers are hard to get right in any game. IMO one of the problems in ArmA 2 is that the AI perhaps relies too much on information sharing, or that it the information sharing system is not well adapted to accurately model both snipers and sniper attacks. I'd imagine that snipers are usually used as one man teams in ArmA 2 missions (although probably often as sniper-spotter teams as well), and simply adding a second AI unit to a group usually increases their percieved individual intelligence. There are also some subtleties to this system that make it hard for a single sniper to effectively engage a larger group. For example, revealing the sniper's position even if nearby teamates can't actually see where shots are coming from.

    my apologies on the vagueness, i was referring to this thread:

    http://forums.bistudio.com/showthread.php?t=112346&highlight=command

    alot of good suggestions were posted here, and i very much agree with alot of them. certainly provides more possibilities in scripting specific unit actions (such as hasLOS command)

    about the snipers:

    The way i see snipers now, there not very lethal, in fact far from it. if they need to be 200m from someone to actually become lethal, then there in the wrong MOS. they have very poor accuracy at their intended ranges, often wasting 2 magazines at a target 500m away (which isnt that far)

    about the ai in general

    i suppose thats an issue to take a look at, but im not too concerned, the way the game works now you might get as many as 3 chances to shoot before the enemy will identify your location through the increase in knowsabout. and if the shots are spaced between 5 minutes or so, then it offers the chance for much more shots. The only real problem i see with snipers ai is whether or not they know they are properly concealed or behind cover. So maybe using a check like Selectbestplaces (or that other command that checks the tile area?) to see if they are in a suitable position, the ai already has a basic priority system in place, snipers and tanks will usually be the most engaged for ai teams (if they have AT for tanks of course) so really the only thing thats needed is better accuracy from them.

    I wouldnt mind even if they were aimbotting to get a kill, they should be that good and it should be a serious problem if the player ever encounters one.

    if they can atleast bump the accuracy to what its needed, then the rest can be implemented via scripts and fsm as DMarckWick suggested.


  10. When i think about what could improve in this game, nothing comes to mind. Its perfect in my opinion, everything works just how its supposed to, or atleast good enough to not notice.

    While some animations are a bit static, i have no real gripe with them.

    The physics and the AI are spot on for the most part (except the rare chance you see superman flying at you) - only thing i would suggest is better physics for building damage, as some buildings (in chernarus) dont have any physics, and so cant be blown up (which is a shame) but other than that no real problems.

    I think the only suggestions i can think of are more scripting commands and functions. Numerous commands have been suggested, particularly things like hasLOS and having a proper working findcover so that the ai use it more often.

    ah but there is one thing i would suggest: ai snipers that have their skill maxed out, should be dead accurate like real snipers. I would like to see some smarter ai snipers, particularly the idea of it scanning the area, prioritizing threats it sees, and positioning to eliminate the highest threat, then relocating and firing on the next highest threat. It kind of sucks when you see a sniper team running in the open field in the middle of a fight, and everyone guns them down. Id rather have the experience of suddenly being pinned down by an ai sniper, and not knowing where he may be. Once something like this is implemented, the game would be beyond perfect in my opinion.

    so those are my only suggestions: new commands for us scripters, and smarter AI for snipers

    all in all, thank you BIS, this is the only game i can ever truly call perfect, with so many features and possibilities, and probably one of the strongest gaming communities out there


  11. Can you give us the option of a non ACE campaign?

    I dont think this is possible for me right now, since the entire premise of this campaign is focused on the features in ACE, such as the more accurate sight adjustment, windage, and the spotting scope. It would take alot of time to unwind it so that its compatible with vanilla - I may do this once the campaign itself becomes finished.


  12. Ok, played the first two mission. My comments:

    - first of all, good job ;-)

    - loved the firing range qualification, flawless mission, very nice. I suggest everyone reading the "Sharpshooting guide" on ACE website;

    - about the "sneaking qualification", I'm sorry, but I've to say that it's quite boring and not so realistic; no sniper goes alone and no sniper gets "50 meters from the target" moving on a plane surface with lots of men wandering in such a small area (basically, it's just a corridor full of patrols, over-covering an area). I understand that you wanted to focus on the stealthy aspect of being a sniper, but the point is that a sniper would think alternative ways: I've got a rifle that can put an 8 mm piece of metal at thousands of meters per second in the precise spot I want from hundeds of meters away: why the hell should I get closer than this? Just find a good, high, concealed place and blow that f***er's head up.. Also, I think no enemy would put so many patrols in a so small area, because there will be empty areas not covered by patrols. I'll replay the mission, trying to see the thing from your pov: I'm not used to judge at first sight ;-)

