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
THIS +1! Probably the change I would most like to see. :) ---------- Post added at 12:11 PM ---------- Previous post was at 11:24 AM ---------- Hi! I know you posted this months ago in a response to a hostage mission I was working on. I never did try to get this to work. :blush: Now I'm working on a much more elaborate mission for coop/dedi where players can "recruit" AI into their own groups. I have a script setup to do this and I wonder what must I include in this script so the spawned unit, grouped with a player, also receives the benefits of your AIS script? I thought maybe something like call init_ais.sqf; might work as it appears you are using functions but I know not enough about scripting to figure out the right way to do this. Thanks in advance!- 914 replies
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Enemy occupation system (eos)
oktyabr replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Anyone figured out how to get EOS zones to repopulate after all the AI are terminated? I'd like to do a procedural script so if a zone is cleared the probability of replacement groups repopulating that zone goes up with time since the player's last visit, etc. I'm too new to scripting to figure this one out myself so far... is it possible to adjust the EOS zones (number of groups and when they spawn) after mission start? -
ALiVE - Advanced Light Infantry Virtual Environment
oktyabr replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This might belong as a general plea made in mission editing but since ALiVE is the main reason I want to do it I thought I'd ask here first, in case anyone else has done similar. I got ALiVE to place profiles and start up quite quickly at mission start but there is still quite a bit of stutters and lag in the first 60 seconds or so after it begins (not all entirely due to ALiVE, I'm sure). Similarly, players joining immediately often get a few seconds to see a few TAOR markers on the map before ALiVE has a chance to remove them. 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? Thanks! -
hint "<ai rank> <ai name> reporting for duty."?
oktyabr replied to oktyabr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oooops! I forgot the "format" when I tried it! Thanks rakowozz! :) -
hint "<ai rank> <ai name> reporting for duty."?
oktyabr posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm slowly learning some scripting and I've cobbled together an addaction that adds a unit to the player's group. I wondered how to go about using the name and rank of the AI (provided by Arma 3, not name rank I give it) in a hint or maybe even a group chat message? Spawn unit, message shows up "Sergeant Brown reporting for duty.", etc.? This is what I've been trying, with no luck so far. I'm sure I have MUCH more to learn... _unit = group player createUnit [_soldier, Position player, [], 0, "FORM"]; recname = name _unit; recrank = rank _unit; hint format ["%2 %1 reporting for duty.", recrank, recname]; Thanks in advance! ---------- Post added at 04:00 PM ---------- Previous post was at 03:30 PM ---------- Nevermind... I figured it out :) _soldier = (group player) createUnit ["B_mas_usr_soldier_Mh_F_gn",(getmarkerpos "snispawn"),[],0,"NONE"]; _soldier addUniform "u_b_ghilliesuit"; recname = name _soldier; recrank = rank _soldier; hint format ["%2 %1 reporting for duty.", recname, recrank]; EDIT: OK, that works with the "hint" format but how would I get _soldier to do the same thing in group or side chat instead? Thanks in advance! -
[FOCK] AI Recruit - Cheap and cheer full
oktyabr replied to mikie boy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I know you haven't updated this in awhile and I should probably wait for your new version (?) but I hoped to use it as a framework for my own recruitment process and would appreciate any help anyone might be able to provide... I have six bunkers in the base on my map. They are enterable buildings. Outside of each barracks I have placed an AI of a certain type such as combat medic, rifleman, etc. and trapped them with this setUnitPos "AUTO"; this disableAI "MOVE"; this disableAI "TARGET"; this disableAI "AUTOTARGET"; this allowdamage false; From here I would like to use addaction on each of them to add that specific type of unit to the player's group. Once this addaction is called I would like the unit to spawn at a marker inside the building and come out to join the player. I thought each "recruiter" AI should also have a simple addaction to dismiss all (or specific unit type, which ever is easiest) the AI in the group as well, perhaps giving them a way point back into the barracks before they are deleted for better immersion. Thanks in advance for any help that might be forthcoming :) EDIT: Got it! From my mission.sqm each of my "recruiters" has a version of this in their init: init="this setUnitPos ""AUTO""; this disableAI ""MOVE""; this disableAI ""TARGET""; this disableAI ""AUTOTARGET""; this allowdamage false; this addAction [(""<t color=""""#00C3FF"""">"" + (""Recruit an Operator."") +""</t>""), ""FOCKRecruitAI\createSpecOps.sqf""]; this addAction [(""<t color=""""#FFC300"""">"" + (""Dismiss group"") +""</t>""), ""FOCKRecruitAI\RemoveAI.sqf""];"; And