lkincheloe
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Everything posted by lkincheloe
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COOP 32 - Resistance (FIA vs CSAT)
lkincheloe replied to lkincheloe's topic in ARMA 3 - USER MISSIONS
1. I moved it for servers that don't use HC and don't utilize a HC lock to avoid the rogue player situation entirely. 2. I like to give people different ways of playing it. Some people will just grab gear and continue, others will gather all the loot and move it back to base. 3. Hmm... What are you trying to cook in them? In actuality they're mainly for night lighting when servers run for long periods of time (hence why there's a bunch of flashlights in the boxes), I want to do something similar to the SP campaign where chemlights light up sections of the base but I haven't figured out how to make them last the night (they currently vanish after 2 minutes or so). I'll figure it out. 4. Firemane points out one solution, however in future versions I do want to implement a script-based resupply station. Have to make all the scripts play nice with each other first. 5. It should not be deleting if there is a player nearby, has stuff been vanishing in front of players? I may need to have a word with the Wizard of Oz then... 1. By default, AAF are friendly. However I'm working towards a more canonical setup of AI friendlies being other FIA "cells" that operate around the island. So it's more in line with the SP campaign. 2. Yeah, which kinda sucks. I wish it was more like in ACE where you could load/unload vehicle ammo like infantry weapons. -
Why do buildings destroy framerates ?
lkincheloe replied to Game__On's topic in ARMA 3 - TROUBLESHOOTING
More polygons go into a building compared to the tree models, plus foliage is basically 2D textures arrayed about to simulate actual grass and leaves and whatnot. -
COOP 32 - Resistance (FIA vs CSAT)
lkincheloe replied to lkincheloe's topic in ARMA 3 - USER MISSIONS
Whoops, my bad. Will fix that real quick. EDIT: No loot is bad loot, so a17.1 is needed: http://www.mediafire.com/download/wh7dca7j0fxex0e/co_36_resistance_a_17_1.Altis.pbo Fixes parameter error on Loot Spawning (oops) Moved HC Slot to top of BLUFOR player select -
COOP 32 - Resistance (FIA vs CSAT)
lkincheloe replied to lkincheloe's topic in ARMA 3 - USER MISSIONS
New Version, a17: http://www.mediafire.com/download/6go1xe5frjaj19s/co_36_resistance_a17.Altis.pbo Replaced MAD ambient life with Dynamic Civilian Life by code34, hooked in with Civilian Assassins Renovated the Base, removed a large amount of barricades, added several campfires for night lighting and an Heli LZ for future updates Fired the House patrols, no more looking for the last AI hiding in buildings! Adjusted Loot spawning in effort to prevent vehicles spawning in structures Moved the Headless Client slot from Civilian to BLUFOR to mitigate scoring issues if used by a player Barring any catastrophic issues with a17, this will be the last version before Beta. Which will involve a rewrite of the code to not only streamline most processes but also to transition to self-contained functions for some features. -
New CSAT forces MBT
lkincheloe replied to farside's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - ADDON
That looks like something Jebediah Kerman would come up with. -
Getting the name of a location from NearestLocations
lkincheloe posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I had an idea for a mission I'm working on to put the name of an area detected by NearestLocations as the name of a marker being created at said area. So that when the area is cleared in EOS I can display a message that reads "You have cleared (town name), nice work!", however I can't seem to find any documentation regarding the actual process for getting the name. Here's the sample from the code I'm using: _towns = nearestLocations [getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition"), ["NameVillage"], 25000]; ztowns = []; { _pos = position _x; _m = createMarker [format ["mrk%1",random 100000],_pos]; ztowns = ztowns + [_m]; _m setMarkerShape "ELLIPSE"; _m setMarkerSize [200,200]; _m setMarkerBrush "Solid"; _m setMarkerAlpha 0.5; _m setMarkerColor "ColorYellow"; } forEach _towns; Would it be a simple matter of just using _x where random 100000 is to get it? Or would there be another step to it? -
