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Rydygier

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Everything posted by Rydygier

  1. Introduction HWS is meant as very easy in use generator of dynamic, interesting battles conducted by HETMAN commanding AI. Unique each play battle experience powered by very complex scripting is created with few mouse clicks. No addons required. Optionally at init player may customize the gameplay by choosing fighting factions, scale of the battle, daytime, weather, forces ratio, persistency of the result (campaign mode, where results of past battles slightly affect every next battle) etc. Additional text field allows advanced users and Hetman veterans to apply also more complex setup code or even regular script, that will be executed at init. Resulting battle may vary greatly each try. War has many faces, nothing is guaranteed. You're only one of many cogs in the war machine controlled by HETMAN, so do not expect any special treatment. Those battles aren't player-centric in any way. One time you may found yourself in the middle of fierce firefight immediatelly, another time you may be kept as reserve long time before you see any action. You may die in the first few minutes or survive to the end without a single shot fired, but with few clicks in the legs. Both extremes are not very probable, but possible and perfectly OK - just do your part or act on your own. Create own war stories. HWS will utilize also units from custom addons when loaded if addons have configured properly groups. Additionally, player may any time via supports menu (0-8) activate passive spectator mode based on Smart Camera script, that will turn the game into kind of war movie to watch, showing autonomously chosen interesting spots of the battlefield - all without any interaction required. That mode may be switched off anytime by pressing a keybord key. In the same menu player may find also other useful in-game switches. Download HWS 1.06 (Armaholic) HWS 1.10 (Dropbox) HWS 1.10 (Steam Workshop) HWS 1.10 open (Dropbox) - open folder WIP It is my own "dev branch". Here I'll try to update the file on an ongoing basis each time, I find and fix any bug, so impatient may use it instead wait for the fix in the next official version. Latest fixes: Changelog To do Recommended addons - TPW MODS (especially for HUD feature); - any preferred low level AI enhancers, that doesn't mess with waypoints (bCombat, ASR AI...); - L_ExShake & L_Twitch; - some custom factions addons for bigger variety of forces to choose from (African Conflict, CAF Aggressors...); - Dynamic weather; - any preferred sound and graphical FX enhancers (JSRS, Laxemann's "Enhanced Soundscape", Blastcore...).; - Liability Insurance 1.1 (units hit by allied vehicles will take no damage, ramming enemies to death still possible - workaround for AI drivers hitting infantry, recommened, until BIS will fix driving AI). Porting HWS to another map Although official ports will arrive not sooner, than when this version reach final state, porting process is easy and not require any scripting knowledge, so anyone is able to prepare port indepedently by following these steps: 1. de-PBO mission file using any tool doing that, eg from here; 2. locate resulting folder, where all mission folders saved in editor are (Win7 usual path: C:\Users\<user name>\Documents\Arma 3\missions); 3. Launch Arma 3 with custom map addon, where you want to port HWS, and whatever this map requires (only, no other addons!), enter editor with Altis and load this mission; 4. Copy (select and ctrl+C) all objects present on the map; 5. Load in editor empty target map and paste on it copied objects in any suitable place (sc1 object's location will determine initial GUI screen camera shot); 6. Set copied unit (dummyPlayer) as player unit; 6b. (Ignore this point, unless you're porting mission to the map from older games of Arma series (OFP, Arma 1/2/OA)) For A2 and older maps, additional step is required: Add in editor another object: an empty, square trigger, that will cover the part of map, you wish to contain a possible battlefield. This trigger must be named: RydBB_MC. Length of the edge should be divisible by 500 (single sector dimension). 7. Save the mission; 8. Go, where you stored de-PBOized HWS, copy everything inside HWS' folder except mission.sqm and paste that as is into newly created mission folder; 9. Return to the editor, reload and preview new mission. If is working - Mission is ready for use/pbo-ize. Notes - Idea behind HWS is to give HETMAN experience for all, also those, who up to now considered HAL as complicated to use; - scripters and Hetman veterans may find the GUI text field very useful for advanced mission/Hetman/spectator mode setup eg by pasting favourite init configs. However keep in mind, not all Hetman settings have a sense; - yes, Hetman in HWS is able to make good use also for custom content without any manual RHQ mambo-jumbo. Is used special piece of code, that constructs RHQ set automatically. It is based on assumption, so unit's config is following some typical patterns established by BIS' vanilla configs. Weirdly configured custom units may be misused; - used settings are stored for the next play. Hit ESC key to restore defaults. Mission is released under APL-SA license. Voice acting: DuddBudda, SiC_Disaster, nettrucker. Enjoy the war stories. Rydygier
  2. Rydygier

