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Melmarkian

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Posts posted by Melmarkian


  1. Hey,

    I am currently try to create an effect in a cutscene where someone gets a sniper shot and you see the shot through the bulletcam-script by Big Dawg KS (thanks for your work!).

    But there is a problem:

    The Sniper doesn´t hit the target with the first shot and the scene looks weird if he has to shoot 3-4 times before hitting. Are there any tricks to give an AI soldier super skills for some time? Or is there any way to create a bullet and give it a target? I can get the name of the bullet through a fired eventhandler, but I don´t know how to works with it.


  2. Hi,

    I thought about something like that:

    free = false;
    _civs = [civ1, civ2, civ3, civ4, civ5];
    {_x disableAI "Move"} foreach _civs;
    
       civ1 switchMove "ActsPsitMstpSnonWunaDnon_sceneNikitinDisloyalty_Sykes";
       civ2 switchMove "ActsPsitMstpSnonWunaDnon_sceneNikitinDisloyalty_Ohara";
       civ3 switchMove "ActsPsitMstpSnonWunaDnon_sceneNikitinDisloyalty_Cooper";
       civ4 switchMove "ActsPsitMstpSnonWunaDnon_sceneNikitinDisloyalty_Rodriguez";
       civ5 switchMove "ActsPsitMstpSnonWunaDnon_sceneNikitinDisloyalty_Sykes";
       sleep 5;
       waituntil {free};
    {_x switchMove "";_x enableAI "Move";} foreach _civs;

    No need for a while{] when nothing is done or checked every run. It will just do the switchmoves and then wait until free is true. Then execute the code after the waituntil.


  3. Hi,

    Part 4 of my Broken Arrow series is ready! In this mission you get a few jobs from the locals to sabotage the oppressing takistani army. Be careful not to get caught!

    This one doesn´t require any addons

    Broken Arrow 4: Locals

    locals.jpg

    Overview:

    James Ashcroft and John Klusaki of Team Fox in a secret mission to earn the trust of the takistanis. Kill a evil Colonel, Deliver messages to your contacts and blow a building up. Also included is a classic retreat!

    Requirements:

    - No addons required (I played it with ACE and ZEUS without problems)

    Features:

    - Undercover system (You are setcaptive by default, unless you are discovered)

    - intro/briefing

    Hints:

    - The enemy will discover you when stay near an OPFOR unit or shoot a weapon too near one.

    - When the enemy discovers you, you have two options:

    1. Get a distance of ~150 m between you and the enemy forces

    2. hide somewhere (will take some time)

    - When you carry a primaryweapon you will be recognized by the enemy.

    - You will lose if your buddy is killed.

    - Don´t worry if your group stays behind when you flee at the end. They learn to de- and rematerialize when you enter the vehicle!

    Broken Arrow 4: Locals Download link:

    http://www.mediafire.com/?200qu7x37n62398

    Armaholic mirror:

    - Broken Arrow 4

    thanks Big!

    Have fun! Feedback is welcome


  4. Hey,

    Thanks for your feedback! I´m working on mission 4 and 5 at the moment. Sorry for the error in mission 3. It was dependent on zeus and jtd. I updated the mission 1 and 3. 1 should be a little bit better fps now and 3 is without jtd and zeus addon.

    When the campaign is finished I want to add a weaponpool and probably use savestatus for the soldiers.


  5. I will follow your hint with the addons in the future. I got really enough problems with them.

    I know what could have went wrong with the last bit: The Drone will always follow you, the script center it always at your position. But the Heli can sometimes pick the remaining guerillias as targets. I have to delete them or set captive.


  6. Hi,

    I´m busy working on my missions and wanted to share the first version/beta of another 3 missions:

    Broken Arrow

    brokenarrow.jpg

    It´s beginning of a series of missions I am making at the moment. The missions include intros and briefings. They shouldn´t take very long to finish.

