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About madbilly

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  1. I couldn't find the comref in the Personal Tools 2.5.1 download at http://www.armedassault.info/index.php?cat=news&id=5181&game=1. You wouldn't have a copy lying around would you mikero? ... Oops, belay that, found it. Cheers, Madbilly
  2. Updated youtube link: http://www.youtube.com/watch?feature=player_embedded&v=iDcQ3cUjZuo
  3. This SEOW-based system (for IFA2) has just been updated. Automatic Iron Front terrain generator has been improved to add explicit water features (ponds, rivers, lakes, coasts), short-range surface relief (because IL2 maps can be unduly smooth), better road mapping, airfield runway placement, bridges. Automatic Iron Front mission generator has been improved to track the health/damage/ammo/status/location details of every individual solder, gun and vehicle from mission to mission, plus generate bridges with correct damage state, aircraft movements This will be the last revision for the IFA2 platform. It is intended that future revisions will support the IFA3 platform. Just to recap: this SEOW system supports multiplayer online action, but its focus is on detail and realism within a strategic and evolving campaign environment. Missions are played once only, then the results feed back into the campaign for the next set of missions. Every action matters, every choice matters. Cheers, Madbilly
  4. Thanks again. I have poked around a little and found this as an example of RscDisplayMultiplayerSetup scripting. But I can't see where in the game files the RscDisplayMultiplayerSetup function would be called/used. I must be missing something obvious!
  5. Thanks .kju. How would that be done? Is there a particular diag resource for the MP lobby that could be edited?
  6. Hi everyone, Based on recent successful proof of concept with the first version of my campaign system in the Korosten/Zhitomir campaign, I am moving ahead with v2 of the system for IF (enhancing terrain generation, individual soldier tracking, supply/morale etc). This is all in the context of historical/realistic MP coop action, dead is dead, no respawns/replays, no force balancing etc (i.e. completely different to the most common MP styles these days). This context provides an opportunity where I think the Arma MP system could be improved. Ideally, for my purposes, I need to have an MP Player Lobby that hides the opposition force strength from the player's view. That is, each connecting player would need to be authenticated into a particular side BEFORE they enter the lobby. When they enter the lobby after authentication they would only be able to see friendly units/slots/dispositions. Slot selection then takes place and the mission is run as usual. The benefit here is secrecy and fog of war - players should not automatically get perfect intel on the enemy OOB at the start of each mission. My question is this: does anyone know of such a mod for A2 or A3? Alternatively, is anyone aware of a way to script the game (A2 or A3) that may allow such a mod to be developed? Cheers, Madbilly
  7. OK, fixed and working. The problem was that I had used a z-elevation that was too low! :rolleyes: The terrain config.cpp file contains: class cfgVehicles { class house; class Land_ponton_bridge: House { armor = 150; model = "\lib\ponton\ponton_bridge"; destrType = "DestructDefault"; scope = 1; }; class Land_ponton_apparel1: House { armor = 150; model = "\lib\ponton\ponton_apparel1"; destrType = "DestructDefault"; scope = 1; }; }; This builds fine using Visitor3 and pboProject. Then I generate the bridges in a mission file using the following code in init.sqf: if (isNil "oneTime") then { oneTime = true; // fnc_bridgeA2 // parameters: [startingPosition, direction, objectClass, repeats, offsetX, offsetY, offsetZ] fnc_bridgeA2 = { private ["_start","_obj"]; _start = createVehicle [ _this select 2, _this select 0, [], 0, "CAN_COLLIDE" ]; _start setVectorUp [0,0,1]; _start setDir (_this select 1); _start setPosATL (_this select 0); for "_i" from 1 to (_this select 3) do { _obj = createVehicle [ _this select 2, _this select 0, [], 0, "CAN_COLLIDE" ]; _obj attachTo [_start, [ _i*(_this select 4), _i*(_this select 5), _i*(_this select 6) ]]; }; }; // a big Arma2 concrete bridge on pylons, with metal railings [ [4156,3636,-1.7], 2, "Land_nav_pier_m_2", 3, 40, 0, 0 ] call fnc_bridgeA2; // an Iron Front pontoon bridge [ [4156,3600,1.2], 92, "Land_ponton_bridge", 3, 0, 38.45, 0 ] call fnc_bridgeA2; }; And here is the screenshot evidence that they work fine in my scripted terrain (with a Kubelwagen driven onto the pontoons): Many thanks to Killzone_Kid's bridge script and to .kju's gentle nudges in the right direction on configuring a class for the pontoons. Cheers, Madbilly
  8. Here is what I put in my terrain config.cpp: class cfgVehicles { class house; class Land_lib_ponton_bridge: House { armor = 150; model = "\lib\ponton\ponton_bridge"; destrType = "DestructDefault"; scope = 1; }; class Land_lib_ponton_apparel: House { armor = 150; model = "\lib\ponton\ponton_apparel1"; destrType = "DestructDefault"; scope = 1; }; }; I built the terrain with no problems. But when I try to place "Land_lib_ponton_bridge" on the map in a mission init.sqf it doesn't appear. By contrast, "Land_nav_pier_m_2" works just fine in the same init.sqf file. Stumped for now, I will sleep on it. Cheers, Madbilly
  9. Aha! Thanks kju, I will do some reading on what the config should have. Just for background, I am using KillZoneKid's bridge script to place bridges in missions, and having the pontoons available would add good variety. Cheers, Madbilly / 4S
  10. Yes, me too. I am trying to find out the class name of the pontoon bridge object "\LIB\ponton\ponton_bridge.p3d" for use in SQF scripting for IFA2. I have tried to guess but have had no luck so far. Any suggestions? Cheers, Madbilly PS: I tried the DH link but it timed out.
  11. Well, I think kju meant to recommend that you should not buy IF right now solely on the basis that IFA3 is not yet in final form. So if you are only buying IF to run IFA3, then follow kju's advice. But if you do buy IF now, you can still play it stand-alone (a neat game), and you can still mod it to IFA2 and play that way. Nevertheless, kju and others are working hard to make IFA3 the standard (it does/will supersede IFA2 in many ways) so we are all waiting for IFA3 to be finished. Cheers, Madbilly
  12. Thanks, I will monitor this. I am interested in improvements in realism, AI behaviour, etc.
  13. Thanks, I might actually use this to auto-generate and keep track of serial numbers on tanks. Cheers, madbilly
  14. So why is the first argument for setObjectTexture 4,5,6 for heavies, 0,1,2 for mediums and 1,2,3 for halftracks? Is that what you managed to find out by trial and error, or is there some other meaning? Cheers, madbilly