Jump to content

kenoxite

Member
  • Content Count

    560
  • Joined

  • Last visited

  • Medals

Everything posted by kenoxite

  1. kenoxite

    WW4 Modpack 2.5

    That fix works flawlessly. Too bad those building replacements don't have assigned positions. But now that I know that I can just avoid placing anything there, to allow full compatibility with WW4. Thanks again for your quick and helpful reply.
  2. kenoxite

    WW4 Modpack 2.5

    Ah, ok. Glad to hear is because of that. I edited the config of WW4 to use Berhoff's replacement islands. Now I see WW4 island replacements were there for a reason :) Thanks for the quick answer.
  3. kenoxite

    WW4 Modpack 2.5

    Hi, Sanctuary. I think I never posted here praising this mod, so let me rectify that: Awesome work. Really. I can't imagine playing OFP/CWA without it. As you can see, for me it's a must-have. And now, the glitch. I don't know if you are aware of this but I've found out that some of your units are not visible when they're behind a window with glass (inside a building, haven't tested it anywhere else). The units affected seem to be the ones with goggles It affects quite a bunch of units, goggles or not. Searching around I've found what seems the cause of this glitch (that's for Arma, but the issue seems to be the same). You can see it by yourself in this example mission. Is there any easy way to fix this? Maybe changing something in their cofig.cpp to remove their glass textures or something? ------ EDIT: Here's the whole list of the problematic units: RESISTANCE - Airborne - Antiterror - Army - Parachutes - Mercs WEST - Airborne - Antiterror - Army - Marines - Parachutes - Recon - ShadowOps - SpecOps - Mercs EAST - Airborne - Army - Marines - Parachutes - ShadowOps - SpecOps - Mercs
  4. kenoxite

    Drongo's Toolkit

    Mechanized Infantry Lunacy Fix for Drongo's Toolkit (beta 1) and motorized infantry! and also helos! -------------------------------------------- This script detects any transport vehicle in a group and allows to keep it there or move it to its own group. If separated, the infantry will still be able to use it for transport, but the vehicle won't receive orders from the leader (not even if player is the leader). Anyway, as the move orders for groups are issued by the commander in DT this shouldn't be an issue. In both cases (separated or not), once infantry disembarks it wont embark again until a given time has passed, making the mount/dismount loop less frequent, or inexistant. When the group disembarks the transport vehicle can be stopped in place so it doesn't go into battle. So far it seems to only work for trucks, as APCs are still ordered around by the AI commander. The infantry leader will also automatically call for the transport when reembarking is reenabled, just to speed things up a bit and cut some stupid running. There's also exceptions for when the transport is damaged or destroyed. Those can be used to reassign the group to another transport or whatever. This script can be initialized to any kind of group without problems, even groups without vehicles. So it can be used in the global initialization of groups of DT. USE: -------------------------------------------- Type this in the init field of the leader of a group or single unit or wherever you initialize your units: [this] exec "dt_mechinf_fix.sqs" Download the fix and a demo mission (mission requires WW4) PS: The magic word was "allowGetin". ------------------------------------------------------------------------------------------------------------------ EDIT: Now that I'm properly rested let me expand a bit on all this. @Drongo: Feel free to use, adapt, copy, ignore or whatever you want to do with this. My goal with this script was to showcase a way to limit the mount/dismount loop for mech and moto inf (using allowgetin) and offer a quick solution for anybody using the actual beta1 build. It also does other stuff that you might or might not be interested in. I've included them because in my tests I've found they help mech inf to react faster and behave more properly. By separating the vehicle (which is optional) the AI commander can be coded to handle the transports alone without worrying about the rest of the group, so they can be ordered to wait, move them to a safe place while the inf is in combat or whatever you like. And by automatically moving the vehicle to the infantry group after the "allowgetin false" is over the group can move faster from point to point, increasing their efficiency. While this is action is automatic an exception could be added when the player is the leader, to add a "Call for transport" action to their menu. If you check the demo mission or look at the code you will also notice there's transport helos working. While they're not part of this script, I've included them in the demo mission and added a couple simple modifications to take.sqs and dismount.sqs. They handle exceptions for when typeof vehicle is in dtTypesTransportHelo (basically, increases dismount distance -as height has to be taken into account- and changes the group getout action to eject -you need paratroopers or give them chutes so they don't fall to death ofc-). As I'm using custom WW4 everon helos I also had to add them via add.sqs and include the transport type to the array concatenators in that script, which were left out by default. Anyway, this script doesn't make mech inf (or moto inf or transport helos) perfect, but I think they work a bit better than before. I hope you find all this useful to some degree.
  5. kenoxite

