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gfresco

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Everything posted by gfresco

  1. This is a long shot but I'm trying to utilize this script for a custom mission but am running into a challenge due to my novice script. I want to set a custom init on the groups spawned via the helicopter re-enforcement. The idea is to use this script to spawn/deliver the unit and then have the unit assigned to GAIA (This set of scripts: https://forums.bohemia.net/forums/topic/172933-mission-template-stand-alone-gaia-make-missions-fast-by-using-mcc-gaia-engine/ ) via this in the init line "(group this) setVariable ["GAIA_ZONE_INTEND",["<ZONE NUMBER>", "MOVE"], false];" (the exact variables being mission specific). This will let me set up triggers that trigger helicopter re-enforcements into an area where the over-all GAIA AI can incorporate them into the larger battlefield. The idea being to create an ongoing/never-ending battle scenario with re-enforcement triggers on cool down timers, so approx every 30 mins (or whatever interval) new units are flown in to the combat area. Just in case you're curious why I am trying to put this all together. I know this is probably basic to some of you but if you could help me figure this out it'd be appreciated.
  2. Oh also, another thought from more play-testing with GAIA. If there was a modifiable function where you could have GAIA merge depleted/low-man squads within a certain range that'd be incredibly useful. One of the weird immersion-breaking elements of GAIA is squads whittled down to 1-2 men still attempt to operate as if they were fully functional and usually do suicidal-like things. I wonder if this could be tied to implementing a "tactical retreat" behavior for GAIA where if in certain conflict-areas lots of lost & damaged squads/assets would force GAIA to pull back & reconsolidate its forces. This could be relatively simple such as pulling back to an area a certain range from the conflict-area & having in-area units reconsolidate/merge before advancing or you could have units attempt to withdraw to a designated base/hq/safe point in order to be re-enforced to full strength. Right now GAIA's command-strategy results in something akin to brute-forcing, a bit like a parody of soviet WW2 "not 1 step back" hyperbole. Making GAIA attempt to preserve & retreat units would really enhance the emergent battles. Little tweaks like the ones I've described could make GAIA even better for quickly creating a realistic & dynamic mission. With those sorts of behaviors you could use GAIA with a mod like unsung and have GAIA make squads insert, patrol, withdraw when wounded/damaged, etc with minimal scripting/effort. As is, I often set up GAIA matches in the editor and just watch them - tweaking things until the battles/behaviors seem realistic - and these are the behaviors I've found myself really desiring to see occur.
  3. Yes, absolutely. I use GAIA as the main-stay of almost all my missions to handle the AI & create dynamic/persistent missions. I posted on the last page my thoughts after using GAIA for quite some time. Take a peek at my last post on page 7. I'll summarize here, though: The biggest improvement with GAIA imho would be more sophisticated co-ordination with different unit types, aka better combined arms tactics. I would like to see the variety of unit compositions considered when deploying orders to units operating in the same zone. For example utilizing certain units as scouts to spot the enemy, integrating artillery more (I have not noticed GAIA successfully utilizing mortars, etc, so I run a different script currently to ensure mortars fire on spotted targets in range) and so on. I think in particular the use of scouting/recon would immensely benefit the existing GAIA behaviors. I also haven't noticed GAIA properly co-ordinating air assets. It'd be nice to see helicopters called in as support, which seems like its intended to be possible by having GAIA allowed to call in non-GAIA units for support (aka having a helicopter at base take off, perform support & return without ambiantly patrolling) but I've failed to ever make this work. In addition having slightly more nuanced patrolling behavior could add a lot to possible situations emerging. As currently squads rarely engage in much defensive combat, its usually a zigzag of flanking and counter-flanking. As I said in my last post: Here is a potential situation I'd like to see: BLUFOR Squad A is patrolling, encounters an enemy squad& destroys it, rather than resuming patrolling Squad A then is ordered by BLUFOR-GAIA to hold that position for a period of time. OPFOR-GAIA will most likely dispatch any additional nearby units to the former combat zone & spots it has on BLUFOR Squad A, thus a static battle for a particular spot/point can occur organically.
  4. This script was exactly what I needed to add in a task-system for my sandbox missions.
  5. I cannot wait to download this and install it. Amazing work as always. You guys are some of the finest modders & your mod just makes Arma almost everything I want it to be.
  6. Aaaaaah Delta is out! I don't suppose there's a smaller download to go from Charlie to Delta? Being on satellite net with a 512mb daily limit really hurts... For now I'll ust have to find the changelog to pour over.
  7. gfresco

