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dachs

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Everything posted by dachs

  1. dachs

    [SP/CO6) Ghost Recon: Desert Siege

    Well, I'm sort of ashamed to admit I've edited them slightly due to demands from the guys, so we have respawn available in all missions. Also in the start area of every mission, I've placed an arsenal box, as the guys really like their Niarm guns, and that was the easiest way to please everyone. About us, I'm the only one who plays Arma, outside our LAN meetups, so we're pretty far from being MILSIM, as you might imagine. With that in mind, I think the balance is pretty good as is really. If you're carefull and plan the attack, there is a good chance to get out on top and unscathed, whereas if you pick off a couple of badguys in an uncoordinated fashion (as often happens with us), the AI will punish you. And, with the current number of AI, every player is pretty much guaranteed to have something to do/shoot at during the mission. On the other hand, I guess you're proposed changes would promote a more carefull and even slower style of play, which could be a good thing. That is certainly what makes them so damn cool to play for me, as a singleplayer with AI Team, in their original form without respawn and arsenal. You really have to be carefull, to make it to the end! Server settings: we have AI skill at 1.0 and Accuracy (or is it Precision, I forget?) at 0.35 I find those settings results in some pretty good firefights, without too many one shot kills. No AI addons used for the time being.
  2. dachs

    [SP/CO6) Ghost Recon: Desert Siege

    Hey, thats absolutely fantastic news! Me and the guys just scheduled another LAN meet for SEP 23, and your GR missions have become a key ingredient in our meetups 🙂 We played through them all once so far, except Cold Steam and Aurora, and plan to re visit as many of them as we can fit in, for a second run through this time around. Thanks for making them, and we are for sure looking forward to Aurora!
  3. dachs

    New to Scripting

    I'm still rather new to this scripting stuff too, but these guides helped me to get started: https://forums.bistudio.com/topic/145056-arma-3-scripting-tutorial-for-noobs/ http://www.armaholic.com/page.php?id=9220 http://killzonekid.com/category/games/arma-3/ https://community.bistudio.com/wiki/6thSense.eu:EG Pretty sure some of those links also are in the thread mentioned above, but hey, it can't hurt to mention them again.
  4. Thats how many respawn tickets your team has left I think. I don't know if it can be removed, while the ticket system is kept?
  5. Do you happen to know how to get the marker text, to show up on the map also? Hoping to do away with the moving marker script entirely.
  6. Fingers crossed for 8 here, as that is how many we are in our little LAN meet group. We haven't had a LAN yet, since you finished this campaign, but I'm really looking forward to introduce it to the guys. I'm pretty sure they will like it, as we played the original GR a lot, back then!
  7. Try this one: format ["I'm here: %1",mapGridPosition player] remoteExec ["hint"];
  8. Works like a charm with civilian but I wonder why it won't work when using east or opfor in the condition?
  9. I'm slowly learning this scripting stuff, and I'm beginning to wonder about best practises. As it is I'm trying to make it so Player will respawn with the gear he had when killed. I got it working by using onPlayerRespawn.sqf and onPlayerKilled.sqf, which works very well, right until the mission gets busy with 40-50 AI that is! Then, often times the gear does not get saved properly, and Player will respawn with only basic loadout i.e. a pistol. Instead I now use the code below, in initPlayerLocal.sqf, to save Players inventory every 10 seconds. What I'm wondering is, is there a more efficient way of running that loop? Spawn, eventhandler, precompile maybe? I've been reading about it in a number of threads, but can't quite grasp the differences..? while {alive player} do { [player, [missionNamespace, "inventory_var"]] call BIS_fnc_saveInventory; sleep 10; }; And the stuff gets loaded again using this in onPlayerRespawn.sqf [player, [missionNamespace, "inventory_var"]] call BIS_fnc_loadInventory;
  10. Good for you! You both win the internet today I guess, sigh...
  11. Well.. You could choose to not comment, if you deem the question not worthy of your time..? And the above solutions work fine indeed, right up until the mission gets busy, then it starts loosing gear on respawns! It seems like the old gear just doesen't get saved properly. Anyway, I probably worded it poorly, but my real question was infact this: Is there a more efficient way of running that loop? And the loop in question while {alive player} do { [player, [missionNamespace, "inventory_var"]] call BIS_fnc_saveInventory; sleep 10; }; Ended up making it a function, and calling it with spawn from both initlocalPlayer.sqf and onPlayerRespawn.sqf.
  12. @Fiddi So, something like this, placed in onPlayerRespawn.sqf? _NG_newPlayer = _this select 0; _NG_oldPlayer = _this select 1; _NG_loadOut = getUnitLoadout _NG_oldPlayer; //Gets the loadout from killed Player unit. _NG_newPlayer setUnitLoadout _NG_loadOut; //Sets old loadout on new Player unit. It works, but only sort of.. Not everything is saved, primary weapon and launcher seems to disappear everytime? Maybe there is something fishy going on with the get and setUnitLoadout commands. The wiki does mention it's WIP? @phronk I've been doing it more or less as you show in the video, only I've been using BIS_fnc_saveInventory and BIS_fnc_loadInventory instead. It's working very well, right until the mission framerate gets a bit low, when there is a lot of AI activity. Maybe I just have to many AI in the mission? Around 50 enemy infantry and a couple of cars. I don't know, is that to much?
  13. Hi, getting back in to Arma after a bit of a hiatus. Used t8 units a bit last time I dabbled with mission making and found it very good! Just wondering, which version would you recommend me using, the v.061 build from January or the dev version? I don't really want to be fighting with too many bugs, as I tend to introduce plenty my self with my lacking script skillsand all, but the Eden interface looks very tempting indeed..?
  14. Hi, could use a little help with this, I can't seem to figure it out. I'm trying to run this from init.sqf, to check if the MoveToRoad task has succeeded, and if it has, end the mission for everyone. I hope I'm on the right track, however with the code below I get an error, missing ; so I guess my format is off ? Edit: Argh! Figured it out, I forgot to wrap the contents of the while loop in {}; [] spawn { while {true} do { _state = ["MoveToRoad"] call ENGTASKS_GetTaskState; if (_state == "SUCCEEDED") then {"end1" remoteExec ["BIS_fnc_endMission",0,true];}; sleep 5; }; };
  15. Could you perhaps make it an option? I'm not all that fond of the new fancy scifi'ish Ghost Recon stuff, but maybe it's just me being old and grumpy ?
  16. Just played a good bit of the first mission SP (using MP/Local Host) That was some of the most fun I've had with Arma in a good while :wub: :D Very Ghost Recon'ny feeling! Spent a lot of time directing the medic around, healing the AI, and it worked flawlessly. He even revived me, at one time. Anyway, game crashed when I tried to respawn/switch, but I think I recall reading something about that not working in MP? So, really just wanted to say thank you, aaand now I'd better get back to securing that election!
  17. dachs

