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JohnKalo

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Posts posted by JohnKalo


  1. Best teachers:

     

    Youtube Arma 3 Editing Tutorials like this one here

    Arma 3 Mission editing and scripting forums here

    Download and Unpbo simple existing missions and see how they are in the inside.

    And for whatever you might need use google search.

     

    In short, the best solution would be to:

     

    start watching youtube videos,

    learn the basics,

    start editing and

    then start a forum in the Misison editing and scripting subforum and place all your editing questions there.

     

    A tip: Before you start editing your mission you need to design your mission in paper. Hypothesis, tasks, events, ending. Everything needs to be decided beforehand. Now these things might change while editing but without foundations editing is a lot harder.

     

    Wish you manage to build your mission. For any questions feel free to ask and if and whenever I can I will answer.

     

    Best of Wishes,

    HE

     

     

     

     

    • Like 3

  2. Ehm about the searchlight ... not only is it not movable but it is also blinding the pilot and copilot of the WildCat chopper variants.

    The Changelog reported that this issue was fixed when its not?

     

    Or am I doing something terribly wrong: I am just getting into the copilot seat pressing 0 and trying to make the searchlight work to no avail.

    Cannot find a single chopper with a working searchlight   :down:


  3. Quote

    On the other hand, you can have the feeling to cope with MP requirements, writing for hosted, then have plenty of disappointments with the "hosted" player, for a bunch of unforeseen situations.

    Our missions are tested multiple times so that is how we avoid any bugs on any mp hosted server.

     

    Quote

    Last point: When you play on a dedi, the AI units/edited objects belong to the server, except for some cases explained here. That means a dedicated PC runs their codes, letting all Players' CPU free of them and focusing on what belong to player. In better words, an hosted server has to manage the AIs + one player, degrading the fluidity of the game on heavy scenario.

    Yep, that is why using the best speced pc for the host is advised.

     

    And a question about addAction   .... objects that have addaction commands which activate scripts which are needed for the tasks to continue  ..... do those have a dedicated compatability issue?

     

    If I get it correctly I have to use initPlayerLocal for loadouts or for when positioning the player somewhere at the start of the mission. Audios are always in the description.

    Where are intros activated? In the init.sqf or in the initPlayerLocal.sqf?

    What about the initServer.sqf. An example of when it is needed to be used please?


  4. For starters thanks for spending so much time so as to explain what is going on.

     

    Now as it seems dedicated servers are more complicating than expected. I am not sure it is worth spending workhours in order to make missions dedicated servers compatible when there aren't so many mission playable slots. It would be better to spend those hours so as to make more MP Hosted compatible missions. Nevertheless I will keep these in mind and try to make  our missions playable in dedicated servers when possible.

     

    Oh and the fixes were witnessed to work so hopefully they will be workable.

     

     

     


  5. Recently two of our missions faced bug reports coming exclusively from Dedicated servers. Everything worked as intented in MP Hosted servers but not on Dedicated ones. The two issues that came up were these:

     

    1.] Mission: Panochori Cleanup

     

    Description: Players start the mission by being in a helicopter that transfers them to the insertion location.

    Dedicated Bug: JIP players fell of the chopper and ended up airborn.

    Fix (Thanks to the person that detected the bug): Used  this moveInCargo tran1; in the init of every playable unit that was in the helicopter.

     

    2.] Mission: Eco Terrorists

     

    Description: Players meet the Governor (AI Unit) who is then grouped with a particular player.

    Dedicated Bug: AI unit has a disable "PATH"; that would not be enabled. The trigger that enabled the AI unit's path also grouped the unit to the player. The grouping worked but not the enableAI "PATH"; command.

    Fix (Thanks to the person that detected the bug): Added a script and an addAction command and also changed disable/enable "PATH"; to disable/enable "MOVE";

     

    So what I would like to know is why these issues occured. Knowing such a thing would be really helpful since we will not let them repeat themselves.

