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behemeth

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Everything posted by behemeth

  1. I'm currently trying to port my mission to COOP on a dedicated server. While doing this I encounter that the scripts I wrote for SP oder COOP on a non-dedicated server are not working for the dedicated server. One example: I'm trying to do a HALO insertion and use an addAction to the airplane my group is in with the following script attached: if(!isDedicated) then { player action [ "eject", vehicle player]; sleep 0.1; player setdir 0; [player] exec "ca\air2\halo\data\Scripts\HALO_getout.sqs"; player setvelocity [120*0.8,0,0]; } The "sleep 0.1" is mandatory otherwise I fall without a parachute. The setdir and setvelocity have no influence for the dedicated server (which is kinda annoying). When scripting for a non-dedicated server the single line [player, 1950] exec "ca\air2\halo\data\Scripts \HALO_init.sqs"; suffices instead of ejecting and HALO_getout. While this is strange enough, until now I was not able to convert the following script to a format that is working for a dedicated server Version 1: [code] waitUntil {getPosATL player select 2 < 25}; if(isServer) then { _scatterHeight = -20; { if(!(isPlayer _x)) then { // stupid AI drifts off several kms if not done _x addEventHandler ["HandleDamage", {false}]; unassignvehicle _x; _x setpos [ (getMarkerPos "mrkrInsertion" select 0) + (random 40) - 20, (getMarkerPos "mrkrInsertion" select 1) + (random 40) - 20, 100 - _scatterHeight]; _x flyinheight (100 - _scatterPos); _x setvelocity [(random 6)-3,(random 6)-3,0]; [_x, (100 - _scatterHeight)] exec "ca\air2\halo\data\Scripts\HALO_init.sqs"; _scatterHeight = _scatterHeight + 10; } } forEach units playerGroup; } Version 2: if(isServer) then { _scatterHeight = -20; { if(!(isPlayer _x)) then { // stupid AI drifts off several kms if not done _x addEventHandler ["HandleDamage", {false}]; unassignVehicle _x; sleep 1; _xChute = createVehicle ["Parachute_US_EP1", [(getMarkerPos "mrkrInsertion" select 0) + (random 40) - 20, (getMarkerPos "mrkrInsertion" select 1) + (random 40) - 20, 50 - _scatterHeight], [], 0, "FLY"]; _xChute setPos [(getPos _xChute select 0), (getPos _xChute select 1), 50 - _scatterHeight]; _xChute setDir (random 360); _x setPos [(getPos _xChute select 0), (getPos _xChute select 1), 50 - _scatterHeight]; _x moveInDriver _xChute; _scatterHeight = _scatterHeight + 10; } } forEach units playerGroup; } The goal of that script is to drop the AIs of the group near the landing place. Both works well for non-dedicated. For dedicated the chutes drop empty (in Version 2) and the AIs are falling of the airplane wherever the current location of that is. I'd really appreciate some help in converting the second part to a dedicated server compatible format. I'd also love to get some insight why the scripts for the dedicated server have to differ - is there a point of view making this reasonable?
  2. OK guys... the first mystery is "solved". It seems that the dedicated server is a rather slow-paced guy. _requestingUnit = _this select 1; _requestingUnit action [ "eject", vehicle _requestingUnit]; sleep 0.1; _requestingUnit spawn bis_fnc_halo; sleep 0.1; _requestingUnit setvelocity [0,120*0.8,0]; _requestingUnit setdir 0; With those sleeps all works as it should. The question why this sleep is needed is open though - and the question whether the script will now work an any dedicated server or if it may happen that some other dedi is slower than mine and would need a longer sleep. Summing up it's not a very convenient solution. But better than none. Sadly that's not what I'm trying to do - this script will just eject the AIs, but I want to use setPos on them in order to avoid broad scattering of the group. I will try to add sleeps randomly for the second problem now and see if I reach a constellation for which it works... :depressed:
  3. I can confirm that both scripts run. I added this to have the AI ejection and placement only executed once. Especially for version 2 I would otherwise execute the script for every player and therefore create too many parachutes The first script does work for SP or non-dedicated server: - ejecting, halo, setDir and setVelocity for dedicated server - ejecting and halo works but I'm always looking in the same direction and having no velocity in x,y no matter what i set the setDir, setVelocity The second script (both versions) for SP or non-dedicated server: - ejecting, setPos, halo, setVelocity, setDir (all works perfect) for dedicated server - setPos doesn't work for AI's, they simply eject from the airplane and fall down where they ejected Thanks for the help
  4. Hello cuel, Is this also valid for setPos? This would explain why AI placing didn't work. But for setDir and setVelocity: 1) I made sure it's not the dedicated server executing the script. 2) since it gets called by the player (it's an action) the server shouldn't execute it anyway. Did I understand something wrong?
  5. Hello Mikie boy, thank you. Since the action is attached to the aircraft I need to use _dude = _this select 1 as far as I understood; The first part works with your changes. Yet it didn't yield any improvement: the simple version with the HALO_init.sqf which works on non-dedicated server doesn't work with _dude = _this 1 either, and setVelocity/setDir is still being ignored. Any idea on that - and of course on the second part where I place the AI? (The second part is not executed via the Action, but when the aircraft activates a trigger by its position)
  6. Hello everybody, I currently am trying myself on creating missions. I begun my first and wanted do some kind of Sneak, Seek and Destroy. Even though this sounds hardly finished I want to release this as a v0.3. Especially because I'm rather new to ArmA and I think I do need help regarding the balancing: So I would really appreciate feedback. Mission Description: After a traitorous ChDZK soldier leaked the location of a ChDZK undercover base to the CDF a raiding troop wiped this base and acquired incriminating intel. Though the traitor was brought to justice, the CDF is planning to provide the intel to US forces. Currently a diplomat named Vaclav Novak is on his way to meet US representatives in the city of Emita. Unfortunately the Island as well as the city of Emita itself are out of the reach of ChDZK, which means that the intel is practically in US hands. After an informant provided us the location of Vaclav Novak our only chance is to send in a Speznas unit to assassinate Novak and return the intel. Your unit will land at a Parking Area near the Stadium and has to reach Emita Elite Hotel as silently as possible. Due to recent events the city is in alert and large CDF presence is to be expected. The outskirts are patrolled by heavy armor while in the city streets CDF soldiers are patrolling and road blocks are established. Changelog: v0.1: - Initial release v0.2: - removed bug which caused premature triggering of mission targets - fixes to trigger and marker placement - some tweaking of enemy presence v0.3: - added HALO insertion - adjusted team classes (there is a team leader now) and equipment - some more tweaking of enemy presence Mission Requirements: - ArmA II CO - CBA - Emita Island - An-72 Coaler Mission Link: (most recent v0.3) Armaholic mirror: - Operation Yellow Co-04 (@) (v0.3) Mediafire mirror: - http://www.mediafire.com/download.php?h478z6i9882dzi0 (v0.3) Thx for the Armaholic mirror!
  7. behemeth

