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kan

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About kan

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  1. Hows the next version going? I'm itching to test out what comes next :)
  2. Sorry for not responding sooner. I've been playing around with the script on my dedicated server and basically zeus spawned units don't drag or revive, but they do get injured, drop flares and play sounds. Units that are placed as part of the mission (like in your example mission) do run the script fully. I've tested this multiple times. However, by making the changes I mentioned above everything works for me.... changing (!isServer) to (isServer) and adding _dummy hideObject true; I also run MCC on my server and if you spawn units using MCC and assign them to GAIA the script stops working on those units. I'm assuming that this is because MCC has its own scripting that overrides anything done by this script. I don't think there is much you can do about this, but I thought I would mention it. Ultimately it would be great to see this script combined with others to create more dynamic AI behaviours - like laying down suppressing fire, not laying on the ground so much, seeking cover and using buildings. MCC does much of this but there are plenty of other mods that look at this kind of stuff as well. Also from observing the AI in zeus it seems that: 1) Revived units seem to be placed into separate groups - all on their own. This makes them act separately from the squad they were originally part of and often they do not move much beyond the spot where they were revived. Perhaps they could auto join the same group as the unit that revived them? 2) Often even after the fighting is done and injured units are on the ground and no one moves to drag and revive them - even when they are under no fire. Perhaps the priority of reviving units should be increased so that if a squad has a unit injured it sends another unit to drag and revive - but no more than one dragger in a squad at a time. Anyway, just some thoughts. This is a great script, so keep up the good work! :)
  3. Hiya Persian, thanks for the update. I run a dedicated server and I found that your script was not working fully when I ran it. No dragging or reviving was taking place. so I changed if (!isServer) exitWith {}; in the inCap file to: if (isServer) exitWith {}; This worked but I noticed that units being dragged has a civilian attached to them. So i added: _dummy hideObject true; to the dragger section of the script and this worked. For some reason hideObjectGlobal does not seem to work on dedicated servers - I don't know why. Also I'm having a separate issue where injured units don't seem to die if they get no treatment - they just roll around and stay injured forever. Again I think this may be a dedicated server only issue. Thank you once again for all your doing with this script, its awesome!
  4. ok so the problem was probably that I was spawning units as zeus and they probably have first aid kits so wont act? Our dedicated server is basically a modded zeus/MCC/Ares server. I'll try testing it again asap. Thanks for all your work on this Persian, having better and more dynamic enemy squad AI is going to be awesome :)
  5. Hiya, thanks so much for making this! I run a dedicated server and while the AI does get injured it does not seem to to ever drag or revive injured soldiers... They just fall down, let of some smoke and roll around. I tried making entire squads of combat life savers and they never seem to try to save each other. is there something else I need to do? Is this because you use isserver in your code?
  6. Fantastic! I think this would help make the enemy feel a lot more dynamic in combat - acting as if they actually care about their comrades. Would it be possible to make the AI revive time a variable that can be edited easily by someone putting the script into their mission? This would allow mission makers to have AI revive times as long or short as they like. Also perhaps another variable to make it so that the same soldier can A) not be revived twice or B) be revived multiple time. Finally a third variable to determine what % of their maximum health a revived soldier has after being healed. Thanks once again for making this script! :)
  7. Very cool! Is it possible to make it so that medics and combat life savers in a squad can revive, carry, drag or help their fallen squad mates get back into the fight? I know its probably very complex, but it would be great to have an AI squad actually act to help defend a fallen soldier. Throwing smoke to cover a downed soldiers position so a medic can extract them to a safe place and revive them or simply work on them on the spot. The AI also seems very hesitant to use full auto suppression fire to create a "beaten zone" the will give human players a pause for thought while such actions are being taken. Again I don't know how much of this is possible or easy, but having medics revive squad mates seems like a logical progression for this script.
  8. Does this mod now apply to all helicopters that players use? I run a dedicated server where zeus can spawn in various things and it would be awesome to have this applicable to all helicopters.
