Garthra
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10 GoodAbout Garthra
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Biography
A 20 something law student
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Player looking for squad (not for squads to post looking for players!)
Garthra replied to Placebo's topic in ARMA 2 & OA - SQUADS AND FANPAGES
Community, Thank you. I have received enough responses to say I am no longer looking for a server. I need time to investigate the responses I have received. --------- Consider this request closed for the time being. --------------------------------------------------------------------------------------------------- To the ArmA Community: What I am looking for: A server/community where I can play ArmA II-ACE/ACRE in a mature and tactical environment using ACE artillery/mortar system. I am having some trouble finding the ArmA experience I want, so I thought I would cast my line out and see if anyone bites. Who I am: ArmA II player for 2-3 years. (Mostly ACE/ACRE). West Coast United States location. Age in mid twenties. Serious, mature guy. I believe very strongly in teamwork and serious coordinated play. Very experienced with ACE artillery/mortar system (well over one hundred hours practicing, testing, and employing ACE artillery/mortars in operations). The problem: I am a member of Tactical Gamer, and do not plan to leave Tactical Gamer. Been with TG for over a year now and a lot of good memories over several games. I like the people there and the attitude. However... TG has mostly moved to ArmA 3 along with most everyone in the community. No surprise really. But I want a place to play ArmA 2-- ACE/ACRE. This is hard because most half way serious communities do not allow dual memberships, or do not allow nonmembers to play in serious operations. The Solution: I need either a community that will permit some sort of dual membership, or a community that allows nonmembers to play with them in serious missions. I do not mean allow public players to play with them during “random fun times where no one is taking things seriously.†I want to play in objective driven missions with working chain of command. The Promise: I guarantee you that I will bring as much seriousness and discipline as is required to play with your outfit and then some. I know many communities have rules against nonmembers playing in their more serious events, and this would be a reasonable cause to exclude me. I understand the need for those rules. What I am arguing here is that I am not your average player. I will not mess up your plans or slow you down. I know the ABCs (accuracy, brevity clarity) of communications, can give a proper contact report (DDD -direction distance description), can watch a quiet sector for 15 minutes without seeing anything there and not complain about it. I will make whatever effort needed to integrate into your unit. For example, the last time I did a test run with a group of ArmA guys to see if I would fit in I spent four hours reading real life military manuals on small unit tactics, infantry and mortars, before joining their server, to ensure I would be up to speed. They did not ask me to do this, I did this on my own initiative. After all, they said they were a realism based server, and I took them at their word. Turns out I didn’t need to do that much preparation for that server. But, the point is that’s the level of preparation I am willing to put in to fit into your server if needed. The Bonus: Even if no one on your server / in your community knows how to use artillery, its no problem. I would be happy to help others learn ACE artillery systems (howitzer and mortars) and create a base of skills to add a new element to your operations. When I can play: Weekends generally, and... Week nights after work. I arrive home from work at about 7pm West Coast/10pm East Coast USA. If you think your community/server might be right for me please send me a PM. Thank you. Garthra -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Garthra replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thank you for a GREAT tool Shay_Gman! Also thank you for your frequent responses to questions from everyone here on the forum! You are really doing a public service to the community! -
Making Headless AI Client Randomly Spawn Waves of Enemies (maybe with RUIS script?)
Garthra replied to Garthra's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes some of our newer missions use it. It greatly improves performance when a large numbers of NPCs are around. Small missions, not worth the effort. No luck getting the UPSMON to work. But I did find a work around based on the stuff we discussed. Ended up just fine! -
Making Headless AI Client Randomly Spawn Waves of Enemies (maybe with RUIS script?)
Garthra replied to Garthra's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yep! :) Glad to hear it! -
Making Headless AI Client Randomly Spawn Waves of Enemies (maybe with RUIS script?)
