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AlphaKappa

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Posts posted by AlphaKappa


  1. I edited one of my custom missions while the DayZ mod was active, and now if I try to open it while DayZ is off, I get this:

    "You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.dayz_equip"

    Is there anything I can do to recover my mission? I'm pretty sure nothing on my map is DayZ-exclusive, but maybe there are certain vehicles/things that I should delete? I just have no idea which.

    If you can help me, I would really appreciate it, as I've put dozens of hours into this custom campaign. Thanks in advance!


  2. @up

    w1 dotarget pow1

    ~1

    unit w1 will target unit pow1 for 1 sec,

    w1 dofire pow1

    ~1

    unit w1 will shot to pow1 for 1sec.

    Last night i play 2 very good pilot missions Hellfire(ah 64) and Thunderbolt (a10) you should check armaholic, you can find there few good plane/heli missions (for ideas for tasks), 2 plane campaigns: Carrier operations Duala, and Wings-this one is mine, its very easy and short.

    ---------- Post added at 04:45 PM ---------- Previous post was at 04:25 PM ----------

    You can add also for your mission that ULB drone (like in Bis Apache missions from Arrowhead campaign), its very easy to do in editor, check youtobe for guide. ( Ulb drone is good for recon and with him you can shot Hellfire missiles from very long distance, enemy units will not know who hit them :)

    Thanks for explaining that snippet of script. I'm going to implement that in my map tonight when I get home from work! And I'll definitely check out those pilot missions, especially Hellfire.

    ---------- Post added at 22:25 ---------- Previous post was at 22:01 ----------

    If you want to use the artillery idea I can show you how to set up my arty script for limited ammo; if you want just a set number of strikes with no requirement to adjust rounds or anything you might be able to find a better script out there. If not, let me know and I can quite easily modify mine for you to only allow 5 rounds fire for effect (for example) and maintain the ammo count - in effect this will give you a set number of barrages. The benefit with the ZSUArty is you can create your own fire unit and set its accuracy so I could modify the interface for what you need quite easily.

    Note the ZSUArty only works with simulated fire units... I have, through scripting, been able to simulate naval gunfire in the past, but it is really only worth the effort if you are going to be able to see the ship as it fires and the impact... let me know if you are interested and ill see what I can do (Other more advanced scripters may be able to knock that out easier than I; if you get no luck I am happy to help though!)

    I think (without playing many other standalone chopper games) that (larger scale) missions would be made more enjoyable if you were to coordinate it with ground manoeuvre as opposed to the 1 chopper vs the world thing (unless that is what you are going for - haha might be hard in ArmA though!)

    Synchronisation using global variables (as opposed to just linking triggers in the editor) is something I am working on in some missions now; At the moment (And anyone reading this, please jump in and correct me if there is a better way!) I am using blank triggers with the condition as a global variable; on act can be to set another variable or run the desired scripts. Normally the global variable is set by another script. getVariable and setVariable is also quite a handy feature too.

    I am a fan of coop chopper stuff so I am quite interested in what you are doing; keen to help out if you need testers too!

    I've been so crazy-busy with work that I haven't had the chance to check your script, but as soon as I have the free time I'll plug it in and check it out! Thanks for the offer to help me implement it too... I just might take you up on that.

    The only thing is, I can't really visualize the procedure based on your description.

    "Call for adjust fire using 0-0-2

    This will fire a single adjustment round - observe where it strikes

    Be aware that the inital round will normally have a wide splash area so you may have to use sound/smoke to ID the splash

    Either plot the strike on your map or use your gut to guess its location relative to yours and the target

    Work out the distance left/right the round needs to come to be in line with you and the target

    Make the adjustments required using 0-0-(4 to 8 as required)

    The hint on the top left of the screen will show you your current adjustment

    Adjustments are in lots 50m, these are cumulative (eg. to go left 150, up 100, do the left 50 adjustment 3 times and up 50 twice)

    "

    ...I think I'll have to just load it up and see it. I think the realistic approach sounds really cool, though! Definitely excited to see it in action.

    And yeah, if there's ever a time in the next couple of days where we're both free, you're more than welcome to join me for a test/run-through. My Steam I.D. is "AlphaKappa".

