Jump to content

oktyabr

Member
  • Content Count

    778
  • Joined

  • Last visited

  • Medals

Posts posted by oktyabr


  1. So I could basically put theses missions on any map and it would work, I only have to specify the initial starting point that's near-enough to some villages/cities so that there's a place for the opfor to spawn from. It sounds very similar to what you're trying to do, but with a camp of pre-configured objects which is the main complexity. I'm not using EOS for that part, but I could easily create a marker at the crash site and use EOS to spawn some units there if I wanted a slightly different type of mission.

    Thanks cameroon! My "campsite" idea would get used over again, just in a different location. I thought I would use EOS for the opfor since it caches them when players aren't around and there is no messing with waypoints (for a simple "patrol this area" type of setup). The items in the camp really don't have to be precise, just ambiance really. It might be nice to have a campfire in the center of the marker and maybe use shk_pos to randomly place a handful of other goodies using the center of the marker as the point of origin. A couple of tents, some ammo crates, maybe some camo netting... Nothing too spectacular, just something to make the area look like a campsite.

    I want to do other variations including the classic "helicopter crash", an IED factory in a randomly chosen building, etc. too. Since I'm using Raven's LIFTER script I thought I might throw in a "recover the wreck" type of side mission as well... "An MRAP suffered badly in a recent IED attack and the wreckage is now blocking the road (randomly select area of road). Take that Chinook, clear the road, and bring the wreck back to base for further analysis (task complete)."

    Anyway, getting off the thread topic. Looking forward to seeing what you can do with an EOS call in a dynamically spawned task, whenever you get the time to share such a thing. Thanks again! :)

    ---------- Post added at 02:30 PM ---------- Previous post was at 02:25 PM ----------

    Man, this script looks great, but before I dive headlong into it, I have a couple of questions after reading the readme and last 30 or so pages of the thread. I may have missed the answers due to info overload, so feel free to point me at a previous answer and say, "It's already been answered doofus." if I missed it.

    1) I've seen a few different mentions of zone size. Is there a true limit to how big zones could be? To be honest, what I'd like to do is cover most of map with zones so that there's random patrols all over the map, but I'd like them to be big 1km or 2km zones so there's not a ton of them. Is that going to create any major issues?

    2) Can multiple zones spawn/despawn at the same time? As in, Player A is on the west side of the map, Player B is on the East side of the map, and zone(s) near both of them spawn?

    Thanks much in advance!

    1) I have around 40 EOS zones in my mission, most of them are between 1 and 2km on the longest side. No problems here! :)

    2) I think so, which is where you can run into trouble unless it's being hosted on a super computer or something. 40 heavily populated zones and 40 players all wandering the map by themselves is going to equal a whole bunch of AI "spawned" into the game at the same time... tough on FPS no matter how you place the AI. EOS isn't the weak part of that equation though. Some careful mission/group planning and/or limiting your maximum player count will go a long ways to solving that. This is why big coop missions like Domination only spawn one AO at a time ;)


  2. Thanks for including the source files for these pbos too. Makes for some very interesting reading :)

    But please excuse any ignorance on my behalf with this, but would it be possible to just copy the cfg lines into a mission description.ext and have them work? Merging stringtables where necessary of course. I only ask because the mission I am working on is already very addon intensive. Just curious if there is a way to get the benefits without asking the players to download extra addons.

    Thanks in advance!


  3. Yes ... I am using MP. As far as I know there are no prefabs/bases on Tora Bora. So there is no Objective profiling for Tora Bora? How does one set up ALiVE in this case? I saw it is on the list of maps that work with ALiVE, so I assumed setup is business as usual ...

    When in doubt do what I do... fire up the map, place a player unit, the profile module then place an MP with debugging turned ON. You can set it to "objectives only" if you like. Save and preview it. Open up the map and take a screenshot so you know where all (if any) "strategic" locations are on that particular map. Go back to the editor and do the same thing with an MCP to find the civilian locations. Last but not least you can do this with the CQB module too. Turn the probability up all the way (50%) to see all the potential CQB locations. No opcoms, no syncing anything, just a player and those modules.

    Using GIMP or any other decent image editor you can set those screenshots as layers and tweak transparency or simply click their visibility on and off as needed. Handy reference for designing more complex missions.


