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=VG= SemlerPDX

VG Clan Member (Administrator)
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Posts posted by =VG= SemlerPDX

  1. Good suggestion, Ingo. Arma has over 8gb transfer going on while you play the game!!! That's a lot of load on the hard drive. I'm thinkin maybe 2 RAID Arrays - one Mirror for the OS (2disk) and a RAID 0 Striped (2disk SSD) and maybe Arma would run super smooth.

    And Window Ultimate does nothing for a PC gamer!!! Don't waste your money on overpriced Alienware crap unless you absolutely need a gaming-capable laptop for travel. That's the ONLY thing that company does well.

    Windows "Ultimate" is just a buzz word, the OS is for businesses, tech support, shit like that. They throw buzz words onto things so you buy it, or include it "for free" so you feel special, or so that $3000 price tag is easier to swallow.

    I love the technical support offer on that system, BLuD! You need that as the leader - 24-hour geek hotline!
  2. wow! That's a lot. I love the video card! You upgrading? And also, do you really need Windows 7 Ultimate - it won't be faster or anything. Just has tools for big business and crap. Then again, with what you do, maybe it has a feature you'd use. I dunno.

    Nice system!
  3. This thread is from 2010!!! And it is about a sore subject!! I lost my kitty (best cat ever, 4th one in my life...) this summer, was later found.............nuff said :'(
    My deepest condolences to all those who've lost a pet.

    This is a necro thread if I ever saw one, and I'm only happy to learn that Solar is doing just fine, as I assumed he was.

    By the way, Solar, while I've got your ear; Could you PM me/fill me in on where you left off with Arma 2 "XML" stuff. I am serious about spearheading this ASAP now that we are actively working on this mission on a scripting level.

    Please!
  4. Ok, we are compiling and collaborating with Google Docs with great success.

    For all those not on the CLAfghan Project Team, here is a link to a public suggestions format you can use to communicate ideas, parameter change suggestions, and concept suggestions.

    Please post all discussions here, but also post simple suggestion statements to be reviewed without comment here in the VG forum, AND also into the public doc I made for data tracking purposes. Here is the link for any and all interested:

    (this is helpful as we share all our scripts and changes through a similar format and can see/work with it better by having the public simply add a new suggestion to the doc when they propose an idea here on VG as well. We all review new doc there several times a day and it's instantaneous)

    https://docs.google.com/open?id=0BxdvT1LnhVKoNTZmOTkxNjctZDVjYy00MDY2LWI0YzgtYTc3ZGRmNjE2ZGI0
  5. wow...necro. This is way old! I certainly how he's been able to cope over the year.

    What have you guys lost/broken this past year that's rather valuable to you?

    I erased the MBR on my 1TB backup drive (including years of .docs, .excel, .pub, pics, vids from back in PR .95 - the whole deal.

    It sits on my shelf praying that I run it through a "data miner" to find any usable fragments.

    (MBR is like the table of contents for a HDD, data is still there but "unreadable" by standard methods.)
  6. Thanks Raptor! But all that isn't necessary. If you drop your first soldier on the map, he is now 1-1-A, next one is not in his group. So, all that is necessary is to place your group leaders in the order you want, then, in any order, start dropping all your different soldiers, medics, etc.

    Delete all their groups if they auto grouped to the nearest SL or just re-order them like this:

    First soldier grouped to the SL is #2 in the MP list. So, I've already grouped them in this way, very nicely, I might add.
    -SL
    -Medic
    -Eng.
    -Inf
    -Inf
    -Inf

    This issue isn't whether or not it can be done, and how; it is about the fact that there are placeholders that need to occupy a particular class (not so much class item, but for some of them) because they are called in the .fsm's and therefore subsequent scripts.

    If the function files think that 1-1-D is one thing, and I change it by adding all those human squad member slots from the 20 squadleaders they were at, I could break one of the functions.