    Zee Identity Pack

    I admit I'm playing Unsung pretty much exclusively these days & some female Viet Minh/Viet Cong is one of my long term hope for this project, hehe.
  8. Imitating the GAIA cache system for ultimate GAIA compatibility would be great for my style of mission. I use GAIA to populate a number of combat zones across the map, with the units spawning at map edges. The 2-phase GAIA cache system allows for units further from where the player starts to distribute across the map sooner without a big performance hit by reducing the squads to 1-man outside the initial range. This way I can set my cache range to around 1500m but have troop movements simulated up to 3000m
  9. I don't know why I haven't set to using this earlier with my GAIA based missions as I find GAIA's own respawn feature iffy. Is there any issue using it with GAIA's cacheing system instead of its own? IE will using GAIA's cacheing trigger JEBUS to respawn when GAIA fully cache's a unit?
  10. gfresco

    Zee Identity Pack

    Holy moly. Been away from ARMA 3/online for a while and the progress you've made is stunning, Zee. I'm glad to see the option to incorporate female characters is being expanded! The heads are flawless so it seems the final hurdle, no help from B.I on this one, is getting working female bodies/skeletons? It'd be nice to be at the point where it'd be easy to add female characters to factions added with add-ons but I suppose we're still a ways away from that. Still, the progress thats been made is stunning I still have the very first release installed on one of my laptops & its quite the comparison to the latest SS's posted here.
  11. @spirit6 Thanks for the great system. GAIA is my go-to these days for the types of missions I make (Dynamic fully populated map missions where 2 sides are fighting regardless of what the player does). The co-ordination of infantry groups is fantastic & I've enjoyed just watching my missions play themselves. That said, there are a few issues & suggestions I'm personally experiencing. I'll list them all in as concise a manner as possible. 1) Respawns: Works fine mostly but sometimes there is a inconsistent delay. Would be nice to knowb why (perhaps large maps, long GAIA cycles?) &be actually able to hardset a delay time (For example set an infantry squad to respawn right away but a helicopter to only respawn after a 30 minute delay) 2) Use of combined arms/co-ordinating vehicles: Maybe its my own map/mission design but I find GAIA doesn't do combined arms assets so great. For example if I have infantry patroling an area I'd like them to be able to "call on" helicopter support. Instead what I find is helicopters basically patrol their own areas independently and only occasionally co-ordinate on the same targets as ground troops. I've tried to set helicopters uncontrolled by GAIA & then enable GAIA to send non-GAIA units into attacks but when I do this GAIA never sends them in. 3) Utilizing Transports: It simply doesn't happen. No matter how I set it up helicopters/trucks go off and patrol themselves and infantry units do their own things. I'd like to set it up so helicopters would shuffle infantry units close to combat zones (think helicopter transport in vietnam) but it just doesn't occur. 4) Scouting: It'd be nice to be able to have units that intend to pursue & track enemy units without engaging them (except in self defense). That way you could set 2-man recon squads to act as GAIA's eyes and ears to help her co-ordinate directing her assaults. 5) For infantry patroling/behavior it'd be nice to have a defensive option where squads/infantry use "hold" and other commands to establish a position. Here is a potential situation I'd like to see: BLUFOR Squad A is patrolling, encounters an enemy squad& destroys it, rather than resuming patrolling Squad A then is ordered by BLUFOR-GAIA to hold that position for a period of time. OPFOR-GAIA will most likely dispatch any additional nearby units to the former combat zone & spots it has on BLUFOR Squad A, thus a static battle for a particular spot/point can occur organically. What I'm aiming to do in my missions is basically have the AI realistically simulate combat at the battle-level. GAIA works fantastically for co-ordinating infantry and general intelligence of enemy presence but doesn't quite manage combined arms. if GAIA could get its infantry to call in airstrikes, strafing runs, & utilize vehicle/air transport to move around it'd make my ARMA experience complete!