    [SP] HETMAN: War Stories

    In any case, there's also ordnance module that could fake an explosive material detonation: Still, I doubt, it will solve the wall problem.
  3. Rydygier

    [SP] HETMAN: War Stories

    Explosives can be used too one way or another, although they may not remove a building, just replace it with ruined variant, but using EDEN module luckilly is trivial in practice, the matter of few clicks. Example: Result in game (comparison): User can adjust the shape of erased area and filter, which types of objects should be gone.
  4. Rydygier

    [SP] HETMAN: War Stories

    Such objects like this crossing, even, if passable for the player, may be still an obstacle for the AI anyway (like it was/is for gates, even when opened, for example). I would guess, if one would remove blocking map objects (module for hiding objects may work with any kind of possible path blockers, not sure, but I would guess so), AI should be able to pass unless there's some slope, that is too steep.
  5. Rydygier

    [SP] HETMAN: War Stories

    Well, it was Cold War after all... There are EDEN modules allowing to hide some map objects. Should include the wall parts to make it passable for the AI perhaps.
  6. Rydygier

    [SP] HETMAN: War Stories

    The real, invisible Leaders are made also immune to damage, so no. Question is, if the marker, you saw, was pointing such Leader, because there shouldn't be a marker for them unless on the very beginning of the battle. If so however, treat his marker as a false intel, there should be no way to affect hidden Leader in ways available inside the simulation.
  7. Rydygier

    [SP] HETMAN: War Stories

    So, HWS updated to 1.10. Something in used description still triggers anti-spam filter, so release post is hidden. Again. But you have the links and changelog in the first post.
  8. Rydygier

    [SP] HETMAN: War Stories

    Invisible hand of the Moderator. Manwhile, official 1.10 release: HWS 1.10 - New "Armor Density" setting: NONE. If chosen, both forces should be composed statistically around 80% of infantry and 20% of motorized (+supports). No mechanized/tanks; - new "Faction" setting: MULTI. If chosen, additional list should show up with all factions of selected side. It allows to choose multiple factions per side (forces should be randomly picked from the pool of groups from all selected factions); - new init setting for customized separation between forces of each faction; - new camera handling code for spectator mode - looking less artifical, and more like the camera operator was a human being (camera stabilized, but controlled "by hand", may work less fluid with foot infantry units). Press SPACE to enforce scene switch, anything else - to exit; - new game mode: WHOLE MAP. It utilizes part of Hetman code called Big Boss to produce a battle over large areas and multiple strategic points to take. Both armies divided into two separately commanded divisions. It comes along with new Advanced Setup variables to customize victory conditions: How much objective lost/taken should affect morale: RYD_WS_MoraleObjCoeffL = 1;//losing RYD_WS_MoraleObjCoeffG = 1;//gaining It is multiplier of default morale impact at every objective taken/lost. By default, a side will lose 10 morale at objective lost and gain 20 at taken - divided equally between all Leaders (respectively 5 and 10 per Leader). How big part of not taken initially objectives side need to take in order to win the battle by "domination", per side: RYD_WS_TakeToWinA = -1; RYD_WS_TakeToWinB = -1; "A" side is always player's side. Typical values range from 0 to 1, where 0 mean 0% of not taken objectives (auto-win) and 1 - 100% of not taken objectives. Not taken are objectives initially not under given side control (not controlled + those controlled by the enemy). Value -1 disables this condition; - new Advanced setup variables - Leaders are placed, preferably in some building, along with some infantry as bodyguards and near mechanized group as additional protection. In the whole map mode it's enabled by default, disabled in single objective mode: RYD_WS_LeadersPoofItsMagic = true;//to enable RYD_WS_LeadersPoofItsMagic = false;//to disable; - few other changes. Steam Wokshop entry updated.
  9. Rydygier

