View Full Version : Do you want the 'Psycho Slayer' in ArmA ?
5133p39
Dec 10 2006, 02:00
Before i start porting my old OFP mission to Armed Assault, i wan't to know whether anyone would even play it.
So, please, vote.
For those who aren't familiar with this mission, read the description here:
old forum thread (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=55;t=46717)
official webpage (http://5133p39.wz.cz/)
November 5th Psycho Slayer Writeup by Dslyecxi (http://dslyecxi.com/shackposts/ofpoctnovsb.html) - a psycho slayer session log
Also, if you have any suggestions for the ArmA version of the PsychoSlayer, post them in this thread.
http://forums.bistudio.com/oldsmileys/pistols.gif UPDATE [2007-03-14, 10:00]: version 0.2 available for testing
Download from Filefront: Mission PBO (25 Kb) (http://files.filefront.com/6930313) and required addons mors_ps v0.2 (978 Kb) (http://files.filefront.com/6930065) and mors_radio v0.2 (3 MB) (http://files.filefront.com/6930113)
And here is the SaraLite island (http://www.arma.si/download/downloads.php?category=7)
Here is a short description:
Psycho Slayer v0.2
Requires Armed Assault v1.05 (need some of those new 1.05 scripting commands)
Required addons: Mors_ps v0.2, and Mors_radio v0.2 (both can be found here)
THIS MISSION IS STILL IN EARLY ALPHA STATE OF DEVELOPMENT!
If your computer starts WW3, it's not my fault, you have been warned.
This version was released for public testing only - it's not meant to be really played, because that is probably impossible due to possible bugs and lack of features.
I released it in this state only because i need some help with MP testing (running dedicated server and another two instances of ArmA to simulate two players, is very 'painful' ).
Prepare yourself to be disappointed.
Here is a short list of what "should" work in this version:
1. Working police radio, reporting accidents and murders.
Police radio is available only when near of any police vehicle with it's radio ON.
When you get too far away from any radio source, you won't be informed about any new events (even if the random radio noise/messages can still be heard).
2. Locking/Unlocking vehicles.
Only cops can lock or unlock police vehicles (police vehicles only! ).
When a vehicle is locked, nobody can get in or out.
3. Working siren
Every police vehicles (except the Mh-6 chopper) can turn on/off a siren which can be heard in MP. It can be used to let the killer know that you are moving in from certain direction, possibly forcing him to choose opposite direction, where other cops are already silently waiting to close the trap http://forums.bistudio.com/oldsmileys/smile_o.gif
4. Stop suspect action
In every police vehicle you have the "stop suspect" action available.
Your vehicle's sirene will make a short yelp, and all traveling NPC units within the range of 100m will stop and wait until some cop came to them to check them.
Note that they won't obey the stop command all the time, there is slight chance that the unit will not stop.
5. Simple scoring system
I forgot to mention this. Before the mission starts you can choose how many score point must be acheved by killers to win the game. Default value is 15, and here is how the scoring is computed:
0.25 pts - for a cop shot by any killer
1 pt - for npc shot by killer
0.1 pts - for accidental death of cop or npc (any death where no weapons were involved - car accident, drowning, etc.)
The values needs some tunning, but we'll see how only when we try to play the mission with more people.
And i almost forgot - there is nothing to show the current score, i'll put something to show a simple Hint with the score later.
6. Game Over
The game should end automatically when killers score enough points to win the game, or when cops capture all the killers.
There is no outro or statistic shown at the end of the game, but i am planning to add something like that).
I am looking forward for your improvement suggestions, and bug reports http://forums.bistudio.com/oldsmileys/whistle.gif
Yes!! This is one of my favorite mp missions for ofp and it would be great in AA.
Never played it for OFP, but the AAR you linked too sounded awesome. Definately would be fun in ArmA.
5133p39
Dec 10 2006, 14:57
i am glad to hear that some ppl are interested, keep the votes comming http://forums.bistudio.com/oldsmileys/smile_o.gif
And if you have any suggestions, don't hold back.
L etranger
Dec 10 2006, 16:53
Defintly Yes buddy !
KiwisDoFly
Dec 10 2006, 20:11
A thousand yesses from me.
I play with a tight bunch of people and we would really love a mission like that. Seriously, on behalf of about 20 people I play with, I say YES.
Dslyecxi
Dec 10 2006, 21:27
Of course.
jantenner
Dec 10 2006, 21:43
thumbs up for a mission like this
Jimboob
Dec 10 2006, 22:56
Of course.
Ditto.
5133p39
Dec 10 2006, 23:07
It's nice to read all that positive responses, thanks.
I have started by first creating the NPC populating scripts. It should make it easier in the future to port the mission on any new created island.
You just place markers named "npc_center_#" at each location which you want to be populated by NPCs, and the scripts will take care of everything else from spawning them to controling their actions (maybe i should use FSM files instead of scripting the behaviour? FSM anyone?).
The number of spawned NPCs depends on the number and type of the houses which are inside the marked area, and on the color of the marker (deafult = 0.25 * default number of npcs for the particular house type, black = 0.5 *, red = 1 *, etc.).
So far it's working nicely, so now i want to focus on the FSM files, even if only to determine whether they are appropriate for this type of task or not.
machineking
Dec 11 2006, 06:40
Yes, please convert to ArmA.
Heres the description for the page:
Foreword
This is a total, and from scratch, remake of the mission known by the name "Find the Serialkiller v2.00" by [City Cobra].
I borrowed the basic idea, but thats all, everything else is fresh and new.
So, i want to thank to [City Cobra] (or whoever has the original idea), and also to whole eVAC! team, for it was them who brought the idea of remake before me in the first place, and who were extensively and relentlessly testing the mission with me, providing me with their mental and even technical support by allowing me to test the new mission and addons on their dedicated server. Without their help, and encouraging, this mission would be never finished.
Description
In the basics it is same as it's predecessor - you have to either kill as many people as you can, or hunt down the killers and bring them to justice, depending on the side you choose.
* Here are some new features: There can be up to 3 killers (each looking like an ordinary man/woman)
* Cops must be near some vehicle with it's radio turned on, to be able to hear any messages concerning killer's evil doings.
* Anyone inside a police vehicle, can see all the cops on map.
They are shown as blue dots.
* The AI are randomly trafficking between the villages.