the altered script that gets called by the addaction in the above example: ///////////////////////////// //Script by [CoFR]October and BASED on: // [FOCK]ers AI Recruit // [FOCK] Mikie J ////////////////////////////// if (RecruitActive == 0) exitwith {Hint "Recruiting Has been turned off";}; Private ["_soldier"]; if (player != (leader group player)) exitwith {hint "You must be a Group leader to recruit AI"}; _cnt = count units group player; // returns number of units in player group //hint format["AI %1",_cnt]; //_unit = group player createUnit [_soldier, Position player, [], 0, "FORM"];//original test _soldier = (group player) createUnit ["B_mas_usr_Soldier_GL_F_g",(getmarkerpos "rifspawn"),[],0,"NONE"]; //_soldier addUniform "u_b_ghilliesuit";//Add gear here. recname = name _soldier; recrank = rank _soldier; //hint format ["%2 %1 reporting for duty.", recname, recrank]; _soldier sidechat format ["%2 %1 reporting for duty.", recname, recrank]; { hint format ["You can only have %1 soldiers in your group, Including Human players",RecruitTotal]; }; recruit_active = false; "rifspawn" is a 1m x 1m marker I placed IN the barracks building so when a player recruits one he spawns in the building and then walks out to join the player. Thanks Mikie J! Using your work as a guide made it much easier to figure out how to do what I wanted to accomplish. :) -
UPSMON Updated to ArmaIII
oktyabr replied to cool=azroul13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'll take a stab at this. As far as I know any AI that are cached will loose any custom init values that you have given them such as a call to upsmon. This applies to EOS, simple caching, ALiVE (if the AI are "profiled") and any other system that caches and respawns AI. There may be ways to work around this but I'm not the script master you need to give you one. If ALiVE does NOT profile the units used by upsmon it should work fine. -
No, thank YOU! Any chance we might see some DR_irregular_CIVs? :D
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Virtual Vehicle Spawner (VVS)
oktyabr replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yup. I'm trying to figure out the same thing. In case Tonic or some other wizard of the script wants to pitch in on this we basically need a way to apply the following to a spawned vehicles init: null=[this] execVM "IgiLoad\IgiLoad.sqf"; Ideally how ever it's achieved would use an array of vehicles so things like the HEMTTs, smaller trucks, CH-49, and the MH-9 would be the only vehicles getting the init addon but I don't think anything would break if it applied it to all vehicles either. In case anyone can set this up, thanks in advance! :) -
IgiLoad script - logistical support
oktyabr replied to igi_pl's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I went through everything and the only IgiLoad I find is yours. The actual error is "Script IgiLoad\IgiLoad.sqf not found" so it's even looking in the right directory. However I have not had a chance to try this on a dedicated server yet. Only previewing in the MP editor (locally hosted). Maybe that's part of it... It does work very well though! It's been fun just moving stuff around with the HEMTT. Now if I can only figure out how to get VVS to spawn the appropriate vehicles with your script in their init and I'll be set! -
Enemy occupation system (eos)
oktyabr replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Right now the feature I would most like to have is the "house" groups to "get in" any static weapons that are available, or to bring their own. House groups are working great for defending my checkpoint bunkers and such but I wish I could get them to man a .50 or static AT *in the bunker*. Second feature? Better use of roads found in a zone by motorized. -
IgiLoad script - logistical support
oktyabr replied to igi_pl's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The script works *fine* on my mission but I get an error that I only see when I quit that complains about not being able to find "IgiLoad\IgiLoad.sqf"???? -
Enemy occupation system (eos)
oktyabr replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm not sure where your problem is. Myself and at least one other I know have ALiVE and the latest version of EOS working together quite well. This would suggest to me that it's not a problem with EOS or ALiVE but something very specific in how you are combining the two. The obvious question might be how do you have your profile manager set? Does it only profile synced units or all units *except* synced ones? If it's the latter that could have something to do with it as EOS is spawning in units on the map and ALiVE's profile manager is trying to absorb them. -
Looks like the newest version of this: http://www.armaholic.com/page.php?id=20042
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I've been through the irregulars, african conflict, and massi's weapons and for the life of me I can't figure out what is trying to make the call for "mas_Strela". :( There certainly IS a "mas_launch_Strela_F" in CfgWeapons and there is a "mas_Strela" in CfgMagazines but I can't figure out for the life of me which config is looking for the wrong class name or pointed at the wrong Cfg section!