    [SP/COOP] Operation Yellow

    Thanks, I will keep that in mind. In the new version I added the HALO insertion which seems to work quite well at least for SP. I was not able to test it with more than one player yet. Currently the jumping out of the aircraft is triggered when a certain area is reached. Would it be better to just say "10 seconds" and then "go" to let the players do the "Jump Out" by themselves? This could maybe lead to a splittered group if timing was not perfect. But that could also add some kind of fun - to reunite the team first. What do you guys think?
  8. behemeth

    [SP/COOP] Operation Yellow

    Hello luizsilveira, thank you very much for testing and letting me know the issues! Yes I'm sorry - this is still the plan for later versions as soon as the actual content reached somewhat acceptable quality :) Thanks to your information I generated a v0.2 which can be found now found at the initial post.
  9. Just finished and chose Plan B. Looking forward for the 1.1 release! Thank you very much Yogdogz.
  10. @Trapper: I guess you are right. I'm not into mission making deeply yet, so I don't know about the possibilities. But as mentioned high OPFOR presence could be also a possible reason to hide in the warehouse for a few days. Just some remarks I wanted to add. The campaign nevertheless is amazing. I just finished 10: Scavengers and didn't find it too difficult. I had great fun using guerrilla tactics to reduce the OPFOR presence. Sneaking without attacking didn't work for me - they always found me rather rapidly. Now I realize that for the next mission I kept my great AKS-74p and as far as I understood keeping weapons through the campaign mission was not supported in 1.0. Am I already playing the 1.1?
  11. behemeth

