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Thread: MBG Window of opportunity

  1. #121
    Now Mondkalb... the question is: Can you make a squad based shooter with dynamic pausing a-la x-com/Silent Storm
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  2. #122
    Chief Warrant Officer mrcash2009's Avatar
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    One last post apart from war & peace post on previous page ...

    Would you consider upping this into a module format using sync functions as opposed to manual edits of scripts to include units? I realise that's probably some kind of re write and config setup is fine, just a thought.

    EDIT ... On the more COOP side of the mission type like the BAF COOP example, why is there a need to enter the full unit type in the config array (as they are pre layed down units in the editor)?

    IE:

    [[POWERcost, CRATEscost,BuildTIME,"Display Name", "Icon","PanelPicture"],["unit", "unit", "unit"], "Vehicle"]
    I can understand this for spawning when building groups in other mission types, but pre layed down units it seems quite a fiddle to add each and every unit description here, or can this be left out? I have been simply copying and pasting and changing ID and description only so far.

    Would it possible to have it that pre layed down units use a different set of recipes (without the unit lists and other unrelated parts)?

    Ive made a bunch of edits to my long post on previous page if any of it helps as feedback BTW.
    Last edited by mrcash2009; Aug 5 2011 at 16:25.

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  3.   Click here to go to the next Developer post in this thread.   #123
    BI Developer Mondkalb's Avatar
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    [[POWERcost, CRATEscost,BuildTIME,"Display Name", "Icon","PanelPicture"],["unit", "unit", "unit"], "Vehicle"]
    That array is used to spawn units when an order is given. The requirement for preplaced units to have this is to maintain compatibility with the side-panel. More specific with the unit count comparison.

    You can plop in any value you want into that array for preplaced units.

  4. #124
    Chief Warrant Officer mrcash2009's Avatar
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    Ah right I see now, to count the units in the group, thanks.

  5. #125
    Chief Warrant Officer mrcash2009's Avatar
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    Just a few more updates for feedback ...

    After playing more fluent and a longer session I found that that Tab overlay unit list would be better to stay switched on in command view mode (or option to have it fixed on), as opposed to having to keep tabbing it on, more often than not im looking for that right away in the 3d view.

    Could the Tab overlay also show on map view so you have option to select icons on map and the overlay for quick ref?

    I also noticed (and this is probably nothing you would support but here goes) that in SP play I saved and reverted, all works well until you then try to press ESC to exit command view, basicly it doesn't and then all functions of command view wont show or work and its a show stopper. This is all to do with reverting from a save.

    I guess it wasn't intended for SP & Saves, but if there's some possibility for support then I thought I would post what I noticed.

    Well after some great play and loads of feedback, I think I will shut up and wait for any updates

  6.   Click here to go to the next Developer post in this thread.   #126
    BI Developer Mondkalb's Avatar
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    Quote Originally Posted by mrcash2009 View Post
    Could the Tab overlay also show on map view so you have option to select icons on map and the overlay for quick ref?
    I tried that.


    The next WOO update will probably take some time. Currently I just don't have any appetite for working on WOO. Also I have to sort out some other things.

    But be assured, WOO will not be abandoned totally. My plans are so far to implement enemy AI and WASD controls. Then releasing it without any restrictions.

  7. #127
    Hey, this is an extraordinary mod you have created. From the moment I began playing ARMA I was hoping to see a RTS style game type, so thank you for making that wish come true. I hope to see further updates and features added, or even a combination WOO/Benny's Mod game type, as mentioned previously. However, you have already given the community a great base for which to build upon (with your permission, of course).

    A quick question: I am trying to create a mission that starts the players with a prebuilt base (trying to make it aesthetically pleasing) but I've ran into one problem. Every building I put down (besides the HQ, that works perfectly) partially works, meaning I am able to click on it and view the build menu, however the unit building que does not work. It gives a constant value of "scalar" and will not train units, although it does deplete resources as if I purchased a unit. I copied over the preplacedbuildings.sqf from the coop mission that was used for the hospital and called it through the buildings init line, but to no avail. Any assistance you could give me with this would be very much appreciated.

    Oh, and again... awesome mod!

  8. #128
    Chief Warrant Officer mrcash2009's Avatar
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    I haven't done what your doing, but make sure you dump all scripts to mirror the demo you take it from even if it doesn't seem relevant, I know that lots of script parts are included through each.

    Unsure if that helps but just make sure of that first and then re test it. Plus Im not sure if what your doing is then part of modifying the scripts out of just user edit functions and so far that's a no no from Monkalb .. IE a personal edit of the core script.

  9. #129
    Thanks for the tip mrcash. I actually tried placing a barracks in the Shapur coop mission to see if the scripts in that mission were altered and got the same outcome - build menu and resources spent but no units trained. The Preplacedbuilding.sqf file appears to add the preplaced building that calls it to a list of "active" buildings for west or east, and the Basic_Config already manages this list.

    Again, that is what it *appears* to do. I am not fluent in Arma's scripting language, and I'm sure this is the reason for Mondkalb's hesitation to let end users modify the scripts. I had hoped preplacing the structures would be a simple task, but it now seems a core script edit (or possibly just an addition) might be required. I guess only Mondkalb can give us the answer.

    Also, if adding preplaced base buildings does require modification of the core scripts, then I apologize for attempting it as I am aware that Mondkalb does not want us editing his scripts at this time.

  10. #130
    Chief Warrant Officer mrcash2009's Avatar
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    Dont worry mate I already did a script edit to test something, I mainly meant asking publicly for author to let you know how was all (when it comes to changing anything with core scripts).

    Mainly put it in for requests if you think it will help for feedback (lord knows Ive added plenty here so far). Who knows maybe it is something author can help with, Im not a "scripter" either to be honest, just standing on the shoulders of many giants to try to smash things together in order to get a result

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