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dwringer

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Everything posted by dwringer

  1. dwringer

    Gamepad controller for flying

    Personally, I like ArmA with a joystick - true; before 1.11 the flight controls felt like you were actually flying some junk simulator that some redneck built in his garage out of old dishwasher parts, but now (with the improved yaw on planes and choppers) it's a lot easier (for me) to hover in choppers and do precision landings. Still can't get the feel for planes, but that's probably because I can't turn my view distance past about 3200k and that's just not far enough :\
  2. dwringer

    Arma RPG

    when you're calling the script, were you putting maxremove in quotes by mistake? That would turn it into a string (object) instead of a number, like it says in the screenshot. I might be way off, though, just a thought
  3. dwringer

    RH Aks pack 1.5

    Anybody know if some of the weapons/magazines were broken in the 1.11 beta patch? I can't get the gold ak to show up, and the magazines for the an94 won't work either - it says there aren't config entries for them. Haven't tried nearly all of the weapons yet to say about the others. I haven't tried disabling all my mods yet, but it seems unlikely - most of these weapons work (the gold svd has no problems, and the an94 itself shows up... *shrug*)
  4. dwringer

    RH Pistol pack 1.5

    It took me forever to find this post - typing "RH Pistol" in the forum search doesn't come up with it for some insane reason. Luckily it's linked from the "Realism/Immersion" thread . . . but I just wanted to say that this is one of the things that ArmA BADLY needed - i've got a script that I put all my addon weapon classnames in to make custom loadouts as simple as typing a shorthand version of the weapon name in the init, and the secondary weapon part of the script was practically pointless until now
  5. dwringer

    Official U.S.Army coloring book

    Heh, that's really kind of frightening to see; I don't like all these unmanned vehicles they're giving guns to lately if they can't even make a java coloring book work correctly :\
  6. haha, sorry, but the last two posts on here made me crack up Brilliant ideas, though
  7. Aye, the only thing missing then (or now, since I'm happy with the regular small SIX tracers as much as anything else; it's just a game anyhow) would be the fact that as bullets, these grenades tend to skip off the ground an awful lot. If i'm not mistaken, that didn't happen when they were treated as shells. Anybody know of a way around that?
  8. dwringer

    Random spwaning

    Yeah, there should be a few ways to cause several units to spawn at the same randomly selected marker. I took the liberty of modifying the above sqs script for my own missions, and did it thusly: [in this example, you can move any number of troops in 5-man increments to randomly selected markers. you could easily make this 8, 9, 12, whatever. if you want one of the sets of troops to be less than that number, you can just fill it with game logic units instead of soldiers to take up the empty space.] <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _manarray = [t00, t01, t02, t03, t04, t00_1, t01_1, t02_1, t03_1, t04_1, t00_2, t01_2, t02_2, t03_2, t04_2, t00_3, t01_3, t02_3, t03_3, t04_3, t00_4, t01_4, t02_4, t03_4, t04_4] _markerarray = ["m00", "m01", "m02", "m03", "m04", "m05", "m06", "m07", "m08", "m09", "m0a", "m0b", "m0c", "m0d", "m0e", "m0f"] _i=0 #markerloop ?(_i>=(count _manarray)): goto "end" _randommarker = _markerarray select (floor(random(count _markerarray))) "x1" setmarkerpos getmarkerpos _randommarker "x2" setmarkerpos [(getmarkerpos _randommarker select 0) + 1.5, (getmarkerpos _randommarker select 1) + 1, (getmarkerpos _randommarker select 2) + 1] "x3" setmarkerpos [(getmarkerpos _randommarker select 0) + 3, (getmarkerpos _randommarker select 1) + 2, (getmarkerpos _randommarker select 2) + 2] "x4" setmarkerpos [(getmarkerpos _randommarker select 0) - 1.5, (getmarkerpos _randommarker select 1) + 1, (getmarkerpos _randommarker select 2) + 1] "x5" setmarkerpos [(getmarkerpos _randommarker select 0) - 3, (getmarkerpos _randommarker select 1) + 2, (getmarkerpos _randommarker select 2) + 2] _xa = ["x1", "x2", "x3", "x4", "x5"] _j=0 #populate ?(_j>=(count _xa)): goto "cont" _currentman = _manarray select _i _currentmarker = _xa select _j _currentman setpos (getmarkerpos _currentmarker) _i=_i+1 _j=_j+1 goto "populate" #cont _markerarray = _markerarray - [_randommarker] goto "markerloop" #end Also, keep in mind that for the above script, you must place "dummy markers" anywhere in your map named x1, x2, x3, x4, and x5. These are used in calculating the positions to spawn the troops once a marker has been selected. This is probably the sloppiest area of my script, as you don't really need to do it that way. I just like the way it makes sense to me [Edit: You may also notice that this starts each set of five units out in a compact wedge facing south. If they're grouped, you'll see them move around after being spawned to get themselves into a more proper formation. You can add some code to the script to get them to watch a certain direction or target too, but it's largely mission dependent unless someone has a nice elegant way to put them in tactically advantageous orientations
  9. dwringer

