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BL1P

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Everything posted by BL1P

  1. Almost... Warfare comes from a user created Mission style called CTI back in OFP which was then created as a module in the editor by BIS for Arma2 and renamed to Warfare. The first mission was MFCTI where MF = (Mike Melvin) http://mfcti.sourceforge.net/ Other notable user created CTI missions are CRCTI and BEWarfare the rest are basically ports/edits of these three main missions (some are very extensive edits but edits none the less, my own included). They are all Missions and not MODs some people seem to be making the mistake of thinking a mission is a mod.
  2. Please please please. Add the ability to filter servers by the settings in the .Arma3Profile settings. An example would be tick in a box to show servers with 3rd on untick to shows servers with 3rd off. Atm the showing of difficulty recruit,regular etc does not let you know what settings are being used. Myself I prefer to not have to join a server, download the mission. Only to leave because I dislike the settings used.
  3. Copy paste scripts from others rename a mission and edit 1 line how many ways can this be abused ?
  4. Add a filter to the MP browser for 3rd person on or off.
  5. If i had to pay for a mod made by a user I wouldn't use the mod. Simple as that.
  6. BL1P

    Bennys warfare

    Benny wrote the version thats being played in arma3 at the moment as a concept test and he tested it on the XR server. BECTI_0.9 Some people, myself included got on XR to get a copy of Bennys work to see what he was planning. Myself I have hosted a modified version of Bennys new CTI. BUT and a big BUT I would never release it anywhere. Because of how much respect I have for the work Benny puts into his missions. It was the base I used to try out a player only class based highly restricted version of BECTI. But I have seen a few morons claiming themselves as the author of his concept test on SteamWorks. Some even rename the mission because they managed to increase the money you start with or some other such petty change. As I see it. Anyone putting someone elses work on SteamWorks as their own, Without the original authors consent Should have their SteamWorks upload ability removed.
  7. BL1P

    Warfare BE

    Thanks you.
  8. BL1P

    Warfare BE

    No My Question was I want to stop resistance being deleted when a town is Held by OPFOR or BLUFOR for the timeout period. At the moment BLUFOR team can take a town whilst there are still resistance in the town or on the outskirts. Then when time > -1000 the resistance get deleted. I would like to stop the deletion.
  9. Isn't the USA part of NATO ? If so shouldn't it read "- Keep BlueFor (NATO)" ???
  10. BL1P

    Warfare BE

    @Benny me and a guy wrote a set of skill levels for created AI that uses random amounts as well as a base amount. And a possibility to set a modifier for each skill in the AIs skill tree. all tied into a param. which replaces your _unit setSkill 0.7;//tbd tweak from Common\Functions\Common_CreatUnit.sqf Here it is if you want to use it feel free mon ami no credits required or needed :) In Common\Init\Init_CommonConstants.sqf if (isNil 'AI_SKILL') then {AI_SKILL = 1}; In Rsc\Parameters.hpp class AI_SKILL { title = "Created AI skill settings"; values[] = {0,1,2,3,4}; texts[] = {"0.05 -- Easy","0.1 -- Normal","0.2 -- Above Average","0.3 -- Hard","0.5 -- Hackng Bastards"}; default = 1; }; Common\Functions\Common_CreateUnit.sqf Private ["_net", "_position", "_sideID", "_special", "_team", "_type", "_unit", "_skillz"]; _classname = _this select 0; _team = _this select 1; _position = _this select 2; _sideID = _this select 3;//tbd _net = if (count _this > 4) then {_this select 4} else {false}; _special = if (count _this > 5) then {_this select 5} else {"FORM"}; if (typeName _position == "OBJECT") then {_position = getPos _position}; if (typeName _sideID == "SIDE") then {_sideID = (_sideID) Call CTI_CO_FNC_GetSideID}; _unit = _team createUnit [_classname, _position, [], 0, _special]; //---( bl1p ) Randomised skill settings by Fluit and BL1P _SkillLevel = missionNamespace getVariable "AI_SKILL"; _skill = 0; _commanding = 0; _general = 0; // Calculate the random skill level _randomskill = (random(20) / 100); // Calculate the skill level if (_classname == "I_Sniper_F") then { _skill = ((0.4) + _randomskill); _commanding = _skill; _general = _skill; } else { switch (_SkillLevel) do { case 0: { _skill = ((0.05) + _randomskill); _commanding = 0.2; _general = 0.2; }; case 1: { _skill = ((0.1) + _randomskill); _commanding = 0.3; _general = 0.3; }; case 2: { _skill = ((0.2) + _randomskill); _commanding = 0.4; _general = 0.4; }; case 3: { _skill = ((0.3) + _randomskill); _commanding = 0.5; _general = 0.5; }; case 4: { _skill = ((0.4) + _randomskill); _commanding = 0.6; _general = 0.6; }; }; }; // Skill can't be greater than 1 if (_skill > 1) then { _skill = 1; }; // Skill must be at least 0.05 if (_skill < 0.05) then { _skill = 0.05; }; // Set how the skill is affecting each skill type. Default is 100%. // example: skill = 0.3 _aimingAccuracyLevel = _skill * 1.0; _aimingShakeLevel = _skill * 1.0; _aimingSpeedLevel = _skill * 1.0; _spotDistanceLevel = _skill * 1.5; // 0.45 _spotTimeLevel = _skill * 1.0; _courageLevel = _skill * 1.0; _enduranceLevel = _skill * 1.0; _reloadspeedLevel = _skill * 1.0; // Validate the skills if (_aimingAccuracyLevel > 1) then { _aimingAccuracyLevel = 1; }; if (_aimingShakeLevel > 1) then { _aimingShakeLevel = 1; }; if (_aimingSpeedLevel > 1) then { _aimingSpeedLevel = 1; }; if (_spotDistanceLevel > 1) then { _spotDistanceLevel = 1; }; if (_spotTimeLevel > 1) then { _spotTimeLevel = 1; }; if (_courageLevel > 1) then { _courageLevel = 1; }; if (_enduranceLevel > 1) then { _enduranceLevel = 1; }; if (_reloadspeedLevel > 1) then { _reloadspeedLevel = 1; }; // Set the skills _unit setSkill ["commanding",(_commanding)]; _unit setSkill ["general",(_general)]; _unit setSkill ["aimingAccuracy",(_aimingAccuracyLevel)]; _unit setSkill ["aimingShake",(_aimingShakeLevel)]; _unit setSkill ["aimingSpeed",(_aimingSpeedLevel)]; _unit setSkill ["spotDistance",(_spotDistanceLevel)]; _unit setSkill ["spotTime",(_spotTimeLevel)]; _unit setSkill ["courage",(_courageLevel)]; _unit setSkill ["endurance",(_enduranceLevel)]; _unit setSkill ["reloadspeed",(_reloadspeedLevel)]; diag_log format ["Group unit %1 classname %4 on skill %2 : IndividSkillz @ %3 - Commanding @ %5 - Gerneral @ %6 -Randomskill %7",_unit,_SkillLevel,_skill,_classname,_commanding,_general,_randomskill]; if (_net) then {_unit setVariable ["cti_net", _sideID, true]}; //--- Add a Killed EH. // _unit addEventHandler ["killed", Format["[_this select 0, _this select 1, %1, 'vehicle'] Spawn WFBE_CO_FNC_OnUnitKilled;", _sideID]]; _unit I must point out it was not this neat before FLUIT got on the job :)
  11. BL1P

