kirkherbstreit
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Stuck on my Splinter Cell-type project: Triggers and utilizing knowsAbout detection
kirkherbstreit replied to kirkherbstreit's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Second question now that everything seems to be working: What is the proper script for erasing ALL OPFOR's knowsAbout levels with regards to the player? I'm a little stumped here. The natural solution is something like [opfor units] reveal [player, 0.0]; However, my OPFOR units are all randomly spawning using ACM. Basically what I'm trying to create is a circular area that says "If no OPFOR are present, then all OPFOR on the map have 0 knowledge of player." Hard to reference every OPFOR on the map when they're constantly changing. This was the closest I got: Created a circular trigger area radius 5, slaved to the player. Activation is OPFOR not present. Condition: time == time and {side _x == east} count thislist > 0 On Act.: detected = false; hint = "Hidden"; However as soon as OPFOR were present in the trigger area, it activated! Exactly the opposite of the Activation requirement! -
Stuck on my Splinter Cell-type project: Triggers and utilizing knowsAbout detection
kirkherbstreit replied to kirkherbstreit's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Maybe a small, 1-2 meter bubble around the player that checks detection? It would artificially solve the trigger problems and the whole remaining stealthy issue. -
Stuck on my Splinter Cell-type project: Triggers and utilizing knowsAbout detection
kirkherbstreit posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here's what I'm working on: On any map, the player starts as a single BLUFOR unit with setcaptive true. When the OPFOR's knowsAbout level on the player is 0, the player is "hidden." However, when knowsAbout increases to any number other than zero, the player is "detected." The player can run around and do anything without the OPFOR shooting at the player, regardless of being detected or hidden. However, if the player commits any hostile act against an OPFOR while detected, the player's setcaptive becomes false and OPFOR are free to shoot. If the player can successfully evade and become undetected, the player becomes "nefarious," basically meaning the player's setcaptive is still false and OPFOR are actively hunting him, and will shoot on sight, forcing player to remain undetected. After a given amount of time, the OPFOR stop searching for the player who will become anonymous once again. Think Assassin's Creed ;). Anyway, I've got it going pretty well so far, and I need help fine-tuning things now because the scripting is getting more challenging. The setup is basically this: Player init field: player setcaptive true; detected = false; nefarious = false; First trigger (called 'hidden') (size covers entire map): Activation: OPFOR Present, repeating Condition: round (time %1) == 1 and {_x knowsabout player == 0} count thislist > 0 On Act.: detected = false; hintSilent "Hidden"; //This is the default setting, as I've been testing in a blank map with player spawning behind 2 OPFOR looking the opposite direction. Everything works fine with this part so far. How does the condition field look? Could it function better with a different script? Second trigger (called 'detected') (size covers entire map): Activation: OPFOR Present, repeating Condition: round (time %1) == 1 and {_x knowsabout player > 0} count thislist > 0 and rating player == 0 //important that player's rating is 0; indicates no hostile act has been committed On Act.: detected = true; hint "Detected"; //global variable 'detected' prevents me having to constantly re-use the bulky knowsabout script ;) and also creates a constant dinging noise so player knows he's detected :D //This trigger works alright. It activates as player is within visual sight of any OPFOR, dinging noise commences. A problem here is when I try to get out of visual distance, I remain detected. Not sure, either the trigger is just constantly activating or the AI just has unreasonable detection ranges (I try hiding behind mountains and buildings, nothing works). Any way I can fix this/ make it better? Third trigger (called 'hunted') (Size irrelevant): Activation: none, repeating Condition: detected and rating player > 0 On Act.: player setcaptive false; hint "Hunted"; //This one works fine. Fourth trigger (called 'notorious') (Size irrelevant): Activation: none, repeating Condition: !detected and !captive player On Act.: nefarious = true; hintSilent "Notorious"; //This is merely an indication to the player that he's no longer detected, however...since I can't escape detection (see my notes for 'detected' trigger) I