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yxpoh

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Posts posted by yxpoh


  1. I was just learning how to make a scenario for fun and own purposes.

     

    But I realize I couldn't just overwrite the layout. But I am also unsure if I should be using the SCR_mainmenu entity to try to spawn the menu.

    It lets me select the type I use, e.g. I tried the StartScenario, WelcomeScreen and so on but it doesn't used the overwritten version that I have edited but the original one.

     

    Can anyone assist to teach me how it works?


  2. Okay. I somehow found out the problem from my own thoughts while I started the thread.... 

     

    It seems that Respawn Tickets module and the BIS_fnc_respawnTickets doesn't coincides with each other on a server level. so to ensure that it's consistence on server and players, make sure you only have either one of it. 

    Just for info,

     

    I have removed the module from my mission and relied purely on the BIS_fnc_respawnTickets to set the overall tickets on both sides.

     

    Hope this might help others that happen to find this problem.


  3. Hi all. I am currently trying to make use of the parameters to dynamically add tickets to the Respawn Tickets Module so that players can adjust the number of tickets for their own session to control their overall time-frame.

     

    Currently, how the game works is based on sector Bleeding rather than actual respawn. Basically when sectors are taken to a certain percentage, the tickets will start bleeding. So player respawn isn't taken into account for the reduction in tickets.

    Module is set to 250 each per side, WEST, EAST.

     

    I used:

    // get the number from parameters

    // somehow get the difference, e.g. 500 - 250 = 250

    if (isServer)  then {

    [WEST, _difference] call BIS_fnc_respawnTickets;

    [EAST, _difference] call BIS_fnc_respawnTickets;

    };

    But it seems that under a dedicated Server, the above command doesn't seem to reflect on all players, and most likely only on the server..... though I thought the command is supposed to work on a global level.

     

    And testing it out of the isServer if else statements, it resulted in additional of more tickets every time a player joins.....

     

    So I was wondering if anyone is able to explain how that function works or if I have used the wrong combinations... or I should have used either just the module or the function command.

     

    Thanks.


  4. Updated to V1.5!


    - Added One more player per side 
    - Ground-Based Support Available: 3 drivers per side! Vehicles use the same way as the helicopters, 1 armed and 2 unarmed for transport. (Added as requests from friends that want to join in the fun but didn't want to fly the helicopter.)
         - No spotting for transport vehicles though
         - Pilots can't drive and Drivers can't fly
         - RHS enabled too.
    - Clean up of Stationary units should be faster now.
    - Patrols now spawn for taken Sectors. (Require more indepth testing for sector change though.)
    - Bases moved to accommodate vehicles
    - Attempted to restrict pickup so that when you have more than 2 members in vehicle, you can't pick up any more reinforcements.
    - GAZ's AGS_30 have been removed from the vehicle itself for a more equal balance, you shouldn't be able to use it, though the 3d model still exists.

     

    Known Issue/Bug
    - Vehicles under Repair still can move so... try not to abuse it until I solve it or just play the right way :P
    - You still can request for more reinforcements if they have not board your vehicle.
    (Please refrain from spamming the action to prevent server crash. Once each time please.)

    PS: The addition of infantry units are nothing more than a small alternative support group that does almost the same thing as the helicopters. Due to the speed and mobility of the helicopters and the smaller number of vehicles available, the helicopters will still be the main fighting force in these. Also, AT have been included in AI to counter the vehicles accordingly. Good luck and Have Fun! :P


  5. Updated to V1.44

     

    - Edited AI script to be simpler. (Would see them stand still at some point but, once it's cleaned up, they should move a lot better, compared to the current one.)
    - Edited a bug where AH-6M gets the same options as utility helis.
    - Checked that the Repair and Rearm  message is only local in a recent server test.
    - Slightly improved the Clean-up script. (Hopefully.)
    - Had a recent game with friends, using this current release. Other than the AH-6M extra options bug, the overall seems to be working fine, which is solved before release.

    EDIT: Guess I didn't mention it, but actually in V1.43 I already added bleed tickets in the game, but I was still testing it and I forgot to take it before publishing the MELB release :P. As of now, hard-coded to 350 tickets where the game should last for 45 min to 1 hour depending on how competitive the sector struggle is.


