oktyabr
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Everything posted by oktyabr
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revive A3 Wounding System (AIS by Psycho)
oktyabr replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Feature request: I'd like to be able to still order units in my group while in "agony". Example: I was gunner in an attack helicopter flown by AI pilot in my group. We got shot up and landed to make repairs. I jumped out quick to fix the chopper and ended up getting shot. My pilot, while he could have healed me, staying in the helicopter and I was unable to order him to "disembark", so he could then heal me. I bled out less than 2m away from someone who could have fixed me up! :) I can imagine the same happening with wheeled vehicles on a convoy mission, etc.- 914 replies
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Sorry guys. I've been pretty busy AFK tonight so I probably won't get an updated config up for several hours yet... but I'll post it! As for missions it is in the first post that mission makers can change the configs via either the init.sqf or Description.ext. I'm experimenting with the latter now (just a copy/paste) and hope it works :)
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I might as well start a thread! It is not yet available for public consumption but I've been working on it for a month and I think it's coming along nicely. I hope to be able to release both a COOP version and a single player version derived from it. Stay tuned to this thread if it interests you and I'll keep this first post updated. My mission is called "Hearts and Minds", borrowed from history including the U.S. Army and Marine Corps 'Counterinsurgency Field Manual' published on 15DEC2006: Set on the excellent A2 map Clafghan this mission can be launched with either AllinArma or A3MP. It tries to embody both the historic NATO presence in Afghanistan as well as what may yet come. Currently it's design is leaning towards a persistent sandbox that basically poises blufor against opfor insurgents hidden among the civilian population and at the time of this posting makes use of Massi's 75th Rangers and Drongo69's Middle Eastern Irregulars. "Ambient" combat and story line is produced by a massive implementation of both ALiVE and BangaBob's EOS ("Enemy Occupation System"). Most recent readme handed out to beta testers: A few videos of tests:
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Thanks! Although it looks out of date, at least in regards to the Irregulars. Drongo69 now includes three different factions for his units, opfor are designated with a capital "O" and so on such as "DRI_RiflemanO","DRI_AutomaticRiflemanO","DRI_GrenadierO","DRI_RPG7SoldierO","DRI_MarksmanO","DRI_RPG7GrenadierO","DRI_SquadLeaderO","DRI_AASoldierO","DRI_MedicO","DRI_RepairO","DRI_ExplosivesO","DRI_EngineerO","DRI_MachineGunnerO", etc. But it's nice to see an example of how to use the units field! From a mission standpoint, will it work ok just to copy and paste the whole works into Description.ext? Or could someone provide me some guidance on how best to utilize this (from a mission making standpoint)?
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How would one find the correct config lines for custom units? For example I'm wanting to use massi's NATO units and Drongo69's Middle Eastern Irregulars. From the configviewer in the editor I see this line for the NATO troops: ["B_mas_usr_Soldier_AAR_F","B_mas_usr_Soldier_GL_F","B_recon_JTAC_F","B_Soldier_recon_base","B_Soldier_base_F","SoldierWB","CAManBase","Man","Land","AllVehicles","All"] and this one for the Irregulars: ["DRI_Base","I_soldier_F","I_Soldier_base_F","SoldierGB","CAManBase","Man","Land","AllVehicles","All"] EDIT: I *think* I found it. In CfgFactionClasses massi's NATO guys are called "mas_usa_rang" and the Irregulars "drirregularso" (just like the faction entries used in ALiVE).
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Nice! I will be experimenting with this latest version immediately! Very cool to have an AI mod that will allow the server to override player userconfigs! Is there anything special that must be done to assure this happens? I'm currently building a coop mission and testing on a "listen" server with plans of seeing it on a dedicated server soon. EDIT: NM, looks like I found the information I needed in the spoiler!
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MP AI Enhancement Mods (overview/list)
oktyabr replied to zach72's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Speaking of ASR_AI3 looked what just popped up out of the woodwork :) http://forums.bistudio.com/showthread.php?173515-Asr-ai-3 -
The download worked for me! Looks exciting (never tried the A2 ACE version)... I wonder though, why a module instead of sticking to scripts? It makes one more addon players have to find to play a mission made with it. At under 1MB I think I would have liked the option to incorporate it as a mission script... But you must have good reasons. I'm just curious what they were?
