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meatball

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Everything posted by meatball

  1. meatball

    [MP | COOP 2-8 | WIP] Static Loop

    Yeah, I was originally going to allow AI in the mission, but the revive script gets really hinkey with AI involved. I decided to just allow the players to set the number of enemies/skill level of the enemies in Parameters so they could play with less players if need be.
  2. meatball

    =BTC= Revive

    Hey Gia, one request for the next version whenever you get around to it that I'm not even sure if it's possible. With BTC_disable_respawn set to 1, and BTC_black_screen set to 0, players can still 'see' the area around them, which is great. One thing I've noticed is that no matter what I set the BTC_action_respawn to, players can still use the action wheel menu. Is there any way that it's possible to allow the players to see the area about them (no black screen), but lose the capability to see/use the action menu completely? Thanks for all the hard work so far...your mod is a huge part of what makes my mission work well. :)
  3. meatball

    [MP | COOP 2-8 | WIP] Static Loop

    You could play it alone, but there is no option to add in friendly AI. It's extremely difficult to play alone since if you get knocked unconscious, there's noone to revive you. The more players you can have, the better, but you can adjust the difficulty up and down in the parameters based on the number of players you have playing between 2 and 8. I've played it with as little as two of us and had a good time. Definitely harder with less people, but it can be done.
  4. meatball

    [MP | COOP 2-8 | WIP] Static Loop

    Hmm, I probably could if a lot of folks want them. I never really worried about the initial soldier loadouts other than adding in NVG's/Binocs and some extra explosives because in just all the games I play we end up ditching the weapons and such we start with and picking up enemy gear and addons since it's a lot easier to find ammo for them. Speaking of which, what does everyone think about the difficulty level and numbers of enemies? Games I've played it seems pretty close to being about right, but would love to hear what others playing it think.
  5. I second the use of the AI Script Pack, but like others said, it's all what you plan to do with it as all the scripts do some stuff a little bit differently. I've been using the AI Spawn Script pack for Reinforcement Helicopters, Paradrops and Militarizing areas in my MP mission without a problem. I'm also using SLP to spawn groups of 'Hunters' to chase the players around as well and it's working well. No matter what you pick, it's likely none of the scripts are going to do exactly what you need, and the best bet is to test each of them, see what you like or don't like in them and if they'll work for you. There's nothing saying you have to pick only one either, if you need a little bit of something from each script, then you can use all of them.
  6. meatball

    [MP | COOP 2-8 | WIP] Static Loop

    Thanks. At this point I'm toying with adding in some civilians at some point and eventually would like to add in selectable/random weather, but I don't want to mess with that until BI gets rain back in. Only short term fix/change I'll probably do is fix that config.bin error in =BTC= revive once it gets fixed. But as always, I certainly can't test stuff anywhere near as well as you guys will when you run the mission through it's paces, so if you find anything, let me know. :)
  7. meatball

