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mad_cheese

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Everything posted by mad_cheese

  1. Very strange... Works perfectly here, apart from the sleep lines in Vehiclespawn giving me scripterrors that don't seem to effect anything (probably part of the recent "scripterrors that don't effect functionality" - thing). Vehicles do spawn on top of each other sometimes and explode, but leaders/drivers and unitcount are returned correctly. Only sometimes a vehicle doesnt spawn. I tested with some markers in the editor,also fooled with the group and mencount values, no problem: testcount = [2, 1, ["Spawn1","Spawn2"], ["Spawn3","Spawn4"], 0, "targetmark" , 2, 5] call IP_WAVE; player commandchat format ["%1" ,testcount]; testcount is returned as the correct number of spawned units... tricky that "side" has to be a number btw ;)
  2. Is it currently not possible to return the values of the new fog system? The old "fog" command only returns the fogvalue. Here's the stuff that I tried so far, fogdecay as an example: _currentfog = [(fog select 0),(fog select 1),(fog select 2)]; _fogdecay = (fog select 1); _fogdecay = fogdecay; _fogdecay = fog "fogdecay"; // tried this because of how one can return a value of a unit's skill array :) Unsurprisingly, none of that works. I spend quite a lot of time searching the internets, the only thing I found was a BI reference page about a command called fog2. There was also some interesting information about setfog. Anyways - all that information is about VBS2 and fog2 does not return anything in Arma 3. Has anyone figured out how to return the fog array? I'm ready to facepalm myself if the answer is simple
  3. since your code returns the unitcount perfectly by just using conventionally spawned units/vehicles I am guessing the problem lies within IP_MENSPAWN, IP_VEHICLESPAWN or both? just a wild guess...
  4. you're welcome I guess :j:
  5. You need to calculate the slider position to a value for viewdistance and terraingrid - sorry I can't phrase that better. Since you posted a picture of the dialog I assume that you already declared all the classes etc in your description.ext. You might have a trigger with something like nul = createdialog "MyDialogName"; or whatever your classname is for the dialog. This creates the dialog but it doesn't know what to do and hence does nothing :butbut: Gotta admit I'm also no veteran when it comes to dialogs, put here is a solution that works for me: Make a script called "Dialog.sqf" in your mission directory and paste the following inside: Dialog.sqf: _handle = CreateDialog "MyDialogName"; _viewdistance = 0; _terraingrid = 50; [color="#008000"]//The next line puts the viewdistance slider in the position of the current viewdistance. 1900 is the idc value of the viewdistance slider, change value to the idc you use. [/color] sliderSetPosition [1900, (viewdistance / 500)]; while {dialog} do { _SV = sliderposition 1900; [color="#008000"]// 1900 is the idc value of the viewdistance slider again, you need to change the value[/color] _ST = sliderposition 1901; [color="#008000"]// 1901 is the idc value of the terraingrid slider, you also need to change this off course[/color] _viewdistance = (_SV * 500); _terraingrid = (50 - (_ST * 5)); setviewdistance _viewdistance; setterraingrid _terraingrid; sleep 0.1; }; hintsilent format [" Viewdistance: %1 Terraingrid: %2",_viewdistance,_terraingrid]; Change the idc values and the dialog's classname in the script to whatever you have declared in the description.ext. Now, in the trigger you used to call your dialog just put: nul = execVM "Dialog.sqf" and you should be set. This example is for a maximum viewdistance of 5000. The terraingrid btw is calculated 'in reverse' because a lower setting means a higher resolution. Hope that helps! To be honest I think a dialog or maybe even action menu with fixed choices would suit your needs better in this particular case but that's just my opinion.
  6. Hi, Doing some diggin on this issue I have found a thread that somewhat touches what I'm looking for but it went in another direction so I decided to start a new one, hope that's okay. I am working on a scriptsuite for stealth missions and I my big issue is to determine how illuminated a position is. There's a lot of factors that can affect the illumination of a position and I have most of them covered by now with the help of SaOk's LOS function (gunlights, vehicle lights, searchlights, streetlamps, campfires etc), currently my hickup is the moonlight. I tried using the formula from OP from this page to try out a LOS check between the moon and a unit, but it doesnt work or at least I can't get it to work. I also looked into Carlgustaffa's sunangle function but couldn't get it to work for the moon. Anyways - to keep it brief: The game engine knows when to shed light on a player at night, create shadows etc - is there a way to determine if light is shed on a unit that is available for the community? This would leave all my previous checks for light obsolete and include the moonlight as well as units hiding in a shadow.
  7. Normally an item like that should have a action menu so you can pick it up... I just tested it and in fact there's no option to pick it up in game. You can achieve what you want with a bit of scripting. Let's say you do it for the Evidence(Photos). Place the item in the Editor, call it "Photos" and put this in it's init line: Photoaction = this addAction ["Take Photos","TakePhotos.sqf",nil,1,false,true,"","((_target distance _this) <2)"]; Next, create a script in your mission's folder, call it "TakePhotos.sqf" and put the following into it: // TakePhotos.sqf _evidence = _this select 0; _unit = _this select 1; deletevehicle _evidence; _unit addweapon "EvPhoto"; You will have to add the stuff that you want to happen after a player collects the photos. The weird part is that when I put the photos back on the ground, it has an action menu... didnt check but maybe some items have a stock action menu and other's don't. also note that what I put here is probably SP only so maybe someone else has a way better solution.
  8. mad_cheese

