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kenoxite

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Everything posted by kenoxite

  1. Thanks, guys. It's always nice to see that the stuff you make is useful to someone. The name is actually based on InfoShare, by General Barron. I'm not familiar with the inner parts of ECP apart from the DSAI addons and the external config files, mainly for the single array solution to savegame crashes (which is the only stuff I've needed to tinker with to use for my scripts and updates). Does ECP also use General Barron's version? The reason I decided to create my own version was because I wasn't able to find a download for that InfoShare script, and I needed a similar solution for other projects. Once I finally found it (inside SLX, I think) my version was already started, so I just checked it to see how he did it. The main difference, the one you'll notice first, is that it only uses a single script for all the stuff it does. It also adds other features like allowing different communication ranges for each side (which you can edit), more range for those with an RTO, and virtually infinite range when a group has a vehicle that would be equipped with a radio in real life. At the end of the script there's an extensive comment section where I expand on the reasons behind all this, and provide more in-depth instructions for advanced users. Heh, I think I screwed it up at the title. I should have tagged it with [script Pack] Assorted scripts... so the purpose of this thread is clearer. But, well, I'm a mess. And, sure, I'll look into it later.
  2. kenoxite

    MapFact's Rucksack - WW4

    I've updated the first post with info on a new script package that automatically equips units with rucksacks and allow AI units to make use of it. More info in this thread. I've also added a demo mission using that scrip pack, plus other that you might find interesting.
  3. MAPFACT RUCKSACK WW4 Hi all, This is a special release of MapFact's Rucksack that adds ammo from the WW4 v2.5 mod and fixes some bugs that happen in CWA. It also adds east mines to the rucksack ammo. This addon is based on Mapfact's Rucksack v1.1, so it also contains all the features present on that version. While initially this addon was created for personal use, BadAss kindly granted permission to make it public. In order to differentiate this version from the regular MapFact releases he asked me to rename it to “WW4†instead of continuing the version numbering (which would make this v1.2). So, this is finally version 1.0 of the WW4 branch. Please refer to the “Readme_eng.htm†file in the “old v1.1 docs†directory (online version), in the linked file, for extended info and instructions about how to use this add-on. You can also find more information in the old release thread of v1.1. Also, in the included pdf you'll find a list with the class names of all the ammo. You can also read the file online here. The linked file below also includes a demo mission. Download MAPFACT'S RUCKSACK - WW4 v1.0 - http://www.mediafire.com/download.php?jmg4me45m8purk5 - http://www.multiupload.nl/ASISRBCMTJ More screens: ADDING RUCKSACKS TO YOUR MISSION Copy/Paste this in your mission's init.sqs: ; Init MAPFACT's Rucksack - WW4 ~1 [] exec "\MAP_Rucksack\Scripts\MAP_RuckInit.sqs" To add the rucksacks to units it's recommended that you use this script package: MAP AI RUCKSACK - WW4 It will automate the process of adding rucksacks and will also allow AI units to make use of them (so they can use the ammo stored in them when they run out of it). USE: [<unit>,<template to use>,<SD ammo?>,<HD ammo?>,<rucksack type>,<generic class>] exec "MAP_AIruckWW4\add.sqs" EXAMPLES: [this,"west_shadowops",false,false,"MAP_RucksackAlice"] exec "MAP_AIruckWW4\add.sqs" [e1u2,"east_army",false,true] exec "MAP_AIruckWW4\add.sqs" [unit1,"west_recon",false,false,"","sniper"] exec "MAP_AIruckWW4\add.sqs" Check the readme in the linked file for more info. DEMO MISSION: http://www.mediafire.com/download.php?uc8bkauh29oa9ts Includes the scripts MAP AI RUCKSACK - WW4, HEAL GROUP and an updated version of REASSIGN WEAPONS WW4. If you don't want to allow AI units to use rucksacks or you have your own method to add them, you still need to add this "fired" eventhandler to the units you want to use their rucksacks: _unit addEventHandler ["fired",{if (_this select 1 in MAP_RuckSackTypes) then {_this exec "\MAP_Rucksack\Scripts\MAP_DropMag.sqs"};}] HOW TO USE THE RUCKSACK To take a magazine out of a rucksack you need to do the following: Select the rucksack in the actions menu If the desired magazine isn't loaded, select the desired mag in the actions menu and reload it Fire the rucksack like any other weapon You will bend down and put a single magazine on the ground Pick up the magazine you just dropped. Don't take too long to pick up the dropped magazine, as it will disappear after a couple minutes. AIs aren't able to use the rucksacks. If you're the squad leader you can order an AI to drop a whole magazine pouch, so you can pick it up and drop single magazines yourself. Then order the AI to pick up those single magazines. Please use the med-kit only when you're hurt. Otherwise it'll be wasted. CHANGELOG WW4 v1.0: - Added support for WW4 ammo - Dropped magazines are a bit ahead from the player now, so they're clearly visible - Players can interact with dropped magazines instantly - CWA: Fixed player being stuck when placing or packing tents and camonets - Fixed instance where player wasn't able to pack something if he still had loaded (although empty) the thing that he wanted to pack - Minor corrections to stringtable.csv - Added Mine East CREDITS Original addon: BadAss, Flashpoint_k and raedor (see “Readme_eng.htm†for extended credits) WW4 version: kenoxite
  4. Added two new script packs: * MAP AI RUCKSACK - WW4 * HEAL GROUP
  5. That's good news. As you know already, I've been willing to add your style to the main download, so it's easier to get all of them together. Also, a while back I also added support for .sqm, so that's another reason to update all this.
  6. There was a typo in the script name. Change it to "deploy.sqs" and try again. I haven't tried it, just briefly checked the code, but it should do what you asked once you fix the typo.
  7. kenoxite

