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Rydygier

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Everything posted by Rydygier

  1. Figured, I can run Arma twice, where one instance hosts the server, and second JIPs in. So after all I can test this... No idea, what mess is going on about playable units in MP, it seems, if you tag a playable unit with setVariable then add to it some mouse actions or 0-8 options (that's the case for JIPable units synced with Base object), and after that JIP into it, the variable stays, but options/actions are gone (not a problem with AI disabled in the lobby, in such case perhaps actual new unit is spawned in at JIP, so have no variable tag yet and thus passes the check). Or is this something in my code causing this after all? I'll investigate this further, thank you for the assistance. 🙂 BTW found some stuff, I probably need to correct anyway, so that's a good thing.
  2. Ah, yes, indeed, otherwise we go through old array, before updating it with new players which leads us nowhere. To be 100% OK, it should be: foreach (allPlayers - (entities "HeadlessClient_F")); In this case he would be right. 🙂 We are going through rather typical debugging process, only this time I can't perform this myself. Thanks again, your help is very appreciated. So it seems, we overcomed the problem of new player not present in allPlayers for both variants. That's the progress. Now appeared, somewhere before this JIPing player gets his "access" variable true. This happens in three places in the code: 1. At the init, for the units initially included into RYD_HAS_STT array by hand or preliminary syncing with the RYD_HAS_Base object in EDEN: { _x setVariable ["RYD_HAS_Access",true,true]; _x addMPEventHandler ["MPRespawn", RYD_HAS_atRespawn]; } foreach RYD_HAS_STT; 2. Inside RYD_HAS_NewUnits function; 3. Inside RYD_HAS_atRespawn function, which is added as MPRespawn EH code as shown in p. 1. and inside RYD_HAS_NewUnits, in the same manner. Therefore unit can return true for _x getVariable ["RYD_HAS_Access",false] if it was already added into RYD_HAS_STT at init or if it was already added by hand via RYD_HAS_NewUnits. So it's a mystery. 😶 ...unless the player JIPs into AI unit, that was synced initially or added via RYD_HAS_NewUnits before. I would suspect the first case. (which BTW leads to the valid question: why even I bother with this feautre if all, what user needs in order to get same result is just initial syncing all playable units? Well, why not. it was requested, easy to do (not much code) and perhaps someone will want to keep playable units not synced for any mysterious reason. Still, it is kinda redundant...) Technically I could just not using "RYD_HAS_Access" check but instead do foreach ((allPlayers - (entities "HeadlessClient_F")) - _allPlayers) to run through all new players but that would be giving up on solving the mystery, which I don't like at all. And I'm not sure, if that would be 100% reliable (depending, what HAS user would do with some new players in other code before new loop cycle).
  3. One way, I do not like, would be grabbing allPlayers into variable at first, then waitUntil in allPlayers appear a unit, that isn't in that variable and then run foreach loop. That could work assuming, always and for sure at first new player is not inside allPlayers when this EH kicks in. And as for MP many things aren't certain nor guaranteed... Second way would be not using EH at all, just some permanent loop with a 1 sec sleep or so, that would cyclically compare previous allPlayers with new. This way: Here is new version: HAS 1.9 wip2
  4. Thanks. Since in this case I can't test my own code, it is tough one to implement. Especially, so far I never touched anything around JIP, so not sure, what to expect here. Good. It's within foreach loop anyway, definitelly should be _x there. That explanation makes sense. It seems weird to me, that EH doesn't provide actual unit object, player is JIPing into, that would make everything much simplier. But it is "PlayerConnected" event that probably not necessarily imply "incarnation" into certain unit object and indeed may happen before such incarnation. I'll think, how to solve that. Thanks again for helpful input.
  5. Rydygier

