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phronk

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Everything posted by phronk

  1. Adding VAS to the mission is an option, like I've said. You just have to do it yourself. Otherwise, if I just throw it in the mission with no functionality or purpose just to do it, then it takes up a pointless amount of space in the mission, which also means it will take longer for people to download the mission when connecting. If you do decide to add more player slots (I intend on adding about 5 or so more slots in the next version), just make sure you label the new playable units you've placed like I have with the others. Then, in the "init-custom.sqf", there is a parameter for the wounding system which you'll notice has units P1, P2, P3, and P4 listed; just add onto the list with the other playable units' names to ensure the wounding system works for all slots. I'd like to add a reward system (such as a free supply drop of crates or a vehicle) for successfully accomplishing side missions or destroying insurgent weapons caches. As far as transportation, close air support, and artillery... I haven't made a definite decision as to whether I will or will not add them, yet.
  2. Maybe I'm pushing it here, buuuuuut... since you guys did make MSO... Are there any plans on implementing atmospheric stuff from MSO such as shepards, animals, or even Call To Prayer at minarets in Zargabad and Takistan? ;)
  3. @Gunny1979: Thanks for the tip! Hope he fixes the addon soon, then. @PenguinInATuxedo: 1. You can ask questions here, if you want. 2. The players are named P1-12 for script reference purposes, which now that I think of it, I don't think I finished doing. The A3 Wounding Script references P1-P6 I think, but none afterwards. I'll fix that now, actually. 3. It's also good to hear that the mission is running good for you, so far. 4. VAS is a very simple to add script and mission makers who prefer VAS over the use of vanilla content, supply crates, and logistics can add it if they want. I'd recommend removing IgiLoad and all of the sign images and supply crates from the mission if you were to add VAS. I personally don't want to add VAS myself for multiple reasons. 5. Insurgents and civilians will spawn somewhere between 1 and 800 meters. CQB spawned insurgents spawn around 600 or 700 meters. I can increase the distance which AI can spawn, but it may hit performance, as will adding more insurgents. I don't know why they sometimes spawn when you enter a village, rather than before. This might occur when other players are elsewhere on the map, even if it's someone who recently connected and is back at base, because ALiVE is trying to spawn profiled units around that player too. ALiVE limits the amount of profiles (insurgents) that can be active at a time, which I think I've set to 45.
  4. phronk

    A-10C for Arma 3

    If there is a way to replace the default game's crosshairs with your own custom CCIP pipper or whatever, that may be the best solution if the actual HUD is inaccurate for Track IR users. Bohemia seems to force crosshairs "on" when flying aircraft like the Buzzard, so maybe it's simply because the HUD system in fixed wing aircraft isn't really reliably accurate, due to camera movements from G-Force or Track IR head movement?
  5. Would you ever consider giving players on foot an addAction to drag a crate when they are near it, similar to how they would drag a wounded player? Would help with pulling crates out of tighter areas that maybe a HEMMT can't fit into. Also would help allow players to drag the crate into a building or something after it has been dropped off.
  6. phronk

    IED

    This is what the description of the feedback report I linked in my previous post. Not exactly sure if you'd need to make a script and then call it through a trigger's On Activation or if it's just simple init field/on act commands that don't require calling any scripts.
  7. @PenguinInATuxedo: Everyone has permission to modify the mission or even improve/expand upon it, as long as credit is given, of course. I am only capable of so much, since I am unable to create my own scripts from scratch. Hence why I'd like an experienced scripter to help with implementing stuff like random side objectives. I downloaded your version and will check it out! ;) @alexgardien5: I've also experienced this, however, not with all insurgents. I'm not sure if this is because of ALiVE's AI Skill settings I've setup (maybe they need a boost in difficulty) or if it's just ArmA III's AI not functioning properly, which wouldn't surprise me. This has happened in other missions I've played in, though. But I'll take a look at it and see if there are any workarounds.
  8. phronk

    IED

    Scripted demo charges were added in the recent ArmA III stable build update.
  9. phronk