    [sp][wgl]price of a mile

    Sorry I didn't get back to you earlier. I've barely touched OFP for months now. I played the mission shortly after my previous post, though. Here's some stuff I consider worth mentioning: - The music and sound effects should probably be toned down in volume. Right now they are too high, and more annoying than atmospheric. You can adjust volume and pitch in their definitions in description.ext. More info about sounds in general here: http://ofp.toadlife.net/downloads/tutorials/OFP_sound_tips/OFP_sound_tips.html - The mix of pitch black night plus storm made me not see a thing for all the mission. Maybe you upped your brightness or gamma settings when creating this mission, so it might not be a problem for you, but with default settings it's really impossible to see the enemy. AI units didn't have that problem, though, but, well, the AI doesn't use sight to detect enemies anyway.
  8. Instant interaction: (group player) reveal TempObject;
  9. kenoxite

    [sp][wgl]price of a mile

    Heh, my bad then. It was DownThemAll confusing me. It downloaded an html, so I thought that it was just the link to the download page, not the download proper. I guess it was just the "you better don't use a download accelerator".html, as usual. I'll see if I have a time later and play this.
  10. kenoxite

    [sp][wgl]price of a mile

    Hi Kapral. I'm afraid the file sharing service you're using forces you to sign up via SMS in order to download anything. That or the download link is hardly visible or I have to have my vision revised. Whatever the reason, that's probably making people not download your mission, which is a shame. I recommend you to use other free services instead, such as mediafire.
  11. If there's a vehicle with cargo area in a squad, you can order them to mount or dismount by using the orders menu. When ordering to dismount, only the cargo will get out. You can't order them to mount a vehicle that isn't in their own group, though.
  12. SQUAD CONTROL (SQCTL) The goal of this tool is to provide mission makers an easy to use, easy to implement, way to control more than one squad or group at once. While this tool allows you to control an unlimited amount of squads (up to the hardcoded max of 63 groups per side) it’s mainly focused on scales from fireteam to platoon size. Anything beyond that can easily become a management nightmare, even with all the tools provided. I wouldn’t suggest going beyond company level, but it’s obviously up to you. Features Manage several groups at once, from fireteam level to company and above Keep track of the health status, current orders and position of all the squads under your control Issue orders to individual squads or to the groups they belong to Transfer units between any of the squads under your control Create new groups and assign squads to existing ones Rename your groups or squads to be easily identifiable The location of enemy squads will be broadcasted among each side Squads will move and follow the player in formation DOWNLOAD v1.0: http://www.mediafire.com/download.php?lu7473dgt6ddc97 Includes the template, a demo mission where you control a platoon and another one where you control several fireteams in a USMC squad (this one requires WW4). Requires USMC Symbols v1.2: - ftp://ftp.ofpr.info/ofpd/unofaddons2/USMCsymbols12.zip - http://www.ofpec.com/addons_depot/index.php?action=details&id=69 Installation Merge the template mission into yours Copy all the files and folders in the template mission (except mission.sqm) to your mission’s directory Edit the SQCTL_settings.sqf file you copied, if appropriate. Advanced: Instructions To put a squad under the player's control you'll have to add it first, using something like this: [<this group>,<nameOfTheSquad>,[<groupItBelongsTo>,<nameOfTheGroup>]] exec "SQCTL\addSq.sqs" So, if you want to add a squad to group number one you'd do something like this: [group this,"",[1]] exec "SQCTL\addSq.sqs" To add a squad to group number two you'd write: [group this,"",[2]] exec "SQCTL\addSq.sqs" etc If you'd like to name the squad you'd do something like this: [group this,"1st SQUAD",[1]] exec "SQCTL\addSq.sqs" And if you'd like to also name the first group you'd do: [group this,"1st SQUAD",[1,"1st PLATOON"]] exec "SQCTL\addSq.sqs" If you don't provide a name the squads and groups will be named automatically ("SQUAD <x>" and "GROUP<x>" respectively). To name groups you only have to provide the name in one of the squads. It doesn't matter if it's the first or the last. To issue an order to a squad or group: Click on the “ORDER†button to issue orders to the selected squad or group Select the order you want to issue from the combo box. Using the arrow buttons move the map where you want the squad or group to execute the order Click the “ISSUE†button Expanded instructions: Known Issues Sometimes an error will occur when issuing a follow or any order that requires a formation if the squads or group is already in one. This might occasionally stop the new formation script, forcing the player to repeat the order. This will be fixed in a future version. Notes This version isn’t MP compatible. This feature will be included in a future release. I’ve considered allowing the queue of several orders per group, but I finally discarded it. The goal of this tool is to provide a simple way to manage several squads at once, through simple orders. For other uses you should probably use something more feature-packed, such as the Command Engine or Drongo’s Toolkit. This tool makes extensive use of the forceMap and mapAnim commands. I always wanted to figure out their potential and decided this was a good project to try them out. While it has the big disadvantage of having to navigate by clicking buttons and not dragging with the mouse it allows me to forget about the headache inducing and easy to break onmapsingleclick. So far I like this, but if you think it's a nuance feel free to say so. Credits vektorboson (OFP script lib) Toadlife (formation_extended.sqs) Snypir (distancepos.sqf) bn880 (sortbubble.sqf) Drongo’s Toolkit and Command Engine for inspiration EXTRA Below it's the OFP Dialog Maker file I used to create this. Take it if you want to edit the appearance of this tool or add or remove features for your own use. Or whatever. DOWNLOAD OFP Dialog Maker save file : http://www.mediafire.com/download.php?dpxlp08347p9b2t
  13. kenoxite

    WW4 Mission Pack

    I have the tweaked config that replaces default units with ww4, so it's hard to me to track this kind of bugs (as if a unit or weapon doesn't work as intended it's replaced by a ww4 version anyway). Just tried three of them. So far there seems to be a problem in Steal the Car. "No entry config for 'config.cpp/cfgweapons.w556_30bmag'". The other two (ambush and the one where you must clean a town as a SF) seemed fine, apart from inconsistencies on the weapons, as they were using JAM and not native WW4 ones.
  14. kenoxite