  12. Just wondering, going to do some testing myself, has anyone used Bcombat with GAIA? In theory it should be compatible - GAIA scripts just assign troop movement & patrolling, essentially, but doesn't effect in-combat AI individual units. Also just curious if anyone has run Bcombat alongside other AI mods (ie ASR AI) - not that I intend too, but I am a bit curious. I'm always trying to find the best selection of AI scripts & mods to create the most realistic military simulation & am always curious as to others experiences.
  13. Hey Sgt_Savage, Great to hear about the door gunner thing. Totally a minor issue, but at the same time when you're trying to do that picture perfect LRRP insertion and some helicopter crewman is waving his pistol about while a LRRP'er is manning the guns it does diminish the magic of the moment, hehe. I totally understand not wanting to mess with maps & raise terrain over an issue, that lets be honest, Arma 3/B.I devs should have resolved on their end. That said I do wonder if there's a "sweet spot" where Arma's limited AI can be considered without diminishing important terrain features (water-craft passable streams, etc), but I can totally understand how fiddling with such a minor detail isn't a good use of time. I personally have found AI commander systems, like GAIA, manage to brute-force pathfind their squads through the rivers anyhow, it can sometimes just take like 15 minutes at a bad spot. Very excited for the "basket carrying" and new boats too. I find one of the main things holding back Arma 3 from simulating realistic war environments is the non-presence of civs. As a mission maker I'm always trying to find ways to implement civilians in a way that enhances the gameplay experience (without crashing performance too). My ultimate goal is to make a map feel alive, and that you can watch the mission "play itself" realistically if you wanted too (Which I do lots now with the Eden Editor SP spectator). My dream is a mission with realistic river traffic & presence in villages so that the gameplay becomes more complex than simply "open fire on any non-green uniform". Edit: I'm on very limited satellite net (I am basically Canadian Vietcong, my pajamas are just plaid) but I'm hoping to upload some clips from my mission down the line. I get lots of randomly generated moments that are pretty nifty/cool & make Da Krong feel alive.
  14. @Odie0351 Could well be but I also had an identical issue with Massi's African Forces mod (if I'm remembering the name correctly, one of the larger African forces mod). I should sit down and test more thoroughly with modded units others have confirmed work but alas I seem to have bad/zero luck getting FFE & add-on artillery to work together.\ Edit @Eric963 Yes I've added that to my init.sqf as well as editing it right into the FFE files when using the script version instead of the add-on one. It doesn't seem to work & I'm not sure where to go from there beyond my current less-than-ideal work around.
  15. First of all, huge thanks to the Unsung Team. You guys are my modding heroes. Arma 3 is the perfect game set in the wrong era by default (for a player like me) and you guys are the solution to that. I recently got into a rough car accident IRL (Nearly went off the edge of a mountain in my truck!) and so basically spent the 2 days after sitting in bed enjoying Unsung Charlie trying to create a dynamic open-ended sandbox style mission. I wanted to comment on 2 minor quirks/issues I've noticed that I'm curious if possible to resolve. 