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Rydygier

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Everything posted by Rydygier

  1. Rydygier

    [SP] HETMAN: War Stories

    Yes. Colors - purple/violet: not taken. Blue: taken by A side. Red: taken by B side. In the code both Big Boss sides creates own set of these markers though, so they overlap (and value may be subjective - not the same for both sides). Must to think about this overapping though. Not in current HWS logic. All is spawned once, at init. Such stuff is possible, but would need brand new code. Unlikely to happen, to be honest. Long enough presence of certain number of units of one side in certain radius (300) with lack of hostile units in another radius (500) around it. Radiuses have nothing in common with marker's sizes BTW. Time (60 seconds) and number (1) was minimized here to speed up the progress. Since now there are two Leaders per BB side - yes. Should stay analogous, but checked for both Leaders together. I see, some code changes will be needed here though.
  2. Rydygier

    [SP] Warping Plague

    Mission updated to 1.01: - fixed: various issues, that could happen around map buildings activities (looting, utilizing) after resuming saved game; - fixed: "No locations in range" message should not appear every map click (belongs to fast travel only). Added also open folder link to the first post. Steam version NOT updated because this happens every try but first (first says something about timeout/too long etc.): even after full PC restart, thus not my end probably. It was happening to me in the past/other projects, apparently it intends to happen still. I'm kinda cut off from Workshop. If anyone knows the solution here - please, share it. Till then Workshop entry will be not updated.
  3. Rydygier

    [SP] HETMAN: War Stories

    I'll check that, but it is possible. Whole map mode expects decent number of locations on the single landmass to make any sense. It also may depend, what kind of locations map creator put on his map, as script looks for only certain types of them. That being said, from what I recall from A2 times, Duala should have enough locations, so I need to modify code probably. Sadly, corrupted game saves aren't something, I could cause or fix with SQF scripts. It's something beyond my reach. HWS may at most create a circumstancies (like putting lots of custom content simultanously in fight), that trigger some flaws in the mods or game itself, which would result with what you are describing. BTW I've general policy in my projects to make my scripts working refering to vanilla. It's healthy rule. Mods can bring nearly any weird thing to the mix, impossible to predict, I would end up plain crazy or, worse, would hate scripting, if trying to make my scripts work with "all the mods out there". Futile anyway. Or even with only some of them in that matter. I do however sometimes test my scripts with chosen mods if that way I can discover some general flaws in my code (like it may be with the above issue with maps).
  4. Thanks for the tip - it actually seems to work. Now set variable is kept after save/load, as long damage is > 0. 🙂 As for other alternatives, technically I could use even damage value itself to "scratch the wall in my special way", by setting certain value of damage, say 0.01234 to mark, what I want to mark (but I need to disable any further damage on this building just in case), then reading, if the house has this certain damage value. Not 100% sure about reliability here though. And on the top of that, I always can store houses in certain global array to distinguish them from the rest...
  5. Thanks for your input. It sounds likely. And, as you probably suspected, indeed, no such vanishing for spawned copy of same building. So it is strictly map objects specificity. Although, BTW, in that case I would disable setVariabling on such objects completely, in current state it's misleading, in first tests seems, setVariable works, problems begins only after resuming saved game making whole thing unreliable and unusable anyway. Also, it doesn't happen all the time, I saw cases, where after loading saved game set variables was still there. So maybe not a design decision, but rather a bug affecting map objects. Anyway, in my case that means, I've to change approach in my script, can't rely on setVariable when comes to map objects, and indeed it comes to that.
  6. Rydygier

    [SP] HETMAN: War Stories

    Here's HWS wip3. Changes: - Error in expression <t (_vehClass >> _x >> "faction")); etc. should be fixed now; - corrected logic for finding a close land position near a location (some location positions, often for Tanoa harbours for example, can be actually located on the water) - it could sometimes cause infinite search/errorless stuck during loading screen (at 50%); - tested porting using Tanoa - works, but used that opportunity to review the code searching for a landmass with biggest number of proper locations (to avoid spreading forces between more, than one sub-island on archipelago kind of maps). So if in the "whole map" mode you notice armies are separated by the sea without any land connection - please, report with a screenshot - it's against intended logic. As for ships on the hill, figured, it's clearly a good thing, I mean - where else you can fight with a ship on a hill, right? And seriously - mods can do such jokes, so as long it is modded content, it has to be tolerated, scripts can try to differentiate between boats and land vehicles, but if some visually naval vessel is configured like, say, static weaponry, it will be treated by HWS as static weaponry. Unless you see vanilla boats spawned as land units - then it's a bug.
  7. Rydygier