    Is the dedicated and MP server that different? Are there specific procedures to avoid such bugs?


  6. Hmm, it is the same trigger that uses the joinGroup command and the enableAI PATH command. Only one of the two worked in dedicated.

    Ok we will fix this asap by using your method and I will also place a thread in the Editing forums to check what happened so as for it not to happen again.

    Thanks again :thumbsup:


  7. 2 hours ago, jgaz-uk said:

    On a dedicated server the VIP does not move from dock or at all.

    I unpbo the mission added a follow me sqf with enable ai MOVE to get it to work.

     

    A good mission which a lot of hard work has gone into. If only the events could be randomized, as once you have completed the mission

    you will know exactly whats going to happen. So not a lot of point in playing it more than once which is a pity.

    Thank you greatly for the feedback.

    Can you please tell me if the VIP joined your group once you came near him? And you created a script with an addaction feature? If so we will implement it too.

    The VIP has his PATH disabled in the beggining simply because sometimes he decided to take a swim and leave the area. His PATH is however enabled when the Group Leader of the Governor's Vehicle Squad comes near him. That is the person that has the Meet the Governor task.

     

    Yep, such missions have no randomized events sadly.

     

    Glad you enjoyed the mission in the end. Sorry for the need to unpbo and all. While testing we dindn't have such an issue but we will release a new version asap so as to block the possibility of such a thing to happen again.


  8. Don't know much about servers but using ASR AI 3 mod should make the game playable. Judging from experience that is.

    Maybe you guys would like to try our missions that use ASR AI 3 directly via adding such units through the editor. That causes dependacies but it made our missions way more joyable.

    The link to our webiste is on the bottom of my post. We have also got BI forum and armaholic links that you can use if you would like.

     


  9. Sadly I do not think there is a way to lock the use of some weapons in the choppers according to the distance to the target. Maybe we would then be able to halt a chopper's path for a bit till it uses all of its long ranged weapons and then go nearer to use the rest of its weapons.

     

    In general you trying so much to use AI controlled helicopters in your missions at such a scale is surely praiseworthy! On my end I prefer making more missions than spending so much time to organize a simple helicopter assault.

    Gladly guys like you exist  :thumbsup:


  10. Judging from experience in mp this one works:
     

     [this,"SIT2"] call BIS_fnc_ambientAnim;

     

    Just place it in the init of the unit.

     

    This one should also work if you want the unit to stop the animation do they detect a threat:

     

    [this,"SIT2"] call BIS_fnc_ambientAnim;
    0 = this spawn {waitUntil {behaviour _this == "combat"};
    _this call BIS_fnc_ambientAnim__terminate;}

    Placed too in the init of the unit.

     

    And if more complex animations are needed there is another kind of code too.

     

    Regards,

    HE


  11. Why on earth can I not use the name JustAssasins as an alliance name?

    The game says that I cannot use such a name when I try to create an alliance. Don't tell me its because it has the word ass in it.....

    I could use another name but I am trying to move the alliance we got in the game Steel Avengers to this game simply because it is way less time consuming.

    That is why we need this particular alliance name. We want all sa players to know who we are.

     

    Any fix please?

     

    Regards,

    HE


  12. Quote

    Are you aware of the flyInHeightASL command ?

    Wasn't aware of that one either.

     

    Quote

    Using setVelocityModelspace can be a very powerful tool for that. Just gotta be careful so it doesn't look unrealistic.

    That one sounds dangerous :sulkoff:

     

    Quote

    In fact I think I've even a script for that purpose here or on armaholic before (maybe last year ?).

    There was a convoy script for vehicles and not for choppers. Haven't found any other.

     

    Quote

    I also didn't like using the same exact position for each helicopters waypoint - the helicopters seemed to robotic in flight - so I offset each helicopter a bit and add minor altitude variations... It tends to look a bit more realistic...

    That's cool!