    HETMAN - Artificial Leader

    Complete arty handler logic is spread across several functions. Essential bulk you can find in the HAC_fnc.sqf: RYD_ArtyPrep//initial arty preparation - ammo, Fired EH... RYD_CFF//main handler run from HAC_fnc2.sqf inside RYD_StatusQuo function, allocating fire missions - here arty firing begins. RYD_ArtyMission//checking, if arty mission at chosen target may be handled by some arty piece, also direct executing illum and smoke types of missions RYD_CFF_TGT//picking the suitable target (only if found any, RYD_CFF will seek for battery to conduct the fire mission against it) RYD_CFF_FFE//targeting, calling RYD_CFF_Fire - main fire execution code run once the target and arty fire "provider" are determined RYD_CFF_Fire//actual arty firing procedure
  6. HAS 1.9 wip1 - also units added via RYD_HAS_newUnit later in game should get back HAS calls after respawn (not tested); - added new user variable (cannot be changed on-the-fly - attempt will be futile) - RYD_HAS_addJIPs = true;//if true, JIP-ing players will automatically get access to HAS calls without necessity of manual calling RYD_HAS_newUnit function for them. (not tested, can't test on my own anyway - testing requires two players); - provided global and "per unit" switches for selective enabling/disabling access to each type of support. Global: RYD_HAS_Switch_Taxi = true;//global switch for troops transportation support availability RYD_HAS_Switch_Supply = true;//global switch for supply drops support availability RYD_HAS_Switch_CAS = true;//global switch for close air support availability Exemplary usage - disabling access to supply calls for all players: RYD_HAS_Switch_Supply = false; publicVariable "RYD_HAS_Switch_Supply "; Per unit: unitName setVariable ["RYD_HAS_canCall_Taxi",false,true];//disabling troops transportation support availability for 'unitName' unit unitName setVariable ["RYD_HAS_canCall_Taxi",true,true];//enabling troops transportation support availability for 'unitName' unit similar for the rest: unitName setVariable ["RYD_HAS_canCall_Supply",false,true]; unitName setVariable ["RYD_HAS_canCall_CAS",false,true]; These are enabled by default. Note to both: as observed during tests, if at that moment some player has currently opened 0-8 supports menu, currently displayed for him support options will be not adjusted accordingly. Only after closing 0-8 GUI. Even when global switch is on, if unit's switch is off, that unit will have no access to that type of calls. Also if unit's switch is on, but global switch is off - there's still no access even for that unit. In other words both, global and unit's switches need to be "true" in order to provide respective support access to that unit. This one was tested, but only SP. I'll be grateful for further testing, especially in MP and for first and second features.
  7. Rydygier

    HETMAN - Artificial Leader

    Hello. For sure use all lower case for artillery vehs classes ("pook_2s19_opfor" and "pook_9k58_opfor"). Also few things: 1. You can also try to rely on autofiller and do not define manually that config (RydHQ_RHQAutoFill = true;, it is enabled by default). 2. With modded arty you can't be sure, if it will work, depends on how well the mod is done. 3. Even if all is set OK, arty may not always fire when you think, it should. Script has own ideas about that.
  8. Rydygier

    [SP] Warping Plague (wip)

    Hi, thanks. Since logic structure of these anomalies is based on parallel threads without any handles left and utilizes some additional spawned helper objects, particle sources etc., in order to get control over once placed anomaly, I would need redo its code to add and collect all threads' handles and spawned object into global arrays, from where these can be terminated/deleted/moved. Possible, and even less work than enabling suspending, but for now decided, I'll just scatter number of them at mission init in the northern part of Malden and leave them be.
  9. Introduction A singleplayer, semi-randomized, real-time but turn-based open scenario for Malden. You, as the only member of scientific staff, survived inconceivable consequences of the experiment conducted on Malden. Now, while time is against you, try to rescue and evacuate as many, as you can from this surreal disaster. To do so, manage your town, defend it, explore to gather survivors, resources and necessary measurment data. Each day you can perform limited amount of activities and each day situation gets worse, so decide wisely and act efficiently. Gameplay sample Download Warping Plague 1.00 wip (Dropbox) Notes Scenario is still under regular development, but decided to release it here already, because I could use some feedback with ideas etc. Ran out of own inspirations at the moment. It's playable, but not 100% tested through yet, so possible are bugs and bad balancing. Please, let me know, if there's any interest in this and if so, what could be improved, added or changed. Also bug reports appreciated as always. In this scenario I'm deliberately vague as for background explanation, I prefer to leave a lot to imagination. Experiencing the unexplained and attempting to understand, what's going on there and how to deal with it is meant to be a part of the gameplay. Meant is also kind of surreal/oniric vibe. Yes, that's one of these weird scenarios rather far from classical milsim etc. As for gameplay dynamics, it starts slow and easy, but gradually should become more and more challenging. Credits Scenario utilizes 11 anomaly scripts by @aliascartoons with his permission. Optional content Scenario will automatically detect presence of MBG Aliens Ground Forces mod by @mondkalb and use provided by it aliens as warper creatures if mod is detected. Scenario will automatically detect presence of Artifact Zun Tavyl mod by @Circumsoldier and use provided by it weapon as warper creature armament if mod is detected. To Do - mental stability parameter (negatively affected by anomalies and creatures, positively affected by time/resting); - some quests bound with diary entries?; - adding more optional alien weaponry to warper cratures. Perhaps there's a hope, MBG Alien Ground Forces mod may get such addition in the future, but that's just my guess, there was requests in this regard, no idea about actual author's plans. Or perhaps someone is awared about Arma 3 mod intriducing such weaponry? The smaller mod, the better. - perhaps new kind of Weird Matter to be obtained with different properties?; - using Contact DLC stuff, but seems, apart from some props, there may be nothing useful on the free side of the paywall, not even sounds or music tracks, which is disappointing; - more language corrections when errors reported; - more activities/presence for The Fittest. Changelog Terms of Use
  10. Rydygier

