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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 1.09 (Dropbox via Orangedox) HWS 1.09 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 - tone down influence on the morale of previous defeats; - manual scene switch key/mode for spectator; - saving and restoring battles; - wrong unit is chosen a TL for mechanized squad?; - smoothening movement of camera in spectator mode, when attached to the vehicle (if possible...); - reducing camera interest on groups of unarmed, not moving vehicles; - investigate strange orders for tank platoon crews to abandon tank and take cargo places in commanding tank if one tank is disabled (vanilla bug?); - investigate repeating rest & regroup orders. 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); - RHS Merge (RU) - addon for RHS: Escalation users only, that merges all RHS' subfactions of OPFOR side into one faction, what enables for Hetman all russian equipment from RHS to choose from (put the pbo where all other RHS' RU pbos are. Then new faction named Russia (All) should appear in the initial settings window for EAST side. Choose it); 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 exactly whole map (not absolute exact, but best, if will fit maps size pretty well). So, trigger should be placed in the very center of the map and have radius equal to half of the map edge length. This trigger must be named: RydBB_MC. Length of the edge should be divisible by 500 (single sector dimension). Here is working example for Takistan map (HWS 1.06 beta 3 version, requires AiA TP and CBA). 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; - HWS is on early development stage and wasn't thoroughly tested yet. I'll be grateful for solid feedback, any opinions, suggestions and ideas. Don't be silent - give me a word, if you're interested in further development of this. My worklist priorities are dependent on users' interest; - 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 on this stage. Hetman is set for the battle in quite simple way, no Big Boss for now; - 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. Yes, I'm planning to apply this thing as option also for standalone Hetman addon. Hopefully soon; - used settings are stored for the next play. Hit ESC key to restore defaults. - heard, so in A3 1.24 some core artillery control scripting commands are malfunctioning. If so, artillery may not work as intended until this will be fixed by BIS. Mission is released under APL-SA license. Voice acting: DuddBudda, SiC_Disaster, nettrucker. Enjoy the war stories. Rydygier
  2. 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.
  3. 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...
  4. 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.
  5. Rydygier

    [SP] Warping Plague

    Introduction A singleplayer, semi-randomized, real-time but turn-based open scenario for Malden. It's designed as multi-session long gameplay, recommended dosage: few turns per session. You are Gregory Escher. As the only member of scientific staff, you 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 overview Download Warping Plague 1.10 (Dropbox) Warping Plague 1.10 (Steam Workshop) Warping Plague 1.10 - open folder (Dropbox) Notes 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. More credits ingame... 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 Changelog Terms of Use
  6. 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.
  7. 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 muchj 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.
  8. 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.
  9. 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.
  10. 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.
  11. Rydygier

    Free Games

    Wasteland 2 on GOG: https://www.gog.com/game/wasteland_2_directors_cut_digital_classic_edition
  12. 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.
  13. Rydygier

    [SP] Warping Plague

    Warping Plague 1.1 wip4 - now each day there are shown on the map one to few areas, where survivors may be found. Number of areas and chances to find anyone there depend on number and skill of scouts, initial hostility, day count (decreasing chance in time), already invited survivors and number of covered buildings - obviously. Scouts gradually become maybe most valuable towners... Size and dimensions of each area may vary. BTW there's still a chance to find someone also out of markerd area, but this chance is near to none. Areas are changed daily. Initial loading screen takes noticeably longer now due to additional map-wide calculations required for this feature; - Zone visual effect modified: initial brightness will appear, but only for few seconds, smoothly marking Zone border crossing. Inside the Zone it will fluidly pass into "oversaturation" stage and will stay that way up to around 30% deep in the Zone, closer to the center further changes will gradually appear, as it was previously; - Towners dismissed from player's group will be disarmed: all their weapons and magazines should be moved into the orange stash.
  14. Rydygier

    [SP] Warping Plague

    Hm. Make them idle, "conscript" into your group, adjust inventory, remove them from your group, make them guard again... Which BTW makes me think, I need to adjust hiring a guard code in the case, towner is already armed. Or should I disarm him, when removed from player's group? Another thing to think about.
  15. Rydygier