    ---------- Post added at 22:27 ---------- Previous post was at 22:25 ----------

    If you want to use the artillery idea I can show you how to set up my arty script for limited ammo; if you want just a set number of strikes with no requirement to adjust rounds or anything you might be able to find a better script out there. If not, let me know and I can quite easily modify mine for you to only allow 5 rounds fire for effect (for example) and maintain the ammo count - in effect this will give you a set number of barrages. The benefit with the ZSUArty is you can create your own fire unit and set its accuracy so I could modify the interface for what you need quite easily.

    Note the ZSUArty only works with simulated fire units... I have, through scripting, been able to simulate naval gunfire in the past, but it is really only worth the effort if you are going to be able to see the ship as it fires and the impact... let me know if you are interested and ill see what I can do (Other more advanced scripters may be able to knock that out easier than I; if you get no luck I am happy to help though!)

    I think (without playing many other standalone chopper games) that (larger scale) missions would be made more enjoyable if you were to coordinate it with ground manoeuvre as opposed to the 1 chopper vs the world thing (unless that is what you are going for - haha might be hard in ArmA though!)

    Synchronisation using global variables (as opposed to just linking triggers in the editor) is something I am working on in some missions now; At the moment (And anyone reading this, please jump in and correct me if there is a better way!) I am using blank triggers with the condition as a global variable; on act can be to set another variable or run the desired scripts. Normally the global variable is set by another script. getVariable and setVariable is also quite a handy feature too.

    I am a fan of coop chopper stuff so I am quite interested in what you are doing; keen to help out if you need testers too!

    I've been so crazy-busy with work that I haven't had the chance to check your script, but as soon as I have the free time I'll plug it in and check it out! Thanks for the offer to help me implement it too... I just might take you up on that.

    The only thing is, I can't really visualize the procedure based on your description.

    "Call for adjust fire using 0-0-2

    This will fire a single adjustment round - observe where it strikes

    Be aware that the inital round will normally have a wide splash area so you may have to use sound/smoke to ID the splash

    Either plot the strike on your map or use your gut to guess its location relative to yours and the target

    Work out the distance left/right the round needs to come to be in line with you and the target

    Make the adjustments required using 0-0-(4 to 8 as required)

    The hint on the top left of the screen will show you your current adjustment

    Adjustments are in lots 50m, these are cumulative (eg. to go left 150, up 100, do the left 50 adjustment 3 times and up 50 twice)

    "

    ...I think I'll have to just load it up and see it. I think the realistic approach sounds really cool, though! Definitely excited to see it in action.

    And yeah, if there's ever a time in the next couple of days where we're both free, you're more than welcome to join me for a test/run-through. My Steam I.D. is "AlphaKappa".

    ---------- Post added at 22:36 ---------- Previous post was at 22:27 ----------

    Maybe this idea is not 100% good for Ah64 mission but if in future you will make mission for Mi24 :) you can check Hip Hip Hooray mission. In this mission you have random tasks in random places on map, you lift and transport cars, objects, barrels and other stuff. You transport/evacuate: soldiers,pmc contractors, support them from air etc. Maybe you find there couple ideas for tasks.

    HOLD THE PHONE. Are you telling me the Hip has a working winch? Is there any way I can add THAT to the Apache? I know it's not realistic in the least, but like I said, I'm trying to pay homage to those old Desert Strike games (in which you could hoist fuel/ammo/armor with a winch on the Apache).

    Also, as much as I love the Mi-24 (and its capacity for passengers!), it's just not maneuverable enough for this campaign. I think the Apache is way better at dodging and dealing with A.A.


  3. Great stuff, guys! Both of you have been very helpful. Thank you!

    ---------- Post added at 13:49 ---------- Previous post was at 13:45 ----------

    Making missions for plane/heli is not so easy, you dont have to many type of task to chose.

    Maybe escort mission: you must escort convoy on road, search and destroy enemy ambush in few places. Or escort and support blackhawks with infantry when they attack something. You must support them when they unload infantry etc. Nothing special but i dont have to many ideas for pilot missions.

    ---------- Post added at 11:36 PM ---------- Previous post was at 11:24 PM ----------

    About hostage mission. If you dont have to many units you can make trigger.

    In condition:

    (not alive w1) or (not alive w2) or or (not alive w3)

    in on act:

    [] exec kill.sqs

    and in that script write for example:

    w1 dotarget pow1

    ~1

    w2 dotarget pow1

    ~1

    w3 dotarget pow1

    ~1

    w1 dofire pow1

    ~1

    w2 dofire pow1

    ~1

    w3 dofire pow1

    ~1

    exit

    w1-3 enemy units, pow1-hostage,

    ~1 time, 1sec for targeting and shot

    I'm not very clear on how that script would work. Does "dotarget" make a unit attack a specified unit?

