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t-800a

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Everything posted by t-800a

  1. I added a few lines to the script: now when you create a new missionType you could define a task type and site type as follow up, this way one could built a small story line. Yep ... that was the most annoying part to build? :D
  2. I designed it to be played in one session. I thought about some presistence stuff, but then again it isn't plug and play anymore. At least if you dont make it just automatic and optional. (detection if there is sth. like iniDBi) And for me there was no need to have it presistent. ^^ Mission selection is just Random; playerCount will only affect the amount of AI created. If you don't mind I would incorporate your rewards when you are done. Didn't know the aresenal still alows to load your gear if it contains non whitlistet things, but then again i never tried it. :/ And thanks everyone for the nice comments. ATM I am putting some time into getting a Iron Front version working ... if someone is intrested in a WW2 setting you can check it on gitHub. https://github.com/T-800a/SME.Gen/tree/master/_SMEGen_IFA3.Staszow
  3. t-800a

    X-Cam-Taunus Version 1.1

    did you try out taunus in the editor/singleplayer? do you get any problems there? maybe the mission has some old/weird dependencies?
  4. check the SMEGen_.Altis\initParams.sqf, there is the connection between the numbers and the actual variables made. and yep ... typo ... of a var i dont even know why its still there... guess some copy&paste leftovers
  5. You would also need to replace the placed playable units in the editor with opfor units. No automation there, sorry.
  6. t-800a

    X-Cam-Taunus Version 1.1

    https://drive.google.com/file/d/0BzleYnYM8oMvWmpFMENPSTNrdUk hope that works as a mirror for now.
  7. Updated my excel sheet a bit: download 7z download xlsm the following are added diffuse diffuseCloud ambient ambientCloud ambientMid ambientMidCloud groundReflection groundReflectionCloud sky skyAroundSun fogColor and you can generate the config entries for one lightning class for c&p *edit: and changed the output to work with a dot as decimal seperator
  8. first post updated with new versions, added steam ws
  9. Hi, to make the container/variable work with T8U_fnc_TriggerSpawn or T8U_fnc_Zone it needs to be a global variable, not a private variable (indicated by the underline dash). And in the function it need to be declared as a string. like here: NEODYN_var_unitsVillage = [ [ [ _biggroup, "vill1" ], [ "PATROL" ], [ true, true, false ]], [ [ _smallgroup, "vill1" ], [ "DEFEND" ], [ true, false, false ]] ]; [ "NEODYN_var_unitsVillage", "T8_Trigger1",50,"this","WEST","PRESENT",false,"",""] call T8U_fnc_TriggerSpawn;
  10. M.S.K.E. by Hotzenplotz > 1.60 no changes, tonemapMethod = 1; basically the whole HDRNewPars class copied from Tanoa some changes to the LightingNew class in the weather class. Subtle but much better imho... And here is a excel sheet I strated, so I can visualize the light colors in the LightingNew class (uses macros!): http://hummelhummel-ag.de/downloads/Arma3-newLighting.7z Config-wise MSKE (or hotze_base to be excat, as MSKE is a child of hotze_base) is derived from Stratis. My HDRNewPars: My LightingNew:
  11. I am running CUP, and I don't get any errors ... haven't checked the RPT though but I think I adjusted the rerquired addons at some point. Not 100% sure on this, but there is a chance that this may also fix Sarugao. As I am not working on MSKE directly but hotzes 'base' map that is also used for the other maps.
  12. trying to give MSKE some config love ... :wub:
  13. Just like your normal groups with a little twist: UnitsYouWantToSpawn = [ [[[ "O_APC_WHEELED_02_RCWS_F" ], "your_marker", false ], [ "PATROL" ]], [[[ "O_APC_WHEELED_02_RCWS_F", "O_soldier_TL_F", "O_medic_F", "O_soldier_F", "O_soldier_AR_F" ], "your_marker", false ], [ "PATROL" ]] ];Don't forget the false after the marker, as this will tell the script your group it not a infantry group, and wont make the units leave their vehicles on waypoints.
  14. occupy is more static then garrison. with garrison units will move between various buildings or positions with some cover nearby. wit occupy units wont move around, also they stick with window positions, and they stick a bit better togehter.
  15. No longer an open pull request... found myself in a "SQF-mood" yesterday and got some stuff done. :D I pulled it into the dev built and modified the teleport a bit, so it is optional per group. [[ GROUP STUFF ], [ TASK STUFF ], [ COMMUNICATION STUFF ], [ TELEPORT:BOOL ]], [[ _someGroup, "someMarker" ], [ "PATROL" ], [],[ false ]], [[ _someGroup, "someMarker" ], [ "PATROL_AROUND" ], [], [ true ]] Also new in the dev build:One single handle (spawned function) to controll communication & reactions of the groups, no longer each group has its own spawned handle. This was something a had in mind for a long time, but was always to lazy to do. Whats up next: To empower you people who want to configure things per group I would love to move the SQF config stuff into the missionConfigFile. There you could define various reuseable classes (that contain thingls like skill, teleport, ...) which you could apply to single or multiple groups. Also need to move Cells spawncontainer configuration out of the SQF!
  16. Thanks! I don't know how ASR works, and have never tested it. In the past I only used Fabrizios bCombat which worked without porblems. If a addon/script starts 'messing' with waypoints and the groups they will probably conflict with my Script. Like bCombat did/does only manage the individual units and leaves waypoints and groups as they are, they worked nicely together.
  17. You mean like a automatic respawner if a certain amount of units died? if you put the following in your init.sqf / initserver.sqf it should overwrite the basic settings!? (untested sorry) T8U_var_DEBUG = false; T8U_var_DEBUG_hints = false; T8U_var_DEBUG_marker = false; T8U_var_DEBUG_useCon = false; or you use only the EDEN pbo without the server pbo and put the script (from dev) into the mission itself. should work too. ... still mostly absent from arma because of lootgrinding in division.
  18. Did you check your config? Not that you accidently changed/deleted the var there? Otherwise I would need to investigate, which will take some time as I (as Division agent) am currently saving New York from horrible gangs and PMCs ...
  19. forgot ... if you use the script in the mission, use the development one from github
  20. Yes. Also: If someone wants to play around with some EDEN stuff: https://github.com/T-800a/T8_Units_3DEN There are two PBOs, one is the eden_extension.pbo: You'll find additional attributes for your groups if you load that one. It will work with the T8U script put into the mission, or with the second option below (if you have both at the same time, there may be uninteded behaviour). Then there is a server_addon.pbo, which is just the T8U scriped packed into a PBO for the server. So you would not need to add the script too the mission. Note: there are no (server)keys ... haven't bothered creating one for testing. EDIT: forgot ... if you use the script in the mission, use the development one from github
  21. Right from the test bench: for now you'll have to use the manually typing methode, but in the next update I will add it, as it's not much to change anyways. and also fiddeling with some 3DEN stuff: We'll see if this leads to something useful ...
  22. Thanks, I think it's your Trigger Conditions: thistrigger distance player < 50 the dedicated server doesn't know the "player" in MP You shoult try sth. like {( _x distance thisTrigger ) < 50 } count allPlayers > 0
  23. Would you mind sharing the mission, so I can have a look?
  24. Would you mind replacing your fn_cache.sqf with the one from gitHub and see if it works? https://github.com/T-800a/T8_Units/blob/master/T8/fnc/fn_cache.sqf
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