GreigPil
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Everything posted by GreigPil
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[OPERATION CLEVER GIRL] [v1.3] Under cover of nightfall, infiltrate the Old Outpost and disable all communications before ambushing enemy reinforcing elements; all in support of a desperate, last ditch assault on Air Station Mike-26. Features immersive mission design night mission, encouraging stealth play cutom loadouts unitPlay MH-9 insertion and extraction events upon detection plenty explosions and a couple Jurassic Park references. Changelog: This is my first mission, which was really just a means for me to learn some scripting which I always avoided in Arma2. Thanks for the feedback and help! I'll be making ongoing improvements as suggested here and on Armaholic when I learn how to do such things. This version has been up on the Steam Workshop for a while and has enough positive feedback for me to be happy to move on to something else. Let me know how you get on. DOWNLOAD (v1.4) Armaholic mirror: - Operation Clever Girl [v1.4] Steam Workshop: - Operation Clever Girl [Always up to date]
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Thanks for the feedback, sproyd. I'll take another look at the insertion task and see if I can find where the problem lies. The trigger that checks the insertion task as complete is the same trigger that auto ejects both Jackson and Lacey. Also, the same trigger conditions are used to trigger the extraction sequence - which leads me to believe it's the condition. It's also weird that some people have had this problem but most others haven't. Thanks again, looking into these problems and finding solutions is helping me learn at a good pace!
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Are you using the stable branch? This was built using dev branch and there have been a few class name changes to the vests being used in recent dev branch updates. Unless of course there's been another class change... I'm starting another mission with Jackson and Lacey that'll allow for player choice in the roles they'd like to play during several stages of a town assault. It'll be paired up, like - first stage you could choose either Recon or Mortar Team; second stage either CAS or Mechanised insertion; third stage either Fire Team Lead in the assault or Fire Support in overwatch. That kind of thing - all in one fluid mission using the strategic map and the AI taking the roles you don't choose, among other supporting elements. I think it'll require a lot of scripting - but if I can get it done with enough polish it should be pretty exciting. For me, anyway. Thanks for the feedback.
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Thanks for your help, 2nd Ranger. Latest version has been on the Steam Workshop for a while and I think I'm comfortable in saying it's finished. OP updated with info.
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This. Makes perfect sense. I'll look into server stuff after my holiday. Thanks again for all the feedback. It's raising more and more questions, which is great as I can now go find the answers and hopefully improve at a greater pace.
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There have been a few people reporting similar problems; and it looks to be COOP related. Insertion task not being completed might have something to do with how I've set up the trigger i.e. not COOP friendly. Has always worked playing myself. The convoy spawn markers are placed with plenty space. I've watched them spawn over and over and they make it off their mark without issue. Though I have seen this happen, exactly as you described, in a COOP play through on Youtube. Jackson, Lacey and the pilot all have setCaptive true 'til they hit the insertion trigger, where it is set false. This is to ensure no one shoots you out of the sky on approach; as the approach itself is far closer than could be described as 'stealthy'. I made a design decision to get the player closer, quicker with a little suspension of belief. However, seeing as the trigger that completes the insertion task didn't meet its conditions for whatever reason - setCapture was true all the way through the mission for you. Thanks for the feedback. Your PM too is a great idea which I'll look into. I think I might be over complicating things, especially for a first run at a mission. I'd encourage anyone to unPBO it and pick it apart to point out where I'm making these amateur mistakes! As I said, I think the problem is not taking into account things that are required when making a COOP mission - it worked great SP for me.
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Updated to v1.3. Changed a bunch of stuff, added a bunch of stuff.
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They are already un-grouped. I'm also using some horribly ham handed trigger conditions to have them behave or react in a way that gives the illusion they are still working together; though it's still far from ideal. I've heard people talk about the 'knowsAbout' command but am having a hard time working out how it's actually, practically implemented.
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Now that this has been fixed: I can get on with putting a final version of the mission together. I'm thinking the reason the heli extraction is bugging out for some people is that it was recorded at 60fps; and there are so many numbers to run through that it is stalling or skipping at certain parts. I'll try re-do these sequences at 20fps and see if it makes any difference. To do/fix: z-pos solutions to make sure Lacey is getting in and out of choppers in time. convoy composition re-arranging Old Outpost units to encourage you guys to give it another shot randomised patrols around the objective actually have someone play test before publishing I think I'll also explore the possibility to eliminate the comms officer without having to take out sentries/patrolling units. You can risk the clean shot and lay the ambush in stealth; or miss and be presented with greater challenge in getting to him -OR- take out sentries without detection for the to-be-super-sure route.