So watch your car (killer or cop), for if they like it they will use it (a cop can lock their cars, so even AI couldn't use them).
* The positions of last five killer victims are allways marked on the map
* When the killer's sanity drops to zero, he will experience occasional loses of consciousness, and will be marked on map by a big yellow dot.
* The killer's "sanity" can be replenished by killings.
* After the first civilian victim is killed, the cops are authorized to use helis, the BRDMs are available after two or more cops are killed.
* According to killer vs. cops ratio, there are 1 or 4 police respawns.
The ratio must be TWO or less cops per ONE killer, otherwise there is only one police respawn.
While airborne when respawning, the current respawn can be changed to the nearest respawn point by clicking into the map.
There is a "mission log" written by dslyecxi, which could give you an idea what is it like to be playing this "mission".
You can find the article here (search for the 'November 5th Psycho Slayer Writeup' title).
Basic rules
* STARTING PARAMETERS
At the start you can choose how many psycho points the Killers need to win the game. Cops can win the game if they kill and imprison all the Killers.
* PSYCHO POINTS
- can be earned by Killers for killing a civilian or cop (not counting the AI security guards). The number of points earned depends on the way the unit was killed:
o 1 point when Killer or Cop shoot a Civilian.
So the Cops wants to be carefull and not to shoot Civilians, because that would only help the Killers.
o 0.25 point for any non-direct way of killing a Civilian.
That means when you run him over by a vehicle, or even when he crashes his own car, etc. The point is earned when ANYONE kills a Civilian this way, even if the 'killer' was some other Civilian, or Cop.
o 0.1 point when the Killer shoot a Cop
* COP'S START
The Cops starts with an AK-47, but can rearm themselves by the crates at the airport or any other police base.
* KILLER'S START
The Killers starts on remote island, with no weapons.
They must arm themselves at the crates, and then click into the map where they want to be parachuted.
When out of ammo, the Killer have only two options to rearm:
o get the weapon and ammo from killed Cop
o sneak into a Police base and rearm at the crates (a difficult one)
* RESPAWN
Cops will respawn on a parachute over the west airport, and depending on how many killers/cops are playing, they will be able to switch their position to other respawn by clicking into map (the nearest respawn to the click position will be choosen).
Killers will respawn right into jail (next paragraph).
* PRISON
When a Killer dies, he is taken to the prison.
When all the Killers are captured, the Cops won, and the game ends. Any free Killer can help other Killers to escape from the prison, he just needs something to destroy the fence, and lot of luck.
* GAME OVER
Game is over when Killer reach the specified number of psycho points, or when they are all captured.
* KILLER'S SANITY
Every killer has his own "sanity", watch it carefully!
When your sanity drops to zero, you will start to lose consciousness, and you will be marked on the police maps!
You can replenish your sanity by killing people or cops.
You can check your sanity from the action menu.
* LOCKING VEHICLES
The Cops are able to lock police vehicles, and there is a good reason for that! Anyone, who is inside any police vehicle, can see the cops marked on the map as a blue dots! So ALLWAYS LOCK YOUR VEHICLE!
You better lock the vehicle immediately after getting in or out of it.
When Killer steals a police vehicle, he will get a big advantage, because he will be able to see where the Cops are, and how to avoid them!
* POLICE RADIO
The Cops have the option to turn on/off a police radio while near or inside of any police vehicle.
ALLWAYS TURN ON YOUR RADIO - it will inform you about all the accidents or murders, and where it took place.
You must be near (or inside) the vehicle, with it's radio turned on, to be able to hear the radio messages.
* POLICE ANTENNA
The police vehicle's radios will be working on the east side of island (to the right of Davle) only if the Police Antenna near Lipany remains intact.
When Killers destroy the antenna, the Cops won't be able to receive any radio messages when present on this side of island.
The Antenna can be repaired with the help of a repair truck, which can be found on the Police base at the west airport.
The antenna can be destroyed and repaired multiple times without limit.
* POLICE DISPATCHER
The police radio dispatcher is essential for all the police vehicle radios to work.
When someone kills the dispatcher, then the cops won't get any info about the location of the next murder sites, until they replace the dead dispatcher.
The dispatcher can be replaced by any cop player himself, or by civilian AI by using the "Force cooperation" action and ordering him to go inside the tent.
* USE THE MAP
The map will provide help for both the Cops and Killers.
The Cop's map will keep track or the last five murder sites - use this information and try to guess the next Killer's move.
The Killer's map shows all civilians - potential victims - marked by green dots. Only a Killer can see where the civilians are.
* "STOP THE SUSPECT" ACTION
The Cop can order a civilian to stop, by using this action, to check his papers (actually, there are no papers, you just need to get to at least 4m close to the civilian, then it will be revealed whether it is a Killer or just a honorable citizen.
When you manage to reveal the Killer this way, he will be shown on the Cop's maps, no matter what he do, for duration of 1 minute.
This is a very useful option - you can order any moving vehicle to stop, and you can decide who it is by judging the unit's action - whether he will pull over and stop, or HOW he pull over and stop, etc.
Smart Killer will try to behave like the AI, but even the AI won't stop everytime - there is a slight chance the AI won't listen to you.
o When you are on foot, the AI are reacting to your shout order only to the distance of 100 meters.
o When you are in any police car, the max. distance is 150 meters.
o When you are in the police chopper, the max. distance is 300 meters.
* NUMBER OF KILLERS
There can be up to three Killers.
But be reasonable - if there are playing only about 5 players on the police side, then one Killer should be sufficient challenge.
It sounds awsome!!
IceBreakr
Dec 11 2006, 09:11
We love realism, we love adrenaline, we love your mission http://forums.bistudio.com/oldsmileys/smile_o.gif
Please port it and give us the contact of nearby local store so we can buy you a beer http://forums.bistudio.com/oldsmileys/wink_o.gif
5133p39
Dec 11 2006, 10:10
We love realism, we love adrenaline, we love your mission http://forums.bistudio.com/oldsmileys/smile_o.gif
Please port it and give us the contact of nearby local store so we can buy you a beer http://forums.bistudio.com/oldsmileys/wink_o.gif
Hmmm, that's easy to say, but hard to do - i'll have to find a pub which allows ordering beer on-line, because i don't think you are here in Czech Republic http://forums.bistudio.com/oldsmileys/smile_o.gif
Ok, this is a new problem to solve, so all works on porting the mission have been postponed until i find that pub ;-)
qnd-wookie
Dec 18 2006, 10:57
I WANT THIS MAP,DUDE.