    It's alright, I think I have this one in the bag. I'm just making my own global variables in the config and ensuring they can use the different "special" fuctions of their class and not the wrong ones.

    Again, I must say, Thanks for all the help and support! This is soo cool!

    I am gonna get right on that IED thing, but not to change it. I also have reviewed it since my last post and came to a similar conclusion - (but, one thought - give the engineer a probabilty 10 percent to accidentally blow the IED BUT, he gets a text hint, the custom sound of IED fusing, and at least 4 seconds before it blows)

    I also have to remove the CDF soldier cuz they are Arma 2 (vanilla) dependant and replace them with proper Arma 2:OA factions. Also, the MV-22 is still in the Vehicle Order list (derp) I forgot to remove it. This is all fun for me, so I really don't mind the "work" lol
  7. Here are the current issues I'm looking at:

    -Squad Leaders should be the only ones who can lock/unlock any type of vehicle period.

    -Commander is only one who can get into the Command MEV (I've already got this finished in my current set, no help needed here)

    -There needs to be an in game way to view the squad list/and who is in what role similar to what we see when we first join the server and pick our MP slot, use the 1-1-A info each slot has to display a list in game. Review the COIN interface that already exists.

    -Spawn on Squad Leader (not all squad members!) This could replace the button in the COIN that is currently used for FOB. It's the bottom right button of 4 (BASE, MHQ, RALLY, FOB)

    -I broke the Squad Leader special ability for several Squad Leaders, as in, the game doesn't know that those slots (i.e. 1-1-H) are SL's cause he made the first 19 slots have this ability - by adding squad member roles, they all got shifted, and I didn't respect that when I added them. I want to reorder it so the list still looks as good as it does:
    --Infantry Squads listed first in this order (SL, Medic, Engineer, Member 4, Member 5, Member 6.
    --Sniper Squads (Sniper Team Leader, Spotter)
    --Crewmen (Crew Team Leader, Crewman)
    --Pilots (Pilot Wing Leader, Co-Pilot)
    --Commander (Last Slot, Bottom of List)


    -Lofty, but good idea: The total number of attack aircraft allowed right now is 2, would be nice if this increased (mid-game) if player number was > 18


    -Supply Drop C-130 crashes into the high mountains. We increased the start altitude for the UAV for such reasons, need to find out how to for this one as well (i looked, no easy parameter - lots of logical statements, so gotta dig a bit for this one, would love some help)

    --Squad Leaders should be the ones to place a Rally Point, shared by everyone but these rally's are heavily scripted as they include the "Choose Pre-set Loadouts" function. Currently, it seems to be player based, only you can physically see your own rally point, or use it.

    ---BIG ONE, want this fixed ASAP! The display that pops up on your map shows X COORDs and y COORDs is staying up way too long, and I'd love it to be on the left of the screen. Although, it looks like it's slaved to that brown notification window that appears after "reading a sign" and clicking 'continue'. Either way, it stays up too long. If we can't move it, make it disappear in around 5 seconds. Just find the param and we'll try out a few different settings.

    --I thought only engineers could diffuse IED's? Last night, Raptor in the US Sniper Team Leader (fully working proper Squad Leader inits and functions) actually had the option to Diffuse or Blow an IED. Gotta check this out, only Engineers should be able to diffuse, everyone else should have to blow it up with heavy ordinance (risking exposure). Also, lets test if a satchel can blow one, or if we need to add a mod/script to allow that.
  8. Kane, by your statement, "reinstall", I take it you don't have the Steam version. Neither do I.

    That's actually the least complex to add mods. Say, @JSRS, you're gonna need @CBA to be running as well. You may have placed these files or folders in the incorrect location.

    This is NOT difficult! These @SOMEMOD folders simply sit in the same program folder as the game, were the .exe icon that says ArmA2 resides. My program folder has many of these, they just sit there. These mods aren't "installed"!

