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thelegendarykhan

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Everything posted by thelegendarykhan

  1. thelegendarykhan

    HETMAN - Artificial Leader

    Yeah you told me to put everything "before" HAL. Sorry I asked again.. And Thank you Now It looks like a great mission Al Hamdolillah ^^..Hetman gives you the joy of playing with "human-like" commander. Thoroughly impressed and will refer to everyone. I am honestly not missing wasteland or battle royale :D
  2. thelegendarykhan

    HETMAN - Artificial Leader

    Ok all the entries under "Config Variable" are manipulate'able' as I can see. I use the script version. So when I choose some variables out of the huge list to adjust to my tastes, I add its line in my init.sqf like so (like the manual says): RydHQ_Debug = true; RydHQ_CargoFind = 0; ..... and as many I wish to add? Like we discussed earlier, I am using a radio trigger to execute HAL first time in the mission, so will adding these scripts in init.sqf cause them to get confused that, "Hey, the main HAL isnt initiated yet, what are we gonna do without him"?, or can i just copy paste them at the end of the same trigger's act field after the HAL init line separared by ";" ? Manual says putting RydHQ_CargoFind = 1 (if not the distance) will turn transportation system on but without searching active vehicles. Will this be achieved by calling transportation from back base with an idle AI truck or heli? Ideally I will be very happy with transportation from Base being arranged also apart from normal find nearby vehicles :) P.S. I do not have an init.sqf yet as my missions doesnt require till now.
  3. thelegendarykhan

    HETMAN - Artificial Leader

    Rydygier my friend, you are blessed with amazing communication skills. Masha Allah. You never leave any stone unturned in explaining. Now I will be maintaining a separate word file to put your tips into for reference. :) Thank you again.
  4. thelegendarykhan

    HETMAN - Artificial Leader

    I have been able to make an amazing mission on Altis with DAC, HETMAN and zbecache combined. I placed different types of empty vehicles (from Quadbikes to transport trucks) near my spawn point where some of my faction mates also spawned via Arma 3's in-built spawn AI. HAL is giving orders fine and spawned Ais are following them too. The only catch are those empty vehicles. The AI isnt using them like in HETMAN: War Stories. Till now I have only got recon missions and the other faction guys "Observe" enemies as per the feed. Will they use nearby vehicles only in case if they want to engage? or they use it for patrol also? Thanks again Rydy.. !!
  5. Im not an arab. but wow appreciate your kind words .. PEACE :D
  6. Respects to you man. :) Will surely try your mission :D You have helped me several times in the past with scripting queries. I will never forget :) Btw im a Muslim, Al Hamdolillah (Arabic for thanks to Allah) :)
  7. thelegendarykhan

    [SP/CO8] A 3 - Antistasi Altis.

    Does this mission allows you to choose sides?
  8. thelegendarykhan

    [SP] HETMAN: War Stories

    Thank you again for clarification. Yeah im not sure about the mortar backpacks. I will try that Advanced setup window trick. These are just small things anyway, War Stories is still unbelievably fun and the best battle generator imho. And please do not give up on updates. Take some time off on weekends and continue this masterpiece. By the way, I wasnt following the MANW contest. And just saw that you won the SP category man O.O Congratsss :D
  9. thelegendarykhan

    HETMAN - Artificial Leader

    Ok thanks. Ill stick with War Stories anyway :)
  10. thelegendarykhan

    HETMAN - Artificial Leader

    There is a new update to the BeCTI mission here. That is like a "CTI" version of war stories and with a economy system. One important thing missing from it is for the AI to use nearby vehicles and dismount at a safe distance before reaching destination. Your mod does that also. :D How to incorporate HAL's nearby vehicle feature in this CTI mission, without conflicts ofcourse? Thank you.
  11. thelegendarykhan