PLZ LET US KNOW,WHEN IT IS READY TO RUMBLE
5133p39
Dec 18 2006, 13:26
I WANT THIS MAP,DUDE.
PLZ LET US KNOW,WHEN IT IS READY TO RUMBLE
Unfortunately it isn't going as fast as i originaly hoped.
Right now i am struggling with AI group leaders who are overriding my scripting commands like "get in car; and move somewhere" - the AI leader allways orders the other unit to disembark http://forums.bistudio.com/oldsmileys/sad_o.gif
...but maybe it isn't neccesary, i am not sure yet - what do you think:
Is the number of 144 civilians enough for populating the big Sahrani island?
The problem is, ArmA can have only 144 groups per side, so if i want to have more than 144 civilians on the map, i need to redistribute them into some groups - and then there is the problem when i am trying to control the actions of individual units, the leader of the group will not allow any subordinate unit to get into a vehicle and drive somewhere, or simmilar actions.
And there is also that annoying thing consisting of constant voice chatter of units within their groups - it's strange to hear the civilians talking like "One, go to that bush", "Two, return to formation", etc.
So far, i haven't found a solution other than to have 144 groups of 1 civilian unit - but according to my testing it seems its better to have 144 units redistributed in 10 groups, than 144 stand alone units (one per group).
Any ideas are welcome here.
KiwisDoFly
Dec 18 2006, 17:43
What if you group 64 units per group? That way you'd have 640 civilians with 10 groups.
Can you show what it looks like with 144 civis on the map with those green dots? 144 sounds like enough but without scale its hard to tell.
5133p39
Dec 18 2006, 19:55
What if you group 64 units per group? That way you'd have 640 civilians with 10 groups.
well, i can group 400 units per group, but that doesn't solve my problem - the leader will still override my scripted commands.
And besides that, there is also the little problem with the "radio chatter" within group - you wouldn't want to group too much units into one group, because then the leader will LAG the game bigtime because of his stupid orders (he is issuing orders for ALL the units, one after another, putting them into formation, telling them what to do, etc.)
Maybe 64 units in a group is still ok, i haven't tested that, but i did tested 400 units per group and i have to tell you that you shouldn't try that home http://forums.bistudio.com/oldsmileys/wink_o.gif
Anyway, the problem with the leader is still unsolved.
Any other ideas?
5133p39
Dec 18 2006, 20:14
Can you show what it looks like with 144 civis on the map with those green dots? 144 sounds like enough but without scale its hard to tell.
In the OFP version of the "Psycho Slayer", there was about 40 civilian NPCs, and it was ...hmmm, maybe enough, but the island was a LOT smaller.
I'll see whether i get to that to make those map screens, but i think you can do that yourself - just load the editor, and place 144 markers over the map http://forums.bistudio.com/oldsmileys/smile_o.gif
qnd-wookie
Dec 19 2006, 19:51
Sahrani is too big for only 144 Victims.Maybe you should choose one big City like Ortego,or a Area like South Sahrani.
But I have no Idea for your Problem with Group/Unit Limit.
THX for your work so far !
http://forums.bistudio.com/oldsmileys/banghead.gif
WoOKie
5133p39
Dec 19 2006, 21:41
Ok, i made a decision:
I am using only 100 independent civilians right now, and at the mission start you can choose which area of the island will be populated.
I think people wouldn't like to travel over the whole island anyway.
Of course i do not confine the "action area" in any way (why bother with that) - you can go anywhere you like, BUT the civilians and their movement is limited only to the selected area (which is still big enough, don't worry).
For now i consider the "units in Group" problem solved, but i made a note to think about this again after the release of the basic version.
Sounds good now we just need cops.
I'll play it! Bring on that mission to ArmA http://forums.bistudio.com/oldsmileys/smile_o.gif
Freshman
Dec 21 2006, 12:54
I really like this mission and i think it will be much better in ArmA because you need much more teamwork to organize the squads all over Sahra.
qnd-wookie
Dec 21 2006, 18:56
Let me know,If you need Dedicated Server for Beta-Work.
I wanna good,clean fight.Lets get it on.
ICQ 298057034
WoOKie
Timblesink
Dec 23 2006, 03:16
I would play it with you, but I'd just lag out the server http://forums.bistudio.com/oldsmileys/sad_o.gif
Will it be single-player friendly? http://forums.bistudio.com/oldsmileys/smile_o.gif
5133p39
Dec 23 2006, 13:34
I would play it with you, but I'd just lag out the server http://forums.bistudio.com/oldsmileys/sad_o.gif
Will it be single-player friendly? http://forums.bistudio.com/oldsmileys/smile_o.gif
Most probably, it won't be SP friendly (it will work, but without other players there wouldn't be anyone to catch, or to catch you).
Maybe later i could try to script the cops to automatically hunt the killer, which seems easier than vice versa, but i don't think it would be worth it.
No promises.
Perhaps the demo island could be used instead of the fullsize retail island? I only played OFP PsychoSlayer with about half the maximum players, but even then Nogova seemed huge and impatient killers got bored going insane trying to find civilians.
Awesome mission concept, can't wait to see the ArmA version.
5133p39
Dec 24 2006, 11:31
Perhaps the demo island could be used instead of the fullsize retail island? I only played OFP PsychoSlayer with about half the maximum players, but even then Nogova seemed huge and impatient killers got bored going insane trying to find civilians.
Awesome mission concept, can't wait to see the ArmA version.
You mean the Rahmadi island? i think it is too small, no villages, no roads, no cover,...
It would be nice to have the Everon, and Nogova, or island of similar size.
I know about the issues many people had with going insane because they weren't able to find another civilian soon enough, it was difficult, you had to know how to play.
I'll try my best to make it more balanced.
jantenner
Dec 24 2006, 12:27
i think he meant the stripped down version of sahrani, which is included in the mp demo, the soutern part afaik, not rahmani
5133p39
Dec 26 2006, 02:58
i think he meant the stripped down version of sahrani, which is included in the mp demo, the soutern part afaik, not rahmani
Yes, of course, i didn't think about the demo.
I downloaded the demo, and moved the "SaraLite.pbo" into the addon folder of the full game version, and it worked as i expected.
From now on, i am using this demo island for testing and creating the "Psycho Slayer" mission.
