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#76 Posted at 2017-04-12 16:09        
     
Pwner Actual
and thank you for your awesome work and effort for this thing.
I don't know how easy it might be, but can you add RHS mods ?


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#77 Posted at 2017-04-12 16:44        
     
# GEOTROOPER : Pwner Actual
and thank you for your awesome work and effort for this thing.
I don't know how easy it might be, but can you add RHS mods ?

There are so many mods out there that add factions and units. Including them in ADAM would be suicide.
There is however a workaround. Here is an example (not tested):

If you're wanting to spawn RHS units through the Patrol tab (PUGS), you can go into the source script "\PWNR\Scripts\PUGS.sqf". There, for example, replace WEST NATO INFANTRY UNITS classnames array:
_sol = ["B_Soldier_02,f","B_Soldier_03_f","B_Soldier_04_f","B_Soldier_05_f","B_Soldier_F","B_Soldier_lite_F","B_Soldier_GL_F","B_soldier_AR_F","B_Soldier_SL_F","B_Soldier_TL_F","B_soldier_M_F","B_soldier_LAT_F","B_medic_F","B_soldier_repair_F","B_soldier_exp_F","B_Soldier_A_F","B_soldier_AT_F","B_soldier_AA_F","B_engineer_F","B_officer_F","B_soldier_PG_F","B_soldier_UAV_F","B_recon_F","B_recon_LAT_F","B_recon_exp_F","B_recon_medic_F","B_recon_TL_F","B_recon_M_F","B_recon_JTAC_F","B_spotter_F","B_sniper_F","B_soldier_AAR_F","B_soldier_AAT_F","B_soldier_AAA_F","B_support_MG_F","B_support_GMG_F","B_support_Mort_F","B_support_AMG_F","B_support_AMort_F","B_ghillie_lsh_F","B_ghillie_sard_F","B_ghillie_ard_F","B_Sharpshooter_F","B_Recon_Sharpshooter_F","B_HeavyGunner_F"] call BIS_fnc_selectRandom;

with your own array of classnames from RHS:

_sol = ["rhsusf_usmc_marpat_wd_teamleader","rhsusf_usmc_marpat_wd_riflemanat","rhsusf_usmc_marpat_wd_rifleman_m4"] call BIS_fnc_selectRandom;

So when selecting WEST NATO INFANTRY UNITS, you would, in theory, actually be spawning the RHS units you replaced in the classname array.


Remember to save a backup of your modified script! Newer versions of ADAM will overwrite old versions of scripts.


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#78 Posted at 2017-04-12 17:52        
     
Thnaks for the update :-)
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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#79 Posted at 2017-04-12 17:58        
     
# GEOTROOPER : Hello, really nice work, I appreciate, but it doesn't fit in my screen :/
I tried to change my monitor screen resolution, didn't help. nothing worked. I need this awesomeness to work, please suggest me something



I may have created a solution for you. I hope it works...
The next update will include the possibility to use keyboard shortcuts for the buttons at the bottom.

SAVE AND UPDATE MISSION FILES: Alt+S
SAVE PROFILE: Alt+P
LOAD PROFILE: Alt+L
ABOUT: Alt+A
EXIT: Alt+E


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#80 Posted at 2017-04-20 15:24        
     
Hey Pwner Actual I have an idea for a small imporvement.
From my point of view it will be great, if I can enter a name for a group, unit, airplane or any kind of vehicles wich one is driven by an AI. The name should be saved as public variable. With the enterd name it will be very easy to create tasks based on the saved names.
For example if I want to create a mission where a pilot get the task to search and destroy for an enemy airplane or attackhelicopter. The task will be successfully done, if the enemy with the given name going to be destroyed.
waitUntil {!alive _enemyplane};
If I leave the name field blank, the created unit should not get any name, the name field should not be mandatory.

Well, your script pack is the best one to create air combatants. After the release of the Jet DLC, the option with the name will be a good improvment for mission makers, who want to create aircombat missions.


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#81 Posted at 2017-04-20 16:31        
     
# SnakeDog : Hey Pwner Actual I have an idea for a small imporvement.
From my point of view it will be great, if I can enter a name for a group, unit, airplane or any kind of vehicles wich one is driven by an AI. The name should be saved as public variable. With the enterd name it will be very easy to create tasks based on the saved names.
For example if I want to create a mission where a pilot get the task to search and destroy for an enemy airplane or attackhelicopter. The task will be successfully done, if the enemy with the given name going to be destroyed.
waitUntil {!alive _enemyplane};
If I leave the name field blank, the created unit should not get any name, the name field should not be mandatory.

