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Rail82

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Everything posted by Rail82

  1. I'll have to give that a try a little later. It sounds like that should do the trick, though. to remove magazines, am I just doing a this removeMagazines true in the tanks init? And does that take care of all ammo or just primary?
  2. I tried using a get in waypoint to get them back into the wreckage after they got out... Unfortunately they were having none of it. It wouldn't be such a big deal, but I'm trying to extract them out of a large firefight, and if they are out of the tank, they'll be dead before my blackhawk inserts my team. I would just do a setcaptive true on the tank, but it wouldn't be realistic for them to be running around all willy nilly with impunity outside of the tank. At least if they were in the tank, not moving or shooting and obviously disabled, it would make sense for the enemy to not be firing on them while there are still other combat effective targets engaging them. I might have to go back to trying to do a hostage/rescue sort of thing. I've tried a few different scripts, but none of them are working for me. I found another one that seems simple, and promising but I don't have the time to mess with it right now. I wasted all my game time while the mrs. was running errands, on trying to make an ending for this mission. Now she's home and up my butt. So gotta wait for her to fall asleep before I can give it another go. It irks me that I have helitaxi, ai flares, upsmon, blinking ir strobes (on friendlies), and civilian suicide bombers already in this mission and working perfectly, yet I cannot do this simple thing to give this mission an ending. :-(
  3. I'm not understanding this, am I putting this in a trigger on act, or am I making a .sqf, or am I putting it in a civilians init? I keep getting errors no matter where I try to put it. I've tried it several different ways and it's not working for me. I keep getting variable in global space, and invalid number in expression errors when I put it in a trigger or in a unit. I even made a .sqf and had a trigger pointing to it in game, and nothing happened when I activated the trigger. And while the switching independents allegiance thing worked for my purpose, I found out when I did it on a larger scale, that some groups even when armed, will not engage, and BLUFOR won't engage them. I even gave the civ's seek and destroy waypoints with open fire engage at will and aware. Some groups are fast to light up BLUFOR, while others seem to care less and just stand there looking at me with their weapons at ease. So figured if I want the mission to be how it is in my head, I need to step up my game a little bit, and not take the shortcut. And there is just something not right about beating a mission and having a negative score for killing a bunch of "civilians". edit: im stupid, i got it to work
  4. Rail82

    Newb's First Impressions

    Are you running a mod that marks the enemies on the map? I have never seen enemy position on a map, unless I'm using a WICT script.
  5. Rail82

    Newb's First Impressions

    Wow, thats just crap. What the hell kind of useless system is that? That's what they mostly shout out, and it's a fluid directional system? I'm stunned.
  6. Rail82

    Newb's First Impressions

    Really? I thought it was fixed to cardinal directions? Is it not?
  7. Rail82

    Newb's First Impressions

    Yeah that red circle around the enemy is when your team leader designates him as your target. You won't see it as team leader. Another tip for spotting enemies, is to pay attention to your team when they call out enemies. They'll say like "enemy man, 12 o clock 200 meters." Now this isn't relative to YOUR position mind you, but of the position of the soldier calling out the enemies. So if soldier1 calls out enemy 12 oclock 200 m, and he is positioned 100 m east and 100 m north of you, you can guesstimate that the enemy is between 3-400 meters northeast of your position. Now if soldier 1 is right next to you, and calls out the same thing, then you know there are enemies 200m north of your position. And believe me man, I was feeling a lot of the same things you were when I first started playing ArmaII. I've had the game a little more than 2 months, and I'm still learning new things, but the fighting isn't such a shock to the senses anymore, and you start "seeing" things the right way. Trust me, it felt like I had tunnel vision when I first started playing, it felt like such chaos was going on that I had no idea what to do, or even which direction to face. I also struggled at first with the navigation, and the controls. Add all those things together and I spent the first few weeks extremely frustrated with this game.... But I'm glad I stuck with it, as it is everything I have ever wished for in a military sim.
  8. Pretty straightforward here, I'm using Wolffy's Ai transport script, and while it's great that I can just hop in an AI vehicle and go to my destination, I want to modify it a little bit. I know in NORRN's Aerial Taxi Service Script there is a command that allows your unit to call for extraction without first ever being in the chopper. I basically want that feature in the AI transport script, or I want to mod the Aerial Taxi script to include the use of land vehicles as well. Whichever one would be easier to do. // For extraction action at start-up player setVariable ["NORRN_taxiHeli", slick1, true]; I would guess this is the code he uses to make it happen, how would I mod it for Wolffy's Ai transport? Mods, I wanted this in the editing and scripting forum, I put it here by accident... can the thread be moved?
  9. Rail82