5133p39
Dec 26 2006, 03:07
Some news regarding my progress.
What is done so far:
1. Simple, marker driven template creation (it's easy to port the mission to any other island).
2. The NPCs are walking and traveling randomly.
What is missing:
1. Scoring system to count killer's achievments.
2. Weapon selection, and respawn scripts - for both the cops and the killers.
3. Police radio messages and scripts
4. AI guards for the "police stations".
5. Implementation of the "stop suspect" user action.
...any other ideas?
And here are few details for those of you who are into the scripting - maybe you could give me few tips how to make thinks better?
population centers
I placed many circular markers all over the map where there is any city/village/settlement. I call these markers a "population center" (i'll use the abreviation PC).
The location AND size of each PC determines a location to which any NPC can travel to, and radius in which they can randomly move around (i call it "strolling").
On game init, size and position of all PC markers are saved into an array, and each PC is populated by randomly spawned NPC units which are all initialy put into the "strolling mode".
vehicle parking locations
The need for these "parking locations" arised when i tested the traveling scripts - NPC were leaving their cars anywhere they 'wanted', and creating obstacles for any other NPC which needed to go through there.
The "parking locations" (PL) are defined by markers. These markers are named so the initialization scripts know into which PC they belong, so the PL can be even outside of the PC area when needed. There can be 1 - n number of PL for each PC, the only limitation is the maximum length of the array data (whether there is a limit or not, in this case it is sufficient).
On game init, vehicles are spawned randomly over the PLs.
Now, when NPC travels to any PC, he chooses a random PL where he stops his car and disembark. Later, i will make this more efficient by checking whether there is already a car nearby, and if it is, other PL will be used.
NPC strolling & traveling
Initially, all NPC's are put into the "strolling mode", which means that they are simply walking around their actual PC.
Right now, all strolling NPCs are controlled by only one server-side script which is looping through all "strolling" NPCs and tells them where to go next - nothing more than simple DoMove commands, i'll see what can i do about it later (i'd like the NPCs to be moving also inside buildings, but it can wait).
The units, which are send to travel, are choosed randomly from the list of "strolling" units.
For each traveling unit, a "traveling" script is run - i owuld like to have only one script controlling all traveling units, but it would make some things VERY difficult and maybe even impossible.
When a unit is send to travel to another PC, it will first try to find some empty car in the radius of 200m (this step is repated each 5 seconds while traveling on foot). When a car is found, the unit will get in, and set out for their destination (of course there are various checks for the car not being damaged, or whether it has enough fuel, etc.). If no car is found, the unit will go on foot (later this will be changed, so that on foot they will travel only short distances).
5133p39
Dec 26 2006, 14:13
I made some progress lately:
Changes made
1. 99% of SQS scripts were rewriten into SQF scripts (i am not sure whether it is better this way, but at least it is more readable).
2. added little marker script to show positions of all civilian units.
3. reduced the civilian population to 55 units only.
Before that it was 144 units, and it was too much for such a small island like the SahraniLite. They were everywhere, the killer wouldn't need to go after them, they were jumping out from behind every corner.
4. changed the way the "marker-driven template" works.
Now we have "cc#" markers ("Civilan Centers") to define the places the civilian units can travel to,
"cs#" markers ("Civilian Spawns") to define the number of civilians to be spawned in that location,
and "cc#_p#" markers ("Civilian Center Parkings") which define the free space where NPCs can leave their cars.
All these template markers are deleted after they are processed in the mission init.
Problems to solve
1. AI is walking in the middle of the road.
Stupid AI is walking right in the middle of the road, and they don't even bother to step aside when there is going some car!
They are walking like a one big mean obstacle.
Either i forbid them to walk, or i must find a way to solve this, because it is causing MAJOR problems in the traffic.
2. AI is disembarking vehicle for various reasons.
For example, when the AI rolls over some stupid walker (previous paragraph) and it killed him, the driver will stop, get out of the car and going PRONE for a while, right next to his car! WTF?! They do this allways.
I agree that they should react somehow on the death of other unit, but fleeing the scene would be MUCH MORE appropriate, and of course they should try to flee WITH their car and not to disembark to be shot or whatever.
Could custom FSM files help with this?
3. Infinite loop (SQF syntax)
I need infinite loops going on all the time the game is played, but after 10000 cycles, the loop will just stop - it's hardcoded in the scripting engine.
I don't want to use the old SQS syntax only because of that.
...i don't think there is a solution different than using the old SQS syntax full of confusing GOTOs http://forums.bistudio.com/oldsmileys/sad_o.gif
Deadfast
Dec 26 2006, 22:08
Man, this sounds great !
But I've got little question to ask: what are you going to do with lack of policemen and police cars ?
5133p39
Dec 27 2006, 02:21
Man, this sounds great !
But I've got little question to ask: what are you going to do with lack of policemen and police cars ?
You mean what units and cars will be used for the police cars/units instead of those from the DMX police pack which was used in the old OFP version?
...i don't know http://forums.bistudio.com/oldsmileys/sad_o.gif
We'll have to stick with the little that is available - blufor officer (or maybe a pilot?) models will have to substitute the police units, and white offroads will be used as the police cars, etc.
...at least until something better shows up.
I welcome any ideas.
5133p39
Dec 27 2006, 03:42
Which units and vehicles should be used by police side?
(each image size is approximately 30 - 50 KB)
Which unit?
unit 1 (http://5133p39.wz.cz/img/pslayer/cop1.jpg)
unit 2 (http://5133p39.wz.cz/img/pslayer/cop2.jpg)
unit 3 (http://5133p39.wz.cz/img/pslayer/cop3.jpg)
unit 4 (http://5133p39.wz.cz/img/pslayer/cop4.jpg)
unit 5 (http://5133p39.wz.cz/img/pslayer/cop5.jpg)
unit 6 (http://5133p39.wz.cz/img/pslayer/cop6.jpg)
unit 7 (http://5133p39.wz.cz/img/pslayer/cop7.jpg)
unit 8 (http://5133p39.wz.cz/img/pslayer/cop8.jpg)
Which car?
car 1 (http://5133p39.wz.cz/img/pslayer/car1.jpg)
car 2 (http://5133p39.wz.cz/img/pslayer/car2.jpg)
car 3 (http://5133p39.wz.cz/img/pslayer/car3.jpg)
Which helicopter?
heli 1 (http://5133p39.wz.cz/img/pslayer/heli1.jpg)
heli 2 (http://5133p39.wz.cz/img/pslayer/heli2.jpg)
The decals on car1 and heli2 seem police like. To be consistent with the vehicles, cop1 or cop4 should be used with them. However, cop5 would be a great on a motorcycle. I really don't like car2 as a cop vehicle.
jantenner
Dec 27 2006, 11:05
i second that, unit1, car1, heli2 will do it
Deadfast
Dec 27 2006, 18:10
Man, this sounds great !
