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Rydygier

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Everything posted by Rydygier

  1. FFE 1.14 (Armaholic) FFE 1.17 (Dropbox) PDF manual INTRODUCTION FFE is a counterpart of A2's "Fire At Will" addon prepared for Arma 3 with only minor changes, mostly unavoidable due to completely new artillery handling. Its variation deals with artillery under Hetman script. Unlike Arma 2, in Arma 3 scripts aren't necessary to actually see AI artillery firing, still some scripting can improve arty AI and can be useful for people, who need such enhancement. That is the goal of FFE. "Fire For Effect" provides fully autonomous AI artillery, that reacts on current situation by smart shelling enemy targets spotted by allied forces. "Smart" means reasonable target choosing, avoiding friendly fire or civilian casaulties and ability of predicting, where moving target will be at impact by analyzing its movement vector. FFE provides also simulation of targeting errors due to factors like human mistakes, weather and more. Addon supports all generic Arma 3 artillery units. Custom artillery pieces, if compatibile with vanilla artillery computer, may be added via init variables. ----- USAGE To use the FFE addon version in your missions launch the game with FFE addon, place on map some artillery pieces, any units of same side acting as FOs, some OPFOR as targets and FFE module. That’s all. To use FFE script version, instead of module, put content of "Script version" folder into mission folder and place following code line eg in the init field of any unit or activation field of trigger etc. or, best way, in the init.sqf: nul = [] execVM "RYD_FFE\FFE.sqf"; See included manual for more details, including optional customization via init config variables. ----- KNOWN ISSUES ETA issue I'll be grateful for any bug reports, best in form of well discussed repro mission. ----- Addon was created "by player for players", source scripts you can freely modify, copy, "cannibalize", to use in your projects. It is released under APL-SA license. I'll be grateful for notification about each such usage. Enjoy fireworks. Rydygier
  2. No idea, cDLC assets can have some extra functionalities scripted in... FFE for sure doesn't make any arty to move anywhere, but if target is revealed by some FO, this may trigger some attack/engage behavior perhaps?
  3. Oh, that's an old code indeed. Simple thing, it seems. RydFFE_FO should include group names, not unit classes, quoting manual: As for the classes: So it works in a bit odd way, as you see...
  4. Title explains, what I try to achieve - thing like this. Shooting straight ahead seems to work (tested with code from BI CAS module used for planes, also works with forceWeaponFire), worse with targeting at ground targets - here I encountered few issues. Heli ignores/will not change direction/pitch/aiming at doWatch/doTarget with or without target reveal (apllied to the heli, heli's gunner and/or driver), target may be allied or hostile unit, whatever. It doesn't even turn minigun turret at the target. Ignores also setFormDir. Said CAS module uses also spawned laser target object. But as soon I spawn it, heli starts to spin around: BTW Similar thing happens after using BIS_fnc_fire (action "UseMagazine" way), but some shots are fired then. Also doSuppressiveFire seems not work with the heli (pity, would be optimal for my need). If applied with position or object, heli will not shoot at it, instead will start doing flybys, like in normal attack pattern until reach some position or indefinitely. I would like to avoid using enforced ways, like setDir, addTorque or setVelocityTransformation, rather to base on AI than fighting with it. Still it may be unavoidable, since to shoot from fixed weaponry at ground level target, heli needs to dive a bit, which without invisible "helping hand" means flying forward (could be countered with setVelocity). Anyway, tested setVelocityTransformation, with partial success. This code: makes the heli turning in right direction, but the turn is too wide (why?). This from the other hand does the trick: but faster, than in 2 seconds and after few more seconds heli starts very rapidly change its vector, like crazy (why?). I have no experience with setVelocityTransformation, so I might misuse it somehow. (_gun/v1 is the heli, _tPos) - target position. I would appreciate any insight.
  5. Well, as the title suggest (stationary hovering position), it's for helicopters. Plane CAS would be quite different story.
  6. Yup, sure, perfectly OK. Implement it, if you find it useful. 🙂
  7. 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. Cool showcase by HazBo - 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 (RIP) by Titus Groan, 2nd (RIP) 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;
  8. IIRC there's nothing in Hermes, that could trigger such behavior. In HAS everything is triggered on player's demand. I guess, there's many other possibilities outside HAS. To be sure, what's the cause, normal course of action is to disable part of used mods/scripts whatever and test with the rest etc. until you determine the culprit. To confirm or exclude HAS specifically, try and compare without HAS. And then also with HAS only, no other mods whatsoever - "vanilla repro".
  9. Hello and welcome on BI Forums. 🙂 AFAIK/IIRC NoControl should be the way. Arty groups put there are simply not touched by FFE scripts. That means, those arty groups are operating in pure vanilla manner. If other mod fails to use them - likely the reason is not connected with FFE. Are you certain, the other mod works OK with same arty groups, if you don't use FFE? If not - try. Also be sure, you apply NoControl properly. Should include group names/groups and should be defined at scenario init. Yet another possibility may be some issue with artillery itself, especially if it is some custom arty from mods, in that case, test same scenario with mod arty replaced by vanilla arty. That much I can tell.
  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. 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
  12. Rydygier