  4. Thanks for the tip and the fixes!

    Have you given any thought to what I guess would be some sort of event handler to check unit status or environmental conditions to prevent salutes (and civ gestures) during a fire fight? I love the elegant simplicity (again, something BIS should have built into the game from day ONE!) but the beta tester in me is always exploring the boundaries of what's possible. Hence my attempts at making rank affect skill and recruitment efforts as well ;)

    ---------- Post added at 12:09 PM ---------- Previous post was at 12:06 PM ----------

    You can either remove the lines from your or from my script,

    In the line _list = at the beginning of my script you can adjust the number (7 per default) to your liking, this will increase/decrease the distance at which other units will salute/use gestures.

    I'm still experimenting with the right distance (I can tweak the location of my spawn markers too). As for the multiple greetings I imagine I could either lower the recruitment ranks in my script, so you never recruit anyone of the same rank as player, or get rid of my greeting line entirely and figure out how to adjust your script so recruits of the same rank as player still say something, even without the salute, i.e., "Reporting for duty."

    The first solution is obviously the easiest but it means any player who finds himself demoted to private will never be able to recruit even another private to help him complete tasks (start the mission over... all players start as either sergeants or lieutenants, depending on slot) or they should seriously think about just joining an existing group (not scripted yet)... just thinking "out loud" here ;)

    Or maybe, change the line in your script

    if ((side _x == side _higherranking) && (rankId _x < rankId _higherranking) && !(_x in _alreadysaluted)) then {

    to

    if ((side _x == side _higherranking) && (rankId _x <= rankId _higherranking) && !(_x in _alreadysaluted)) then {

    so units of the same rank also salute?

    My question is, since I've never had the privilege of serving IRL myself, I'm not sure how often officers of the same rank might salute each other? Would it look unrealistic to "recruit" a unit of the same rank and they salute player?


  5. Yup, this works fine.

    You can't move an active EOS zone after you've spawned units (or at least, the spawned units don't follow it), but creating them dynamically is fine.

    Thanks cameroon! Would you have an example you could share? To give me something to refer to? This is a pseudo script example of what I'm looking for:

    Check time/event. != new task exit

    -pick random location

    -create 100x100 marker called "marker1"

    -place marker at location (would like to find a script to destroy/hide any map objects like trees, etc. too before placing)

    -place objects in marker (tents, ammo crates, burning fire pit, etc.)

    -spawn EOS units on marker and have them patrol

    -notify players of new task to "find and destroy insurgent camp in the vicinity of <getpos "marker1">"

    ---once task "complete" destroy marker and contents

    I'm also looking at using Shuko's Taskmaster 2 or FHQ TaskTracker to streamline the system, if that helps, but haven't finished my research into which one yet (opinions are welcome).

    Thanks in advance. :)


  6. I almost feel like I asked this before but I can't find the post where I did it! :D

    Has anyone experimented with the dynamic creation of an EOS zone, during mission run time? I'd like to have, for example, a task to find and destroy an insurgent camp that is randomly placed on the map during the mission. This would require the generation of a new marker/zone and I wonder how difficult it would be (or even if it's possible at all) to have it be populated by EOS; i.e. creating a new EOS zone in the middle of a mission? If this isn't possible has anyone found any good work around for it?

    Thanks in advance!


  7. Every once in awhile I get "null" in place of _message. I don't understand the mathematics of _message = _messagearray select random count _messagearray; well enough to know why this might be? Should there be a "floor" or "round" in there somewhere?

    Lastly, where did you find the details on BIS_fnc_rankParams? I've googled and checked the wiki but can find no entry on it. Am I missing some secret repository of BIS_fnc_ knowledge somewhere? :P


  8. Thanks!

    That works like a treat! I'm still learning scripting and I have a long ways to go. Here is one of my spawn addaction scripts, if you care to take a look:

    /////////////////////////////
    //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","_rankarray","_srankID","_srank","_prankID","_prank","_recname","_pname","_maxp"];
    
    _rankarray=["PRIVATE", "CORPORAL", "SERGEANT", "LIEUTENANT", "CAPTAIN", "MAJOR", "COLONEL"];
    
    _prankID = rankId player;
    _pname = name player;
    _prank = rank player;
    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
    _maxp = _prankID + round (_prankID/2);
    
    
    
    if(_cnt <=_maxp) then
    {
    
    _soldier = (group player) createUnit ["B_mas_usr_Soldier_GL_F_g",(getmarkerpos "rifspawn"),[],0,"NONE"];
    //_soldier addUniform "u_b_ghilliesuit";//Add gear here.
    
