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SysterYster

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About SysterYster

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  1. SysterYster

    Helicopters and autohover!

    More control , more speed. The less in % the less control / more speed. Like if arma 2 autohover would be 100% : very much control / very little speed. Think of it like a graph.
  2. SysterYster

    Helicopters and autohover!

    Someone at Bohemia I. should take on the task to make an autohover 1/2 , or 30%, 50%, 60%, 80%, for helicopters - IF somebody knows what I mean! (Or Hover 1/2, can't seem to remember, is the same though!) Making an advanced script for yourself with thrustmaster scripting/programming tools is a bit tricky as you don't have the altitude(and other variables) as an output from the game (if that works as input with their tools - I don't know, seems to be the only choice if you want to improve!) regards SysterYster
  3. I posted something about artillery reloading times etc a while ago. And now that I actually put together a warfare mission with westArtilleryReloadingTimes changed to [40,20], debugged and verified ingame, it still doesn't work. New ammo is only given 3 times from the vehicle service point for the mortar and 8 times for the more heavy artillery type, which are the default values( westArtilleryReloadingTimes[8,3] ). I don't know exactly what I'm doing because there is no documentation, but it corresponds exact to gameplay in how many times ammo (plus extra mag) is given from the vehicle service point to the mortar or artillery piece. I wonder what I'm doing wrong, I have looked at the entire structure of the warfare2 folder and there are no other entries(code) that correspond to it! Perhaps someone knows where to head next? regards SysterYster
  4. Ofcourse, but I've made some changes to some variables in it internally. What I did was that I made some adjustments to some of the init.sqf files and other files in the various subfolders of the entirety of the module; these are very well documented with comments and you are actually encouraged to make custom modifications to those aspects that you want to highlight/change/tweak. It's already dropped in the editor (On the map of the editor ofcourse, with custom initscript pointer to initmission.sgf et.c), But THEN I want to use the tweaked Warfare Module. To override a module, I understand from reading wollfy.au post about his improved modules that you simply put them in--(Well he made improvements to ambient animals, Alice 2, Bis_fnc_locations and the Garbage collector)-- the \Ca directory of your mission folder, whereas he have further instructions about his specific modules. Sudden approach is perhaps the best, where you can step to the later problem and ask for help when you encounter a problem. Perhaps somebody knows where you put what in which "initfield"/line to make that override successful. What I do know (Well at least I think so) is that you can pack your enhanced/tweaked module back to a pbo and place in your addons folder, replacing your old file(module). But it would be better to keep your arma 2 installation intact and just keep it in your mission pbo. --So thats the why I would like to have a module(well dpboed) in my mission folder! SysterYster ---------- Post added at 03:46 AM ---------- Previous post was at 03:39 AM ---------- With the mission folder I mean the folder where your editor saved mission resides , before you export it to a single or multiplayer mission. SysterYster
  5. Perhaps someone could point me to how I can increase the stationary defenses reloading times in the warfare game scope. I have found a similar reloading times reference in the \server part of the module for artillery (......[8,3]) , and i wonder what I would have to put in the field to make it permanent(or infinite)? regards SysterYster
  6. I dpboed the warfare module and put it in \ca in my mission folder. After exporting my mission to MPmissions and thereafter trying it out I get the following message Resource CommanderVoteMenu not found Does Anyone know why, and is there something I can do about it?:bounce3: Any help would be very welcome! SysterYster!
  7. Mistake , but [8,3] 8 times for the first arty and 3 times for the second type. OK maybe just [] will work. I suppose I just add it to the mission root folder? Still looking for the e.q to stationary defences SysterYster
  8. I have discovered a couple of bugs, maybe they could be addressed! If construct a camp tent -deployed from a repair truck- the upgrade to FOB or FSB option in the buy unit context menu appears in the nearby depot (capture point), having to go back and forth to HQ for repair mtvr's. There is no way of buying a repair,refuel or rearm(ammunition) truck in the town depot. Maybe not considered a bug, but to construct a FSB that will reload my artillery, Firstly I have to deploy a Camp Upgrade the camp to a FOB Tare down the tent, (keeping the vehicle service point!) Secondly deploy Camp Upgrade my camp to a FSB. And there is ofcourse a lot of travelling back and forth to HQ for those repair mtvr's. The game wouldn't be playble without fasttravel. Maybe all of this could be a lot smoother, without stressing the player with undocumented features such as effective radius of the vehicle supply point and/or unaware conflicts stemming from this type of haphazard constructing. When I finally have my camp, for instance, the m252 mortar can only be reloaded with 8 shells 3 times, quite ridiculous considering there's a large cargo container nearby, albeit symbolic in it's nature. To have artillery anew: Scrap your old, and buy new artillery pieces. Should be some options for this. Same goes for static defences, three times reloading before scrapping. If you keep these defences around the perimeter of a capturable depot, you do not much more (from time to time) than check on your defences.Or if it impacts gameplay with overkill static defences(perhaps).Maybe the AI could give you a [buy new]\replace\[upgrade to reloadable state] dialog for artillery or static defence. OR even adding a quick option on the map to deploy a camp, that is autocrewed (around town), with some sort of dialog to replenish and renew in suggested camp/defence/base locations. Or perhaps something entirely different to make it more fluent and not a sore bug. The camps with static defences that are crewed from the