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#46 Posted at 2015-08-30 15:42        
     
Already working on the next release. Civilians were added to the Reinforcements choices. I've tested it and it does resemble a bunch of refugees fleeing an area.

I have also added the option of creating and removing multiple respawn positions using a simplified user interface, for those who wish to do like an End Game type of mission.

Also, users will now be able to modify PWNR source scripts and not have them being overwritten. This can appeal to those who want to replace vanilla units, in scripts such as patrols, by their own array of class names.

And maybe more to come.


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#47 Posted at 2015-08-30 18:51        
     
I really like the direction the project is developing.

Changing class names, doing changes in the ADAM scripts without overwriting is also a great option.

i have tested ADAM today on a dedi server. The reinforcement function works flawlessly. If you want to spawn a group of vehicles, it is a good general hint to choose an open spawn area. In approx one of ten attempts, two or more vehicles did a fireball spawn in confined areas.

I can't provoke ADAM to make mistakes in reloading the original custom loadout (custom loadout from the Arsenal copied and pasted into the player's init field, will test scripted loadouts later). However, I find the text hint on the middle of the screen a bit annoying, as it isn't really neccessary...

Thank you for implementing ideas so promptly! :)

Coq_Rouge
Lead me, follow me - or get the hell out of my way (Gen. Patton)

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#48 Posted at 2015-08-30 19:06        
     
# NTF_Rouge : I really like the direction the project is developing.

Changing class names, doing changes in the ADAM scripts without overwriting is also a great option.

i have tested ADAM today on a dedi server. The reinforcement function works flawlessly. If you want to spawn a group of vehicles, it is a good general hint to choose an open spawn area. In approx one of ten attempts, two or more vehicles did a fireball spawn in confined areas.

I can't provoke ADAM to make mistakes in reloading the original custom loadout (custom loadout from the Arsenal copied and pasted into the player's init field, will test scripted loadouts later). However, I find the text hint on the middle of the screen a bit annoying, as it isn't really neccessary...

Thank you for implementing ideas so promptly! :)

Alright, I will remove the on-screen text notifying of the respawning loadout. Consider it done.

Also, the multiple respawn positions option is now fully functional with as little effort necessary from the user. You may:
    1. Add a respawn position
    2. Remove a respawn position
    3. Enable players to select a spawn point at mission start

For those who make use of Tasks, I am implementing a button to automatically intialize variables.
In other words, for example, if a task is considered complete when variable "taskDone == 1", you must not forget to initialize that variable first in Init.sqf. To help the user remember this and to make it simple, all that is required is to fill out the box with the name of the variable (taskDone). This will automatically insert "taskDone = 0;" within the Init Tab.


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#49 Posted at 2015-09-04 23:54        
     
Using the copy & paste function to spawn enemies, bases and civvies makes it possible to populate the mission rather quickly, either with a trigger (for areas you move to) or through the init-file in ADAM.

As adviced in ADAM, mass spawnings should be avoided, to steer clear of framerate drop. To populate an area step by step, my testing shows it is a good idea to spawn one group with one trigger as a thumb's rule. To distinguish spawning of the groups, the trigger areas should differ.

When BLUFOR spawns in to save the world, it is usually a good idea to spawn the "closest" groups of enemies as the mission loads. I found it useful to spawn group by group, distinguished by the sleep command, like this:


A nap between the spawn-ins also seems to have a chilling effect to avoid vehicle "fireball spawns".

In MP missions, I have made it a rule to write a hint that shows when the human players spawns: "Do not move or use the radio for 20 secs. The mission needs to initialize". I believe this makes it easier for the dedi server and the clients to finish their data chat, before the action begins. I don't know if 20 secs is more or less than needed, but it makes it possible for me to run to the refridgerator to grab a beer.

Coq_Rouge
Lead me, follow me - or get the hell out of my way (Gen. Patton)

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#50 Posted at 2015-09-15 16:56        
     
By the way, the latest version was released recently.
The link was not added to this forums thread, so here it is:

Version 3.15.07.29.60

Here is the changelog:
    • Tweaked backwards compatibility between all versions
      • Faster process for saving and updating mission files
    • The user can modify PWNR source scripts without them being overwritten
      • Useful for those who wish, for example, to replace vanilla units with their own array of classnames
    • Added Civilian units to R-Force to mimic fleeing refugees
    • Tweaked several scripts and app source code
    • Added multiple respawn positions code
      • Available with "Instant" and "Base" respawn types
      • The user may easily create and remove several respawn points
      • The user may enable repawn at mission start
      • Similar to selecting "End Game" types of respawn positions
    • Added variable initialization to TASKS
      • Will help remind the user to initialize vars
      • Will automate variable calls in INIT tab
    Updated user guide


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#51 Posted at 2015-10-21 15:03        
     
Hi Pwner Actual,
greate tool, thanks for it.
What I try in my new mission is, to implement RHS Russian units. My problem is that the group class names dosn´t work for me. For example in a "Camp" script. Tents and everything else is spawning, but not the enemy soldiers.
Maybe you can take a look on it? I try the following Classes: http://class.rhsmods.org/rhsafrf/CfgGroups_East_rhs_faction_vdv_rhs_group_rus_vdv_infantry.html

Spawn a unit works perfectly, but only one soldier on a patrol is not a perfect solution for me.

Today evening I will try some other custom addons.