    XLib - by X39

    One feature this would need is a profile limiter parameter, if it isn't added or planned to be added already. In other words, it would be ideal if it had a setting that limited the amount of AI profiles that can be active at a given time, that way players spreading out across the map spawning units everywhere is done in a more controlled manner, reducing chances of lag spikes and frame stuttering.
  10. CIV_F doesn't work in ALiVE's CQB module (yet). It was the first thing I tried, actually. Seems to only allow the spawning of BLU_F, BLU_G_F, IND_F, IND_G_F, OPF_F, OPF_G_F, and of course CAF_AG_ME_T (Aggressors' Middle East insurgents faction)
  11. Loading Units If you want to be able to pick up a specific group of units with a helicopter and drop them off, you'd have to give yourself waypoints to "Load" and "Transport/Unload" and for the squad create waypoints "Get In" (sync to your Load waypoint) and "Get Out" (sync to your Transport/Unload waypoint) You can probably get around it by using a trigger (grouped to your player unit, activation is "Vehicle") with On Activation commands: "guy1 orderGetIn player1; guy2 orderGetIn player1; guy3 orderGetIn player1; guy4 orderGetIn player1;" Unloading Units For the landing/dropzone you probably could make a trigger (grouped to you, activation is "Vehicle") with an On Activation something like: "doGetOut guy1; doGetOut guy2; doGetOut guy3; doGetOut guy4;" Something along those lines might work.
  12. Extremely helpful. Thank you, Giallustio. I'm not exactly positive of what is causing the issue, but I do believe the problem is that my civilian scripts are conflicting with ALiVE's profiling module. The civilian scripts I am using spawn civilians, and when the player is no longer within 500 or whatever meters of that civilian, the civilian despawns. The problem is that ALiVE is trying to cache these civilians which are coded to spawn and then coded to despawn, therefore it breaks the profiling. This is all an assumption, but it makes sense to me. The only way to fix this would be to remove the civilian scripts or somehow exclude the spawned civilians from being profiled by ALiVE. I'll look into it. Thank you very much, again!
  13. What mods did you have running? I run just the required addons, including CAF_AG, and three client-side mods (SakuKeys, VTS Weaponresting, and Tao View Distance) and don't get any performance issues. Also, was the mission being hosted client-side or dedicated? How many other players were there?
  14. @Cigar0: Sounds cool, but I think I'll just wait for the ALiVE update to add in suicide bombers. Less scripts! While I wait for the update, I'm also waiting for feedback about the mission. Don't want to make changes or modifications without any reason. As for fully implementing features to the mission, I'm holding on that for a little bit because I NEED to make sure the mission runs fine, as is, with at least 10 players. Otherwise I'll end up adding too much to the mission and it will run like complete shit with 16+ players and will be just as bad as the rest of the insurgency missions.
  15. There's a line in the IED_Settings.sqf that lets you choose what classes (such as Engineer or Explosives Expert) are more efficient at disarming IEDs and what items are required (such as ToolKit or a MineSweeper) to perform the disarming of the IED.
  16. Such a tease... gettin all hyped up lol Those of you who will be testing the mission and providing me with your feedback, here are some stuff to test: STILL NEEDS TESTING "Clothing Menu" needs to be tested on client-hosted and dedicated hosted servers. I just need to know if multiple players are able to access the menu and if all players can see each other's clothing pieces. Do you like the limited amount of supplies and "usefulness" of ammo/supply crates and how it encourages teamwork? If it needs adjusting or you want to suggest something, go ahead! Should anything be removed or added from the mission? Do I need to adjust the difficulty of insurgents? Do I need to reduce or increase the amount insurgents? If possible, I'd like a team of 10 or more players to test the mission and give me input on how the mission performed (How were the framerates and was there any AI desync issues?) I'd really appreciate feedback on at least one of these topics. Thank you and enjoy!
  17. Very badass. Out of curiosity, is there a way for mission makers, such as myself, toss in a script or something into the init of the suicide bomber module that will let them scream/shout "ALLAHU AKBAR" before they detonate? Kind of like this script? Can't wait for the update! ;)
  18. I really like the "fading hexagons" feature. Hated being able to see the hexagon of a group mate who weren't anywhere near me in default ArmA 3. It's not as much of a crutch either. +1
  19. Pre-Alpha 1.0b HOTFIXED Size: 805 KB Download Link ADDITIONS Modified Riouken's 'Gear Menu Script' and added it to the mission; players can change their uniform, vest, helmet, and backpack at a special crate at base (weapons, ammo, and attachments are still retrieved through crates) Updated to latest version of brians200's 'Randomly Generated Roadside IEDs Script' to 2.0 in the mission Added: 7.62 Suppressor (LMG) to both "Attachments & Utilities" crates Added: More magnified optics to the "Attachments & Utilities" crates Added: Sidearm sight attachments to the "Attachments & Utilities" crates Added: More items to "Attachments & Utilities" crate, such as GPS items and Rangefinders Added: Another blacklist marker below the NATO base to prevent insurgents bum rushing the base from the mountains or South West early in the mission (still happens sometimes anyway; working on a fix) Fortified North-East walls of NATO base with a stack of H-Barriers and Barbed Wire, to protect coalition