    [SP/A2CO] Raccoon V1.2

    I updated the first post to Version 1.3 Given that also experienced players got confused in the beginning, Sanchez now joins the player's group after the actual insertion. Further changes are documented in the first post. If a moderator sees this: could you take the "V1.2" out of the thread name, I can't seem to edit that :confused: thx!
  9. Raccoon Type: SP Island: Takistan Time of day: Night/ Morning Dawn Weather: Slight fog/Clear Version: 1.3 Requires: Arma 2 CO 1.62 Download: Armaholic Description: One day after the beginning of Operation Arrowhead, US special forces are tasked to destroy key enemy assets at the Airfield of Rasman. A year in the making, this is my attempt to mix Arma 2 with some aspects of sneaky stealth games like Splinter Cell. I tried to create a framework that makes sneaking around a bit more immersive in Vanilla A2. You have to move slowly, avoid lightsources and hide bodies in order to avoid an alarm. Features: - SpecOps Stealth Mission featuring a total conversion of AI behavior (scripted and working in A2 vanilla) - Choice of 2 different Insertion Methods (Paradrop OR Infiltration) - Coordinated Strike of player and friendly AI -> it's possible to watch the AI's progress via their helmetcam - Customizable Weapon (optional) - Custom Enemy Detection System for AI *Features Line of Sight and Line Of Light (Searchlight/Vehicles) *Player units and bodies are exposed by working lightsources (Burning barrels,streetlamps,runway lights etc) *AI can hear footsteps, also silenced weapons (10-20m inside building, 20-25m outside) *AI checks suspiscious activity with searchlights *Patrol leaders with weapon flashlights randomly stop to scan areas *Units react to dead bodies (LOS,Weaponlights and Lightsources are relevant) *Patrol leaders are able to call in alarm and directly alert near units *AI who might see or hear a kill will go check out the killsite *AI vision increases during sunrise *AI hears footsteps depending on speed and distance - Additional ROE for AI-Squadmate: Fire only on designated targets / Fire at will -> (prevents AI from blowing your cover) - AI shoot flares if they know about player's presence - AI conversations (if player is close and undetected) - Full VoiceActing + Enemy Yells - Custom Music - Performance friendly methods - Cinema Optional Mods: - JWC_weapon_flashlights -> will assign russian weapons instead of the M4 if detected CHANGELOG: Beta 1.1: - Outro added, Intro fixed - Now compatible with ACE (can have minor issues but no gamebreakers) - AI Scripts improved * Enemy reacts to hearing supressed shots (rifle heard further than pistol) * AI checking suspicious activity will be assisted by near friendly units * All Spotting Functions debugged, improved and optimized for performance * Walking on Runway and standing infront of walls makes AI less likely to spot player (only before 4am and if angle is right) - Option added: Sabotage power generator (turns lights off at airfield for about 3 minutes) -> Towerlight added to lightsources - Function added: View helmetcam Bravo/Charlie (only use in safe situations!) - Hidden objective added - UPSMON replaced by simple patrol script - Shots fired inside of a building are less audible to units outside - Teammate can be healed if he can't walk - Units in town are removed if player is far (alive units respawn if player gets close again) - Bugfix: AI leaning back & pointing in sky bug is fixed - Bugfix: Chopper no longer takes off prematurely - Bugfix: dead units in tower must be found in order to trigger alarm - Bugfix: found dead bodies can only trigger alarm if killed by player - Bugfix: prematurely fired weapons causing alarm fixed - Bugfix: Vodnik lights spotting works now - Bugfix: Killed units dropping to floor no longer delayed - Various other fixes and improvements Version 1.2 Release: - Intro and outro improved (preloading etc) - patrolling vodnik exchanged to btr90 with moving searchlights - BMP2 exchanged for actual AA vehicle to avoid confusion - Officer Escape improved, backup escape car added if chopper gets damaged - patrol script fixed and improved - Mortar team added to airfield - JWC_weapon_flashlight mod will assign russian weapons to AI if detected - Audiolevels fixed - voice files added, new versions better suited for stealth setting - bugfix: chopper pilot no longer invincible - bugfix: patrols making way for patrolcar return to their waypoints - Helmetcam resolution problem fixed - Helmetcam key eventhandler fixed, will no longer disable the default enter key function - DoneKey issue fixed - various bugfixes and improvements Version 1.3: - Sanchez joins player's group at insertion to avoid confusion at mission start - Hitpart-EH added to Chopper, pilot reacts if chopper gets hit - Fired-EH added to all armed vehicles to trigger alarm if shot is fired - towing vehicle no longer strolling around - detonation order: overlapping speech fixed - More possibilities added for AA locations, ZU-23 position improved - Bugfix: Units sitting at fire now always stand up when alerted Hints: - move slow around enemy - stay clear of lightsources or disable them - hide bodies if necessary - unlimited savegame (0-0-0) - Bravo & Charlie position report (0-0-9) - Medikit (0-0-2) - Hiding Bodies takes around 10 seconds before body becomes unfindable Credits: - LOS system & dead body detectionby SaOk - MCSS stealth mission suite by Mad_Cheese - Realistic Paradrop Script by DAP - Ai-Soldier-Flare Script by Demonized & CarlGustaffa - Compact USMC FOB template by edgardeth - Jukebox Script by Celery - Voiceacting by Rejenorst & BingoBango (95% done) - Music borrowed from movie OST's Known Issues: - Not tested with ASR AI mod, should be obsolete anyways - Weaponlight Spotting does not include a vertical value - Darkness at night is slightly random in arma. sometimes it seems rather bright, after savegame can be pitch black - Occasionaly LOS-spotting can fail (seems to be depending on positions, rare) - Bravo and Charlie might not board chopper after briefing (just reload the autosave) - Lightrays appear to shine through walls, especially in NVG (Arma Bug). However, it's safe behind walls - some features can only be witnessed if viewdistance is high enough (Ordered Detonation;Aircraft towing) Special Thanks: SaOk, SavedByGrace, AZCoder, Wiki and Mathias Eichinger for the great feedback and input
  10. mad_cheese