    Therefore, you either launch the game regular, or launch the game so it also loads one or more of those @SOMEMOD folders. I like icons myself, but I am fast realizing that if one becomes a mod crazy nut like myself, I'll need to eventually use a launcher. For now, I just paste a command line into a copy of the startup icon for Arma.


    Very simple, I just add the line:
    -mod=@Clafghan;@CBA;@BV;@JayArma2Lib;@JSRS-E;@JSRS-V;@JSRS-VW;@JSRS-W


    According to SavageCDN, this is a good example of a multiple mod launch command. The special Map loads first, followed by Community Base Addons, Blast Core Visuals, Jaynus's Arma 2 Library, and finally Jarhead's Sound Redeployment Systems.

    Make a copy of your Arma desktop icon, add the mod comand line (similar to above, but lising the mods you want) after the path "Arma 2/blahblah/pathtoexe/Arma2.exe" -mod=........
    Looks like this, as you can see, I have many ways to start my game, all with the click of an icon for however I want to play:


    This is because each one overwrites how the game is loaded, from left to right. I'd be happy to help you get this up and running, Kane! Hit me up on TS3 sometime and I'll get you going.
  9. Good. You can monitor and admin the server....lol. I'm going to take a nap. Some missions are screwed. I reviewed what I thought was all of them, and there are 8 more dynamic missions I didn't go over! Amazing! So, if it gets hung up, just Suicide till the death count reaches 16 and the mission will end, next one will start. Will add a function for the Commander to do this, perhaps locked to one of us - at least till we've gone through each of these 16 missions. It's hard cuz they come up random, so when I wake up, I'll test them one by one (the 8 I didn't that is).
    Note the "description" of the mission, that "wording" is something I can search for to find the bug - you cant call it the "cache mission in "XTOWN"" cuz in the text that reads (percent sign)1.

    Here's the framework if anyone wants to create one of these dynamic missions. It's easier than you think if you're already familiar with scripting. Help us make this dynamic game mode more ever changing!

    // by "your honorable name"<br /><br />if(not isServer) exitWith{};<br /><br />_location = _this select 0;<br /><br /><br />EnemiesSpawned = false;<br />[_location, 5] execVM "scripts\missions\spawn_enemies.sqf";<br />WaitUntil{EnemiesSpawned};<br /><br /><br /><br />///////////////////////////////////////////////////////////////////////////////<br />//<br />// here goes your code.<br />//<br />///////////////////////////////////////////////////////////////////////////////<br />// <br />// to let the mission successfully complete, set<br />// tfor_missionstate = "SUCCESS";<br />//<br />// to let the mission fail, set<br />// tfor_missionstate = "FAIL";<br />//<br />// You can also check for<br />// tfor_deathcount > tfor_max_death_per_mission (set as mission parameter)<br />// to let the mission fail (or any other int value)<br />//<br />//<br />// Then add the filename of this mission into the tfor_missions array<br />// (scripts\missions\missionmanager.sqf, somewhere about line 10)<br />//<br />// and add a respective task to the switch-case-structure in<br />// scripts\missions\tasks.sqf <- should be self-explaining, just copy and paste<br />// an existing task and modify the text.<br />//<br />///////////////////////////////////////////////////////////////////////////////<br />//<br />// NOTES:<br />//<br />// spawning enemies happens at the lines 8-10, however<br />//<br />// you can spawn (manned) vehicles by<br />//   group = [type,side,position,spawnradius] call spawnVehicle;<br />//<br />// you can spawn infantry by<br />//   group = [side,groupsize,position,spawnradius,"militia"] call spawnInf;<br />// where the last parameter is optional and let spawn militia units if side is EAST<br />//<br />// for every object/unit you dynamically create, you should run as well<br />//   [<objects>] spawn tfor_cleanup_after_mission;<br />// so that it gets deleted after the mission is over.<br />//<br />///////////////////////////////////////////////////////////////////////////////<br /><br /><br /><br />/******************************************************************************<br />// One Example Mission: Destroy an ammo cache;<br />//<br />// cache destroyed -> mission successful;<br />// team dies more often than set by tfor_max_death_per_mission -> mission fail<br />//<br />// Then your code should somehow look like: <br />*******************************************************************************<br /><br />// create cache<br />_cache = "TKBasicWeapons_EP1" createVehicle position _location;<br /><br />// let spawn some guards<br />_guards = [tfor_enemy_side,5,position _cache,20] call spawnInf;<br /><br />// mark guards and cache for cleanup<br />(units _guards + [_cache]) spawn tfor_cleanup_after_mission;<br /><br />// Waituntil cache destroyed or team died too often<br />While{damage _cache < 1 && tfor_deathcount <= tfor_max_death_per_mission} do {sleep 5};<br /><br />// tell the mission manager the mission is over<br />if(damage _cache >= 1) then {<br />    tfor_missionstate = "SUCCESS";<br />} else {<br />    tfor_missionstate = "FAIL";<br />};<br /><br />******************************************************************************/
  10. here's the raw notes....it's in reverse..will make a better post/edit it tomorrow, but I think you'll like it.
    Squad Leaders can call artillery strikes, 32 rounds per hour, from 4 cannons, up to 4 rounds each per launch - 3 types of shells, not simple arcade interface, and not lame and complicated like ACE...