    _srankID = round random _prankID;
    _soldier setUnitRank (_rankarray select _srankID); _recrank = rank _soldier;
    
    _recname = name _soldier;
    
    //hint format ["%2 %1 reporting for duty.", _recname, _recrank];
    _soldier groupChat format ["%2 %1 reporting for duty.", _recname, _recrank];
    _skillmod = ((skill _soldier) + (_srankID/20) -0.05); _soldier setUnitAbility _skillmod; 
    
    
    _soldier call compile preprocessFile (TCB_AIS_PATH+"init_ais.sqf");
    
    }
    
    else
    
    {
    hint format["%1 %2 you can only have %3 recruits in your immediate command at your rank.", _prank, _pname, _maxp];
    };
    

    A couple of questions? In the above script the unit is created on the marker "rifspawn" which I have cleverly hidden inside a barracks. As it is now they spawn onto the marker, take a few steps towards the player, salute, and then finally take the last steps out of the barracks. I would like to find a way to reverse those last two... a way to delay the salute for just a second or two more would have them outside the barracks and in front of the player before saluting. Ideas?

    My rank test allows the player to recruit units up to and equal with the player's rank. Spawned units of the same rank as the player do not salute and then, of course, do not use your excellent "reporting for duty" line either. When they are of a lower rank I get both lines, the one from my script and the one from yours. Any ideas on how to clean this up a bit?

    Last but not least I'm *trying* to make this mission for COOP with JIP. What's the best way to make sure all the players get this script ran on them?

    Thanks in advance!


  9. Yea, still no dice for me, not even with the HEMTT.

    I can back right up to a cargo box but receive no dialog from igiLoad. Spawn a CH-49 and no cargo door option.IgiLoad shows onscreen that it loads(which I wait for) but it simply doesn't apply itself to spawned vehicles from VVS.

    Both Lifter and =BTC=Logistics integrate with anything I spawn via VVS, it's only igiLoad.

    I'm using straight up cargo boxes as the receptacle for the VVS initialization.

    Still nada.

    latest

    http://www.filedropper.com/lwgpstratis_1

    Hmmm... I took a quick look at your mission and can find nothing wrong. The only other thing I'm doing differently is the call in my init.sqf is still the default:

    0 = execVM "IgiLoad\IgiLoadInit.sqf";

    And not the

    _igiload = execVM "IgiLoad\IgiLoadInit.sqf";

    I know it shouldn't make a difference... in fact your method is probably considered the "safer" of the two but when all else fails I say put things back *exactly* the way the author intended and see what happens? If it still doesn't work then my guess would be an incompatibility elsewhere, probably between igiload and btc logistics (I don't run any btc scripts).

    I can tell it works on mine as soon as I spawn a HEMTT with VVS (tweaked as I've described). Spawn a HEMTT, jump in the driver's seat and I immediately get the "Disable cargo loading from back" or whatever that addaction is. Doesn't even need a cargo behind it to see that.


  10. VERY cool! Something that BIS should have built into the vanilla game from the very start IMO.

    I've got some AI spawns in my mission to help a single player build a group with (group player) createUnit calls. It also uses

    _soldier groupChat format ["%2 %1 reporting for duty.", recname, recrank];

    to greet the player when they join the group. I would love to have this salute action work as well but not sure how to include the call so it will work since you said "not in the units group will salute"... so I need to find a way to create the unit, then call the salute script, then join the player's group?

    While I'm here any idea on how to randomly assign a rank to a createUnit between Private and the player's rank?


  11. Ive followed your thread, and I now have your custom pools. But still no igiload. (It states it loads mind you, it simply doesn't)

    The only part that I don't understand of your thread is where to place this in the mission.sqm as you indicated.

    this addAction[""Virtual Vehicle Spawner"",VVS_fnc_openVVS,[""AIR_SPAWN"",""Air""]];

    (in the init of the vvs box itself (in the mission sqm)?

    init= this addAction[""Virtual Vehicle Spawner"",VVS_fnc_openVVS,[""AIR_SPAWN"",""Air""]];

    Yes, that is correct. In my mission I have an AI soldier placed behind a desk. Near him I have a marker I name "CAR_SPAWN". I add this to his init box in the editor:

    this disableAI "MOVE"; this disableAI "TARGET"; this disableAI "AUTOTARGET"; this allowdamage false; removeAllWeapons this; this addAction["Requisition a vehicle",VVS_fnc_openVVS,["CAR_SPAWN","Car"]];

    The first half of that line keeps him from moving, shooting or being able to take damage. I could have used a box instead of a soldier too. The last bit adds the addAction to him. Get close, select the action, pick your vehicle, *POOF!* One appears in the marker area behind him. I have a similar line on a different editor placed unit for helicopters. :)

    IgiLoad doesn't work even with the transport HEMTT?