  6. Updated V1.43

    - Added RHS MELB Helicopters if RHS is enabled. Thanks to PokerTour's suggestion.
    - Because of countermeasures in those helicopters, RHS Squad has been tweaked to include AA so be ready! :D
    - Also, Reinforcements does not include AA to prevent player spam, so only the auto-spawn AI have AA.
    - Solved a bug to why Blufor might only have 5 soldiers nstead of 6 by spawn. 
    - Require feedback if it is necessary to disable TI equipments on helicopters. (Whether if they make spotting enemies unnecessary on the MH-6M or hummingbird.)
    - Attempted to solve Game-wide announcement on Repair. (Found by Ellman. Require Feedback.)

    And tried to add some photos. Hope it helps.


  7. ?interpolation=lanczos-none&output-forma    

     

    Trailer:

     

     

    Welcome to BIRDY WARS - WHERE Little Birds SOAR....

    LOL.. yeah.. always wanted to do something like that.. anyway,

    This is a mission I made based of "Heliborne" with focus on only ground support. Wanted the game with an Arma 3 flight model, so this is what I came out with. A project made out of fun, but I thought it would be fun so I decided to put in the workshop.

    I wanted to play Heliborne but I was looking for something closer to Arma 3's flight model and also wanted an actual reason to transport units and land them, rather than the usual heli-taxi mission you see made in the community. (Not because that's what the waypoint says, but because you have to insert the troops there to maybe flank or capture the sector faster.)

    So Birdy Wars is what came out of that desire. (I ended up focusing on this so much more than actually learning how to fly the helicopter though... T-T )

    Wonder if I can make a trailer out of it :P

     

    Steam Workshop

    https://steamcommunity.com/sharedfiles/filedetails/?id=1174045120

    Dropbox:

    https://www.dropbox.com/s/rclahashddpbnxh/BirdyWarsV153b.Altis.pbo?dl=0

     

    Quick SP and MP Description:

    SP (player in MP actually)

    - Be able to practise transporting troops to LZ or doing combat runs on AI running around to secure sectors

    - Just fly.... Don't bother about anything else

     

    MP

    - Go against each other to support your ground AI units to capture the sectors.

    - Play in Either Ground support Only or Pilot vs Pilot


    Actual Feature Description:

    - 6v6 Ground Support Only or Pilot vs Pilot modes (Set in Parameters; WIP)
    - 3v3 Ground-based Support (1 armed and 2 unarmed vehicles.)
    - AI-based Sector Control (You support the AI to capture the Sector)
    - Pawnee for combat roles and Humming Bird for support roles(Spotting, Reinforcements)

    - Vehicles available same way with armed and unarmed(only reinforcing.)
    - Spotting:- Apply enemy side in range with smoke/flares depending on day/night. (range set in parameters)
    - Reinforcements:- Pick up small units from base and inserting them close to sectors to make them assist the attack on the ground.
    - Simple Repair and Rearm function back in base after landed and engine turned off.
    - "Advanced" AI to move/attack sectors according to sectors controlled.
    - AI Patrols on sectors taken by their sides accordingly
    - Map Tracker to help keeping friendly units' position in check
    - RHS compatible; Specifically RHS USAF and AFRF. (Set in parameters too.). Default in Vanilla mode. RHS MELB and Humvee used for RHS Enabled games.

    - Added Parameter to allow armed players and also Virtual Arsenal ammobox near Spawn area. (Off by Default)

     

    Some Screens.

    Spoiler

    Picking up Your Reinforcements back in Base

    80DB912CE770A7BC80D564753383AB944360DEB0

    Just Inserted the Reinforcements

    F56207869170A4DD6AA0BFAEDDF6CA0679F52F94

     

    Spotting Enemies will result in the enemies within distance set in Parameters to be revealed via Smoke to assist your combat pilots to strike them!
    FCD9FC69B03910FA024694AC234F24167488D58E


    Roadmap(Might sound a bit too massive though, lol)
    - Better Clean-up system
    - AI polishing. (Not like FFIS or bcombat, but just how the AI's waypoints is being decided.)
    - Limitations of different features to prevent overuse/server crash.