town garrison doesn't show there crew(or it's not there). Trying to get in a static defence as a crewman (usually gunner), where the static defence/artillery has been optioned to have an autocrew, and has been around for a while, and doesn't show his/hers crewman, results in a bug where you cant get out of the static defence/artillery and you have to respawn to be able to continue to play. Same goes for disabling the autocrew option to [:no] and then entering the static defence/artillery. Hard to know if there is somebody in there, but with that bug i guess there should be a crew manning the defence/artillery. Should be some improvements as ARMA2 falls apart after the initial sessions with the game. These are bugged aswell as I couldn't get past mission Manhattan, Nikolayev The Suspects home, doesn't explode, or if it explodes the mission resumes it's prior state due loading a saved game (to state of in before of the [arrest task] is cancelled/completed due to Nikolayevs home exploding). There you have to redo the [task], but unfortunately nothing happened when I approached his home (My case is that)! SysterYster BIS ---send me something nice for free---! I prefare software.
  9. I have discovered a couple of bugs, maybe they could be addressed! If construct a camp tent -deployed from a repair truck- the upgrade to FOB or FSB option in the buy unit context menu appears in the nearby depot (capture point), having to go back and forth to HQ for repair mtvr's. There is no way of buying a repair,refuel or rearm(ammunition) truck in the town depot. Maybe not considered a bug, but to construct a FSB that will reload my artillery, Firstly I have to deploy a Camp Upgrade the camp to a FOB Tare down the tent, (keeping the vehicle service point!) Secondly deploy Camp Upgrade my camp to a FSB. And there is ofcourse a lot of travelling back and forth to HQ for those repair mtvr's. The game wouldn't be playble without fasttravel. Maybe all of this could be a lot smoother, without stressing the player with undocumented features such as effective radius of the vehicle supply point and/or unaware conflicts stemming from this type of haphazard constructing. When I finally have my camp, for instance, the m252 mortar can only be reloaded with 8 shells 3 times, quite ridiculous considering there's a large cargo container nearby, albeit symbolic in it's nature. To have artillery anew: Scrap your old, and buy new artillery pieces. Should be some options for this. Same goes for static defences, three times reloading before scrapping. If you keep these defences around the perimeter of a capturable depot, you do not much more (from time to time) than check on your defences.Or if it impacts gameplay with overkill static defences(perhaps).Maybe the AI could give you a [buy new]\replace\[upgrade to reloadable state] dialog for artillery or static defence. OR even adding a quick option on the map to deploy a camp, that is autocrewed (around town), with some sort of dialog to replenish and renew in suggested camp/defence/base locations. Or perhaps something entirely different to make it more fluent and not a sore bug. The camps with static defences that are crewed from the town garrison doesn't show there crew(or it's not there). Trying to get in a static defence as a crewman (usually gunner), where the static defence/artillery has been optioned to have an autocrew, and has been around for a while, and doesn't show his/hers crewman, results in a bug where you cant get out of the static defence/artillery and you have to respawn to be able to continue to play. Same goes for disabling the autocrew option to [:no] and then entering the static defence/artillery. Hard to know if there is somebody in there, but with that bug i guess there should be a crew manning the defence/artillery. Should be some improvements as ARMA2 falls apart after the initial sessions with the game. These are bugged aswell as I couldn't get past mission Manhattan, Nikolayev The Suspects home, doesn't explode, or if it explodes the mission resumes it's prior state due loading a saved game (to state of in before of the [arrest task] is cancelled/completed due to Nikolayevs home exploding). There you have to redo the [task], but unfortunately nothing happened when I approached his home (My case is that)! SysterYster BIS ---send me something nice for free---! I prefare software.
  10. Q:1 A question about this script in the warefare2 module. How do I place it so that it will compile with my mission and does it have any dependencies? scriptName format ["%1Scripts\VG\UpdateDefensiveVG.sqf",BIS_WFdPath]; //Last modified 10/28/10 //***************************************************************************************** //Description: Main loop for a Virtual Group that occupies stationary defenses only. //_visibleToPlayers - This will make inactive, allied teams active if players are nearby. Better immersion but reduces performance. //***************************************************************************************** Q:2 scriptName format ["%1MPMissions\WarfareExample.Chernarus\Common\Config\Config_Artillery.sqf",BIS_WFdPath]; //Last modified 8/24/8 //***************************************************************************************** //Description: Artillery information. //***************************************************************************************** westArtilleryNames = ["M119"]; westArtilleryWeapons = ["M119"]; westArtilleryAmmos = ["Sh_105_HE"]; westArtilleryMagazines = ["30Rnd_105mmHE_M119"]; westArtilleryMinRanges = [1000]; westArtilleryMaxRanges = [7000]; westArtilleryReloadTimes = [8,3]; westArtilleryVelocities = [1100]; . . . ----"WestArtilleryReloadingTimes"---- [8,3] should be a mag with 8 shells and 3 opportunities to reload. Question is how do I change this to infinite reloading times (with vehicle supply point in vicinity) AND how do I put this to my mission , just to the mission folder with path, or is there any type of dependency? Q:3 There should be an equivalent for the Base,FOB et. static defences reloading times, but i can't find it, perhaps someone could point me to it? SysterYster
  11. In my multiplayer mission I have set up military symbols, witch shows nicely in the preview and if I launch the game hosting it on the client computer. But it doesn't work when I launch the mission (its a Warfare CTI mission) on a dedicated server. Any help would be appreciated. SysterYster
  12. SysterYster

