wontialo
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10 GoodAbout wontialo
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This is not being smartass at all, this is being a life saver Until few days ago, the hideObjectGlobal could only hide objects, not unhide them...so I had to ask around and fiddle with public variable that I could barely understand. But now it would seem they have true/false value.. Do you think that it would be better to use these hideObjectGlobal and enableSimulationGlobal codes rather than using public variable? Maybe this could better fix the invisible AI?? Anyway, I would like to thank you for committing your time and energy on cleaning up this mission and giving advice. I am grateful to be not only receiving a feedback, but also an invaluable advice and solution! So of course, if you have a better version please feel free to post them. I would love to see the changes and learn from them. And yes, if it isn't too much of a problem, I would like to add you and ask you questions about mission scripting if that's alright with you. I don't have Skype or ICQ... we don't really use them in my country, so could I ask for your steam ID? My steam ID is pryan59, for the record. --- EDIT : Nevermind, I can see your ID in your profile. Sent friend request!
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No that does not work
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When you die and stay unconscious, is there any way to use the ESC key? I mean, when you have "respawn disabled", all you see is your dead body in a letter box with spectating options. You can't press any key, even ESC. This makes a major problem as when someone wants to disconnect, they will have to force shutdown the program. I have been looking at the functions.sqf for a while and tinkered with the codes with no avail. Could anyone give me a direction? thanks
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How to make already activated trigger to affect JIP players?
wontialo replied to wontialo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I don't know what I did wrong, but the problems with JIP players not seeing the AIs continue. I did exactly like Magirot advised... In my init.sqf file I have the following codes- sleep 8; {if (side _x == east) then {_x enablesimulation false};} foreach allunits; {if (side _x == east) then {_x hideobject true};} foreach allunits; sleep 8; if isServer then { ambush_activated1 = FALSE; publicVariable "ambush_activated1"; }; if isServer then { ambush_activated2 = FALSE; publicVariable "ambush_activated2"; }; if isServer then { ambush_activated3 = FALSE; publicVariable "ambush_activated3"; }; if isServer then { ambush_activated4 = FALSE; publicVariable "ambush_activated4"; }; if isServer then { ambush_activated5 = FALSE; publicVariable "ambush_activated5"; }; if isServer then { ambush_activated6 = FALSE; publicVariable "ambush_activated6"; }; And then I have a trigger that is activated by BLUFOR, with condition "This" and On Act. ambush_activated1 = TRUE; publicVariable "ambush_activated1"; And on another separate trigger I have on condition ambush_activated1 and on its On Act. {_x enablesimulation true} forEach [a,b,c,d,...]; {_x hideobject false} forEach [a,b,c,d...]; For all the initial players who were in the server from the start, it works fine. The AIs appear and they perform their duties. However for JIP players, they still can't see the AIs. Its invisible to them, but these invisible AIs can still shoot back... What could possibly be the problem? -
Yes...I'm afraid problems will arise in a dedicated server environment. As I mentioned in the original post, it wasn't tested on dedicated server and probably won't function as intended. Most of the problems you have listed does not appear on private hosted server. The intro being called every time, amount of enemy doubled, reviving in bugged position, the weird falling bug you have uploaded on youtube.... these problems were not encountered in any of the private hosted games that I played either as JIP player or host player. I am sad that you had to go through all those problems. But all I can say is that you will have to host a private server to play this mission properly. However, not being able to press the ESC during unconsciousness really does seem like a bad feature. Its a feature that comes with BTC revive when you turn respawn off. I will have it fixed one way or another
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Didn't know about that. Direct download link added.
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Hello Keegan. I'm not familiar with the Task Force Radio...I'm assuming that its an addon like ACRE? If that is the case, I see no reason why it shouldn't work. .... Except perhaps the various radio equipment may be missing in the Virtual Ammobox? If this addon replaces the default radio with Task Force Radio radio, it should work. Otherwise...I'm not too sure... Sorry I couldn't give you a more direct answer.