    [SP] HETMAN: War Stories

    Ok review time: Last night I played a good 5-6 scenarios. It was in deed sweeeeeet. :D I am delighted to see that the AI finally manage to use nearby vehicles effectively. Some points I wish were added in next update: 1. The backpacks on all players are the Mortar (folded). I moved to corpses to scavenge but I saw my uniform and vest are both full. And backpack cant be used. When I checked its name, it was the mortar (folded) and I cant even assemble the mortar. How to replace it with usual backpacks? 2. Is there a possibility to spawn a crate with virtual arsenal script to it near me when I spawn? Or better yet, even before the mission begins, a loadout selector which can automatically scan all the weapon/uniform mods beforehand? 2. The HAL unit has all control on unit groups orders and I respect that. But whatever group I join, its leader chalks out the entire waypoints route on map before it starts proceeding on the first WP. That is also fine. The main thing is the "sleep" time on each WP. It is a tad more. I found my self sticking with the group leader for 5-10 minutes before he would issue an order of 100 mtrs and then wait for the same amount of time, while my faction mates are being roasted on the other side of town. :P 3. And I got inundated by the group leaders radio chatter of "2..Mount that vehicle". and then when that poor AI fellow did mount, then immediately...."2. Dismount".. and this cycle was infinite. lol 4.Selecting "Large" from the Battle/ objective size initially just places the enemy far off. How to convert it to a string of 3-4 smaller objectives in between? Maybe a campaign centric mission generator is next? Something like "HETMAN - Campaign Diaries"? These are just things I wish are fixed as I love this mission and this is my new best friend. Hope this helps. :)
  12. thelegendarykhan

    [SP/MP] BeCTI

    All that is needed now is to allow Ai to use nearby vehicles to travel.People do not always like see their fellow comrades rush to objectives on foot.
  13. thelegendarykhan

    HETMAN - Artificial Leader

    Sir, allow me to buy you a cup of coffee. :D
  14. thelegendarykhan

    HETMAN - Artificial Leader

    Yeah that is an amazing idea. Funny how people like you make scripting look piece of cake :D I will copy paste your provided code exactly before HAL's init line. But a little catch. DAC's last array determines the side of spawned units, their behaviour along with any camps present, "[1,1,1,1]". This example means it will spawn NATO with behaviour "case 1", and 1 camp. I cant re-call what the last "1" means. Maybe some DAC cum HAL players can shed light on this. I cannot leave the behaviour value as 0 like [1,0,1,1] as even 0 refers to a Behaviour preset in DAC. Maybe I can choose a number like 4 or 5 which is not having any preset to avoid conflicts between HAL and DAC. Only case 1, case 2, and case 3 are included in DAC behaviour sqf. :) 1. Can I execute HAL through a Radio trigger? That I believe would solve all issues as I can freely run it once everything else is in place :D 2. Secondly, it appears Zorro's caching script needs you to put an entry in the unit's init space. If I use DAC or even EOS, no units need to be manually placed in editor. Does his caching script has the ability to automatically determine spawned units like your wonder script does? I am sorry for bombarding you with questions but I am at office. Cant really go for trial and error right now. And honestly, i've been playing around with ALive since 2-3 days but inability to save SP has seriously put me off now.
  15. thelegendarykhan

    ZBE_Cache AI & Vehicle caching script/addon

    I want to use HAL with DAC or EOS. Since these addons wont spawn units directly via editor, so I wont be able to put anything in their init manually. How can I make your caching work on these ai spawned through DAC or EOS? Or is it that your script automatically finds them at spawn like HAL? Thank you. :)
  16. thelegendarykhan

    [SP] HETMAN: War Stories

    Simple and accurate. Amazing. I wanted to use Zorro's script but saw you mention at one place that HAL and caching dont go well hand in hand. So I was a bit sceptical. Anyway, now I will unleash WAR. lol
  17. thelegendarykhan

