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Thanks man I will test that, although I did it by another way, but your answer is more accurate.
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Not sure I completely follow but if you want the intro movie to play prior to briefing the mission has to have intro; as in a player and a end#1 trigger placed on the map in the 'Intro' section of the editor, and then add a file initIntro.sqf in which you add:
Code: [Select]
whateverglobalvariableiwanttousetoendtheintrowith = false;

24 cutText ["", "BLACK OUT"];
_video = ["videoname.ogv"] spawn bis_fnc_playVideo;
waitUntil {scriptDone _video};
sleep 4;
whateverglobalvariableiwanttousetoendtheintrowith = true;

And in that end#1 trigger's condition field whateverglobalvariableiwanttousetoendtheintrowith
:dunno:
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I set an intro in start of my SP mission, it doesn't include any camera, actually a video plays at start of mission intro using this code:

Code: [Select]
24 cutText ["", "BLACK OUT"];
_video = ["videoname.ogv"] spawn bis_fnc_playVideo;
waitUntil {scriptDone _video};
sleep 4;
24 cutText ["", "BLACK IN"];

but after video ends, player appears, which is a rabbit as I set! I want intro automatically skip after video ends, or skip in for example 30 seconds after mission intro start, then player lead to briefing screen and start main mission content from there.
thanks
4
Arma3 - Single Player Beta Testing / Re: [SP] Up to No Good
« Last post by h- on 29 Jun 2015, 17:18:28 »
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I did once order column (or is it file) formation to have him stay behind me because he kept trying to pass me up at one point while we crawled after the target was down.
The problem is that stealth mode acts pretty much like danger and the only way to keep Stranger from doing the 'go - I'll cover' stuff is to keep him in diamond formation (which is the only formation you can have your squad AI to actually follow you in danger mode).

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I thought about asking why I had a sniper rifle while this is a Forward recon target but held back since we ARE an actual sniper team
Well, an actual sniper would carry an AR with him too but since BIS are only now getting the pistols to actually appear in the leg holster pretty sure adding a secondary primary weapon is not going to happen any time soon..

One reason the first update to this mission was delayed was because I got sucked into trying to make this secondary primary happen, I actually got this | close to getting it work but couldn't wrap my head around how to keep the ammo count correct (the weapon switching involves deleting and creating weapons so you would always get a full mag) and the really annoyingly clumsy animation system because you have to spend enormous amounts of time (and code) trying to find correct anims for every single god damn situation..

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After playing Dayz
* gasps *  :o

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I mean in "Reality" each man knows his limits and can muster the energy, with adrenaline, when having to sprint across an open expanse and then rest on the other side
Yes, this has been a big argument for having a visible fatigue meter which of course is mouth-foamingly ranted against by all the "NO 'CAUSE RELAISM/GUI CLUTTER!!11!1!1!!!" people..

However, simulating 'second wind' or adrenaline is a tad impossible since how would the coders tell when you're running for your life and such...
I actually thought of doing this with a "if run buttons held long enough after full fatigue -> give 'second wind'" but it's a tad complicated due to cumbersome way key events work.

Fatigue is nice as an idea and all but the implementation could use some work.

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but that pea soup NVG screen is horrible for gameplay, period.
Ok, ok, true true.. :P
I have been trying to have the game itself control the rain, full overcast and rain on auto but it's kinda annoying because it does the rain in pretty consistent intervals and always the same way; starts from 0, goes to full and then goes down to 0 again..

Genius BIS have added commands fogForecast and overacstForecast to return the weather forecast data for those components but no rainForecast  :D  ::)
Sometimes I really have to wonder the lack of logic in their actions..

Their AI lead guy did however confirm that rain drops don't have any adverse effect on AI NVG vision.
So here's hoping they fix it, even though it's probably not too simple because the peasoup NVG only happens when the lighting is 'correct' to cause such event so it shouldn't happen always. So not holding my breath on this one..
I however made my own crappy 'fix' for this although it is limited to what can be achieved with scripting (basically the rain affects the AI's spotDistance and spotTime skill).

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It doesn't when you go to the windmills though.
I have now set this up differently, you get two exfil points you choose from, neither are where you start from and one is closer to the castle and the other closer to the windmills so you can select the one to go to.

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You really should plant that target near a window and make the player find the right angle to spot "him"
I'm assuming you have not actually reached OP2 and observed the target because when the target is at building 2 or 3 he will be clearly visible in a window (and the only one in the town wearing a beret, he is sitting in front of a laptop and sways and moves about in his chair). When he is at building 1 you shouldn't even be able to see/get him from the windmills.