    [SP] Warping Plague (wip)

    Ah, good. Even better:
  11. Rydygier

    [SP] Warping Plague (wip)

    Yes, I think, each mission pbo change makes new game required? Nothing, I could plan or decide. I can wait a bit longer with the next update though, especially, I've to think now, ho to approach rest of todos. Anyway, if one want to play longer to test long-term balance, may postpone own file updating and continue with older version.
  12. Rydygier

    [SP] Warping Plague (wip)

    File updated: - 11 new anomalies by @aliascartoons, part of them actually acting like another, rare types of (semi)intelligent warper creatures/life forms, not anomalies in this scenario meaning. Two of static anomalies possible to scan, but since these do not move nor relocate, they do not leave any traces, thus here completing the scan will give immediate, one time per type, reward. There's 10 of them spawned prermanently in the northern part of the island, some may be of the same type as other, but each gameplay typically at least half of types should be present. Was thinking, if these should be dangerous also for other warper creatures. Decided, because of their nature, they will be. Should be also more dynamic this way. Be extra carefull, these new are typically even more deadly/nasty. BTW this made mission file much bigger, as expected. - added 0-0-0 quick save, as requested. By default 0-0 menu IIRC requires radio item assigned in the inventory; - added crafting the ATV, available at the Stash if previous own quad is destroyed (can be one at once, quads possibly found elsewhere doesn't count here)) - costs 250 Materials; - currently assigned vehicle (the last embarked, default ATV if none embarked) will be for player's convenience marked on the map. If no such vehicle - marker will disappear; - added kind of dynamic jukebox, chosen tracks will be played from time to time (semi-random, around 20 minutes interval, similar as in Pilgrimage), the kind and interval depend on the situation (calm, weird or combat (these two with shorter interval)). Tracks chosen amongst Arma 3 music. Sad surprise was to learn, there's no Contact DLC tracks visible/avilable (I do not own this DLC), same for sound effects. Seems even this is behind the paywall unfortunatelly. So we have, what we have, I'm not satisfied, but... - MBG Alien Ground Forces units should now use provided by this mod alien radio protocol language; - experimentally warper creatures will use this weapon: https://steamcommunity.com/sharedfiles/filedetails/?id=942209374 if mod is detected. - corrected pointed out grammar errors. As for future plans, currently under consideration (details unknown): - mental stability parameter (negatively affected by anomalies and creatures, positively affected by time/resting); - some quests bound with diary entries?; - adding more optional alien weaponry to warper cratures. Perhaps there's a hope, MBG Alien Ground Forces mod may get such addition in the future, but that's just my guess, there was requests in this regard, no idea about actual author's plans. Or perhaps someone is awared about Arma 3 mod intriducing such weaponry? The smaller mod, the better. - perhaps new kind of Weird Matter to be obtained with different properties?; - using Contact DLC stuff, but seems, apart from some props, there may be nothing useful on the free side of the paywall, not even sounds or music tracks, which is disappointing; - more language corrections when errors reported; - more activities/presence for The Fittest.
  13. Indeed, changed the file extension to dllx and there's no crash at exit. Thanks!
  14. It says, that bad_module_info stopped working. After closing the message window there's another with the info about unexpected Arma 3 exit with the code: 0x000000FF - Since it is at exit, I would ignore it, but each time it leaves another 40MB large mdmp file, which is annoying. It started to happen lately, probably after game reinstall. Here's generated report.
  15. Rydygier

    [SP] Warping Plague (wip)