    =BTC= Revive

    The issues I've reported occurred on the Stable (0.74) build.
  8. meatball

    [MP | COOP 2-8 | WIP] Static Loop

    You're welcome! :) Let me know if you run into any issues.
  9. meatball

    [MP | COOP 2-8 | WIP] Static Loop

    New Update! v 0.8 Released: Available on Armaholic - Thanks Big! ChangeLog - Fixed Random starting points. Players will now randomly start at one of ten starting locations. - Enemy helicopter reinforcements will now randomly either land to drop off troops or air drop troops. - Redid Intro/Outro screens for mission start and end. - Updated to new AI Spawn Script Pack (.80). - Updated to new SLP Spawn (3.43) scripts for AI player hunter groups and made some minor tweaks. - Updated to latest =BTC= Revive script (.93RC). - Fixed a problem with the Ambient Radio script throwing errors. - Lot's of other minor fixes/tweaks. Known Issues - =BTC= Revive Script returns a "No entry 'config.bin/CfgWeapons' error on occasion when players get knocked out. =BTC= Revive author has been informed.
  10. That did the trick, thanks!
  11. Hmm, trying that by putting it in my init.sqf at the end, but keep getting "Undefined variable in expression: BIS_fnc_establishingShot_playing" errors. ---------- Post added at 10:45 ---------- Previous post was at 10:38 ---------- You know, the funny thing is, that the waituntil actually works, but it's still throwing the error.
  12. I've run into a small problem with my end game trigger in a mission where one player will see the mission end and get the "Mission Complete" screen while other players never see anything and just end up sitting there. I think I might know what it is, but wanted to run it past folks. Basically I have an "End #1" trigger that will fire on BluFor being present in a certain location, with the following Condition, "this and transdest == 5 and radardest == 2 and commdest == 4;" Those 3 variables refer to towers and buildings being destroyed in the mission that I initialize in a trigger at the beginning of the mission set as "isserver;" condition and "transdest = 0;commdest = 0;radardest = 0;" On Action. Then I have triggers on the buildings/objects, that when the get destroyed it increments the variable 1. So, there's two things I can possibly think of. 1) The End game trigger needs to be set to run Repeatedly, and not Once. or 2) Since those variables are set with "isserver", maybe they're only initialized on that one machine and not on the players, so they'll never get the variables initialized or incremented and the End Game trigger will not be valid for them. If it is this one, I'm not 100% sure how to set them and increment them so everyone sees them. I thought the way I had it set up they were already global variables, but maybe I'm wrong. Any thoughts?
  13. Yeah, after monkeying with it I noticed it times out about 18-19 seconds. Main thing I was trying to figure out was how long to delay some music at the intro of the mission so it didn't get chopped off by the sitrep screen swapping to the main game.
  14. Love this thread too, thanks! I'm looking for something opposite, how do I force the sitRep to automatically time out after a say 10 or 15 seconds and automatically dump the players at the starting location?
  15. Thanks for the help, I'll check it out. I _really_ wish there was a way to test multiplayer connections without having to bug friends or buy a 2nd copy of the game. Would make a lot of this stuff so much easier.
  16. That's sort of what I already have :) The triggers for each building destroyed are grouped on the building (activation Static Object) and set to run Once when it's not present and then increment the counter. So for example, the main radar array at AirStation Mike, I have a trigger next to it, grouped to it's object ID and in the ON ACT. I have "radardest = radardest +1;" The only difference is the end game condition. I'll test that, but just for my own understanding, why would the other way (checking the variable totals) not work?
  17. I'll give that a shot, but it just seems like pathfinding is not working right. I'll have one heli come in, it works fine and flies off the opposite direction correctly. Another will come in and then bank off 90 degrees and then hover. Then the next will work right. No rhyme or reason as to what heli's come in and head out on the correct heading. Btw, I did try just forcing them to fly out to a marker out in the ocean with the same result. Some worked, some didn't. I'll keep digging and see if something else is acting up. Thanks for all the help so far!
  18. Hey folks, quick question. I need to calculate the end point X/Y coordinates for an AI path and trying to figure out the correct code. Say I have a unit at Point A. I want it to move to point B, and then continue on to Point C (that I need to calculate) that is in a straight line and the same distance away from B that point A and B are. So a simplistic example. I have a preset location Point A and Point B. Point A is 1000m from point B and the unit must take a heading of 90 to get to Point B. How do I calculate the values of the end location X/Y that would force the unit to continue moving at a heading of 90 to at least 1000m from point B?
  19. Hmm, I'll give that a shot. Muchas thanks. ---------- Post added at 22:26 ---------- Previous post was at 22:09 ---------- Man, there's gotta be something wrong with AI pathfinding. I've got it set to do the following: _flySpot = [_heli, (_helidistance * 3), _dir] call BIS_fnc_relPos; Where _heli is the helicopter, _helidistance is the distance of the spawn location from the midpoint, and _dir is the heading from the spawn location to the midpoint. I've got the code set to delete the helicopter/crew once it reaches _helidistance away from the midpoint. Half of the time though the helicopter will spawn, fly over the midpoint and then fly about half the _helidistance away (in the right direction) and then stop and just hover there. Other half it works right and flies out to get deleted.
  20. Hmm, what does BIS_fnc_relPos do? I can't find it in the wiki.