    [SP] Shooting Date - version 1

    Hello, a few remarks: - in the scenario screen i get an error because you referenced overview.paa in your own windows users folder - in the cut scenes lip movement would be nice during talking (I think this could be done with the conversation system: New Conversation System - you could check the grammar of the dialogues again. - the the map in the briefing should be zoomed out since you do not see the target at the current level of zoom (if that is possible) - you could add some details in the briefing screen (like adding some references to focus on several points of interest when clicked upon) regarding the mission itself I can't help much since I'm not really good at sneaking. I made it to the forest after a million of reloads and killed the general. But getting out of the forest when the units were searching me there was impossible for me so I gave up at that point. The mission itself is a nice idea if you like sneaking.
  12. Hello Yogdogz, thanks for the great campaign. The atmosphere is dense and the gameplay is fun. I'm at 08: Empty Hope at the moment and loved it so far. Some remarks from my side: When the unit stays in the warehouse their focus is pretty much on food while water will be a much bigger problem (3 days with some power bars will not be that much of a problem. The lack of water will be though.). Also they mention it's because of the radiation that they stay inside - some more information to their thoughts would be nice (maybe high opfor presence at the first two days?), since they have to leave the warehouse sometime anyway to have a chance to be rescued. And when looking at the state of the building I doubt the exposure to radiation is very much below that they would face outside.
  13. Hello, I played a few hours now and really like it very much. Especially the surviving idea is interesting. And I really love the hunt for better weapons - an element which I was somehow missing in ArmA until now. Regarding surviving: this is pretty hard (ok I'm new to the game so it might be my fault). One has not really much time to search for water or food since almost continuously attackers approach. Sometimes it happens that the bandits are coming from the front and a few minutes later zombies rush into our back. Due to the constant pressure I was not able to find any water yet - not even in the town. Regarding equipment: is something like location dependent equipment possible? I find the idea nice that at the beginning you (and the enemies at starting region) have only very bad equipment (pistols, maybe smg and shotgun). Then when approaching to other region the enemies get better weapons (maybe low skill to allow you overwhelm them even with bad gear) and when proceeding OPFOR with higher skill and even better weapons spawn. Somehow with civilian, militia and spetznaz this seems to exist, yet as far as I understood it's random and not really region dependent? Maybe some point where you need to get past armor and need to find an RPG or something like that on a special location may be fun as well(I didn't manage to get very far so maybe something like that already exists). Don't get me wrong though - this is not a request - just some ideas what would be cool from my point of view. Keep up the great work anyway! Would love to see this evolve further.
  14. Hi, I'd really like to try your mission out. I downloaded the Zedland mission from armaholic. When I tried to start the mission it tells me the "hifi h rifle" is needed. What is that and where do I get it? Edit: The mission file from this thread works - you might want to update the armaholic link.
  15. behemeth