    [COOP-8] Black Ops

    Thanks for adding VA in, should make things a lot easier :) Unfortunately, I get kicked out of the helicopter when accessing VA in flight, BiS bug perhaps ?
  18. I can't seem to figure out the correct syntax, for checking if player has a Laserdesignator in his inventory. It keeps coming up with this error: missing ; Format should be like this: C91_TAC_SUP_Activation = "(player == leader player || player in [] || typeOf player in [])"; And according to Cyborg111's instructions, this could be used to check for items: //((items player) find "Laserdesignator" != -1) //player must have a Laserdesignator in his pockets. And I have tried this, + different variations of parenthesis positioning, but sofar no luck. I did figure out the Laserdesignator is located in Weapons now, but other than that I'm a bit lost? C91_TAC_SUP_Activation = "(player == leader player || player in [] || typeOf player in [] || Weapons player find "Laserdesignator" != -1)";
  19. So I have this spawned in QRF consisting of some pickups, loaded with troops. I want the pickup to drive to WP2, unload the troops and then move on to WP3. However, it dosen't stop to unload at WP2, but just continues straight to WP3 ?? Using just one waypoint, with "TR UNLOAD" it works fine, but I really want to get the vehicle away from there again.. I've tried a sleep 5 after WP2, but that didn't help any. When searching it seems everything pertains to Helicopters, involving LAND and Helipads, which I can't apply here, or ? // Spawn pickup "_QRF1" at marker: _QRF1 = [getMarkerPos "spwnQRF1", 110, "O_G_Offroad_01_F", EAST] call bis_fnc_spawnvehicle; //Define driver in _QRF1 as group "_group_QRF1" _group_QRF1 = _QRF1 select 2; //Spawn infantry group for QRF1 _QRFinf1 = [getMarkerPos "spwnQRF1", EAST, ["O_G_Soldier_SL_F", "O_G_Soldier_AR_F", "O_G_Soldier_M_F", "O_G_Soldier_F", "O_G_medic_F"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; //Put infantry group in QRF1 as cargo { _x assignAsCargo (_QRF1 select 0); _x moveIncargo (_QRF1 select 0);} foreach units _QRFinf1; // QRF1: Give driver a waypoint _WP2 = _group_QRF1 addwaypoint [getMarkerPos "WP2", 0]; _WP2 setWaypointType "TR UNLOAD"; _WP2 setWaypointSpeed "LIMITED"; _WP3 = _group_QRF1 addwaypoint [getMarkerPos "WP3", 0]; _WP2 setWaypointType "MOVE"; _WP2 setWaypointSpeed "LIMITED";
  20. Ok, so with that embarrassing typo above out of the way, I got something working. Now the script spawns a pickup, puts a infantry group in it, drives to a waypoint and unloads them. From here the infantry group go to their own waypoint, and the vehicle to it's final waypoint. All well and good. Now comes the question, is it possible to do that for three vehicles with infantry groups on board, in the same script? I've tried combining it, by just copy pasting the script below, and giving the Infantry group and vehicles different names. This makes the vehicles follow waypoints and unload infantry just as they should. However, it's only the infantry group last given it's waypoint in the script, that will actually go there. The other two groups just stays at the unload waypoint, as if they never received their waypoint. Working script for single vehicle / infantry group _QRF1 = []; _QRFinf1 = []; if (isServer) then { // QRF 1 // Spawn pickup "_QRF1" at marker: _QRF1 = [getMarkerPos "spwnQRF1", 110, "O_G_Offroad_01_F", EAST] call bis_fnc_spawnvehicle; //Define driver in _QRF1 as group "_group_QRF1" _group_QRF1 = _QRF1 select 2; //Spawn infantry group for QRF1 _QRFinf1 = [getMarkerPos "spwnQRF1", EAST, ["O_G_Soldier_SL_F", "O_G_Soldier_AR_F", "O_G_Soldier_M_F", "O_G_Soldier_F", "O_G_medic_F"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; // Waypoints for Infantry group1 _wp1a = _QRFinf1 addWaypoint [getmarkerpos "WP1", 0]; _wp1a setWaypointType "MOVE"; _wp1a setWaypointSpeed "LIMITED"; _wp1a setWaypointBehaviour "AWARE"; //Put infantry group1 in QRF1 as cargo { _x assignAsCargo (_QRF1 select 0); _x moveIncargo (_QRF1 select 0);} foreach units _QRFinf1; // QRF1: Give driver a waypoint _WP12 = _group_QRF1 addwaypoint [getMarkerPos "WP2", 10]; _WP12 setWaypointCompletionRadius 50; _WP12 setWaypointType "TR UNLOAD"; _WP12 setWaypointSpeed "LIMITED"; _WP12 setwaypointTimeout [10,10,10]; _WP13 = _group_QRF1 addwaypoint [getMarkerPos "WP3", 10]; _WP13 setWaypointCompletionRadius 50; _WP13 setWaypointType "MOVE"; _WP13 setWaypointSpeed "LIMITED"; };
  21. Argh, a stupid overlooked cut&paste typo then... :banghead: Thanks a bunch for spotting it man! I managed to use quite a bit of time on that one, sigh..
  22. Happy to report that the trigger works like it should now, after installing the hotfix :) https://dev.arma3.com/post/spotrep-00053
  23. (!(scientist in ThisList) && !(vehicle scientist in ThisList) && (alive scientist)) OR (!(target1 in ThisList) && (alive target1)) OR (!(target2 in ThisList) && (alive target2)); I have the above (probably clunky) code in the on condition field, of a trigger placed in editor. Type :NONE Activation : Anybody Activation Type : Not Present It's supposed to check if either scientist or target1 or target2 are leaving the trigger area, and gives a hint about it. In hosted MP it works as it should, no problems, but on a dedicated server, it triggers right at mission start, and I can't figure out why? Can it be because the targets and the scientist are slow to spawn on a dedicated, and therefore are not in ThisList on mission start? Target 1 & 2 are trucks, and the scientist is an AI with waypoints to flee the scene in a SUV, hence the !vehicle scientist part. All three are placed in the editor, not spawned in by something fancy..
  24. Thanks all for your input! Unfortunately I think we'll have to chalk it up to a bug in Eden for now, it certainly fits pretty well with the decription in this other thread: https://forums.bistudio.com/topic/188139-trigger-broken-for-dedicated-server/ Nik4nder, thanks for bringing it up. @pedeathtrian I did try delaying the trigger check using your suggestion, but the results were the same. Works in Hosted MP, but triggered at once in Dedi.
  25. Aha, that explains it, I just wish I'd seen this thread a couple of days ago! Been having a ball with a trigger working just fine in hosted MP, but firing right at mission start when running on a dedicated. Almost like it ignores the condition field. Guess we'll have to wait for an update then. Link to my probably related trigger problem: https://forums.bistudio.com/topic/188648-trigger-fires-prematurely-at-mission-start-on-dedicated-server/
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