    Set-Pos-In-Game2

    Great. Somehow I didn't noticed that feature. I will check it out later.
  15. DTV is simply a DSAI tool. It doesn't alter or modify the behaviour of anything. It's smart enough to make units say things related to the environment (if they're moving, if they're in combat, if they are hurt, etc), but it doesn't manage the AI at all. That's not its job. If you want units to surrender you can still use SLX (or ECP) while adding DTV to your mission. You'll have all the features from SLX plus DTV's DSAI. The built-in DSAI in SLX only uses the default OFP voices. Both should compliment each other quite nicely and shouldn't conflict AFAIK. For ECP I created a built-in check that disables the DSAI (but not ECP's infoshare), just to prevent both the potential cacophony and inconsistencies in language (as you can make WEST speak russian and EAST speak english if you like, while in ECP both have fixed languages).
  16. ECP_DSAI_2.pbo only adds the POW and surrender voices, which aren't used at all in DTV.
  17. * FOR OFP / CWA * DOWNLOAD v1.2.1: http://www.mediafire.com/download.php?7v5rc5rappo4rtg The linked file includes a template and a demo mission. The goal of this script pack is to provide an addon-free and easy to use way of including suppressive fire in user missions. Every time a shot is fired the position of the bullet will be checked at given intervals, until it disappears or impacts. If the bullet comes close enough to a unit the suppression level of that unit will raise. If the suppression level is high enough that unit will either have their fire rate reduced or immediately lay down and stop doing anything. Only the most skilled ones will have a chance to keep crawling or keep firing. In addition to this, units detecting an incoming grenade will try to run away from it. FEATURES Every single bullet is checked for suppression Two levels of suppression: moderate and full Suppressed units will fire at a considerable reduced rate Fully suppressed units are forced to lay down Only very skilled units will have a chance to return fire and/or move when fully suppressed Units will try to run away from incoming grenades, if they detect them While any weapon can suppress, MGs, LMGs and sniper rifles have a bigger suppression effect Secondary weapons won't suppress Specific units can be excluded from being suppressed, including players Vehicles and their crews are unaffected by suppression, but can inflict it Killing or damaging an enemy unit will raise the suppresion levels of its nearby allies Works both in SP and MP (optional) Very skilled units may have a chance of skipping suppression altogether (for that given bullet) (optional) Fleeing units can be automatically excluded from suppression (you might want to use this for compatibility with some missions) INSTRUCTIONS In order to use kSuppression in your mission follow these steps: Merge the template mission into yours. Copy all the folders and files in the template mission to that of your mission If you plan to only use this for single player you can skip the CoC NS 2 ones. So you could just copy: kSupp, kScustom and ofp_scriptlib If you have your own "stringtable.csv" copy/paste its contents to the end of your own. Adjust the options to your liking in the "kSupp_settings.sqf" file Add this line to the init of any empty vehicle (that includes static machine guns): [this] exec "kSupp\prepEmptyVeh.sqs" Advanced: NOTES Only MGs, LMGs and sniper rifles have a reliable suppression effect. Suppressing with ARs or pistols will require significantly more effort This pack only uses a single global variable, and a few others for functions, etc, so it shouldn't cause any savegame bug CoC NS 2 is only used if the mission is detected to be played in MP. In that environment this whole system won't start working until CoC NS 2 loads properly and the suppression scripts are initialized. For SP this wait will be significantly shorter, as CoC NS 2 won't be used. KNOWN ISSUES Sometimes units are caught between bullet position checks and aren't suppressed. That also applies to those near to bullet impact points. Empty vehicles will be assigned the fired EH twice if manned before being registered in the kSupp array Suppressive fire affects units of all sides but those belonging to the one of the suppressing unit. So, in situations where two sides are fighting together they may end up suppressing each other. CHANGELOG CREDITS Chain of Command team (for CoC NS 2, probably the best system for server/client synching) Vektorboson (for ofp_scriptlib, a varied, lighteweight and generally awesome pack of functions) Igor Drukov and his bro (for getrelpos.sqf) Drongo69 (for the script to register groups, and for support and inspiration in general) TPWC AI suppression system (the idea to use balls over units for debugging and different suppression levels comes from there) ECP (for using an array to store global values without creating SP savegame crash) SLX (for the simple yet effective way to detect null vars and general inspiration on suppression) Have in mind that those are the ones I've kept track of and/or remember. It's more than likely many others that should be credited here. If you feel that you or someone else should be added just let me know and I'll update the credits accordingly. DOWNLOAD v1.2.1: - http://www.mediafire.com/download.php?7v5rc5rappo4rtg Older versions:
  18. kenoxite