    [SP] Warping Plague

    Porting is possible, and IIRC shound't require advanced changes in the scripts (this is my intent anyway), but if you open this scenario in editor, you'll see, there's quite a few things requiring consideration and perhaps explanation. Mostly manually defined via markers areas, some for bandits activity, some for the Zone or anomalies, and the town itself of course. So porting should be possible without real scripting changes (minor may be need, like adding new areas to the arrays, if porting requires it), but not as simple as copy&paste into new map. Also there may appear some corrections required in the plot logic on non-island maps. It fits best small to medium island maps, I guess, just like Malden. In time I possibly may want to make own ports too, who knows. PS One thing, I didn't manage to test thoroughly enough would be long term resourcs balance (impossible to test without actual long gameplay). Please, keep an eye on this, I can tweak it, if required.
  8. Rydygier

    [SP] Warping Plague

    All right, Warping Plague 1.00 released. Changes include: - added psyche factor affecting daily activities effectivenes, like number of houses possible to search etc.; - added Contact DLC music and few decorations; - added intro and outro (credits); - added initial settings menu; - enriched narrative layer: radio contact with Quarantine Forces Detachment; - at certain data gathered level possible supply drops and sometimes heads up about near threats from QFD; - many rebalancing and other corrections (amongst other: finding survivors chance drops each time one is found).
  9. Ah, I see. In that case here are files generated at the crash: https://www.dropbox.com/s/ov1g11o9zd9r0v0/Arma3_x64_2019-11-07_12-29-40.zip?dl=0 BTW seems kinda weird, it wasn't occuring at all for several years, IIRC, till last months, and now simultanously appeared various reasons causing it.
  10. 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.
  11. Update: this error is back, this time not at the exit though, but in the certain moemnts of actual gameplay (modded slightly, custom not released yet SP scenario). I had to update my video drivers some time ago, it may be the cause of bug return, but this time above solution doesn't help. Tried also this (2017 - old bug, old solution) https://answers.microsoft.com/en-us/windows/forum/windows_10-performance/badmoduleinfo-has-stopped-working-bug-for-steam/601ba1e1-a45e-4131-90a7-9664caf80c8e But still happens.
  12. Rydygier