    player createDiaryRecord["Diary", ["Artillery","7. Press 'Execute'."]];
    player createDiaryRecord["Diary", ["Artillery","6. Hit 'Confirm' to apply those settings to the marked cannons."]];
    player createDiaryRecord["Diary", ["Artillery","5. Set cannon-specific data: number of shells for each cannon to fire, spread."]];
    player createDiaryRecord["Diary", ["Artillery","4. Select the cannons to fire from the cannon list on the left-hand side. Mark a single cannon by left-clicking on it, mark multiple cannons by holding CTRL while your left-click, mark multiple consecutive cannons by holding SHIFT while left-clicking."]];
    player createDiaryRecord["Diary", ["Artillery","3. Open the interface, type in the spatial data - your own coordinates, presented in the two coordinates 'x-ray' and 'yankee', are displayed in the upper middle of the dialog, or when you open your map, at the top right corner of the screen."]];
    player createDiaryRecord["Diary", ["Artillery","2. Range your target (e.g. by using the rangefinder)."]];
    player createDiaryRecord["Diary", ["Artillery","1. Get Direction to target (use your compass)."]];
    player createDiaryRecord["Diary", ["Artillery","Artillery Usage:"]];

    Also, airstrikes are ordered by Forward Air Controllers and Snipers.

    Squad/MP slots are:
    -4x 6 man squads (each have a SL, Medic, and Engineer role and 3 specialists)
    -3x 3 person Armored Crewman Teams (TL responsible for Asset Allocation to crew, or they operate one vehicle, whatever you want)
    -3x 2 man Air Crews (One Pilot, One Co-Pilot)
    -2x 2 man Sniper Teams (One Sniper, One Spotter) Ghille Suits
    -One JOC Commander with many team support abilities (but so far, this UAV script hates these 3000m high mountains and valleys!! All his other crap works great)

    Join up on the Domination server and read the signs next to player spawns to learn more. I'm off for the night, will finalize dedicated alpha server testing tomorrow - only 3 minor changes/additions on the list!! WOO HOO!!!
  11. The mission is like a cross between Domination, Arma's very large maps, and Project Reality with it's squads, loadout kits, and playable Commander. Everything from the order of missions, enemy presence at AO's, enemy patrols, and even IED placement is dynamic - as in, it will be different every time.
    Squad Leaders request vehicles and fire support from the (player) Commander; Medics heal (MASH tent heals one fully); Engineers can diffuse IED's and repair vehicles (to a degree); And when server numbers drop, players can recruit BLUFOR AI units to assist and fill squad positions - even provide Air transport!!!