    [SP] HETMAN: War Stories

    This. It simply can happen. There's no balancing mechanism ensuring, your forces are a match to your opponent. Numerically forces should be roughly adequate, but that's it. Think about it in this way: not every war story is about a fair fight and not all has a happy end so don't feel bad about loosing a battle, just immerse into another war story. A part of being a cog in war machine is, sometimes you'll be ground to ashes between bigger cogs.
  13. Rydygier

    Pilgrimage - Ported

    No problem. 🙂 Of course, this can be applied to any map, simple changing folder's map name should do it, I believe.
  14. Rydygier

    Pilgrimage - Ported

    Here's a small mission, where you have scripts to find both, holy sites and potential checkpoints positions. Each under mouse action for the convenience. Coords land into RPT and into the clipboard. https://drive.google.com/file/d/1vIqp297YM3U6qpVB6GaTftjyRjsTA4qp/view?usp=sharing In case of holy site search, you can try to find also other types of map objects by editing this line: _aID = player addAction ["<t color='#d0a900'>Find all map objects</t>", RYD_AllChurches,["CHURCH","CHAPEL"]]; With desired types as defined here: https://community.bistudio.com/wiki/nearestTerrainObjects Note, if the list of coords is very long, it may not be copied entirely into the clipboard - not sure... Also note, it searches per map markings type, not actual object class. User can disable this line: private _list = nearestTerrainObjects [_mapC,_categories,(_rds * 1.42)]; and instead enable this one: //_list = _mapC nearObjects ["Church",(_rds * 1.42)]; and use object (parent) class, he want to find.
  15. Rydygier

    [SP] Pilgrimage

    This one?
  16. Rydygier

    Pilgrimage, Silent---Unseen

    Well, I can only tell, same "lib" class limitation is applied to weaponry, you can loot or buy.
  17. Rydygier

    Pilgrimage, Silent---Unseen

    Ah, indeed this is special WW2 edition, and if normal Pilgrimage way would be used (taking all the stuff from the config), also vanilla modern assets would appear. So there are some blacklists and filters on place. I didn't read this code for years though, and it is not obvious which assets would be rejected. The one general rule, I see, is that the asset class must contain ["lib"] and must not contain ["DAK","dak","_w"], which, IIRC, means it is limited to IFA3 except desert and winter variants, at least that was the intent. There may be more to it, also IFA3 could change since then, but I've no time now to analyse that code. Maybe just play and see... 🙂
  18. Rydygier

    Pilgrimage, Silent---Unseen

    It's Pilgrimage. Meaning, any non-static playable land vehicle from used mod(s) should have a chance to be present.
  19. Rydygier

    Pilgrimage, Silent---Unseen

    In the map view in the scenario you have special diary entries making an internal guide. Yes, those should work same way, as in vanilla version. Paradrop ones replace helicopter response.
  20. Rydygier

    Pilgrimage, Silent---Unseen

    Mortars should work same way as in vanilla IIRC. Since there was no helis yet back then, I devised an alternative. Quoting internal guide, perhaps worth reading for learning about other differences:
  21. Rydygier

    Pilgrimage, Silent---Unseen

    Well, they... do a fly by. 🙂 It's part of the ambient. The situation depicted in this scenario is the Eastern Front closing in. Increased airforce presence is part of that context, so they obviously have more important tasks than trying to spot and attack some guy wandering about.
  22. Rydygier

    Pilgrimage, Silent---Unseen

    If you see any enemy marker on the map (if you have enabled those in game settings) - it is "known enemy", hence no buy action. Also, there may be no enemy marker, but some enemy somewhere still has some knowledge about you, also in that case no buy action until he "forget" about you (can take some minutes if he will not see or hear you anew). The idea is to limit certain actions until it is "safe". That was my way to define, when it's safe.
  23. Rydygier

    Pilgrimage, Silent---Unseen

    Not sure, what you mean exactly by "can't trade", but reputation is not involved. In general here are "Buy stuff" action visibility conditions for civilian merchants: "(((player distance _target) < 8 ) and {(alive _target) and {not ((RYD_JR_inStealth) or {RYD_JR_inCombat})}})" So must be closer, than 8 meters, merchant must be alive, you don't know about any enemy and no enemy knows about you. It is similar also for other services, like doctors or mechanics.
  24. Rydygier

    [SP] Ragnarok'44

    No, there was no such attempts. This is some unused crew handling code.
  25. Rydygier

    [SP] Ragnarok'44

    AI uses other file - AIOnlyCommands. The relevant part is almost same, around line 900, but there are few small differences. If you compare them side by side you shold spot them. BUT having multiple vehicles in a single group is bad idea in general due to AI, which treats vehicles like they are infantry so tries to use same formations etc. with terrible results. Sadly, I do not have time for diving into this code myself.
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