    [SP/A2CO] Raccoon V1.2

    Thanks a lot guys! I'm very happy to see that A2 missions are still being played. I made quite a complex script suite for this mission.. Not all of it is utilized in Raccoon, including searchlights and more stuff. The suite is called MCSS and if you're interested you can find the beta thread here: http://www.ofpec.com/forum/index.php?topic=36224.0 -> really want to make that MP and A3 compatible but that seems like quite a mission... Any input would be heavily appreciated for both Raccoon and MCSS. Also, I had some reports for Raccoon on Armaholic about AI not boarding vehicles and extraction chopper not showing up... Sounded like it was related to mods but if anyone encountered a problem please let me know.
  11. you can put that line in the condition field of a trigger. This is the easier option if you are not so comfortable with .sqf yet. if you want to use this in a .sqf script (-> would have to be checked in a loop), it will have to look like this: if ({alive _x} count crew [i]vehiclename[/i] == 0) then {[i]code to deduct cash from the player[/i]}; i would recommend you use the trigger option for starters, as the sqf version would need some further adjustments, like making sure the player's cash is only deducted once etc.
  12. depending on the situation, this condition may also come in handy: ({alive _x} count crew [i]vehiclename[/i] == 0) sometimes AI dismount from a vehicle that was damaged, but not fully destroyed, so this condition is met if there's no alive unit in the given vehicle.
  13. I have a small problem with the script.. It is very rare, it happens only about one in 20 times when I'm testing a mission that uses it. If it happens, the paradrop etc all work perfectly. I save during testing and reload to that save at some point, after which a script error labeled as "BIS_FNC_HALO" comes up with no further info. The FPS then drop to a level that is no longer playable. It doesn't make a difference if the gamesave is before, during or after the paradrop. Not sure if I did anything else while scripting that could interfere with the paradrop script but just wanted to ask if anybody else encountered this error. But anyways, thanks a lot DAP for sharing this great script!
  14. just asked because the commands only work with the beta for now. sorry for pushing this in here :o
  15. does anyone have an idea when the official 1.61 will be released?
  16. mad_cheese

