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fredkatz

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Everything posted by fredkatz

  1. Hi I have been browsing these forums for some time seeing all of the great addons that this community has created and I would like to add another one AI Heli Control 1.3 After I started playing ArmA 2, I love to fly helicopters and airplanes and was impressed that the AI could land helicopters anywhere, but there were no commands to allow landing other than disembarking the pilot and then the AI would land it in the worst possible location, so I wrote this script system. Adds some Actions to the menu of the heli to command landing and pickup, also features a LZ system Images ------- Required Addons ---------------- CBA - Extended Eventhandlers Optional Addons --------------- MP Compatible Fast Rope Addon Features -------- Ability to create a LZ for the helicopter Commands to land the helicopter Commands to fly at different heights if the MP Compatible Fast Rope Addon is installed you can command a ai pilot to fastrope infantry anywhere on the map Download --------- The link below has both 1.3 and the now old 1.2 version available AI Heli Extras I hope it makes controlling AI Transport helicopters easier! :D
  2. fredkatz

    Warfare BE

    Here is my skydrive folder with all of my Warfare BE map conversions Warfare BE Maps Currently it has a CO Version of Isla Duala I also have Lingor, Dingor and a few other maps already done
  3. fredkatz

    Warfare BE

    Sorry I been gone for so long, I been having problems with my gaming computer used to play ArmA 2 was having graphic driver problems, but I seem to have fixed it. I have a working copy of warfare for Isla Duala that I built myself about a year ago that I can send to you, It will take me a little bit to convert it back to vanilla ArmA 2 units from my custom version. The only thing it does not have is town templates for small games, I like playing full map warfare so if you want to play with fewer towns it can be easily set up to work. It's a little more involved then just changing position on the existing towns. The town name, and supply value should also be changed to suit the town. Here is some information about how to setup towns in Warfare BE Starting from version 2.72 on Game Logic -> Locations -> Depot - The towns main depot to capture and the center of the town, has a init line in the editor that looks like this nullReturn = [this,"Nagara","+",30,120,1000] execVM "Common\Init\Init_Town.sqf"; The Red is the town name, this can contain spaces to make it look nice The Yellow Number is Starting Supply Value - When the game starts and after you capture the town this is the value it starts at The Blue Number is Max Supply Value - This is the max the town value can go Game Logic -> Locations -> Camp - The camps that surround the town Game Logic -> Objects -> Game Logic - The static Defenses that go with the towns, depending on the init line passed to them is what they will become when the town activates Init Lines for the different defenses this setVariable ['wfbe_defense_kind', ['MGNest','MG','AT','GL','AA']]; - This line is used for the camp static emplacements, The type defined in the brackets is which one it will choose randomly when the town activates this setVariable ['wfbe_mortar', true]; - This line is used for the town defense mortar emplacements that were introduced in 2.072, put many of these around the town and it becomes EXTREMELY DIFFICULT to capture the town. All camps and Defences are synchronized (F5) to the depot to link them to the towns Here is a example town template in the Proving Grounds, Useful for copy-pasting in to any other maps and just moving the items and changing values WarfareBE_Town_Template.ProvingGrounds_PMC There is still a little more that has to be done to get the map to work, but hopefully this can get you started on creating your own town templates for warfare BE
  4. fredkatz

    Tu95 and Tu142 Bombers

    Thank you for updating this model and adding it to the Takistani army. I can finally have full out war with this for the Takis and the B-52 for the US
  5. This problem still exists in the 1.0 release, please fix this as I and a few friends play in a LAN environment and trying to play warfare or any large mission does not work when one person is hosting the server
  6. After some testing this problem on my end seems to be caused by steam being in offline mode and trying to connect to a dedicated server
  7. fredkatz

    AI Heli Control 1.0

    thanks, I am glad it is useful for you. the ArmA 3 version is already in development since the beta, so it is coming soon
  8. I have had the same problem since the ArmA 3 beta and I have not been able to solve this. If I find any solutions I will post back
  9. fredkatz

