"Creo bellum" literally translated from Latin means "to create warfare".

creoBellum.org gives the opportunity to ARMA players that might never otherwise participate in mission and campaign creation, to do so. It works under the belief that skills and stories from a wide range of players will help to create interesting and enjoyable missions.

Performance Profiling your Functions

Well, the MSO gets its fair share of "why is this mission killing my server?"!!
So I've written a method to "profile" my functions, by measuring how much time they are spending executing and being about to identify the "hogs" of my scripting.
I'll publish here what I've done and feel free to re-use (credits are nice) but in all honesty, its really is dead simple.
To use it, this is what you do.

private ["_profilerid","my_other_private_declarations"];
_profilerid = ["start","A name to identify my function"] call mso_core_fnc_profiler;

// this is
// where my

Noubernou's Distributed AI

There is an exciting project that I'm going to start work on soon - Noubernou's Distributed AI (http://forums.bistudio.com/showthread.php?t=117775).


The project consists of two parts, which I will be applying to Multi-Session Operations within the next few weeks.

Emergency Services (MSO)

Some of you may know I made an Emergency Services module for the MSO.


It includes ambulances, police cars and repair trucks, where ambulances & repairs set on SUPPORT waypoints, while police cars are set on GUARD waypoints.


The ambient civilians will call them in when they need them - its great.

PreProcessor Commands - #include, #ifdef, etc

At some point in your editing life, you will come across Preprocessor Commands.


The BIKI page can be found here:
http://community.bistudio.com/wiki/PreProcessor_Commands


The main point about PreProcessor commands is, they are read once at the beginning of execution. This also effects the editor, meaning that if you modify a file that contains PreProcessor commands (usually a file that #include is pointing too), you'll need to re-Load the mission in the Editor for it to have an effect.

Different Move Commands

I discovered there are a number of move commands that all have specific characteristics in what they do. I've listed them below.


doMove
http://community.bistudio.com/wiki/doMove

FSM's for Beginners

So I really started getting into FSM's lately. I've tinkered with them before with a certain level of success, but recently I was trying to do stuff that I had never done before - in this example, emulate a herd of animals moving around their shepherd.


Here are some resources I've found that are great for starting out.


Civilians with guns!

I really should post more blog entries of stuff I learn.


Today, I learnt that civilians with guns will kill whoever Guerillas are enemies with. The only time this isn't true is if they are joined to another sided group.


In the test, I put down an OPFOR, a CIVILIAN and a BLUFOR and took weapons off the OPFOR & BLUFOR units. I then gave an AK to the CIVILIAN.

AI Unit Caching Demo - v2.3

I was introduced to the Coop Essentials Pack (http://www.armaholic.com/page.php?id=2010) by the author Myke a while back, and I've modified his Unit Caching script to support vehicles.

Map Location Objects Demo

Find attached a mission that marks out all the Location Objects on your map.


I've been asked to provide an example on how location objects are used.

BIS Ambient Civilians, Custom CityCenters and HouseEffects hack

Some other work I've recently done is trying to get custom CityCenters to work. These are useful if you're trying to populate "empty" towns when using ALICE2.


To use these, first you need to patches, found in the CA folder in the demo missions. Just copy the CA folder to your mission directory.


To place a custom CityCenter, use the GameLogic/Location objects in the editor, name the object (eg loc_1) and place the following in the INIT:
this setVariable ["name", "Lighthouse"];
this setVariable ["demography", ["CIV",0,"CIV_RU",1]];

 
Original Design by Gary Storey