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Woody05

Member

Last active 8 years ago

  1. 8 years ago
    Wed Mar 9 15:58:20 2016
    W Woody05 posted in Small group play.

    I have 400 troops and about 50 objectives so I don't think it's a size problem, but I can try upping to 600. Opfor is 800.

    Opfor = occupy
    Blufor = invasion

    Blufor starts at Sw airfield with a few towns around it. So I didn't want the opfor overwhelming them.

  2. Tue Mar 8 23:11:39 2016
    W Woody05 posted in Small group play.

    So the respawn issue is. When the mission loads. For about 10 seconds I've spawned into the world with gun in hand. I'm standing at the same location the unit is in the editor.

    Then the screen goes back to the map load screen. Then I spawn in at my respawn_west marker, and I'm ready to play.

    Not a big deal, its only like 20feet difference. Its the fact that I have to go back to the map screen the second time and sit through another load screen. Again respawnonstart = 0

  3. Tue Mar 8 20:20:21 2016
    W Woody05 posted in Small group play.

    Finally got a play test in of my Bornholm map this weekend! Thanks to you all for your help!!

    My buddy and I got in for only 30-40 minutes but it was hella fun. I did CQB across the island at 2% with Pairs. They have some pretty dense cities so that is plenty. We left the SW airfield and headed into the city just NW of it. Its a GREAT urban warfare environment. Lots of walls, scale able buildings, hedge rows, etc. On top of that I put ASR AI on the server too. Soooooo...yeah...we got the shite flanked out of us. I had basic ACE medical on to ease my buddy into it, and that lead to a few deaths haha. We didn't even finish clearing the city (couple of tanks ahead of us if I remember right) before we saved it out.

    So of course now the tweaking keeps going. Some issues I've seen so far:
    1.) My starting force of about 400 blufor are up against about 800 opfor. (bornholm is a big map, and had to do 400/400 mil/civ to get the density needed). Blufor is attacking, but they aren't really taking objectives and moving onward. Is this maybe due to how compact the cities on bornholm are? Or should I maybe up the level of blufor? The only reason I didn't is if I go the direction of the main force and I get within 1100m I despawn half of them due to the limiter. Thoughts?

    2.) I tried to the helipad reload/rearm script, but it didn't work. I created a tricker, made it about 10x10 and set it right over the helipad. Gave the trigger what it says, and then the on activation what it says. Activation repeatable by anybody. Left type as none.

    3.) Even though my base is inside a 1500m square, I still get a decent amount of OPFOR spawning into it on the start of the map. This may be due to the road in front of the airport. Honestly not that big a deal because now that I think of it, it makes the spawn in feel like we just took the airfield and are pushing inland dealing with the last wave of a counter attack.

    4.) Load issues for the mission. When I load the mission I see the picture of the map, load bar goes across, then I load in on my player unit start position. There's FNC Curator error, then a few seconds later I bounce back to the map and it goes through another load. Then the game finally starts up and I'm standing on my respawn marker. Now I have the respawnOnStart = 0 in the description.ext. Is this just CBA, Alive, bornholm? Its caused some angst when I've tried to load a dedicated server with TADST, then load in. The map loads with an unknown name and author, then loads again with the actual mission name and me as the author. Then it gets to be the briefing screen, and I hit continue then it goes back to the map screen to load again. Then it just sits there on that screen. Last night to get it to work I had to close arma client with the task manager and load in a second time before it worked. The first time my buddy logged in it said there was no respawn available, and kicked him back out. However, the second time he loaded in fine. Respawn was working normally.

    Anyhow, sorry that was long! Any advice would be appreciated, and thank you again for such amazing tools to make these missions.

    I'll have to put a copy on the mission templates forum when I get a chance.

  4. Fri Mar 4 20:42:02 2016
    W Woody05 posted in Small group play.

    Hmmm....I guess since we just beat y'all in basketball I can let go of my anger from last football seasons lol.

    Sure thing man! I'll definitely look you up! Thanks for you're help!