    [SP] Pilgrimage

    Introduction The beauty of Pilgrimage is its effective combination of soldiering sim, orienteering adventure and detective mystery. PCGamer's "Mod of the Week" Alex, freelance PMC, is looking for the body of his brother, recently died on Altis during search of something very dangerous hid by their father. Island is in chaos after civil war, is terrorised by numerous bands of unleashed mercs and other marauders. Even worse, Alex knows only, that his brother fell at one of so numerous chapels or churches. It may be long, risky journey... Pilgrimage is free roam, semi-randomized open whole map SP mission with optional plot to follow set on Altis. I basically combined several well or not so well known ideas, few scripts etc into kind of semi-procedural mission adjusted for my personal taste and use. Should be liked in the first place by "lone wolves" who appreciate freedom of choice, yet want to be motivated by some certain goal and act for a reason. This mission is highly customizable. Gameplay dynamics is, depending on settings not very high, there are long intervals of calm journey across whole island separated by fights of various density if player choose to fight or is surprized by enemy. One gameplay may took many hours. It is designed as mod-friendly and should work fine with most FX, AI and immersion enhancers. Armaholic mission preview by RoyalGamersUK - Thanks! Mission Guides etc Leadminer21 aka alky_lee, an experienced pilgrim, prepared great compilation of useful informations, observations and advices about Pilgrimage gameplay. This invaluable source of knowledge is a must read for all new on the pilgrims' pathway: MISSION GUIDE TO ACCOMPANY PILGRIMAGE by Rydygier Excellent playthrough by BeachAV8R: Pilgrimage - AAR vol. 1 Pilgrimage - AAR vol. 2 Great youtube playthroughs for various mission versions (links to the first parts, follow the links provided there to continue watching): by Scott of Royal Gamers UK, first run by Scott of Royal Gamers UK, second run by leadminer21 by leadminer21, with mods by Starfish by llegostackr by Titus Groan, 1st by Titus Groan, 2nd by Carl Meyer Thanks to all! 🙂 My own playthrough with some features and specifics explained Download Altis, Bornholm, Chernarus, Lingor: Dropbox via Orangedox (1.951) Dropbox via Orangedox (1.951 open Altis) - open folder MANW contest edition Big thanks to all, who voted and supported my work! 🙂 To Do WIP 1.95_beta5 1.95coop_wip7 1.95coop_wip8d 1.95coop_wip10 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. Please, play without -noLogs startup parameter, and provide me RPT file (path to the folder like: C:\Users\Rydygier\AppData\Local\Arma 3), if any issue encountered. latest fixes: - content from DLC, player doesn't own, shouldn't be spawned as loot, vehicles or AI units; - redone inspecting vehicle (each part treated separatelly insted of damage/setDamage approach, no FF taken, if inspecting not possible, for example no toolkit and difficulty at least Very Hard and fuel 100%); - updated credits; - significantly more doctors and mechanics, better chance for a doctor, than mechanic; - body has to be actually spotted before loading action available; - "NW" tooltip correction; - main settings track for Chernarus port a bit louder; - no more error message about lacking windMedium sound at the intro begin; - added green exclamation mark 3D icon to indicate recruitable POWs positions; - improved setting initial direction of the boat; - blue-3D marked civilians offering special services will not loose their icons after asking them for the intel; - Stuff sellers. Unofficial editions Download links to Pilgrimage custom versions/ports made by other people will be put/updated there if requested. In matters of these editions, please, contact their authors. a2012v's edition (v2016-08-05): Vafana's editions (v2016-08-22): rsoftokz's Tanoa edition thread Pilgrimage - Ported - ports compilation thread Changelog Requirements - Arma 3 Features - whole map reasonably yet dynamically each play initially populated with enemy garrisons and patrols with few possible behavioral patterns. Nothing is spawned later, every kill counts and has meaning; - dynamical adding of random loot to some buildings. Such buildings are, until checked, marked by 3D icon if player close enough; - cameral plot with some small, nasty surprise; - across whole island may be found few dozens of empty vehicles ready to use. If known to player, for easier spotting, also marked by 3D icons if close enough; - context-sensitive jukebox playing with reasonable intervals A3's tracks depending on situation (safe/enemy spotted by player/player spotted by enemy); - simple caching system to keep performance on decent level despite many groups on map; - fuel fund used for fast travelling and repairing or refueling player's vehicle; - kept as high as possible compatibility with mods. Recommended addons - Bigger Trunk addon (experimental); - INCOGNITO addon (alpha7: experimental) - Description; - TPW MODS; - some custom factions/weaponry addons for bigger variety of opposition and loot (African Conflict, CAF Aggressors...); - unlocked uniforms; - Dynamic weather (with init delayed by 30 minutes - In tort_DynamicWeather_config.hpp set "delaySeconds" to -1800 before starting Pilgrimage.); - any preferred low level AI enhancers (bCombat, ASR AI...); - any preferred sound and graphical FX enhancers (JSRS, Blastcore...). Credits & Thanks - zapat for code, that inspired some improvements of my garrisoning functions; - torskee and Law-Giver for language corrections and some new phrases for Alex; - Leadminer21 aka alky_lee for mission guide pdf. Known issues - some mods may cause "no sound at init" issue, often with on screen config errors. In such case troublemaking mod should be found and disabled, then mission restarted without it. Alternatively issue may be "wait out" (should disappear after some time); - since A3 v1.32 was observed sometimes minor issue with not visible "yellow actions" like "sell content" action for the boxes. Usually is enough to approach the box/other object again, otherwise save/load may be suggested. In some cases, if you play with AI companion, may be worthy of checking, if he could perform unavailable action for you via 0-6 order menu; - due to interaction of fast travel and caching system in rare situations may occur enemy units appearance "out of thin air" before player's eyes if hostiles was cached near target position. Tricks and advices - If you got green mark and message about finding the body, it is most likely not farther than 50 meters from you and you had not obstructed LOS towards the body position. If finding brother's body seems too difficult, you may temporary set Terrain Details in video settings to "LOW" to remove grass etc. To load the body bring your vehicle not farther than 10 meters from it and use load action at body. Then guard this vehicle well until reach the boat. - to enable unlimited saves: CONFIGURE -> GAME -> DIFFICULTY and enable "unlimited saves"; - to get a few more FPS, if you not loaded any saved game yet, try to save then load this save. For me it gives noticeable improvement; - game crashes (CTDs) during the mission may have various causes, but some of them, especially those happening at init, eg during loading screen, also probably some weird errors with vanilla config breaking loading screen may be fixed by allowing more RAM for Arma 3 (seems, Pilgrimage needs lots of it during initialization due to lots of things to set). This may be done via -maxmem startup parameter, eg -maxmem=6144 if you have at least 8 GB of RAM or even -maxMem=8192 for 16 GB of RAM. Lower value may be sufficient though, not tested. Should be higher, than 2047. In the Arma's own game launcher this parameter may be set in parameters -> advanced. Same trick may help to reduce greatly initial lag, making initialization much smoother;
  13. Rydygier