    Newb's First Impressions

    I had some trouble spotting AI when I first started playing. But way back in the day I used to play Ghost Recon, which the fighting in that game, and this are at similar distances. Playing GR I got used to recognizing small odd movements when scanning. Once your eyes pick up what they are supposed to be looking for, scanning becomes smoother and faster, speeding up decision making and maneuvering. As far as the head bob, I left it on it's default setting, and while at first it was disorienting, now I don't even notice it.
  10. I tried to do it that way at first. I linked the civilians to an opfor unit and then set that unit to a probability of 0. The problem with it, was that blufor would shoot the civs on site regardless of whether or not they were armed. I also tried to link them to a side via trigger, and even a join and join and lead waypoint, but they either didn't work as expected, or completely didn't work. At least by manipulating the independents, the civs aren't considered hostile until they are armed and engage. I'm sure that there is a better way to do this, like I said, I'm really really new at this, and have only made a handful of missions using scripts and commands. But this is the easiest way I figured out how to do it. Like I said in another post, for my purposes this works for me, if someone knows a better way, or if you can find a better way, then have at it, as I'm sure there is a better way, I just don't know of it because I'm very very green when it comes to this.
  11. if you want multiple civilians to be armed off one trigger I put: [civ,["M4A1",2]] exec "cly_addweapon.sqs"; [civ1,["M4A1",2]] exec "cly_addweapon.sqs"; [civ2,["M4A1",2]] exec "cly_addweapon.sqs"; in the on act. box of the trigger. Now I am still new at this scripting stuff, I'm sure there is an easier way to do this besides putting the individual command for each unit, but for my purposes this works for me. I grouped those 3 civilians together and gave the group leader a 50% probability of appearance, and a 200m spawn radius. I then set the condition of the other 2 civilians to: alive civ So now the group of 3 civilians may or may not be on the map, if they are, they spawn in a 200m radius, and 1 trigger arms all 3 of them and they will now attack blufor on sight. Put these groups and triggers all over the map, add in ambient civilian module, and you now have a completely random insurgency.
  12. I found this addon Medevac Module. I put the module and linked it to a game logic like it said to do, my guy can call in the medevac, abort the medevac and even has a conversation with the pilot of the medevac, yet the medevac never comes. I'm tinkering around with it to try to get it to work for me, but it seems like it should be pretty easy to use, maybe you would have better luck with it than I?
  13. Here's what I did: Used AddWeapons script, placed a civilian and named him civ1, made a trigger set off by blufor presence. in the triggers on Act. box I put: [civ1,["M4A1",2]] exec "cly_addweapon.sqs" Now when blufor enter the trigger civ1 is equipped with an M4 and 2 clips. The problem I kept running into though, was how to get the civilian to then attack blufor troops. I tried a few different ways, but either he wouldn't attack, or blufors would recognize them as an enemy even if the civilian was unarmed and shoot them on site. That was until I read that civilians, once armed, take the allegiance of whatever the independents are set too. So if you want hostile civilians once armed, just set your independents to friendly to nobody, or friendly to opfor. This way, blufor won't attack civilians until they are armed and start engaging blufor troops.
  14. I'm making a rescue type mission. the scenario is a hidden zu23 shoots down a chinook that crash lands in the mountains of takistan. The objectives for the mission are link up with the crash crew, destroy zu23, DESTROY CHINOOK WRECKAGE, and extract back to base. Now the destroying the chinook part is what is messing my mission up. I recover the team and have my engineer place a satchel charge on the wreckage. I did a setdamage .7 on the chinook so it's damaged and can't fly. Once I clear the team of the wreckage and set off the satchel charge, my team immediately turns and shoots the engineer. Now this doesn't necessarily ruin the mission per se, but it kills the immersion aspect. I also have a question on the trigger I am using for that part of the mission. I have 4 triggers set at end 1. I wasn't sure how to do the trigger for the destruction of the chinook, so I did a blufor not present end 1. Now after thinking about it, I'm not sure if this will do the job... when I remove the pilot and crew from the area would that count as blufor not being present even if I don't destroy the chopper? Is their a better way to do this trigger, so the destruction of the chinook is the objective?
  15. That's what I was thinking, if I couldn't do it the way I wanted too. Just figure out how much damage would likely be done to a certain area in a mission and then sculpt the map for the next mission appropriately. It wouldn't be perfect, but it's better than bombing the hell out of a city and then playing the next mission in the same city and it being in pristine condition again.