    That's a great idea about the base. Hadn't thought of that. I might make a TAOR over the top of Agia Marina and blacklist it from my normal 10% CQB module, and then make a new 30% CQB module BLU_F,OPF_F and connect it to Agia Marina and my main base (air base).

    But I will need to make a new Mil Civ module specifically for the marina huh. As my other one is connected to the main AO. (My mission is linked a few posts up)

    Thanks again!

  5. Fri Mar 4 20:29:37 2016

    So the simplest way (and I'm sure it'll make sense after you place a couple), I'll use a square for example.
    a.) Place your squad
    b.) Place a move waypoint practically at their feet
    c.) Start placing your move waypoints
    d.) Make your last waypoint a cycle waypoint. It will automatically connect it back to the first.
    So:
    Squad start --W1-------------------W2
    |
    Base |
    |
    W4-------------------W3
    Then when you tell W4 to cycle it will look like this:

    Squad start --W1-------------------W2
    | |
    | Base |
    | |
    Cycle W4-------------------W3
    Now that unit/squad will continuously patrol that square at whatever alertness level you set. If it engages enemies and survives, it will return to that patrol.

    Just be cognizant of the fact the units starting position does not count as a waypoint. So if you don't set that first waypoint at a corner you could end up with a funky patter like this.

    Squad start -----------------W1
    / |
    / |
    / |
    Cycle W3----------W2

    See W3 cycles back to W1. Make sense?

    The cool thing is you can make whatever shape you want, with as many waypoints as you want. The other neat thing is how flexible waypoints can be. Each waypoint can be configured. So you can change their awareness level, stance, fire at will command, etc. Also how long they are at that waypoint. For ambiance you could have them patrol around then come in the base and stand by a table for 3 minutes like they were getting water. Then let them keep going.

    Open a brand new map of stratis (quick to load). Drop a player unit down. Then set one squad down. Then start giving the unit waypoints and play around with it. Pick an object like a big tree or a building and try to get the AI to patrol around it. Use the "+" key to speed the game time up in single player so you can see the whole route quickly. That way you can go back and forth from the editor to single player testing without having to load your whole mission :) Then take what you learn into your mission.

    And remember waypoints can be used on placed manned vehicles too :) So maybe you'd rather have a humvee patrolling around your base !!

    Hope that helps!

    P.S. I probably stated many things you already know, like play testing it on a blank map. When I'm explaining I tend to go through every bit of it, in case there's a part a person has never heard. Its just how I communicate.

  6. Fri Mar 4 18:00:26 2016
    W Woody05 posted in Fleeing civilians (SOLVED).

    Do they run when it's a friendly village? I.e. A blufor occupied town far behind the lines?

  7. Fri Mar 4 17:56:54 2016

    Sounds like a winner man! The waypoints are super easy just select your unit/squad and then shift+right click in the editor to place them. Then double click your last waypoint and tell make it a cycle waypoint. This will make it repeat and head back to waypoint one to keep going.

    This video talks a little bit more about them.

    That said it sounds like you're going to have a pretty cool mission when done. Congrats man!!

  8. Fri Mar 4 16:13:03 2016
    W Woody05 posted in Server freezes (Fixed!).

    Schweeet! Excited for the new build!

  9. Fri Mar 4 15:58:40 2016
    W Woody05 posted in Small group play.

    Aaaah. Got it. Makes sense. And as to the limiter I forget that a lot of people play with larger groups who might not necessarily be in the same part of the map together. So if you have 3 groups spread out across 3 areas. Each group may have 5-10 groups of AI spawned in. I could see how that would start stretching a server, and thus the limiter.

    I haven't gotten to work on it in a few nights and I'm having withdrawals lol. I keep refreshing the forums to get my ALiVE info fix haha

  10. Fri Mar 4 14:16:02 2016
    W Woody05 posted in Small group play.

    So just to be clear. When you say "spawn over map". You mean the virtualized units you see when you turn ai debug on.

    Your not referring to "spawning into real space". i.e. Only 25 groups are allowed to spawn in 1500 of me.

    So what is the unit placement size for. So if I put down a 1200 platoon but have the limiter set at 25?

    Is that my total force pool? So if I want logistics to keep supplying I need to set to infinite?

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