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wok

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Everything posted by wok

  1. wok

    The Forest

    Oh shii, i wasn't expecting that end! haha, the part where he goes around with the lighter is quite nice. Not sure if someone already posted this, but, lurking on TS I found out there's a member of this forum working on a game that is also in steam greenlight, he is noms. I think this is his game homepage http://www.centration.co/
  2. Not a bad idea, I usually use the map to know who is inside a vehicle, and 3rd person in the littlebird to know when it's full.
  3. Some (untested) code to better explain myself: //this would go somewhere before the crouch drag animation kicks in _maxDragDist = 5; //Maximum distance in meters that a player can drag someone _initialPos = getPos player; // Get initial position //if player is in prone position while starting to drag, wait until X distance moved until crouch dragging animation kicks in if( animationState player == "AmovPpneMstpSrasWrflDnon" && animationState player == "AmovPercMstpSrasWpstDnon" ) { waitUntil {player distance _initialPos >= _maxDragDist}; }; I really don't expect this to be implemented or anything, I was just mad when I posted this thread because I got kill in that situation a few times that morning And aciid, I agree with that procedure, and the problem, as you said it, is that AI doesn't react to suppressive fire (at least not without some scripting), even when sometimes I like to believe it does and fire fully auto covering a medic, most of the times I end up having to be rescued by the medic I tried to cover haha.
  4. wok

    Bonjour

    Welcome! and I feel the same way about AW, I just leave "ahoyworld" in the filter and I don't join any other server See you in the battlefield.
  5. I don't know if this is possible, or if you guys are even interested on it. Something that always makes me rage, when I am playing as a medic and theres someone wounded on the ridge of a hill, I drop 4 smoke nades, go prone 20 mts from the wounded and get closer, then when I drag him my characters gets up and I immediately get shoot. I was thinking, being able to revive someone while prone may be too much, but we could be able to drag people while prone. Maybe add some limitations, like making it 3x times slower than normal drag, or have a distance limit and make the character stand up after 10 meters or so, that will allow people to drag others out of danger without getting on suicidal positions. The closest IRL tactic I could find:
  6. wok