    Drongo's Toolkit

    Good idea. But according to someone in the biki: "If an AI group (eg Mechanized Infantry) has its vehicule locked with its crew in it, it will mount or dismount it anyway. But a player in this group won't be able to enter the vehicle." So, it'd be a partial solution.
  6. kenoxite

    Drongo's Toolkit

    That's great to hear. In the example linked above I was including them directly in the AI\Start.sqs (I didn't added it to the preferences.sqs, but that shouldn't matter). That was the only place where daiExclude was defined, so it's not overwritten elsewhere. My daiExclude looks exactly like this " daiExclude = [evesupport1,evecommander] " and the units are given their respective names in the editor. I don't k now. Maybe I'm overlooking something extremely simple. But, well, if you're releasing a new version soon I can just wait and try it again in the new one. If it happens again then I'll notify you about it. WONKY MECHANIZED INFANTRY: In the latest post about infantry mounting and dismounting continuously. It turned out to be something that happens to all mechanized infantry squads, so changing the distance from where they dismount wasn't the culprit of this behaviour. The only solution I've found to stop all that crazy mounting/dismounting loop is to separate the vehicle from the squad and either issue a "get in" order to the infantry group or a moveincargo in their init. The obvious problem here is that the vehicle won't be used again by the squad once they've dismounted, so they'll capture the next objective on foot, defeating the point of this whole mechanized infantry thing. AFAIK in your scripts there's only a dismount call in a couple places (take and defend, I think) so my guess is that it's a conflict between default BiS AI and your infoshare system. This is obvious when a dismount order is issued when there's no enemies around, but another squad in your side has spotted one. Another thing that adds to the problem is that there's no "mount transport" script for the AI commander, so when sepparating the vehicle from the infantry group, once they've disembarked there's no way to make them work together again.
  7. kenoxite

    Drongo's Toolkit

    Lately I've been tinkering with your toolkit and having a lot of fun with it :ok: For testing purposes I've reworked one of my ww4 missions (nothing fancy, your usual capture of Montignac) to work with DT and in the process I've found some problems and a fixed some. Here's the list. ADDED: (all this are just intended for my personal use, but maybe you'll find it fancy) - Objectives/CLIENTmonitor.sqs : Flag poles automatically added to all the objectives. The flag changes when the controlling faction changes. - AI/Take.sqs : COMBAT/LINE when dismounting vehicle. NOTE: I tried to increase the distance from where the units dismount from 280 to 300+ (because of the increased WW4 engagement distances). Doesn't work. After a couple meters a get in order is issued. Then another get out after a couple more. Then repeat. - Decreased default viewdistance to 1500. FIXED: - Typo in Objectives/victorycheck.sqs, line 8. RestVictory -> ResVictory (it was preventing a resistance victory) - Typo in Objectives/Objective.sqs, line 27. _lastHeloBy -> _lastHeldBy (it seemed to be a harmless bug, though) PROPOSAL: - Prioritize the use of infantry for capture. Right now tanks are the first to go in, so in flag areas you have 3 or 4 tanks surrounding it which isn't only odd, it's also a tactical suicide (it's an antitank soldier's dream). I think armor should be waiting around the flag, covering the area, while infantry moves in and makes the actual capture. PROBLEM: - Excluded units are still given orders. Excluding the commander does nothing, he still goes into battle like the rest. For support units, if you call for them they'll go back to their empty vehicles and drive to your position. The problem here is that the vehicle uses to be at the starting point in the mission, so it takes forever to reach it and drive back. That's if they're not killed yet. Even adding " ? (_group in daiExclude) : goto "Loop" " to commanderreset.sqs doesn't help. I don't know what's happening here, as the code seems correct and all this should be working. What worries me more is the problem described above. You can have a look at a stripped down version of the mission by grabbing this. EDIT: I just realized that I forgot to include the addon I used for the everon flag. The link is updated with the fixed file. BTW, the flag is the one posted here.
  8. kenoxite