Well, your script pack is the best one to create air combatants. After the release of the Jet DLC, the option with the name will be a good improvment for mission makers, who want to create aircombat missions.

If I understood correctly, I believe what you are requesting is highly demanding (code-wise) and very specific. It would actually be counter-intuitive to go down the route you explained, rather than creating custom tasks to accomplish what you wish.

I apologize for not being able to fulfill your demand.

However, here is an example of what you could write up in the TASKS tab using the code snippets provided in ADAM:
// ========================================
// CREATE TASKS FOR A JET MISSION
// ========================================
// 		1st task
// ========================================
[player,"westTask_1",["Eliminate all the enemy armor in the town of Frini","Eliminate AAF armor","Eliminate"],"objective_1",True] call BIS_fnc_taskCreate;
// add this in INIT tab: nul = ["objective_1",300,"INDEPENDENT AAF ARMOR",0,[]] execVM "PWNR\Scripts\PUGS.sqf";
// ========================================
// 		2nd task
// ========================================
[player,"westTask_2",["Kill the AAF jet patrolling the western coast of Altis","Kill the enemy jet","Kill"],"objective_2",False] call BIS_fnc_taskCreate;
// place an AAF jet in the Editor and name it enemyJet.
// give it Move and Cycle waypoints near marker "objective_2".
// ========================================
// Create a loop for JIP/respawn compatibility
// ========================================
// initialize variables in INIT tab (task1Done = 0; / task2Done = 0;)
while {true} do
{
// ========================================
// Wait for a task update to proceed
// ========================================
waitUntil
	{
	sleep 3;
	// set up a 300X300 trigger in Frini (marker "objective_1")
	// for OPFOR Not Present with activation: task1Done = 1;
	(task1Done == 1)
	or
	// set up a 0X0 ANYBODY trigger with condition: !alive enemyJet / and activation: task2Done = 1;
	(task2Done == 1)
	};
// ========================================
// Execute code when task is updated
// ========================================
if (task1Done == 1) then {["westTask_1", "Succeeded"] call BIS_fnc_taskSetState;};
if (task2Done == 1) then {["westTask_2","Succeeded"] call BIS_fnc_taskSetState;};

}; // end of loop


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#82 Posted at 2017-04-20 17:15        
     
Pwner Actual thanks for your response.

Well I think I can also done the dogfight task with a trigger. Set up trigger 1500x1500 with condition:
this && {_x iskindof "Air"} count thislist > 0;
and OPFOR Not Present with activation: task2Done = 1;

If I do so, than I can spawn airplanes with your script.


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#83 Posted at 2017-04-21 14:35        
     
# SnakeDog : Pwner Actual thanks for your response.

Well I think I can also done the dogfight task with a trigger. Set up trigger 1500x1500 with condition:
this && {_x iskindof "Air"} count thislist > 0;
and OPFOR Not Present with activation: task2Done = 1;

If I do so, than I can spawn airplanes with your script.

Yes. But if that trigger condition does not work, create a 1500x1500m trigger with activation ANYBODY / PRESENT.
Then, try this condition instead:

(this) && ({(alive _x) and (_x isKindOf "plane") and (side _x == EAST)} count thisList < 1)


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#84 Posted at 2017-04-22 08:42        
     
Sounds good, I will test it


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#85 Posted at 2017-05-17 06:15        
     
Hi Pwner Actual,

I like the new version of ADAM, good job.
There is only one thing. When I get an update message about a new version of ADAM, I can´t overwrite the old exe file on my desktop with a newer version. I must move the exe file somewhere else, make the update and then a new exe file will be created on my desktop.

Did I inspired you with my idea about the tasks with air combatants ;-) ?

Regards
SnakeDog


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#86 Posted at 2017-05-17 09:33        
     
# SnakeDog : Hi Pwner Actual,

I like the new version of ADAM, good job.
There is only one thing. When I get an update message about a new version of ADAM, I can´t overwrite the old exe file on my desktop with a newer version. I must move the exe file somewhere else, make the update and then a new exe file will be created on my desktop.

Did I inspired you with my idea about the tasks with air combatants ;-) ?

