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jandrews

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Everything posted by jandrews

  1. Hello Arma mission makers. It's been a while for me. My question is about starting a mission with editor placed markers. I thought about having three separate types of missions to be spawned based on a specific placed markershape to sort out larger cities, military facilities and smaller towns / industry areas. The thinking is each are different in size, value and strategy. Therefore, require their own design. However after looking for several hours I am not sure if this is the best way. What do you think? Quick rundown. 3 different types of missions to be spawned to their specific marker. What's the best way to start this?
  2. Not sure how to take your reply. I will try to provide you an example. Invade and Annex is based on editor based markers and are randomly chosen for players to go attack. Once said marker / area is cleared another random task is chosen from editor placed marker via loop and spawned again for players to attack. however he uses 1 marker for ALL areas with same parameters. I wanted to know if I could use 3 different types of markers to spawn 3 different types of tasks based on my specifications from editor placed markers. However, the mission needs to know which type of task to load based on 1 of 3 markers on map. Yes I know you can spawn missions from editor placed triggers. I wanted to do this for a more persistent type mission. This is why i asked if its something that is doable. lastly, you must not of read the thread you linked b/c that was related to something separate.
  3. so its been a while. And am trying to get back in to this coding thing. this is what I have so far. And it certainly feels like i am missing some things. please enlighten me. thanks // Markers defined by type (Triangle,Square,Dot) _zones = ["marker","marker_1", "Marker_2"]; _zone1 = _zones call Zen_ArrayGetRandom; while { count _zone1 > 0 } do { sleep 1; // Which MarkerType is it? AO (MISSION_TYPE) = { params ["_Mission"]; switch (MarkerType _x) do { // Triangle case "mil_triangle": { [] execVM "City.sqf";// run script }; // Square case "mil_box": { [] execVM "Military.sqf";// run script }; // Dot case "mil_dot": { [] execVM "town/industry.sqf";// run script }; }; }; };
  4. first off.... WOW... the example missions are scripted very nice. am impressed in your functions. a lot can happen inside your code. you sneaky man. :) It makes me wonder how it is you have not made a bigger mission type to really showcase your work. There is invade and annex, patrol ops, king of the hill... all those are big time stuff for arma 3. I think you definitely have something to go that direction. A few questions. I do not see you occupyhouse script. was it turned in to infantrygarrison script? I was thinking about having a spawning mechanism based on editor placed markers defined by markerShape. I am looking in to this type of spawning method how this is kind of how I think it will go. 1. Place 3 different kinds of markershapes on any map covering cities, military and small towns / industry. 2. Once mission starts a random marker is chosen and depending on its markerShape a specific mission type will spawn. Once a trigger / mission is cleared the process starts over. Eventually this and side missions will make it a persistent mission. The idea came from an older invade and annex type mission script. Are any of your functions designed for this? I have a feeling I will be asking you some additional questions. lul this is your only warning. get out while you can. lol edited due to confusion.
  5. Lol. Did you get the reinforcements sqf to work? If so could you link a mission example. It would be great if mission makers could link some vanilla missions already made up with this code. Missions that deal with multiple markers, zones, unit spawns, etc. I'd love to see it in action and possibly learn this library that way. Your mission examples are good as well. Please mission makers post some of your user missions for reference.
  6. jandrews

    AI Spawn Script Pack

    This is not loading for me. Anyone else having issues with it? it says its not secure site. Not sure wtf. http://kaartomedia.com/ARMA/AISSP.html
  7. Spawn engine. I am wanting to make a type of persistent dynamic mission with zones and unit spawning based on clearing zones and completed side missions. Is there a gold standard out there? What is everyone using? Thanks.
  8. I am recently returned Arma fan and mission maker. I am looking for something comprehensive like invade and annex type zone spawning. I know this is not that however in looking over some scripts these could be placed in a "mission center" type file and with some additions like markers etc I think I could do this with some help. I thought I would ask first to see if anyone else has done this or if anyone has some ideas on how to do this efficiently? Thanks for the framework and am optimistic on creating this type of persistent mission. Thanks.
  9. Whatttt a script vvvvversion? Is it the same older one? I love his stuff. Was a sad day in mission maker history when his stuff started to break with noone at the helm. I will try the scripted stuff again. Didn't know he updated both. Just knew about the mod version. Thanks for the update.
  10. Spunfun ai spawn scripts were awesome. I believe those scripts don't all work anymore. Matter of fact I believe he updated the code and made it a mod. Which is fine. But just another add-on players have to dl. But yes his stuff is gold. It's too bad the community lost him to some unfortunate stuff. I believe he is the reason we had vas early on in arma3. Nonetheless still looking. Thanks for the input. Might consider Alive to cover some, side missions and not sure what else. Invade and annex is really good too. Older versions as the new framework isn't editable.
  11. Hey thanks. I think dac is outdated scripts. At least from what I read on it. Jebus is an option, never used it before. Anything like EOS which includes zones, spawns and reinforcements?
  12. jandrews