Garthra replied to Garthra's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
No worries! Thanks for the response! :) Go ArmA2 Community, always willing to help out! -
Dynamic-AI-Creator (DAC) V3.0 released
Garthra replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
TOPIC: DAC Arti: How to Use Smoke and Illum Rounds? I am loving DAC. While I can read through the configs, and edit them pretty well now, I am having trouble with the arti support. I am inside the DAC_config_arti file. I am looking at _Set3, which should control the type of unit fired, and the type of ammo used. I am replacing the starting ammo “Sh_122_HE†in Set3 with either “ARTY_Sh_122_SMOKE†or“ARTY_Sh_122_ILLUM.†I am leaving the default arti gun (D30.) Both ammo types fall within the D30’s arty ammo types listed in its class list. Neither work. When I leave it on default round, Sh_122_HE, it works. (the AI spots the target, rounds are fired, hit target, cause explosions and death, etc.) But when I try to change it to another type of ammo, such as illumination or smoke, it fails. When I say fails I mean, the AI successfully target the enemy, and the rounds are fire. At the impact site I do hear an explosion as if arti is striking something. However, I see no explosion, no smoke, and no illumination. I am replacing the starting ammo “Sh_122_HE†in Set3 with either “ARTY_Sh_122_SMOKE†or “ARTY_Sh_122_ILLUM.†Both fall within the D_30’s arty ammo types. Neither work, that is both encounter the problem described above. (Only sound of explosion, no explosion.) I believe this issue was previously brought up in post 445 (andersson, quoted above), and post 449 (siloa). However it was never answered, at least not that I could find. My only theory is that DAC uses the basic ammo of the weapon, hence class name Sh_122_HE, the default direct fire ammo of the D_30, works, but the “ARTY_†type ammos (such as smoke and illum) do not work with DAC. This appears to be what ANdersson thought as well. Maybe there is some way to unload the basic starting ammo (HE) and reload the weapons with a different ammo (the BIS_arty ammo)? Or maybe just use another firing platform with smoke launcher mag (such as BMP2_INS) which has smoke as a basic (nonarty) ammo type? But then how do I get a range of 2-3 km? Does DAC automatically modify the range based on the setting in art_config _set10? (So even a if the range is normally toolow, it owuld be changed to whatver it had to be for set10?) And even this works, it does not help with flares... Core Question: Has anyone been able to get DAC to use smoke or illum arti from either D30/M119, or some sort of mortar? If so, how? Alternatively, any other way to get DAC to do long range smoke or flares? Thanks! Garthra -
Making Headless AI Client Randomly Spawn Waves of Enemies (maybe with RUIS script?)
Garthra replied to Garthra's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok, after basic tests, this does seem to be a solution!!! :) I can get a group of enemies to spawn in one zone, and move to another zone (the area to be attacked). It gets tricky after that, but this is the first step. I can also activate and deactivate zones to increase or decrease the incoming enemies. Thanks! Three issues though. 1.) The DAC enemies seem to pause a lot in cities. They move very very slowly to their obejctive through urban terrain, sometimes seeming to even get lost getting through the city on the way to their objective. They do ok in natural terrain (hills/rocks/trees). I think this is something in the behavior config. How can I improve this to make them move quickly through urban terrain or more straight to the point? 2.) How do I ensure that the waves go off smoothly from wave to wave? I cannot use the "NO OPFOR Present" trigger because it would fail if there were any respawns of enemies or if one guy was hiding prone behind a rock. And if I have multiple groups coming from multiple sides, just because there is one enemy left in one group does not mean I want to hold up the entire next wave until even that last guy is dead... But I cannot name the groups/waves and make a trigger saying "when group _1 is dead, then..." because they are DAC generated and so have no name. So how do I setup a good trigger system which will allow ramping up of difficulty without getting messed up by the possibility of respawning enemies or a lingering last man standing/hiding in a corner? 3.) Do you know if the "create a zone" function works with Headless client? I know activate and deactivate does, but do you know about "create a zone"? I am worried that anything created mid game randomly might conflict with it, or at best just run on the main server (not the headless client). Thank you again! Slowly but surely I am making progress, thanks in large part to you! Garthra -
Making Headless AI Client Randomly Spawn Waves of Enemies (maybe with RUIS script?)
Garthra replied to Garthra's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sorry for delay in response. Real life flared up. I will be testing this stuff out in the next few days. Thank you for the ideas Savage! -
Making Headless AI Client Randomly Spawn Waves of Enemies (maybe with RUIS script?)
Garthra replied to Garthra's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have used DAC before (for patrols, respawns, arty, and customizable outposts,) but I have not used the DAC_Save_Pos function before, and will have to look into that. I will re-read the manual and see what else I can get out of DAC. The idea you mention of deleting the old zone when all units dead and creating a new one "on the fly" with more enemies is an interesting one. Given that I have basic working knowledge of DAC, could you describe how I might accomplish that? Thank you for your help! -
Making Headless AI Client Randomly Spawn Waves of Enemies (maybe with RUIS script?)
