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#16 (permalink) | |
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Join Date: Oct 2006
Location: Las Cruces, NM
Age: 38
Posts: 675
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Re: Official Street Lights and Power Stations Thread
Quote:
It always annoys me when game devs dont script in destroyable light sources when NVGs are in the game. Right now the only way to take out the lights reliably is to run them down with a tank or heavy vehicle, when a single bullet should do the job.
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theeANGELofDEATH -F5-ANGEL Sarcasm is just another free service I offer COD4 text binds |
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#18 (permalink) | |
![]() Join Date: Jan 2006
Posts: 324
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Re: Official Street Lights and Power Stations Thread
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#19 (permalink) | |
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Join Date: Mar 2007
Location: California
Posts: 734
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Re: Official Street Lights and Power Stations Thread
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there's a few things that have to be accomplished you need the right people. something TG arma is lacking right now. the level of coordination/teamwork isn't good enough for a TvT. that makes me considerably dissapointed considering TG's quite long track record. you need a mission designed to be TvT. TvT's need to be well designed, they MUST lack scoped weapons, and generally need to have a very simple layout that's similar on both sides. any imbalances are made up for by a Size imbalance eg. Blufor attacking has 20 players Opfor defending has 12 players since there are similar weapon loadouts. that aspect is fixed, however since Opfor is defending a certain Point, they will likely take less casualtys due to better positions around the given location-whereas Blufor will be moving and alot less protected.
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#20 (permalink) | |
![]() ![]() Join Date: Sep 2006
Location: The Gunshine State
Age: 28
Posts: 2,247
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Re: Official Street Lights and Power Stations Thread
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Again, mission design here is a reflection of those involved desires. If a mission creator likes small COOPs, then they like small COOPs. If they like persistent battle missions then that is what they focus on. Not everyone sees TvT as the grand experience and therefore not as much effort is placed on development for missions especially when Shiner's TG Domination should meet the TvT requirements of the commuity. TG has always been a casual community with focus on tactical gaming. It's not as rigorous as other communities and it shows with the preference of mission types. Back to the original topic, I would really like to see the light script implemented in any TvT. I think it adds a significant level of immersion that would benefit any experience.
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#21 (permalink) |
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Join Date: Mar 2007
Location: California
Posts: 734
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Re: Official Street Lights and Power Stations Thread
I never argued the census on TvT, vs Coop. Simply stated that TG for the time being lacks the Ability to play a TvT with Squad members following their Fireteam leaders, and Fireteam Leaders following their Squad leaders, then squad leaders communicating with their Platoon Commander.
I've honestly found the same recently in the 2 Small Coop's i played here (not evo or dom) Fierce dogs and one other. So the arguement isnt what TG wants to play. it's how TG wants to play. something i'm not going to work to change because if i did, it would be a lost cause from the start.
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#22 (permalink) |
![]() Join Date: Apr 2006
Location: Reykjavik, Iceland
Age: 36
Posts: 1,333
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Re: Official Street Lights and Power Stations Thread
I've only recently gotten into scripting and have several other projects in the works...but as Dslyecxi said way above it shouldn't be too hard to script. I will try working on a script that can be used by any mission maker to achieve the desired effect.
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|TG| LoyalGuard Armed Assault Admin
ArmA - Announcements & SOPs | Coop Server Mission List Question/Complaint about ArmA? PM me! |
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#23 (permalink) | |
![]() ![]() Join Date: Sep 2006
Location: The Gunshine State
Age: 28
Posts: 2,247
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Re: Official Street Lights and Power Stations Thread
Quote:
We're an open community so I can't say everyone is a great team player and I know there are many that just hop in the forums grab the password and do their own thing. If you find specific players being anti cooperative feel free to report them via PM. Not everyone has played in a hardcore COOP and has no idea how to behave. Try to educate those that seem lost to you, ask them if the understand your goals as opposed to suggesting that they just blindly do something. With all the new members that come through it is hard to play with everyone and get everyone in on a solid game with good leadership. @Loyal, Even in COOP, it's an interesting affect and would benefit the players with NVG so I definitely think it is a worthwhile effort. I wonder if than can include individual lights or just disabling the power. The power would probably be easiest as it is just a single event.