    Anyway, good job. I've got a similar idea for a campaign and I really appreciate the way in which you have managed to represent the sniper training (I know the Army's way of sniper training, you're mentioning HOGs that are Marine's snipers, but I think the matter is the same XD).

    thanks for the feedback, i know it turns alot of people off just crawling for 40 minutes in some bush, but i didnt really know of any other way to get the point across, i suppose i could do something similar to that movie, but then the ai would know right away.

    thats why i gave an option on which one you wanted to complete, i remember actually doing the 1200m with the random patrols and it took me about an hour and a half to actually complete that (i know i was bored xd)

    ill see if i can come up with an alternative training mission thats a little more fun ;)

    Sorry but, what does this mean ?? Did you use an improved (different from arma2) team control mode ??

    i added some basic radio commands (0-0-) that let you modify how your ai behaves.

    from my experience playing with the ai spotter, when you want to teamswitch to him (maybe he got stuck in pathing, or you want to get the spotting scope or whatever) any ai the player ai sees, hell automatically engage, ruining the stealth and position. so turning on ai never fire (ON) will make them never fire, no matter what, even if you teamswitch and all that good stuff.

    the second one is there incase (for ex) enemies are maybe 50 feet from you and your hiding under a tree and safe, suddenly your spotter starts tripping out and doing 360s and bicycle kicks in the air, letting the enemy spot you (which is frustrating).

    ill try to work on some more basic features between the spotter and the sniper, so that he has more of a purpose, once i get the spotting mode working, the spotter will be much more useful for checking out your own shots through his spotting scope.

    Awesome, a campaign that I know I will be able to run and enjoy. You don't need performance to be that great when you only take one shot.

    Any reports on how it handles with ACE 2?

    i did these missions with a 2.2 ghz dualcore, 4 gigs of ram (i think 2 is only used on xp) and nvidia 8500 gs (1 gig of ram) so most of my settings are on fairly low, so alot of these missions should run very smooth for the most part.

    the only mission that might cause problems is the 5th mission in chernarus where you have to escape the city (and it looks like shit with alot of close quarter fighting between the two ai sides) it hiccups for a few seconds when you first get into it because of the upsmon script and the ACM thats running, plus the artillery fire and the burning buildings. but eventually it smoothens out on performance, and once u leave the city its pretty much consistent again.

    working on adding two more missions and hopefully the spotting mode as well. so stay tuned :)


  13. hey all :D

    after many sleepless nights and lots of rockstars i have finally managed to finish part of my campaign. I am deciding to release it now so that people will have a chance to play through the missions and provide some feedback for more missions, while i work on the other ones.

    I know some people have been asking and waiting for something like this, but fear no more! snipers are here and missions are galore! (well not really galore, but its getting there ;))

    This campaign tries to focus on realism, so its not a sniper kill a hundred guys kind of thing. I used various ideas for the missions and made it challenging enough to keep it interesting. While some missions dont look or have a realistic setting, i tried it keep it as fair and balenced as possible between some fun and some real. feedback and suggestions appreciated, also report any bugs you find. Single Player Only, i may incorporate it as coop in the future.

    ====TEAM SHADOW (0.93)====

    created by: DZ (Igneous01)

    m31n.th.jpg

    m41.th.jpg

    m42k.th.jpg

    Description:

    Team Shadow is a realistic campaign that focuses on a sniper team call sign shadow. It takes you through the

    war in Chernarus where Russians have invaded and progresses through the war with ops in all different

    areas. The missions are quite diverse, considering its just a two man team, ranging from target

    elimination to reconnaisance, counter sniper operations, ordering support and surgical strikes on

    high value areas. Also features training missions to help prepare you for whats expected in the field.

    Features:

    - precise control of your ai team mate - use the radio commands to make the ai never fire, even if you

    team switch, as well as disabling their movement when you want them to be still in a tight situation.

    - Diverse missions ranging from about everything a sniper team can do in real life

    - Realistic presentation of a sniper team

    - Task hints, sound effects, briefings, and all the other good stuff polished

    - Range Me script, use the scroll action to get your ai to give you a quick range reading, if your

    spotter dies you will no longer be able to use this function

    - gear selection - choose the right weapons and equipment for the job

    - 3 training missions to help you on your way

    - Spotting Mode (**NEW) watch your own follow through when you take a shot, useful for longe range shots where you cant see the dust

    Notes:

    - Currently there are 8 missions in this campaign, but i plan to expand on this with many more missions

    in many different parts of the map, the more people request missions, the quicker it will be done!!!