Garthra replied to Garthra's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Interesting idea! And glad to see someone else is using Monsoon's guide! While I am still looking for anyone with more scripting knowledge than I have to help modify RUIS or another wave spawning script... I nevertheless appreciate your response as a potential alternative solution. Please help me understand your mission/solution further: 1.) How did you ensure that the enemies generated by DAC would leave their spawning area (presumably far from the defensive base with players) and head towards the players at the camp? 1a. Even if the enemy patrol area is not far from the target base, close but not right on top of it, how do you ensure they go to the potion of their patrol area that is within striking distance of the base, and not another part? 2.) How did you get the level of resistance to increase over time on the defenders? (My goals is not "these 5 patrols repeatedly attack the players and respawn," but is instead "Wave 1 is roughly 15 guys (+/-5), wave 2 is roughly 25, wave 3 is one to three tanks, etc." I am unclear as to how DAC can achieve that ramping up. 3.) If you set the enemy infantry's zone of patrol in or around the player defensive position, (that is, so small and close to it that there is no chance of enemy infantry in that zone NOT enountering players) how did you prevent them from spawning right on the base that is being defended at the start of the mission? (For instance player A starts the mission sitting behind his sandbags, looking out, and within seconds of mission start, with DAC kicks in, suddenly the AI spawns right behind him, inside the defensive line, or right in front of him, appearing out of thin air?) 4.) Please provide any other information you think is necesary to help me duplicate your methods, including if possible specific descriptions of steps to be taken, and, in my fantasy world, examples. I will be trying to replicate the sorts of effects you used in your mission, and would therefore appreciate forewarning of major problems or limitations you encountered. Thank you for your reply! -
Goal: My goal is to execute a random wave generating script on the headless client so as to allow good server performance during large defensive co-op battles. Issue: I recently began using the headless client in my missions thanks to a GREAT guide by Monsoon, but am now trying to take it to the next level and incorporate scripts so that they run on the HC. For instance, a script similar to RUIS which would spawn a random number of enemies in waves. I have RUIS working on my personal computer (thanks to Igneous01!), and I have the HC working (thanks to Monsoon!), but I cannot get them working together. Anyone have any ideas how to edit RUIS (or any other script to randomly generate attacking waves) to work under the HC? I am the most novice of scripters, and would appreciate a response geared towards someone with my limited knowledge. My hunch is that changing which computer it runs on to the HC is not difficult and that someone who knows how to script more than me will see the solution quickly. What I have Tried: In Monsoon’s guide, it discusses several basic modifications to a script to incorporate it into Headless Client, which I have tried. (Thanks to Monsoon.) First, I have edited the init file to include a section like this, (where "your_script.sqf" is the script you want HC to run.): //execute DAC on HC if present, otherwise on Server if(HCPresent) then{ dac_on = false; if(!hasInterface && !isServer) then{ execVM "hc_dac.sqf"; execVM "hc_units.sqf"; execVM "your_script.sqf"; }; } else{ dac_on = true; if(isServer) then{ sleep 5; execVM "hc_dac.sqf"; execVM "hc_units.sqf"; execVM "your_script.sqf"; }; }; Then you have to edit the script itself to look for the HC: Where before it said: if (isServer || isDedicated) then{ now it says: if (isServer || isDedicated || (name player==HCName)) then{ For reference: 1.) The RUIS script which generates enemies randomly. This is their webpage for more information: http://forums.bistudio.com/showthread.php?117220-RUIS-Random-Unit-Invasion-Script This is the script itself and example mission. All credit to Igneous01 for the script and example mission. 2.) Monsoon’s GREAT guide on the Headless Client, including how to edit the DAC script to run on the HC. (See page 13, Turning the DAC on.) Any help would be appreciated, as I have done all I can with my limited knowledge. Although I am focusing on adapting RUIS script, if there is another method to achieve my core goal, I am open to it. Thank you! Garthra
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Thanks for your help everyone. My question re dynamic patrol has been fully answered. Score 1 for the ArmA community!
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Dernt, Thanks for the input! I think I am getting the hang of this. Thank you everyone for your patience with a slow learner. Several questions... 1.] Could you clarify your "steps?" For instance, on step 1... You create several fireteams, each with a "placement radius. Ok. 2.) Then you create patrol markers. 3.) Then you sync the patrol module to each leader, which means each leader should pick 1 of the 3 patrol routes. And this added on to the fact they spawn at a random place means they begin the patrol from a different location. But in the end it is still just random start location and 1 of 3 paths right? For instance if (wp = way point) route 1 was wp1, 2, 3, and route 2 was wp4,5,6, and route 3 was wp7,wp8,wp9. Then the group would do either, 1-->2-->3. Or 4-->5-->6, or 7-->8-->9. Never 2-->5-->8. Or 3-->6-->2. Is that all correct? 2.] So why do my guys KEEP choosing route 2? I create 2 routes. One is "wp1","wp2","wp3". Two is "wp4","wp5","wp6". I tested it like 6 times, and ever time the guys went for route 2. Never route one. So it seems like it is not randomized. Is there something to do with not naming three possible routes? What am I doing wrong here? 3.] How do I tie this in with the dynamic enemy spawner? (So I would not personally need to place each group?) Thanks again for you help! Garthra
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Thanks for your help Hellfire! I got it working. But it always seems to do route 2 on mine no matter how many times I restart it. One step at a time I guess! This is a success in my book. The next question is: How do I make it randomly choose among the paths? The final one is: how is this distinct from just setting waypoints for the pre-placed squad? What is dynamic about it? Does it select its own route? If so, under what constraints? Does it select "route 1" or "route 2" or "route 3," and follow them in order? Or does it randomly create a path among the waypoints on route 1?
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Thanks for the quick reply, but still no luck. So I have "skirmish -dynamic patrol" module synced to a "Skirmish--init" module AND synced to a squad to BLU FOR infantry leader. In the "dynamic patrol" module I have the following ROUTE 1 ["wp1","wp2","wp3"]" (Where wp1, 2 and 3 are markers (invisible) with those names). I also have a second route, route 2, with ROUTE 2 ["wp4","wp5","wp6","wp7"]. I have it set to "apply to GROUPS of synced units." When I start the mission the infantry group just stands there... Any ideas? Thanks again for the help! Garthra