View Full Version : Auto Mission
norm6669
Jul 22 2009, 22:59
http://pnorm.net/AutoMissionAugust12.Chernarus.pbo
Update:
-Ennemies got a set skill (0.65), First aid completely removed (enough with the madness)
Mission:
-Red area contain ennemies.
-Alpha, the high-commander, will get SecOps.
-Ambient combat module restart after group wipeout.
Features:
-LAV-25 HQ can spawn bots, max 4 per team.
-LAV-25 HQ got weapons if you missed briefing.
-When you die, you keep your weapons.
-Vehicle respawn when they have room (cow can block spawn).
-Allow 30 seconds for freshly spawned vehicle before use.
-Tracking players and bots on the map.
Alpha:
-SecOps "notes" will appear after spawning.
-Inform players of SecOps with waypoints or markers.
-LCtrl-Space to enter high-command mode for waypoints.
-If SecOps are bugged, try to cancel the op.
-If it doesn't work, disband you squad.
-If it doesn't work, kill yourself without a squad.
ToDo:
-More and more testing.
Installation:
-Extract the .pbo file to your ArmA2\MPMissions folder.
Historic version:
http://pnorm.net/AutoMissionAugust9.Chernarus.pbo - 6th version: Captive bug fixed, KA-52 removed
http://pnorm.net/AutoMissionAugust7.Chernarus.pbo - 5th version: v1.03, random and scalable ennemies.
http://pnorm.net/AutoMissionAugust4.Chernarus.pbo - 4th version: Bug fixed, KA-52 added. Good for v1.02.
http://pnorm.net/AutoMissionAugust1.Chernarus.pbo - 3rd version: Added the 5 ennemy respawn and the high-command for alpha.
http://pnorm.net/AutoMissionJuly27.Chernarus.pbo - 2nd version: Work in multiplayer with the basic secops and acm.
http://pnorm.net/AutoMissionJuly22.Chernarus.pbo - 1st version: not scripted at all for multiplayer.
should probably just pm this but how did u fix the red-cam and spectator/respawn bugs?
norm6669
Jul 23 2009, 15:44
When a player respawn, I run this code:
player setVariable ["head_hit",0,true];
player setVariable ["body",0,true];
player setVariable ["hands",0,true];
player setVariable ["legs",0,true];
player setVariable ["bloodlossPerSecond",0,true];
player setVariable ["bloodloss",0,true]; //blood loss in liters, 3+ is fatal
player setVariable ["",0,true]; //empty name variable works - accumulates structural dammage
player setVariable ["BIS_IS_agonyDam",BIS_IS_agonyDam,true]; //_x will be in agony if it has damage of BIS_FA_agonyDam or more
player setVariable ["BIS_IS_inAgony",false,true]; //not in agony at start
player setVariable ["injured", false];
player setVariable ["BIS_IS_Dead", false];
_nic = [player] execFSM "\ca\Modules\AIS\data\fsms\agony.fsm";
_nic = [player] execFSM "\ca\Modules\AIS\data\fsms\damaging.fsm";
Discuss this aspect here please: http://forums.bistudio.com/showthread.php?t=73406&page=4
norm6669
Jul 28 2009, 01:52
http://pnorm.net/AutoMissionJuly27.Chernarus.pbo
I've edited the first post with infos about the new version. This message is so people that check the "New Posts" will get informed about the new release.
(Or is it a shameless bump?)
norm6669
Aug 1 2009, 19:38
http://pnorm.net/AutoMissionAugust1.Chernarus.pbo
aka version 3.
Probably close to the "final" version. Only bug fix will follow if needed. Still need some testing.
See the first post as usual.
norm6669
Aug 5 2009, 01:18
http://pnorm.net/AutoMissionAugust4.Chernarus.pbo
aka version 4... I updated the first message of the thread. This is a change log of this specific version
LAV-25 HQ Cargo was local to the server. Fixed.
JIP Client were not seeing the red area marker until the server changed it. Fixed.
KA-52 added by request.
Mission notes updated with limitations and alpha duties.
Comments added to the code in case someone is looking around.
Tested as client/server, client on dedicated and client of a client/server.
What I'm looking for now is input on the difficulty... maybe I should make the ennemy force scalable to the amount of player. Is it ok for one guy, two guys? As usual, if you find bugs you are welcome to share the info.
norm6669
Aug 7 2009, 21:01
http://pnorm.net/AutoMissionAugust7.Chernarus.pbo
aka version 5!