    Drongo's Toolkit

    Thanks to you for releasing all this great stuff. I really appreciate it.
  9. kenoxite

    Drongo's Toolkit

    I finally found a solution to the grouptype error. It turned out to be a conflict between the (very ingenious, it made me smile once I figured out) way Drongo69 used to create the new groups and some of us who like to be one-shot in the head by keeping SuperAI turned on. Let's see. The spawning script uses a dummy civilian as a buffer/carrier for several variables needed for the group that is going to be spawned. Mainly the side it belongs to and the type of group (saboteurs, mechanized inf, vulcans, etc). It does the latter by setting the skill level of the dummy civy to a given value that, by parsing it a couplel times for the desired effect, lets the spawning script know which type of group is the one the player or AI wants. Problem is, when you have SUPERAI turned on all the AIs are given a skill level of 1, and it applies to both the existing ones and the AIs that are spawned at any given moment. That simple thing makes all this way of passing variables to fall apart, as the dummy civ always will have a fixed skill, so the script thinks you (or the AI) always want to spawn the same thing. In this case, being always the type 1000, it leads to nothing (an array of numbers instead of units), so the grouptype doesn't exist and hence the error shown. Solutions? The easiest one: turn the superAI off in your difficulty settings. But if you (person who are suffering this problem) are like me and like to keep the challenge, or are a masochist, you'll have to follow these steps. All you need is a text editor of your choice, even Notepad. In \DT\Spawn\Spawn.sqs change this: _string = "[this] exec {DT\Spawn\Spawn2.sqs}" _skill = _type / 1000 to this: _skill = _type / 1000 _string = format ["[this,%1] exec {DT\Spawn\Spawn2.sqs};",_skill] And in \DT\Spawn\Spawn2.sqs change this: _type = (skill _dummy) * 1000 to this: _type = (_this select 1) * 1000 Apply the changes to the mentioned files in all the missions in the Drongo's Toolkit package. As you can see, all I had to do was to pass the desired variable in the call to the spawn2 script, instead of using the dummy's skill level as a "carrier". I also didn't want to add a new variable nor add to much to keep it simple, so that's why I still use the _skill one. The most elegant solution would have been to be able to deactivate and reactivate the superai via scripting, but as far as I've searched that's not possible. I haven't had the chance to test it properly, but in the command mission now everything spawns as expected. So far so good. Anyway, I hope this helps others that were having this problem, like Faguss up there.
  10. kenoxite

    Drongo's Toolkit

    Thanks, man. It works like a charm now.
  11. kenoxite

    Drongo's Toolkit

    From time to time I like to come back to OFP and there's always amazing new stuff like this. Unfortunately I've come across a couple problems when using this with the CWA version. In the Command mission I can't spawn reinforcements, neither can the AI. It always displays this error: Is there any way to fix this? The CoC artillery doesn't seem to work in CWA either. In your missions the artillery option simply continuosly says "Artillery not ready" (paraphrasing) when requesting that option. In the CoC missions that come with the addon it just doesn't display the radio or IF menu, no matter what. If I force the IF menu in a custom mission (using [this, player] exec "\CoC_Arty\scripts\openmenu.sqs" on myself or any other unit) it displays this error: I know it's out of your reach, but I just wanted to tell you about it. Anyway, great stuff. I particularly enjoy the DSAI feature, so I can now use WW4 without relying on ECP. I can't wait for the new version you have planned :) Thanks a lot for keeping OFP alive and kicking.
  12. kenoxite