can't verify if it works or not. Not really a huge problem if this doesn't exist, but it will help the player a little bit. Fifth trigger (called 'anonymous') (Size irrelevant): Activation: none, repeating, 120 second countdown Condition: !detected and nefarious On Act.: player setcaptive true; nefarious = false; hintSilent "Hidden"; player addrating -abs(rating player); //Resets player rating to 0 because player is now officially 'anonymous' again. As before, I can't verify if this works because of the detection problem. Sixth trigger (last one, I promise :P) (called 'successful kill') (Size irrelevant): Activation: none, repeating Condition: !detected and rating player > 0 On Act.: player addrating (-abs(rating player)); hint "Successful Kill"; //Simulates killing an OPFOR while anonymous, player rating remains 0 allowing player to remain hidden That's what I've got. I suppose my main issue at this point is the detection logic. Does anyone know a better way to exploit this for my purposes? Thanks for any help in advance! -
Continuously check all Opfor units' knowsAbout level
kirkherbstreit posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've seen scripts that do this for arrays of enemies, however I found that these aren't working for my case because I have randomly generating Opfor at all times. What I need is a trigger condition that continuously checks each present Opfor unit's knowsAbout level on the player. Is the solution in the "count AllUnits > 0" script? -
Sharing my formula for dynamic, realistic missions
kirkherbstreit posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So lately I've been having a ton of fun knocking around in single player with some really simple yet really fun missions that I've created. Thought I'd share my method with anyone who's looking for simple yet fun missions to play solo. For example I've been playing a lot on the Takistan map. I'm simple a 5-man unit of US Army SF operators. I operate out of the empty base near Rasman which I've complemented with H blocks, gates, and sentry towers with a few infantry units acting as gate guards. Now I get creative with Ambient Combat module, placing one with a wide area around the base synched to one of my nonplayable gate guards that only spawns US Army units that are constantly moving/flying around the base and Rasman (http://community.bistudio.com/wiki/Ambient_Combat_Manager for tips/options). Feels and looks a lot like Bagram Air Base (which I was at for a month, haha). Next comes more ACMs which I've located in the various villages and towns around Takistan. Each of these ACMs are synched to triggers in each individual town. The triggers are operated by the presence of a civilian Takistani that I've placed in each town (http://community.bistudio.com/wiki/trigger#Activation). So long as the civilian is within the trigger radius (default, 50 meters) the ACM that is synched to that trigger will constantly spawn only Takistani insurgent units in the town and the immediate vicinity (http://community.bistudio.com/wiki/Ambient_Combat_Manager#Configuration). Once the civilian is removed (either via force or death) that particular ACM is deactivated (http://community.bistudio.com/wiki/trigger#On_Dea.28ctivation.29). The only things I use are ACE2 and the Civilian Interaction Module/Civilian Reaction Module made by Nielsen (http://www.armaholic.com/page.php?id=15664). Highly recommended as it adds a unique layer of depth to these missions and is easy to use. That and he Ambient Civilians/Ambient Civilian Vehicles modules add an ROE element to each mission that can sometimes be challenging, plus it adds some cool random events and lets me take down my civilian target nonlethally if I need to! I'm also using the SecOps module for the easy air support/artillery/transport options, with the default helo switched to a CH-47 (http://community.bistudio.com/wiki/Secondary_Operations_Manager#Quickstart and http://community.bistudio.com/wiki/Secondary_Operations_Manager#Replacing_the_Default_Vehicles for how-to's). All of this, no joke, can be done with some of the simplest scripting imaginable. Just read those links carefully and you can get to making missions like these, too. Of course it's very sandbox-style, so no directives or objectives unless you want to make those yourself. Honestly each time you load and play is different. So what do you think? Suggestions to make it more immersive? Improvements? Hopefully this will bring as much enjoyment to some of you as it has to me. Thanks for your time. -
W.I.C.T -- World In Conflict Tool for ArmAII and OA