Regards
SnakeDog

Random tasks was something I wanted to implement since the beginning. Your suggestion put that idea back in my head. It took a while to figure out a proper system to include in ADAM, but here it is, the Plug and Play scenarios. Right now, there are jets scenarios, and armored combat scenarios. I'm thinking about making gunship scenarios next. And I'd have to maul over the idea of implementing spec ops scenarios for infantry combat.

But in the meantime, I'm still adding Apex classnames to the program (vehicles are done and included, but units and infantry groups are still missing). However, the jets DLC aircraft are already part of Adam's classnames and may spawn in your missions already.

Concerning the automatic updates of ADAM and the old version not being overwritten, that is my priority. I hope to resolve the issue today.


EDIT: version update issue resolved. The updated file will be named ADAM along with its current version number. No more conflict.

This post was edited by Pwner Actual (2017-05-17 12:10, 796 days ago)


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#87 Posted at 2017-06-23 22:02        
     
I have been away from Arma for a while (RL commitments). I am happy to see that the ultimate mission maker tool project is moving forward. ADAM is by far the best tool, if you want to focus on the milsim aspect of the game, not the tech side. Looking forward to whip up some quick missiona to test out the new features.

However, it seems that the manual is offline:

https://docs.google.com/presentation/d/1iYoqoHDSlrX3j-oR_CIeEpLhuOp26vuFCHif8trECKg/edit?usp=sharing

Another idea for further development: A collection of side missions - COIN style?

EDIT: Ideas for side missions: Weapons cache in a designated town/area, insurgent warlord to be eliminated, aid workers held hostage, hazmat to be found and destroyed, intervene and prevent beheadings/executions, locate and destroy SatCom station. Or may be even identify and take out a suicide bomber in a town crowded with civilians.

This post was edited by NTF_Rouge (2017-06-23 22:21, 758 days ago)

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

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#88 Posted at 2017-06-23 23:49        
     
NTF_Rouge:
However, it seems that the manual is offline

Indeed. The instructions manual updates were ceased. Instead, all instructions are included in-app, mostly with pop-up windows. There is less back-and-forth with an external manual and everything is explained right there and then.

NTF_Rouge:
Another idea for further development: A collection of side missions - COIN style?

The PnP (Plug N Play) feature of ADAM just recently included Spec Ops style tasks. At this moment, there are two tasks created for that scenario:
    1. Clear out the designated building (with probable civilian presence in a CQB context)
    2. Eliminate OPFOR in an enemy encampment

I'm looking forward to adding more tasks to that scenario, and will surely inspire myself from your suggestions, as long as it's feasible.


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#89 Posted at 2017-06-24 13:31        
     
So no more contemplating over a hardcopy manual, with a cup of tea and biscuits? :) Roger that!

I made a quick mission in 15 minutes, just to test out the PnP option in godmode, teleporting all over Malden. They run smoothly, and are suitable for cunning, coordinated plans to ATTACK BY FIRE or AMBUSH. Having an ammo box in the scene, gives the opportunity to resupply on the fly. I like the "enemies meeting in a house"-mission.

You are definitely on the right track for further PnP missions.

To inspire, these are the most common NATO standard order terms for any "boots on the ground" live mission (no 2 and 3 b Tasks in a SMEAC), that I see possible in Arma:

Actions by Friendly Force
Attack-by-Fire
Ambush
Breach
Bypass
Clear
Control
Exfiltrate
Occupy
Reduce
Retain
Secure
Seize

Effects on Enemy Force
Block
Contain
Defeat
Destroy
Disrupt
Fix
Interdict
Isolate
Neutralize

If the AIs are programmed to flee when BLUFOR is detected, ISLOLATE and DEFEAT is an option, to avoid escape. If the enemies outnumber BLUFOR, a coordinated AMBUSH ("surprise" attack with coordinated opening of fire) is highly relevant to execute. A preplanned AMBUSH is my favorite for supply convoys: Prep a kill zone with explosives along the road and in front, wait until the front vehicle is in position, blow up the last car, detonate and attack. Good ambushes tend to strain the graphics card... :)

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

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#90 Posted at 2017-07-04 14:07        
     
Server:

NATO Task Force (TFAR+CBA)

Testing a quick ADAM mission (helo base, ADAM PnP). TFAR+CBA+Malden required. Looking good so far.

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





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