    [SP] Warping Plague

    Yes. Thing is, it is a single and same effect all the way, just the closer to the center, the more certain parameters are pushed to the extreme. Initial bright apparently is immanent stage of this process. I can skip it, giving later stages just at the Zone entering, I'll test, how it looks. OK. Also wip3 above introduces easier levels, where survivors names are visible from bigger distancies. Personally I wasn't ashamed to use "very easy". Harder is kept, because I knew people, that actually enjoy "peddler" approach, checking every damn shed. 🙂 Still, I feel, I'll need to find another immersive ways to make finding survivors easier. Actual, visible "traces" on the ground perhaps? Noises hints? Not sure. Also, unlike looting, survivor may appear in the same building many times, just not same day. Maybe I'll just change the approach, and instead of dynamic spawn as player explores, I'll each day pre-place certain amount of survivors across the map and leave some means to find them? Or pre-place certain areas, where such dynamic spawn is possible, area precision depending on the scouts ("we saw someone's there lately", these guys become more and more important...). Need to think about it. Good, should be hard. 🙂
  16. Rydygier

    [SP] Warping Plague

    Warping Plague 1.1 wip3 - added new setting: how soon/far from a survivor helper giving away his positions should be displayed. Previous range is under "HARD", "VERY EASY" is 4x farther.
  17. Rydygier

    [SP] Warping Plague

    Nice pics. 🙂 I wonder, when players will encounter and document every anomaly type out there. Some are really hard to spot and rare (I wouldn't recommend intentional searching for them, but it is possible simple stumbling upon them). There's 11 by aliascartoons, warper anomalies and 7 other types, I made (the one above amongst them, at least two hard to find). In the meantime I hopefully solved another mystery - vanishing blue arcs on the map narrowing valuable stash location. It's not related to ACE or any mod, it is about specificity of relationship between game saving and GUI controls. If player saved a game, then exited, then resumed - drawn arcs was gone forever. If a save was loaded from within the same gameplay, that save was made, they was on place. Now arcs should be kept even when loaded a mission in another whole Arma 3 run (wip2 file reuploaded once more).
  18. Rydygier

    [SP] Warping Plague

    I found simple code error in wip2 file preventing any house looting messages, so reuploaded wip2 with the fix.
  19. Rydygier

    [SP] Warping Plague

    Meanwhile found the reason, why vehicles are driving so wonky - and hopefully fixed this. Seems, the code responsible for warpers somewhat affecting vehicle mass was still assuming, player has only ATV to his disposal, so quad's mass value was used as default, normal mass, therefore every vehicle, that was driven by the player far from any warper, had mass set to quad mass, like 280 kg instead of 1600 etc. Observed bug was the result. Paradoxically they possibly could drive better close to the warper anomalies, which increase near vehicle's mass... BTW noted, this mass increase need to be bigger. Seems, could be nice to have warpers affecting vehicle mass from quite afar, like red circle radius twice (but terrain and other obstacles provide some shielding, that weakens this influence). So if player would ask for such troubles and trying to get the vehicle right into the warper's vicinity or the warper itself, funny things start to happen with the vehicle, like uncontrolled sliding etc. I got Zamak truck at the warper with > 100 tonns of mass instead of default 11. At this point it becomes nearly 100% unresponsive, just sliding down the slope, so if the warper is in the locally lowest point, vehicle can be stuck there forever. I think, I like that. 🙂 If anyone wishes, here's version to test after today's changes (some bug fixing, much less chance for rifles, new mortar control option, and changed warper's influence on the vehicle's mass. Warping Plague 1.1 wip2
  20. Rydygier

    [SP] Warping Plague

    Chances for that seemed low enough, but apparently I need to lower them more. Like 4 times lower or so. At least ammo for bigger guns is expensive, which somewhat saves the balance. 🙂 Vanilla mortar - the one, to be found in parts, is meant to be manned by AI guard - next hired after mortar assembly - and controlled by dedicated arty script (player can switch it on/off). Thought, player-controlled artillery will make things too easy, so that mortar should be not enterable for the player. I can make it optional though, add an alternative: instead of AI manning it could be left for player's use. Each shot anyway should cost ammo resource and be replenished.
  21. Sadly, I do not know much about signatures, maybe Gunter will be wiser. Personally never used them till HAS, nor after HAS in fact. Does that happen from the beginning of this version, or used to work fine in HAS 1.91 previously, but not anymore - started to happen at some certain point, like certain game version? I only recall, that there was some issues with signatures in A3, but according to this: https://dev.arma3.com/post/spotrep-00092 should be fixed in A3 Hotfix 1.96. Here my tiny knowledge ends...
  22. Rydygier