kirkherbstreit replied to ArmAIIholic's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hope I'm not out of line bumping up this thread, but I'm stuck. I used the tool perfectly one time for a test run, but I've been working on another mission of Russia (player) vs CDF (AI). I set up everything the exact same way but NO units spawn anywhere even though I've scattered bases all over the map. Also, I never see the dialog box in the upper right stating the total number of groups. Did everything according to the video, and nothing is happening. Is it because I'm trying to play as OPFOR? Second question: is there a way to raise the air drop altitudes? Everybody dies during the initial drop because the chutes don't have time to deploy. -
Changing ambient time (Not SetAccTime) in WICT
kirkherbstreit posted a topic in ARMA 2 & OA - GENERAL
Couldn't find anything about this problem, as it seems fairly unique... I'm using the WICT tool and one of the weird things it does it change the ambient time, as in the speed that the clock moves, the clouds, sun, etc. However it doesn't change the actual game speed, so movement/ballistics/etc. remain at normal speed. I wanted to make the ambient, environmental time go to normal instead of at light speed because that's REALLY annoying. I tried SetAccTime = 0.1 and it slowed the ambient time back to normal, however it reduced the game speed as well. What if anything can I change to make the ambient time go at normal pace without affecting the game speed? Anyone familiar with WICT knows what I'm talking about? -
Radio trigger "deactivation", or simply disabling
kirkherbstreit replied to kirkherbstreit's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How does that work? Seems like that function would, if I understand correctly, completely disable the radio slot itself, when all I want to do is disable the conditions that were activated by the radio. Would I make a radio trigger that said [1 setRadioMsg "NULL";] in the On Act. field? -
Radio trigger "deactivation", or simply disabling
kirkherbstreit posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I just read in the editing wiki that radio triggers never have a deactivation field. I have one radio trigger - it begins a countdown, then sets the Ambient Combat Manager settings to highest intensity with my preselected spawn groups, basically just turning ACM "on" - and I thought I could put a script in the "on deactivation" field for the same trigger that simply set all ACM settings to zero, basically turning ACM "Off" so I could do other things. But now that I know that won't work, I tried a second radio trigger that switched all ACM settings off when I activated it. However, this led to an error message during gameplay; I think it had something to do with ACM trying to force-spawn groups when the spawn frequency and intensity were both zero. So I ask, can I trick the editor into switching off a previous radio trigger? -
I'm just curious, if I've added an init.sqf file to my mission folder (for instance, to handle custom tuning for an Ambient Combat module) do I need to add an additional script that executes init.sqf, or does it happen automatically? I can't remember seeing this anywhere and I'm slightly code-paranoid.
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Minimizing despite flushing the cache
kirkherbstreit replied to kirkherbstreit's topic in ARMA 2 & OA - TROUBLESHOOTING
https://www.google.com/search?q=arma+2+minimizes&ie=utf-8&oe=utf-8&aq=t&rls=org.mozilla:en-US:official&client=firefox-a Seems to be a fairly common bug that many are reporting. No processes are running in the background. Also, I took the liberty of installing CPUID to see if maybe my video card was overheating, and my max temp on the card was 73 C, so it's definitely not a heat issue. -
Minimizing despite flushing the cache
kirkherbstreit replied to kirkherbstreit's topic in ARMA 2 & OA - TROUBLESHOOTING
AMD 4-core 3.2 GHz, 8GB RAM, Win7 64 bit, all drivers up to date -
Minimizing despite flushing the cache
kirkherbstreit replied to kirkherbstreit's topic in ARMA 2 & OA - TROUBLESHOOTING
Anyone? All possible solutions thus far have failed. -
Minimizing despite flushing the cache
kirkherbstreit posted a topic in ARMA 2 & OA - TROUBLESHOOTING
Flushing the cache with LShift-Numpad Minus and typing FLUSH doesn't solve the random minimizing issue. I have a GTX 280 card with most recent driver (301.42). Is there a fix for it? -
NVIDIA video card(s) owners read here!
kirkherbstreit replied to Dwarden's topic in ARMA 2 & OA - TROUBLESHOOTING
I'm having problems with the game randomly minimizing. I've read that the issue is related to nVidia cards, so will the tools in this thread fix the problem, or is it still an ongoing issue? Please not everything else is working perfectly graphics-wise, except for this stupid bug.