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Arma2 - Single Player Beta Testing / Re: [SP]Back To The Past
« Last post by KEVIN_OFP on Yesterday at 01:44:46 »
Thanks savedbygrace for easy demonstration, I detached the old zip file.
Since I made more mission related changes/fixes over the past week, I have to play the mission one more time to be sure.  Its about 5 hour night mission.  I have to wait for nightfall.  I wish it was winter so I could start now.
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OFP - Editing/Scripting General / Re: Additional EventHandlers
« Last post by Wiineri on 30 Sep 2014, 20:41:13 »
Well, I have pretty much no experience at all of modding any ArmAs, and haven't tested this with any of them, but I don't see why this wouldn't work with them too. Propably the string "NOID krater" is something different, but otherwise I think it should work fine.

Good luck with your project!
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Arma3 - Single Player Beta Testing / Re: [SP]Resistance: The Invasion
« Last post by h- on 29 Sep 2014, 09:19:57 »
Quote
Once I became pinned down, I couldn't see your work any longer, just the engine AI.
One tip btw, keep low and out of sight. :P
I managed that mission firing like 10 shots or something (had to kill two AI infantry).

The way you should control your AI is to set him to Hold fire, Stealth (so that he'll holds fire longer than in danger mode when enemy is spotted), formation diamond (so that he follows you instead of just shouting blatant lies like "GO! I COVER!", "ENGAGING!", "COVERING FIRE!") and 'keep low' (stay crouched, whatever)
Then move fast from building to building (as in go inside them), once the armor appears just wait it out. Once they have passed and gone behind the hill, move.
Tanks are deadly so keep out of their sight (they have IR, thermals etc so they will spot you very easily).

I did the same mistakes as you first though realising that the only way to get out is to sneak.
Then it came relatively easy.


Ditto on the cinematics, forgot to mention them before, they're a bit erradic.
Also I think coding wise there's a slight miss-use of the camera scripting (all the 'prepare' commands are meant to prepare a scene unseen (pre-stream if you will to avoid the LOD-poping when viewing the cutscene) and the normal 'old' commands are for showing that prepared scene. That's how I always understood it anyway, I might be wrong of course).
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Arma3 - Single Player Beta Testing / Re: [SP]Resistance: The Invasion
« Last post by savedbygrace on 29 Sep 2014, 05:36:57 »
Since you asked so humbly :dry:, I gave it a quick go today. I do mean quick.

Jumping straight in. I was a bit surprised to be presented with any sort of cinematic. Much of today's community just doesn't bother anymore. I'm sure it doesn't help that BIS cares more for MP elements than SP experience and does not give editors the tools needed to produce a proper story. Enough of my rant though.

The intro began with some tension but the timing of camera angles and printed text removed from that promptly. So, a bit more attention to those areas would help fuel the tension better and keep the player leaning in rather than wandering his eyes around the screen, waiting for something to happen. Some of those angles were very good while others, primarily the ones that seemed to pivot on certain individuals, were slightly off target. I like the computer voice you used for the news cast as it seemed less robotic than some I have heard.

After the initial shot was fired, it became clear who certain units were until you drew the camera back to the establishing shot to view the fire fight. At this point, I couldn't tell who was who(partly because I don't play this title very often) and it seemed to me that one side was shooting each other(Blue on Blue) until toward the end of that establishing shot, I thought I saw some of the invaders within the city. But then that only confused me more. How did they roll those vehicles into the city without the others knowing about it? Why would they hinge the whole engagement on the lone brave guy with large testicles at the front gate? Why would that guy even approach the gate in the first place if he was waiting for the other fella to take the initial shot anyhow? I know, I'm being critical, but it was just confusing to me. Some of that text was also vanishing quite quickly before I could read and "comprehend" it. If you plan to introduce audio for those lines, it may help when the player can hear the words as he reads that small text.

Once the mission starts, I'm on the ground, supposedly dazed and out of my wits. I wasn't sure at first. I can say that I did not enjoy having control of my guy while you had a forced animation on it. A slow stupid one at that. That's nearly(but not quite)as bad as the Arma2 injured animation where the player rocks on his back like a turtle while he awaits the undependable AI to arrive and heal him. In any case, you go further and remove my gear from me. Why? Did you think removing the players gear would help him feel dazed? I didn't get that at all.

After spending some valuable time getting gear from a dead enemy, I am able to move out. The current waypoint was the obvious direction and so I pointed my guy toward it and started running. The other subordinate was weaving behind me with his current behavior setting and I didn't feel like wasting more time trying to set him to aware to keep a straight line. Before I could move out though, he was reporting armor everywhere. The direction I was pointed in was away from it so I presumed it was a race to flee the area. I was able to get up the road and around the bend before the tank unleashed his guns on my AI guy, who was still weaving and lagging far behind. To be honest here, I was still trying to re-adjust to Arma 3 controls over Arma 2.