    Non-ACE Version:

    I removed the ACE requirement for the first 3 Missions:

    Broken Arrow 1 : On Patrol

    http://www.mediafire.com/?9ov2aa8hmh1vd17

    Broken Arrow 2 : Get Started

    http://www.mediafire.com/?nyvakbtjab0y46m

    Broken Arrow 3 : Destroy and Search

    http://www.mediafire.com/?920yvrvn1jln33m

    Armaholic mirror of Non-ACE Version:

    - Broken Arrow 1-3

    ACE Version:

    Requirement:

    ACE

    ACEX

    CBA

    The Missions:

    Broken Arrow 1 : On Patrol

    http://www.mediafire.com/?07pgjcq6cb9w4c4

    A very short mission, more like an opening scene. I hope it runs smooth on other machines. Many explosions.

    Thanks to E8ight for the great Camp Fortress template.

    Broken Arrow 2 : Get Started

    http://www.mediafire.com/?qj7q01l3oh4vqn5

    Kill a guard before it notices you and clear a village at night. Should work without problems.

    Broken Arrow 3 : Destroy and Search

    http://www.mediafire.com/?yuwbx0ddx140jzo

    Ambush a convoy and search a destroyed village for survivors and tanks.

    Tested the mission often but there could be some things not described.

    Armaholic mirror:

    - Broken Arrow 1-3 (@)

    So the missions have a lot of typos i think. They should work and hopefully the first one doesn´t kill your arma.exe. I´m still working on the 3 missions and a few others and will put them into a campaign when they are ready. I planning to expand on the theme of the missions. A lot of ideas at the moment.

    I am still new to this editing stuff and i would really love to get feedback on this.

    Thanks for the help from the community and the great scripts and tutorials you released!

    Greetings from Melmark

    Edit: hopefully the picture isn´t too big.


  7. Hey,

    I´m glad you enjoyed the mission. About the not ending:

    I have to fix it. The mission only ends when you are at the dropsite and the enemy aircraft is down. I thought the friendly soldiers would kill them when you reach the meeting point. And there should be a few AA weapons at the site.

    But there is clearly a message missing to point you at that.

    The other missions are nearly ready. Intro/outro and briefing for mission 1-3 is 95% done. I just can´t get rid of the ACE dependence of them, so the first version will require it.


  8. Hey,

    I started messing around with the editor 2 weeks ago and really liked it a lot. I try(!!) to construct a campaign at the moment and so far i have 4 missions that are ready to be played but lack a lot of polishing (And they are horrible mod dependent which is causing me a lot of trouble to remove).

    So now i decided to release one of the missions (acually number 4) here. The briefing is not finished because i´m having difficulties at setting up english texts( as you may noticed :) ). But I included a few chats to clarify some things.

    Overview:

    Your Squad and group of Takistani Locals try to rob some weapons and supply. You will begin at the south of Karachinar and fight your way to a supply depot in the southern part of the town. When the area is cleared, one of your allys will move the truck with the supplys to the meeting point. You will then advance to the north and clear this part of Karachinar. There is a truck standing by for you to load the crates at the enemy camp (You need to park the truck near the crates to get the loading action). Then try to make it to the meeting point.

    http://www.mediafire.com/?987ko45kgkr4365

    Armaholic mirror:

    - Rob the enemy

    Thanks Big!

    There is no intro, because it wouldn´t make much sense without the campaign context. Hopefully everything in the mission works as it should.

    hint: if the first truck is damaged you get a chance to repair it. The chat is modified in that case and you get some time to fix it.

    Thanks to Monsada for the great UPSMON!

    I hope you enjoy the mission!


  9. Thanks so far!

    The Heli gets the waypoints and in case of the northern starting one it does a complete circle. But they popup every second. When i play the heli, the first one shows up normally. As soon as the distance is like 400m the waypoints start popping up endlessly.

    edit:

    But i noticed it does the same when i set the waypoints this way in the editor with cycle at the end. Is there a way to decrease the completionradius? When i set setWaypointCompletionRadius it doesn´t seem to change it for helis.


  10. Hi,

    I have started making a few missions (maybe campaign) and want to add an intro for the first one. There is one scene where the camera follows a plane for a short time but the camera always stutters when it tries to follow it.

    This is the camera config i´m using.