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Seriously? How could this have slipped past the community!? What we really need is a 42 page forum thread! Amaright!? Oh, wait: Development Branch AI Discussion
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Yeah, it's the same with the extraction heli as well. It's because I'm recording the flight path myself; and all scripts are ignored 'til the path is complete (so far as I am aware). I've tried recording the path in two sections, but I can't for the life of me figure out how to keep the AI pilot from increasing collective once completing the first. Whaddya doing sitting around in helis all day when there's a war to be fought, anyhow!? :P
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[Sccript Help] Error damage: Type String, expected Object
GreigPil posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi there, So I'm working on a mission where a convoy of two vehicles is spawned by radio trigger. These vehicles are called "vic1" and "vic2"; are crewed, given cargo passengers and then move toward their waypoint all in the same script. All this works totally fine. I then have a trigger that is causing me some issues. The trigger is set up as follows; condition: ((damage vic1)>0.1) OR ((damage vic2)>0.1); on activation: hint "Damage"; As soon as the vehicles spawn I get an error; ((damage vic1)>0.1) OR ((|#|damage vic2)>0.1); Error damage: Type String, expected Object I don't quite understand what the problem is because when I damage either vehicle, I get the hint "Damage"; which would indicate to me that the trigger does in fact work. Therefore, I think the game is trying to deter me from bad scripting practice: could someone put me on the path to wholesome, clean scripting convention? I'm still new to the whole scripting thing... Appreciate your help, GreigPil -
[Sccript Help] Error damage: Type String, expected Object
GreigPil replied to GreigPil's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What a guy. ;) -
[Sccript Help] Error damage: Type String, expected Object
GreigPil replied to GreigPil's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Right, that makes more sense. Thanks for explaining. I think if I really want to make a hobby out of scripting missions I need to do some foundation reading first. My brain is totally wired laterally. -
[Sccript Help] Error damage: Type String, expected Object
GreigPil replied to GreigPil's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Excellent work, guys! That's solved it. Script and trigger now running error free. It does look as though, as FreakJoe said, vic1 and 2 represented classnames when defined as a global variable. Switching to local solved it. I had no idea a variable could be defined as local and then referred to as global later in the script - a handy lesson to be had. Thanks again, GreigPil -
[Sccript Help] Error damage: Type String, expected Object
GreigPil replied to GreigPil's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sure thing. Here's the script I'm using to spawn everything. As I said, I'm new to scripting so this is likely a unoptimised workflow. I'm also aware that I'musing both local and global variables - could this be causing any conflicts? // spawnConvoy.sqf // // ERROR MESSAGE // // ((damage vic1)>0.1) OR ((|#|damage vic2)>0.1); // Error damage: Type String, expected Object _convoySpawn1 = getMarkerPos "convoySpawn1"; _convoySpawn2 = getMarkerPos "convoySpawn2"; _convoyWP1 = getMarkerPos "convoyWP1"; vic1 = "O_APC_Wheeled_02_rcws_F"; vic2 = "O_Truck_02_transport_F"; _grp1 = createGroup east; _vic1Driver = _grp1 createUnit ["O_crew_F", getMarkerPos "convoySpawn1", [], 0, "NONE"]; _vic1Driver setUnitRank "SERGEANT"; _vic1Gunner = _grp1 createUnit ["O_crew_F", getMarkerPos "convoySpawn1", [], 0, "NONE"]; vic1 = createVehicle [vic1, _convoySpawn1, [], 0, "NONE"]; vic1 setDir 98; _vic1Driver moveInDriver vic1; _vic1Gunner moveInGunner vic1; _wp1 = _grp1 addWaypoint [(getMarkerPos "convoyWP1"), 0]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointSpeed "NORMAL"; _wp1 setWaypointBehaviour "CARELESS"; _wp1 setWaypointCombatMode "GREEN"; _wp1 setWaypointFormation "FILE"; _wp1 setWaypointStatements ["true", ""]; sleep 4; _vic2Driver = _grp1 createUnit ["O_soldier_repair_F", getMarkerPos "convoySpawn2", [], 0, "FORM"]; vic2 = createVehicle [vic2, _convoySpawn2, [], 0, "NONE"]; vic2 setDir 98; _vic2Driver moveInDriver vic2; _grp2 = createGroup east; _grp2Leader = _grp2 