     

    And that is a nice looking script. A script that will enhance the helicopters assault behaviours is also needed. When I use Seek and Destroy waypoints and such the choppers tend to behave sloppy. Some times they shoot a few rounds and then they just stay still. Other times they are super effective and they can minigun kill you really easily like they got a scope or something. Also there are times when they fire a few shots with their gunners and then they leave the area? 

    The whole chopper assault situation is wierd. Choppers with side gunners should be flying low while following a path that will let the gunners be effective. Assault choppers do not need to be close to the operation area. They got to keep their distance and take out targets from afar. Choppers that haven't got such advanced systems should use the terrain as cover when possible and not fly relatively high while cyrcling around their targets in order to get a shot. Doing so can be disasterous.

     

     


  13. 23 hours ago, scottb613 said:

     

    Hi...

     

    Yeah - - - I've spent weeks writing scripts to make AI helicopter based air assaults as simple as placing a couple markers on the map - to address both troop lift and supporting CAS... The whole point is I wanted a modular script that I can use anywhere - with any helicopter-  and all the helicopters will follow a basic marker path to the LZ (avoiding areas likely to get them shot down) without having to place a single waypoint... It's working pretty well - just needs some tweaks yet... For landing at the LZ - I start slowing the aircraft down in gradual increments starting at 2 clicks from the LZ... It's not perfect - but it avoids that huge balloon when trying to stop from full speed all at one time... I'd also like to be able to use the limitSpeed to control the helicopters at greater than 200 kph...The FOV in ArmA is such that it doesn't help with flight as it makes the ground seem to rush by at an incredibly high rate of speed that is completely unrealistic... LOL - while working on this I've uncovered some real problems with AI Helicopter flight that I've been attempting to relay to the teams who developed them - such as the Apache's (3CB, RHS, and CUP) will just start climbing and never stop - no matter what flyInHeight you set... It's why I created the data logging script so I could easily run comparisons...

     

    Nice to see someone else interested in the helicopters...

    :thumb:

     

    Regards,
    Scott

    Using scripts that improve the AI helicopter behaviour is really nice. When trying to use choppers in missions their behaviour on my end is unacceptable. I need to use as lesser waypoints as possible simply because the choppers tend to stop when reaching a waypoint and then they continue on to the next waypoint. Additionally I too have to use the flyInHeight command multiple times so as to convince the chopper not to fly too high. Especially when they fly in Careless mode on rough terrain.. Let alone chopper formations. So much testing for a simple helicopter route where the choppers need to have some sort of formation!! Being in careless mode makes them come real close and sometimes they even crash on each other while flying. The pilot alone being in careless mode simply because gunners being in careless mode causes issues too.

     

    And a smart and nescessary move with the LZ issue. 2 clicks should be really nice. More might only be needed when you fly really fast and really low and want to slow down without any type of altitude changes.

    Now one "positive" but unrealistic AI chopper ability that I have discovered is that sometimes they are able to stick to the ground no matter the terrain being steep or not. About 65 degrees slope? Not an issue. For AI. And not always. Sometimes the just do not accept landing on the landable LZ and they just stand there. Using an invisible helipad as an LZ is really helpful but even then it doesn't always work and it needs a lot of testing.

     

    Yep, choppers are really cool. Especially when you are piloting and you have your friends' ingame lives in your hands. A wrong move while they are fastroping? The End. And it is awesome when you have just extracted your team via a hot LZ, have sustained heavy damage, the chopper is trembling and your friends are like "Is this normal?" . Once we were hit badly and some of the passengers used 3rd person view only to see the chopper full of bullet holes and the tail rotor missing. Had there been will sheets under their seats they would have used them but LOL we made it. Not every damage is handable though..

     

    Oh and if you like mp helicopter missions you can try this: http://www.armaholic.com/page.php?id=31469

    Its one of my favorites. Our website mission link is here

    • Like 1
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