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gfresco

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Posts posted by gfresco


  1. I've been considering removing East vs West as a requirement and it sounds like some of you would prefer that. Basically this means the SAA will lose the BRDM, Ural and UAZ. What do people think? Also, once EvW is patched, would you prefer it be added again?

    I would remove them, personally. Its not worth it. I personally would see if you could just add in the relevant files yourself.


  2. Hi,

    -One upgrade that I test in the last missions (vanilla version), and seems to work. I discover in the EOS foro that you can put some personal script in the "setskill" script (EOS folder). I put a script that dress opfor units as "civils". First I dress all units, and then I put "random 1 < 0.3, in order to have 30% of the units as "civils" with guns. It works and it made the mission more challenging. In the CCQ you have to think if it is armed or not. If you want I can explain it to you more detailed.

    Would you be willing to share this script? Those of us that use EOS to make Takistani based maps would (such as myself) would love being able to increase the ambiguity between civillians and insurgents.

    Also, I wonder, is it impossible to do the reverse and dress up unarmed upfor as civillians? The reason being the caf aggressors mod uses different models for civillians and insurgents, and if one could use both types of models for both insurgents and civillians you'd have the greatest visual variety while also being unable to visually predict civilian vs insurgent.


  3. Heres a quick question for anyone that makes missions with the middle eastern tribals: If you want to distinguish one unit as a leader/commander of sorts, what do you do? Since there aren't any distinct "officer" units, do you add any unique items/gear/whatever to indicate them as one? In a mission I'm making one of my randomly assigned side-tasks is to kill an insurgent commander but its rather hard for the player to discern which of the units would likely be the commander.


  4. Wow, duh. That is simple. Okay, AMAZING: I now have CAF insurgents providing deadly mortar support. This REALLY enhances my mission. Its a shame I have essentially the Taliban using high-tech mortars, but its WAY better then none at all. If anyone elses was struggling with getting modded units to provide effective mortar fire, this is a good solution.

    Here's a little video of me testing 'em, happy as a clam to see the mortar fire off finally.


  5. Argh! Well, I owe you a big thanks for spending your time and finding the crux of the problem. Sadly, this is rather frustrating for me since I'm creating a mission with modded Opfor (CAF aggressors) and really want them to have mortar capabilities. --

    I suppose here's a question maybe you can help me with a little since the intention is to be able to use your great scripts, even though its not DIRECTLY about the FFE script: Alright, so we know that regular (vanilla) mortar types work in game - Is there then a way to "recrew" a CSAT mortar with another Opfors units? My main reason for using RDS is not the unique mortar types (though I would prefer lower tech ones) but more so I can use non-CSAT mortar units.


  6. Thanks Gfresco, I've got the task in-game now. The only other problem I'm having is that I don't get the notification in the top center of the screen like I do when I create a task from a trigger, any idea how to get that too?

    Uhh, not really. I'm pretty new to scripting tasks, but what you could do as a stop-gap is put in the trigger activiation: Hint "New objective/task assigned", and if you want to take it a little further you could use the sidechat feature to simulate some text/dialogue in the trigger like -- PAPABEAR=[West,"HQ"]; PAPABEAR SideChat "Stand-by for updated assignment".

    Jona33 method might be better, he sounds like he knows more than me, but I thought i'd float out my method as well.


  7. Try this format: (Write kelly instead of player)

    task_1 = player createSimpleTask ["TASKNAME"];

    task_1 setSimpleTaskDescription ["TASK DESCRIPTION","Example Task","WHAT WILL BE DISPLAYED ON THE MAP"];

    task_1 setSimpleTaskDestination (getMarkerPos "task_1");

    task_1 setTaskState "Assigned";

    player setCurrentTask task_1;

    credits to


  8. Is there a way to use the CAF Aggressors with this? Would putting the faction name "caf_ag_afr_civ" into the pool work?

    If you manually enter all of the unit names, yes. I am using the middle eastern civillians on my Sangin map with COS. In the COS folder in COSinit.sqf, there is a section like this:

    // Types of units that will be spawned as civilians.

    COScivPool =["CAF_AG_ME_CIV","CAF_AG_ME_CIV_02","CAF_AG_ME_CIV_03","CAF_AG_ME_CIV_04"];

    COSmotPool =["C_Hatchback_01_F","C_Hatchback_01_sport_F","C_Offroad_01_F","C_SUV_01_F","C_Van_01_box_F","C_Van_01_fuel_F","C_Van_01_transport_F"];

    Thats mine for running middle eastern civs, it'll put them as the drivers of the vehicles to. Just swap out the classnames with the african ones and you're good to go.


  9. This is a great mod but I am having trouble getting RDS's static weapons for CAF aggressors working with it. Would you mind telling me the correct way to use FFE with modded units, so i can make sure im not making a mistake?

    This is what I got in my init.sqf:

    nul = [] execVM "RYD_FFE\FFE.sqf";

    RydFFE_FOClass = (["caf_ag_me_t_rpk74","caf_ag_me_t_rpg","caf_ag_me_t_pkm","caf_ag_me_t_ak47","caf_ag_me_t_ak47","caf_ag_me_t_rpg","caf_ag_me_t_gl","caf_ag_me_t_svd"]);

    RydFFE_Add_Mortar = ["RDS_2b14_82mm_FIA","RDS_2b14_82mm_AAF","RDS_M252_AAF","RDS_2b14_82mm_CSAT","rds_2b14_82mm_cag_me"];


  10. I am making a mission where the entire map has dynamically spawning enemies and civilians. I would like to add a system where there are randomly generated tasks that would prompt the player(s) to traverse the map. By randomly generated I just mean whatever task the player is prompted to do is random, I wouldn't be opposed to manually creating the locations for each task provided. The tasks in of themselves would ideally be very simple. The tasks I'd like to be randomly generated are:

    1) Meet with civilian elder/leaders at a specific area.

    2) Move & investigate an area (or series of areas, basically an externally directed patrol.)

    3)Provide security (hold for a period of time) a specific village/location

    4) Transport medical/food supplies from POINT A to POINT B

    I know how to make very simple tasks in-game via the task module, but I don't know how to make a system that would randomly select from a pool of tasks and assign them. I also don't know how to fully set up the task-ideas I listed above.

    If anyone could point me towards resources/guides/pre-existing scripts that handle this sort of thing, or offer me personal direction in scripting something myself, I would be very grateful

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