    It does require the addon map, CLAfghan, which you can download here:
    Armaholics: CLAfghan

    Only a few bugs and kinks to hunt down, but I cannot locate them on my own - we actually have to play the game. Technically, this will be my first time playing the mission through.

    This is a 20x20 kilometer map - 400 square kilometers! Here in the Korangal Valley, the mountain ridges force helicopters and certain air vehicles to make use of the valleys as thin air at extreme altitude makes rotary lift impossible.



    (yes, that is an MV-22 parked at that hangar in the distance! And those Chinooks can load ammo boxes and lift all vehicles but Tanks)
    s/f
  12. Time flies when you got your brain wrapped around a bunch of .sqf script files I guess.... !alcoh
    I have a BETA ready to test, and an ALPHA waiting for approval.\

    One thing I need is a Teleport Flag at South Airbase and another at Camp Branca - only to teleport between those two flags, not parajump anywhere.

    I recall Poffadder installed one on Domi from Main to POFFOB....could someone (one of us scripters, that is) nab that for me? I'll throw it in tomorrow before we launch the Final BETA tests. If not, I'll hit up the forums again tomorrow.

    See you all in about 6 hours.

    [EDIT: I figured out the bugs in my Teleport script - much thanks to Poffadder and PITN for the tips! I've already adjusted it and now it works perfectly!)
    I'm so proud I could just poop! Here's my very own, and first (self made), script (now including someone elses randomization parameters so he spawns 2m from flagpole):

    // by SemlerPDX<br />// Allows players to teleport between South Airfield and Camp Branca by selecting the option on the flagpole at each base.<br />// The player appear 2 meters from the flagpole, so it's not sticking out of his back when he gets there.<br />// Flagpoles each need to be named NEFlag and SEFlag, and their init line should read, respective to each flag:<br />//    INIT: this addAction ("Relocate to Camp Branca","scripts\TeleportNE.sqf";);<br /><br />// Make the Teleport Scrit File called TeleportNE.sqf placed into scripts folder:<br />player globalChat "Relocating to Camp Branca...";<br />vehicle player setPos [(getpos NEFlag select 0)+3,(getpos NEFlag select 1)+3,(getpos NEFlag select 2)+0];<br />

    !yahoo
  13. Thanks to much help from Poffadder and SavageCDN, I have been delving deep into Arma editing "training" and feel I now have a more than basic grasp of the concepts and things I can do. I am still studying AI mods like GL4 and DAC, and though I don't understand yet how to create scripts like those I work with, I at least know how to work with them and those I find online.
    !cheers
    So...I am (for the moment) benching my Vietnam "Mod" project as PITN has shown me a dynamic mission that I can adapt easily to be a great modern warfare mission on any map we wish. I am going to find a good Kunar Province (Korangal Valley) map today, port it over, and should have public tests up by this evening/tomorrow at the latest. I hear CLAfghan is about the best, but EBanks made one as well.

    The big goal is to find something that will draw more players and be a more "dynamic" experience - as in, it will be different every time.
    A mission that on startup randomizes everything from roadside IED's, enemy vehicles and aircraft presence, loadscreen texts and loadscreen pictures, etc. This guy really knew what he was doing when he made this mission, and encourages it's use and modification by the community. (he only asks that his name and version number be removed from it, and credits attributed)
    At the moment, it starts off with NO armor or Aircraft/Heli. I am going to review that in testing, though as this is supposed to be an infrantry "rapid response" operation, I understand why - but I may add one or two light armor and aircraft if it's needed to help gameplay at the start of the mission(s).

    As the mission starts off more like an online SinglePlayer campaign, with no squads for online players to group up in, it will take some vision and modification to be a true teamplay/cooperation mission.

    I must add that, left and right, I see elements in this mission that remind me of BF2: Project Reality and the elements that make it such a great multi-player wargame. This may turn out to be a good starting-off point for PR players to get into the Arma experience.
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