  16. Disclaimer: IF you just want to read about the information I am looking for, scroll down to the page break, if you want to know my experience doing this and what I am trying to do, then read from the top. I'm new to this game, mission making, and scripting. I've only been dabbling with this stuff for about 3 weeks now. I just tried a little bit of scripting for a mission a few days ago. I want to make a SP campaign. Maybe if I can polish it enough I'd release it, but I doubt it will ever get to that point, and more than likely this campaign will be for my own personal amusement. My idea is to start off the campaign at the beginning, and what I mean by that, is, the beginning of the "conflict", so either a bombing run to destroy key targets, or a convoy starting from the "bottom" (or top or left or right, or wherever I decide the army should "enter the country" from) of the map and working to secure a small village or airstrip or whatever the objective may be, to use as a jumping off point to advance further in "country" or move to the next objective. Now the next mission would start about where the last ended, except maybe I'd advance the time a few hours. So let's say I advance my convoy to secure a village in the first mission, the second might be hold that village from an enemy offensive. the third might be send patrols out from the village to S&D enemy positions, or recon surrounding villages or whatever it may be, etc. etc. I want the campaign to feel like an actual military advancement on a country. I want to have to establish a foothold in the country and then start running ops to secure more of it, until finally overrunning the "capital" city and destroying the opposing forces leadership structure. I also want it to be a complex story line, and play missions as both sides, I want side missions and different missions depending on outcome of the previous, I want to be able to gain a city and then lose it, and have to fight to get it back, etc. etc. _________________________________________________________________ So here are the things I want to know if it's possible to do in this game as far as mission making is concerned (and mind you I am not asking for anyone to do the research for me and tell me how to do these things, I just want to know if they are possible before I spend hours looking for something that may not exist, although if anyone wanted to take the time to tell me how to do something, then by all means be my guest!): Here goes, 1.) Can I carry the "condition" of the map from one mission to the next? What I mean by that is, if I bomb out a village during a mission and completely flatten it, am I able to transfer the damage done to the village from one mission to the next? 1A) Is there anyway to do the same thing for the placement, and the troops left on the field at the end of a mission? 2.) Is it possible to make a mission LOSING scenario linked to the destruction of certain vehicles in your convoy? Or a percentage of a specific TYPE of vehicle in your convoy? EX. Let's say I want to make a mission where I need to escort a resupply convoy to a neighboring village. Let's say there are 5 supply or fuel or ammo trucks in the convoy and I want to get at least 2 of them to the destination. Can I set up a lose scenario where if 60% of my supply vehicles are destroyed the mission is over? Or how about just 1 specific vehicle or maybe a couple specific vehicles? 3.) Is their anyway to make missions time sensitive? 4.) Can you make opposing forces complete objectives? EX. I want to make a mission where I need to recover something before the opposing force does. Let's say a suitcase as an example. Can I set up the mission where both sides work towards the same objective, in this case recovering a suitcase, and then linking that to a lose/win scenario where if the AI gets it first you lose, but if you get it you win. 5.) Is their anyway to group a bunch of missions together into a campaign and then actually play it from the campaign section of the game? Or do you have to just make individual missions and play it from my missions all the time? Also, IF it's possible to make a campaign, is it also possible to make it to where you can link the outcome of a mission to the next specific mission? EX. I want it to be if I win a mission, the next mission is "missionA" and if I lose the mission the next mission I would get would be "missionB"? I want the campaign to have many different paths and outcomes, and even the ability to "lose" the campaign, and be driven out of the country. Think of it as a "Choose your own adventure" kind of campaign, instead of picking a page number in a book though, it's based on the outcomes of missions in a game. Again, I don't expect people to spoon feed me how to do these things, I just want to know if they are possible before I start researching how to do them or not. EDIT: I realize that all this is technically "possible" depending on how much you know about coding video games, when I say possible I mean able to be done by a novice and not require a professional's level skill set.
  17. thanks for the replies. Well 2 and 3 seem easy enough, if I have some time I might play around and see if I can't get that to work. Does anyone know for sure about number 1 though? That's the biggest one to me, I mean how sweet would it be if what happened during a mission were to shape the landscape of the world around you for future missions... LITERALLY. I think that feature alone would take the campaign experience over the top as far as immersion and realism is concerned.
  18. Rail82

    How to improve with training.