  12. Yes, I am using the latest and greatest version but it did not work with the init.sqf initialization along with VVS.

    So, I also tried commenting the init line out and using just the code above to call the script, same result. (not knowing that it applied only to the old version)

    But, I'm guessing that its not currently possible to spawn igiload enabled vehicles through the VVS interface?

    Its weird as lifter works with VVS spawned vehicles.

    My basic method of test is just spawn a ch-49 and see if there's a cargo function.

    hmmm

    Also curious how to get the newly imported A2 helos to be detected by VVS.

    http://www.armaholic.com/page.php?id=24846

    http://www.filedropper.com/lwgpstratis

    IgiLoad still needs work to work with the A2 choppers. Post on his thread like I did and maybe he'll get around to adding them :)

    VVS works fine with the A2 choppers. The work around I used was custom vehicle pools. I posted how I did it on the page before this one.

    Set up the custom pools, spawn a transport HEMTT, jump in it, you should have the cargo option. I do. If you don't make *sure* that the *only* call to IgiLoad is that single line in the init.sqf. If it is called anywhere else in the mission it will *not* work.


  13. In regards to the igiLoader initialization on vehicle spawn, it doesn't appear to be working locally or dedicated.

    Did i place it in the correct place?

     [[[_vehicle],"IgiLoad\IgiLoad.sqf"],"BIS_fnc_execVM",TRUE,TRUE] call BIS_fnc_MP;  

    That is correct IF you are still using the old version of IgiLoad. The new version of IgiLoad no longer requires this and in fact the author highly recommends against doing so. Only an initialization in the init.sqf is now required.


  14. Nope, you can still set it up either way. Just set the value of the 'intSnow' variable on line 60. If it's set to 0, which is default, snow will snow when you go in a building, vehicle or under some sort of roof. Or you can set it to 1 and it will always snow around the player (except when under water...)

    Could you elaborate a little bit more about what you mean with the date/time deal? The only impact the script should have on time is to skip ahead 24 hours and then back 24 hours as the weather initializes, but it should jump forward/back from any time you set in your mission. Of course, I've only used it in MP missions and I set the time ways other than using the mission intel, so I could be wrong when it comes to that. Unfortunately bumping the time forward/back is the only way to get the cloud cover to move in at mission start at the moment.

    Whooops!!!! MY BAD! It's not your script I had that problem with... it was another weather script. :o Sorry about that. I'll be giving your new version a run this weekend for sure! Any possibility of having snow only at night at above a certain elevation? I'm mission building on Clafghan and some snow high up in the mountains would be very atmospheric :)


  15. no, what I'm saying is I did nothing out of the ordinary and never added JIP to the mission. but a player joined an empty slot and started playing normally like it was nothing. I can't say how I did it because I never did anything specific to do that.

    Yeah you did. You created that "empty slot" :) That's the bread and butter of "JIP", having empty "slots" players can fill.

    On a tangent here is a thread that might help you: http://forums.bistudio.com/showthread.php?114773-How-to-prevent-JIP


  16. Hey Ohally,

    A couple questions for you kind sir, at your convenience ;)

    Planned, but not for first release. Already ported the taki females ;)

    I'm not seeing any in this latest release. Did they just not make it or am I not looking long enough?

    Random chance of Strela launcher depending on faction

    I'd like to not only have a chance of Strela for your middle east tribal fighters but I also wonder if there is a variable in these regards that could be called from a script? One of the tasks I have is find and destroy a shipment of Strela and it would be VERY cool if, should the players fail in this task, that the occurance of them could be then increased, mid mission?

    Thanks in advance!


  17. I haven't tried your latest version yet. I played around with your first release and finally discovered why I couldn't change the time of day in my mission intel... the date and time is dependent on your script! It's easy enough to change there too, so everything is right, but you might want to make a note of that on the first post so mission designers aren't scratching their heads trying to figure it out like I was ;)

    This new version, with the "roofOverhead" bit, does this mean we no longer have to choose how the snow is seen in vehicles and buildings anymore?

×