    Extraction Help

    hm, i was just thinking, you might be able to use dynamically placed markers set at N, NE, E, SE, S, SW, W, NW from the LZ (which can also be dynamically placed in theory) to set up a flyin direction, but i'm not quite good enough with scripting to be able to say for sure, or exactly how
  10. dwringer

    Prevent AI from going prone!

    too bad they don't have an automatic setting that excludes prone
  11. dwringer

    6thsense.eu presents: "pack2"

    Say what you will about the aggressiveness of this mod, there's a decent way I found to script around it, and one can even get AI snipers to engage and kill men at several hundred yards (well outside the range of normal small arms fire). Just set a marker where you want the snipers "kill zone" to be, then have the sniper dowatch the marker position in combat mode "open fire" , setunitpos "down", and setbehaviour "combat". voila I suppose it still could be tweaked slightly, but I found it takes about 5 or 6 men with M107 Barretts to reliably take out an infantry platoon (with the snipers skills set closer to 95% and the targets being set more medium-high). 2-4 snipers can still wreak some havoc though.
  12. dwringer

    Creating units and squads

    another neat trick i've been playing with is creating an array of markers as spawn points for enemies and then using triggers to teleport enemies to random markers out of the array (by cycling through an array of the units to be teleported) . . . that way the mission never plays out exactly the same way twice, and theoretically you could make fairly dynamic missions with a few scripting tricks [i'm just not very knowledgeable about scripting, in fact someone else could probably explain what i'm talking about better, and with actual code examples ]
  13. I just wanted to say, this thread is a GREAT resource. I've been playing ArmA for over a year, and I already had dozens of mods, but after following the advice from the first post it's as though I've got a brand new game. Firefights with the AI actually make me feel like I'm in danger of being shot at now, even if they do still have a tendency to lie down while being sniped in the open. I guess if your CO orders you to hold your position though, what else can you do? And I guess when they "panic" they do run around sometimes, so whatever Kudos to all the mod makers who made this possible... I feel really as though ArmA had never surpassed OFP in terms of true gameplay (even though it was more fun in a lot of ways) until I got these mods on here, and now I feel like I was a fool for underestimating the addon community ArmA is VASTLY superior to OFP now, IMO (though I still never played OFP with any mods, so I guess I can shut up with that point)
  14. Hey, let me just say first of all: this pack is AWESOME. I've wanted the 416 in ArmA for however long that's even been possible (I don't remember when ArmA came out or when the gun came to my attention, probably within a few months of each other ;p) Great work all around; these are probably the best weapons I've seen in game so far. That said, there are a couple of weird issues. Any or all of these could result from mods I have (I'm running with about 400 trillion at the moment, so if I get a chance I'll test this by itself), but I dunno. First of all, when switching between CQB and regular modes of some of the guns, the magazine has to be reloaded for each mode - you can reload it in CQB but then it must be reloaded if you switch to the regular (non CQB) sight - and yes, with the same ammo type (I'm not confusing this with sub/supersonic rounds). This might be unsolvable, and I don't care - I guess it's not realistic that you can keep subsonic and supersonic rounds loaded at the same time, either, but you CAN do that [Edit: I'm no means an expert (or even much of an amateur) when it comes to this stuff, but are the Subsonic and Supersonic variants both supposed to be zeroed at 300m? (Well, that's a rough estimate of what they're zeroed at, anyhow) It seems like you have to shoot pretty dang far [(in subsonic mode)] in order to get the rounds not to hit 1 or 2 meters above what you're aiming at ] Second, when I use a .sqs file to add the magazines and weapon to a soldier, I have to hit the fire mode button at least once to put it into Semi-automatic mode. When first spawning, there is no [weapons] crosshair [(it's just a walking crosshair)] and I cannot fire without hitting that toggle. [Edit: Perhaps obviously, this does not affect AI troops. Had to go see for myself though ] Third, and most interestingly, there are some anomalies I'm experiencing with the EOTech and Aimpoint sights. The M68 on the SCAR-L has a blurry spot in the middle where the red dot should be, kind of like frosted glass, but it's not red or illuminated whatsoever (and thus all but impossible to see). The Aimpoint on the 416, as well as the EOTech sight on it, (and the 417 too if memory serves) projects its crosshair onto the screen even when I'm not looking down the sight. Kind of cool on the aimpoint, I guess, like a laser pointer, and the EOTech I can pretend I've got some kind of HUD in my glasses or something, but it doesn't really look like it's supposed to be happening Sorry if these are mod-induced and nobody else gets these, but I just thought I'd let you know. After all, anyone using this mod probably has a lot of others too
  15. dwringer

    UAV management

    So would it be too much to hope that this is going to have fire control for the hellfire on your latest UAV release implemented in a future update? [edit: on further review, i discovered that the UAV's AI pilot will fire hellfires at enemy targets, but I'm not sure that it has anything to do with whether you've locked onto the target with the recon camera or not - i incidentally had when it happened. I also wonder if it would fire if still set to Friendly territory.
  16. dwringer

    Infantry + Helis question

    in the Unit screen, assign a Name to your chopper (like heli1 or some such), then in each squadmember's "Initialization" or "Init" field, add the following: this moveincargo heli1 that way they'll start in there even if they're not in the same squad as the chopper. Then you can use a regular synchronized transport unload + get out set of waypoints wherever you want them to land and get out [edit: you can actually ask these questions in the Editing forum, which is in the main list of forums at the bottom (below all the ArmA/OFP/OFPE/etc forums) ... a mod might move this there anyway ]
  17. dwringer

    Infantry + Helis question

    in the Unit screen, assign a Name to your chopper (like heli1 or some such), then in each squadmember's "Initialization" or "Init" field, add the following: this moveincargo heli1 that way they'll start in there even if they're not in the same squad as the chopper. Then you can use a regular synchronized transport unload + get out set of waypoints wherever you want them to land and get out [edit: you can actually ask these questions in the Editing forum, which is in the main list of forums at the bottom (below all the ArmA/OFP/OFPE/etc forums) ... a mod might move this there anyway ]
  18. dwringer

    RACS Uniforms

    LOL, i missed replying by about 1 post.. I was gonna say, they look kind of like Iraqi camouflage, so I never complain
  19. dwringer

    Hardware and settings for ArmA

    I'm not positive, but I thought ATI tray tools will still work with nvidia cards for some limited functionality. I might be totally wrong, however.
  20. dwringer

    "Insurgent" script.