createUnit ["O_Soldier_TL_F", getMarkerPos "convoySpawn3", [], 0, "FORM"]; _grp2Gunner = _grp2 createUnit ["O_Soldier_AR_F", getMarkerPos "convoySpawn3", [], 0, "FORM"]; _grp2Grndr = _grp2 createUnit ["O_Soldier_GL_F", getMarkerPos "convoySpawn3", [], 0, "FORM"]; _grp2Medic = _grp2 createUnit ["O_medic_F", getMarkerPos "convoySpawn3", [], 0, "FORM"]; _grp2AT = _grp2 createUnit ["O_Soldier_AT_F", getMarkerPos "convoySpawn3", [], 0, "FORM"]; {_x moveInCargo vic1} forEach units _grp2; _grp3 = createGroup east; _grp3Leader = _grp3 createUnit ["O_Soldier_TL_F", getMarkerPos "convoySpawn3", [], 0, "FORM"]; _grp3Gunner = _grp3 createUnit ["O_Soldier_AR_F", getMarkerPos "convoySpawn3", [], 0, "FORM"]; _grp3Gunner2 = _grp3 createUnit ["O_Soldier_AR_F", getMarkerPos "convoySpawn3", [], 0, "FORM"]; _grp3Grndr = _grp3 createUnit ["O_Soldier_GL_F", getMarkerPos "convoySpawn3", [], 0, "FORM"]; _grp3Grndr2 = _grp3 createUnit ["O_Soldier_GL_F", getMarkerPos "convoySpawn3", [], 0, "FORM"]; _grp3Medic = _grp3 createUnit ["O_medic_F", getMarkerPos "convoySpawn3", [], 0, "FORM"]; _grp3AT = _grp3 createUnit ["O_Soldier_AT_F", getMarkerPos "convoySpawn3", [], 0, "FORM"]; {_x moveInCargo vic2} forEach units _grp3;[/code] Thanks, GreigPil -
How to do the UAV sitrep thing?
GreigPil replied to SpaydCBR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Excellent, this is exactly what I was looking for, thanks. Been making little engagements for myself since A2 launch but I'm new to scripting; figure it's a good time to learn whilst A3 has a limited amount to work with during alpha. One thing I'm struggling to find, is a way to freeze the action during the UAV SITREP. The way I have the WPs and Triggers set up at the moment - the mission is already well under way by the time the very brief SITREP is done. Is there a script I can put in the init that basically tells everything to hold 'til the SITREP has done its thing? I'd rather not go back and rearrange everything, which would include re-recording my lengthy choreographed littlebird attack run. Is this possible, or should I realise my error in mission design workflow? -
One of the most enjoyable SP missions I have ever played in Arma. Really, bang on. Look forward to more of your work.
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Now, if only you could bind keys to record audio. The amount of background noise that can sometimes creep into a recording figuratively grinds the proverbial gears. Binding your ACRE voice PTT keys in Fraps could make things all nice and clean like. It also means you wouldn't have to always use your 'inside voice' whilst recording when someone is repeatedly being a totez douche. Recent operation with The Wrecking Crew, great example of how someone eating meatballs in the background can lend to bend in immersion... An operation with The Wrecking Crew a few months back. MRAP convoy moves through 'The Valley'; two IEDs (one of which is REDONCULOUS) and heavy fire force a full retreat. TWC Insurgency on Zargabad. I'm asked if I'll take on the boring task of holding the eastern entrance to the Zargabad mosque. No problem. New Domination mission designed from the ground up for TWCs public server. A selection of clips from the mission's launch in no particular order.
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Duped into jumping early and having a c130 pilot take the odds on doubling back to wipe out his stick. He got me. Not entirely representative of TWC public server play; but a keeper non the less. What you don't get to see, is as soon as I spawned back at base I was taken out by an ATV... Mounted in MRAPs; Alpha, Bravo and Charlie are ambushed in the upper valley of Hazar Kot. Two IEDs and heavy fire force a full retreat. From the point of view of Bravo Section Medic (with a new rig :D)
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If you wouldn't mind - I have the same budget (£650 - though I don't need a PSU, SSD or case) and would be interested in what you might have come up with. Maybe you could even edit your post with a spoiler tag? Cheers, GreigPil
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Operation False Hope, played on The Wrecking Crew's operations server. This op involves two mechanised infantry sections, Alpha and Bravo; with Charlie Recon, a Challenger and MEDEVAC Chinook support in cooperative play against the AI.
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Loved the Battle of Tora Bora. Looking forward to the new campaign!