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Rydygier

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About Rydygier

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    Poland, Pomerania

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  1. Rydygier

    [COOP] The Magnificent Seven

    Haha... Well, in fact that Vickers is tempting. Maybe some kind of optional parameter to get one? They'll pretend, it's a proper gatling gun or let's make it after 1912, there was requested few weapons of that period. I must test it first. From the other hand, not quite western style, I'm affraid about impact on immersion...
  2. Rydygier

    [COOP] The Magnificent Seven

    Now you guys made me thinking... If only we had such thing modded into Arma: And the question is, for whose side? 🙂
  3. Rydygier

    [COOP] The Magnificent Seven

    Great! As for difficulty, it is... difficult 🙂 to make a conscious decision in this regard for me. It may be different in solo and with actual 7 human players (sound easier, than relying on AIs), also I'm not playing much Arma, mostly creating stuff, so I can't really trust my skill as reliable reference here - skill-wise I'm kind of a noob despite >4700 hours in game. It may also depend on used tactics and finally - on settings. That's basically my solution to this dilemma - player can adjust the challenge as he see fit via lobby parameters, unless plays in true SP mode.
  4. Rydygier

    [COOP] The Magnificent Seven

    Thanks, done. Youtube movie is available only in some countries apparently (not in Poland for example). I saw this movie pretty long time ago, so would gladly refresh memories, but I must find other way.
  5. Rydygier

    [COOP] Seven Samurai

    The Magnificent Seven 1.00 🙂
  6. Introduction Who in lawless lands will stand up for the weak? Poor mexican village is harassed by brutal banditos. The villagers grow desperate and finally decide to resist. But what chance these poor folk may have against well armed gang of marauders? They weren’t able to buy enough weapons with these very few posessions, they have left. Instead they found seven gunslingers for hire, brave souls ready to defend the poor against the oppression of the wicked. After all – in these lawless lands men are cheaper than guns. Details This scenario is simple, quick-to-play MP mode, where players job is to save village from brutal bandits attack. It is a spin-off of the Seven Samurai scenario. Although it can be played solo, SP even, it is meant for COOP. This is my very first project of such nature, I never made anything MP-focused before and that's exactly why I wanted to create just once something of that kind. The village is picked each play at random from any proper locations found on the map (Altis, although porting to other maps should be very easy). Randomized is also available gear (the content from owned DLCs and loaded mods should be potentially included) and hostiles. Scenario includes several mission parameters, that allow to customize the tactical and enviromental factors from the lobby. Melee mode requires KA Weapons Pack NEW (melee mode will autodisable if mod not present). It should be considered experimental, fun mode, work best in solo gameplay, there may be glitches for non-server players. Rules: 1. Players start inside the safe zone. As long any player is out of the safe zone, the countdown is going to zero. 2. When the countdown is ended, the safe zone is removed and the attacks will begin soon. 3. Players can arm themselves from the boxes located in the center of the safe zone, at the flagpole. 4. Bandits will attack from random directions in random waves. 5. If too many villagers die - the mission is lost. 6. If all Magnificent are dead - the mission is lost. 7. If all bandits are dead - the mission is won. 8. Civilians will 'shout' about known hostiles near using 3D exclamation mark icon over their heads. Color of the mark indicates how close the enemy is (green - far, yellow - close, red - very close). 9. Player names change colors depending on player's status: dead - dark red; generating noise/speaking - white; incapacitated - purple-red; no ammo - yellow; critical wounds - reddish; serious wounds - purpleish; moderate wounds - blueish; all OK - blue. 10. There's no respawn, only spectating mode after death, but revival is often possible. Porting: Need to be confirmed yet, but seems, that porting is as easy, as changing map name in mission folder name, so for example: MagnificentSeven.MCN_HazarKot -> MagnificentSeven.Altis. Target map should have some "NameVillage" locations with at least 9 enterable buildings in 200 meters radius around. Download The Magnificent Seven 1.00 (Dropbox) The Magnificent Seven 1.00 (Steam Workshop) The Magnificent Seven 1.00 - open folder (Dropbox) Original Seven Samurai scenario Requirements Hazar-Kot Valley Optional: Technically below mods are not required to run the scenario, but western-style weaponry, clothes etc. are taken from them. Without weaponry scenario is unplayable in practice, so at least some of them should be loaded, all of them - recommended. CUP Units CUP Weapons IFA3_AIO_LITE Project Infinite Nolosha Pack Western Notes The basic premise is based on The Magnificent Seven movie by John Sturges, which in turn is a remake of Seven Samurai movie by Akira Kurosawa. I highly recommend to watch these classics, knowing them helps you feel and tune in better during the gameplay. Credits & licenses Scenario utilizes slightly customized A3 Wounding System - AIS Revive by @Psychobastard. My thanks to: @Gunter Severloh for testing, video overview and some good advices. Katana for melee mode from KA Weapons Pack NEW by KICKASS. Additional sound effects (edited: stereo to mono, normalized, most shortened/cut fragments) from: 1. http://soundbible.com/ By: Mike Koenig, Sound Explorer: Attribution 3.0 license, Vladimir: Public Domain license, man: Sampling Plus 1.0 license; 2. https://www.zapsplat.com By: ZapSplat, Audio Hero, PMSFX: ZapSplat's standard license, Still North Media: CC0 1.0 Universal license. Terms of Use
  7. Rydygier