1.03 ready. I cleaned up the first aid "fix" since the patch fixed the problem.
Same with the player notes. I was reinitializing the briefing after every death but the patch take care of it now.
New stuff: The type of ennemies in the red area is now random. It won't be ONE squad, ONE bmp, ONE tank and ONE AA anymore... Also, if you play with many player you will see a lot more ennemies in that area. So yeah, ennemies scale to the amount of player!
=SF=Hyrax
Aug 8 2009, 02:36
first aid breaks after respawn
norm6669
Aug 8 2009, 02:55
Hyrax, when you said "first aid breaks after respawn" I went back to test it and didn't found any problem with first aid after respawn.
Are you using version 1.02 of Arma? If yes, you should probably use an "older" version of my map http://pnorm.net/AutoMissionAugust4.Chernarus.pbo
If you are using version 1.03, can you describe how it breaks so I can recreate the bug?
Just ran some tests and did not have First Aid break after respawning 4 times. After going back into the town after dying, the AI seem to no longer attack me or my team mates.
norm6669
Aug 9 2009, 02:59
Ben, you are absolutely right. I was able to reproduce this bug. These are ennemies you see in this screenshot but they don't react http://www.pnorm.net/AIUnresponsive.jpg
I seriously hope this will get fixed fast since it's quite a show stopper.
Yes, I'm not really sure why. I wish I knew so I could help. I really do like this mission, it has great potential. I'd work on the layout of the base maybe, and set it so SecOps missions somehow wouldn't just happen on the airbase.
norm6669
Aug 9 2009, 22:04
http://pnorm.net/AutoMissionAugust9.Chernarus.pbo
aka version 6.
There is a bug with patch 1.03 where people respawning with first aid will be set to captive mode. I found the info there: http://forums.bistudio.com/showthread.php?t=82957 This is what I execute after every respawn to workaround the problem:
{_x setCaptive false} forEach units group player;
There was also a problem with people in the KA-52. Unfortunately, they were seen as red dot on the radar of other player and got shot down. Sorry Hornet, no more KA-52.
Good job everyone on finding problems. If we dont find any more trouble, next update will be when version 1.04 come out.
First Aide does not work after you have died, you still go into the wounded mod, but you are unable to recieve first aid. The option is there, but when you select it nothing happens.
Also, the skill of the AI is very very high, is there a way to modify there level .01 to 1.0?
BelgarionNL
Aug 10 2009, 19:50
hey wow lots of updates!
i recommend that you download this http://forums.bistudio.com/showthread.php?t=82733 very nice missions etc! i am now using your latest release for choosing new units and the Linked mission for Secops!
edit: if you can just spawn in another squadmember when you die and you can add new ones then i can manage without the FAM! ( at least for a while :P)
norm6669
Aug 10 2009, 21:20
First Aide does not work after you have died, you still go into the wounded mod, but you are unable to recieve first aid. The option is there, but when you select it nothing happens.
Also, the skill of the AI is very very high, is there a way to modify there level .01 to 1.0?
I tried to figure out "how it doesn't work" and I guess it's when a player try to heal a player.
Because I tried with a Soldier_AT bot and he could always heal me.
For the skill, next version every ennemy that spawn in the red zone will have a skill of 0.65.
I tried to figure out "how it doesn't work" and I guess it's when a player try to heal a player.
Because I tried with a Soldier_AT bot and he could always heal me.
For the skill, next version every ennemy that spawn in the red zone will have a skill of 0.65.
May I ask the current skill?
norm6669
Aug 11 2009, 08:07
No skill was set.
Roger. Felt like I was playing terminators.
I apologize for me posting so much on here, but for some reason, your mission has really intrigued me.
norm6669
Aug 12 2009, 23:42
http://pnorm.net/AutoMissionAugust12.Chernarus.pbo
Version 7
Ennemies that spawn in the red area got a skill of 0.65. According to the documentation this is right between recruit and veteran. http://community.bistudio.com/wiki/setSkill
I "fixed" the first aid. I first tried initializing first aid on the bot to try to recreate the bug but I didn't even reach the "let's get myself killed" part. I couldn't heal the bot during my first "life". My guess is the first aid module is really sensitive now to "dual module initilization"... one on me, the other on the bot.
So I just removed the first aid... sorry! :)
galzohar
Aug 12 2009, 23:58
Not sure if you can count on those values for AI skill VS difficulty settings, as they are from 2007, and may or may not have anything to do with Arma 2 skill/difficulties.