    This may be a little off topic here... but is this not the hardest aiming FPS you have ever played? At first I couldn't hit the broadside of a barn. I couldn't believe how hard it was at first. Then you start figuring things out, and it gets a little easier. But it is still a very challenging aiming system. (when I say aiming, I mean the entire act of aiming at a target, squeezing the "trigger" and hitting said target. aiming and squeezing the "trigger" isn't so hard.... it's the hitting the target part that is the most challenging.)
  19. Do it from the editor. It works basically the same way as the wizard, except you have WAY more control, and you aren't limited by the point system that the wizard has for placing units. I'm pretty sure there is a secops mod you can place in the editor if you want to be able to do those, if that's what you are using the wizard to accomplish. You can also place an ambient combat module on the map and link it to the group you control if you want some random action while playing your mission. Those two things should give it the secops wizard feel. IF you want the enemy aircraft to take off from the base, I'm pretty sure if you place the aircraft and set it to "in formation" and then set waypoints, they should take off from the runway. Once they are in the air, they should stay flying until they run out of gas. Or you can place them on the map and set them to "flying" and they will already be in the air and their shouldn't be any need to place waypoints unless you want them to fly a specific path. Play with the editor. It takes a little getting used to, but there are youtube videos that show how to use the basics of the editor. I was making missions from the wizard when I first got the game, because I was intimidated by the editor... which ended up being unfounded, because it is ridiculously easy to use. Now it can get complicated if your trying to do scripting, but there are more than enough tools at your disposal with the editor, to not really have to use scripting if you don't want to.
  20. Just played this mission last night. I ran into a few issues though. The mission did not show up anywhere in game. I had to actually go into the directory and open the game from the mission .pbo which would then open the game and take me to the mission briefing screen. I played it with ACE ACE_X ACE_SX CBA CBA_OA and ZuessAI. When I tried to revert the mission from a save point I would get an error message and when it would bring me too the game, it would be from my save point, but the game is frozen and I can't move, see my gun, or use any menus besides pressing esc to get to main pause menu. Since your mission was made with no add_ons I think maybe that's why I am having trouble saving it? I haven't tried playing it without add_ons yet, but I just can't seem to bring myself to turn ACE and Zuess off, the game is just so much better with those mods on. With all that said, my first play through I was able to get to the little open market place right before the waypoint around the area the forces are pinned down at. As soon as I stepped out of cover and into the open, I was lit up from my flank up the mountains. I had to bring another team member over to heal that guy. I dragged the wounded member out of the market and into the building to the north. Well as I am applying first aid I get rushed by a few Taki's from the south. I heal my guy and we start engaging. I was using suppressive fire to try to keep them pinned down while I tried to get my other 2 team members into a flanking position to their west. That's when the AI started lobbing grenades at me, killing off 2 of my team. At that point I tried to revert to last save point and ran into the problems mentioned above. I thought the mission was pretty nice. From what I saw of it, and for how "far" I got through it, I thought the immersion was nice, it was action packed from the start and it really had a feeling of a sense of urgency. AI was all around, and while they mostly came from in front, The AI on the flanks of the cities in the mountains was a real nice touch... kind of a little something to keep you on your toes. Reading this thread, it sounds like the best part of the mission is the extraction, which if that's the case, the mission should be nearly epic, as I was having a blast, and didn't even make it to the pinned down soldiers. I'm going to try to give it a go again today and hopefully can make it through without having to restart, as I rather do it that way then turn the mods off. :P ALSO I downloaded Broken Wing as well, just like Pinned Down, it wouldn't show up in any of the SP menus in game. So I tried to open directly from .pbo and I get the error message about missing some CA_weapons_ammoboxes file or something, so I was unable to play that mission, or even get it to the briefing screen. I noticed someone else in either this thread or the broken wing thread had this same problem and he was kind of brushed aside and never given a clear reason as to why he would get this message. Well I just want to confirm that he isn't the only one getting this error. Maybe it has something to do with playing with the addons? Might be something to look into. But keep up the good work bboy, I had fun with your mission last night, and hopefully I can complete it today. Edit: Alright, I just tried this mission again. This time after my teams were inserted on the ground, BOTH blackhawk's got shot down when they were making their first pass over the city. Great attention to detail, planning for this possibility. This made the mission extremely difficult, as I had no air support, and couldn't even follow the tracers to get an idea of where enemy troops might be. I ended up using a lot of ammo getting into the city, and only had 3 clips left to do the mission with, at least on the one team member. I ended up getting shredded as soon as I got into the city. Restarted and tried again, and this time only 1 blackhawk got shot down so it atleast gave me a fighting chance. I'm finding out that I am using way too much ammo at the beginning of the mission as again I used at least 3 clips to make my way into the city. Once in the city I was able to use cover and avoid getting into prolonged firefights. This time I made it too the waypoint and beyond but ended up dieing before I was able to locate the pinned down soldiers. Unfortunately I don't think I can complete this mission without being able to save at least once. I might shut off all the mods and see if that helps my problems, but it will have to wait until the old lady goes to work later today :-(
  21. Rail82