He's not visible through the window if he's at building 1 hence the very obvious guard detail (also, this mission was originally designed to be completed by using a UAV but couldn't make up a believable reason why you wouldn't just launch the UAV from where you start and never move a muscle and since setting up the target building is quite tedious work didn't wanna redo it again..)

So you can snipe him if you're skilled enough when the target is at building 2 or 3, you have a thermal sniper scope in your inventory, it just completely sucks as it has no zeroing and no way tell by distance where the projectile will land so most likely what happens is you just alert the guy and he bolts (which is why Ghost laments about not having a proper night time scope in the briefing stuff).. Events only detect the target's death, not what it was hit with.
However, there's a "bug" in there (iDumbAss oversight more like) making the target unkillable prior arty hitting the building so you may wanna try this after the next update  ::)  :-[

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Oh, and I did check my map while the ordinance was on the way and heard Ghost chasten me for removing the red dot. Clever add there.
I thought you'd like it.
It was actually Stranger telling you to quit monkeying around. I originally had a punishment for this if you swayed off with the laser enough times but didn't really know what kind to use so removed it..
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Arma3 - Single Player Beta Testing / Re: [SP] Up to No Good
« Last post by savedbygrace on 29 Jun 2015, 01:46:18 »
Yeah, I have made several tired posts before just to get some feedback to the mission maker and I usually came off as retarded or angry.

I DO have the marksman DLC since I got the Alpha package, all DLC's are included. I thought about asking why I had a sniper rifle while this is a Forward recon target but held back since we ARE an actual sniper team. The gun and 10 round mag were not real problems to be honest, It just took several rounds for me to realize the rifle had a minimum range of 300, and had to fire low at most targets. I hate pistols because, well they just suck at anything over 10 meters if you're not careful enough to get head shots, and let's face it, with that screwed up fatigue system, who can?

I have always liked stormy missions, since they add so much to the atmosphere, but that pea soup NVG screen is horrible for gameplay, period.

I absolutely enjoy trying to weave in and out of patrols, except when I can't see them. I have NEVER depended solely on AI for enemy spotting. Ever since OFP, I have always sprinted flank or point of my squad, despite the squad leaders insistent orders to return, in order to spot and call out enemy for the AI. If the commander does not know about them, they will not engage. I made sure he knew where they were and I would pick my targets quickly but carefully, making sure I was using solid cover to my own advantage against the super AI vision. They may know my location but If I have a tree or wall or rock as cover, it doesn't matter. I pick off anyone trying to flank us while dropping others as I can.

At first I did not touch any formation or stance commands for stranger. When I spotted him standing to catch up, I ordered him to go prone. I never touched the behavior though. I know the enemy will engage when they are fired upon anyhow. I did once order column (or is it file) formation to have him stay behind me because he kept trying to pass me up at one point while we crawled after the target was down. I then ordered him to wedge (not knowing the starting formation).

If you're not adjusting anything with scripts then, I suppose the only arguments I have is not being able to see well enough to choose my firefights. And being forced to exfil to a position closer to the target than what I am. After playing Dayz for so long, I got use to sweeping wide around player occupied towns in order to move onto the next one, so pulling so far back away from the AO is not an issue. Except that I can't see and I chose to increase the speed while crawling since the fatigue is unpredictable (you never know when it will force your character to move slow), I mean in "Reality" each man knows his limits and can muster the energy, with adrenaline, when having to sprint across an open expanse and then rest on the other side. Not in the Armaverse though. This whole fatigue shit was why i never played the ACE mods. I hated them trying to govern my movement.

You're exfil logic makes sense on the OBS point in the castle. Move in, order the drop and move back to that safe point. You can use the cover of the gullies if you want. It doesn't when you go to the windmills though. That whole hillside is exposed between the exfil and OBS point. So my first thought was to distance myself quickly from the AO in a straight line and work my way around in a wide arc, hoping to avoid the suspicious patrol areas. The whole vision deal was a breaker at that point.

Right before I aborted, I had gotten Stranger and myself to an abandoned house and instantly thought to wait out the storm and keep my eyes on the windows til it cleared up some. I could regain my energy, plan out which structure I would move to next(in a crouch) and repeat the strategy. My then only fear was running out of ammo for my rifle and having to either switch to that shitty pistol, relieve Stranger of his only defensive weapon or scavenge the dead for their gear. That's where the whole ideal of off and on rain spawned from. And it was one I was willing to endure for the sake of reality but I didn't think you planned on easing the rain up at all. So I didn't waste any more time in there.