    [SP/A2CO] En Route (v3.3) by Mad_Cheese

    yes, it can happen. but it's dependant on a few factors and can also turn out to be very challenging. i will continue to make it longer, but I moved to another country and wanted to release the update before, so I preferred to go for balance. I had complaints about the task being too hard on another forum. Will continue to work on it :)
  17. Download: Armaholic Gamefront Description: An unexpected situation unfolds as Cpt. W. Sobchak and his convoy make their way to Zargabad Airfield. Features: - Played as a US-Army mechanized infantry squad - Weapon selection in Briefing - AI convoy movement controlled by Unitplay for a realistic feel - Optional Teamswitch/Advanced Heal - Custom sounds and music (OST & some scores by myself) - Simple Battlescreams - AI support during mission - A bit of customized AI behaviour - Destroyed vehicles have custom smoke-model - 2 Hidden Secondary Tasks - Player's squad will be reinforced if numbers are low - Relatively performance friendly (for Zargabad Standards) through spawning & deleting of objects - Unlimited SaveGame (0-0-0) - Cinema Changelog 3.4: - Full Voiceacting (Voices by Rejenorst & 1 by myself) - Ace Features implemented (CLU's and Earplugs added, Earplug trigger credit goes to SaOk) - All tasks are improved and adjusted, Final task has a new twist now. - AI behaviour is adjusted - Bugfix: Player will no longer get stuck at Crossroad task - Bugfix: Cutscene and Mission success will no longer occur if player dies - Tons of small tweaks and fixes Known Issues: - JTD Fire & Smoke Mod will badly effect mission gameplay and is not needed because of custom smoke-template. - ACE will make last task very difficut but still beatable -> also causes the "stuck AI" bug sometimes. use teamswitch mode! Credits/Resources: - Upsmon script by Monsada & Kronsky - Music: OST of 300, Jarhead, Full Metal Jacket. Additional music produced by myself, all music edited by myself. - Soundfiles borrowed from COD and... The Taliban - Airfield Fortification borrowed from "The Battle Of Zargabad" by SaOk Comments: I have been working on this mission for about a year now and decided to make it my first release. The filesize of 25mb is due to all the custom music. Thanks to SaOk, SavedByGrace, Denz and Undeceived over at OFPEC!
  18. mad_cheese

    [SP/A2CO] En Route (v3.3) by Mad_Cheese

    thanks guys! @BlackMamb, this must have been a glitch. Bravo's units should be moved into the truck after the last compound is clear, using 'moveincargo' since the player can't see it. I will look into that once I get my rig, but should you replay the units should be in the truck (I hope :) thx for the report!
  19. mad_cheese

    [SP/A2CO] En Route (v3.3) by Mad_Cheese

    Version 3.4 is ready! Link updated in first post. Thanks for the input! Changelog: - Full Voiceacting (Voices by Rejenorst & 1 by myself) - Ace Features implemented (CLU's and Earplugs added, Earplug trigger credit goes to SaOk) - All tasks are improved and adjusted, Final task has a new twist now. - AI behaviour is adjusted - Bugfix: Player will no longer get stuck at Crossroad task - Bugfix: Cutscene and Mission success will no longer occur if player dies - Tons of small tweaks and fixes
  20. mad_cheese

    [SP/A2CO] En Route (v3.3) by Mad_Cheese

    Thanks for these reports. The stuck AI bug is hopefully connected to ACE, I also had it a few times when testing with it. If there's a way to prevent that please let me know! The mission detects ACE in the next update and adds some basic stuff and also those CLU's (totally forgot about that). @Alvando - that's a new one. Will look into that today! thx
  21. mad_cheese

    [SP/A2CO] En Route (v3.3) by Mad_Cheese

    Thanks for the nice comments guys! I am really happy people are playing the mission now. And thanks Blondak for adding my profile! Update with Voice-Acting is in the works. @Tom3kb, there is a small bug in the task you are talking about, good that you brought that up. Will fix that in the update.
  22. mad_cheese

    [SP/A2CO] En Route (v3.3) by Mad_Cheese

    Thanks guys! I'm very glad to hear that. I will make the 'Defend Airfield' task longer and more complex for the next update. Voice acting is also on my list.
  23. I'd love to see further improvements in how we can issue movement orders to our AI. The green line that shows up at walls when issuing orders is nice, but something similar to what games like Full Spectrum Warrior or GRAW had with the little yellow dots would give a better visual representation of where your AI will move and how they will stack up around walls, corners or objects.
  24. mad_cheese

    VACbuilder Arma 2 profile.

    in sowiet russia, acre uses you. :cool:
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