    Well, I like the idea, and I've been trying to do something similar in my missions, but I finally came up with something that works to the same effect with a lot less hassle. I found a script where you set up an array of markers and an array of units, then randomly setpos's the units to the markers (you can set more markers than units for even more randomization). Then I just fill up a town with civilians, set some secluded markers where insurgents can come running out, and link a trigger to the script so that when the player's squad gets to the right places, a bunch of insurgents will randomly come running out from their markers. I even gave them all seek and destroy waypoints, and synchronized their initial waypoints to the trigger, so when they get teleported near the player they immediately start executing their seek and destroy orders. The script i found was on these forums, it's nothing that complicated though, it was just posted within the last 2 or 3 days so you should be able to find it (it's actually in the ArmA mission editing + scripting forum)
  21. Ah, thank you . . . yes, that pretty much does answer my question; as I said I know pathetically little about scripting Didn't know exactly if there was a way to spawn units in the cargo of an empty vehicle but I guess that makes sense, pretty straightforward
  22. I was just wondering about something that's kind of bugged me about the little 5-man speedboats . . . when you place one as a squad member so you can put the other passengers In Cargo via the editor (so they can start out at sea without losing their weapons in the water), the driver is wearing the default ACU/BDU vest. That's fine with the stock game, but I like using addons (EBud's "CQB" units in this particular case) and the all black theme of some skins + the boat is broken by the garish colors on the boat pilot. I came up with a little script that seems to work, albeit tenuously, to replace the driver with a unit of my choosing by killing off the default man, but it seems like there has to be a better way. I know extremely little about scripting, and nothing about unit configs (or whatever it is I always hear people talking about), so I guess if there's a way to do this outside of a mission .sqs file I'm gonna have pretty much no idea how to begin. Here's what I came up with, just in case anybody's curious for any reason: _boat = _this select 0; _replacement = _this select 1; (driver _boat) setdamage 1; _replacement action ["getindriver",_boat]; Then of course i just put [this,replacement] exec "boatInit.sqs" in the init field of the boat and name units accordingly. If anyone has any insights on the situation I'd greatly appreciate it EDIT: Sorry, I know I put this in the wrong forum. :-\
  23. dwringer

    Random spwaning

    Wow, this script is great for a lot of things; it's exactly what I've been trying to figure out for urban scenarios (random insurgents popping in at unexpected locations, for example). Heck, enough of these scripts in a mission and you can have call of duty style gameplay, except more dynamic
  24. dwringer

    AI has rayvision?

    I enjoy playing BF2, and I even got a big kick out of BF2142 for a while after it came out (say what you will, those aerial transports are hella fun to fly), so my opinion is apparently inferior, but . . . I generally have few qualms about AI in ArmA - it's not real life, but it's sure doing a lot more than the AI in most other games [arguably, all other games]. That said, I will point out that occasionally, the AI CAN see through foliage that no human would ever have a chance of. And I'm not referring to AI units watching you duck down for concealment, then shooting you through the bush. I set up some OPFOR soldiers around a hotel, with a bunch of trees in the back, and gave myself a 4 man team to attack over the hills which came about 75 meters away from the courtyard behind the hotel. My AI squad and I came over the nearest hilltop towards the hotel, but I couldn't engage the enemy because there were a lot of trees obstructing our view. I went prone and tried to pick off anybody who got flushed out by my AI team that I left to continue the direct assault. The next thing I new, an AI unit that I had NEVER seen shot me through some tree branches which SHOULD have concealed his view of the entire hillside (he was located just behind the thickest part of the foliage). I was dead in 2 shots; didn't even have time to react. When the death-cam flew in to highlight my killer, it was obvious that there was NO way he could've seen me if he were a real person. So the anecdote above about the AI shooting someone through some bushes and 2 trees while lying in tall grass doesn't surprise me at all. I agree, most of the time, there IS a rational explanation for why the AI is shooting at you, but this is the one [and only] exception that I've ever encountered.
  25. dwringer

    Does squad AI actually work?

    haha, now that's a good insight, i think. The main problem with arguments against the AI really can only boil down to, "man, it's a shame these AI aren't actual humans" never mind the fact that our meager CPU's are trying to simulate hundreds of their little brains at a time
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