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Thread: [SP/MP] Dynamic Whole Map Missions by SaOk

  1. #131
    CWR² Developer SaOk's Avatar
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    I havent forgotten this mission. Currently adding ACR content in it with new tasks. Also improving other things and adding new features including flocks of animals wandering to new locations (thx for Celery for tip. Only needed to spawn the animals with CreateUnit to make it work). I will try to add some special dog behaviour too.


  2. #132
    Hi SaOk,

    I really have enjoyed playing Zub. I like it so much that I am extremely interested in creating my own mission for Invasion 44. I was just wondering if you could send me any tips or advice to get started. As of now I looked over the Dynamic - AI - Creator for the last week or so and I am still confused on several things. Though it might be a lot to ask, I am wondering if it would be possible to get the zub mission.sqs file from you so I could open it with the editor and view the steps that you did to make the mission. I find that this is the best way for me to learn, and I would strictly use the file for observation and not tamper or modify anything for public use. Thanks again for producing the best singleplayer mission that I have ever played!


    ooops meant this to be a PM

  3. #133
    CWR² Developer SaOk's Avatar
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    Hi and thanks ,

    sure here is the unpacked version of my current version. Its not set to start the mission (you need to place insertion script back to player´s init), I am currently working on the new tasks, but you can see how things work (I have currently position copy scripts enabled which I use a lot for tasks...). The mission could be quite chaotic inside, very slow to explaing what does what. Some of the scripts communicate with each other and there is much variables changed and checked in various scripts. Most of the tasks are in events folder, cutscenes in their folder, ambient scripts are in main folder. There is also much old scripts that arent used in this mission. Many scripts are also in FSM. You need FSM editor (BIS tools) to open those right.

    Overally the key idea in this mission is to recycle all spawned units so FPS dosent leak. AI groups are gathered in various arrays depending of what side they are and what kind of units they are (e.g. tanks or infantry, patrols or camp guards...), the scripts then runs proper functions for them (including deleteing).

    ONLY FOR EDITOR (ITS NOT PLAYABLE WITHOUT SOME EDITING):
    http://www.gamefront.com/files/22060...n.Chernarus.7z

  4. #134
    Thank you so much SaOk!

    This will really help me out a great deal. Again, thank you very much for creating these dynamic missions for both ARMA II and Ironfront. They are both my favorites!

  5. #135
    Master Gunnery Sergeant Kommiekat's Avatar
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    Quote Originally Posted by SaOk View Post
    Currently adding ACR content in it with new tasks.
    Hey man, glad you're back.

    Um...what do you mean by ACR. I forgot what this MOD/Script is, for some reason or other.

  6. #136
    CWR² Developer SaOk's Avatar
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    I mean the new official Army of the Czech Republic DLC which was released yesterday. Very good new units/vehicles/weapons in it.

    http://forums.bistudio.com/showthrea...h-Republic-DLC

  7. #137
    Bug?

    Spoiler:

  8. #138
    CWR² Developer SaOk's Avatar
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    Spoiler:

  9. #139
    Yes I did that.

    Spoiler:

  10. #140
    CWR² Developer SaOk's Avatar
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    There is a change that blacklisting have failed and he got shocked of the dead pilots. I try to prevent it for next version. For some reason, the array removal dosent work steadily with mods. While I played with ACE, Blastcor and ASR_AI too, sometimes the conversation system blacklisting alsoworked wrong and I could talk with my team-mates.

    I will work on those, but the doctor bug shouldnt happen always.

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