    Warfare BE

    I run the database server, ArmA 2 Dedicated Server and Client all on the same system and have no issues and I have Windows 7 It works for me when I play, I cannot run alot of AI during my games usually 5-6 AI teams per side, to many more and the server dies. The only thing I do know is to not use the 0.73-2 version as the guerrilla/resistance forces don't spawn in their towns when playing
  10. fredkatz

    AI Heli Control 1.0

    It will probably be updated when I buy ArmA 3, and when it is fully released
  11. fredkatz

    Warfare BE

    I have done some work on it since that release, I should update that download, but the current version works with the 0.73 release. I believe that version had worked on 0.71. I might also post up some of my map conversions for 0.73, I have done Dingor, Jadegroove, MBG Celle 2 and Reshmaan Province On the To-Do list is Isla Duala and Tasmania2010
  12. fredkatz

    Warfare BE

    The version I was working on is working, it saves towns, base locations and player gear. I just haven't worked on it lately, been very busy
  13. fredkatz

    AI Heli Control 1.0

    I have been working on adding some new features to the airplane systems. You can now set a patrol area for your AI planes to fly. As well as set them "on station" to circle a given point. I have also been working on the heli taxi system. @Hillsbills The script must use a invisible helipad for the artillery targeting. The AI will land at the nearest helipad first then try to land in an open space that they think is big enough. @Fruity_Rudy I think it is a problem with the AI itself, because I have had that problem with helicopters when I set the height over 1000m.
  14. fredkatz

    Warfare BE

    Version 073_2 It works fine in Version 073, which I went back to since there was nothing to shoot at in the towns :p
  15. fredkatz

    Warfare BE

    Hey Benny, I was trying out the newest version and I ran into a problem. I entered a guerrilla held town and no guerrilla town patrols spawned. The Static Defenses were manned but no patrols, but when one of the US towns were triggered, the US forces spawned both Defenses and patrols. I am not sure what is causing this problem
  16. fredkatz

    AI Heli Control 1.0

    It should add it to the ACE Menu automatically, there is a check to see if you are running ACE and add it to the self-interaction menu. Unless they changed the variable containing the self-interaction key, it should work.
  17. fredkatz

    AI Heli Control 1.0

    @Fruity_Rudy I have had some problems with the system not working especially in the editor after multiple previews, since it uses CBA UI for the menu, I just add the Require CBA module while testing and then try to remove it when you pack it for the server and try it on the server. @vendusio The default key is the Left Windows Key and it works for me in multiplayer as long as the server allows it @Kroky I will notify Sickboy to update the version on six updater Edit: I have notified Sickboy, It should be up soon
  18. fredkatz

    AI Heli Control 1.0

    Thanks Foxhound :D I believe that those problems are hard-coded into the AI inside the Engine, as far as I can tell those behaviors cannot be changed easily.
  19. fredkatz

    AI Heli Control 1.0

    Version 1.3 has been released - Check First Post
  20. fredkatz

    AI Heli Control 1.0

    Sorry for the broken download link, I lost my host and have not uploaded the file somewhere else yet. With the landing system, you are supposed to move the helicopter towards the designated position then order the landing command. The designate LZ button only creates a invisible helipad on the location clicked. I build it this way because I did not want to micromanage the AI in your squad because I was having problems with them always coming back to your position after they complete waypoints. Maybe I will upload 1.3 soon, It is ready and adds some new features
  21. fredkatz

    Warfare BE

    After looking through the server_town_ai fsm I checked the activation methods, would changing WFBE_C_TOWNS_DETECTION_RANGE_AIR in common constants down to 5 or 10 fix the problem? I am using 0.73
  22. fredkatz