    Nonetheless, I do hope you had fun! Also, please do comment in regards to possible bugs so I can try to solve it as there is a limit to how much I can search and find with a single brain.

    PS: Please don't expect quick response and also quick solution to issues as I am doing this in my free time from work. Hope you can understand. Thanks.

     

    Quote

     

    • Like 6

  8. Hi. I need help with scripting dynamically spawned helicopters being synced to the respawn module.

     

    Manually syncing to the module works with respawn in Eden, but synchronizeObjectsAdd doesn't seem to work with script, guess it doesn't work that way.

     

    basically,

    1. If mod exists, spawn that helicopter, else spawn this helicopter

    2. then sync this or that helicopter to respawn helicopter, when it dies, at the position of where it was first spawned.

     

    Just want to add on that I want the Helicopter to spawn back where it got destroyed.

     

    Unless I have to use my own script that runs on an interval to do the checking for myself... which I can actually, but just curious if I can leverage on the current respawn module that I have already used.


  9. Thanks. Was just testing out things.. Haven't really went into optimizing the codes yet. Kinda lazy too :P haha

     

    Anyway, thanks to this, I managed to clean up the mission I came up with. A bit like advertisement but here, https://steamcommunity.com/sharedfiles/filedetails/?id=1174045120.

    Uses the above script but edited for the mission's use. Still in its barebones though

    • Like 1

  10. Hi @Midnighters

     

    Thanks for the suggestion. But yeah, it was intended to be just a general idea. Actually, the code that I wanted to show is actually just the waypoint since I believe adding of spawn group is what exactly how the bohemia wiki defines. 

     

    Nonetheless, making into a function in the mission I am making is definitely something I would want to explore next after I got my basic features sorted out.

     

    Thanks again.


  11. This is basically just a simple script to get the AI units in a group to get into the helicopter that you are riding in as a pilot. Not sure if any one need this, but just putting it out for people who might be interested.

    NOTE: All these scripts are taking into consideration that you are the pilot, not the AI (seems to work even if it's empty lol...).

     

    Pick up (To make sure that the AI doesn't take the copilot seat which might lead to issues.)

    Quote

    getin_fnc = {

        params ["_Grp", "_grpVeh"];

     

        {

            _x disableAI "TARGET";

            _x disableAI "AUTOTARGET"; 

            _x assignAsCargo _grpVeh;

        } foreach units _Grp;

     

        (units _Grp) orderGetIn true;

    };

     

    Alighting (Should have cleaned up enough)

    Quote

    getout_fnc = {
        params ["_Grp", "_grpVeh"];
        
        _Grp leaveVehicle _grpVeh;
        {

             unAssignVehicle _x;

             _x enableAI "TARGET";

             _x enableAI "AUTOTARGET";

         } foreach units _Grp;
    };

     

    Where

    _Grp is group that is boarding or alighting the Helicopter,

    _grpVeh is the helicopter you are trying to board or alight from.

     

    I am currently trying to make a custom mission that uses the Hummingbird as the main theme and deploying AI units around is one of the requirements,so I ended up doing this to pickup the AI units.

     

    Usage: (I can't attach a file for some reason.)

    1. Copy both functions into a file or use this file, https://www.mediafire.com/file/jzllzdsojgol1ox/functions.sqf

     

    2. Run this command in init.sqf, or whenever you need it. 

    Quote

     call compile preprocessfilelinenumbers "functions.sqf";

    where functions.sqf is where you save those two functions in.

     

    3. Call the function and send the required parameters for it.

    Quote

    [_grp, _vehicle] call getin_fnc; //To get the group in

    [_grp, _vehicle] call getout_fnc; //To get the group out

     

    As of now, I tried it with an unmanned helicopter as well.

     

    Hope it is useful to whoever find this.

     

    PS: Place this because I was searching far and low for such a script but couldn't find it, so I thought since I get it working, I should put it out for people to use. Didn't like MoveinCargo since it's just scripting the AI to appear and disappear :P
    Just my preference.

    • Like 1
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