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MAPFACT RUCKSACK WW4 Hi all, This is a special release of MapFact's Rucksack that adds ammo from the WW4 v2.5 mod and fixes some bugs that happen in CWA. It also adds east mines to the rucksack ammo. This addon is based on Mapfact's Rucksack v1.1, so it also contains all the features present on that version. While initially this addon was created for personal use, BadAss kindly granted permission to make it public. In order to differentiate this version from the regular MapFact releases he asked me to rename it to “WW4†instead of continuing the version numbering (which would make this v1.2). So, this is finally version 1.0 of the WW4 branch. Please refer to the “Readme_eng.htm†file in the “old v1.1 docs†directory (online version), in the linked file, for extended info and instructions about how to use this add-on. You can also find more information in the old release thread of v1.1. Also, in the included pdf you'll find a list with the class names of all the ammo. You can also read the file online here. The linked file below also includes a demo mission. Download MAPFACT'S RUCKSACK - WW4 v1.0 - http://www.mediafire.com/download.php?jmg4me45m8purk5 - http://www.multiupload.nl/ASISRBCMTJ More screens: ADDING RUCKSACKS TO YOUR MISSION Copy/Paste this in your mission's init.sqs: ; Init MAPFACT's Rucksack - WW4 ~1 [] exec "\MAP_Rucksack\Scripts\MAP_RuckInit.sqs" To add the rucksacks to units it's recommended that you use this script package: MAP AI RUCKSACK - WW4 It will automate the process of adding rucksacks and will also allow AI units to make use of them (so they can use the ammo stored in them when they run out of it). USE: [<unit>,<template to use>,<SD ammo?>,<HD ammo?>,<rucksack type>,<generic class>] exec "MAP_AIruckWW4\add.sqs" EXAMPLES: [this,"west_shadowops",false,false,"MAP_RucksackAlice"] exec "MAP_AIruckWW4\add.sqs" [e1u2,"east_army",false,true] exec "MAP_AIruckWW4\add.sqs" [unit1,"west_recon",false,false,"","sniper"] exec "MAP_AIruckWW4\add.sqs" Check the readme in the linked file for more info. DEMO MISSION: http://www.mediafire.com/download.php?uc8bkauh29oa9ts Includes the scripts MAP AI RUCKSACK - WW4, HEAL GROUP and an updated version of REASSIGN WEAPONS WW4. If you don't want to allow AI units to use rucksacks or you have your own method to add them, you still need to add this "fired" eventhandler to the units you want to use their rucksacks: _unit addEventHandler ["fired",{if (_this select 1 in MAP_RuckSackTypes) then {_this exec "\MAP_Rucksack\Scripts\MAP_DropMag.sqs"};}] HOW TO USE THE RUCKSACK To take a magazine out of a rucksack you need to do the following: Select the rucksack in the actions menu If the desired magazine isn't loaded, select the desired mag in the actions menu and reload it Fire the rucksack like any other weapon You will bend down and put a single magazine on the ground Pick up the magazine you just dropped. Don't take too long to pick up the dropped magazine, as it will disappear after a couple minutes. AIs aren't able to use the rucksacks. If you're the squad leader you can order an AI to drop a whole magazine pouch, so you can pick it up and drop single magazines yourself. Then order the AI to pick up those single magazines. Please use the med-kit only when you're hurt. Otherwise it'll be wasted. CHANGELOG WW4 v1.0: - Added support for WW4 ammo - Dropped magazines are a bit ahead from the player now, so they're clearly visible - Players can interact with dropped magazines instantly - CWA: Fixed player being stuck when placing or packing tents and camonets - Fixed instance where player wasn't able to pack something if he still had loaded (although empty) the thing that he wanted to pack - Minor corrections to stringtable.csv - Added Mine East CREDITS Original addon: BadAss, Flashpoint_k and raedor (see “Readme_eng.htm†for extended credits) WW4 version: kenoxite
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Hello, the "Dynamic-AI-Creator" is still alive and will come this year to ArmaII in version 2.1 I open this thread to inform u about some small changes in the new version and also to discuss with you about this DAC script-mod. The main focus for the new version is the faultless operation of DAC. In addition, there are also some minor news. For example, the appearance of the DAC-zones. So far, the zones could only have the following form: Rectangular and always oriented to the north (see pictures below)... In the new version you have much more options to create a DAC-zone: - Rectangular and oriented to any direction you want - circular (but no ellipses) - user defined shape of a zone The following pictures show you the expanded forms ... As you can see, especially a user defined shape of a zone is a nice, additional feature. With this method, you have unlimited possibilities to create a DAC-zone. A zone can assume any shape (closed polygon) as you can see in the next picture... Creating such a DAC-polygon-zone, is very simple. The principle is the same as the one used with the custom waypoints: Within a zone, the polygon is created with waypoints from a logig unit. That's all :-) I hope you enjoy the new possibilities :) Greeting Silola