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#24 (permalink) | |
![]() Join Date: Apr 2006
Location: Reykjavik, Iceland
Age: 36
Posts: 1,333
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Re: Official Street Lights and Power Stations Thread
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As far whether it would include individual lights or the power, I don't believe the power stations are in any way in-game logically connected to the lights in the cities. But I can "connect" (or more appropriately "disconnect" them with a script. My basic idea is: When a specific power station is destroyed it triggers all lampposts and traffic lights within a given radius (using the nearestObjects command and filtered by object type) to turn off using the switchLight command. I haven't tried this yet, its just my basic game plan after doing some reseatch in the ArmA command reference.
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|TG| LoyalGuard Armed Assault Admin
ArmA - Announcements & SOPs | Coop Server Mission List Question/Complaint about ArmA? PM me! |
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#25 (permalink) | |
![]() ![]() Join Date: Sep 2006
Location: The Gunshine State
Age: 28
Posts: 2,247
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Re: Official Street Lights and Power Stations Thread
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#26 (permalink) |
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Join Date: May 2003
Location: United Kingdom
Age: 37
Posts: 3,443
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Re: Official Street Lights and Power Stations Thread
I think anything in a mission that adds realism to it is always a good thing. LightOut scripts should be put in every map and I'd like to see the AI's skill level drop a little to reflect the fact that they don't have lights anymore.
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#27 (permalink) | |
![]() Join Date: Apr 2006
Location: Reykjavik, Iceland
Age: 36
Posts: 1,333
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Re: Official Street Lights and Power Stations Thread
Quote:
EDIT: Actually, I already found code to do exactly this in the OFPEC forums: Here is the code for the .sqf (script file) Code:
// lightsoff.sqf
_pos = _this select 0;
_range = _this select 1;
// Add more types if needed
_types = ["Land_lampa_vysoka", "Land_lampa_ind", "Land_lampa_ind_b", "Land_lampa_sidl", "Land_lampa_ind_zebr"];
for [{_i=0},{_i < (count _types)},{_i=_i+1}] do
{
_lamps = _pos nearObjects [_types select _i, _range];
Sleep 1;
{_x switchLight "OFF"} forEach _lamps;
};
Code:
Code:res=[getPos player, 3000]execVM"lightsoff.sqf"
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|TG| LoyalGuard Armed Assault Admin
ArmA - Announcements & SOPs | Coop Server Mission List Question/Complaint about ArmA? PM me! Last edited by loyalguard; 10-17-2007 at 02:36 PM. Reason: Added Code: |
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#28 (permalink) |
![]() Join Date: Apr 2006
Location: Reykjavik, Iceland
Age: 36
Posts: 1,333
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Re: Official Street Lights and Power Stations Thread
With a BIG thanks to Strag for some key guidance with triggers in the mission editor, the scripts/code above, and some additional reference material at OFPEC and the BIS forums...I have been able to trigger cutting the power and turning off the lights both destructively and stealthily. I need a little more time to tighten up the code and make it easy to insert in any mission but it is basically done. Here is a little demo video I made showing the more destructive form:
Blackout! on YouTube EDITED TEXT BELOW: Ok, I think I have the final, easiest way to implement this in any mission. I have been able to implement the blackout without external .sqf files so now all that is needed are game logics and triggers (one of each for every power station whose power you want to cut). Here are the step by step instructions: 1. Locate the power substation whose power you want to be able to cut. 2. Place a Game Logic on the substation and give it a name. For example, if you want to use the transformers in the NE part of Corazol you could name it "logicTransformersCorNE". 3. Place a Trigger near the Game Logic. You may want to give it a radius of 0 to remind you that is not trigger by entering it. Name it and give it text as you desire. 4. In the same Trigger, enter the following code in the Condition Field: Code:
(getDammage (position logicTransformersCorNE nearestObject "Land_trafostanica_mala") > 0) OR (getDammage (position logicTransformersCorNE nearestObject "Land_trafostanica_velka") > 0); 5. In the same Trigger, ether the following code in the On Act. field: Code:
{_x switchlight "off"} foreach (position logicTransformersCorNE nearObjects ["streetlamp",1000]);
6. Repeat 1-5 above for each substation you want to be able to affect...just remember to give each game logic a unique name. In order to cut the power stealthily the process is a little different so I am still working on it (and it may also require a .sqf). Is there any interest in me editing Evo Blue (and possibly Xeno's domination) to make cutting the power possible (by destroying power stations)?
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|TG| LoyalGuard Armed Assault Admin
ArmA - Announcements & SOPs | Coop Server Mission List Question/Complaint about ArmA? PM me! Last edited by loyalguard; 10-18-2007 at 06:37 PM. Reason: Added more credits and simplified script |
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