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MWPA

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About MWPA

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  1. Thanks! That's what was causing the trouble :)
  2. My P: drive shows up in the Windows browser and in the paths under Tools > System Preferences in Visiter. When I went to import the sat and mask files the drive didn't show up in Visiter's file browser. I tried entering the file's location manually in the browser but when I hit enter the program still didn't recognize the drive. I didn't check this forum first (there's a sticky that starts "Reading this will save you many headaches" or something). Is there a way I can correct this or will I have to reinstall the tools and delete the files? ---------- Post added at 08:24 AM ---------- Previous post was at 08:20 AM ---------- I forgot to mention that I'm following along with this page: http://community.bistudio.com/wiki/Mondkalb%27s_Terrain_Tutorial which referred me to Bush's Microterrains which led me here: http://community.bistudio.com/wiki/ArmA_2_Terrain_Tutorial#Visitor_3 I'm at the "Import Satellite & Mask" stage.
  3. I'm working on a mission that uses RUG_Inventory as a means for the player to purchase support assets. Some of those assets are available through the COIN module such as fortifications and static weapons. I've come across several scripts that allow the player to accumulate COIN funds but when trying them, they won't work for me. To test them out I attached two actions to the player in the init.sqf. The first just sets a variable to 1 to satisfy the COIN action conditions and moves the COIN module to the player's position. This works fine. In another version of the mission it's all done with triggers to limit where the player can build. The second action increases the player's COIN funds by 100. This is what I can't get working. I've tried a few combinations of my own attempts and two examples provided by Kylania and ArmaIIholic on this forum. Further searching has been pretty much fruitless. I define the COIN parameters in the init.sqf as follows: BIS_coin_0 setVariable ["BIS_COIN_actionCondition", "(COINsite >= 1"); BIS_coin_0 setVariable ["BIS_COIN_funds", "myMoney", 0); BIS_coin_0 setVariable ["BIS_COIN_fundsdescription", "$"); //categories and items are defined in scripts called by triggers so they're location specific, the same is true with the value of COINsite. I've seen in Kylania's script that only "myMoney" is set in the BIS_COIN_funds parameter but when I set mine up that way I get "scalar" instead of 0 as the funds amount. When it says "scalar" there is no limit to the funds - something I definitely don't want. I'd like it to start at 0 and increase by 100 when the second action is applied. I've also tried a few simple getVariable and setVariable combinations that don't work either. What I'd like to do is have a set of RUG_Inventory items that the player can buy from vendors to convert the RUG_money (RUG_Inventory's currency type) to COIN funds in predefined amounts (100, 500, 1000, 10000). Setting up RUG_Inventory items is very easy, you just paste the code you want executed into the item's code. The problem is I just can't come up with the right commands with the right syntax. Any help would be deeply appreciated. This is the only thing holding me back from posting the first version of my mission.
  4. Thanks, just reported it. It took a while to find the "report post" button.
  5. I've been placing buildings and other structures in the editor and often they follow the contour of the ground. It's very obvious with radar towers and other tall objects. I've read about setVectorUp and setVectorDir in Mr.Murray's guide but they sound a bit difficult so I've been concentrating on learning other scripting commands. I've read about some functions that take some of the difficulty out of the process but I haven't tried them either. What I'm hoping to find is something that can be called from the init field of an object that will "zero" its vectors so that the object sits level on the ground. From that point I can set its height and any visible empty space left underneath can be filled with the giant concrete slabs in the Training Objects category or the H-Barriers perhaps. Any help would be deeply appreciated. ---------- Post added at 04:00 PM ---------- Previous post was at 03:56 PM ---------- Also: how do I move this to the appropriate section, I just realized this should be in the Scripting Help forum
  6. MWPA

    Rewriting my first mission

    Thanks. A lot of the stuff I'm having problems with I'm finding alternatives for. I'm testing the re-re-re-rewriting of this right now. There are just a few more features I'd like to add and few things I want to figure out. Getting close :)
  7. I started this thread about a mission featuring WICT that I've been working on: http://forums.bistudio.com/showthread.php?t=119482 I've only recently learned how to properly use local variables so I'm rewriting it. I get a big kick out of saying "Now I know what _THIS is!" WICT and RUG Inventory form the core of the mission environment and the possibilities seem endless. There are a bunch of other scripts and addons also being used; they're detailed in the thread. Also I'd like to say: I plopped a whole bunch of bases down on the Chernarus map, set the spawn distance to 100 meters (I think, it's a low number), spawn in as a civilian and climb the nearest comm tower, then watch the battles rather than TV while eating dinner. And people say there's never anything good on :p