    Warfare Cooperative (WACO) v1.1.1

    Alright. That's why I wanted to make clear that it was just meant for your personal build. I'm aware that the point of your edit is to have an addon/mod free version of Waco, and that's precisely why I like it. Well, then I guess I'll wait for your 1.19 version and add the changes there.
  13. kenoxite

    Warfare Cooperative (WACO) v1.1.1

    OK. I forgot to specify that the RF thing was meant for your personal version of warfare (or whatever), not the one you release publicly. But seeing that you never play with SLA then nevermind. Unless you'd want to fight some better geared russian guys for the sake of balance.
  14. kenoxite

    Warfare Cooperative (WACO) v1.1.1

    Hey, a couple minor issues I've come up with while messing with your last version: - OPFOR has WeaponBoxWest defined as ammo box, while it should be WeaponBoxEast. - I think the M4GL should be added so we can tweak the BLUFOR grenadiers gear in the shop. It's also good to have an unscoped GL for those who don't use a weapon replacement and want to be efficient in CQB when not using crosshairs (and use an M4). As I said I've been tinkering with your last build, as I had to remove SPON Map anyway, and I've fixed that stuff for myself already. Anyway, it'd be nice to have it fixed officially in the next release, if you don't mind. And BTW I've been adding the Russian Federation replacement (which includes units, weapons and mags) to my personal build. That's probably the only must have replacement to have, I think, as playing with the default SLA arsenal is both limiting and boring. So if you want them just tell me and I'll put it somewhere, or I'll paste the code here. I'm mention it because adding the weapons to the shop and fixing the replacement can create a couple headaches. There's typos in the classnames of the readme and the gear of the grenadier class is a bit messed up.
  15. kenoxite

    Warfare Cooperative (WACO) v1.1.1

    I also use some bits of SLX (wounding/dragging) and was using ECS, but I found GL3 AI to be more competent. I was in fact using them both together for a while but it proved to be a bit foolish, as the latest version of GL3 already had most of the stuff ECS was doing (fx, ambient sounds, DSAI, etc) and the AI features where mostly the same. No radio chatter, though. About the disembark problem, did you try to uncomment the GL3 Crew variable? So far it seems to work for me. Infantry disembark when closing to objective and drivers/gunners stay in their 50Cal trucks/strykers/m113, leading the formation. They're in fact way more effective than my squad, to my own embarrassment. My crew settins are just the default uncommented: but if you use custom units for crew or pilots you should add them to that array.
  16. kenoxite

    Warfare Cooperative (WACO) v1.1.1

    Good to hear! Those new features look really interesting. Also, now that you're into it, could you look into this little problem? It seems there's a conflict having SPON Map buit-in your missions and also using Group Link 3. When they both are used together GL3 just go bonkers (config screen shows all enabled and sliders at 0). This is a problem I had to pinpoint myself a while ago with my custom mod pack, so I know it's SPON Map the culprit (probably some custom eventhandling going on), and so far only affects your warfare versions. The annoying thing here is that changing the loading order doesn't seem to solve it (and I've tried all possible combinations). On the other hand, ACE version doesn't conflict whatsoever, although they seem to have tweaked their SPON Map version to avoid all this, so maybe it'd be possible to remove the conflict. That said, if you don't want or don't have time to look into this then no problem. I'll just strip SPON Map myself once you release it (I rather have GL3 working than the new map). But I thought you might be interested in knowing about this little issue.
  17. kenoxite