But I've got little question to ask: what are you going to do with lack of policemen and police cars ?
You mean what units and cars will be used for the police cars/units instead of those from the DMX police pack which was used in the old OFP version?
Yep, that's exactly what I mean http://forums.bistudio.com/oldsmileys/smile_o.gif .
Cop: I always love Independant officer's barret - Cop 4 is clear winner for me http://forums.bistudio.com/oldsmileys/wink_o.gif
Car: Hey, you haven't suggested 4x4 opened ! http://forums.bistudio.com/oldsmileys/biggrin_o.gif
So 4x4 opened or if you don't want to car 1 is ok too
Heli: Heli 2 wins as it fits to cop and car.
qnd-wookie
Dec 27 2006, 20:52
COP 2
CAR 2
HELI 2
http://forums.bistudio.com/oldsmileys/pistols.gif
Deadfast
Dec 27 2006, 23:54
COP 2
This reminds me a problem:
this character doesn't have any other face, than this one.
I think, that it might look silly with 10 cops (or how many) running arround with same face http://forums.bistudio.com/oldsmileys/wink_o.gif .
5133p39
Dec 28 2006, 00:04
COP 2
This reminds me a problem:
this character doesn't have any other face, than this one.
I think, that it might look silly with 10 cops (or how many) running arround with same face http://forums.bistudio.com/oldsmileys/wink_o.gif .
i don't think this is a problem - we can make a simple config addon with changed settings, right?
Or is the 3d model of the head somewhaat special?
...i'll try to put other faces on this head, and we'll see.
btw. what if we let the player to choose his appearance? ...if i am not mistaken, in ArmA, we can add "playable" units on the fly, am i right?
qnd-wookie
Dec 28 2006, 11:08
If these Char. dont work,I choose 5,these Guy looks straight.
http://forums.bistudio.com/oldsmileys/mad_o.gif
It seems that the most of the Server.cfg´s dont alow own Skins,because of Performance/Lag or Server-Crash.At the Server-Forum,some Guys prefer max.2MB of own Skins,before you´ll get Performance Problems.
5133p39
Dec 28 2006, 12:50
If these Char. dont work,I choose 5,these Guy looks straight.
http://forums.bistudio.com/oldsmileys/mad_o.gif
It seems that the most of the Server.cfg´s dont alow own Skins,because of Performance/Lag or Server-Crash.At the Server-Forum,some Guys prefer max.2MB of own Skins,before you´ll get Performance Problems.
"own skins" ? ...you mean custom face textures? I remember that in OFP it was few KB, so why the hell 2 MB - isn't that unnecessary too much?
Deadfast
Dec 28 2006, 23:25
I think, that the face is just fixed to this guy.
But maybe I'm wrong, test it out http://forums.bistudio.com/oldsmileys/smile_o.gif .
i second that, unit1, car1, heli2 will do it
That works for me or
Man 6, Car 3, Heli either or.
The man kinda looks like the Nogovan cops, car 3 looks like a desert/island/exotic police vehicle and matches Cop.
Deadfast
Dec 29 2006, 13:34
WTH http://forums.bistudio.com/oldsmileys/huh.gif
Men 6 looks like with double-colored face !
qnd-wookie
Dec 29 2006, 16:13
MaxMsgSend=16384;
//MaxSizeGuaranteed=;
//MaxSizeNonguaranteed =;
MinBandwidth=150000;
MaxBandwidth=1000000;
MinErrorToSend=0,007
MaxCustomFileSize=20000;
Custom file Size 2MB.
A Standart Server Config for a 1 GBIT Server.
5133p39
Dec 29 2006, 20:56
WTH http://forums.bistudio.com/oldsmileys/huh.gif
Men 6 looks like with double-colored face !
hehe, someone noticed :-)
It's a glitch which appeared right in the moment of capturing the screenshot, i noticed that later and i was lazy to make new screens.
5133p39
Dec 29 2006, 21:02
MaxMsgSend=16384;
//MaxSizeGuaranteed=;
//MaxSizeNonguaranteed =;
MinBandwidth=150000;
MaxBandwidth=1000000;
MinErrorToSend=0,007
MaxCustomFileSize=20000;
Custom file Size 2MB.
A Standart Server Config for a 1 GBIT Server.
Are you 100% sure?
Because in your example the value of 'maxCustomFileSize' equals to 20000, and i would presume that the value is given in Bytes, so 20000 Bytes equals to 20 KB, not to 2MB.
Of course i can be wrong, i am just guessing, and the 2MB seems too much to me (imagine each of 64 players to have a 2MB custom face - that's 126 MB each of them must download, and not everybody is sitting on a backbone).
qnd-wookie
Dec 30 2006, 08:11
OK,seems my calculator skills are not the best.
http://forums.bistudio.com/oldsmileys/biggrin_o.gif
THX
5133p39
Dec 31 2006, 14:12
I have wonderful news!
After two days, trying to find some nasty bug, i finally found it!
The ArmA Psycho Slayer is entering a new developing stage - a local MP testing.
I have the beautiful marker-driven template system working.
I have the npcs, generated automatically, strolling, wandering, and traveling.
I have the spying map markers, tracking the civilians and cops (as usual - when you get into any cop vehicle, you will see all cops on the map. The civilians are visible on map only for the killer players)
So now i need to make some respawn scripts, the scoring system (that will be tha last thing), and... that's the basics, we'll se what to add after that.
Deadfast
Dec 31 2006, 15:53
Great !
Have you solved that problem with stupid AI walking in a middle of a road ?
Will this work with the demo? Some of my friends don't have Arma yet and we'd love to play this.
5133p39
Dec 31 2006, 18:04
Great !
Have you solved that problem with stupid AI walking in a middle of a road ?
No, i haven't solved it. I am afraid this is hardcoded in the engine's pathfinding routine.