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Picnic in Kavala by Wontial Description: 10 NATO soldiers were given a leave and were headed to the city of Kavala for a respite. By the time they realized something was wrong, it was too late. Objective: Escape and survive. You will get to know the details during the opening sequence. Features: Intro and ending sequence Brutal difficulty with deviously planned ambush BTC Revive (No respawn) VAS Important Note: This mission is linear in nature. There are barricades and road blocks forcing you to move on pre-determined route. The reason for this is for you to feel the sense of being trapped and being ambushed. Enemies hide in the corners, windows and every nooks and crannies. If you venture forth carelessly, you will die in an instant. Minimum number of AT LEAST 6 players are recommended. Even with full 10 players it will be EXTREMELY difficult to see the ending. There is no respawn, only revive. If you die, you will be incapacitated until someone revives you. Unless someone revives you, there is nothing you can do. Even the ESCAPE button will be disabled. Medikits do NOT function, only First Aids will revive a fallen player, so make sure you take as much First Aids as you can. STICK TOGETHER. It will be easier to spot where the enemies are and to revive you when you die if you stay close together. If you wonder off on your own and die, you may have to wait a LONG time until the area is clear and is safe to revive you again. DO NOT WANDER OFF BEYOND THE BARRICADES. Sometimes the walls would just fall down and open a way up which was previously blocked. Or, you might have found a way to bypass the barricades. Either way, try to stay away from the red marked zones, and inside the barricades. You will not be able to come back in if you follow that path as all the exits are effectively blocked. And should you die outside these areas, it would be difficult to revive you. Confirmed, will not work on dedicated server Addons: None required Known Issues: The short opening sequence consists of a truck following a Hunter into the city of Kavala. On rare occasions the abysmal AI crashes the truck into buildings and the opening becomes a joke. I will try to find a way to improve this. Not tested on dedicated servers. It probably won't function as it was intended. I strongly recommend hosting a private server for this mission. On some very rare occasion, the REVIVE action menu might not pop up on fallen players. I have only experienced this twice during many testing sessions, but it proved to be quite frustrating. There is a work-around for this. First, press ESC repeatedly. For a fraction of a second, the button RESPAWN will pop up. Click this button. You may need to try multiple times. There will be a new drop down menu, choose BASE, and respawn. You will start at the starting location. Links: Steam Workshop Armaholic Download -- Thanks to Big for uploading on Armaholic!
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How to make already activated trigger to affect JIP players?
wontialo replied to wontialo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you Magirot! I was browsing through this whole publicvariable, globalvariable stuffs and I was just short of fainting! I think this should do it, I will try it at once! -
How to make already activated trigger to affect JIP players?
wontialo replied to wontialo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
"_x enableSimulationGlobal true" does indeed work, but for the hideObjectGlobal, there is no option for un-hiding it. This command only hides the object and can't make it visible again....hm... -
How to make already activated trigger to affect JIP players?
wontialo replied to wontialo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Why, none other than Dwarden himself?! So I could just substitute the commands with the above? Simple as that? Instead of {_x enablesimulation true}, I use {_x enablesimulationglobal true} and instead of {_x hideobject false}, I use {_x hideobjectglobal false}? I must try this at once! Thanks for the input -
How to make already activated trigger to affect JIP players?
wontialo posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello. Just like what the title says, how do you make the already activated trigger to have its effect on JIP players? Let me elaborate - I have a mission where there are pre-positioned AIs ambushing in certain locations. They are all hidden and their simulation is disabled with the codes : A1 this hideobject "true"; this enablesimulation false; A2 this hideobject "true"; this enablesimulation false; A3 this hideobject "true"; this enablesimulation false; ...etc When the players reach a certain trigger point, the trigger activates, making these AIs visible and enabling their simulation with these codes : {_x enablesimulation true} forEach [A1,A2,A3 ...]; {_x hideobject false} forEach [A1,A2,A3 ...]; (I know...very messy and unrefined...but for a novice editor, it would do) Now this is all fine and all but the problem exists for the later joining players. When these triggers are activated, only the players who were in the session were able to correctly see the AIs, as I understand that triggers are only locally executed. For the players who joined later, since the triggers were already activated and gone, they were not able to see the AIs. They would wonder around and get shot by 'invisible' AIs. So, in a nutshell, making the trigger also work for JIP players instead of disappearing after being activated by previous players would really solve the problem... I was thinking about making the triggers activated 'Repeatedly' instead of 'Once', but I am afraid of the consequences this might bring. (Severe lag maybe?) Any help would be greatly appreciated. Thanks! -
revive A3 Wounding System (AIS by Psycho)
wontialo replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes, I think its one of the cool defining features of the mod, and I really like it. It really adds to the agonizing atmosphere. But in a mission where there is no respawn.....one mistake and it punishes you brutally. And players, well, even when they're told not to move, after a while they do make mistakes, press the key and move around, and fire a shot just to see if it works. And its perma death, out of the mission for good. Anyway, I sound like a whining ass, not to sound too ungrateful here. As I said, I love this script, and I believe its the best one out there. And since psycho mentioned that he's going to look into it, I'm having my hopes up! :)- 914 replies
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revive A3 Wounding System (AIS by Psycho)
wontialo replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Quick question - When a player is shot and is down, he can press W, crawl on his belly and empty his clips at the enemy AI. However, when he does this the AI shoots BACK at the downed player, and then he is dead permanently. I would like to know if there is a way to avoid this permanent death feature. Is there any way to make the downed player not fire his gun? or not move at all? (So that the AI won't shoot him and kill him permanently?) Or even better, is there a way to make the AI not shoot back at the downed player? Or if the AI does shoot back, maybe there is a way to make the downed player invincible? Thanks in advance.- 914 replies
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revive A3 Wounding System (AIS by Psycho)
wontialo replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you Psycho for this awesome script. I'm using it in my mission and it works like a charm. I was just wondering if there was a way to shorten the time for revive? I read all the posts but there doesn't seem to be a mention of this... --- Nevermind, I found out how to edit this value. For those of you interested, its in fn_firstaid.sqf, line 96 _skill_factor = if (_healer call tcb_fnc_isMedic) then {10+(random 10)} else {20+(random 10)}; Once again, great script psycho.- 914 replies