  9. Awesome I cant wait! This will be a great addition to have on our server :) I look forward to the next release!
  10. Hiya, great script! I run a non-ace dedicated server which we use as a sort of zeus sandbox. Anyway, would it be possible to code this script so that its automatically applied to all vehicles a player gets into? That way I could run it as a mission script and my players can hop into any vehicle and have a chance of surviving its destruction without me needing to manually apply this script to each vehicle the players use. Thanks :)
  11. Hiya I don't know if its possible, but are you able to release a version of this map (and your other maps) that is interdependent of massive downloads like the mammoth 6.4gb download for the all in arma terrain pack? A lot of my friends have very slow internet speeds and that size of download is just too big. We are not interested in additional units, vehicles or anything like that. We just want to use the terrain as a setting for our Zeus missions.
  12. Hiya I don't know if its possible, but are you able to release a version of this map (and your other maps) that is interdependent of massive downloads like the mammoth 6.4gb download for the all in arma terrain pack? A lot of my friends have very slow internet speeds and that size of download is just too big. We are not intereste in additional units, vehicles or anything like that. We just want to use the terrain as a setting for our Zeus missions.
  13. Hiya guys bit of a strange error here. So I've made a Zeus mission and have added it and a bunch of mods to my hosted server (this error does not seem to happen if I run a server myself). I've set it up in the servers descriptions file so that Zeus has god mode (no resource point cost for anything they place). I then added a bunch of mods (new weapons, vehicles and so on) and have included the bikeys and command lines necessary to get them working. I've noticed a while back that if you don't place an object from your mod in the editor and synced it up with the manage addons module the server seems to default out of god mode for zeus... meaning that it starts costing to place units. So as a result I've synced up examples from the mods and everything worked fine. However I've recently added the ShackTac mods to the server and there are no placeable entities in that mod which I can sync up and as a result I seem to be getting the same error... Am I doing something wrong? Or is the some other way to sync up mods? Sorry if this is not the right place to post this, I was not sure where would be best. Thank you!
  14. Hiya thanks for your help! So I've managed to get the following unit into zeus and working apart from A) I cant seem to get him to spawn in the right uniform (a gorilla uniform), it works for some reason if I make him appear on the Blufor side, but not for Opfor, which is kinda odd. B) I cant get his weapon to have a flashlight attached. Could you offer any advice? class CfgPatches { class Kanny_KannyUnits_Units { units[] = {"Shotty_O_Soldier_F"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F", "A3_Modules_F_Curator"}; }; }; class CfgFactionClasses { class Kan_Faction_F { displayName = "Kanny's No NV Faction"; priority = 3; // Position in editor list, 1 being the top. side = 0; // 0 = opfor, 1 = blufor, 2 = indep icon = "\a3\Data_f\cfgFactionClasses_BLU_ca.paa"; flag = "\a3\Data_f\Flags\flag_nato_co.paa"; }; }; class CfgVehicles { //class B_Soldier_base_F; class O_Soldier_base_F; //class I_Soldier_base_F; class Shotty_O_Soldier_F: O_Soldier_base_F { faction = "Kan_Faction_F"; author = "Kanny"; _generalMacro = "O_Soldier_F"; scope = 2; displayName = "Shotgunner"; model = "\A3\characters_F\OPFOR\o_soldier_01.p3d"; uniformClass = "U_BG_leader"; weapons[] = {"arifle_mas_m1014","hgun_mas_mak_F","Throw","Put"}; respawnWeapons[] = {"arifle_mas_m1014","hgun_mas_mak_F","Throw","Put"}; Items[] = {"FirstAidKit"}; RespawnItems[] = {"FirstAidKit"}; magazines[] = {"7Rnd_mas_12Gauge_Pellets","7Rnd_mas_12Gauge_Pellets","7Rnd_mas_12Gauge_Pellets","7Rnd_mas_12Gauge_Pellets","7Rnd_mas_12Gauge_Pellets","7Rnd_mas_12Gauge_Pellets","7Rnd_mas_12Gauge_Pellets","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShellRed","SmokeShellRed","HandGrenade","HandGrenade"}; respawnMagazines[] = {"7Rnd_mas_12Gauge_Pellets","7Rnd_mas_12Gauge_Pellets","7Rnd_mas_12Gauge_Pellets","7Rnd_mas_12Gauge_Pellets","7Rnd_mas_12Gauge_Pellets","7Rnd_mas_12Gauge_Pellets","7Rnd_mas_12Gauge_Pellets","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShellRed","SmokeShellRed","HandGrenade","HandGrenade"}; linkedItems[] = {"V_BandollierB_khk","H_Cap_red","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"V_BandollierB_khk","H_Cap_red","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; };
  15. Hiya guys, I’ve been trying to find clear answers to this for ages and just can’t find a source or the answers I need. I’m sure I’m just not searching for the right things or am being stupid, but I don’t know where else to turn. Basically I just want to make an infantry unit with different gear and equipment that a Zeus player can spawn in and deploy just like any other unit. At the moment zeus is having to edit each unit in turn or run a script on units to change them, but I would like to make composition that appear in the create menu just like any other unit for him to spawn. I can find things about how to retexture or remodel (both of which I don’t want to do) and I can work out that I need to make a Config.cpp and create an addon to achieve what I want. At the moment I’m using this, which I found on another post as a template: class CfgPatches { class Guille_A3_Characters_F { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F"}; }; }; class CfgFactionClasses { class Guille_Faction_F { displayName = "Guille's Faction"; priority = 3; // Position in editor list, 1 being the top. side = 1; // 0 = opfor, 1 = blufor, 2 = indep icon = "\a3\Data_f\cfgFactionClasses_BLU_ca.paa"; flag = "\a3\Data_f\Flags\flag_nato_co.paa"; }; }; class CfgVehicles { //class O_Soldier_base_F; class B_Soldier_base_F; //class I_Soldier_base_F; class Guille_B_Soldier_F: B_Soldier_base_F { author = "Guille1993"; _generalMacro = "B_Soldier_F"; scope = 2; displayName = "Guille's Unit"; model = "\A3\characters_F\OPFOR\o_soldier_01.p3d"; uniformClass = "Guille_U_O_CombatUniform_oucamo"; hiddenSelections[] = {"Camo1","Camo2","insignia"}; hiddenSelectionsTextures[] = {"\A3\Characters_F\OPFOR\Data\clothing_oucamo_co.paa","\A3\Characters_F\OPFOR\Data\tech_oucamo_CO.paa"}; weapons[] = {"arifle_MX_ACO_pointer_F","hgun_P07_F","Throw","Put"}; respawnWeapons[] = {"arifle_MX_ACO_pointer_F","hgun_P07_F","Throw","Put"}; Items[] = {"FirstAidKit"}; RespawnItems[] = {"FirstAidKit"}; magazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green","HandGrenade","HandGrenade"}; respawnMagazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green","HandGrenade","HandGrenade"}; linkedItems[] = {"V_PlateCarrier1_rgr","H_HelmetB","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles"}; respawnLinkedItems[] = {"V_PlateCarrier1_rgr","H_HelmetB","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles"}; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class ItemInfo; class Guille_U_O_CombatUniform_oucamo: Uniform_Base { scope = 2; displayName = "Guille's Uniform"; picture = "\A3\characters_f\data\ui\icon_U_OI_CombatUniform_oucamo_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "Guille_B_Soldier_F"; containerClass = "Supply40"; mass = 80; }; }; }; However, while I can use this in the editor I cant seem to make it so A) zeus can edit it B) it appears as an option for zeus to spawn. Is there a tutorial out there on how to create a simple spawnable unit for zeus from scratch? Any help anyone can offer would be amazing!
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