  8. MWPA

    Rewriting my first mission

    Thanks Wolfrug. I still have a lot to learn but each addon script teaches me something new. I think I might have figured out why my computer freezes when playing any kind of Warfare mission on Chernarus. I have two 1TB HDDs striped together in a basic RAID array so it amounts to a 2TB HDD... completely unpartitioned :o Reading through some island making guides (the parts that teach preparation) leads me to think that this is a major bottleneck and I'm hamstringing myself. On a positive note, if after I create some partitions this problem is resolved then I can rebuild this mission in its original form. Originally I wanted to use the Warfare module. The Resistance was hostile to both East and West (who are still hostile towards one another) and hunted by both as they conduct their war in Chernarus. As East and West use the Warfare economy, RUG Inventory provides a very versatile underground, Black Market economy. Since the Resistance also has an HQ and all the same base building benefits East and West enjoy, the Reisitance can convert RI_money to Warfare money and vice versa. Set up like this the Resistance player doesn't have to possess towns or even a base, all he has to do is stash the HQ vehicle somewhere safe and then go cause havoc on his "oppressors." Even if the HQ is lost the player can buy another from the Underground using RI_money. Russia represents the East and the USA represents the West. It takes place on September 13th 2019 (a Friday) so I can make up any background story I like. NATO is dissolved and both former superpowers are feeling really lonely as far as allies go. Thus, the British, French, German, Swedish, and any other nation represented in the game can become a supplier of weapons and vehicles for the Resistance. You just have to buy your way to the appropriate contacts by paying off civilian sympathizers. I plan on having many opportunities for the player to earn RI_money by performing tasks for Resistance leaders (until the player finally becomes Resistance commander) so the player can potentially defeat his enemies without conducting the same kind of warfare East and West are limited to. My head is literally swimming with ideas (right now I'm thinking of how the player can purchase information from civilian spies about troop and possible enemy base locations). That's what I love about Arma and OFP, thinking about its potential is just as exciting as playing the game. Thanks again! :)
  9. I wasn't going to even attempt to build a mission at first. I went nuts over Operation: Flashpoint many years ago and when the "cti" missions were made I went even nuttier. For a few years I stopped playing computer games (except for a Turkish made medieval game occasionally) to pursue some other goals but recently (this past March) I bought A2:CO. I found all the warfare missions available and while they are excellent. All of them freeze on the Chernarus map. That's my favorite map! So I started learning about scripting and the reason I'm now rewriting this mission is that I finally learned how to pass variables to a script which means I can now use local variables The original file (which I'll post if anybody wants to see what not to do when scripting) uses all global variables which means there are tons and tons of repeated scripts... about 15MB worth. For the life of me I couldn't figure out how to pass variables. I'd think to myself: "I passed something but I don't think it was a variable..." So this is what I'm piecing together: The working title is "Resistance Adventure A0.03" and it's more of a label that a title. My friends and I referred to the Dungeons & Dragons modules we would write when we were kids as "adventures" and this one involves the Resistance. It uses WICT (which is the star of the show -- the original working title was "WICTfare"). But aside from spawning in allies and enemies I've tried to expand its role. Each town in Chernarus, including the airports; the two factories near Solnichniy and Orlovets; and the TV Station (which will play a role in influencing the civilians in some future version) has an associated WICTbase. The smaller towns have standard infantry spawns while the bases at the larger towns, factories and airports spawn in a greater variety of units appropriate to its location (the airports have two bases, one for aircraft, one for special forces). Since WICT uses markers any command that affects markers (setMarkerColor, setMarkerText, etc.) can affect the nature of the base from who owns it, to what it spawns in, or whether or not it even exists (deleteMarker). This is controlled from a bunker within that location, each with a folding table that gives roost to desktops and satellite phones that "addActions" those abilities to the player (it was trying to figure out removeAction that led me to understand local variables; the tables and accessories are a proud nod to my WW2Online days). However it takes more than just fighting your way into a bunker and working the accessories... it costs