    [SP] Warping Plague

    Also you may spend some food to heal yourself at the orange stash. And you're healed each new day (unless too irradiated: > 1000 mSv).
  23. Rydygier

    [SP] Warping Plague

    Any such valuable input would be appreciated and considered for implementation. Don't know about ACE, but I recall, long time ago I saw a feature from TPW's mod doing similar thing - hits putting units on the ground alive. It must be something, that utilizes "HandleDamage" event handler to alter damage applied to the hit unit. I'm altering damage in such way for creatures guarding warper anomalies, those throwing whistling grenades, making them bullet sponge basically, still killable. But nothing like that in regard usual warper creatures. They just look... how they look. Also didn't touched them in 1.1, they're same, as in 1.03.
  24. Rydygier

    [SP] Warping Plague

    Figured, I could use more test feedback - too serious changes to make an update just like that, so here's: Warping Plague 1.1 wip1 I'll continue tests tommorow and perhaps next week while waiting for the feedback, then official 1.1 release is planned. Changes: 1. new way of finding survivors Now they are physical units to be found inside random buildings, there are some short range helpers (on screen message about signs of survivors presence sometimes, 3D icons with names visible < 25 meters), but player still has to be rather thourough and attentive to not omit any. Each has "Invite" mouse action. Chance for survivor deep in the Zone are close to none and there's no survivors in the town occupied by The Fittest. As for rarity, at first in La Trinite I'm usually getting 3-4 spawns. The more you invite, the less chance for another to be found. Spawned, but not invited survivor will be gone at the end of the day. Theoretically new survivor may appear in the same house, you checked earlier turn (but not same day). Let me know, how many you're usually finding during the gameplay/daily - may require rebalancing. 2. Conscription Towners without any job (idle) can be now "conscripted" 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. 3. Re-balancing of town's resource production Let me know, if it is OK now, or maybe too difficult or still too easy. 4. Tremors 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, perhaps only close to the Zone center, but rare anyway. Still, the bigger Zone become, the more often and noticeable farther away they should be. BTW I would appreciate the feedback about Zone spreading rate - how fast it is and how far it gets before mission completion. 5. It may rain in the Zone now. 6. Zone exploration visual effects Added post process visual effect during Zone exploration. It gets more and more prominent, the closer to the center player gets. It is... bold effect. Starts frugally, but deepers it gets weirder and weirder, close to the center it changes Zone look entirely, like a place from different world. Shouldn't hinder regular gameplay much, although just in case it is optional: can be disabled in initial settings. 7. Bug fixing Probably fixed CTDs during Zone exploration, also the issue with supposed "everything freezes for the moment every 5 sec", which I saw and determined, it is likely bound with manual wind changes (wind anims on the grass etc., also wind sounds). 8. Crafting GUI Mouse action at the orange box in the town. Crafting GUI allows to construct turrets, ATVs or any weapon and vehicle, if you find a blueprint (should be very rare, weapon blueprint nearly impossible to find in other buildings, than military, similar for vehicles and industrial buildings). Not tested much yet. Crafted vehicles will be placed primarily on the main road, one per empty road segment to ensure safe spawns, turrets in the small area close to the Bluking kiosk. If player would craft more, than 8-10 turrets at once, or more than 30 vehicles at once, next may be placed elsewhere with risk of collision, also could be not easy to find.
  25. Which book - stays a secret, but one could guess, it may be "Invicible", which would be truly amazing. That one, or another, a game developed by such experienced people from Starward Industries, based on Lem's prose (top notch in the genre worldwide) sounds like a recipe for something very, very interesting, non-cliche and with strong emphasis on "Sci" part. IMO most noteworthy project. https://www.gamepressure.com/editorials/new-sci-fi-game-based-on-lem-conversation-with-the-deveopers/za208
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