It became apparent fast that my guy was super AI. He was drawing fire from the big gun from that armor and still running around. I know he wasn't dodging because the AI in this title are crack shots. In any case, I ordered him into a building and he made it there safely. I was in the front and he was in the rear. The armor would run up the road and back again, while infantry poured fire onto the windows whenever I attempted to peek out. It was a stalemate for me. I could not see them but they could see me with their scripted vision. The armor was too much for me to combat with a rifle and grenade.

At this point, I aborted. Without looking at it in the editor, I suspect that there is a lane that you want the player to navigate too but with that armor hulk lumbering on my heels, I didn't want to chance seeking it out. Being in that house, provided "some" cover and would allow me to play the waiting game while I slowly ticked off infantry and eluded that armor but after play testing so many missions in Arma 3 that are just like this one, I just was not in the mood to waste 4 more hours of my time, combating the Arma 3 engine rather than seeing what "you" put together.

That's what it boils down to, ultimately. Anyone can throw units and triggers on a map and let the AI do its work, but creative editors must build the experience around the player. Once I became pinned down, I couldn't see your work any longer, just the engine AI.

TIP: At mission start, have the subordinate urging the player to hurry and warn him of approaching armor or groups. Don't be afraid to offer some helpful tips to guide the player toward the safest lane(he was dazed after all). Have the mate ask things like.."Are you okay?" "You got hit pretty good" "Can you navigate okay?" "Maybe we should go this way sir?" "This way sir!" "There's gunfire on that hill ahead, maybe we should go down this gully?" "You feel that sir? That armors getting close!"

Also, add some flares in the sky on that hill. It will display that the AI don't all have NVG, they are looking for enemy in that direction and also allow the player to get a good look at opposition numbers. Even with night vision, it's difficult to distinguish units from shrubs when they are prone. Especially when they see you just fine through a small crack in the door.
Anything that would tip the player off to nearby enemy.

I appreciate your efforts. Perhaps later this week, I'll sit down with more patience and approach your mission with different tactics to see if responds differently.
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Arma3 - Single Player Beta Testing / Re: [SP]Resistance: The Invasion
« Last post by h- on 28 Sep 2014, 12:28:24 »
As a scripter they are for me :D :D

But really, no, of course they don't break the mission.
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Arma3 - Single Player Beta Testing / Re: [SP]Resistance: The Invasion
« Last post by Rytuklis on 28 Sep 2014, 11:09:04 »
I haven't got to them yet and ofcourse I'll fix them as soon as I will, but these typos aren't a dealbreaker now are they?  :D
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Arma3 - Single Player Beta Testing / Re: [SP]Resistance: The Invasion
« Last post by h- on 28 Sep 2014, 07:40:54 »
ID personally would like to see those scripting errors corrected because they're just simple typos. :scratch:

Like in cintro.sqs line 424 there's titleCut ["",BLACK FADED",9], should be titleCut ["","BLACK FADED",9].
Same in intro3.sqs on line 109.

Also there's a folder spawn_exampleV2.utes in there too which seems to be some A2 sample mission.. :hmmm:

The Error Undefined variable in expression: civguer is because there's no-one named civguer in the mission, there's however civguer1 though..

Unless of course you already have fixed them.
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Arma2 - Single Player Beta Testing / Re: [SP]Back To The Past
« Last post by savedbygrace on 28 Sep 2014, 04:42:58 »
Follow the Images
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Arma2 - Single Player Beta Testing / Re: [SP]Back To The Past
« Last post by KEVIN_OFP on 27 Sep 2014, 23:45:59 »
Ok, I believe what you mean is to modify my post 1st time to detach the old attachment and click post, then modify for the 2nd time to attach the updated zip.

I think the notepad wont help in this case since when I delete even evertything in the mission(yes, even the player)  and save and try to load, the editor still complains about deleted/missing ags_inds addon(Isn't that strange?).  I think I will just keep the Pipes.

Thanks,
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Arma2 - Single Player Beta Testing / Re: [SP]Back To The Past
« Last post by savedbygrace on 27 Sep 2014, 19:29:09 »
To detach previously attached files to your post....Modify your post, select "Attachments and other options" in red below the text field. Uncheck the file you wish to no longer be attached to your post.

Just modify your current thread.

You say you deleted the objects in the editor? It's likely that the entry still exists somewhere. If you know what you are doing, edit the mission.sqm in notepad and do a search for ags_ind or any class names affiliated with it. If there are no other entries except for the addon or autoaddons section, you can delete those entry lines(because they are simply listed, and not sequentially added). If you find other class names within the SQM(identified as Items within another class) do not touch them in the sqm, because you will break the sequence without the engine reordering the numbers before saving again(which is done within the editor). Copy the position of the suspect class item and then setpos yourself within the editor to locate where it is for deletion.

If you have never meddled within the sqm before and feel uncomfortable doing so, then steer clear of it because it can break your work and cause the m mission to not load again.

Why not just leave the red pipes in for now and if you want to remove them, we can help you sift through them inside the editor?
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