I added a condition with random value, which will significantly limit the number of npcs traveling on foot.
5133p39
Dec 31 2006, 18:13
Will this work with the demo? Some of my friends don't have Arma yet and we'd love to play this.
I am not sure, but i think it should work (or there shouldn't be a problem to make version working with the demo).
1. i am not sure, whether the demo will allow to play any user created missions, and use any user created addons (the mission will need an addon with special vehicles - for the radio to work).
2. i am not sure whether we are even allowed to create missions to be run on the demo version.
3. if paragraph 1 and 2 are possible/allowed, then the only thing it would need is to change some units and vehicles in the mission, because i doubt the demo contains all 21 types of civilians and ## number of vehicles i am using in the normal version. But that is not a problem - just replace few strings in the mission.sqm file and in my addon config, and that is all.
But i really doubt the demo version would allow ANY user created content.
[CS]SOBR[1st-I-R]
Dec 31 2006, 18:29
Ehh.... im planing to do the same thing actually, I had a mission in OFP almost finished and now are thinking of converting it to ArmA but dont know if people would play it.
Please visit that thread to learn more about the mission called "Air Trafic Control".
http://www.flashpoint1985.com/cgi-bin....t=56244 (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=67;t=56244)
qnd-wookie
Dec 31 2006, 18:38
Hey 5133p39,thx for your hard work so far.Wish you a great new Year,and good working Psycho Slayer Map.I´ll host this on my really fat Dedi-Server.
http://forums.bistudio.com/oldsmileys/pistols.gif
Deadfast
Dec 31 2006, 18:43
Great !
Have you solved that problem with stupid AI walking in a middle of a road ?
No, i haven't solved it. I am afraid this is hardcoded in the engine's pathfinding routine.
I added a condition with random value, which will significantly limit the number of npcs traveling on foot.
That's a pitty, but definately not your fault !
But anyway, I'm looking forward to play this map http://forums.bistudio.com/oldsmileys/pistols.gif .
Ah, and what vehicles/cops/helis have you selected ?
5133p39
Dec 31 2006, 20:37
Ah, and what vehicles/cops/helis have you selected ?
I choosed the closed and opened Landrover, and the royalists MH-6.
I haven't decided on the units yet - resp. it doesn't matter to me, it can be changed EASILY whenever anyone wants.
The playable units (killer or cops) are placed on map in the mission editor - it's easy to change them into anything else.
The civilian NPC units are generated automatically from an array of classnames available for this purpose (these class names are again defined through units preplaced in the editor, which are grouped together - on game init, the game will store classnames of each of the units into a special array, and then delete these units so they don't eat any resources).
So it is very easy to add/remove any classnames which you want to be or not to be available.
The classnames of the initially spawned random civilian cars are defined in similar way - again, no need to edit any scripts, you just delete/place the vehicles in the editor.
etc.
I think bad karma must be pursuing me.
I had another delay, another setback, another nasty bug.
For who knows how long i have been trying to figure out whats wrong with my AI wandering/traveling script, and finally i found out - there is nothing wrong with my script, it's just an AI bug, causing the AI to get stuck when you order him to DoMove to some coordinates which are (almost) inside a non-enterable building. The AI will get there (or it seems so), but will never complete/fail the move command and from that time the UnitReady will allways return false.
This is pretty bad thing, as i need the AI to randomly wander around and through the cities.
I hope this will get fixed in the next patch.
qnd-wookie
Jan 1 2007, 15:19
Oh Man,thats hard.Work on,you´ll get it !
Deadfast
Jan 1 2007, 15:48
Ah, damn it !
Why it's always AI that causes so many problems.
First they were wandering in the middle of a road.
Then if they heard a single shot, they just lied down like an idiots instead of flee like in real life.
And now this ... http://forums.bistudio.com/oldsmileys/confused_o.gif
I hope BI will relase some patch soon or you'll find a way arround that.
But don't give up !
You can make it ! http://forums.bistudio.com/oldsmileys/wink_o.gif
BTW: How are the AI cars handling bridges ?
BTW: How are the AI cars handling bridges ?
Well, that's another story i forgot to tell :-)
The AI are often falling down the bridge - first they are going on the bridge ok, but then in the middle of the bridge they will make hard turn to the right/left and drive right through the rail on the side of the bridge!
..but that is not a major problem for me. I will make a script, which will be activated in the bridge area, and which will help them to drive over it (basically it will just stVelocity the vehicle over the bridge) :-)
Deadfast
Jan 2 2007, 09:28
Hehehe http://forums.bistudio.com/oldsmileys/biggrin_o.gif .
I've enjoyed lot of fun with that too.
My AI driver just decided, that he might turn around, just in the middle of the bridge, repeatedly ramming into lamp, while trying to turn 360° and destroying his stupid car http://forums.bistudio.com/oldsmileys/banghead.gif.
Hehehe http://forums.bistudio.com/oldsmileys/biggrin_o.gif .
I've enjoyed lot of fun with that too.
My AI driver just decided, that he might turn around, just in the middle of the bridge, repeatedly ramming into lamp, while trying to turn 360° and destroying his stupid car http://forums.bistudio.com/oldsmileys/banghead.gif.
yeah, these situations can make you either laugh or cry - in my case it's often the crying http://forums.bistudio.com/oldsmileys/smile_o.gif
Deadfast
Jan 2 2007, 13:43
Nah, it just made me shot him http://forums.bistudio.com/oldsmileys/whistle.gif .
Just a minor update, i haven't had much time, but i made a workaround for the "AI DoMove & stuck" problem:
I run a script in 30s interval, which checks all units whether they are stuck, and if yes, it issues a combination of unit DisableAI "move", unit EnableAI "move", and [u]unit DoMove somePos[/i], which will make the AI's UnitReady to return true again, so the strolling script can continue to controll them again.
Most of the time, the (disable/enable)AI isn't needed, but i found that sometimes it doesn't work without it - i hope there won't be any problem in MP with these two commands.
qnd-wookie
Jan 11 2007, 22:45
Yo,I am now 3 Weeks away.Im travelling to Candolim/Goa/India.Hope this Map is ready to rumble when I´m back.
Have a nice rainy Winter in Europe.....
http://forums.bistudio.com/oldsmileys/yay.gif
5133p39
Jan 12 2007, 07:32
Yo,I now 3 Weeks away.Im travelling to Candolim/Goa/India.Hope this Map is ready to rumble when I´m back.