    Apex Framework

    Are units able to be edited for different mods like rhs, black order etc?
  13. jandrews

    [CTI,TvT,CooP] Dissension

    Hostile units spawn on top of you in an AO Town spawning is tricky, and I might have to make it more into a "wave" system - I am not sure. Currently it works like this 1) Towns will utilize a limited number of buildings to spawn AI from first. Once all towns have spawned the max number of AI they can handle, it will begin spawning AI in the center of the town. Before it was setup where the AI would spawn randomly AROUND the town and attack in - creating a frustrating experience for players on the edge of an AO and a weird "We are always surrounded" feeling. 2) Spawning all the AI in at once is not feasible as some towns can have up to 100 units. That's way too many AI at once. This is an interesting dilemma. As everyone who plays Arma knows the limits with bottleneck and AI spawn issues. Id like to make some suggestions to take in to consideration. I do not know for certain. You may already have some of these. 1. Reduce the cap of AI per town. By half in some cases. 2. Reduce the number of players allowed to play. 3. Reinforcements may be more sensitive ( more waves, numbers etc...) for high valve towns / areas but not in smaller areas. 4. I know part of this mission is based on supplies / assets. May be reduce the number of AI around allied bases by half. If possible make more static positions. But reduce 8 man to 2-4 man patrols. With more AI as defensive roles in buildings and covered static positions, less patrols. 5. IF possible have AI command and user/s try to utilize more reinforcement type units. But this would have a cost and timer applied to distance from main base and travel time. 6. In assaulting a position AI would more likely be aggressive vs already holding an area as defensive. This is a tricky part. For me I would rather have less units in defensive roles with reinforcements called up and assaulting groups having more aggressive tactics and possibly waves. Defensive positions have motors, support group, AA, flares at night, statics etc... whereas assaulting only have fast movers, armor and aggressive tactics. Again, I do not know exactly how you have it set up. Arma is tricky b/c of bottleneck on server. In my experience smaller groups of AI and players on maps with A LOT going on is best. Or reducing everything going on around the entire map to smaller regions. Your mission is great concept however only limited by software and engine. Lastly, I know its not your vision but perhaps reduce map to regions only in to quarters and once players advance in to a region then the AI command determines its moves. Perhaps force players to chose FOB or respawn point and only until a certain radius is cleared then a FOB can be dropped. Again, I do not know how you set it up. You may already do most of this. Also thanks for everything you have brought to this community. I played with you in Bravo Co. early on during VcomAI. Its one of the best scripts to date. You have dedicated much of your time to these projects and learned coding as you went. I envy your perseverance. Good luck with you endeavors.
  14. they all look great. thanks for the update. I visit you other site every wk or so. great helmets by the way. You do great modeling. hopefully this will be ready sooner then later.
  15. jandrews

    [CTI,TvT,CooP] Dissension

    ok. So i attempted to play again. Some thoughts about game play. Last time I attempted i think there was about 4-6 players and the lag was so bad I could not get past the base. That was probably a month ago. Today I attempted again. was in a server solo, went for side mission Gori. all smooth until entering combat area. once AI started to spawn FPS varied from 40s to 7. It felt like as I got closer to the area / AI base frames just kept dropping. I was getting some errors and I will post here. not sure but do not believe they made a big difference. As I played I wanted to make sure it was not my connection. I was in the 90mbs dl entire time. So bottleneck is the server and most likely AI spawning. The concept is awesome. Altis is a huge map I wonder if smaller maps would do better. [1,1,1,1], [5334.28,17651.3,2.00034]> 9:21:00 Error position: <[ , [1,1,1,1], [5334.28,17651.3,2.00034]> 9:21:00 Error Generic error in expression 9:21:00 Error in expression < drawIcon3D [ this box spammed entire game time. not sure how you have AI spawning. may want to consider cutting it half by 50% for testing. Currently cannot play d/t fps. Thanks for all you do.
  16. jandrews

    Faces of War [WW2]