1) Helicopter door gunners & passengers: For some reason when I board a UH-1D Slick my squad AI assumes the door gunners position and bumps the heli crew members into a passenger position with their legs dangling, pistol drawn. Looks a bit off! 2) A.I and Rivers (DA Krong map): The SMALL river system near the radio/listening post, directly south of the airfield, is cool but I have an issue with it. When A.I is set to patrol in this area very often they get bungled up trying to swim-cross the river. Squads tend to lose formation & some guys stay in the river for quite some time before managing to scramble out. Using an A.I system like G.A.I.A seems to manage to get them to EVENTUALLY get past the rivers but using manually placed waypoints I've had a squad be stuck trying to cross for like an hour. I get Arma's AI quirks, especially its oddness with water, is far from the fault of the amazing Unsung team. However I wonder if adding more shallow areas to the river crossings (the small stream ones, not the big delta) would help improve the AI's ability to pathfind on the map? Finally, a open ended question: Any good examples of missions utilizing the civ assets? I'd really like to recreate the Nam feel where villagers & civ boat traffic added to the confusion.
  16. Rydygier - Thanks for an excellent script. As a mission maker who more or less only makes dynamic psuedo-sandbox style missions being able to enable A.I to utilize combined arms more is essential to replicating realistic combat scenarios. My one issue is this: I cannot, despite using all the specific commands listed, get modded/add-on mortar units to work with FFE. My "work around" is by placing modded units as the operators of default arma 3 mortar units. However I'd like to REALLY be able to utilize add-on artillery assets more effectively by making the add-on artillery piece itself work. I've tested this with only FFE & the relevant add on installed, no other confounding variables. (For the record I am trying to get the Unsung Charlie artillery units to work)
  17. Note: I'm still in the process of enhancing and improving this mission. I consider myself a noobie scripter/mission maker but I like to share my stuff in case someone with similar tastes might enjoy it. Feedback & criticism is welcome, but if you're just going to declare this not to be best Arma3 mission in the world, don't bother - I'm well aware. That said me & a few friends have very much enjoyed playing this map. African Revolt ---- By Gfresco Required Add-ons: * CBA3 * Isla Duala [it comes with its own requirements. I believe them to Arma 3 Map Pack and/or All In Arma & Isla Panthera - I personally use PlayWithSix to manage my dependencies] * ACE3 * African Conflict by Massi [Requires 1-2 of Massi's weapons/equipment mods as a dependency] * RHS Russian Armed Forces * RHS United States Armed Forces --Reccomend that one use some form of AI mod for best experience. The mission was made/tested with ASR AI and FFIS.-- [Hopefully I didn't miss any essential dependencies. There is a slight possibility there are dependencies listed in the mission.sqm that aren't listed here that originate from me play-testing another mod on this map. Hopefully this isn't the case but in the off chance I may need to review the actual used mods and delete any unused dependencies manually] Introduction: This map is an attempt of mine to try and create an open/sandboxy feel of a country in the midst of a civil conflict with the player as a rebel insurgent. I wanted to create a mission that provided an expansive experience as an insurgent and not a high-tech/well equipped modern soldier. My main real life inspiration for this conflict is the civil war of South Sudan. In this mission GREENFOR/INDEPENDENT aligned Government troops control the majority of the map and have a presence in most towns/cities. The south-east region of the map is the occupied by OPFOR aligned rebels who are typically under pressure/assault from governmental forces. The map by default is set up for 2 player co-op or singleplayer, with the first slot being the one that will receive the tasks (other players can help complete them of course, but wont be the ones triggering/getting assigned tasks). However if one desires a larger co-op experience it should be trivial to add more player slots in via the editor. There is no singular objective or victory condition in this mission. Rather the intention is to provide a framework/platform/space in which organic-immersive gameplay can be continued indefinetly. While territory can be captured from Government forces by eliminating their town-presences and clearing out their patrols, a small portion of Government forces are set to respawn indefinetly from their two main