    [SP] HETMAN: War Stories

    Should be OK that way as long I do not change, what's placed on the map, and I've no such plans. In fact, if it runs smoothly, there's hope for official 1.10 release soon.
  10. Rydygier

    [SP] HETMAN: War Stories

    and the link: HWS wip8 EDIT: so I posted text and link separately. It was text, that triggered the anti-spam filter, not the link. But text is necessary as explanation, so I'll try to add it as a picture to deceive the filter: Yay.
  11. Rydygier

    [SP] HETMAN: War Stories

    All right, I split the cursed post into two, one with text, and another with the link alone, but i change the file name slightly in hope, it will not trigger this anti-spam filter. Text first: - free choice button disabled, when whole map mode selected (pointless in this mode); - free choice click has to be within defined battlefield area or will be futile (it was possible to choose a battlefield in normal mode out of RydBB_MC area, which led to "no forces" exit); - added new variables to customize victory conditions for whole map mode (not tested thoroughly), with their default values: 1. How much objective lost/taken should affect morale. RYD_WS_MoraleObjCoeffL = 1;//losing RYD_WS_MoraleObjCoeffG = 1;//gaining It is multiplier of default morale impact at every objective taken/lost. By default, a side will lose 10 morale divided equally between all Leaders (5 per Leader). By default a side will gain 20 morale divided equally between all Leaders (10 per Leader). So, if you set for example L to 0 and G to 100, sides will not lose any morale due to objective lost, and will gain 1000 morale per Leader at each objective taken (which basically mean guaranteed reset to nominal morale value - 0 (morale ranges from 0 to -50, oddly enough, I know...). Setting both to 0.1 will reduce any objectives morale impact to 10% of default. Technically, negative values are possible, in that case gaining objective will lower the morale, and losing - will raise it. 🙂 2. How big part of not taken initially objectives side need to take in order to win the battle by "domination", per side. RYD_WS_TakeToWinA = -1; RYD_WS_TakeToWinB = -1; "A" side is always player's side. Typical values range from 0 to 1, where 0 mean 0% of not taken objectives and 1 - 100% of not taken objectives. Not taken objectives are all, that aren't taken by given side already at battle begin (include not taken by anyone and initially taken by the enemy). For example A = 0.5 means, that A side need to take (control simultaneously) at least half (50%) of objectives, that wasn't taken by A side at the start. If value is negative, this victory condition is disabled, if value is >1, this condition is enabled, but never fulfilled. Value = 0 means automatic victory soon after battle beginning. For customization of default values, variables should be typed into the Advanced Setup window as usual.
  12. Rydygier

    [SP] HETMAN: War Stories

    So, I corrected two typos in revealed post, which made the post disappear entirely from page 21 and clicking on page 22 gives only this: Funny. I wonder, if I broke the thread only for myself, or for all? EDIT: posting this "repaired" 22 page for me, and wip8 post is back. Pink again. Did I mention, it's funny? That post is cursed. Weird, that previous links in the posts didn't have that effect.
  13. Rydygier

    [SP] Warping Plague

    Seems, if you choose mortar control initial setting to "player", it is possible, ammo will drop by 100 each time you assemble the mortar, if assembled lacks any ammo by default (then 100 ammo is removed and some shells added). Also not sure about ACE mortar, but scenario recognizes as mortar only one, specific class, which is vanilla blufor mortar: "B_Mortar_01_F".
  14. Rydygier

    [SP] Warping Plague

    The key here is, when exactly ammo is dropping. Should be dropping at every turret/guard shot by 1 and every mortar shot by 100 (at this point weapon's ammo is replenished by 1). Any other drop is a bug.
  15. Rydygier