    [COOP] Seven Samurai

    WIP, first run...
  8. So, I'm not MP scripting expert, hence this code may need some corrections, but one way to do, what I described, would be something like: This probably (? not sure...) should be put into init.sqf to be executed on every machine with player... If this works, still sometimes player lands inside a rock, then possibly some radiuses may need to be higher.
  9. Known also from SP unit spawn scripts etc. I suppose, it is because rock formations are one of the largest objects, so if you determine safe spawn position (not colliding with any object) you have to apply quite large radius to be sure, it will find also a rock object (its center point namely, which can be pretty distant even, when standing just at the rock). Such big radius however will very often include some objects, so the obstacle will be nearly always reported, which makes finding safe spot almost impossible. Perhaps this applies also to the algorithm looking for good respawn position, be it some scripted solution or native Arma's code. It could be workarounded assuming, one can customize respawn position via script (within respawn event handler perhaps?). The trick would be to check for any obstacles in small radius, and then also check for rock formations obstacles specifically in quite large radius when looking for a good spot, probably using nearestTerrainObjects with "ROCK", "ROCKS" and, as I read, "HIDE" types of map objects. Another way could be perhaps not searching by object's center (meaning - position itself), but rather it's bounding box edges, but that sounds like lots of excessive complex calculations and it is possible, not all objects have proper bounding boxes.
  10. Rydygier

    [COOP] Seven Samurai

    Meanwhile, regarding Magnificent Seven spin-off/"reskin", I reviewed mods, you recommended for weaponry and clothing (no use for horses, I think...). Here's what I found, some anachronistic WW2 stuff of course, also some uniforms have modern elements sadly, just let me know, if I missed something or something is too off to be here: Weaponry: Clothes: There was also red/pink stetsons, but disregarded them, too non-western colors. Green one may be too vibrant also. As for weaponry, personally I would ban/remove all semi-automatic WW2 rifles, but all of them come from IFA3 AFAIK, so it may be enough to not play with IFA3 loaded, but from the other hand this way few other things from IFA3 will be removed, so not sure, maybe better to remove these rifles from the pool after all. No mod dependencies, but instead at init script will search for certain stuff classes, and will use them, if found. If mission loaded without any such desired content, there will be basically no uniforms and no weapons, just bunch of weirdos in underwear roaming around. There will be adjusted characters, logo graphic, music theme, story background, but no changes in the gameplay itself (melee mode probably available of someone fancy cowboys with katanas...), also I don't know any suitable western-themed map, which means a map with several villages, proper landscape etc. Altis must suffice, I guess. Any thoughts?
  11. Rydygier

    [SP] Pilgrimage

    As I learned just today, @Titus Groan (Titus Groan Gaming), youtuber, one of the most persistent Pilgrimage playthroughs author, passed away some time ago. Rest in peace, Titus.
  12. Rydygier

    [COOP] Seven Samurai

    A few technical fixes later... Seven Samurai updated to 1.02. Changes: - Picked village is marked with blue circle on the map; - a parameter to choose, if samurai should be armed directly (active by default); - melee mode parameter, that also requires KA weapons Pack NEW (for katanas) - experimental; - various technical improvements. Note: mission loading may take longer now.
  13. Rydygier

    [COOP] Seven Samurai

    PS In fact, I found some hacky and probably not fully reliable way based on calculatePath. This command works in weird/unusual way BTW, it is not described, how it behaves, if there's no proper path between points, but I was able to use it anyway. Doesn't solve everything, but improves the situation a bit.
  14. Rydygier

    [COOP] Seven Samurai

    Seven Samurai 1.02 wip2 Used few weird tricks to reduce stuck AI in melee mode, still not perfect, but now at least they are able to kill all villagers in time, if not opposed... Also some other minor technical stuff to make it somewhat working also on dedi/actual network, where mutually non-local units are fighting each other (although server-side AI opponents seem to be more deadly to client-side players, no idea, why). If no major bugs will be found, I would say, that's enough for soon 1.02 release...
  15. Rydygier

    [COOP] Seven Samurai

    And that's how it looks: https://youtu.be/A2OqJsMDxOQ White numbers shows seconds from last movement order. Slight displacements are one of workarounds I tried to un-stuck the AI. All these units with white numbers are ordered to reach a position at this guy qit red exclamation mark. Prepared a testing ground and recreated the situation out of the scenario in the very same spot. Indeed - AI outside this house position seems unable to find a path and reach it, so direct doMove makes it stuck. Hence confirmed, it is nothing in the scenario, just there are unreachable for the AI house positions. Since I see no way to determine, which ones, the best workaround in such case would be sadly direct teleport to the target spot... From the other hand, unreachable unit has no problems with leaving that building if ordered, so this is one-way issue.
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