    - The missions are fairly long, so saving is advised

    - This campaign focuses on the real aspects of being a sniper - that means that for a majority of the time -

    youll be on your belly crawling around from bush to bush to get around. Stealth is key in all these missions.

    - Be Patient, rushing and getting ahead of yourself will just cause bad things to happen, like getting spotted

    and gunned down

    - Accuracy is extremely important in this campaign - In most of these missions you will only be allowed to carry

    one magazine for your weapon, that means you really need to think about who you shoot, wasting ammo on grunts

    will only cause bad things to happen, like getting spotted and gun down, as well as having no way of taking out

    your real target

    - Sidearm is your friend - Learn how to use a pistol in those times when things get heated up

    - Position is everything - While it might seem like fun challenge trying to kill someone 1000 metres away, if the

    weather doesnt permit it, and theres better options in getting closer, its better to take the safe route and make

    sure that what you kill is on the first (or second) time around

    - Notice theres alot of smoke grenades available when you select your gear - its your best friend when you gotta

    make a fast escape from certain death

    Feedback:

    All feedback is highly appreciated, if you spot any bugs let me know, if you can repro any serious ones

    that would help me out alot as well.

    Also suggestions on mission types would be very helpful to me, those that have more knowledge about real

    snipers should definitly voice their opinions on some missions and material to work with.

    Installation:

    Extract and move to your arma 2/campaigns folder

    Known Bugs:

    - Some missions dont have a picture to show - paint can be quite limiting at times

    Future Features:

    - More Missions

    - Implement BIS Range Call function to replace the range me action

    - Different Ghillie suits to better match the mission environments

    - Weapon addon compatibility

    - More gear to choose from

    - Spotter smoke screen action

    Requirements:

    - Arma 2 Combined Operations

    - CBA

    - ACE, ACEX, ACEX_RU

    - MAP_EU

    Included Files:

    TeamShadow_Campaign.pbo

    readme.txt

    SniperFAQ.txt

    Credits:

    Monsada - UPSMON Script

    GLT Myke for his help - without him alot of this wouldnt be possible

    Draper - Air Support Script

    SHK - For his move objects script

    ACE team - for the wonderful features

    And everyone else that I forgot to mention

    Changelog:

    0.92

    General:

    - Added Spotting scope to gear pool (was missing because of USNavy)

    "Invisible Man"

    - Fixed timer on GIVER's arrival, it is now at the appropriate time (45 minutes)

    0.93

    "Becoming a HOG"

    - Removed scripting hints from mission

    "Guardian Angel"

    - Removed Ace_Wounds to fix problem with gear selection

    - Adjusted enemy numbers to better balance forces

    - Repositioned helicopter crash and removed excess smoke to allow better visibility and places to fire.

    General:

    - Added new mission "Patrol"

    - player will now return to stealth behaviour when using radio trigger never fire

    - Fixed range me script condition - if the spotter dies it will become unusable

    - Added missing radio trigger options in some missions

    LINK TO FILE

    link1 (7z):

    http://www.4shared.com/file/gfoPj7hO/TeamShadow_Campaign.html?

    link2 (rar):

    http://www.mediafire.com/?pvm0ncdxjeyrzhc

    armaholic:

    http://www.armaholic.com/page.php?id=13779

    • Like 1

  14. id like to expand on what madrussian said, especially on the guys that make it through each mission, remember how in the original ghost recon, if your squad mates survive a mission, they gain experience and become better in combat? well, you could do something like a setskill on each unit that makes it through a mission, increasing their skill slightly. It might not seem like a whole lot, but im sure it would create sustenance in players carefully trying to keep their guys alive.

    just something to think about, other than that, this is a fantastic job. Very much like playing it, keep it up!


  15. settaskstate is what your looking for.....

    just have your repeated trigger work that when blufor seize it

    on act

    obj1 settaskstate "SUCCEEDED"; hint "secured";

    then on the deact (when blufor no longer has control of it:

    obj1 settaskstate "CREATED"; hint "enemy have retaken the point, resecure it"

    and that should be it, the color thing might still say complete (as theres no way to update it as an empty box) but throwing in hints or task hints saying its been retaken and the obj to secure it again will make this work

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