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IgiLoad script - logistical support
oktyabr replied to igi_pl's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Congrats! This looks awesome and exactly what I was looking for! Thanks! -
Enemy occupation system (eos)
oktyabr replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah, they end up in houses, wandering around zones I place in towns, even try to drive a bit (I kind of wish the civ vehicles stuck to roads a bit more though). It's not a "perfect" civ simulation but I don't need it perfect either... I just want something to mix it up a bit so players have to check their fire in CQB/urban environments. I'm working on getting Wolfenswan's as_assassins script to activate on them too, via a trigger too, so occasionally a civ will pull a handgun and start shooting blufor. All I'm missing now is the occasional suicide bomber :D ALiVE? Seriously??? 2000 cached units moving with a purpose on my map right now. It just doesn't have civilians or the functionality to handle specific patrol locations like your EOS zones do... so we use both. :) http://alivemod.com/ A quick video I did with it: -
Enemy occupation system (eos)
oktyabr replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm not having that problem either here either. Also <3 eos + ALiVE! :D @BangaBob I love the new debugging features! This feature alone has cut my time spent adjusting zone size and position into a mere fraction of what it was without it. On my really large zones I used to spawn in at night with a thermal scope so I could get an idea of where all the patrols were and how they were moving. Even that method could take quite awhile on a 1800m x 600m zone in wooded mountains! Oh, and in case you weren't fully aware of this yet I think EOS is also currently the top pick for a civilian spawn system that 1) is map independent 2) MP/DED/JIP compatible and 3) caches! No other method I've seen (yet) hits all three of those points. Add to that that I can finetune what units I want, what vehicles I want, and who I want to drive them and we might as well just tie a big red ribbon on top and call it Christmas. :) -
How to make civilians as enemies, and equip them with weapons, some of the gear?
oktyabr replied to NeuroFunker's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What would be nice is to have a way to fire the script in a trigger that the player(s) have activated. It might need a sleep somewhere too. This way, with dynamically spawning civs such as EOS or TPW's, the mission maker could place a trigger around a town, the players get close to the town and trip the trigger, the civs start spawning (sleep on the assassination script so it doesn't fire until all the civs are spawned in) and Wolfenswan's assassination script (set to "true" to affect all civs) takes over. Would something like that work? -
Arma 3 Scripting Tutorial For Noobs
oktyabr replied to mikie boy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Excellent tutorials. Very well written and I like how much care you take to keep the reader at it. Will Chap 4 include some of your better well known tricks like suicide bombers, etc.? :D -
How to make civilians as enemies, and equip them with weapons, some of the gear?
oktyabr replied to NeuroFunker's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Throwing this out there in case someone knows how to make such a thing work... I'm using EOS to spawn civilians, in lieu of A3 not having an "ALICE" module. So basically they are cached until a player gets within range at which time they spawn into game. Is there any way to use such a script as this with civilians that spawn in and out around players? Yeah, multiplayer compatible would be nice. Thanks in advance! -
Enemy occupation system (eos)
oktyabr replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I don't know about the videos but he DID update the guides that are included with the download. I'm no scripting wizard and I figured it out. :) I do agree that a variable for aircraft trigger height would be nice, on a per zone (or array of zones) though. That way if I have EOS manning a FOB that I'm flying a helicopter to they could be made to spawn in at a greater distance so I can see them as I'm landing. And yet my larger zones, full of opfor patrols, could be set pretty low so I'm not triggering them as I fly over on the way to that base. Hell, make it two variables, one for helicopters and one for fixed wing? Anyway, I'm happy to report that 1.98 seems to work very well, even with ALiVE and a few other scripts in play too. The debugging works as expected and it's very nice to get a feel for how often my wandering patrols might cross the path of the players (usually the roads) in a given zone. It actually seems like 1.98 might be actually more efficient than 1.972 although I'm not sure why that might be. Nice work BangaBob! -
Arma 3 - ai first aid support
oktyabr replied to DAP's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'll give merging them another go. Thanks! Does this script, does ANY of them, enable opfor AI to heal each other, for coop use? -
revive A3 Wounding System (AIS by Psycho)
oktyabr replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No, as I thought I clarified it turned out to be a problem with the VAS installation I was using, not this script :)- 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
Psycho, given any thought to getting the drag action to work while prone? My guys keep getting shot when they stand up before dragging someone to safety ;)- 914 replies