    kSuppression

    You're welcome. kSupression updated to 1.2.1. Includes new features, changes and fixes. Here's the changelog: v1.2.1 CoC UA, ECP, SLX/GL3 and DTV compatibility and hand grenade definitions Fix: Solved incompatibility when the script version of CoC NS2 is used in a mission that uses CoC UA Fix: First bullet was not being counted for suppression. That included both single shots and grenades Change: Now you don’t need (you shouldn’t in fact) place a game logic and name it CoC_Server anymore. kSupp will automatically create it if it doesn’t detect it. This is to prevent the conflicts with CoC UA mentioned earlier Change: You can also now define your own hand grenade classes. Definitions in wpClasses.sqf updated accordingly Change: Scripts for register and clear group entries to the global array moved to kShared Change: Particle color (_clr) checks moved out of the loop in kSupp\suppression.sqs Change: unitPos only changed to “down†for fully suppressed units Change: Functions renamed to prevent confusion with the built-in CoC NS2 ones New: New global var that checks if DTV (and any other future related project) is running, and if so they’ll share some scripts to reduce CPU and memory usage New: If DTV is used in the mission suppressing and suppressed units will say relevant phrases when applying or being under suppression. New: kSuppression will deactivate if the player is running ECP or SLX/GL3, as they have their own suppressive fire system Updated download link in the first post.
  19. Thanks guys. civPopulate is updated now to version 1.4. The link in the first post has been updated accordingly. This version contains several new features, fixes and improvements. This is the changelog: Fix: Walker civs were able to roam outside their designated area and range Fix: Vehicles were playing music after resetting Change: Single global array used to store global vars now Change: civPopulate now initialized by civPopStarter logic. Init.sqs not needed anymore Change: Pedestrians more evenly distributed when populating an area Change: Traffic is a bit more varied. You won't see the same sequence of vehicles all the time Change: Increased activation range for traffic when the speed of player is low (such as on foot) Change: Increased activation ranges for traffic and population when player is flying Change: Vehicle and driver replacement and reviving scripts moved from managevehicles.sqs to their respective EH scripts New: You can now specify the exact amount of civilians and vehicles to spawn per each civilian and vehicle type New: Civilian init and killed eh can be extended by the user with custom code (in civPopCustom\) New: Killed civilians will decrease the overall population of the town they belong to New: Works in MP (but not traffic) New: Compatible with CoC Unified Artillery. Its artillery shells are included as activators, so they can populate the area they’re going to strike and cause civilian casualties New: Areas that have had their population reduced due to assassinations will enter a panic state. While in that state the amount of walkers and population in general will be severely reduced New: You can set your own activator objects (apart from the default ones) New: Added definitions for: default civs new, default cops, VTE civs and respective vehicles. Also, Faceplant, Dr Pepper’s More civs, DMA Desert Civilians and Tonal civs. Other: Several minor corrections and tweaks As you can see, now you can shell civilians at will, if that's your thing. Among other new features. If you use other methods for artillery other than CoC UA you can also make all this work by creating a game logic when a call for arty is done and place it on the target. Then add it to civPop as an activator this way: civPop set [24, (civPop select 24) + [<game logic>]]. You should remove it after the shelling is done, this way: civPop set [24, (civPop select 24) - [<game logic>]] While I've updated this today the update was actually created weeks ago, so I'm not sure if I missed something in the changelog. Anyway, if you have any question or bug report feel free to post it here. I also need to rewrite some stuff from the first post regarding instructions and such. I'll do that later. Oh, and it now works in MP too. Except for the traffic.