airfields (marked on the map) and attempt to re-capture/re-control any lost areas. This can be disabled via the initilization of said units in the editor if not desired (if one wants to be able to do a complete capture of the island). My personal preference is to not give the mission an end-state but rather a pepetual civil war - however I wanted this to be easily changed. I have done my best in the init.sqf file & others to document what the scripts do so that this mission can be edited by its users to their preferences with ease. Features: * Occupied towns with patrols in them, including units inside of buildings. Using the Enemy Occupation System by BangaBob. * Ambient Civilians in and around towns. Set by default to be small in number and NO vehicles. Can be edited in the mission files. Using Civilian Occupation System by BangaBob * Co-ordinated A.I Squads. Using the GAIA system (By Spirit6) AI Squads share information, co-ordinate and support in attacks and have generally realistic behavior. * A.I Cacheing Using the GAIA system (by Spirit6) AI groups are cached (at distances editable in the init.sqf) which allows for the entire map to be utilized without creating performance problems. There should be few-to-no areas that don't have some activity. * A.I Artillery Spotters unlike in vanilla Arma, the AI in this mission can "spot" for artillery and call in strikes where they believe/have spotted enemies. This is using "Fire for Effect" by Rydygier. * Optional Tasks Systems the lead player will be assigned at random 2 types of tasks they may choose to pursue and complete. The 1st type of task are simple spec-ops oriented type missions such as scouting objects of interest, finding and destroying ammo caches, taking out high-value targets such as armored vehicles or officers. The 2nd type of task is more rank-and-file participate in the war effort type tasks. Typically they involve participating in offensive and defensive actions alongside allied A.I. A task will be assigned at random and upon completion another one will be randomly assigned until all are complete. These have all been scripted out by myself (Gfresco). NOTE: Grid co-ordinates are given in Longitude then Latitude (Vertical numbers, then horizontal ones). I'm Canadian, sorry. * Recruitable A.I using Bons recruitment script allows the player to form their own small A.I squad and participate in the conflict as a more substantial force. * Respawn system for a portion of the maps AI to keep a level of perpetual conflict on the map. Can be disabled in the editor by changing units init line. This is done via the GAIA system as well. * VAS System because in this day and age rummaging through 50 crates at the start of every mission gets old. * Movable Spawn Point: Its likely that if you play this mission for long enough, you will die. While some players/groups don't mind restarting "back at base" some groups want a more gameplay-oriented experience. My solution has been to script a simple action function that updates the spawn (for the entire side) to wherever the player is when he activates that action. So, for example, if you are going to assault the town of Larenga you can update your spawn point to just outside of the town, should you or your teammates die. This is also easily disabled via the playable units initilization lines in game. Thanks to Moulander/Max for constant play testing, good suggestions, bad suggestions, good team work, bad team work and general inspiration. Thanks to the creators of the add-ons used for providing, for free, great enhancement to the Arma series/Arma 3. I personally much prefer to play in a modern/realistic setting to a futuristic one, which wouldn't be possible without all the awesome free content they provide. DOWNLOAD: Armaholic: African Revolution Co-02 (@) Upload.ee: http://www.upload.ee/files/5222967/Africa.rar.html[VERSION 1.01 with bugfixes] 1.01 update details: -Fixed addon requirements -Added more military objectives -General bugfixing. Future goals: - More military support missions added occurring through out the map. - A better mission/task assigning script (currently having tasks assigned at random is less ideal.) -Mogadishu map spin off (With playing as a counter insurgent option)
  18. gfresco