    Warfare BE

    Hey Benny, Is there a way to disable Aircraft from activating the towns? I have been having lots of problems with the AI squads flying over many towns and activating them bringing the server down. I really do not want to turn off AI aircraft because it brings that feeling of a large battle and I like when the AI bomb a enemy tank that is coming right at you.
  23. That is Correct, as I can tell it could happen with multiple players playing in the same game and riding along with each others vehicles, that any player that boards the vehicle makes it local to the player which in turn reruns the add eventhandler code because the vehicle is not initialized on the other players system. It is a very rare bug that seems to happen when vehicles are created by scripts, It does not happen to editor placed vehicles because they are local to the server.
  24. Hi, I was using Suppression system in warfare this evening and it is awesome but I think I might have found a rare bug. I bought a BMP-2 for my squad empty and drove it over to my troops, then a friendly AI squad leader jumped in the driver seat and tried to steal it, I quickly got back in and kicked him out and then after that when the vehicle would shoot any of its weapons the FPS would drop from 30 down to 5 and then regain back to 30 instantly. So I bought another BMP and tried the weapons and the FPS stayed at 30. This test was on a dedicated server. When the AI squad leader got into the BMP, it made the vehicle local to the server, which the script would pick-up as a new vehicle and add the eventhandlers on the server causing a doubling of the handlers so when the vehicle would fire its weapons the scripts would run twice creating the extreme FPS drop, 2 script calls on the client, 2 on the server I think I found the code that might be the problem bdetect_fnc_eh_add = { private ["_unit", "_vehicle", "_e", "_msg"]; _unit = _this select 0; _vehicle = assignedVehicle _unit; if( isNull _vehicle && _unit != vehicle _unit ) then { _vehicle = vehicle _unit }; if( ( isNil { _unit getVariable "bdetect_fired_eh" })) then { _e = _unit addEventHandler ["Fired", bdetect_fnc_fired]; _unit setVariable ["bdetect_fired_eh", _e]; _e = _unit addEventHandler ["Killed", bdetect_fnc_killed]; _unit setVariable ["bdetect_killed_eh", _e]; bdetect_units_count = bdetect_units_count + 1; if( bdetect_debug_enable ) then { _msg = format["bdetect_fnc_eh_add() - unit=%1, FIRED + KILLED EH assigned ", _unit]; [ _msg, 3 ] call bdetect_fnc_debug; }; }; // handling vehicles if( !( isNull _vehicle ) && isNil { _vehicle getVariable "bdetect_fired_eh" } ) then { _e = _vehicle addEventHandler ["Fired", bdetect_fnc_fired]; _vehicle setVariable ["bdetect_fired_eh", _e, [color="#FF0000"]true[/color]]; [color="#FF0000"]<-- This variable should be broadcasted to the server[/color] _e = _vehicle addEventHandler ["Killed", bdetect_fnc_killed]; _vehicle setVariable ["bdetect_killed_eh", _e, [color="#FF0000"]true[/color]]; [color="#FF0000"]<-- This one should also be sent to the server[/color] bdetect_units_count = bdetect_units_count + 1; if( bdetect_debug_enable ) then { _msg = format["bdetect_fnc_eh_add() - vehicle=%1, FIRED + KILLED EH assigned", _vehicle]; [ _msg, 3 ] call bdetect_fnc_debug; }; }; }; With the variables sent to the server will stop the code from adding a second set of eventhandlers to the vehicle
  25. fredkatz

    Warfare BE

    At the moment it does not have code to save any client information like funds, AI Squad Members, Vehicles in your group, last position played, last gear loadout. The whole database saving code has been rewritten to be more flexible with saving information so the next part I am already working on is client save code. It seams like every item that needs to be saved to the database has to have code to get the item, insert/update the database and then on restart get item out of database and for example move the item to the last known position. Bases also need to be saved, in the new code I am already saving the starting locations that the system picks when you start a game and restore the same position on restart. I guess that means there is a lot of information that needs to be saved. Well considering they are limiting the use of copy to clipboard on client/server side, the only way I think of is to use callExtension with ArmA2net and the SQL plugin. CBA does not have any functions for working with a database currently. With the current system you can connect from a windows server to any MySQL database server running on any platform, but since the linux dedicated server does not have callExtension, I really don't know a way to connect to a DB. There might be someone with better linux experience that could find a way.
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