  20. I've been collecting, expanding and creating documentation for various addons and mods. Initially this was done for myself, as I found very convenient being able to access all of them on a single place via browser, but I think this might be useful for someone else. The current compiled documentation consists of: WW4 - Units: name, class, 3d model, weapons, magazines... - Weapons: real name of the weapon, class, muzzles, magazines... WGL Everything in the docs directory of this mod, with some added info. - WGL5 manual (draft) - WGL4 tech and field manuals - Ammo values - Damage values - Groups - Infantry units - Laser designator values - Crew, magazines, weapons, etc of weapons and vehicles - Rucksack magazines - Vehicles - Weapons (with muzzle names added) - WGL ZM classes, global vars, etc CoC - CoC NS2 guide (the one already posted) Markers Names and classes of markers from several addons - Default BIS markers - USMC markers - WGL markers You can browse and view the documents here: https://docs.google.com/folder/d/0By2CaodBQ84GN1RDM0ctazhyNlk/edit?usp=sharing The documentation provided here might be expanded in the future. If so I'll notify about here to let anyone interested know.
  21. kenoxite

    Set-Pos-In-Game2

    Good to hear that. My biggest and only request: - Being able to setpos classes of objects and not existing objects. Meaning that ideally you should be able to say "I want a sandbag here" and SPIG should be able to record the sandbag class and position and then spawning one when requested. That would make your addon definitely usable for most of my missions. Being restricted to objects already placed in the editor and having to name every one of them myself was the only thing that made me not to use this tool that much. That's pretty much it. I don't think you can fine tune the controls further, as they seem to use all the existing capabilities of both OFP and FWATCH.
  22. kenoxite

    WW4 Mission Pack

    Thanks for reuploading this :)
  23. kenoxite

    Binmod Release Thread

    You're not the only one :)
  24. kenoxite

    Calling support vehicles ??

    Well, that was embarrassing. And a prime example of irony. I didn't read calmly and extensively my own post, and my dyslexic brain won this time. Post corrected. I guess it was a mix of sleepiness (I went to bed shortly after that) and the latest mission I've been working on (which I was working previous to that post), where I was debating whether to use either guard or move waypoints with a global boolean to switch them. And the guard thing seemed to get stuck in my mind.
  25. kenoxite

    Calling support vehicles ??

    You have to assign a Support waypoint to the support vehicle or group. Then you'll be able to call for it. I think you should read calmly and extensively this: http://community.bistudio.com/wiki/Mission_Editor And for the problem you mention, this one: http://community.bistudio.com/wiki/Mission_Editor:_Waypoints#Support When in trouble search the BIS wiki, this forums, or Google first. Almost anything you can think of has been asked and solved already by someone over the years.
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