COOP 32 - Resistance (FIA vs CSAT)
lkincheloe replied to lkincheloe's topic in ARMA 3 - USER MISSIONS
Steam sales are far too dangerous around this time... It sounds like INS revive getting to be unstable after long run times, may have to ditch it eventually. -
COOP 32 - Resistance (FIA vs CSAT)
lkincheloe replied to lkincheloe's topic in ARMA 3 - USER MISSIONS
@mwnciboo - Holy cow, 72 hours? I'm surprised the thing holds up for that long. I've only known MSO missions to go for more than 48 hours without the server going completely mental. 1. If by this you refer to the outfit slot on the players, a lot of that is hard-coded by BIS to prevent Fifth Column-style antics. So say you can't wear a CSAT unifrom if you're an NATO soldier, for instance. I know VAS manages to work around this, so maybe sometime down the line I'll put in a clothing boutique at the base. :pet7: 2. If they're getting to be a bit messy I can look into a solution for it. 3. Those seem to be misbehaving a lot on dedicated, I'll check into that. 4. A good idea. While the main thought behind getting loot in the field is to prevent the need of going back to base. It certainly wouldn't hurt to have some method of storing excess gear back there. 5. Could probably make it a option to have the barriers up. Along with a pad. 6. Not sure, probably falls into the same boat with the backpack issue. Thanks for the feedback, still got a ways to go in the development. Planning to clean up the code once I get most of the stupid bugs out of the way. -
COOP 32 - Resistance (FIA vs CSAT)
lkincheloe replied to lkincheloe's topic in ARMA 3 - USER MISSIONS
@Numrollen - If you're seeing yellow-colored spots that mean EOS didn't start correctly, did you try running it without the HC to see if it still bugged out? @PzVI - I'll move the offending base in question. -
COOP 32 - Resistance (FIA vs CSAT)
lkincheloe replied to lkincheloe's topic in ARMA 3 - USER MISSIONS
Big update, a16: http://www.mediafire.com/download/ge4u6q4s4u57wef/co_36_resistance_a16.Altis.pbo Fixed an issue allowing the Civilian slot to spawn with BLUFOR units Implemented Task Force Blackjack's Headless Client Solution for EOS, by default it is disabled but you are welcome to edit the file to turn it on if you want to use it Implemented TFB's EOS modifications to allow for HC use Updated Loot System, loot now spawns around the cleared AOs, hopefully no more loot coming from ACME factories ;) Added MAD T's Ambient Life scripts, hooked into Wolfenswan's Civilian Assassins script. Adjustments to the Base Armory, namely removed Backpack box in favor of a pile of packs around the respawn flag. -
COOP 32 - Resistance (FIA vs CSAT)
lkincheloe replied to lkincheloe's topic in ARMA 3 - USER MISSIONS
The civilian slot is not supposed to be used by players. I'll make sure that it doesn't affect play in that manner. -
COOP 32 - Resistance (FIA vs CSAT)
lkincheloe replied to lkincheloe's topic in ARMA 3 - USER MISSIONS
Hmm, sounds like EOS got the worst of it in the update. I'll dive into it. -
COOP 32 - Resistance (FIA vs CSAT)
lkincheloe replied to lkincheloe's topic in ARMA 3 - USER MISSIONS
I'm not sure, unfortunately I don't have direct access to a dedicated server so I can't fully test some things. Have you tried emptying out the box of everything else? -
COOP 32 - Resistance (FIA vs CSAT)
lkincheloe replied to lkincheloe's topic in ARMA 3 - USER MISSIONS
I'd have to look into it, it sounds interesting. We'll see... In the meantime, a new version, a15: http://www.mediafire.com/download/nqzqsjxw9yduosd/co_38_resistance_a_15.Altis.pbo Put Austin[Medic]'s Sidemissions back in, does provide Side Loot on completion Implemented SHK_Pos for Sidemissions and future functions -
Let me ask a question or two from the mission development side of things. What can we do to make Multiplayer more enjoyable for the player base? Are there certain features that people would prefer to have available whenever possible?