    African Revolution [SP/CO-OP]

    I'll give it a shot sure, there are a few bugs with the mission scripts I'm ironing out so I don't mind giving that a try as long as I'm in the editor.
  19. gfresco

    African Revolution [SP/CO-OP]

    Okay here it is, updated: Link (Link in op updated, armaholic one will need to updated too in a few): http://www.upload.ee/files/5222967/Africa.rar.html CHANGES: - All mod dependencies should be FIXED. Tested it myself without Leights, RDS, or Acre enabled. - Added 2 new military tasks. -Generally bugfixing/editing any minor issues I noticed (IE supports working better, etc) Please let me know if anything is still not resolved, or if you have any future criticisms/suggestions. Feedback helps me improve.
  20. gfresco

    African Revolution [SP/CO-OP]

    I believe it does but most of my longer then 2hr play sessions have been done online. Glad you enjoyed/find it useful
  21. gfresco

    African Revolution [SP/CO-OP]

    Ugh. I knew I messed it up. You can delete the module & requirement from the mission.sqm but I will manually remove it myself in the next update along with bugfixes & more mission objectives. Ahh Leights shouldn't be in there anymore. I had experimented with some of their units/vehicles before deciding it was unneeded. I will fix this requirement and ensure none of their assets are in-game/required. I agree with you about the vests, but would rather not make Leights a requirement given its size and the existing requirements. As for missions queing up before you've completed them, that does happen with the military objective ones - because basically all that's required for completion is to be there and have the action start. I figured tying the completion (and therefor assignment of new missions) of the mission to any particular outcome would potentially cause problems if things went another way. Hopefully this doesn't cause any issues another then a slight bit of task spam. In general I would rather get to the point where missions are selected individually and as such aren't auto-assigned on completion of the last, but it'll require a new task assigning script. If anyone reading this knows of a good script that can take multiple tasks (scripted in individual .sqf files) and allow the player to select which one to activate that'd be amazing. I probably will once its given another update or two. Thank you all very much for the feedback. I expect to have an update this weekend, I just want to add in some new content as well.
  22. gfresco

    Rydygier's Trivia Vault

    Quick incognito question? Would having a rifle in a backpack count the same way grenades/throwables do in terms of making you be considered armed?
  23. gfresco

    Rydygier's Trivia Vault

    I'd love to fiddle with incognito to facilitate an insurgent/guerilla mission where you can move about behind lines/in enemy presence undetected unless you're being suspicious. Looks promising
  24. I've been trying to edit a script to have a time delay before one part of it completes, but I can't quite figure out how (I've only tried inserting sleep commands). This is a respawn script that currently respawns the group where it was placed in the editor instantly when it dies. I would like to create a time delay so the group respawns after some time has elapsed (for example 15 minutes). Alas I am still learning to script and am fairly noobish, and my attempts to insert sleep commands or any brackets have been unsuccessful. This is the script (from https://forums.bistudio.com/topic/172933-mission-template-stand-alone-gaia-make-missions-fast-by-using-mcc-gaia-engine/ ) I need to insert a delay around this portion of the script: I would really appreciate any help a lot.
  25. I have as well, but I'm not sure people look at the last page of that thread so much.I figured I'd try a general discussion since (I hope) the general thing I'm attempting - inserting a delay in a script - is more general then his specific GAIA framework. Thanks though I've tried inserting both waitUntil { sleep 10; }; and a fresh if (count(_gaia_respawn)==2) then waitUntil { sleep 10; }; right before this line if (count(_gaia_respawn)==2) then { [_gaia_respawn,(_x getVariable ["MCC_GAIA_RESPAWN",-1]),(_x getVariable ["MCC_GAIA_CACHE",false]),(_x getVariable ["GAIA_zone_intend",[]])] call fn_uncache_original_group;}; with no luck. If you or anyone feels up to giving me a bit more direction/suggestion, it'd be appreciated. I get I'm asking to be hand held a bit so I understand if people don't have the time to do so. edit: waitUntil { sleep 10; if (count(_gaia_respawn)==2) then { [_gaia_respawn,(_x getVariable ["MCC_GAIA_RESPAWN",-1]),(_x getVariable ["MCC_GAIA_CACHE",false]),(_x getVariable ["GAIA_zone_intend",[]])] call fn_uncache_original_group; false}}; This works, however it seems to cause an issue with the other scripts at hand (units keep "respawning/spawning" even though the 1st one hasn't been killed) but I guess thats beyond the scope of this topic.
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