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Rydygier

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Posts posted by Rydygier


  1. 2 hours ago, redarmy said:

    BTW: Not sure if western sahara mortar carrier marshal is by default meant to work,but it demonstrated odd behaviour,moving to drive to an enemy location that friendlies spotted. Bug?


    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?


  2. Oh, that's an old code indeed. Simple thing, it seems. RydFFE_FO should include group names, not unit classes, quoting manual:

     

    Quote

    RydFFE_FO ([])- if this array is set as not empty (even with objNull), limited spotting mode becomes active, so only members of groups, which names are inside this array or which leaders are of proper class (see below), will have ability of spotting targets for batteries. By default, in unlimited spotting mode, each unit of same side, as battery, or allied excluding civilians, will transmit known enemy coordinates to the battery;

     

    As for the classes:

     

    Quote

    RydFFE_FOClass
    (["i_spotter_f","o_spotter_f", "b_spotter_f", "o_recon_jtac_f", "b_recon_jtac_f", "i_sniper_f", "o_sniper_f", "b_sniper_f", "i_soldier_m_f", "o_soldier_m_f", "b_g_soldier_m_f", "b_soldier_m_f", "o_recon_m_f", "b_recon_m_f", "o_soldieru_m_f", "i_uav_01_f", "i_uav_02_cas_f", "i_uav_02_f", "o_uav_01_f", "o_uav_02_cas_f", "o_uav_02_f", "b_uav_01_f", "b_uav_02_cas_f", "b_uav_02_f"])
    4
    - this array holds class names (lowercase only!) of leaders of groups, that will be automatically added to the RydFFE_FO array, if that array already is not empty (means if limited spotting is active);


    So it works in a bit odd way, as you see...


  3. 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". 


  4. 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. 


  5. 1 hour ago, Meeko_the_Raccoon said:

    that's a result of very unlucky dice rolls

     

    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. 


  6. 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. 

    • Like 3
    • Thanks 1

  7. 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... 🙂

     

     

     

     


  8. In the map view in the scenario you have special diary entries making an internal guide. 

     

    1 hour ago, lv1234 said:

    the reinforcements include armored vehicles/tanks too?

     

    Yes, those should work same way, as in vanilla version. Paradrop ones replace helicopter response.

    • Like 1

  9. 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: 

     

    Quote

    _air = " Enabled means that two randomly chosen airfields will have the ability to call reinforcements via radio contact, calling in a squad of elite paratroopers to your location.<br /><br /> A radio vehicle located somewhere on the airfield can be destroyed to stop the enemy from calling support"; 

     


  10. 51 minutes ago, lv1234 said:

    what do the enemy planes flying by do?

     

    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. 


  11. 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.

    • Thanks 1

  12. 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. 


  13. 16 hours ago, Ragnarok44fan said:

    that's that need more vehicles in the AI groups when they come out from the factory,

     

    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. 

    • Like 1

  14. When you have a hideout, there will be a mouse action when you aim at fireplace:

     

    Rest 6 hours and heal yourself (first aid kit or medkit needed)

     

    However this action is visible only, when you don't know about any enemy AND there's no enemy, that knows about you at the moment (which may be not obvious). 

    • Thanks 1

  15. That would be set in intelCheck.sqf. This file handles many types of intel sources, so it is rather complex, but crossing out churches is done in this part:

     

    					{
    					if ((count _x) == 2) then
    						{
    						if ((_pos distance (_x select 0)) < (1500 + (random 2500))) then
    							{
    							_ct = _ct + 1;
    							_x set [2,true];
    							(_x select 1) setMarkerColor "ColorRed";
    							(_x select 1) setMarkerType "hd_objective";
    							(_x select 1) setMarkerAlpha 1;							
    							}
    						}
    					}
    				foreach RYD_JR_allHolyPlaces;

     

    If you just /*disable*/ or remove this whole code, no one will cross any churches for you. But if you want to disable this only for dead body intel check, then probably that's the way:

     

    				if (alive _dataHolder) then
    					{
    						{
    						if ((count _x) == 2) then
    							{
    							if ((_pos distance (_x select 0)) < (1500 + (random 2500))) then
    								{
    								_ct = _ct + 1;
    								_x set [2,true];
    								(_x select 1) setMarkerColor "ColorRed";
    								(_x select 1) setMarkerType "hd_objective";
    								(_x select 1) setMarkerAlpha 1;							
    								}
    							}
    						}
    					foreach RYD_JR_allHolyPlaces;
    					};

    So that part is executed only, if "dataHolder" is alive. 

     

    In case, you would prefer to manipulate distance, that's the place: (1500 + (random 2500)))


  16. Stuff from active mods should be used together with vanilla content (loot, vehicles, AI presence). Though avoid content generating config errors (of poor technical quality in general), so I wouldn't say "all" will work. Well made ones should. Note BTW, the more weaponry using different ammo in the loot pool, the harder to find proper magazines for it. 

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