    HETMAN - Artificial Leader

    Thank you for the prompt response. 1. Say if I use DAC which doesnt need anything in the init.sqf, how can I delay its execution before HAL? btw, DAC uses triggers to initiate. 2. Also, EOS is another option I use often, that does have an entry which needs to be made in init.sqf. 3. If the unit assigned as HAL is killed, will the script stop functioning? Or do I have to set the HAL unit as "this setdamage false" also? Please be patient and tell me a little in layman's terms for point 1 and 2. 3rd should be simple :D Thank you and I love your addon. Its unbelievable. For me it deserved the MANW by all means :D
  18. thelegendarykhan

    HETMAN - Artificial Leader

    I am so emotional right now, got tears in my eyes. Where were you till now bro :') Btw, HETMAN is a amazing mod. But the thing about spawning units in editor just takes away the suspense of what to expect as you know how many units the enemy has :( Anyway to spawn random number (specified by the mission maker somewhere and not totally random) of HAC controlled enemy units? This will be huge for me considering the fact that I too am unaware of the bird called MP. :P
  19. thelegendarykhan

    [SP] HETMAN: War Stories

    With all due respect to ALive, for the love of GOD do not go their way and disable SP save. Alive is a big tease for SP players who are non technical with all the setting up server stuff and registering on a warroom etc etc just to SAVE :/ Everyone who has tried HETMAN will never need to go anywhere else. :) But yes, caching would be greatly appreciated in future ^^
  20. Thank you Zen. That is one amazing advice. Some clouds of "scripting" fog just disappeared from over my head :D
  21. thelegendarykhan

    Unable to make 3 scripts run at mission start

    Thank you very much will try tonight fo sho mate :D
  22. I am making a SP survival type mission and referring to 3 beautiful and amazing scripts which do their job unbelievably. Namely - DAC, Zealot's Civilian Spawner, and BangaBob's Loot System. I am making this on Thirsk and I follow all the steps. DAC has no problem initialising. It appears it suppresses the other 2 scripts from mission start and has its way through first. :P As for the Civ vehicle script, I followed instructions on its page and paste its sqf in mission folder and included this in my init.sqf: [] execvm "zlt_civveh.sqf"; The zlt_civveh.sqf begins with: // v1d Civilian Vehicles from [STELS]Zealot if (not isserver) exitwith {}; zlt_civveh_round = 0; zlt_civveh_vehicles = []; zlt_civveh_spawnedloc = []; ..... Does this "Server" word is causing it to not start as I play SP only? I am new of scripting, please tell me if I make SP missions, what should I do with scripts which have this "server" word at the beginning as I believe most of the scripts are made with MP in mind. Sadly non of my friends are into ARMA. And for the Loot System, I paste the 2 included files in mission folder and call the script via "[] execvm "zlt_civveh.sqf";" (Without quotes) in a trigger set to OPFOR Presence ( as I play as opfor here) "repeatedly" as per his youtube instructions. Fun thing is in the editor Preview, DAC and Loot System start well since the mission start but not the Civ Veh script. And when I export to SP mission only DAC runs and spawns everything in about 50-60 seconds as per its debug. But after some attempts I put the loot system trigger set to radio alpha instead of opfor presence. So that DAC finishes and then I execute the loot thing through radio alpha. But once I call Radio Alpha, what I see is the blue drums spawn on loot locations and then disappear after 3-5 seconds. I know they are supposed to be put on all spawnable places and select positions will spawn loot, but they are disappearing totally, even at 100% probability of loot spawn, when I start mission through Scenarios screen. I am stuck with this since 2 days. Please tell me guys how can I execute these 3 scripts simultaneously? And some tips for future use with more than 1 scripts which need to begin at mission start in SP only. Help me or I am gonna enrol in a programming course now. B) :blink: Thanks in advance
  23. thelegendarykhan

    DAC V3.1 (Dynamic-AI-Creator) released

    No Sir. Its just a bunch of Maps and weapons/ units addons. Does the latest CBA cause conflicts? Coz I have to run that also for some mods.
  24. thelegendarykhan

    Unable to make 3 scripts run at mission start

    Dont I just love you man, Ranwer. :D Mmm any comment on the loot spawn issue? Any other script which you may refer? :)
  25. Ranwer, why do you always show up at spots where I need help? lol
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