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COOP 32 - Resistance (FIA vs CSAT)
lkincheloe replied to lkincheloe's topic in ARMA 3 - USER MISSIONS
Squashed that bug, here's a14.5: https://www.dropbox.com/s/tvuxso6ca1p97l7/co_38_resistance_a_14_5.Altis.pbo Fixed an issue with markers being created per player CH-49 added to airfield loot array Added R3F Logistics (modified to NOT remove your primary weapon, looking into a more permanent fix for this) -
COOP 32 - Resistance (FIA vs CSAT)
lkincheloe replied to lkincheloe's topic in ARMA 3 - USER MISSIONS
O_o thats weird. Looks sort of like eos didn't fully start. Will look at when I get home. -
COOP 32 - Resistance (FIA vs CSAT)
lkincheloe replied to lkincheloe's topic in ARMA 3 - USER MISSIONS
a14 release: http://www.mediafire.com/download/7ro90n5r7ta9v58/co_38_resistance_a14.Altis.pbo Modified EOS to provide for dynamic AO creation, courtesy of tweaks by Zorrobyte. Switched EOS from SHK patrol to USPS patrol script (also a Zorrobyte tweak) Moved the main FIA base further inward to make room for new AOs that popped up all around. Reduced size of ACavoid marker surrounding main FIA base Added two more ammo boxes to make room for gear changes Bug fixes from otstrel.ru field reports. -
COOP 32 - Resistance (FIA vs CSAT)
lkincheloe replied to lkincheloe's topic in ARMA 3 - USER MISSIONS
Sorry it's been a while, most of the development time has been spent trying to add the last few features not currently in. But in the meantime, a13: http://www.mediafire.com/download/fpgd60kibycavp9/co_38_resistance_a_13_1.Altis.pbo Reduced the number of districts in cities from 9 to 4, this should provide a performance boost to lower-end machines Introduced rewrite of Sidemission Scripts Ammo Dump redone, now everything is contained within 3 boxes. There is a bit less variety than before but more of what is remaining. -
[FOCK] AI Recruit - Cheap and cheer full
lkincheloe replied to mikie boy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Got that sorted, had to change the lines in RecruitInit.sqf to call for the correct parameter lines in INS_Revive's system. Now my current issue is, even though the option is toggled to enabled. It doesn't spawn, giving the local hint that recruiting is turned off. Honestly don't know if it's something I'm doing wrong or INS_revive is being inflexible with adding stuff to it. -
[FOCK] AI Recruit - Cheap and cheer full
lkincheloe replied to mikie boy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, I'm currently putting together a Multiplayer mission with INS Revive, and I've run into a bit of trouble. I've installed your script package and got it to function within INS, but when I go into the menu and click any of the buttons, I get this: I've combed through both your sample mission and INS to see if there might be something that's causing it to freak but I can't find anything. Any suggestions? -
[CooP] War Sandbox (Dynamic War Sandbox revamp)
lkincheloe replied to zorrobyte's topic in ARMA 3 - USER MISSIONS
I wondered where you ran off to... -
COOP 32 - Resistance (FIA vs CSAT)
lkincheloe replied to lkincheloe's topic in ARMA 3 - USER MISSIONS
New update, a10: http://www.mediafire.com/download/aoldo2atbp2pl9a/co_38_resistance_a10.Altis.pbo Made changes in back end to canonize the mission back story (play the Arma 3 Campaign episode: Survive for a hint) Decorated the info signs to draw new player's attention Added H-barrier wall from 3rd Infantry Division mission variant More bugfixes -
COOP 32 - Resistance (FIA vs CSAT)
lkincheloe replied to lkincheloe's topic in ARMA 3 - USER MISSIONS
I made a goof in one version and I just caught it, so here's version a9.1: http://www.mediafire.com/download/bdyonsq6asxgj9c/co_38_resistance_a9_1.Altis.pbo Fixed a mistake in the Loot Reward system that prevented it from doing anything Fixed the chain of errors that presented themselves after fixing the former bug, lots of stuff should now be working properly (towers, dealer missions, capturing cities, etc.) Added norrin's convoy v02 script which was left out on accident in the previous version -
Technical question, will the new structures being added to already-established locations (kiosks and whatnot) be detectable in scripts that places AI in buildings?