To be honest, I'm moving to fast I think. The whole pea soup NVG screen makes for an unfair advantage and a gamble when choosing routes. And I simply fast forward while crawling to get it done with. I thinks it's at that point when a real recon team would risk burying themselves deep enough into a thicket off of any trail rather than moving blindly into stirred up swarms of angry, meandering patrols. Especially if you have only brought a limited amount of ammo and must choose your engagements carefully so as to not deplete your only chance of escape. I think if the player knew there was a chance the patrols would calm a bit after several hours of searching, or the rain would slow to a sprinkle at some point, he may be willing to wait it out in a hiding spot, and should be rewarded for such patience.

It's your mission though. Also, I don't usually hold back on feedback. I simply try and find constructive ways with offered suggestions to mention the things I don't care for.

Another thing. I was not sure at first, how else you could do it but now that I think about it. The whole spotting the building idea and knowing instantly that it is the correct one, is crap. You really should plant that target near a window and make the player find the right angle to spot "him". After all, you did go through the trouble of adding an intel image of his person so that the professional could properly identify him. You would then present him with the opportunity to snipe him or drop the ordinance. It would also extend the play time of the mission a bit before the challenging but boring exfil.

This mission should be less about the actual target and more about the escape and evasion. Because before the eyes in the sky arrive, it's not so difficult to pick and choose your paths to avoid the patrols. And with the whole Arty deal, there is not much skill in accomplishing the task, it's nearly automatic. Oh, and I did check my map while the ordinance was on the way and heard Ghost chasten me for removing the red dot. Clever add there.

Holy crap that was a wall of text. Sorry bud.
6
Arma3 - Single Player Beta Testing / Re: [SP] Up to No Good
« Last post by h- on 26 Jun 2015, 21:07:13 »
F'IN TL;DR  :banghead: :cop:

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I end up having to rely on Stranger too heavily, who always seems to lag behind.
I always rely on AI spotting stuff because they are, and have been since OFP, far superior at that.
Usually when I play BIS campaigns and such I tend to have a AI 'FO' team ahead of me as spotter/cannon fodder, if possible.. :P

Also, Stranger's skill is at full 1 to make him a bad ass SEAL he is (since the whole premiss of the mission is what it is I'm assuming all of them; Bravo Six and the sniper team are SEALs which kinda allows the speciality of the actions they take. It was all more clear when this was a campaign on "paper" [means my brain])..

At what combat mode you command him in?
Because the default Stealth + diamond formation should keep him at yer heels mostly. Of course when he spots enemy he gets all BIS'd and may lag behind because of that until the threat dissipates..
Also even though I use a script to alleviate his fatigue burden (as AI doesn't know how to manage it by other means than selecting less taxing terrain to move over, which may also cause him lagging behind I guess) he may get fatigued enough to slow down a bit for a while.

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BUT, when they are flying patterns over the immediate AO and I am 2.5 clicks south of the target or maybe a click south of the assumed AO, they should have no reason to adjust their flight patterns to extend to my area if not spotted.
Well, that should not happen unless infantry spots you because the chopper script (well, fsm) is limited to 500m, after that it's RV engine doing it's thing, and the UAV has no scripted behaviour. Infantry has a custom "event handler" if they spot you, and another when they fire their weapon at you at which point you have about 6 seconds to kill the guy and his group or everybody will know exactly where you are (simulating them screaming on public radio they see an enemy fucking snipers!!!111!11!1!!!)..

Mind you though that both the flying vehicles have several 'Search & Destroy' waypoints with large placement and completion radii which they loop after they appear at the AO so their flight patterns are not scripted at all, just the engine doing their waypoints so if they seem to hunt you it's the game itself, not me..
However, when the chopper spots you once you're pretty much screwed (which is basically unavoidable I guess).

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Perhaps the only way to fix it is to exclude Stranger from the script?
There's no other scripts running on Stranger than the "fatigue fixer" fsm. So what you see him doing is BIS AI..

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Task the player with fleeing the AO instead.
Ach, right, so I kinda got it almost right :P

Well, the thing is though that since you're deep behind enemy lines you (well, at least me) would act like a wild animal and return the way you knew was safe just before, instead of just running into something unknown...
Obviously the mission is designed so that you really shouldn't take the straight line back to Exfil though. Not sure if succesfully since I didn't wanna make it obvious by spawning 100 enemy troops at the direct line.

Well, I could add a "hold on guys, we have a new safe house/pos at blah blah, head there" thingy..  :hmmm:
Maybe make that random too..