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It consits of the following components: MAP_3DE The heart of it, of course, is the 3D editor by Silola MAP_EU The editorupgrade by Lester that also makes the Queens Gambit Objects available and adds some completely new objects. It is designed especially for the 3DE. MAP_3DEMAP A completely new island that has been designed with the 3DE by Sgt. Ace and MCPXXL. The whole 3DE project team did help with designing nice and playable locations. It's worth stating that none of the team has any experience with visitor nor island editing with the exception of Sgt.Ace who just made an empty island with textures for that purpose. All objects were placed with the 3DE, of course. DAC-Sectorfight MP-Mission At first just planned as a demo this island did develop pretty well. So we ported an almost forgotten DAC mission by Silola to the new island to have some fun after all the work on our project. This DAC sectorfight mission is included in the download package as well. As one can tell by the server frames the island's performance is very fine and the mission runs smoothly. Saying all this we are very proud of the outcome of this project. It is best played with mapfact addons + ECS. More info and pics can be found here. Don't forget to read the readme!!! Please keep in mind You are NOT allowed: to release a modified version of it. to release the content of the 3DE addon by yourself in any other form.
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Hosting Harvest Red campaign on a dedicated server
btutor posted a topic in ARMA 2 & OA - MULTIPLAYER
Is this possible? I don't see the individual mission files anywhere. And I didn't see it as an option on the missions screen. The files must be there since the dedicated server is just a base install plus a serve exe. I know I can host it from my regular install. But I wanted to offload the networking and AI workload to a dedicated server. Still a noob here, take it easy on me if I'm missing something obvious.- 2 replies
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Mapfact releases Dynamic AI Creator 2.0 for ArmA! Two years after the release of DAC V1.0 for OFP, we are glad to announce DAC V2.0 is ready to be downloaded by you, though the development took more time, than we thought. DAC 2.0 Features: # generate units and waypoints dynamically in AI-zones # highly dynamic game experience, because of AI-zones being generated at every mission start # dynamic decrease of unit number (infantry or vehicle groups) # freely chosen size and number of zones (modify directly in in-game editor) # every zone can be configured individually (modify directly in in-game editor) # up to four different unit-categories can be generated per zone # two zone types: unit-zones, waypoint-zones, can be combined # freely chosen number of unit-zones can be linked with each other # freely chosen number of waypoint-zones can be linked with unit-zones # freely chosen number of unit-configurations can be defined # freely chosen number of behaviour-configurations can be defined # freely chosen number of waypoint-configurations can be defined # movable zones (global troop movement) # size of a zone can be changed at every time # new behaviour-configuration can be loaded at every time # new unit-configuration can be loaded at every time # dynamic AI-respawn in camps generated dynamically (no respawn or camp limits) # freely chosen number of camp-configurations can be defined (by a maximum of six camp-upgrades) # camps can be linked to zones # AI-respawn also possible without camp # “Standby-mode†for zones, units are generated when needed # zones can be activated, deactivated as often as you want to # script, which can delete units (depending on time and/or distance) # user defined waypoints can be included # dynamic AI-addon is defined, possibility to choose between four difficulty levels # running on dedicated servers # dynamic weather script # control markers can be activated # freely chosen number of marker-configurations can be defined # new marker-configuration can be loaded at every time # radio messages and markers depending on chosen side can be activated # units placed in in-game editor can use DAC routines as well # AI conquers buildings # AI detects empty vehicles # AI uses empty static guns # AI uses smoke grenades # complete new routines for detecting the enemy # scripted artillery support for players and AI (static and mobile) # AI-(voice-) sounds can be defined on seven different situations (works with MP) # extended error handling (to avoid user input errors) # 6 configuration files for individual modifications # good MP performance More info and pics can be found here. Don't forget to read the readme!!! The download is located here and contains the following files: The DAC is again well documented as was the first version. Don't forget to check through the provided demo missions, those really _are_ helpful! Enjoy! ... and hey, guys, after 1.09: I doubt that release-mania already ended with DAC!
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Invasion of Europe What is this then? This happens only with the French vehicles!
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Hey all i was wondering does anyone know what version Armed Assault Gold edition comes in?
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