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Enemy occupation system (eos)
oktyabr replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nope. Already tried it. In fact my "intro" is made from such. The problem is that things like that are read from the init.sqf *after* the briefing screen, not before it. :( -
Enemy occupation system (eos)
oktyabr replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I tried it and the code just wasn't fast enough to turn the whole array (about 40 markers) to alpha before the briefing map is displayed. The best I've been able to do so far is change the zone markers to "border" with a "fire drill" green that seems to match the map pretty close, unless you know what to look for. It only takes about 10 seconds for the script to catch up and remove the markers anyway but if a player was observant he'd catch the general location of several of those in that length of time. I might have to go back to just shutting off the map in briefing and grumble a bit when the respawn menu doesn't show one either. I wonder if there is some way to delay the briefing that extra 10 seconds for the script to do it's work? -
Enemy occupation system (eos)
oktyabr replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'll try that but I sort of thought that's what happened in EOS_Markers.sqf (if you have your markers set to "invisible") already? -
Battlefield Re-spawn System (BRS)
oktyabr replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nice! You've been busy! :D -
ballistics ArmA III Ballistics Overhaul WIP
oktyabr replied to Spartan0536's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
So what will it take to make this into a full fledged addon? I'd love to be able to have a wider selection of ammunition, that actually has a purpose! I wonder if Massi has seen this thread? -
MP AI Enhancement Mods (overview/list)
oktyabr replied to zach72's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
UPS/UPSMON and other scripts and addons that make use of them like EOS. These are really intended for the mission designer, not client side for the players, but they really DO work, even on multiplayer. It's nice to have AI use covering fire and flanking tactics :D http://kronzky.info/ups/ -
I just wish there was a way to make an addon that removed the pond errors on the maps that have them (or removed the trouble ponds entirely) :(
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Virtual Vehicle Spawner (VVS)
oktyabr replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks Tonic! Will be testing it tonight! :) -
ALiVE - Advanced Light Infantry Virtual Environment
oktyabr replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yup! Thanks! It works excellent! Some how I missed that particular snippet the last time I was on the wiki. :) Is there a similar test for sector control too? -
ALiVE - Advanced Light Infantry Virtual Environment
oktyabr replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there a method to test for either alive profiles or sector ownership? I have multiple player respawn points in my mission and would like to limit them by occupation (i.e. can only use as long as area is under blufor control). Using vanilla AI could use a trigger to detect that opfor were not present but since most of my opfor are alive profiles this won't work. So in a nutshell I need to find a method to disable a blufor respawn location as long as there are opfor (and/or opfor profiles) present. Being able to disable if opfor "own" the sector the respawn is located in would also suffice, restoring the point if/when blufor again take possession. Is there a way to do this? Thanks in advance! -
Thanks for this! Always nice to have choices :)
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ALiVE - Advanced Light Infantry Virtual Environment
oktyabr replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks!!! What an excellent example. It works like a treat! I also found "showmap=0;" for the Description.ext is a big plus too. It turns out that ALiVE wasn't the bit leaving markers on the map... My mission is also running a pretty extensive EOS implementation that took a few seconds to process correctly. Between showmap and the intro I have now (based on the one in Foursome) it's no longer a problem :) -
revive A3 Wounding System (AIS by Psycho)
oktyabr replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It works ;) Just need AI same side, different group to heal now too :) Also I notice that I don't get the "Treat yourself" option until after I've already been revived once. I'm pretty sure that's the case but I'll have to test it more yet... unless that is a "feature"?- 914 replies
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Enemy occupation system (eos)
oktyabr replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I notice that during the "briefing" after mission start, I may have a few EOS markers on the map for 10-15 seconds! *This is a bad thing* as players can get an idea of where the danger zones are, if they bother to look instead of just clicking "Continue". I've got OpenMe as the very first thing in my init.sqf... is there anything else I can do to either A) make sure these markers disappear before briefing or B) delay briefing for a bit so they have time to process or C)speed up the initialization of EOS? I'd love to get rid of the MP briefing "Cancel" or "Continue" screen altogether though! Information on either/both would be great. Thanks! I figured the "showmap=0;" line in Description.ext Would still like any tips in these regards? -
Hi! I'm working on a coop/dedi mission that uses lots of scripts at mission start as well as the ALiVE modules. These produce a good deal of stuttering and lag at mission start which seem to be complicated further by up to 40 players all spawning in and wandering around (trying to find VAS, etc.) Worse is that the players sometimes see markers on the map when they first spawn in because the various scripts haven't had enough time to remove them (process) them yet. I can't use "showmap=0" in description.ext because that also removes the map from my respawn UI. Is there a way to create a delay before players actually spawn into the game, so the server has a moment to get settled first? I've been searching the forums but I'm not sure what is the best search terms to use and I end up with hundreds of meaningless results... I have onLoadMission = **Please wait, the mission may take a few minutes to load***; to warn the players... now how do I actually create that extra "stare at a screen doing nothing" time without delaying all the rest of the mission startup? Here is my current init.sqf if that is any help: Thanks in advance!
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revive A3 Wounding System (AIS by Psycho)
oktyabr replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
LOL! Yeah, OK. It just takes several minutes for me to test this in my current mission due to long load up time and if that works I need to add it to five more scripts too ;)- 914 replies
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revive A3 Wounding System (AIS by Psycho)
oktyabr replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks! So does this look correct to you? _soldier = (group player) createUnit ["B_mas_usr_soldier_Mh_F_gn",(getmarkerpos "snispawn"),[],0,"NONE"]; _soldier addUniform "u_b_ghilliesuit";//Add gear here, _soldier call compile preprocessFile (TCB_AIS_PATH+"init_ais.sqf"); recname = name _soldier; recrank = rank _soldier; //hint format ["%2 %1 reporting for duty.", recname, recrank]; _soldier groupChat format ["%2 %1 reporting for duty.", recname, recrank]; (This script is called by a player addaction)- 914 replies