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I engaged a patrol or two on the exfil and must say I liked those engagements since they broke up the crawling monotony, but the rain ruins the gun play.
I have to say when I play this I don't crawl at all, I mostly move at crouch (I click my own waypoints on the map, you know, left shift + mouse button, basically move from forest to forest). Faster/longer jogs on stand + weapon lowered to alleviate fatigue. I guess running with binocs or pistol causes less fatigue too..

Of course I have an advantage of having a massive amount of debug stuff shown to me, as in I can see exactly where each enemy group is moving if I want to (which I considered adding as a sort of cheat if you pick up a enemy GPS, but didn't).  :D

I myself use a 'Normal' difficulty setting modded to 'Veteran' except for the multiple saves so I save a lot to avoid the annoying "oh-I-died-love-to-revert-to-an-hour-ago".. It's still a game ffs..

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.Allow the rain to pour,slow,stop,slow,pour,etc. Off and on to allow the player to plan routes to engage, fallback, engage, fallback, etc.
I have to check how lacking BIS weather scripting is but this does give me (way way WAY too many) ideas..
Like controlling the rain on enemy density near player etc. insane stuff  :D

EDIT:
Oh btw, please inform if you have the Marksmen DLC or not because I just realized if you do the whole thing is a tad more challenging maybe as you get a 10-shot sniper rifle instead of 30-shot marksman rifle..

I have to say again that this whole beta testing thing is awesome, really love the '3rd party' take on this thing because obviously you get a bit tunnel visioned when developing something alone..  :good:
I hope you're not holding back on your criticism because I hope for full honesty  :cool2:

EDIT2:
Well lol, I was tired friday but never realized how badly because I barely remember making this post..
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Arma3 - Single Player Beta Testing / Re: [SP] Up to No Good
« Last post by savedbygrace on 26 Jun 2015, 19:23:29 »
I forgot about those darn thermals. Makes perfect sense why they would spot me through the rain then BUT, when they are flying patterns over the immediate AO and I am 2.5 clicks south of the target or maybe a click south of the assumed AO, they should have no reason to adjust their flight patterns to extend to my area if not spotted. Its okay as it is, to be honest, but the heavy rain makes it difficult to spot enemies before they spot me first. I end up having to rely on Stranger too heavily, who always seems to lag behind.

Strangers AI is okay for the most part, it's just that he often does stand up to catch up or kneel at trees which causes me to assume the AI script is reading that position and using it against my own efforts at stealth. Perhaps the only way to fix it is to exclude Stranger from the script? Don't know.

What I meant by that gibberish(I was half sleepy), Was that instead of having an exfil point, Task the player with fleeing the AO instead. This way he can choose which ever path he wants and as long as he puts a certain distance between him and the target, the mission will end. Like a radial end trigger. Player not present. Or distance check...player distance target > 3000.

I engaged a patrol or two on the exfil and must say I liked those engagements since they broke up the crawling monotony, but the rain ruins the gun play. It's okay that you like to annoy but when the screen is all fuzz, its not fun to play on your playground. You could compromise?...Allow the rain to pour,slow,stop,slow,pour,etc. Off and on to allow the player to plan routes to engage, fallback, engage, fallback, etc. Letting him reach shelter as the rain increases, and run for it when ut slows. Just idears.
8
Arma3 - Single Player Beta Testing / Re: [SP] Up to No Good
« Last post by h- on 26 Jun 2015, 08:21:13 »
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That was more than likely coincidence.
The 'rain whine' is controlled by the rain (via a trigger) so when the rain reaches a certain amount Stranger complains about it. It's impossible to detect if someone is talking so it can overlap with other discussions. However if a scripted discussion by me is going on Stranger should wait for a spoken sentence (by Ghost) to end before saying his.

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They SUCK!!!!!!! Through that much optical interference, the uav and/or helo can see prone crawling bodies, and it is ridiculous.
What Ghost says is actually more of a sarcastic remark than based on a fact because this is yet another BIS'd feature within the AI as the rain does not affect their night vision at all.
I guess I should just make a bug tracker ticket about this.

I've been thinking of adding a shoddy self-made fix for this as in A3 you can adjust the AI's skill by individual skill (aiming accuracy, spotting capabilities, etc..).. Not a fan of removing the rain because I like annoying people  :D
It was originally meant to be randomized so you usually wouldn't get the full rain..

The helo can see because it's seeing is mostly scripted (although it's sight is distracted by the rain among other things), and when it sees you it relays the info to everybody. Also both the helo and the UAV have thermals so the rain actually shouldn't affect those anyway..
The chopper is fickle because if I lower it's spotting capabilities (scripted) just a bit it becomes a harmless flying brick, up them just a tad and it becomes all seeing terminator..  :dry:
I'd rather keep it at latter because it makes the mission much more challenging.