    [SP] HETMAN: War Stories

    Thanks for the report. To make this clear - do not play HWS with HAL enabled. It is like running Hetman twice - all sort of weird things may happen. HWS includes HAL.
  14. Rydygier

    [SP] HETMAN: War Stories

    Hey, thanks for your feedback, appreciated. BTW not sure, should I treat that ship on the hill as bad thing or rather good one. 🙂 For now busy elsewhere, but let bug reports coming, guys, soonish I should be back to this.
  15. Rydygier

    [SP] HETMAN: War Stories

    Before downloading I checked, how actually Fallujah map looks like. Seems, it indeed somewhat lacks locations.
  16. Rydygier

    [SP] HETMAN: War Stories

    OK, I'lll test with complete porting, including updated set of editor objects, first to Fallujah, can't test on Livonia though, I do not own Contact DLC, tight budget lately. This code adds unit class to the pool, if it is of one of chosen factions, so not bound to the map directly, but something with used units/factions. Again - can't test Contact stuff, but I'll check this code and will have my eyes open. Thanks for your feedback, it will help. 🙂
  17. Rydygier

    [SP] HETMAN: War Stories

    Unlike the idiot. Pure life... 🙂 Thanks a lot for your feedback. Long waiting before first contact is unfortunate, but expected. Made some adjustements to shorten this gap, but... Could be better on the smaller map though. This mode however is made for patient people wanting multi-session gameplay. BTW, forgot to mention, now most of editor placed objects are removed (spawned at init by the script instead), which makes porting easier, but also not sure, if one can simply paste new scripts into old ports to update them. Maybe so, but I wouldn't recommend it.
  18. Rydygier

    [SP] HETMAN: War Stories

    HWS wip2 Changes: 1. Added setting for factions separation (requested); 2. Increased capacity of multi faction choice window (to 50); 3. Added "WHOLE MAP" mode to the "Campaign" setting - such gameplay will be separated from normal campaign progress and will not affect it. Utilizes HAL's Big Boss mode (adapted slightly and set to be as dynamic, as possible). There will be randomized dozen or so locations amongst all viable on the island, that become strategic. Two sides, two leaders per side, each under Big Boss control, will try to take all of them. It's wip. Seriously. Expect any kind of weird occurences on this stage and please, let me know about them. Also let me know, how you like it in general, pros and cons, what needs to be changed, added, improved etc. Note: "scale" setting affects also this mode, for me anything above "small" seems too much for my CPU, please, let me know, how it looks performance-wise for you. PS also would be good to check, if/how latest code changes could break normal battles...
  19. Rydygier