I have tried editing the skill the same way you had, I have no luck with results, they are still insanely hard and accurate.
BelgarionNL
Aug 13 2009, 13:51
so where is the infantry, enemy vehicles and maybe even tanks?
i've changed the dots to the airfield 2 see if anything spawns but NOTHING :P
how is this possible?
Must be played online, elsewise nothing spawns on the dots.
norm6669
Aug 13 2009, 21:59
I have tried editing the skill the same way you had, I have no luck with results, they are still insanely hard and accurate.
What do you mean? You unpbo the mission then modified the serverloop.sqf to put a lower skill and it's still hard?
Sorry! If that's the case, it might be another bug they introduced with 1.03.
Belgarion, a bit more info would be needed to help. First are you playing multiplayer, singleplayer or editor? Second, did you MOVE the existing dots? They must be named PossibleEnnemies1 to PossibleEnnemies5.
You could also send back the modified version so we have a look. Saved as a multiplayer mission.
if (_RandomTroop < 40) then {
_group = createGroup _EastSideHQ;
_FirstUnit = _group createUnit ["RU_Soldier_SL", getPos EnnemyTrigger, [], 200, "NONE"];
"RU_Soldier_GL" createUnit [getPos _FirstUnit, _group, "",0.2];
"RU_Soldier_GL" createUnit [getPos _FirstUnit, _group, "",0.2];
"RU_Soldier_MG" createUnit [getPos _FirstUnit, _group, "",0.2];
"RU_Soldier_MG" createUnit [getPos _FirstUnit, _group, "",0.2];
"RU_Soldier_AT" createUnit [getPos _FirstUnit, _group, "",0.2];
"RU_Soldier_AT" createUnit [getPos _FirstUnit, _group, "",0.2];
"RU_Soldier_LAT" createUnit [getPos _FirstUnit, _group, "",0.2];
"RU_Soldier_LAT" createUnit [getPos _FirstUnit, _group, "",0.2];
"RU_Soldier_AR" createUnit [getPos _FirstUnit, _group, "",.02];
"RU_Soldier_Marksman" createUnit [getPos _FirstUnit, _group, "",0.2];
"RU_Soldier" createUnit [getPos _FirstUnit, _group, "",0.2];
};
Thats what I edited it too, .2 should be an extreme distance, but upon flying in a chopper to a location all enemy AI Units are shooting at the chopper roughly 1500 km away. They continue to track your location after that and fire upon you. Way more difficult then .2.
norm6669
Aug 14 2009, 02:48
One thing (don't think this is all the problem but who knows)
Your commander is not included. You must insert:
_FirstUnit setSkill 0.2;
Also I don't know about this:
If "SuperAI" is turned on in the Difficulty Menu, the skill level is always 1, no matter what was defined in the editor or via this command. (ref.: http://community.bistudio.com/wiki/setSkill )
I play on regular. I guess you don't play with the settings maxed either.
I'm going to try that tonight. I also tried adding more towns to attack randomly. I got up to 44 different random areas.
if (AreaClear) then {
while { NewTargetName == _OldTargetName } do {
NewTargetName = "PossibleEnnemies" + str( ceil (random 44) );
};
I edited the code to that. However in the multiplayer game it just cycles through the towns and never spawns AI.
norm6669
Aug 17 2009, 00:17
Other than making sure the markers are properly named, PossibleEnnemies1 to PossibleEnnemies44, I don't know what else could go wrong.
If you want me to have a look, pack your mission (all of it) into a nice little pbo and upload it somewhere.
Norm, I figured out what the problem was.
When adding the Unitskill to the Group Leader, for some reason it makes the ennemie area randomly jump, instead of waiting for the town to be cleared, once the Unit skill is removed from the group leader this error stops.
norm6669
Aug 21 2009, 17:13
But my version of the mission is working properly. And I use the setskill on the leader. So why do you have this problem and not me? (I guess we'll never find out)
Ah, I see what I've done. Would you be interested in collaborating on this mission, I've got alot of ideas, and been multiplayer testing them with my roomates.
norm6669
Aug 22 2009, 00:09
Sure I can help. If it's a totally original mission you should start your own thread and inform me via personal message of you thread.
The way I see it, you give me a "problem" to solve and I do a little demonstration mission, then we discuss it.
Also, I'm a working man and can usually help out only during the evening and weekend. Sometimes I'm gone for a few days for work too (I just came back from a three day trip today) I live in the EST time zone... Montréal!!!
Montreal, Fantastic place! I too am EST. I'll shoot you a PM.
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