    Hey everyone. Great mod by the way. My question relates to the ammo boxes. Are there any for the British? What are people using for ammo and weapon boxes? Va? Own scripts? How about supply drops? Could / would anyone share their ideas or scripts please. Thanks in advance
  17. for "_x" from 0 to (2 + (random 2)) do { _staticGroup = createGroup west; _randomPos = [getMarkerPos currentAO, 300, 50, 10] call BIS_fnc_findOverwatch; _static = [_randomPos, west, (configfile >> "CfgVehicles" >> [STATIC_TYPE] call BIS_fnc_selectRandom createVehicle _randomPos;)]; //_static = [STATIC_TYPE] createVehicle _randomPos; waitUntil{!isNull _static}; _static allowCrewInImmobile true; _unit = _staticGroup createUnit ["fow_s_ger_heer_rifleman", _randomPos, [], 0, "CAN_COLLIDE"] ; _unit1 = _staticGroup createUnit ["fow_s_ger_heer_rifleman", _randomPos, [], 0, "CAN_COLLIDE"] ; ((units _staticGroup) select 0) assignAsGunner _static; ((units _staticGroup) select 0) moveInGunner _static; ((units _staticGroup) select 1) assignAsCommander _static; ((units _staticGroup) select 1) moveInCommander _static; _static lock 3; _static setDir (random 360); _static setBehaviour "COMBAT"; _static setCombatMode "RED"; _static setVectorUp [0,0,1]; _static lock 3; _enemiesArray = _enemiesArray + [_staticGroup]; sleep 0.1; _enemiesArray = _enemiesArray + [_static]; }; //--------- MRAP for "_x" from 0 to (1 + (random 2)) do { _AOmrapGroup = createGroup west; _randomPos = [[[getMarkerPos currentAO, PARAMS_AOSize],[]],["water","out"]] call BIS_fnc_randomPos; _AOmrap = [_randomPos, west, (configfile >> "CfgVehicles" >> [MRAP_TYPE] call BIS_fnc_selectRandom createVehicle _randomPos;)]; //_AOmrap = [MRAP_TYPE] createVehicle _randomPos; waitUntil {!isNull _AOmrap}; _AOmrap allowCrewInImmobile true; _unit = _AOmrapGroup createUnit ["fow_s_ger_heer_rifleman", _randomPos, [], 0, "CAN_COLLIDE"] ; _unit1 = _AOmrapGroup createUnit ["fow_s_ger_heer_rifleman", _randomPos, [], 0, "CAN_COLLIDE"] ; _unit2 = _AOmrapGroup createUnit ["fow_s_ger_heer_rifleman", _randomPos, [], 0, "CAN_COLLIDE"] ; ((units _AOmrapGroup) select 0) assignAsDriver _AOmrap; ((units _AOmrapGroup) select 0) moveInDriver _AOmrap; ((units _AOmrapGroup) select 1) assignAsGunner _AOmrap; ((units _AOmrapGroup) select 1) moveInGunner _AOmrap; ((units _AOmrapGroup) select 2) assignAsCommander _AOmrap; ((units _AOmrapGroup) select 2) moveInCommander _AOmrap; [_AOmrap, getMarkerPos currentAO, 700] call BIS_fnc_taskPatrol; _AOmrap lock 3; _enemiesArray = _enemiesArray + [_AOmrapGroup]; sleep 0.1; _enemiesArray = _enemiesArray + [_AOmrap]; }; could anyone tell me what this does not want to work. Thanks in advance. tried a few things and having issues. I am using WWII mods so not sure if the config is set up correct.
  18. jandrews

    UPSMON Updated to ArmaIII

    at one time this was a great AI mod. Not too sure about it now. You may want to consider using other patrol scripts if this has not / will not be updated. I use a combo of different AI scripts to do what i need.
  19. is this still a thing? is this mod server or client side? If client, it would be wonderful to have it server side and play over server all boxes. Not sure if that is possible.
  20. Hey. Nice to see its still alive. I would like to see this mod continue and do not mind offering some $$. Could you provide some timelines and overall direction you see this mod going in? The current vehicles look great and you definitely have a great foundation. General questions I have are: 1. whats in the near and distance future for content? 2. Are you the only one working on the current development? 3. For subscribers would you consider early release perhaps on a test server? thanks
  21. hey. so far great mission. Unfortunately, I am having some major stuttering with this game mode. I get to the 1st red circle and attempt to have AI land my crew and so far 3/3 crashes. As the heli starts to land the stuttering / frames just bottleneck and its done. I use i7 with 32 GB RAM and Sata drive. Ideas? I do not have RPT as my RAM has been RMA for failure. But that was after the fact of trying this mode. I know I had at least 16 GB of active RAM.
  22. jandrews

    Apex Framework

    Hey Thanks for this awesome Arma 3 addition. I have a small server approx 12 - 16 slots and would like to minimize the wait time for players to get in to some action. I do not see a halo jump, is there a way I could add this feature? Thanks!
  23. nice to see you get up and running again. I would like to assist anyway i can as well. Albeit limited to being a basic noob to re-texturing and modeling. Lets say I wanted to add to your Cobra army. lets say.... the Cobra B.A.T. What is the best way to go about this?
  24. Oh. now i know and KNOWING IS HALF THE BATTLE ! YOOOOOO JOE! FEED US MORE PLEASE!
  25. this is amazing stuff. keep up the great work. some reason i could not find this thread in mods discussion.
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