The UAV uses the basic engine spotting stuff so it has nothing scripted.

EDIT/
Yup, the rain doesn't affect the vanilla AI's night vision.
DURR, it doesn't after all..
So yeah, nice design there BIS...

What we're experiencing in this mission might be that when the arty hits the enemy gets a very small knowsAbout boost (0.106) meaning it now knows someone is somewhere which doesn't trigger any of my scripted behaviour stuff but might trigger some in-engine stuff like make the chopper and UAV concentrate on the rough area they think the enemy might be. :dunno:
All groups share knowledge so if one group spots you the information is relayed (with a delay) to everyone else (which is already kinda done by the game engine itself but made it a bit hightened). So if some group sees you in the distance (get say knowsAbout 1) then all of the groups will soon have that knowsabout which already makes them wanna investigate if close enough.

The UAV is kinda controlled by a AI UAV controller so when the UAV sees something, he sees something and in turn everybody sees something after a while..

I'll think about doing something to the rain (randomize it or something) and maybe tinker with that AI infantry spotting stuff to make it more affected by the rain.

more tl;dr (click to show/hide)
/EDIT

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The exfil should also be changed from having to reach a point closer to the AO when I have already crawled further away to having to distance my team so far away from the AO in any direction before the mission ends.
Somehow I'm not able to make any sense out of this sentence...  :dunno:

You mean the exfil should be somewhere closer to which ever OP was chosen?

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I was over 3 clicks south of the AO
Huh?
When using OP2 you are about 1.1 km away from the exfil, I myself use very wide runs when playing this mission and I have never gone further than 1.9km from the exfil.
Well, there is secondary exfil if the primary gets over-run by enemies which is about 1km south from the primary..

There should also be a AO limit so can't even go insanely far away but I may have never tested whether it works :P

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Unfortunately, Stranger likes to kneel when he gets within a meter of a tree and peek around it at some unseen ghost.
Even if on Stealth?
Never actually paid much attention to what he does, apart from being annoyed as the idiot starts shooting at the helo if it passes right over us because the 'hold fire' uses the 'hold fire - defend' method :dry: so you can't order the AI to absolutely hold fire unless scripted.

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I chose the windmills as my attack point.
There is actually a very short 'cheat' in the very beginning of the mission that tells you in which building the target is :P
| = choose OP1, || or ||| = choose OP2..

Put it there if someone wants to play test both OPs you can hit 'restart' until you get the one you want.
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Arma3 - Single Player Beta Testing / Re: [SP] Up to No Good
« Last post by savedbygrace on 26 Jun 2015, 06:58:21 »
This play through, I chose the windmills as my attack point. I DID notice the enemy patrolling before the arty this time, which made it slightly more difficult. You state that you adjusted some timing issues with the audio, I wasn't focusing on that portion but I did notice that stranger mentioned the rain just as I called in the arty. That was more than likely coincidence.
Once the steel rain was delivered, I was able to withdraw away from the OBS point, south for 1 click before the helo and UAV arrived on station. I then stayed prone. Unfortunately, Stranger likes to kneel when he gets within a meter of a tree and peek around it at some unseen ghost. The rain was so bad that it made it feel like i was watching a screen of static. You also say the enemy has just as much trouble seeing through it, I declare you wrong. They SUCK!!!!!!! Through that much optical interference, the uav and/or helo can see prone crawling bodies, and it is ridiculous. Even the soldiers can see us over 200 meters out while we are prone. The fact that they can see me and I can't see them until their muzzles flash tells me that its bullshit. The rain must go. It is not fun, it is only immersive in the beginning when trying to approach the OBS points undetected.
The exfil should also be changed from having to reach a point closer to the AO when I have already crawled further away to having to distance my team so far away from the AO in any direction before the mission ends.

Aside from these points, I see nothing wrong with it. I was over 3 clicks south of the AO when the uAV somehow spotted my team, and sent patrols my way. I ended the mission there without officially ending it.
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Arma3 - Single Player Beta Testing / Re: [SP] Up to No Good
« Last post by h- on 22 Jun 2015, 09:04:42 »
First post updated with new version.

Took way too long because I tried to implement a couple of cool(ish) features but got prison-raped by the RV-engine/scripting engine so had to scrap those after all..
Also the squad radio has been broken on dev-branch for like 2 weeks now making commanding AI pretty tedious a task so play-testing has been pretty low..
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