    Warfare Cooperative (WACO) v1.1.1

    I'm happy. Good job :)
  18. kenoxite

    Warfare Cooperative (WACO) v1.1.1

    Heh, no problem, mate. Take your time.
  19. kenoxite

    Warfare Cooperative (WACO) v1.1.1

    Great. I didn't notice your edit until a couple hours ago. I like it. Having that addon semi-bundled with your pack is certainly handy. It didn't occur to me to just look for that kind of solution, an addon, instead of hoping that any given mission had those visual tweaking things integrated. That said, having the terrain buttons integrated the same way you did the view distance ones would be a very nice addition. Oh, and I forgot to ask before. Why does everyone (but crew, pilots, maybe someone else) cost the same 50 dollars? Is it intentional? Some kind of slip? Testing game balance? Just curious.
  20. kenoxite

    Warfare Cooperative (WACO) v1.1.1

    Aww, don't remove the view distance settings. It's one of my favorite features of your edit, and something I'd love to see more commonly among missions, be them warfare or not. But if you want to remove them just toss that action menu out. The blue buttons are perfectly placed there and are absolutely non-obtrusive. The hints, I could live perfectly fine without them TBH. But they can be helpful, I guess. If you (player) could have some control about how and when they're displayed they'd be perfect. No hurry. Take all the time you need. Even if you change nothing there would be no problem, as my comments were basically about nitpicking a couple small and absolutely not game-breaking things. And yep, all hail Doomguy :)
  21. kenoxite

    Warfare Cooperative (WACO) v1.1.1

    Good stuff. I like the improvements since your last version. Just a couple things: - The hints, while nice and helpful for beginners, get a bit annoying after a while. It'd be better if you could switch them off using either an action command or those nifty buttons you've inserted in the T menu screen, or maybe limiting the messages to 5 or so. Perhaps also having them in the Help section of that area if you decide to do all this, so anybody can check them there whenever they like. - The view distance settings via action menu and the plus/minus buttons in the T screen don't syncronize. While the viewing distance is correctly set using either both, when you use the blue buttons the distance listed is actually the default not the one you set (or what seems to be the default, around 2000m or so). - Probably this is asking too much, but could be possible to merge the Terrain and View action commands together? Just to avoid the usual action menu clutter. Maybe using a submenu system, like: >> Visual Settings > View Distance > Terrain Detail Apart from that, all is good. It's nice to have a "clean" waco version for our custom modding or vanilla pleasure. Thanks a lot for sharing it!
  22. kenoxite

    Warfare Cooperative (WACO) v1.1.1

    Sounds great. Can't wait to play it. And enjoy your beer!
  23. kenoxite

    Warfare Cooperative (WACO) v1.1.1

    Hi, Doomguy. It's not like we don't like WACO/Warface or ACE, anyway. Just to clarify, even if it seems you're more amused than annoyed. But it's that seeing that Law-Giver has already done that conversion and that he's (probably) willing to share it, hey, why not? It'd be perfect for my next session with a pretty much casual gamer buddy, where the spiked fist of ACE can be a bit painful with all that ultrarealism and gazillion weapons. But let me just stress that I love your mission. I went ahead to answer Law and didn't actually praise you as you deserve. That was a bit unpolite, sorry :) Anyway, great to have the real 1.19!
  24. kenoxite

    Warfare Cooperative (WACO) v1.1.1

    Sounds like a "vanilla" WACO, right? I'd love to try that.
  25. Hi all, I'd love to try this mission, but that 1.2 version of Rellikki's Urban Troops is nowhere to be found. All the links are either dead or non-functional (such as this one). Could anybody upload that file somewhere again, please? -- I just realized that reviving old threads might be frown upon. I'm sorry if that's the case. Feel free to delete my post and I'll create a new one with my request. --- Nevermind, I found it. It turns out that the addon pack for "Blu Occupation Part I" already includes that file. You can get it from here: http://www.armaholic.com/page.php?id=1513
×