  21. Hey folks, I'm working on an extraction script for my mission. I have a trigger that fires when all the tasks are completed that then runs this script. I need the script to do a bunch of things. 1) Pick one random extraction location from 6 of them already placed on the map. I have already placed Markers (lz_0 - lz_5) and invisible helipads (hp_0 - hp_5). 2) Create a marker on the map for all players showing them the extraction location. 3) Wait for the players to get to the location and when they find a 'radio' buried in some bricks (a trigger around the bricks) call in an Evac helicopter. 4) Spawn the Evac helicopter, fly it in and land, then wait for all players to get on board before taking off and flying to the final location to end the mission. Here's the actual script I've come up with. // randomExtraction point script // By Meatball // // Script assumes you have 6 invisible markers already on the map named lz_0 through lz_5 and // that you have 6 invisible helippads already on the map named hp_0 through hp_5 // lz_0 is located next to hp_0, etc. // // Script can be updated to use more helipads/LZ's but updating _randomExtract random check to the proper #. if (!isServer)exitWith{}; // Exit if not Server // Define Local Variables private ["_randomExtract","_lzName","_hpName","_evacH","_evacWP","_evacTrig1","_bricks","_spawnPos","_heli","_heliCrew","_heliGroup"]; // Pick Random extraction location. _randomExtract = floor(random 6);// Update the '6' to match the number of extraction points/helipads you've created on the map. // Create LZ/Helipad variables and then show Extraction point marker on map _lzName = "lz_" + str _randomExtract; _hpName = "hp_" + str _randomExtract; _lzName setMarkerTypeLocal "mil_Pickup"; // For more icon types see http://community.bistudio.com/wiki/cfgMarkers _lzName setMarkerColorLocal "ColorRed"; // For more Colors see http://community.bistudio.com/wiki/setMarkerColorLocal // Create the pile of bricks and set a variable that the radio has not been found yet. _bricks = [markerPos _lzName, random 360, "Land_Bricks_V4_F", CIVILIAN] call BIS_fnc_spawnVehicle; radFound = 0; // Set variable that the Radio has not been found yet. // Create Guardians around extraction point using the AI Script Pack militarize script. call compile format["nul = [%1,2,(numEnemies*40),true,true,false,0.20,0.05,enemySkill,nil,nil,nil] execVM 'militarize.sqf';",_hpName]; // Create the trigger around the bricks for the 'Radio' _evacTrig1=createTrigger["EmptyDetector",getMarkerPos _lzName]; _evacTrig1 setTriggerActivation["WEST","PRESENT",false]; _evacTrig1 setTriggerArea[2,2,0,false]; _evacTrig1 setTriggerStatements["this","hint 'After digging through the pile of bricks you find the radio and call in for evac. The chopper is en route and they tell you to hold out till they arrive!';radFound = 1;",""]; _evacTrig1 setTriggerTimeout[2,2,2,false]; // Wait for players to arrive at the radio trigger and 'find' the radio. waitUntil {radFound == 1}; // Stop the reinforcement chopper scripts from running. stopRein = 0; // Spawn Evac helicopter and fly to Evacuation Point after a short delay. sleep 15; hint "DemoTeam two, this is Ghost twelve. We are inbound and will be there shortly. Ghost twelve out."; _evacH = [markerPos "evacSpawn", random 360, "B_Heli_Transport_01_camo_F", west] call BIS_fnc_spawnVehicle; // Set evacuation helicopter settings. _heli = _evacH select 0; _heliCrew = _evacH select 1; _heliGroup = _evacH select 2; _heli allowDamage false; // Would suck to get shot down during evac after finishing the whole mission. evacHeli = _heli; // Set Evac helicopter waypoints and move to evacuation LZ. call compile format["wp0 = _heliGroup addwaypoint [getPos %1, 0];",_hpName]; wp0 setWaypointType "LOAD"; wp0 setWaypointSpeed "NORMAL"; wp0 setWaypointBehaviour "CARELESS"; wp0 setWaypointCombatMode "BLUE"; wp0 setWaypointStatements ["true","doStop evacHeli; evacHeli land 'LAND';hint 'This is Ghost twelve, we're here, get in when we touch down!';"]; // Once chopper is down, wait for all members of demoteam that are alive, but not captive, to get in. waitUntil {{_x in evacHeli} count units demoteam == {alive _x and !captive _x} count units demoteam}; // Once all members are in, fly to end mission marker/trigger. wp1 = _heliGroup addwaypoint [getMarkerPos "endMark", 2]; wp1 setwaypointtype "MOVE"; wp1 setWaypointCombatMode "GREEN"; To be honest, the whole just about works. (Though any suggestion on how to clean it up / streamline it are appreciated!) The only problem I'm having is that the players are not getting the marker created by the setMarkerType and setmarkerColor commands, and only the player running the server sees them. I'm sure it's because the first line of the script tells nonservers to exit the script, but I'm not sure how to handle it. I need the server to pick the random number for the lz_# and hp_# variables before I can use the setMarker commands so I can create the marker in the correct location. Any thoughts?
  22. Most of the call compile formats are because no matter what else I did, those commands would error out with the local variables in them directly. The call compile format slaps the actual variable value into the command before the code is parsed and it works. I could probably the bricks and such out at each location and just give each one a variable name and then point to it. How else would you spawn objects other than spawnVehicle? Those pieces all actually work already, the main problem is the choosing of the random location. I need the server to do that, otherwise each client will pick a different random location, but I need the random location before I can have the clients make their map markers.
  23. meatball

    =BTC= Revive

    You could just comment out the 'player setpos [3126,5974,0];' lines and see if that fixes it...
  24. meatball

    =BTC= Revive

    How does the script detect the player leaving the area? Sometimes you can set people captive and it will stop them for setting off triggers and such.
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