    #Loop
    
    _camera camsettarget badplane1
    _camera camsetrelpos [-7,-40,10]
    _camera camPrepareFOV 0.700
    _camera camCommit 0
    ;@camCommitted _camera 
    ? camtrig3 = true : goto "Tower"
    
    goto "Loop"
    
    

    I tried a few different angles but camera doesn´t seem fast enough to follow the plane correctly.

    I´m adding the mission where it happens (done with the great Camp Fortress Template from Ei8ght :) ).

    You can see it in action when you run the preview in the intro.

    Mission:

    http://www.mediafire.com/?vzovx093liz6b6o

    Hopefully i removed all addons. Sorry if you can´t open it.


  11. Hi,

    I got a question about creating waypoints: I wrote a script to let a unit circle around a position

    this one

    _target = _this select 0;
    _offset = _this select 1;
    _radius = _this select 2;
    _group  = _this select 3;
    _start = _this select 4;
    hint format["Gruppe: %1", _start];
    
    while {alive _target && alive _group} do
    {
    
    
    while {(count (waypoints _group)) > 0} do
    {
    deleteWaypoint ((waypoints _group) select 0);
    };
    
    
    switch (_start) do {
    
       	case "n":  {northp = 0; eastp = 1; southp = 2; westp = 3; hint "north"; };
    
    
    case "e":  {northp = 1; eastp = 0; southp = 3; westp = 2; hint "east";};
    
    
    case "s":  {northp = 2; eastp = 1; southp = 0; westp = 3; hint "south" };
    
    
    case "w":  {northp = 3; eastp = 2; southp = 1; westp = 0; hint "west" };
    
    
       default {northp = 0; eastp = 1; southp = 2; westp =3; hint "default"; };
    };
    
    sleep 1;
    
    _p1 = [(getposATL _target select 0) + _offset, (getposATL _target select 1), (getposATL _target select 2) ];
    _p2 = [(getposATL _target select 0) , (getposATL _target select 1) + _offset, (getposATL _target select 2)];
    _p3 = [(getposATL _target select 0) - _offset, (getposATL _target select 1), (getposATL _target select 2) ];
    _p4 = [(getposATL _target select 0) , (getposATL _target select 1) - _offset, (getposATL _target select 2)];
    
    sleep 1;
    
    _wp1 = (group _group) addwaypoint [_p1, _radius, eastp];
    _wp1 setWaypointType "MOVE";
    _wp2 = (group _group) addwaypoint [_p2, _radius, northp];
    _wp2 setWaypointType "MOVE";
    _wp3 = (group _group) addWaypoint [_p3, _radius, westp];
    _wp3 setWaypointType "MOVE";
    _wp4 = (group _group) addWaypoint [_p4, _radius, southp];
    _wp4 setWaypointType "MOVE";
    _wp5 = (group _group) addwaypoint [_p2, _radius, 4];
    _wp5 setWaypointType "CYCLE";
    
    sleep 50;
    
    
    };
    
    hint "Over";

    This one works for landbased units without a problem, but when i insert a heli as follower the waypoints are instantly completed. Could this be a problem with the height of the waypoints?

    Thanks!


  12. Hi,

    I am trying to get a plane with a group loaded to land an unload the group. My first try was like this:

    Added a plane with the init action["Land" and a waypoint on the airfield with the waypoint "Transport Unload". The result is that they are jumping out nearly midflight and a few of them getting killed.

    second try:

    Added plane (osprey namd plane0) with the action["land"] and the groupleader of the cargo group with the init:

    gr0 = group this; {_x moveInCargo plane0} foreach units gr0; event = plane0 addEventHandler ["landedstopped", {{unassignVehicle _x} forEach units gr0} ]

    This way they are never disembarking and the event never gets activated. Maybe i´m doing something wrong with the eventhandler?


  13. Hi,

    I´m testing ACE2 at the moment, but there is one thing i can´t figure out:

    I want to remove the recognition system and use the vanilla interface with the green/red names and distances. On the feature site it says:

    To disable the recognition system you can put this somewhere in any init line.

    ACE_NO_RECOGNIZE = true; publicVariable "ACE_NO_RECOGNIZE";

    I don´t know what init line in this context means and where to put this line. :confused:

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