    [SP] HETMAN: War Stories

    Ported too. IMO you can safely assume, any ported to A3 map originally created prior to A3 will likely required RydBB_MC trigger to work with HWS. To be technically precise: it refers to every map, that is configured in a way, Arma 2 (and possibly older too) official (and user made alike) maps was, exactly - lacking "mapSize" config entry. AFAIK maps ported by projects like CUP or IFA3 count as pre-Arma 3 in this regard, still lacking that entry, although in theory the one, who ports such an old map, could update the config along the way probably... It's easy to test though, if usual A3 standard port returns errors without RydBB_MC trigger, but works fine with this trigger present - it's the case of pre-Arma 3 map config.
  16. Rydygier

    [SP] HETMAN: War Stories

    I've posted new wip link with new variables to customize whole map victory conditions and other stuff above this post, but that post is flagged pink - hidden until moderator approval. Weird, it's first time, such thing happens to me. We've to wait, I guess, wondering, how long actually...
  17. Rydygier

    [SP] Warping Plague

    Fractional values shouldn't appear anyway, I'll check that next week or so. Thanks for reporting. 🙂 Turret and a guard consumes one ammo per shot, a mortar - 100.
  18. Rydygier

    [SP] HETMAN: War Stories

    It wasn't, so I added some. 🙂 HWS wip8 - free choice button disabled, when whole map mode selected (pointless in this mode); - free choice click has to be within defined battlefield area or will be futile (it was possible to choose a battlefield in normal mode out of RydBB_MC area, which led to "no forces" exit); - added new variables to customize victory conditions for whole map mode (not tested thoroughly), with their default values: 1. How much objective lost/taken should affect morale. RYD_WS_MoraleObjCoeffL = 1;//losing RYD_WS_MoraleObjCoeffG = 1;//gaining It is multiplier of default morale impact at every objective taken/lost. By default, a side will lose 10 morale divided equally between all Leaders (5 per Leader). By default a side will gain 20 morale divided equally between all Leaders (10 per Leader). So, if you set for example L to 0 and G to 100, sides will not lose any morale due to objective lost, and will gain 1000 morale per Leader at each objective taken (which basically mean guaranteed reset to nominal morale value - 0 (morale ranges from 0 to -50, oddly enough, I know...). Setting both to 0.1 will reduce any objectives morale impact to 10% of default. Technically, negative values are possible, in that case gaining objective will lower the morale, and losing - will raise it. 🙂 2. How big part of not taken initially objectives side need to take in order to win the battle by "domination", per side. RYD_WS_TakeToWinA = -1; RYD_WS_TakeToWinB = -1; "A" side is always player's side. Typical values range from 0 to 1, where 0 mean 0% of not taken objectives and 1 - 100% of not taken objectives. Not taken objectives are all, that aren't taken by given side already at battle begin (include not taken by anyone and initially taken by the enemy). For example A = 0.5 means, that A side need to take (control simultaneously) at least half (50%) of objectives, that wasn't taken by A side at the start. If value is negative, this victory condition is disabled, if value is >1, this condition is enabled, but never fulfilled. Value = 0 means automatic victory soon after battle beginning. For customization of default values, variables should be typed into the Advanced Setup window as usual.
  19. Rydygier

    [SP] Warping Plague

    In fact, it should cost ammo, not materials, perhaps I'll change that back. Materials are used during regular ammo production though. If I add direct conversion materials -> ammo, ammo producers become pointless (and limited amount of produced ammo would make no sense). Unless the ratio will be harsh, like 10:1.
  20. Rydygier

    [SP] HETMAN: War Stories

    HWS wip7 Sorted mentioned issues with RydBB_MC and other bugs. RydBB_MC is a name of a square trigger, that can be put on the map in order to limit/define the battlefield for HWS. Two main uses are limiting gameplay to only one part of some big map and defining battlefield for old, A2 maps. In case of Arma 3 maps it is optional, but in order to run HWS on the pre-Arma 3 map, RydBB_MC must be put on the map. It may cover whole map or only part of it, must be there. The reason is, Arma 3 maps have in their configs value defining its size. Arma 2 map config lacks of this value, therefor it has to be provided by other means - RydBB_MC trigger size is used instead. The new thing here is, now RydBB_MC trigged doesn't have to cover whole map, when you are porting HWS to old maps. How big this trigger should be - depends on your needs, but keep in mind, how much of space HWS requires typically to place both armies. If the battlefield will be too small, scenario may technically work, but armiers will be too close or even intermixed, so you'll get instant mess situation. That's the Shapur map case. it is tiny, too small. After today's changes it should work, if RydBB_MC placed (Arma2 map), but it is too small. Also, whole map mode requires some locations of certain types within the battlefield boundaries. Here's an example of RydBB_MC trigger usage on Altis to limit the battlefield: And the Shapur situation for whole map and next for normal mode: Now, if used, in game there should be rectangle red marker visible showing defined by RydBB_MC area. It can be used in both modes, normal and whole map.
  21. Rydygier