Have a nice rainy Winter in Europe.....
http://forums.bistudio.com/oldsmileys/yay.gif
I'll try http://forums.bistudio.com/oldsmileys/smile_o.gif
I'm sorry, for these grave news, but here goes:
I am too busy so i can't spend much time working on the mission - or should i say "debugging" ArmA.
I will resume the work immediately when the game become more mature (patch 1.9 anyone? ;-) ).
Please, don't misunderstand me - i am not saying that the game is too bugged to be usable, nono, but there are SOME bugs and i don't have time to think and test all the solutions to circumvent them.
So, see you in the line waiting for another patch.
qnd-wookie
Feb 5 2007, 11:59
Hey I´m back from India now.
No Problem;
sometimes it is more important to spent time in real-life, not in computer games.
http://forums.bistudio.com/oldsmileys/whistle.gif
Just a little "update" on the current situation:
In the patch 1.05 the "AI doMove & stuck" bug still isn't fixed, so i am still waiting, development still on hold.
FlyFisher
Mar 4 2007, 01:18
Just a little "update" on the current situation:
In the patch 1.05 the "AI doMove & stuck" bug still isn't fixed, so i am still waiting, development still on hold.
Oh No! http://forums.bistudio.com/oldsmileys/confused_o.gif
Please release a unfinished beta version of the Mission http://forums.bistudio.com/oldsmileys/smile_o.gif so we can play and have fun... http://forums.bistudio.com/oldsmileys/smile_o.gif
Thx
d3dsh33p
Mar 6 2007, 22:32
we would happily beta test this for you on our server
ok, since it looks like you really want it (despite it's uselessness http://forums.bistudio.com/oldsmileys/wink_o.gif ), i'll try to finish some pre-alpha version, but you have been warned http://forums.bistudio.com/oldsmileys/whistle.gif
And, please, don't expect anything too soon - i can't dedicate myself to it sooner than during this weekend (maybe on the Friday, but definitely not sooner than that).
d3dsh33p
Mar 7 2007, 01:11
w00t w00t
5133p39
Mar 11 2007, 12:57
I have a problem with UserActions class in config.cpp of the psycho addon.
The UserActions i defined aren't available in game - and i don't know why.
Please, help if you can, here is the topic with the problem described: class userActions - how to? (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=69;t=59545;)
5133p39
Mar 12 2007, 01:23
Little update.
For now, i am using the SaraLite island (the "South Sahrani" from the demo) because it's smaller than regular Sahrani, and bigger than too small Rahmadi.
I am working on the mission as i promised. And here is the current state of things:
1. it is possible to choose the time of day before the start of the mission, and the killers winning score .
2. basic AI wandering / traveling scripts.
AI is wandering around their current "population center", until they decide that they want to travel somewhere else.
When traveling, they are constantly checking for available vehicles to "steal", including unlocked police cars/motorcycles.
While traveling, the AI can be ordered to stop (if you are in a police vehicle) to check whether it isn't the killer.
3. Police vehicle radios
Added police radio messages, which are played randomly while the radio is on.
When someone kills any NPC, any player near any police vehicle with radio on, can "hear" the appropriate message (right now only text is shown, because i haven't created the sound samples yet, but the radio scripts are 99% ready).
It is not yet dependant on a alive police dispatcher, or the antenna, like it was in the old OFP version, but that's only a minor tweak which will be added later (if you want).
4. Police vehicles can be locked/unlocked,
accompanied by that annoying sound you all certainly remember from the old OFP version.
When inside a police vehicle, any player can see all cops on the map, while the civilians are shown only to the killer units.
5. presumably JIP compatible (untested)
6. Marker driven template
I reworked the "template" system, so now you can change and prepare everything by placing and changing markers (they define population centers positions and sizes, number of NPCs spawned in particular population center, parking places, respawns, etc.).
The only thing you need to edit in the scripts, are the names of cities/villages and the radio sounds on the island you want to port the mission to.
7. Nice, cozy and atmospheric shed on a little remote island for the killers to help them start.
Of course with weapon crates full of the interesting stuff.
....hmm, remote island, that reminded me about the lack of any transportation means to the mainland - i forgot to implement the onmapclick para drop script (will add later).
etc.
What is missing:
1. Need to add more playable units on the map.
And finish and test the JIP support.
2. Polish the NPC traveling script a little.
There are chunks of code which i don't like.
Especially the part responsible for handling the "stop suspect" actions.
3. Build some prison for captured killers, so they can escape from there http://forums.bistudio.com/oldsmileys/smile_o.gif
4. Rewrite the respawn scripts a little for both the cops and killers.
5. Implement some simple scoring system.
Right now the thing can only count Civ/West killings, but something more sophisticated would be nice (any ideas?).
6. Add two triggers to end the game when all killers are captured, or when they reach the desired score.
7. Test the whole thing in MP http://forums.bistudio.com/oldsmileys/smile_o.gif
Deadfast
Mar 12 2007, 13:42
Ah great !
Nice to see that you're working on it again http://forums.bistudio.com/oldsmileys/smile_o.gif.
Looking forward for the (hopefully great) mission.
Good luck.
- Deafast http://forums.bistudio.com/oldsmileys/xmas_o.gif
qnd-wookie
Mar 12 2007, 19:02
remote island;sounds like guatanamo bay,cuba.i am still waitin`for ya map....
http://forums.bistudio.com/oldsmileys/banghead.gif
KiwisDoFly
Mar 12 2007, 21:23
Are you planning on keeping the mission tied to Sara Lite, or are you going to port it to the full Sara island when you release it?
It's just that I've been trying to keep my server addon-free and it would really suck if I forced people to download an entire island just to play your mission.
5133p39
Mar 12 2007, 21:54
Are you planning on keeping the mission tied to Sara Lite, or are you going to port it to the full Sara island when you release it?
It's just that I've been trying to keep my server addon-free and it would really suck if I forced people to download an entire island just to play your mission.
I choosed SaraLite because when you are changing things, searching for bugs, or testing, which sometimes needs constat reloading of ArmA (when testing addons), the SaraLite is loaded little quicker than big Sara.
I can't use Rahmadi because its too small, one village, one road.
But to answer your question:
No, the mission is not to be tied to any island.
The mission is nothing more than a template.