    [SP] HETMAN: War Stories

    It's rather pure Big Boss way, without any additions. Which means series of locations to take in order to win. After all - HAL in HWS includes Big Boss already, just unused in normal modes, so it was natural choice to wake him up. Main problems are "space to forces count" ratio, which from one end affects gameplay, from the opposite - CPU performance. Small amount of units will make the gameplay rather dull most of the time - travelling long distancies from location to location through mostly empty landscape, probably less exciting, than you hope - while big amount of units will choke the CPU. Workarounding that via gradually spawned reinforcements would require brand new scripting and will not solve everything, just mitigate the issue a bit. For example - one way or another, taken locations may require garrisons. Also, since it is not player-centric battle, one way or another vast area need to be populated with AIs densely enough. Another way would be to reduce the area of the campaign, but that's against the whole map idea. Only amount of locations picked as strategic will be limited. Anyway, for now I just want to make it functional anyhow. Improving is more long term goal. Maybe in time I'll incorporate some HAL-friendly variant of caching, similar to Zorrobyte's concept, who knows. Good news, it is implemented already, from the beginning IIRC. All units of your side are set as switchable/playable. Use default Arma way to teamswitch between playable units (U key in my case).
  20. Rydygier

    [SP] HETMAN: War Stories

    Thanks! Glad to hear you like it. Some types of GUI elements provide scrollbars. Unfortunatelly - this is not one of them. AFAIK I can't even dynamically change its size or font size/number of the rows. If I do not find any other element type, that could work instead of this one, but with the scrollbar, the only thing, I can is enlarging hardcoded element size and number of rows (with reduced font/row size), but there will be still a hardcoded limit of factions, that will fit within GUI boundries (seems 50 is reasonable meximum per single column). My advice would be disabling mods, that provide factions, you don't plan to choose. BTW currently I'm implementing "whole map" mode using Big Boss, it's tedious - many code adaptations required, also not sure, how it will turn out in terms of gameplay fun factor. Most of the time it will be like empty locations capturing one by one and much less actual fighting, while gameplay will take much longer. Also I must significantly increase amount of forces per side to cover such big area, which means extra CPU load.
  21. Rydygier

    [SP] Pilgrimage

    No. Nothing with the wind. There's a single code line, that makes initial ground fog disperse in time, that's all in the scripts.
  22. To let know out of dev branch discussions and for various insights about usage of this command. Please, share with own observations, if any. Tried new calculatePath command. Finds a path from Kavala to Pyrgos in 5-6 seconds. Then tested by putting BIKI example into some terrain-wise difficult cases. Troubles was expected and indeed encountered: 1. Destination cut off by water A: - Code: sleep 1; time1 = diag_ticktime; isNil {(calculatePath ["man","safe",(getMarkerPos "Start"),(getMarkerPos "End")]) addEventHandler ["PathCalculated",{ hint format ["time: %1",(diag_ticktime - time1)]; { _mrk = createMarker ["marker" + str _forEachIndex, _x]; _mrk setMarkerType "mil_dot"; //_mrk setMarkerText str _forEachIndex; } forEach (_this#1); }];}; - positions: - result: - time: 29,4s w/o drawing part Kinda expected - code goes to swim only, if there's no any land path and it checks everywhere for it first. That would be my explanation of long execution time. 2. Destination cut off by water B: - code: same, as in test 1. - positions: - result: NONE - gave up after two minutes of waiting. - time: ? Well, cause may be similar, as in test 1, but despite visually simplier situation, algorithm might have much harder time, maybe searching even larger area due to its logic. Not sure. Anyway, that's a warning about that command's use. Can keep you hanging forever in certain cases. 3. With loadingScreen - code: sleep 1; time1 = diag_ticktime; startloadingscreen [" ","RscDisplayLoadCustom"]; isNil {(calculatePath ["man","safe",(getMarkerPos "Start"),(getMarkerPos "End")]) addEventHandler ["PathCalculated",{ endLoadingScreen; hint format ["time: %1",(diag_ticktime - time1)]; { _mrk = createMarker ["marker" + str _forEachIndex, _x]; _mrk setMarkerType "mil_dot"; //_mrk setMarkerText str _forEachIndex; } forEach (_this#1); }];}; - positions: - result: NONE - code stuck behind loading screen. - time: ? I'm doing something wrong or it's a no go. A bit pity, it can't be speed up behind loadingScreen veil - will stuck forever there, maybe because it spawns an AI first and waits for it while simulation is suspended and spawned AI never ready? Now, to leave some specific question, I was planning to use it in the function checking, if there's a land path possible between two positions. Sadly, long execution time, if there's no such path paired with loadingScreen incompatibility makes this approach impractical and leaves me with only simplified scripted solutions that would, say, check for water along straight line between two positions etc. imperfect workarounds, unless I miss something here? BTW I guess, path points density isn't customizable? If someone's wondering, tried also with boats to see, if it will take into account peninsulas etc. with this code: sleep 1; time1 = time; isNil {(calculatePath ["boat","safe",(getMarkerPos "Start"),(getMarkerPos "End")]) addEventHandler ["PathCalculated",{ { _mrk = createMarker ["marker" + str _forEachIndex, _x]; _mrk setMarkerType "mil_dot"; //_mrk setMarkerText str _forEachIndex; } forEach (_this#1); diag_log "hop"; hint format ["time: %1",(time - time1)]; }];}; It does: but: And if destination is on land: ...it goes weird but hey, what to expect? and opposite: Didn't tested: land unit, both points on the water, land unit, start on the water, land unit, end on the water, boat, one point on the isolated water area (lake), other on the sea or another lake. Finally - does this EH code run twice? Diag_log check confirms that. In total my impressions - most welcome command, great to have it, but somewhat risky in use (a risk of long, even infinite like long execution times, if "unlucky" at picked positions), and giving weird results in some weird situations. In current state impractical in some supposedly promising uses.
  23. Happens in TAC-OPS? If does same also without any mods, would suggest game bug indeed. Similar story may be with elusive bug known as "the heli explode, each time my AIs gets in, and then suddenly not anymore".
  24. Rydygier

