Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I can see a trigger button but I am not sure how to use it, or at least, it does not give me the option to pull up those type of sounds.
Thanking You
You can add music or sound triggers using the Jukebox you can either play the music or connect it to any given zone with a condition, Such as zone 1 will start ambient battlefield sounds when a bluefor player detected in the zone.
Just create a zone over the area --> open Jukebox and pick the sound and the activation conditions and press "link" you'll see a marker over the zone.
First of all I have to say MCC Sandbox is the best mod I have come across so far. Makes the game so much better! With the new resource stuff, it will only get even better. Really looking forward to be able to try that out.
I do have three requests:
1. Is it possible to make it possible to alter the number of people required to use the different roles in the role-selection? Im normally just playing with a select number of friends, and it sometimes gets in the way of us, when we cannot choose the specialist or the sniper. I have tried to change the minnumbers in the ini-file, but it just resets back to the defult figures. Maybe I missed something?
2. Would it be possible to remove the requirements of a set number of people to ie build a tent, or start building a FOB? Maybe making it so that it takes longer time if you are alone or something? For the same reasons as in q1.
3. I would really like to be able to make *insurgency* zones, that are much less populated than regular (garrison) zones, and where GAIA automatically prefers to set up ambushes and IED's along roads, occupy lonely buildings and farms and so on. The main difference would be that they wouldnt try to take over towns, but instead concentrate on stealth and inficting damage on the player factions forces. Is this possible?
Again, thanks for all your work!
1. You can set the role selections' limts by opening you inidbi mod folder there you'll find a folder called DB inside you'll see ini files one of them is called "SERVER_misc.ini" open it with notepad now here you'll see all the default setting for the Role Selection such as:
"CP_officerPerGroup" which manage the max ammount of officers in a group and "CP_officerMinPlayersInGroup" which manage how many players there should be in the group before you can select this role.
You can change the values as you see fit more to that there are the server such as "SERVER_officer" where you can manage the default loadouts and the unlock for the role as you progress. For example "CP_officerWeaponWest" manage the primary weapons where each line is an unlock
"13,"arifle_Mk20_GL_F","30Rnd_556x45_Stanag",9,"1Rnd_HE_Grenade_shell",6,"30Rnd_65x39_caseless_Red",2]]"
The first variable - 13 is the level required, the second "arifle_Mk20_GL_F" is the weapon and the array after it is the magazine and magazine count added,
So the MK-20Gl will be unlocked to officers level 13.
You can make your own settings and progression - check the video bellow.
2. For tent you need one more guy and for FOB 2 more units - this is hard coded but I can change it to be user defined.
3. The insurgency zones is beeing worked by Spirit as we speak as he continue to develope the ambient combat.
https://www.youtube.com/watch?v=ABYL_dBteZ4&list=PL0FkNV1hOicxKYCHZszCKz7ijyxXpKUnw&index=8
#1 Worked flawlessly. I have no idea why it didnt before.
#2 It would be nice to have the ability to at least try it out without having players online (when evaluating), but I watched one of your videos and came to understand ai works fine as standins, so it's no big issue then. Still, having the option somewhere to set higher or lower would be nice if possible.
#3 So great to hear you are working on it! Looks like you got a plan.
I got a few more things:
4a - Im very excited about the logistics thing you got going with the resources and bases. Would it be possible to somehow making this work together with Igiload, so that the boxes that are loaded in Igiload still shows up the the Cargomanager? The problem arises if you use planes or helis in the logisticsflow and use Igiload to do this, and then load the truck (with Igiload). You then have to unload, load with the interaction and then go to cargo to be able to transfer to base. Not a super big problem, but a few odd things arises when you use both systems together. You can load double amount and so on.
4b - Would it be possible to make the bases (HQ and FOB) to act like a *crate*, in the sense that you can place other stuff from your inventory in the bases.
4c - If 4b=true; Would it be possible to load other boxes or things through the cargosystem and keep their contents, so that you can actually transport weaponcrates to a FOB? I.e. you got a basic Nato weapons crate (fill it with whatever), transport it by heli, unload at a FoB and make the weapons available there for players that spawn in. The holy grail would be if it also let you transport stuff available from other mods, like the bomb robot from the EOD mod, and letting the host somehow add the optional stuff in some kind of ini-file, maybe with extra info like number of cargoslots and so on.
5a - This regards the request dropoff feature. I used this to force a civilian to drive me through a enemy checkpoint, and it worked fine until he got scared of something and stopped right infront of them. Would it be possible to force him (at gunpoint) to drive, simulated by setting him to "careless" for the duration of the ride? I suppose it's not possible to get an ai to drive through a barrier (or over other ai)?
5b - Using interact to force the ai in a vehicle to disembark if they are intimidated or alerted to danger? GTA meets Arma.
And regarding AI matters:
Regarding AI. I really like the fact that you can tone down the ai skills in different categories in MCC, which makes it much more realistic. I still got some suggestions even though I have no idea if it's possible, or even if it's within the scope of MCC.
Example: If you have ever been on guard duty for 12 hours straight in some backwater base, you know that nothing ever happens, because it never has, and probably never will. The normal issues you face is probably checking ID's and helping people out with various tasks during the shifts. You focus is thus very close (in range) to where you are, very far from combat duties. Questions like who didnt refill the coffee-thermos is probably more common than scanning the hills for any odd shadow moving among the other dark shadows of moving trees (which is kinda how the arma ai is 24/7). You are more likely to explain the sound of a branch breaking to be some local kids, another guard patrol or something else. You would *not* start shooting, unless you were completely positive that it were the actual enemy. Remember, this is unlikely. *If* however, someone should start firing at you, or if you were alerted to possible enemy contact, you would immediatly switch focus and become alert to things happening further away, remember your training and so on. This is the actually the most annoying thing with arma at present, and what really makes it hard to make anything close to realistic missions. It would be able to actually approach a checkpoint without all hell instantly breaking loose. To have that initial confusion of contact simulated, where people are waiting on orders from their superiors not knowing what to do.
So there are two different things in this:
AI-1 The focus of the individual unit, that by default in a quiet zone (or just wherever) basically is careless to whats happening more than 50 meters away, but if alterted by shots will instantly switch spotting mode to be able to see like the normal ai. The main difference being that they today are either bad at spotting or good, regardless of what is happening around them.
AI-2 I'm not sure how much of the ai is hardcoded and not, but it might be possible to simulate this confusion by delaying the changes in combat modes. The holy grail would be if a unit that spots (what he thinks is) an enemy (not getting fired upon). He is thus basically alerted to enemy but holds fire (which should be the default for guards really unless in a hot zone):
a - Thinks about this for a couple of seconds
b - Inform the squadleader over radio (delay this five seconds to simulate radio back and forth).
c - SL make a decision (a few secs) either to check it out himself or send up more guys to confirm. Possibly telling the rest of the squad to change Combat Mode. Only if the SL is alerted to shots should he issue fire at will, or he will get in trouble when the pizzaguy get killed.
Well, its alot I know, but these changes would make Arma into another game. It also would make an special elite unit attacking a regular storage fascility less likely to actually lose people, and more a strategic question in where to assign resources.
Also, evac helicopters use the careless behavior, which leaves them with lights on. It might be nice to change that somehow.
Is it possible to add an init. script to each unit thats spawned in a zone?
You wish is my command :) hold tune for the next update