    [SP] HETMAN: War Stories

    OK, hopefully I'm back here, working on some hard to nail down issues with RydBB_MC and other bugs, I introduced to normal mode by the whole map code. When I sort them out, I'll provide new wip and some explanations about RydBB_MC and porting to pre-Arma 3 maps.
  22. Rydygier

    [SP] Warping Plague

    Mission updated: Warping Plague 1.10 - added: survivors are physical units that can be found inside random buildings, mostly in certain areas marked daily on the map, and invited via mouse action. Number of areas and chances of finding anyone there depend on several factor including number of scouts hired, day count, survivors invited so far etc. Player will be sometimes notified about survivors in the vicinity, also their names will be visible at certain distance (cutomizable in initial settings menu); - added: towners without any job (idle) can be now "conscripted" via mouse action as player's subordinate group members, also via mouse action conscripted can be sent back to the town. New 3D icon should be displayed, if any of them become seriously irradiated. Big enough radiation dose can cause death of the towner; - added: warpers activity may cause tremors sometimes, the closer to the Zone center, the stronger. It's rare, and especially at the beginning there's nearly no chance to actually experience them; - added: it will randomly rain in the Zone now; - added: post process visual effect during Zone exploration. It gets more and more prominent, the closer to the center player gets, where it would entirely change the look of the landscape. It is optional: can be disabled in initial settings; - added: workbench, dedicated crafting GUI action at orange stash that integrates various crafting activities. Blueprints of weapons and cars can be now found during looting, but it's very rare except some special types of buildings (military/industrial); - added: second container for keeping player's stuff next to the orange stash (hired guards will not take weaponry from that one); - added: now the mortar, that can be found in two pieces and assembled, may be man by the player, not by the next hired AI guard, depending on new initial setting in the menu; - re-balancing of town's resource production and storage capacity (more demanding); - warper anomalies will now seriously affect vehicle's driving behavior, when close to the anomaly - riding into a warper not recommended; - fixed: random CTDs cause at Zone exploration; - fixed: weird cars driving behavior; - fixed: strange grass/trees/etc. wind animations resets every 5 seconds; - fixed: vanishing blue arcs pointing towards valuable stash after resuming saved game.
  23. Rydygier

    [SP] Warping Plague

    Not sure about tracked vehicles, but since scenario doesn't include them, as long cars included behave civilly, I would assume, all is OK. Still, I plan to reduce a bit radius, at which the warper start affecting car's mass. Unflipping - nah, player can either accept the consequences, either load a save (I always recommend to save frequently). There may be also some mod adding such feature, not sure, maybe this one. It shouln'd be likely to happen as long player doesn't drive like a crazy or approach the warper with the vehicle though. hallucinations - ha ha, I like that. Also can be bound with the psyche state. Maybe not in 1.1 update, but I'll definitelly think about this.
  24. Rydygier

    Free Games

    Wasteland 2 on GOG: https://www.gog.com/game/wasteland_2_directors_cut_digital_classic_edition
  25. Rydygier

    [SP] Warping Plague

    This description fits the way, vehicle should behave close to the anomaly due to increased mass (but warper may affect the steering somewhat even beyond warper's red circle radius). If that's the case, then it's a feature (can be tweaked to reduce warper's influence range though), if it happens far from the Zone - it's a bug. In my tests vehicles far from the Zone behave as normal, their mass is as expected too. BTW perhaps I should increase size of some "possible survivors" areas, there are some really tiny possible.
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