    ? about ingame artillery

    Dude your missing out on the best part of the game if your not using the editor. You don't even have to go all crazy with scripting or anything, just use the basic editor tools and you can make some real nice missions with a little practice.
  22. Ok guys, please be easy on me here, I have modded tons of games over the years but I have never had to mod games in this way before, most of the time I just had to download and unzip a file, move it to the right directory and bam your done, so I'm fumbling through a lot of this. I apologize if this is not the right forum for this question, if it isn't can a mod please move to the correct forum? Also I apologize in advance, if I don't use the right vernacular when discussing the technical aspects of this. I know my way around a PC a little bit, but I'm not a tech or coder or anything, so I'm sure I'll butcher some things, (I might call things something they shouldn't be called etc. etc.), but I'll try to explain what I am talking about the best way I can. Thanks in advance. This is all for SP missions. Ok I'm running A2OA, and WICT. I installed things correctly and WICT and WICT_Data folders are moved to the right spot, WICT initializes in-game and the AI counter shows that groups are spawning. I did not change any of the spawning times or distances in the original files, all I did was add and configure my bases in setupE.sqf setupW.sqf and StartSettings.sqf. I am just trying to make a basic mission to test WICT out. I have 1 test mission with just 1 base a piece, and another mission with 2 bases a piece and a hot and safe zone. Now the game is acting like WICT is running fine and that AI are spawning, the counter keeps going up, and I let it even get up to as high as 50+ AI groups. I only place 1 group of BLUFOR in the editor to be my player team. I have then ran around to all bases on the map and haven't run across a single AI for either side. I even went and grabbed an OPFOR base with no resistance whatsoever... and this is with 50+ AI supposedly on the map. Keep in mind this is on the test map with 1 base apiece. My other test map with 2 bases apiece and a hot and safe zone, spawns only 2 AI and won't spawn anymore than that, and I still have never seen them anywhere on the map I have spent 4 hours googling this and watching youtube videos and reading forums, and changing scripts and nothing is working. From what I gather it sounds like WICT was scripted for CO. Does that mean I have to change some .sqfs to convert it to OA? I read something like that I thought, but researching this has been hard, as most of the troubleshooting happened during v3.5 and I have v5.4, so I have to wade through a lot of old information and outdated scripts. Like I said at the beginning of the post, I am a big big newbie when it comes to this. I have never worked with scripting before, and the last kind of "computer code" I used was when I was in a HTML class in highschool 10 years ago, and html is flipping childs play compared to this stuff. I know you guys might need to take a look at my scripting, but since I have no idea what you would need to look at, I won't post any. But if you need to see any particular .sqf's to help me out, please let me know and I can post them ASAP. Again I apologize if this isn't the proper forum for this, but reading the description of the forums this seemed like the proper one... until I clicked it open and saw a bunch of topics that seem way over my head and way more complicated than this one, so I now have doubts if this is the proper forum, so again please don't kill me. I just picked this game up 2 weeks ago, and it is the greatest game I have ever played... I just started to mod it a few days ago, and I can't wait to get all the ones I want installed correctly... I just want to enjoy this game at it's full potential. So if I have to learn how to do this stuff in order to accomplish that, then that's what I'll have to do I guess. Current mods are: CBA, CBA_OA, Eventhandlers, ZuessAI and WICT(kinda), and F2 Framework Thanks Rail
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