    Warfare BE

    Come on Benny the full release is out and your mission isn't ?? :) I blame BIS for not adding your mission as a built in mission for Arma3 !!!!!!! On a serious note though in your BECTI_0.9 there is a system in I believe the Server\FSM\Town_Resistance.fsm which removes the resistance AI if the town is held by a none resistance force for more than a specified time period. How would you go about removing that timeout if you wanted the AI to retake the town if there is still only 1 AI left in town and opposing forces to resistance have left the area ? Would this work ? _town setVariable ["cti_town_resistance_activeTime", -99999];
  12. YIPPY... DOES A LITTLE DANCE http://www.youtube.com/watch?v=h-LbvFckptY
  13. Not possible without an addon ?
  14. BL1P

    Warfare BE

    Client rpt = http://pastebin.com/M79TbaKa Server rpt = http://pastebin.com/DgwVn2SG The errors are when a player connects and there is a commander and when commander disconnects and rejoins. Errors also appear if the player tries to use the Map commanding menu or the team menu. ( I just made the UI action = hint "Disabled"; to fix the UI errors though ). example case "onMapPressed": { hint " MAP COMs Disabled No AI"; }; I also think I remember that if you group players together in the editor then turn on disableai = 1; then when a player disconnects his group players get teleported to the island \ AI default spawn position. Hope this helps. As I was trying to fix it myself but I'm a dumb ass !! Also :) Transfer resources returns <Null>AI in list of groups. if player disconnects and reconnects. PS. if ya send or tell me the fixes ill be happy to test on a dedi for ya.
  15. BL1P

    Warfare BE

    Arty range set in params please (far, med, short) or some system to restrict the arty range. Maybe up-gradable ammo as before. Then arty only if Commander ACK/Deny. would be my choice. Would that work if CTI_AI_TEAMS_ENABLED = 0; ,CTI_PLAYERS_GROUPSIZE = 0; and disabledAI = 1; ?
  16. yer the 32bit thing is a bit old hat your right. Seems you at least have spent some time in the editor running tests. Not just screaming Its broke because you cant play some arma2 ported mission on a server on the moon using ISDN during beta test phase.
  17. Only thing that should work as per the Box so to speak is BIS single player missions. Anything on an Server or even a user created mission in single player should not be considered a true performance test. It doesn't matter if Bob gets more fps on Billys server playing Mikes "Mission of Awesomeness" than you do there are too many factors going on. Single player Editor or Bis missions is the only test. Example :) BIS - Here is a sandbox and here are some toys. User - I added the toys and Some scripts and played on bobs crappy server with 60 other guys and my FPS sucks your game is a liar !!
  18. :mad:I WANT MORE TOYS:mad: fuck the gameplay, performance and bug fixes. O wait a sec... I think I or the OP got it backwards :)
  19. The problem with it for me, is that its not only grass that's altered its the topography of the terrain itself. Turning off or lowering grass makes the hills lower and makes objects on the hills float in mid air. Would like to see 2k-3k grass draw distance just to see how much it effects the performance. What is it at the moment 300m ?
  20. Doubt it that's just some local politician.
  21. BL1P

    Warfare BE

    That was BE Warfare :)
  22. BL1P

    Warfare BE

    Should rearming and repairing be free though ? My self I think it should cost you to repair or rearm. The trucks just offer that ability away from base.
  23. Wow that's so f##king rude. even if they edited the mission releasing it on workshop before the author is Lame as f##k.
  24. BL1P

    Warfare BE

    :) Try it, I have that's why I asked the expert Benny for it. :P There's seems to be more going on in BECTI than teenies warfare script wise. @Benny can you use a revive that requires medic class && medkits. I tried the disableAI = 0 it caused some errors even with CTI_AI_TEAMS_ENABLED = 0 mainly as I was trying to do a players only with no AI except the res_towns AI. and squads in lobby would have been a nice option for that. Anyway really looking forward to the next installment !!
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