    Towns -Question?

    I wonder if there is a way to tell where the towns starts and ends, i.e town area? (On the map or something) I want to make sure that my camp static defences are manned from the town soldier pool before I place it. SysterYster.
  13. SysterYster

    Capturing town -building defence

    Sorry, must have been lack of space around the depot+camp, but I guess I could keep my funds. Regards SysterYster
  14. Playing Chernarus 04 : Civil war After capturing a towns depot -according to the manual - there is possibility of building a defence after buying a repair truck. Problem is : I can't buy a repair truck. What works is buying empty UAZ's(Jeep) that are nicely placed besides the depot (or the capture point of the town). Double clicking on other types of trucks in the buy unit menu from the town depot consumes funds, but no truck arrive! Would greatly appreciate some type of help, as I'm stuck in gameplay! Regards. SysterYster
  15. I tried to use the enableAI command in the initialization window of my player unit, sergeant (leader) in the group(fireteam). nameOfUnit enableAI "Autotarget"; and even tried like this -don't know if it's correct - this enable AI "Autotarget"; Doesn't seem to work -tried a scenario together with the secops module- doesn't do any autoassigning tasks when encountering. Perhaps someone knows something. Also tried to utilize the doFollow command. In this case I the player is the private rifleman in the fireteam. so : nameOfSergeant doFollow player; and tried : this doFollow player; As the rest of the group should follow the leader(sergeant) the whole team should follow my private rifleman player. But surely nobody follows the rifleman anywhere or anyplace. I have a question about the init window - can I put code like this : code;code;code;et.c - well, newline with carriage return just closes the editor window. SysterYster
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