    [SP] For The Life Of A Friend

    Hello, first of all: This is the best mission I played so far. The cutscenes and the voice acting are great. Also the storyline itself is grasping. Regarding Bugs: I'm at the part where I have to take out the targets - but it seems as if the Mafia guys are respawning or even getting more and more. Is this a bug or a desired behavior? Edit: OK I saw that they should spawn because you are using DAC. I expirienced, that there were only spawning a certain amount of soldiers after I player some more
  16. Hello Günter, I applied the patch and tried the unit classes which were not able to pick up the weapons. Until now I did not discover any class not being able to pick up the weapons anymore - thank you very much for the help. I wonder why the problem was only there for some units when it seems to be actually a weapon dropping problem - or was it just coincidence that for the standard rifleman the weapons were never dropped?
  17. I found a problem when using COSLX: When being some type of units it is not possible to pick up primary weapons. Ammo and other stuff is available in the gear screen, but not the weapon. This occurs only for some characters: i found it to happen for most of the CDF characters (not for the officer though). The problem does not occur for USMC woodland rifleman and most of the other USMC units. The USMC machinegunner has the same issue though. So as you can see I couldn't identify what criteria for the units leads to the issue. I have patched to 1.6 and use the latest CBA. The problem occurs both with and without ACE. That's all the info that I think could help to track down the error - but since I'm a newbie I might have forgotten something.
  18. I'm playing around in the editor and was using a machinegunner as character. When my ammo was gone I wanted to pick up an assault rifle from a dead soldier... surprisingly there was only the ammo of the assault rifle (and the other stuff from the soldier). I also tried to throw my machinegun away. Still no assault rifle available for me even though it definitely was there... Couldn't pick up the weapon from any other soldier either. First I thought it might be because of the soldier type, but then I found a machinegunner corpse and couldn't pick up the machinegun either. This happens for all machinegunner types (of several mods and the original units). I have to add that I'm using ACE. Is this a bug or is it normal for other players as well?
  19. Hello Max, sorry for posting in the wrong section. I tracked the error down and it only happens to occur when the COSLX mod is active. So it's no ACE problem. What do we do with the thread now? Shall we delete it and i post the problem here: http://forums.bistudio.com/showthread.php?125806-A2SLX-amp-COSLX-An-updated-version-of-the-original-SLX-Mod
  20. Hello, I just got ArmA II CO and was messing around in the Editor to get somehow into the game. What I'm really confused about is how to fight properly - this game is definitely no common fps - and thats great! Though I'm slightly frustrated at the moment. I place 3 enemy soldiers with skill bar at preset (bar is in the middle) and play on recruit (!). Now what happens: I try to sneak at the enemy and kill him. But no matter what I do - they waste me. At crouch I see them - but they see me too at least when I fired my first shot. Prone seems not very usefull either - now the enemy still sees me while I only see grass . This is a little frustrating - can you provide any links to some sort of fighting tutorials? Thanks and best regards
  21. First of all: thank you very much for all the great tips and the links to the documentations. I already was trying the "The Basic Drill" mentioned in one of the links. Yet it seems it does not help much as soon as they have spotted you once. Really helpful I found the suggestion from MaxPower, gunso and maturin. The key seems to be hardcover and relocation. With such tactics I can do the mission. Regarding modding: Thanks for those information as well, RogueTrooper - yet I do not want to make the AI weaker than they are originally planned (I think maybe have a much more shallow learning curve when doing so) - I'm more looking towards good concealment tactic than making the AI precision worse. Though I will definitely take a look at ASR AI. The problem was more like why the AI can see me at high grass, when I don't have a chance to see them. When I turn down the Terrain Detail to very low there stay some obstacles which can really be used for cover / concealment. All the grass/bushes that come from Terrain Detail seem to only block my sight not the AI's is there an affirmative on that? best regards
  22. Thank you very much! I love the pack! Here are the classnames - hope I didn't forget any: // CfgMagazines //Handgrenade class HandGrenade_dm41 //TimeBomb class Mine_DM11 //Ammo class kpfs_8Rnd_9x17 class KPFS_120Rnd_MG1 class KPFS_32Rnd_MP2 class KPFS_8Rnd_9x19_P5 class kpfs_8Rnd_9x19 class KPFS_15Rnd_9x19_P8 class KPFS_8Rnd_9x19_P1 class KPFS_16Rnd_9x19_para class kpfs_9Rnd_9x19 class kpfs_15Rnd_9x19 class KPFS_13Rnd_9x19_P2000 class KPFS_25Rnd_pm class KPFS_10Rnd_PSL class KPFS_100Rnd_762x39_RPD class KPFS_10Rnd_762x39_SKS class KPFS_30Rnd_762x43_STG44 class KPFS_8Rnd_762x25_TT33 // CfgWeapons class KPFS_G1 class KPFS_G3SG1 class kpfs_G3a3 class kpfs_g3a2 class kpfs_g3a4 class kpfs_hk32 class KPFS_HK4 class KPFS_HK416_Aim class KPFS_Makarov class KPFS_MG1 class KPFS_MP2 class KPFS_MP2A1 class KPFS_MP5A3SD class KPFS_MP5A3 class KPFS_MPi_KMKIX class KPFS_P5 class KPFS_HKP7 class KPFS_P8 class KPFS_HKP30 class KPFS_P1 class KPFS_P88 class KPFS_P99QA class KPFS_P220 class KPFS_P225 class KPFS_P226 class KPFS_P2000 class KPFS_PM63 class KPFS_PSL class KPFS_RPD class KPFS_KarS class KPFS_MP44 class KPFS_TT33 class kpfs_glock17 class KPFS_P52
  23. Hello all, I'm trying to script a part of a mission where the player enters a Hmmwv as a gunner and the vehicle should drive through certain waypoints. Until now I used the subsequent approaches without any luck: 1) I synched the "get in" of the player character and the "load" of the Hmmwv 2) I added an hold waypoint synched with a Trigger (as switch) with the condition "gunner hmmwv1 == player" 1) works when I use "get in backseat" 2) works when i use the condition "player in hmmwv" and use "get in backseat"; if i use "get in as gunner" the switch is triggered as well, but the hold waypoint is not released. Since I can command "forward", "reverse" etc. as gunner my guess is that as gunner I am in command of the vehicle and overwrite the waypoints. Is there any workaround or is my approach stupid anyway? Thanks and best regards!
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