    And good one, I could imagine doing it with some drama, mourning after passed leader etc. It could be nice, just would require different plot. Defnitelly should. Not sure, if could. I mean, there's no such weaponry in vanilla AFAIK, would need to be not only scripted in (like guardian's "cannon"), but also integrated with normal AI's fighting behavior somehow. Sounds complex. Another way would be finding some "alien blaster" kind of addon and make it optional replacement for mundane stuff. I'll look into it. Well, via main menu or 0-0 you would overwrite same several slots regardless (unless you have differently set game options), but works for avoiding opening main menu. Anyway, it's nothing difficult, I may add such gimmick, if desired. 🙂 Depends, how long you was absent. This anomaly is slowly moving. If you weren't there for several minutes, indeed it could moved far. Well, that's subjective. Not sure, why, but reloading does much less harm for immersion as for me. Probably because it is feature outside the gameplay, something separated from it, while respawn is a solution inside the gameplay, "contaminating" the story from inside. Loading a game doesn't feel to me like "time travel"/"reverting to the past" while respawn inside the story feels like resurrection/reincarnation/whatever weird happens to the character. Like death isn't final, doesn't matter - and that's the issue. If it is designed this way, like it was in Mordor game (if I remember correctly, played long time ago and shortly), then at least fits the story, although that was one of the reasons, I played it shortly. I definitelly will try to use as much from Contact stuff, as possible without crossing the paywall. But I still need to look, what's available on the free side of it. My game isn't even updated yet, download awaits. CBRN suits, decontamination stuff (improving daily radiation dose reduction), this hand held device used as the scanner, sounds&music if any, not even sure yet, what else is there... Yes, good idea, should be simple enough. An option at the orange box visible if there's no quad already, would cost materials... Yep. Such vehicle even could pass as makeshift creation somehow.
  16. Rydygier

    [SP] Warping Plague (wip)

    Hm? Doable, but default button in main menu doesn't suffice? Unless you mean periodic autosaves switched via 0-0 menu. I read in hurry, sorry. That's another matter, but I'm afraid it wouldn't work either, not without serious plot redesign. Here you control very certain person with very specific background story, skills, knowledge, motivation etc. It can't be any survivor, whole background would make no sense, especially scientific aspect of it, also the thing with Marcus. Big complications from that side. Also... if my protagonist would die, I would load saved game anyway. Too sad to let it happen... So I simply doesn't like introducing such possibility even, if would fit the story. I like, when I can immerse into some certain person for good, treating controlled character in such scenario as temporary/disposable/replaceable whoever is not my cup of tea. Yes! Very appreciated, thanks. 🙂 My grammar knowledge is hazy and fragmentary at best, never was really communicating in English on daily basis, just text in the web like here.
  17. Rydygier

    [SP] Warping Plague (wip)

    Good soundtrack is always... good. 🙂 I'm all for it and will consider something for sure. But unless we stick to Arma 3's own tracks, there are cons: music file is rather big, and I would need at least several, and also never quite sure about copyright, fair use etc. stuff. Usually assume, if something is on youtube long time and not deleted, then apparently rights holder has nothing against, but who knows. Anyway, there may be something, but probably some picked tracks from Arma's own OST (I do not own Contact DLC, but I wonder, if some cool new tracks are coming with it? And in proper mood?). Respawn - no. I hate respawns. Never finished APEX campaign because of them. These are so... MP? Immersion breakers. And I do not see reason for them in SP scenario. Save/load game is just fine.
  18. Rydygier

    [SP] Warping Plague (wip)

    I have it. Figured, I'll go the simpler way, since alternative indeed looks far too tedious. I'll once, at mission init, pre-place several (depending on perfromance. 8?) of these anomalies roughly in the Zone's part of the island, likely less of them, than number of types (12), not all must be unique, but most should, so it is likely, player will see in one gameplay roughly half of available types. Each type should have some preferred kind of surrounding too, so they may tend to be located in the locations of certain characteristic. Because of chosen way of code merging, these anomalies would stay probably out of native scanning-traces system as, say, too unstable for safe scan, which fits, as from what I've seen so far these have rather large hazard radiuses. I still need to figure out a way to indicate for the player, which anomaly can be safely approached for scanning though. Leaving the player with tries and errors as the only way would fit the plot, but without often save game or spoilers it will become highly frustrating. One small issue is, at least some of them visually strongly rely on light effects, which are barely visible during the day. Also I may adjust some features where required, for example Alias' anomalies have implemented screams for the player cought by the anomaly - I'm disabling these. Ah, and mission file will become much larger because of numerous sound files.
  19. Rydygier