    And ~1 is like "wait 1 second"?

    I like the idea for an escort mission, by the way! I'll probably do something like that as well.

    ---------- Post added at 14:02 ---------- Previous post was at 13:49 ----------

    If you are game you could go large scale - Recon and support of a larger dismounted assault?

    A few significant targets that will hinder the attack (eg. Destroying enemy armour, static heavy weapons, etc. will have an effect on the battle; scripting wise you could also add benefits to the AI attacking for destroying radar (possibly allowing fixed wing support), commander located in a certain location and when he is killed the enemy will change behaviour/not respond as well etc)

    As above, escorts are a good one also; escorting logistic packets, overwatch for route clearance etc.

    Pure recon role possibly incorporating some of the AI FO artillery scripts (eg. http://forums.bistudio.com/showthread.php?126272-Blake-s-AI-Forward-Observer ) adding a script to pass on information about targets you are aware of to the FO, or using my script ( http://forums.bistudio.com/showthread.php?133563-ZSUARTY-Script ) to call in and adjust fire yourself (ie. benefit here as opposed to you firing on the target is you remain undetected)

    Supporting friendlies in defence is another possible - best would probably be area defence (ie. having to react to different engagement areas)

    Depending on how lengthy you want it to go (and how much work you are willing to do!) you could incorporate a recon mission (find a target) with a subsequent assault/attack by fire mission where you hit the target(s) identified previously.

    A good alternate inspiration is military manuals - Several US manuals are publicly available, eg:

    Attack helicopter missions

    From - http://www.scribd.com/doc/267847/1112-Attack-Helicopter-Manual

    (Chapter 3 is a good start point there)

    I kind of want to go large-scale. I'm trying to kind of imitate the style of the "Desert Strike" games, which are a bit unrealistic (1 chopper vs an army, practically). So on the one map I have a bunch of missions like "rescue the stranded sailors", "blow up the fuel dump", "knock out the radar sites", "destroy the tank depot", "destroy the arms bazaar", "capture the enemy commander".

    A recon mission is a sweet idea. I need to do some more reading about synchronization so I can incorporate some attack scenarios... right now most of my stuff is pretty static (enemies patrol around, at most).

    Your artillery script looks cool! I wanted to plug in the ability to call in MLRS strikes/off-shore bombardment so I'll definitely consider that. Not totally sure which script to go with, though... ideally, I just want the player to be able to call in a set number of MLRS/naval bombardments (maybe 3-5 uses allowed for the whole mission). Maybe with MLRS units near your home base that actually fire.


  4. Hey all,

    I'm working on a lengthy co-op campaign (one level instance) for my friend and I to play through as Apache pilots, and I really want to impress him with the editor's capabilities! So do you guys have any ideas for mission variety? Maybe point me in the direction of some cool scripts?

    For example, how might one go about making a hostage situation? Where an enemy "squad" has civvies nearby, and if the squad gets attacked, they'll open fire on the hostages?

    I want as much variety as possible... right now all I have are "search and destroy" missions, a rescue mission, and a capture mission. I really want to implement some more stuff, although my script skills are very limited... so any input would be a huge help!

    Thanks,

    -Alex


  5. Hey guys,

    There are a few different types of missions I'd like to implement, and while I know the basics of triggers and waypoints, I'm not sure how to go about making more complex missions.

    For example, I'd like to make a rescue mission where you have to land a helicopter, collect some guys on the ground, and then ferry them to a safe zone. Is it possible to script this kind of thing?

    And what about a mission where you steal a helicopter or plane, and have to bring it to a certain area? Can you make it so that a trigger can recognize the presence of a specifically named aircraft? When landed, even?

    I'm not looking for exact snippets of code although that would be totally amazing. If you can point me in the direction of related functions though, I would really appreciate it.

    Thank you!


  6. My friend and I currently own Arma II and we enjoy playing the co-op campaign together, but it's extremely buggy and we get frustrated with the AI and the save functionality and stuff like that pretty often.

    Anyway, does Operation: Arrowhead improve the game's stability at all? How would you guys compare its campaign with the Chernarus one?

    And is the map interesting? Because I really dig the "domestic" feel of Chernarus' forests and fields. Does the desert map have cool stuff?

    Thanks

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