    [SP] HETMAN: War Stories

    Hard to say, it will basiacally make sides morale 25 times less sensitive to losses and such. IMO anything > 10 will practially make morale factor negligible. But, as you noted, there are also other than morale reasons, that may end the battle. If you make sides invulnerable morale-wise you'll start to see endings due to killing Leader unit or losses reaching 75% or too few forces left to take an objective (10 units by default) or even probably most rare - all units of one side farther, than 5 km from the battle center, but, I would guess, without "morale broken" ending possibility there will be also higher risk of never ending stalemates, like both sides bled out, but below 75% and stuck in defensive mode forever etc. BTW technically player can break the stalemate by finding and killing enemy Leader unit, which in time should break this side morale no matter, how high RydHQ_MoraleConst is. Anyway, due to 75% losses treshold, there is rather no risk of "searching for the last enemy hidden somewhere" situations.
  25. Rydygier

    [SP] HETMAN: War Stories

    Not sure right now, probably would need custom RHQ categorization - the units, that shouldn't be moved may be marked as "static" for instance. Applying such RHQ definitions should be possible via Advanced setup window, but again - not sure right now. Lately added way (wip version linked above): no armor setting. How exactly you imagine such customizable conditions? Not impossible, HAL has Big Boss after all, but current code is not designed in that direction. This may be some challenge. Not sure, what actually means "multi-terrain", never really played DUWS, but anyway porting HWS is described at the beginning - very simple. Exactly. If you think about it, it's really weird, they didn't. Such stuff fits perfectly Arma. There was something in A2 though IIRC. Mentioned variables are multipliers of Hetman's sensitivity to the factors changing morale in plus and in minus. This way: _morale = _morale + ((_balanceF - _lossWeight)/(_HQ getVariable ["RydHQ_MoraleConst",1])); _morale = _morale - ((random (_diff * 10))/(_HQ getVariable ["RydHQ_MoraleConst",1])) _balanceF - own forces/known enemy forces strength ratio factor _lossWeight - own losses factor, where older weight lesser (mostly for simulating an impact of recent, big losses shock) _diff - IIRC, total attrition factor As you can see, RydHQ_MoraleConst is a divisor of morale change value. The higher - the less morale will change. Can be as big number, as Arma's engine can properly compute in theory. Ctrl+c/ctrl+v should work in Advanced setup window... Thanks for that valuable input. Not sure, if I'll spend more time with HWS in the near future, but who knows...
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