    Evening all

    Awesome pic! Nice to see you here. You are a great pilot, I always try to get in your heli first if there are others around.
  7. I like the respawn penalties! It sucks to be a medic and run 200mts to heal someone and see them respawn when you are 10mts from them.
  8. I've made a little progress. First I would recommend you to download the latest I&A code because that's the one I am testing with (i got it from bitbucket) and you would probably end up updating anyway. What I did: Placed all the files from I&A mission (unpacked) on the folder ...My Documents/Arma 3 Alpha - Other Profiles/wok/MPMissions/AW_IA_Domination.Chernarus On init.sqf: removed all the elements of the arrays _initialTargets and _targets and added only one element called Chernogorsk On mission.sqm: In class Markers, edited the respawn_west (Item2) marker position to a random position, and edited the Girna marker (I chose one randomly) position and name, used Chernogorsk instead of Girna. Starting the mission like this didn't do much, the base looks fine, ammo crates, helis etc. But the AO, side mission, radio tower, etc markers stay "outside the map" and the mission never start. But then I removed the following code (line 643 to 660 of init.sqf): //Spawn random wrecks if (PARAMS_PriorityTargets == 1) then { { _accepted = false; _position = [0,0,0]; while {!_accepted} do { _position = [] call BIS_fnc_randomPos; if (_position distance (getMarkerPos "respawn_west") > 800) then { _accepted = true; }; }; _randomWreck = _x createVehicle _position; _randomWreck setDir (random 360); } forEach ["Land_Wreck_Commanche_F","Land_UWreck_Mv22_F","Land_UWreck_Mv22_F","Land_Wreck_Offroad_F","Land_Wreck_Offroad_F","Land_Wreck_Offroad_F","Land_Wreck_Offroad_F","Land_Wreck_Offroad_F","Land_Wreck_Truck_dropside_F","Land_Wreck_Truck_F","Land_Wreck_Car_F","Land_Wreck_Car2_F","Land_Wreck_Car3_F"]; }; And now when I start the mission, the main AO marker (the red circle) gets moved into Chernogorsk position, but nothing else works, no enemies, no side mission, nothing. Immediately after the AO red circle moves to cherno position I get an error that says something like: I couldn't find any info on it so I am not sure if it's related or not. But you should definitely try removing or commenting the "Spawn random wrecks" code. ----------------------------------------------------------------------------------------------------------------------------- Update: I found the problem, it's related to the random positions of enemies and such, I will play with it a little more and see how far I can take it, so far I think I made it work, but the problem now is enemies spawn next to the player instead of in the AO I will update my findings here.
  9. AT shooting helicopters, I like that. Would force us to plan our routes and lz more instead of just going rambo.
  10. I like the idea, does only pilots would hear the warning or everyone inside the chopper? If everyone hear it I agree it could become a little annoying after a while.
  11. Any info on the respawn exploit while being dragged? I saw on bitbucket that said it fixed it but then it was immediately reverted.
  12. A group of about 10 players were on a hill near Air Station Mike-26 just sitting and saluting, I think there was someone in front taking screenshots: Suddenly shots were fired our way from air station mike, so we all hit the dirt, a few seconds laters we completed the objective: And some more from the same session, a great evac on agia marina, it's awesome when pilots are pro, they make the game so much better:
  13. Now it will be even harder to find an open spot on AW server I'm glad BIS took care of the issues.
  14. I played on a I&A server that used that script, it looks pretty useful. These are the options it has: One problem it may cause is if anyone is allowed to become group leader at any time, then ppl may spam that option fighting to become the leader, not really serious but may be annoying. About the channels thing, I don't really understand that so I can't comment
  15. I think it wasn't enabled on the few hours I played this morning. Tonight or tomorrow morning I will probly play again and report back here how it worked, I already added my uid and player name on my profile.
  16. Pretty cool ideas, I love how medics, pilots and specialists evolve in I&A, the mortar gunner is a good addition if it's done in a way that promotes teamwork, otherwise it would be just mortars falling everywhere. Something to promote teamwork for gmg gunners would be cool too, I hate when one guy just spam nades on the AO non-stop. They kinda ruin the action for everyone else, they should be only used for support when a higher ranked member request it.
  17. Line 305, I've been reading the code here https://bitbucket.org/ahoyworld/aw-invade-annex/src, it may be a different version than you have. Those targets you just posted, do they exists as map markers with that same name on your map? I think they should be in the mission.sqm file, on the class Markers. Also, im not sure if this is an error that can cause problems on the mission because I never really coded a mission, but in other programming languages your array contains an error on the last entry: "Chernogorsk", ]; It should not have that last comma after "Chernogorsk". The commas are used to separate the array elements, so the last one doesn't need one.
  18. Have you edited the markers for the targets on init.sqf? On the first lines it says: Editing that and the things you said on mission.sqm i think it should work, the rest of the code doesn't seem to be tied to stratis. Also look for debugMode = false; on init.sqf and set it to true to see if you get any messages from the mission. Also, I think the I&A mission lets you enable/disable side missions, priority targets, etc. You should disable everything, and test if you get the main mission working, and if you do then start enabling things one by one to find what's broken.
  19. What exactly doesn't work, do you get an error message or something? Try to be more specific so it's easier for others to help you. I am not an expert on this field but if you get some error message or you have some logs I may be able to help you.
  20. Here's an example on how to accept a specific hardcoded user and pass: package login_out_code; import java.util.*; import java.io.*; public class Login_out_code { public static void main(String[] args) { String username = "username"; String password = "passw0rd"; System.out.println("Hello! Please login to access our system"); System.out.println("Please type the username: "); String ass; try { java.io.BufferedReader butt = new java.io.BufferedReader(new java.io.InputStreamReader(System.in )); ass = butt.readLine(); if (!ass.equals(username)) { System.out.println("Invalid Username."); System.exit(0); } } catch (Exception e) { System.out.println("Invalid Username."); int breakp = 43; } System.out.println("Now, please type the password: "); String bacon; try { java.io.BufferedReader pig = new java.io.BufferedReader(new java.io.InputStreamReader(System.in )); bacon = pig.readLine(); if (!bacon.equals(password)) { System.out.println("Invalid Password."); System.exit(0); } } catch (Exception e) { System.out.println("Invalid Password, please try again."); int breakp = 43; } System.out.println("Welcome to the the system!"); } } It's just an example since if you have the username and password hardcoded, anyone with access to the files can read them, you would want to use a database to store the passwords encrypted. I have added two "if" conditionals for the ass and bacon vars which are the user and pwd you enter on the console, if they don't match the hardcoded values (the username and password string vars on the top) the program just exit, if they match the code execution continues as normal. To do the "please try again" thing you would need a while loop, let me know if you want me to show you how to do that.
  21. That same pilot crashed landing on a flat and clear place, he didn't lower the collective lever enough and the heli rolled over and exploded lol. When SQL is available for arma 3, AW should release some training mission so pilots can get their license
  22. These are from a few minutes ago, we were clearing the AO from the last enemies and had a heli waiting for us. But it got full so fast I couldn't get in, lucky me cause the pilot tried to prune a tree with his rotor, it was a slaughter but medics took care of it:
  23. I was playing today and after dragging and loading a wounded guy in the heli I got in, and I noticed my body was in a weird position, not the usual one. So I used the 3rd person and I saw my feet glitching outside the heli, here are some shots: Some more from today: Not sure why the pilot was trying to land there: Chillin' at base waiting for transport: We were under heavy fire: So I had to take cover inside the church: I love this stance:
  24. I did not understand fully what Matosh said cause I only played domination like 2 times, but if it's what rarek explained it sound good. I've been in a server (not I&A mission) where you could look at any player when they are close to you, and in the scroll mouse menu there was an option like "join xxxxx squad", im not sure how that handled the squad leaders but it was really easy to team up with friends using it.
  25. Nice so they were able to prevent the viral script thing? I read that the first patch they released didn't do much to prevent the hack, I hope they got it under control now. I'll see if I can make some time to play and test it today. And thank you rarek and all the aw staff for the hard work !
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