money. That's where RUG Inventory comes in. Anyone who has tried it knows that you can run code from any inventory object. The object doesn't even have to exist. It can simply be an image in the interface. Purchase it, click it, and the code runs. That means any code (I think). So aside from soldiers, weapons, and vehicles, you can also purchase... A Mando Missiles Air Support Console! There might have to be a vanilla or CO version because I'm calling in Hexagon's Mirages as well as aircraft from Gnat, GLT, and more. And even if you can afford to pay for all that air support (I haven't even touched integrating RUG Inventory with Mando Missiles ASC but since any code can be run from an RI_object (RI for RUG Inventory)) surely you can't just run around Chernarus calling it in, first you have to achieve rank. You start off at the rank of private with skill levels at .5 across the board. Assuming an effective player will amass RI_money, rank can be purchased as well as increases to skill levels. This is to make it a little more "gamey." I was thinking of having various "power ups" (not rank though) spawning in around perceptive players but that might be a little too Super Mario. However when I learn how to manipulate the Description.ext that might become optional. This is, in a way, based on the Evolution missions and while I never played them, reading the description of those missions while wondering how to keep the game from getting stagnant made me think, "Oh yeah, rank." So there you go. In addition to the friends and enemies WICT will spawn in are the garrisons and patrols that are spawned in by triggers at each location that has a WICTbase. At the moment the file loaded from Init.sqf that spawns in the spawn triggers is roughly 4300 lines long. I didn't mention yet who your enemies and allies are. The insurgents hold Chernarus so there are no need for Opfor triggers. The 4300 line long monstrosity summons six triggers for each group of soldiers (up to five groups per location). There are three different trigger types for both "guer" and "west." One spawns the group in, another changes its behavior based upon detection, and the last kills off the group if the activating units leave the area. I didn't count but that's a lot of triggers. I'm thinking of attaching a trigger to the player, which is how I suspect CreoBellum's (sorry if I spelled it wrong) unit caching script works. Which leads to... CreoBellum's Unit Caching Script as well as the CreoBellum Relaxed AI Script. If the enemy doesn't detect you, you get to watch them smoke invisible cigarettes and do push-ups from the shadows. There's also Bon's Unit Recruitment Script which is used to spawn soldiers into the player's group. The limit is rank based (that works) as well as the selection of soldiers (that doesn't). Bon's Artillery Script comes with WICT as well as the "f" Multi Player Script Suite which I haven't looked into. Unfortunately RUG Infantry only works in single player so it's a single player mission. If an experienced scripter can modify it to work in multiplayer then this could become much more interesting. So it's 4:15 AM. All of this was written from memory so if I post the mission in its current state (not tonight though, too zonked) and you spot an add-on or script I didn't mention please don't think it's a sign of disrespect. I'm modifying the scripts and I should be done in a week or two with a respectable alpha (right now it's not quite alpha or pre-alpha, more pre-alfalfa with the hair sticking up). I'm just glad to finally know what _this is. Now, a goodnight to all and off the bed before my face smashes into the keyboard.
  10. I haven't reached a frustration point yet, even when hours of work amount to nothing. Each obstacle has me reading more about editing Arma and even if I don't find the information I'm looking for, I find something else. Earlier today I was messing with the warfare module and WICT. I got them working together then added in the Mando Missiles. I started missing the Benny's Warfare experience so I figured I give mixing WICT and Mando Missiles with Benny's another shot (I tried unsuccessfully once before). After some digging I got it working. I'm psyched! The reason I got into editing this game was to recreate the feeling I got from WW2 Online. So from Arma2holic recreating the feel of WIC, I'm getting to recreate the feeling of WW2 Online. Awesome! I'm going to let it run overnight and see if it locks up before morning. Benny's usually locks up after four or five hours (the other reason I started trying to edit). So far WICT is keeping the group numbers manageable. :)
  11. I can ask about it on the UPSMON thread. At this point it's not as critical to the scenario as WICT (or Mando Missiles :) ). Last night I realized that using the warfare module will take care of my garrison triggers. I'm looking through an example mission and I'm recognizing the unit arrays and other parameters so I'll have some fun with that. Benny's Warfare was built from the ground up but looking through the code, I feel like a monkey :o So instead I'll use the module and use WICT to liven up the scene. Watching F-14s and Mirages whip by overhead last night was a blast! I still have a lot to learn about editing Arma but if the game wasn't so good I wouldn't be so eager :bounce3:
  12. Do you mean the command from the trigger to UPSMON or a command from UPSMON to the units?
  13. Thanks! I'll have to check out "Marshall of Savannah." I like the title. All that's needed for UPSMON to work is an init field for the leader of each group. There are two mandatory parameters (group leader, and waypoint location) that are passed on to UPSMON. It's a script so it should work. I think recognizing the variables and writing the code is probably way beyond me right now. I'm struggling with "if/then" statements :o I'd like to make a new class: Amphibious; or to be more accurate, I'd like to ask you to make a new class. My offshore base is spawning only aircraft. The marines I see at Kamyshovo are spawning in there after the gunships cap the base I think (in the meantime I'm rushing over there in a RHIB with a squad of soldiers... great fun! :bounce3: ) I'm still trying to figure out my trigger conditions too. I'm embarrassed to admit that I don't know how to say: "if West and East are not in the trigger zone, run the script that will delete the Independents spawned by the trigger" in the trigger's text fields. Each town, airfield, and factory has a 1k radius trigger that spawns the garrisons after a 30 second timeout. I don't want to make the timeout any longer than that in case of airborne assault. I'd like to have it so that if there are no West or East units in the trigger zone for 5 minutes (more or less) the garrison spawned by that trigger will "despawn." Afterwards the trigger resets and waits for East or West to set it off again. Slow moving formations are activating the triggers on their way to the front so I figure this is a good fix. When the garrisons go back to "sleep" WICT can spawn in more Reds and Blues. The cleanup script is too aggressive so I set the parameters very high (30,000m). It deletes the playable Russian soldiers I have in the NW corner. They're used to keep the front in the middle of the map, otherwise it kinda follows me around. I've played with it enough for today so I'll probably either install the B-52 for the Mando console or make a WICT war with everyone on bicycles. Maybe armed civilians in civilian vehicles. Those little bases of yours are a lot of fun!!! :D
  14. I've begun working on my WICT warfare mission in Chernarus. Every town, airstrip, TV station, and the two factories on the east coast has at least one base (larger towns will have interior "character" bases). All of these start off in "civilian" hands guarded by trigger spawned, UPSMON driven Independents (actually the Iranian Army -- but I'd like to make that customizable like how Benny's Warfare offers three different varieties of resistance). Blue starts off on Skalisty Island with a single base a few hundred meters offshore (perhaps to be placed later on an aircraft carrier). This base produces aircraft, and amphibious vehicles and boats filled with marines. There's always a battle at Kamyshovo between the marines and its defenders. Red starts off in the NW corner heading down the Grozovoy Pass. They will be armor heavy with lots of CAS. That road will be heavily fortified with trigger spawned defenders. Along the five or so kilometers to Lopatino and the nearby airport are a few bases that will increase the quality and quantity of the Red units as they enter Chernarus. Likewise Blue will have the benefit of the two industrial towns in the south which in time will produce plenty of armor -- that is if the defenders can be broken. While figuring out how to use UPSMON I placed a playable Independent Iranian rifleman and then for laughs, the Iranian President. I'd like to make the Independent's mission to be escorting the president to the east coast where a team of Iranian commandos will take him via zodiac to an awaiting submarine (or mothership or something). Maybe offer a choice in the mission to bring him to safety or hand him over for a big reward. I'm really concentrating on Blue but I'd like to see Red and Independent playable. After the Independents are broken (if they're broken) I'd like to have guerillas popping up from newly spawned triggers or something (all this while the WICT-war rages on). I've seen a lot of interesting IED and car bomb scripts that could make the Independent role very interesting. A new additional purpose for income (from the capturable towns) could be bribing the local guerillas to attack the adversary instead. Since reinforcements and support will probably be free (they are at this point thanks to the air support console ;) ) money will have very limited uses... unless the cost of the air support console is like 100k and when it's used up you have to buy another... unless you're broke from bribing guerillas... who knows? I'm getting way ahead of myself. This is a whole lot for someone who hasn't come very far from "Hello World!" so I'll be asking (and begging) for help. Right now I'm having a trigger problem. I can spawn in my defenders but after a certain amount of time I want to get rid of them to free up some groups. I'm searching the Biki and forums for information and in the process am learning a lot of other useful things. If anyone can help I'd appreciate it. Whatever I'm missing I don't think I'll figure out on my own anytime soon. However my first question is how to get WICT spawned units for Blue and Red to be controlled by UPSMON on the tactical level? I know WICT has its own AI that governs its troop movements but could UPSMON be incorporated into it? I've been playing this mission in its current state and UPSMON is really impressing me. In fact they've been impressing me so much I had to call in some Mando bombs :D Thanks again!
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