You want to port it on Sara? no problem, the only thing you need to do, is to position the "population cetner" markers according to positions of towns/villages on the big Sara.
Adding new "population centers" is done only by adding another marker (only that it needs to be named "cc_#"), same as when adding another parking places (except the name of the marker is different).
You want the killers prison somewhere else? No problem, just grab the fences and other objects it is made from, and move it elsewhere (don't forget to move the 'prison' marker also).
Do you want to position cop's respawns differently? No problem, just move the appropriate respawn marker where you want.
My plan is to complete this "template" using SaraLite, and if someone wants it on the big Sara, then he can port it easily enough himself - but, in case of Sara, i will most probably do that anyway.
The problem with Sara is that its too big to populate whole island, and still have smooth game with decent FPS and no lags.
Even to populate the SaraLite can cost much performance - currently i am testing it with 47 independent civilian units, and it's ok, but isn't 47 too small number? - even if it is enough, then we need 47 units to populate the southern Sahrani, but then we need another 50 to populate the bigger northern Sahrani on big Sara.
But i must also admit, that for now these counts are only theoretical - we have yet to see how much units we really need for this game to be playable and enjoyable.
Maybe it can be only 50 units for whole big Sara, who knows, that depends on the gameplay.
The count of NPCs should also be dependant on the number of playing killers - with more killers, there should be less NPCs, to avoid too much chaos.
So, you don't need to force people to download the SaraLite addon, BUT they still need to download my MORS_radio and MORS_ps addon which contains altered vehicles and units with added userActions, etc.
Unfortunately, it is not possible, to make this mission totally addon-free (or i don't see how to do that).
But so far, the MORS_ps is only 1MB, and MORS_radio is 5MB, and the size will remain like it is now (i don't plan adding anymore sounds, or anything, the only thing which will be changed is the config.cpp, nothing else).
I know it would be better without addons, but 6MB isn't too much.
I am also planing to redistribute the content into more addons, and then detect their presence in a local script before using some sounds, so the user wouldn't need to download all of them.
But still there allways will be at least one addon to download - the MORS_ps.
I am really looking forward to BIS releasing their "Visitor" tools, so we could soon have an island which suits better our needs.
I seen it somewhere in the forums, that someone is planning to convert the old OFP islands - that would be nice http://forums.bistudio.com/oldsmileys/smile_o.gif
5133p39
Mar 14 2007, 08:00
http://forums.bistudio.com/oldsmileys/pistols.gif Version 0.2 is available for ...testing - check the first post
http://forums.bistudio.com/oldsmileys/yay.gif
d3dsh33p
Mar 14 2007, 13:39
w00t w00t again
5133p39
Mar 14 2007, 13:48
w00t w00t again
hmmm, w00t w00t, but i see you haven't downloaded it yet! http://forums.bistudio.com/oldsmileys/confused_o.gif
d3dsh33p
Mar 14 2007, 15:39
yes im at work (technicly at home for lunch) right now
soon as i get home (from actually working) its going on the server
actually ill do that now... server name is in the sig
ok its up, im assuming i put everything in the correct folder (addons in addons folder) but the server may have to be restarted for it to show up and thats out of my control till 4 hours from now.
but check it if you want, if its not on showing up it will be in a few more hours after i can restart it.
5133p39
Mar 14 2007, 15:56
yes im at work (technicly at home for lunch) right now
soon as i get home (from actually working) its going on the server
actually ill do that now... server name is in the sig
ok its up, im assuming i put everything in the correct folder (addons in addons folder) but the server may have to be restarted for it to show up and thats out of my control till 4 hours from now.
but check it if you want, if its not on showing up it will be in a few more hours after i can restart it.
wow! great!
I think you are right, the server needs to be restarted.
i'll check after 4 hours.
I hope the mission will work - at least a little, i couldn't stand the shame if it didn't http://forums.bistudio.com/oldsmileys/smile_o.gif
d3dsh33p
Mar 14 2007, 15:58
yea just checked it to make sure and it needs the restart
so ill make sure it happens very soon
5133p39
Mar 15 2007, 05:50
Regarding the version 0.2:
I noticed, some people have already donwloaded the addons (mors_ps v0.2 (978 Kb) (http://files.filefront.com/6930065), mors_radio v0.2 (3 MB) (http://files.filefront.com/6930113)), but NOONE downloaded the mission file! (http://files.filefront.com/6930313)
Do what you want to do, and download what you want only, but you need the mission to play the mission http://forums.bistudio.com/oldsmileys/smile_o.gif
In case there was some misunderstanding:
You need all the three files to play the mission (well, clients really need only the two addons, because the mission will be downloaded from the server, but the server needs all three files, yet noone downloaded them all).
FlyFisher
Mar 17 2007, 19:38
5133p39 Thanx a lot man!!!
http://forums.bistudio.com/oldsmileys/yay.gif
Downloads finished and i will try now....
http://forums.bistudio.com/oldsmileys/smile_o.gif
IceBreakr
Mar 18 2007, 11:48
5133p39 & co:
Fast dedicated server is up:
SBP Psycho Slayer v0.2 Test
You can find all 3 needed files in the first post, SaraLite island is available from here:
http://www.arma.si/download/downloads.php?category=7
enjoy testing http://forums.bistudio.com/oldsmileys/wink_o.gif
5133p39
Mar 18 2007, 14:55
5133p39 & co:
Fast dedicated server is up:
SBP Psycho Slayer v0.2 Test
You can find all 3 needed files in the first post, SaraLite island is available from here:
http://www.arma.si/download/downloads.php?category=7
enjoy testing http://forums.bistudio.com/oldsmileys/wink_o.gif
Thanks for this, i forgot to add a link for the SaraLite island (i am so used to using it, so i forgot that it's not part of the regular ArmA distribution).
qnd-wookie
Apr 18 2007, 17:23
Hehe,It works fine.Now I´ll have to get skill for That.
THX a lot.
http://forums.bistudio.com/oldsmileys/pistols.gif
5133p39
Apr 18 2007, 19:15
Sorry, i haven't got time to work on it.
I need maybe few weeks, then i continue the work.
Meanwhile, please, post what you think about the first alpha. I am doing it for you, so i need your feedback, i need to know what you think.
IceBreakr
Apr 24 2007, 12:44
Can't wait for this one http://forums.bistudio.com/oldsmileys/wink_o.gif
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