    [SP] Warping Plague (wip)

    While waiting for @aliascartoons permit of usage, I'm looking at their code now (found 12 his anomalies in fact, some may act as similar to my anomalies while other, that seems semi-intelligent could pass as another warper creatures or something inbetween). One difficulty, I see is the fact, at least currently investigated anomaly script is probably designed only to add an anomaly, but I see no means for removal. Also code is based on many parallel threads (spawns, execVMs) which makes this harder. So one way would be to dive deep into their code and do all necessary adjustements to make spawn/removal/spawn/removal possible, but some may require quite extensive redesign like replacing parallel threads with some kind of "one loop" solution, or, if that prove to be too tedious, I could just spawn bunch of them at day 1 and leave them be, but then they'll be present only inside initial Zone boundries, will not follow Zone expansion and those destroyed (apparently this is possible for some) will be not replaced with new ones. One way or another, it will rather take some time to implement. Assuming, Author will give the permit of course.
  20. Rydygier

    Contact Starters

    Forgot about that one. Top-notch and stylish - noir. Pitch Black also quite good indeed.
  21. Rydygier

    [SP] Warping Plague (wip)

    Mentioned diary feature seems operational, so file updated for testing. As said, there is an "evening scene" at the end of each day with possible one diary entry randomized from the pool of possible entries, if any at the moment. "Possible" means, some are contextual (require certain event or action), other will be displayed in preset order, revealing the background. Each consequtive of the last part of them require certain level of data gathered and reflect Escher's thoughts on gathered so far information about the Plague. Note, these are his personal theories, not necessarily the truth... Whole diary so far can be reviewed any time at the laptop. Please, let me know about any language erros, I probably made some. BTW removed from the mission "gathering enough materials to evacuate people" thing (it was only hinted and visible in the mission end summary - how many evacuated). It was hard to explain reasonably in the light of scenario plot, they aren't some castaways to need own means of evacuation, the problem is the quarantine. The requirement for the evacuation is still to gather 100% of the measurement data, and still there's an alternative way, hinted in the diary.
  22. Rydygier

    Contact Starters

    There are more than single examples, that need to be mentioned apart from absolute classics like Aliens, Predator or Star Trek. TV series: Battlestar Galactica (newer one), The Expanse, X Files. Movies: Arrival, Anomaly (despite some flaws). Books: Lem's mostly, I think this one is my personal perfection on this topic: https://www.goodreads.com/book/show/251633.The_Invincible and of course mentioned Fiasco.
  23. Rydygier

    [SP] Warping Plague (wip)

    Thing like such PDA possibly could be added, but later on, since this is substancial amount of work while without big impact on the gameplay, still, good for immersion. I don't know specifics yet, but likely The Fittest gang will become more active in the future. Unlike warper creatures, those thugs aren't spawned around the player, instead there is constant amount of them in their town plus few patrols placed each they which indeed roam the map, mostly between Arudy and their town, keeping distance from the Zone. Seldom I heard distant shooting when they encounter warper creatures, but indeed meeting them is not often. Also true, first days are most calm due to that whole escalation idea - things should become more and more dynamic with passing days, but it's slow progress to give the player time for preparations. Possibly there will be initial settings GUI to customize things like that, who knows. Thanks for your feedback. Appreciated. 🙂
  24. Rydygier

    [SP] Warping Plague (wip)

    Another idea, I'm implementing currenty is kind of diary: at the end of each day there will be added special "evening scene" with displayed some protagonist's (named Gregory Escher BTW) thougths on recent events or overall situation, if there was no notable events lately. So, these entries should refer to some key actions, player did first time lately, or some other important events or will reveal next piece of general background story. There are few benefits, I see here: better character immersion - player will have an access to what his character actually thinks about all this, which at least to me adds a nice narrative flavor to the gameplay, secondly, it will be an opportunity to gradually introduce player into background story and some situation aspects in more digestible way instead of throwing at him walls of text with all the stuff at once in the map screen briefing entries, finally - not sure yet, but technically it may become an oppotunity for some pre-defined side quests activation - if I figure out specifics of such quests here.
  25. Rydygier

    [SP] Warping Plague (wip)

    Great to hear. 🙂 Yep, still work in progress and indeed I'm working on it, pushing it forward as time, motivation and ideas allow me.
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