Thanks and regards

SnakeDog


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#52 Posted at 2015-10-21 15:28        
     
# SnakeDog : Hi Pwner Actual,
greate tool, thanks for it.
What I try in my new mission is, to implement RHS Russian units. My problem is that the group class names dosn´t work for me. For example in a "Camp" script. Tents and everything else is spawning, but not the enemy soldiers.
Maybe you can take a look on it? I try the following Classes: http://class.rhsmods.org/rhsafrf/CfgGroups_East_rhs_faction_vdv_rhs_group_rus_vdv_infantry.html

Spawn a unit works perfectly, but only one soldier on a patrol is not a perfect solution for me.

Today evening I will try some other custom addons.

Thanks and regards

SnakeDog


In theory, here is what it should look like if you choose to replace the EAST CSAT INFANTRY GROUPS with RHS group classnames, at line #85 of the Camp script:

The following...
case "EAST CSAT INFANTRY GROUPS":
{
_Type1	= ["OI_reconPatrol","OI_reconSentry","OI_reconTeam","OI_SniperTeam","OIA_InfSentry","OIA_InfSquad","OIA_InfSquad_Weapons","OIA_InfTeam","OIA_InfTeam_AA","OIA_InfTeam_AT"] call BIS_fnc_selectRandom;
_Type2	= ["OI_recon_EOD","OI_support_CLS","OI_support_ENG","OI_support_EOD","OI_support_GMG","OI_support_MG","OI_support_Mort"] call BIS_fnc_selectRandom;
_Type3	= ["OIA_GuardSentry","OIA_GuardSquad","OIA_GuardTeam"] call BIS_fnc_selectRandom;
_Type 	= [_Type1,_Type2,_Type3] call BIS_fnc_selectRandom;
if (_Type == _Type1) then {_grp = [_pos,East,(configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >>_Type)] call BIS_fnc_spawnGroup;};
if (_Type == _Type2) then {_grp = [_pos,East,(configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Support" >> _Type)] call BIS_fnc_spawnGroup;};
if (_Type == _Type3) then {_grp = [_pos,East,(configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "UInfantry" >> _Type)] call BIS_fnc_spawnGroup;};
};

would be replaced with...
case "EAST CSAT INFANTRY GROUPS":
{
_Type = ["rhs_group_rus_vdv_infantry_chq","rhs_group_rus_vdv_infantry_squad","rhs_group_rus_vdv_infantry_squad_2mg","rhs_group_rus_vdv_infantry_squad_sniper","rhs_group_rus_vdv_infantry_squad_mg_sniper","rhs_group_rus_vdv_infantry_section_mg","rhs_group_rus_vdv_infantry_section_marksman","rhs_group_rus_vdv_infantry_section_AT","rhs_group_rus_vdv_infantry_section_AA","rhs_group_rus_vdv_infantry_fireteam","rhs_group_rus_vdv_infantry_MANEUVER"] call BIS_fnc_selectRandom;
_grp = [_pos,East,(configfile >> "CfgGroups" >> "East" >> "RHS_FACTION_VDV" >> "RHS_GROUP_RUS_VDV_INFANTRY" >> _Type)] call BIS_fnc_spawnGroup;
};


The only thing where it might go wrong is in the classname of the group...
>> "RHS_FACTION_VDV" >> "RHS_GROUP_RUS_VDV_INFANTRY" >>

Good luck


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#53 Posted at 2015-10-21 18:02        
     
Hi Pwner Actual,

thanks for your quick respons. I got the same idea, but I use the wrong syntax with
_Type1 =
_Type2 =

Your syntax works perfect for me. Now I will change the groups also in the other script files.

Thanks again and regards
SnakeDog


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#54 Posted at 2015-12-23 16:56        
     
Hi Pwner Actual,

when I spawn an an infantry group, then also a pickup will spawn. Please take a look on the attached file.


A brand new and modern pickup is totaly false in a vietnam scenario.

Is there something wrong with your tool, or do I make a misstake?

Thanks and regards
SnakeDog


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#55 Posted at 2015-12-24 13:53        
     
Can this be used to make single player missions and campaigns?


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#56 Posted at 2015-12-27 17:37        
     
SnakeDog,

Haven't seen this issue, but it should be solvable by finding the file where the groups are put together, eg PWNR/PUGS, and remove the vehicle from that group.

Rob606,

ADAM is a splendid and simple MP tool. But you can make a mission, and run it from the ingame LAN-server for SP purposes.

Coq_Rouge
Lead me, follow me - or get the hell out of my way (Gen. Patton)

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#57 Posted at 2016-02-19 22:43        
     
Thanks for sending us the updated version!
I have just released it on the frontpage and you can find our mirror here:



Visit my family webshop desteigerhoutshop.nl.

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#58 Posted at 2016-07-27 08:56        
     
Any new updates in the pipeline, Pwner? Still a great tool for MP missions.

Coq_Rouge
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#59 Posted at 2016-08-22 19:49        
     
Hi Spwner Actual,

Thank you for the hard work, I find your way of scripting very easy to use.

I did have a problem on multiplayer, when I used the ‘spawning of civilian and parked cars’ script. When we both in different spawn areas there is a problem with re-spawning and de-spawning all the time however, as soon as we are back in the same spawn area there are no problem when we leave to the another spawn area together. All deletes (works) as it should.

Thank you.


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#60 Posted at 2017-03-18 12:43        
     
# NTF_Rouge : Any new updates in the pipeline, Pwner? Still a great tool for MP missions.

Looks like this awesome tool isn't supported anymore. Ashame, it was an awesome tool to help us!!






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