forces inside from LoyManara insurgent marksmen and RPGs Added: More supply crates in the NATO base and moved them in a more open area for easier aerial or ground pickup Added: RGO and Mini hand grenades to the Grenades crate Added: All assault rifles can now be found in all "Assault Rifles" crates now Added: PCML, Titan Launcher, and Compact Titan Launcher can be found in both AT launcher crates now brians200 is now given credit for his roadside IEDs script in the ReadMe file and in-game (Sorry for the late credit!) ADJUSTMENTS Fixed: NATO base marker from being deleted by IED script Fixed: Supply and Vehicle Ammo crates from exploding randomly due to damage/collision Reduced each individual technical's spawn chance to 30%, down from 50% Increased blacklisted area around NATO airbase to help prevent/delay insurgents assaulting the base early in the mission Moved the 'MXM 6.5' from "Assault Rifles" crate to the "Longrifles & LMGs" crate Added: Increased amount of batteries for Laser Designator to 30, up from 5 Changed: Supply Crates now contain a variety of useful items to make it more appealing to air drop or transport somewhere on the field Reduced amount of utility items such as Rangefinders and Laser Designators in the "Attachments & Utilities" crates Fixed: Blacklist markers in NATO base work again; insurgents won't spawn inside the NATO base anymore - Despite blacklist markers working again, insurgents still bum rush the NATO base occasionally Correction: Some crate signs are more accurately labeled: "Longrifles & LMGs", "Attachments & Utilities", and "Sidearms & SMGs" Optimization: Downscaled resolution of images on signs by crates to 256x256, down from 512x512 Optimization: Downscaled resolution of loading screen image to 512x256, down from 1024x512 Optimization: Filesize reduced to 763 KB, down from 1.21 MB Optimization: Replaced all cases/magazines of tracer ammunition with non-tracer ammunition (MX SW still uses tracer ammunition, but may replace that too) REMOVED IED script initializing message in Side Chat IgiLoad logistics script initializing message (Intro message in center was being overlapped by init messages) Animal Site Modules from the mission (Will add animals after next ArmA update or when tpw releases a dedicated server compatible ambient animal script) APERS Mines, APERS Bounding Mines, APERS Tripwire Mines, and Claymore Charges from the Explosives crate First Aid Kits from the "Attachments & Utilities" crates (vehicles and supply crates still have them) Mine Detectors from the "Attachments & Utilities" crates 50% of the Vehicle Ammo crates in the NATO base 95% of ambient parked vehicles CRV-6e Bobcat from NATO base HOTFIXED: Civilians in "modded" version now use Ohally's CAF Arma 3 Aggressors Middle East civilians, instead of default Altis/Stratis civilians.
  20. Managed to get the marker positions in the predefined arrays working (I think) but the initialization speed seems about the same. Maybe it's because it is being initialized via init-custom.sqf, rather than init.sqf? The init.sqf initializes the standard insurgency scripts (grid markers and caches) and the short intro in the beginning of the mission.
  21. In the predefined array marker's size be two values instead of one? i.e. 550x520 ellipse marker? Downloading the new version of your IED script now, great change log :)
  22. @brians200: I've had trouble figuring out how to properly reference the marker's position; I've tried copy and pasting the marker's position from the mission file into the predefined locations array, but to no avail. Not sure what I was doing wrong, so I settled with simple markers. From looking at your example script, there seems to be a comma after the position, which I have no idea what it means or represents. Hope you know what I mean. Either way, I'll try to figure it out and get it working ASAP. @alexgardien5: Glad it's performing good and that you guys find it enjoyable! I'll try to get both issues you've reported resolved in tomorrow or Friday's alpha release.
  23. Any chance you'll add Tigeria to the list? :cool:
  24. Thanks for the feedback! Out of curiosity, how was your framerate when you guys were playing and was there bad AI desyncing at any time? 1. [EDIT] Consider this fixed. Insurgents no longer spawn in the airfield or in the watch towers in the base. I've also expanded the blacklist marker around the base, hoping it will prevent the insurgents from rushing the base early. Additionally, I've fortified the walls around the airfield with H-Barriers and Barbed Wire to protect players inside the base from LoyManara. So far so good. Insurgents seem to still eventually attack the base regardless, but that is because ALiVE detects the base as a strategic point and the insurgents would like to have it at some point or another. :) 2. The IED area markers (big grey border circle and square markers during initialization) are only visible very briefly during the mission's initialization. I'd like to make them invisible at all times, period, but I'm still working on learning how to do that. Thanks again for the feedback!
  25. Unfortunately, as much as I love the look and feel of Massi's addons, their configs are a mess and are quite frankly outdated; some of his addons are still practically from ArmA 3's Alpha and impact performance noticeably. I'm sure Ohally has plans to improve the addon in the future. But for now, it seems fine enough to use in the mission. I'll probably wait for the Middle East insurgent weapons to be "fixed" or improved for players before I try adding player slots to the insurgent team. I might start experimenting with players on the insurgent side soon for the vanilla version, in the meantime. (Once I have enough players to test that with, of course)
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